This. And the dire avengers with exarch plus warlock. The warlock uses guide and doom which allows rerolls for both wounds and to hit. The dire avengers use bladestorm which gives them 3 shots a piece. 4 for the exarch with two catapaults. In a squad of 10 like i have you have 40 shots with rerolls to hit and wound. This can be mounted in a wave serpent to pretty much destroy any squad you want. Ive wiped terminators with this tactic. Its unstoppable.GamesB2 said:With Eldar, any build has to include fully upgraded Pathfinders and Swooping Hawks.
Always hit on 2, rend on 5+, 4+ to wound? Yes please.
And Swooping Hawks are ultimate troll. Skyleap, deep strike, skyleap, deep strike, skyleap, deep strike.
Rinse and repeat.
EDIT: My numbers may be off for the current gen rulebook. I haven't played properly since the last gen.
Excuse anything skewed, though I assume my units work roughly the same as they did.
True, but unless they're in a fast vehicle, there's little point in taking a transport for them. In two turns' movement, in a Land Raider, they can cover up to 36", but at the cost of the Land Raider being unable to fire (correct me if I'm wrong, but Machine Spirit doesn't work with Flat Out and you can't disembark moving faster than Combat Speed). Now, sure a Land Raider with Black Company passengers will scare anyone shitless, but you've chucked 500+ pts into one combat zone. Unless you commit to this move from the off (i.e. from Turn 1 movement), you'll never be able to pull it off effectively. In the meantime, your opponent can readjust his/her line and mass up against your other flank. If you've charged down the middle of the board, then a few weenies left behind will occupy a turn and they'll be spent pottering about for the enemy turn while your other units are being charged.thaluikhain said:Infantry don't suffer from rage when they are in transport vehicles.
IMHO, that's something you really need. Rage sucks![]()
Well, the same could be said of any support-fire unit.GamesB2 said:As long as you keep them in a defensible position where they can back up and be backed up by other units they claim their points back easily.
I'm inclined to say lucky dice there... what were the rolls like? Because mathematically:I once had a Terminator squad deepstrike right behind my lines with only Dire Avengers and Pathfinders with any line of sight, they didn't make it to the next turn.
I don't think that's right, but yeah, an awful lot of points...mind you, Land Raiders are made for deploying expensive units into combat.SckizoBoy said:(correct me if I'm wrong, but Machine Spirit doesn't work with Flat Out and you can't disembark moving faster than Combat Speed.
40?? Fairly sure Bladestorm only adds a single shot to the profile. So, 32? Since the Exarch's dual catapults are counted as a single Assault 4 catapult. Much as I like that idea, I find it restrictive unless the rest of the army are jetbikes. That entire load out (Farseer + Spirit Stones/Doom/Guide (otherwise you can't use both Doom & Guide in the same turn), 9 Dire Avengers + Exarch, Exarch Catapult & Bladestorm) costs 282 pts and can only really be used in a small number of contexts.BiscuitTrouser said:This. And the dire avengers with exarch plus warlock. The warlock uses guide and doom which allows rerolls for both wounds and to hit. The dire avengers use bladestorm which gives them 3 shots a piece. 4 for the exarch with two catapaults. In a squad of 10 like i have you have 40 shots with rerolls to hit and wound. This can be mounted in a wave serpent to pretty much destroy any squad you want. Ive wiped terminators with this tactic. Its unstoppable.
S'probably why I don't use them as transports... I use them as just a tank support for infantry advances, or at least I used to, don't think I used them at all from last year onwards. Haven't the faintest idea why, seeing as how vehicles became a whole lot harder in 5th Ed.thaluikhain said:I don't think that's right, but yeah, an awful lot of points...mind you, Land Raiders are made for deploying expensive units into combat.
35, fairly sure... unless we're still talking Blood Angels, in which case... Fast! Take them with Assault Marines, you get the Rhino for free and get a load more attacks out of the deal. Heh...(!)But I was thinking of a rhino or something. They can't assault directly from it, but it only costs 50 points and is useful to stop them running into a shooting gallery before you are ready to use them.
