2500 friendly vs nids - Page 2 - Wargaming Forum and Wargamer Forums
Reply
 
LinkBack Thread Tools Display Modes
post #11 of 17 (permalink) Old 02-06-14, 01:18 AM Thread Starter
Senior Member
 
troybuckle's Avatar
troybuckle's Flag is: Canada
 
Join Date: Nov 2010
Location: Goose Bay, Labrador Canada
Posts: 1,177
Reputation: 23
Default

Quote:
Originally Posted by Ragewind View Post
I think if you dont mind spending the 30 points then go for it. However each walker is putting out 5 shots, a total of 15 shots is going to do a lot of damage to the smaller nids, as opposed to maybe an extra 1-2 with the blast.
Well you convinced me, I'll go with the BL that lance rule might come in handy if he ducks into a fortification...

I'll be sure to update how this game goes, I have sinking feeling he is going to plant some lictors on my side and use their trail to ds some other units,,, but I think that these are going to fall to my wraith guard lol...
troybuckle is offline  
Sponsored Links
Advertisement
 
post #12 of 17 (permalink) Old 02-07-14, 05:22 PM Thread Starter
Senior Member
 
troybuckle's Avatar
troybuckle's Flag is: Canada
 
Join Date: Nov 2010
Location: Goose Bay, Labrador Canada
Posts: 1,177
Reputation: 23
Default

Well Sadly I got crushed again… 14VP to 6VP and he held all 3 objectives. (Big Guns Mission)

I have had a few venting rants on here already, but to give you some perspective since moving to my new very small town about 1.5 years ago there is only one player here. We have had about 15 games so far, in which I have won 2 and lost 13 and it’s been almost 8 months since I won a game. Of those games I went first in game one then lost the first turn roll 14 consultative games in a row seriously what are the odd… its getting frustrating sadly.

So a little breakdown..

His army as I remember:
6 hive Guard, 3 Zones, 1 daka-Fex, 30 H-gaunts, 30 daka-gaunts, swarmlord with 3 guards, 3 lictors, 6 ravangers, 3 biovores, 7 warriors, 1 mawloc, 3 spore mines,1 New big-gun-bug (large blast/6 plasma type shots)

I win the roll to go first…

6x4 board, I set up first with reapers and guardians manning the D-line/quad-gun on his left and my 4 tanks are center/his right. Autarch as far forward as possible and in a bldg. Scorpions infiltrate 18" away from a squad of 7 warriors on his right (hugging the corner table edge, but about 8 inches from cover). Rangers infiltrate in a bldg. on his right. Wherever my walkers come in there are lots of targets.

He sets up with all of his force in the middle surrounded by gaunts for cover

Now this was looking real good for me, I had my Autarch in range of a turn two assault with his swarmlord and cover the whole way there (I know that with shard I would have insta-killed him on a charge/challenge and with phoenix gem may survive the fight) . My scorpions were primed to be in cover on my movement phase turn one, and the guardians/reapers/D-line hugging the edge with no room behind and primed to take out the big-gun-bug. Tanks all out of his range, but in good positions for me to move and shoot with lost of LOS blocking/covering terrain. Perfect first turn set up for shooting!!!

He steals initiative its all down hill from here. …

Now without getting into more game info this is how it all went down basically:

· Losing first turn, I can't get my scorpions into cover, or shoot at the Mawloc.

· Mawloc burrows. He moves half the army to the right (Fex, Swarmlord, H-gaunt, biovores, bug-gun-bug) and half to the left (3 zones, 6 hive guard, 30 daka-gaunts, 6 ravagers, 3 lictors). Warriors put some distance between the scorpions and turn to face them.

· Turn one, he shoots the only target in range of his big-gun-bug and its my Autarch. He gets 3 wounds, I roll for my 2+ cover and get: 2, 1, 1, so I reroll my 1s and get: 1, 1, he is insta-killed. Thats 3 VPs one shot one turn… (Warlord, first blood, unit)

· The Biovores get constant direct hits on my guardians, and despite all my points for the warlock/D-line for a 2+ cover, they ignore cover and I’m forced to go to ground for saves and get pined until the H-Gaunts show up and kill them along with the reapers on turn 4.

· Turn one, 21 shots goes towards the scorpions, and 3 small warp blast and have I have to go to ground and loose 5 of them with them pined first turn.

· I brought all my tanks to his right because that were the less dangerous shooting was and 66% of his synapses. However, all tanks spend the whole game moving around the table edge on his right trying to stay out of assault range and unable to deploy any troops because there would be 96 s4 shots coming at me from the 30 Daka-gaunts.

· 96 Daka-gaunt shoots that ignore cover = 6 dead rangers turn two


· Wave serpent with the Wraithguard had to turbo boost 3 turns in a row before in a position to deploy troops in the perfect position to hit (3 zones, 2 hive guard, at least 6 guants) each!!! But then it gets shaken and templates can’t fire so I don’t get out…. then it takes another two turns to turbo boost to get into another position on the other side of the board to deploy troops to hit (2 biovores, swarmlord & guard) each!!! and gets shaken again.. and templates can't fire again game ends at 6 turns, never deployed the wraith guard/ spritseer.

· My 3 walkers cant take out 1 Fex which then destroys all 3 walkers 2 in turn 1, 1 in turn 2 (I do 2 wounds in16 shots @ S6 and 4 shots @ S8)

· Other 2 Wave serpents get caught in combat and gets destroyed along with all the dire avengers inside on turn 4

· Everything of mine dies except for 1 scorpion, (WS with the spiritseer and wriathguard), and the fire prism.



This is what went good for me!
· Dark reapers manning the quad-gun took out the big-gun-bug in two turns

· Mawloc DS mishaps off the table and gets destroyed trying to hit my guardians lol

· I got very good supporting Physic Powers and was able to take out all the synapsis on his right… killing in total (with the tanks, scorpions, and a few Dire Avengers over 4 turns): 3 Zones, 3 Hive guard, 2 lectors, 7 warriors, 7 gaunts.

· Snap shooting Guardian Platform managed to put 3 wounds on the Swarmlord squad in 2 turns.

· I didn’t get tabled, and if I wanted I could have contested 2 objectives, but I still would have lost so I decided to target the last synapse unit instead of turbo boosting in hops of kill all synapses for the hail marry win.

· Scorpions where champs, only 5 (including the Exarch) took out 5 warriors and 2 lictors and the Exarch survived the game!

· Felt like I made all good decision, with bad luck… Convinced if I had first turn I could have won. I know I would have won…

· Game was still back and forth until turn 4 despite me basically not using a 210 point HQ unit and another 410 point unit (WS, Spiritseer, WG) didn’t even shoot the tank without snap shots… that 620 useless points…
troybuckle is offline  
post #13 of 17 (permalink) Old 02-07-14, 05:31 PM
Autarch of Heresy
 
Ragewind's Avatar
Ragewind's Flag is: USA
 
Join Date: Aug 2008
Posts: 886
Reputation: 20
Default

I had my Autarch in range of a turn two assault with his swarmlord and cover the whole way there (I know that with shard I would have insta-killed him on a charge/challenge and with phoenix gem may survive the fight)

-This was a tactical mistake, you want to avoid going after him in CC.

Losing first turn, I can't get my scorpions into cover, or shoot at the Mawloc.

- If possible infiltrate them into cover to begin, never forget you can throw a plasma blast grenade and pin something maybe.

· Turn one, he shoots the only target in range of his big-gun-bug and its my Autarch. He gets 3 wounds, I roll for my 2+ cover and get: 2, 1, 1, so I reroll my 1s and get: 1, 1, he is insta-killed. Thats 3 VPs one shot one turn… (Warlord, first blood, unit)

-Wow, that sucks. This is a good lesson to learn, not getting shot is always better than getting shot and making saves. Since the autarch has a jump pack try deploying out of LOS in the future.

