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Posted: Sat Jan 05, 2008 12:32 am
Yes doom does even things up from a average 1 in 5 to roughly 1 in 3, which is good. Also to increase thier chances give the exarch the executioner. While the triskele seems nice I wouldn't go for it. Similar to the mirror swords. If you want a unit with lots of attacks go with scorpions. The banshees are geared towards taking down armoured targets.
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Posted: Tue Jan 22, 2008 2:25 am
like eldar they are fast units and great in assault but i just need to know how to get close to the enemy so they cant shoot there weapons like the Tau with there long range weapons
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Posted: Tue Jan 22, 2008 10:20 pm
Well, thats what transports are for. A wave serpent is a fast vehicle, so youd be moving 10 models 24" not counting star engines. Plus theyre moderately durable with the skimmer onscure rules, and their force fields. Finally theyr enot bad as tanks with twin linked weapons, and they wont take up any spots on your force orginization chart as theyre transports and not heavies.
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Posted: Tue Jan 22, 2008 10:35 pm
but the problem is tht wen u disembark from the wave serpent they will get badly shot at before u even get close to them
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Posted: Fri Jan 25, 2008 1:16 am
What do you mean "even get close to them"? youd be close to them at that point. If you mean being unable to assault, depends. Most of the units should at least have pistols. Next off the waveserpent can be loaded down with some nice heavy anti infantry fire or anti tank fire. Kit it up to provide cover. Or drop the unit behind cover and let them run the rest of it while the wave serpent shoots. The eldar have fleet of foot, use it.
Also, consider units like rangers that can cause pinning, doing that would lessen the amount of fire coming back at you.
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Posted: Sun Jan 27, 2008 7:51 pm
foxyguy619 but the problem is tht wen u disembark from the wave serpent they will get badly shot at before u even get close to them Yes you cant charge when you move your various transports. Thats why you move your transport close enough to a unit that will not move out of range quickly like jump troops and just wait a turn. By waiting a turn you can keep your troops protected with your armor. Then your next turn you take a free pivot( which dose not count as moving) so you disembark 2 inches then move your normal 6. you can then move your transport normally unhindered. Then in your shooting phase your going to have to judge the distance and if you think your close enough to shoot and not put your self out of charge range do it, if not fleet of foot your guys closer. All total coming out of a tank you should have between a 15-20 inch charge range plenty of room to take down something on foot.
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Posted: Tue Jan 29, 2008 4:00 am
oh thanks 4 tha advice i will keep it in mind
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Posted: Wed Jan 30, 2008 2:29 pm
so what is every ones opinion on the wraithlord?
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Posted: Wed Jan 30, 2008 10:05 pm
I like the wraithlord if you can keep it from reverting to it's wraithsight. moving and shooting with heavy weapons, rerolling to hit with the wraithsword, takes a S5 weapon to have a chance of wounding it, ignores armour saves, it causes instant death on everything it's possible to and the models just plain sweet to boot.
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Posted: Wed Jan 30, 2008 10:40 pm
A wonderful heavy unit. Not something I originally used as I felt it didnt fit the stealthy aspect of my alaitoc force.
A friend bought me one though, and I already owned one, and I figure if I have them, I should use them, especially such a kick a** unit. That and my force is mor generalized anyways now that their arent craftworld rules.
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Posted: Thu Jan 31, 2008 6:58 pm
wraithlord is tha koolest with his wraith guards
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Posted: Fri Feb 01, 2008 12:16 am
foxyguy619 wraithlord is tha koolest with his wraith guards What are you talking about? They are seprate units thats only connection is a rule that is the same.
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Posted: Sat Feb 16, 2008 2:07 am
One good tac with wraithlords is to keep a good assualy unit behind them (aka Harlequins with a Shadowseer) Cuase them while your 'lord is marching towards the centre it's also covering your harlequins cause it's blocking line of sight. You also dont have to test for wraithsight since the shadow seer does count as a psyker.
In a 1750 pts battle you can field 2 lords with a large very hurty harlequin unit behind them and a farseer with retinue. Thats what I call a bullet magnet in the truest sense. I often use that tactic, though sometimes i deply my 'quins somewhere else towards a more dangerous unit.
If kept in base to base no line of fire can be drawn through them to the units behind them. It is a very good tactic to use if you like marching into the teeth of your opponents army, which I enjoy doing.
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Posted: Sat Feb 16, 2008 6:15 am
Guardian of a Lost Cause One good tac with wraithlords is to keep a good assualy unit behind them (aka Harlequins with a Shadowseer) Cuase them while your 'lord is marching towards the centre it's also covering your harlequins cause it's blocking line of sight. You also dont have to test for wraithsight since the shadow seer does count as a psyker. In a 1750 pts battle you can field 2 lords with a large very hurty harlequin unit behind them and a farseer with retinue. Thats what I call a bullet magnet in the truest sense. I often use that tactic, though sometimes i deply my 'quins somewhere else towards a more dangerous unit. If kept in base to base no line of fire can be drawn through them to the units behind them. It is a very good tactic to use if you like marching into the teeth of your opponents army, which I enjoy doing. For your tactic to work however, you rely on your enemy deploying his shooty bits on 1 point where you march right up against, suppose he has 2 batteries of fire solutions then 1 of those will always be able to properly see the harlequins from a side angle
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Posted: Sat Feb 16, 2008 4:33 pm
Seraphine-Exalted Guardian of a Lost Cause One good tac with wraithlords is to keep a good assualy unit behind them (aka Harlequins with a Shadowseer) Cuase them while your 'lord is marching towards the centre it's also covering your harlequins cause it's blocking line of sight. You also dont have to test for wraithsight since the shadow seer does count as a psyker. In a 1750 pts battle you can field 2 lords with a large very hurty harlequin unit behind them and a farseer with retinue. Thats what I call a bullet magnet in the truest sense. I often use that tactic, though sometimes i deply my 'quins somewhere else towards a more dangerous unit. If kept in base to base no line of fire can be drawn through them to the units behind them. It is a very good tactic to use if you like marching into the teeth of your opponents army, which I enjoy doing. For your tactic to work however, you rely on your enemy deploying his shooty bits on 1 point where you march right up against, suppose he has 2 batteries of fire solutions then 1 of those will always be able to properly see the harlequins from a side angle I decree an "owned". Personally when it comes to an eldar bullet magnet, I prefer a seer and retinue on bikes, using fortune. 3+ regular save, 4+ invul when not boosting, 3 when boosting, plus the rerolls from fortune. And the increased toughness from the bikes.
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