Yeah, I don't use even razorbacks as transports, they make great light tanks.SckizoBoy said:S'probably why I don't use them as transports... I use them as just a tank support for infantry advances, or at least I used to, don't think I used them at all from last year onwards. Haven't the faintest idea why, seeing as how vehicles became a whole lot harder in 5th Ed.thaluikhain said:I don't think that's right, but yeah, an awful lot of points...mind you, Land Raiders are made for deploying expensive units into combat.
Oh, right, yeah, haven't been 50 points in years.SckizoBoy said:35, fairly sure... unless we're still talking Blood Angels, in which case... Fast! Take them with Assault Marines, you get the Rhino for free and get a load more attacks out of the deal. Heh...(!)
I usually send in striking scorpians with a wraithlord to assault and back up the wave serpent to ensure the combat stays isolated. I run swooping hawks to harass tanks. And i have a pair of guardian support squads with shurikin mounted cannon. That firepower usually hits everything else while the hammerblow is dealt to the most dangerous unit on the table. Dark reapers are also present for long range fire support.SckizoBoy said:So, what is the rest of the army?
...
EDIT - now that I look back on it... that's not that expensive is it... *requires further thought*
Hold on while I grab my GK set upXpwn3ntial said:I play Tau. You figure it out.
*Pew pew*
*Pew pew pew*
*Metallic screech*
Fire Warriors, Broadsides, Shas'O.
Well, it does depend on the rest of the army. I'd generally take jump packed Assault Marines as well (1750 pts and everyone has a jump pack, except the seven terminators... -_- and a part of me really does not like Sanguinary Guards), though in some infantry based builds, taking Assault Marines in Rhinos is a very cost effective approach (180pts for ten models that can engage at 36" within two turns packing 30+ attacks? Not bad at all).thaluikhain said:Oh, right, yeah, haven't been 50 points in years.
But, if you have assault marines, may as well take jump packs.
Well, rage has its uses, hit a flank with Black Company and they'll only move in one direction (i.e. the one you want them to) after they've beaten the crap out of whoever they've beaten the crap out of.I just don't like rage things running around on their own, but death company is sorta cool.
Nice build, though despite my love of Eldar, Dark Reapers are yet another unit I'm sceptical of. At 35pts/model, I'm still undecided about them. I'd rather take more Guardian Defenders and heavy weapons platforms (or another Wraithlord...). The core of my army is oddly symmetrical: two Farseers; two elite CC units ('Quins & Banshees); two units of Guardian Defenders; two squads of Guardian Jetbikes (who cause me no end of joy); and two Wraithlords. There're enough points for another unit or two depending on what I feel like (usually Fire Dragons in a Falcon), though as [user]GamesB2[/user] mentioned, Swooping Hawks and demolition packs make them a brilliant troll unit! And they just pip out the Warp Spyers (even though I love the Spinneret Rifle).BiscuitTrouser said:I usually send in striking scorpians with a wraithlord to assault other back up the wave serpent to ensure the combat stays isolated. I run swooping hawks to harass tanks. And i have a pair of guardian support squads with shurikin mounted cannon. That firepower usually hits everything else while the hammerblow is dealt to the most dangerous unit on the table. Dark reapers are also present for long range fire support.
Yeah, but luckily none of the guys I play against have worked out the "run around in circles" tactic yet, they're either close-combat nutcases like Orks or Khorne or 'Nids, or they're stand-back-and-shoot-y guys like IG tanks or Tau or Eldar or IG infantry. Or there's the Smurf player, but no-one likes him >.>thaluikhain said:Infantry don't suffer from rage when they are in transport vehicles.
IMHO, that's something you really need. Rage sucks![]()
And that's why Deep Striking is a terrible idea, unless you have Vanguard Veterans, who can just charge in as soon as they land. Or maybe a Land Raider, if you have scouts everywhere...GamesB2 said:I once had a Terminator squad deepstrike right behind my lines with only Dire Avengers and Pathfinders with any line of sight, they didn't make it to the next turn.