· The Biovores get constant direct hits on my guardians, and despite all my points for the warlock/D-line for a 2+ cover, they ignore cover and I’m forced to go to ground for saves and get pined until the H-Gaunts show up and kill them along with the reapers on turn 4.

- I don't think they ignore cover, they are barrage so the cover factor comes from where they land. Deploy in Area terrain and they can't do anything to you.

· I brought all my tanks to his right because that were the less dangerous shooting was and 66% of his synapses. However, all tanks spend the whole game moving around the table edge on his right trying to stay out of assault range and unable to deploy any troops because there would be 96 s4 shots coming at me from the 30 Daka-gaunts.

-Void Sheilds

· 96 Daka-gaunt shoots that ignore cover = 6 dead rangers turn two

-Wow the new nids ignore cover on basic shots! damn, they deploying them in a building so they are immune to basic fire, or behind void sheilds.

· Wave serpent with the Wraithguard had to turbo boost 3 turns in a row before in a position to deploy troops in the perfect position to hit (3 zones, 2 hive guard, at least 6 guants) each!!! But then it gets shaken and templates can’t fire so I don’t get out…. then it takes another two turns to turbo boost to get into another position on the other side of the board to deploy troops to hit (2 biovores, swarmlord & guard) each!!! and gets shaken again.. and templates can't fire again game ends at 6 turns, never deployed the wraith guard/ spritseer.

-It sounds good to put them in a tank, but then they don't make use of that T6 and potential Shrouded. its 50/50

· My 3 walkers cant take out 1 Fex which then destroys all 3 walkers 2 in turn 1, 1 in turn 2 (I do 2 wounds in16 shots @ S6 and 4 shots @ S8)

-That sucks

· Other 2 Wave serpents get caught in combat and gets destroyed along with all the dire avengers inside on turn 4

· Everything of mine dies except for 1 scorpion, (WS with the spiritseer and wriathguard), and the fire prism.

-

The Eldar, more than any other army, should not only look at the output of each unit individually, but the synergy of multiple units together and their role in the force as a whole. - Fable

Ragewind is offline  
 
post #14 of 17 (permalink) Old 02-07-14, 06:07 PM Thread Starter
Senior Member
 
troybuckle's Avatar
troybuckle's Flag is: Canada
 
Join Date: Nov 2010
Location: Goose Bay, Labrador Canada
Posts: 1,177
Reputation: 23
Default

@Ragewind First off, thanks for your feedback, not only for this game/list, but for the other times when you have given me input, as well as you tactics articles. I highly appreciate it and find it very useful.
  • I know that I took a chance with the SS, but I did it because I had turn one and I knew that after my scout and my move/run I would have gotten them in cover about 10” from the warriors. Still this did do its job of distracting the entire unit of warriors and was my best unit in the game getting 2 VPs!
  • LOL my roles on my Autarch was so bad, but again this is due to me losing turn one, I deployed him max forward in a bldg, which was about 8” from another LOS blocking bldg. in from of me… one hop and I was there, next hop would have been a suicide mission into the swarmlord… I know he could have insta-killed him in a challenge, because we did the roles for fun after the game! However, he won’t be standing alone again for sure at 210pts…
  • What are Void Shields and how do they work? (don’t have my dex in front of me)
  • Just back luck for the Wraith Guard, and Walkers, with better performance from these I could have won…
troybuckle is offline  
post #15 of 17 (permalink) Old 02-09-14, 02:48 AM Thread Starter
Senior Member
 
troybuckle's Avatar
troybuckle's Flag is: Canada
 
Join Date: Nov 2010
Location: Goose Bay, Labrador Canada
Posts: 1,177
Reputation: 23
Default

One big lesson that I will take away from this is that now on when I have a unit of wraith guard with d-scythes in a wave serpent I will 100% be taking spirit stone on the WS. This 10 point upgrade could play a huge roll in a game. The fact that once a tank get shaken and can only make snap shots the crew has the same effect along with the fact that templates can't even make snap shots... Makes the stone invaluable.

