Welcome to Gaia! ::

The Official Warhammer 40,000 and Tabletop Gaming Guild

Back to Guilds

The Official Gaian Home of Tabletop Gaming 

Tags: Games Workshop, Tabletop, Warhammer, Gaming, Wargaming 

Reply 40k Discussion
The Eldar Goto Page: [] [<<] [<] 1 2 3 ... 88 89 90 91 92 93 ... 123 124 125 126 [>] [>>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Alan Conery

PostPosted: Sat Feb 16, 2008 11:52 pm


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.


it also relies on your opponent having NO maneuverability what so ever.
PostPosted: Thu Feb 21, 2008 8:58 pm


I have use such a tactic against a manouverable enemy. We got a tie in that battle. It all depends and where you deploy them against a unit with transported troops as is common with tau and space marines keep them back or at the flank. If against an opponent that relies less on accuracy or numbers, as with guard or tyranids, deploy them in the centre as close as possible. Then it is also the luck of the dice rolls and a healthy prayer to Khain doesn't hurt.

Guardian of a Lost Cause


Caleidah

Eloquent Lunatic

PostPosted: Thu Feb 21, 2008 9:17 pm


Um...big groups of units vs Guard = bad idea.

We have three things that end big groups. Earthshaker cannons, Demolisher Cannons, and Battle Cannons. All of which are AP3 or better and Str8+, and all are Ordinance. Aside from that, Guard are likely to have a fair bit more units on the board to be shooting at you. Even if the Harlequins have an Invulnerable save, you're going to lose some units against Ordinance.

((Haha! 1337 p0571||g 5ki115, meaning post 1337))
PostPosted: Thu Feb 21, 2008 10:19 pm


Guardian of a Lost Cause
I have use such a tactic against a manouverable enemy. We got a tie in that battle. It all depends and where you deploy them against a unit with transported troops as is common with tau and space marines keep them back or at the flank. If against an opponent that relies less on accuracy or numbers, as with guard or tyranids, deploy them in the centre as close as possible. Then it is also the luck of the dice rolls and a healthy prayer to Khain doesn't hurt.


???

Any enemy against any enemy deployment matters. Thats like saying proper application of fire is only important for some army types.

Against the IG lumping up is a death sentence. It makes you vulnerable to blast templates, and in both cases of them and tyranids, it makes you vulnerable to flanking.

King Kento


Guardian of a Lost Cause

PostPosted: Mon Feb 25, 2008 12:37 am


Ah you see that is the fun part. I enjoy marching my wraithguard down the centre against guard. Let them fire thier cannons at them I've had my wraithlords weather 4 turns of earthshaker and battle cannons rounds and still fight on. For it is a poor choice to stay back and try and out shoot and enemy that outnumbers you 2 or even 3 to one. Get your units tied up in assualt so they have less targets and if they are infront of thier allies then so much the better.
PostPosted: Mon Feb 25, 2008 6:19 am


If it lasted that long, your opponent had some shitty rolls. On the worst of it, Guard Ordinance is going to wound you on a 4+. Also, if you're walking your Harlequins and Wraithguard with them, a scatter could be potentially disastrous for you. Again, though, if you march the center your units can get flanked.

Guardian, what all do you field in an army along with those Wraithlords/guard?

Caleidah

Eloquent Lunatic


xXAkito-samaXx

PostPosted: Sat Mar 01, 2008 2:07 am


i got a question for tha avatar he is immune to melta and flamer but y not plasma
PostPosted: Sat Mar 01, 2008 4:20 am


Plasma (like lasers) isnt fire, its just really really hot.

Seraphine-Exalted


xXAkito-samaXx

PostPosted: Sat Mar 01, 2008 11:21 pm


yeh but tha avatar is made of heat so heat deosnt effect tha avatar
PostPosted: Sun Mar 02, 2008 12:29 am


xXAkitoAndYurekaXx
yeh but tha avatar is made of heat so heat deosnt effect tha avatar


Maybe it was done for balancing reasons.

If you had a model that was immune to melta, flamer AND plasma weaponry then you've made a good deal of your enemies heavy weapons into useless pieces of metal as the avatar starts pwning.

Raven Eraendal


Caleidah

Eloquent Lunatic

PostPosted: Sun Mar 02, 2008 12:52 am


Inbound Science:

Flame and Melta weapons are both currently achievable with current technology, given that Melta weapons are based off of super compressed gases forced into a sub-molecular state. In short, Melta weapons are giant hair dryers. The Big Black Book of Everything (rulebook) even refers to them on p.31 as 'heat rays.' Therefore, both flamer and Melta weapons cannot hurt the Avatar, given as it is a being of Fiery Death.

Plasma is not a 'heat' weapon. In fact, Plasma is its very own defined state of matter whereas the other two are based off of the radiation caused by a form of combustion or molecular destabilization. Plasma shots are created via ionized gases that are guided with a magnetic pulse. They take on their traditional 'wad' shape as portrayed by Dawn of War due to the fact that the gases, after being mixed between the two fuel canisters, are launched in one large burst toward the target and the amount of discharging energy creates light.

Ergo, Plasma works because it is not a "heat" weapon as you so put it, Akito.
PostPosted: Sun Mar 02, 2008 5:23 am


so ur sayin as tht plasma is a hot liquid acid

xXAkito-samaXx


Robthebob

PostPosted: Sun Mar 02, 2008 11:58 am


Kind of is, kinda isn't.

Hard to explain being that Plasma is the 4th state of matter. Solid, liquid, gas, plasma.

But some books say plasma is a gas, so it can be taken either way. Not really an ACID, but more of a high powered compress gas?

*shrugs*

Dont question the rulebook though. Its like saying why can we not go 70 mph in a 30 zone? rolleyes
PostPosted: Sun Mar 02, 2008 12:50 pm


xXAkitoAndYurekaXx
so ur sayin as tht plasma is a hot liquid acid

No. Nowhere at all did I even compare it to a liquid. If it was an acid it would launch in a stream and wouldn't need a magnetic pulse to guide it.

Plasma is its own state of matter entirely. It isn't a gas, nor is it liquid or solid. Its just...plasma. Yes, plasma is made from gases, but they have to be incredibly ionized, which means that incredible amounts of electrons have to be added to the mix.

Caleidah

Eloquent Lunatic


King Kento

PostPosted: Sun Mar 02, 2008 12:59 pm


s**t, I was terrible at chemistry and all that. Wasnt there a fifth state beyond Solid. I think it was just someone's name, but represented a point of being so cold it was, well whatever this state was.
Reply
40k Discussion

Goto Page: [] [<<] [<] 1 2 3 ... 88 89 90 91 92 93 ... 123 124 125 126 [>] [>>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum