Eldar and GK combined. Competitive? - Wargaming Forum and Wargamer Forums
 
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post #1 of 7 (permalink) Old 07-07-14, 02:25 AM Thread Starter
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Default Eldar and GK combined. Competitive?

Eldar Main Detatchment:

Solitaire Farseer, Bike, Mantle of Laughing God
Prescience, guide, psy shriek

D.vengers 65
Waveserpent TLSL + Shuricannon
D.vengers 65
Waveserpent TLSL + Shuricannon

7 Warp spiders 133

Wraithknight 240
Wraithknight 240
Fire Prism 125

GK Allies Detatchment

10 Terminators
Psycannon, Halberd
Psycannon, Halberd
Halberd
Halberd
Halberd, Banner
Halberd
Hammer
Hammer
Hammer
Hammer
Ordo Xenos Inquisitor, power armour, Psych+Rad nades, Psycher lvl 1, takes telepathy for prescience
Vindicare Assassin 145

What do you think? My only qualm is that i cant take Thawn in the GK Terminator squad to absorb wounds.

Last edited by Beastwoe; 07-08-14 at 10:27 PM.
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post #2 of 7 (permalink) Old 07-08-14, 02:40 AM
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Looks deadly - i don't think your terminators are legal, though i don't have the codex on me i am pretty sure it is 1 special weapon to every 5 terminators. Also, psybolt ammo is your friend and believe me, S5 shooting makes a big difference. Still, this is a solid list idea that covers ranged fire, close range and some limited cc.

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post #3 of 7 (permalink) Old 07-08-14, 10:27 PM Thread Starter
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Ah yeah youre right, only 2 psycannons, not 1
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post #4 of 7 (permalink) Old 07-12-14, 03:48 AM
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The Eldar look pretty good to me. However i would replace the terminators and hq for Drago and Paladins. Mainly because for not much extra cost you get two wounds and can have more phycannons. Of course it depends on your meta. If there are plenty of ap2 strength 8 shots then it may be a waste. I typical use IG allies and I found having drago and paladins take heaps of the high strength ap2 which means their not shooting at transports or tanks. And drago can take a few hits with his 3++, 4 wounds and EW.

You have to get extra points from somewhere. Not 100% sure. But Paladins always work best with long range fire support. Particularly to help reduce the mobility of the opposition.

Delivery always needs to be considered. I like footslooging them. In my meta we play with a lot of cover so you can do it. I use to deep strike them a lot. Lol but you can guess how well that typically went.

I hope this helps.

Last edited by black_shadow851; 07-12-14 at 03:51 AM. Reason: grammer
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post #5 of 7 (permalink) Old 07-13-14, 11:33 PM Thread Starter
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Yeah i actually only recently changed from draigowing to running terminators with an inquisitor. The points difference is about 500 points or 575 if you include an apothecary (If you include Draigo, take two more psycannons and upgrade all terminators to paladins for 15 points each) .

I find that the fact they are av2+ invariably attracts ap2 str8+ weapons that means they get instant deathed...

Have you ever tried running 10 terminators with the ordo xenos? Reroll to hit shooting and in combat with the divination primaris. 8 less psycannon shots is the biggest drawback, but 16 is almost overkill anyway, 12 would be ideal, 8 will do i guess. rad and psychotroke grenades have done me wonders, the psychotrokes especially can really fuck up someones assault against you.

The extra 500 points is so useful, think of this as 2 barebones wraithknights (480 points). As hard to kill if not more, a real danger in close combat and good armour popping from a distance.

Thanks for your thoughts, I havent played much 10 man termi squads so if you have id love to hear your advice on them
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post #6 of 7 (permalink) Old 07-18-14, 02:33 PM
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Quote:
Originally Posted by Beastwoe View Post
Yeah i actually only recently changed from draigowing to running terminators with an inquisitor. The points difference is about 500 points or 575 if you include an apothecary (If you include Draigo, take two more psycannons and upgrade all terminators to paladins for 15 points each) .

I find that the fact they are av2+ invariably attracts ap2 str8+ weapons that means they get instant deathed...

Have you ever tried running 10 terminators with the ordo xenos? Reroll to hit shooting and in combat with the divination primaris. 8 less psycannon shots is the biggest drawback, but 16 is almost overkill anyway, 12 would be ideal, 8 will do i guess. rad and psychotroke grenades have done me wonders, the psychotrokes especially can really fuck up someones assault against you.

The extra 500 points is so useful, think of this as 2 barebones wraithknights (480 points). As hard to kill if not more, a real danger in close combat and good armour popping from a distance.

Thanks for your thoughts, I havent played much 10 man termi squads so if you have id love to hear your advice on them
Yeah Termi's are cheaper then paladins. . However, you don't have those points for Paladins so Termi's it is. Also it gets you those nasty wraith-knights. Which I have found are pretty resilient.

I'll be honest I really find it hard to place termi's in an army. But you need to be clear about what you are trying to do with. I typically use them to help break enemy up the enemy's firing line. They do this through shooting and then getting in to close combat. This needs to happen quickly otherwise the enemy will just shoot the termis to death. So either you need to take them in a storm raven or a Land raider. I don't deep strike due to the risk of everything just dying outright. Alternatively if you meta has a lot of cover, then that will help alot against high strength ap2 weapons.

So I would prob have the ordo xenos providing prescience. Also Ordo Xenos takes divination to get prescience. Just so you know. However; if you do take transport you won't be able to fit 10 in. You can always combat squad and have 5 in the land raider or storm raven. I like to run up in a land raider cursiader with 5 termis and Ordo xeno (normally have cortez). Then have the other 5 termis moving up to try and penetrate into the line at a similar point. as well. You have plenty of things the opponent has to choice to shoot at. So your opponent will have to make some choices. If you do take the land raider, get rid of the assassin. Maybe get rid of the Spiders as well. I think you should have enough for a land raider.

But at the end of it Terminators are so dam expensive that I just don't like them that much. I would prefer to take GKSS. A squad of 10 with two psyconnons is 240 points. You could then perhaps try and fit in a dreadknight with the removal of the assassin. A squad of GKSS brings only slightly less fire power. (4 shoots left if the squad moves)

I would prefer the GKSS and Dreadknight option more. I find Dreadknights work very well.
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post #7 of 7 (permalink) Old 07-24-14, 10:21 AM Thread Starter
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Ah, i never actually looked into the codex enough to consider Grey Knight Strike Squad as an option. Also i just bought the models and painted them so there's no going back now

The reason I find the Terminators to be great (in my army anyway) is their ability to deal with pretty much anything, and to stay resilient while doing so. It can eat up horde and specialist enemy with equal ease due to the grenades they carry (Rad -1T, and Psychotroke - random detrimental effect) and 9/10 times they will be rerolling to hit and hitting at strength 6. 3 base attacks each due to the banner. 5 of them striking at I6. Plus 8 strength7 shots rerolling to hit each turn isnt horrible.

Sorry i digress, The terminators are hard to kill, and pose a massive threat to a lot of units, also being 2+ armour saves means using those precious AP1/AP2 weaponry to kill them. This creates a terrible dilemma for my opponent since those ap1/ap2 weaponry is needed to kill my wraithknights and my tanks. The list is essentially designed around this theory: Unless it's ap1/ap2 it won't hurt me.

I could play a game where my entire terminator squad dies, but usually this is in the later turns and theyve done a good job killing other stuff or absorbed a load of shots that meant my wraithknights have rampaged through the rest of the enemy army.

Basically the 2+ saves are the really invaulable thing about these guys for me. + the insane number of HITS i can do in close combat.
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