Argh, I know, 200 points for 5 models, double handed weapons and no invulnerable saves?SckizoBoy said:(1750 pts and everyone has a jump pack, except the seven terminators... -_- and a part of me really does not like Sanguinary Guards),
Or you're chaos, and you don't scatter. Lets you line up perfectly to unload combi-meltas into a tank, but avoid the terrible retribution of the enemy guns!MartianWarMachine said:And that's why Deep Striking is a terrible idea, unless you have Vanguard Veterans, who can just charge in as soon as they land. Or maybe a Land Raider, if you have scouts everywhere...
And to wound. Chaplains make DCs re-roll failed wounds too.SckizoBoy said:...and once a unit of 5 (accompanied by a Chaplain, never mind Lemartes) charges, it packs 20 S5 I5 attacks with re-rolls to hit.
No way he did not kill a titan.... did he?Orks da best said:For me my Ork Warboss Kaptin Titankilla, mega armour, attack squig, cybork body, kombi shoota/skorcha, plus a bodyguard of nobz either on a trukk or battlewagon.
The Kaptian here has done alot of amazing things.
Takeing the full brute of a warhound titan charging him, and next turn killing of da titan.
Killing a eldar panzy with shadowfield in 1 hit, after the foe rolled a 1 for the first 2+ save.
Butchering his way though necrons and eldar without dieing, while solo.
He has done alot of things, awesome things.
With a big enough CC weapon and a little luck, you can kill super-heavies quite easily in close combat actually.verdant monkai said:No way he did not kill a titan.... did he?Orks da best said:For me my Ork Warboss Kaptin Titankilla, mega armour, attack squig, cybork body, kombi shoota/skorcha, plus a bodyguard of nobz either on a trukk or battlewagon.
The Kaptian here has done alot of amazing things.
Takeing the full brute of a warhound titan charging him, and next turn killing of da titan.
Killing a eldar panzy with shadowfield in 1 hit, after the foe rolled a 1 for the first 2+ save.
Butchering his way though necrons and eldar without dieing, while solo.
He has done alot of things, awesome things.
U wood av aht least needid uh melta weapon or sumfing
With a power klaw he is str 10 in close combat, he can punch though most armour quickly.verdant monkai said:No way he did not kill a titan.... did he?Orks da best said:For me my Ork Warboss Kaptin Titankilla, mega armour,attack squig, cybork body, kombi shoota/skorcha, plus a bodyguard of nobz either on a trukk or battlewagon.
The Kaptian here has done alot of amazing things.
Takeing the full brute of a warhound titan charging him, and next turn killing of da titan.
Killing a eldar panzy with shadowfield in 1 hit, after the foe rolled a 1 for the first 2+ save.
Butchering his way though necrons and eldar without dieing, while solo.
He has done alot of things, awesome things.
U wood av aht least needid uh melta weapon or sumfing
This was a very long time ago, probably a year by now so I don't remember the exact rolls, but I remember how the play panned out.SckizoBoy said:I'm inclined to say lucky dice there... what were the rolls like? Because mathematically:
DA's fire (assumed squad of 5 no Exarch): 10 shots, 6 2/3 hits, 3 1/3 wounds caused, 5/9 wounds unsaved
PF's fire (assumed squad of 5): 5 shots, 3 1/3 hits, 1 2/3 wounds caused of which 10/9 wounds rend, 5/54 unsaved wounds caused by non-rending, 20/27 unsaved wounds caused by rending
TS damage (assumed squad of 5): 25/18 unsaved wounds caused = average 1 fatality & 5/6 chance of passing the Pinning Test.
May have happened once but if it happens again, I'd be doubtful that your dice would save you again. So, how did it pan out?
How I used to play them was as Rangers and have them out on a far flank backed up by a Storm Guardian squad in a Wave Serpent, leaving my opponent with a decision: spend a few turns slogging it towards them and get counter charged by the SG's knowing they're not worth the effort to engage in CC; or try to ignore them and get confronted by the same SG's in the main engagement while the Rangers take pot shots at the loose units. For the most part, it worked since I had enough fast units who could provide support (jetbikes & noted Wave Serpent + squad). But then, I eventually thought: sod it, even as a 95pt unit, they're not pulling their weight and replaced them with a Guardian Defender squad with a ScatLas. Same cost, greater versatility (IMO at least).