Last edited by troybuckle; 02-09-14 at 01:45 PM.
troybuckle is offline  
post #16 of 17 (permalink) Old 02-09-14, 01:08 PM
Senior Member
 
Orochi's Avatar
 
Join Date: Jan 2009
Posts: 3,861
Reputation: 9
Default

Okay, I'll give you my advice.

Consider named characters: 6 spring to mind.
Eldrad - robust, plenty of psychic capability and has some nifty rules that allow you to make the most of deployment and the earlier turns.
Karandras - CC monster who can hit at str8 at his Initiative of 7. He'll pulverise pretty much any of the big bugs.
Maugan Ra - Ranged damage expert, focus on trashing the gaunt untis with him, he'll easily kill 3-4 a turn, reducing them in size. Targeting Raveners and Warriors isn't a bad move either.
Yriel - Again, can cause a lot of damage to larger Nids up close, as well as activating his eye if swamped by gaunts.
Asurman - A solid character who will be extraordinarily difficult for a non-anti-inv' save nid to remove from combat. Exarch powers allow him to sit back and hide behind a 3++ and hit out with a str5, no save, insta-kill attack.
Nightspear - his insta-gib sniper rifle will ruin the swarm lord's day.

As for your actual units, I feel that perhaps some larger units of DA would suit a little better than squads of guardians. Purely for the increased armour save - if he is ignoring cover with small-arm fire, then the improved 4+ armour will help counter that. The added range from the Avenger-Shuriken catapult is also a bonus.

Jetbikes in squads of 5-6 with a Shuriken cannon, if you use this correctly, you can disrupt his line by focusing all firepower on one unit over a couple of turns.

Fire Prisms are your friend.

Rangers have no place against Nids anymore, it would seem. Drop them.

Now, if you're REALLY giving up hope, consider an attachment:
The Duke, Sliscus, in a Raider (Splinter Wracks) alongside 9 Dark Eldar Warriors with splinter weaponry - this gives you a stray blast pistol and Dark Lance, 9 bs4 shots that will always wound on 3+, re-rolls to hit in shooting from the raider and 'Rapid fire' up close.
My DE do not struggle against Tyranids in any way, Splinter Weaponry is to Tyranids what Grey Knights are to Daemons, in my experience.
Orochi is offline  
post #17 of 17 (permalink) Old 02-09-14, 02:11 PM Thread Starter
Senior Member
 
troybuckle's Avatar
troybuckle's Flag is: Canada
 
Join Date: Nov 2010
Location: Goose Bay, Labrador Canada
Posts: 1,177
Reputation: 23
Default

Ok thanks guys, I'm going to move on to a new list it will be 1500 points vs blood angels on a 4x4 table I will be starting a new topic...
troybuckle is offline  
Reply

  Lower Navigation
Go Back   Wargaming Forum and Wargamer Forums > Warhammer 40K > 40k Army Lists > Eldar Army Lists

Quick Reply
Message:
Options

Register Now



In order to be able to post messages on the Wargaming Forum and Wargamer Forums forums, you must first register.
Please enter your desired user name, your email address and other required details in the form below.

User Name:
Password
Please enter a password for your user account. Note that passwords are case-sensitive.

Password:


Confirm Password:
Email Address
Please enter a valid email address for yourself.

Email Address:
OR

Log-in










Thread Tools
Show Printable Version Show Printable Version
Email this Page Email this Page
Display Modes
Linear Mode Linear Mode



Posting Rules  
You may post new threads
You may post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On

 
For the best viewing experience please update your browser to Google Chrome