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So, i always get screwed by the damn eldar tanks and rolling the 2D6 and picking the lowest on the glance chart. So i would like to know what the best weapon to deal with skimmers is.
Thanks ahead of time for your help, it is much appreciated.
 

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So, i always get screwed by the damn eldar tanks and rolling the 2D6 and picking the lowest on the glance chart. So i would like to know what the best weapon to deal with skimmers is.
Thanks ahead of time for your help, it is much appreciated.
virus bombs. Pull out and nuke them from orbit. it's the only way to be sure.
 

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Lots and lots of str7-8 shots. If you could get lots of str 9 or 10 shots that'd be even better but guns of that strength don't usually fire more than 1 shot and/or are pricey. Eldar vehicles only ever get glanced usually so railgun shots, lasgun shots, and the like are generally too pricey for a roll 2 take lowest glancing hit. Eldar vehicles have lower armor though, so take advantage of that with lots of weaker weaponry that comes cheaper and fires more shots. I've taken em down reliably with sniperfexes (multiple str 10 shots that glance anyway are great) and nid warriors with venom cannons (multiple str 7 shots). Ork lootas ought to be able to absolutely ruin their day. Autocannons do a fairly good job as well, but can be tough to get in the numbers appropriate for skimmer hunting. Chaos doesn't really have a good way to take prolific numbers of str 7/8 weaponry, however, so are at a disadvantage here. Lots of lascannons is basically the only option for them, and those are pricey. It's 215 for a minimum squad of havocs with 4 lascannon shots compared to 14 lootas with an average of 28 str 7 shots for the same price.
 

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IG weapons platoon will have no problem taking down the tanks. 9 lascannon shots, or 18 autocannon shots might do it. So would 9 missile launchers. Or any combo of these.
 

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The trick for dealing with skimmers, no matter how they're loaded out, and no matter which race they belong to, is thinking of them in terms of dealing with aircraft. You're not likely to be able to score a direct hit with any given shot, so you need a high volume of fire to get them. In the case of the Eldar and Tau, their front and side facings are proof against the majority of high-volume weapons like heavy bolters. As Damned Fist said, assault cannons work wonders here. Strength 6 is enough to glance their armour as it stands, and the rending hits will help out a fair bit too. There are enough dice being thrown at them that one will eventually go through.

Another alternative, which is best suited to Space Wolf players, but can be "faked" by everyone else, is to have a unit (read: Wolf Scouts) deploy behind enemy lines and unload bolt pistols and a meltagun in its rear armor. Despite being Fast vehicles, in my experience, grav tanks tend to hang out in the back lines unless they have cargo to drop off. If you don't have some sneaky Viking-Astartes bastards available, deep striking is your next best option, albeit it's a fair bit more risky since you scatter.

You can alleviate the problem of scattering with a bike squadron or the like which can rapidly get into the backfield with a teleport homer, but it'll be pretty obvious what you're up to with that, so they'll take a lot of fire. Or they'll just move the skimmer away.
 

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I tend to stick a tank with a a load of lascannons or autocannons and mount a few in the squads aswell an Obliterator is generally effective aswell. The whole Idea is to try and try and try again till you've destroyed it.
 

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Tank hunters does make a huge difference on terminators vs eldar skimmers. You get twice as many glancing hits with your assault cannons on front/side, and twice as many with your stormbolters in the rear if you can get there.

It makes a really big difference whether you are shooting at a transport or a combat vehicle (falcons are both of these of course). With a combat vehicle like a fire prism or hammerhead your main priority is stopping it from shooting, which is actually quite easy to do. It's often worth it to stop firing after you get a shaken result and fire other weapons elsewhere, unless the tank is holding an objective or something.

A transport is a different issue. A falcon with harlies in it that has just gone 24" into your lines is a nightmare because there is no reliable way to kill it or slow down the passengers. There is one trick you might be able to do though: Surround the tank so that nobody can get out, then shoot it and get your glancing hit so it can't shoot. In its next turn the passengers can't get out where the tank is, so the tank has to move, so they won't be able to assault after they get out. Also, the tank can't shoot if you glance it. This at least reduces the danger to you somewhat, but it requires a speedy unit of some kind to achieve. As a bonus, if you happen to kill the tank the guys inside will die, and if it gets immobilised they can never get out so long as you keep someone at the door.
 

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6 terminators 2 assault cannons, tank hunters, deepstriking

in 2 turns thats a dead falcon

martin
not unless those termis die :D

i falcon can move 24 inches you know :p

then i will just send in my pheonix lords after your termis..hey i might just send karandras

or if im brave my hq warlocks + farseer with all there abilitys and wounding on on 2s always

1 attack
1 for cc weapon
1 for charging
x10

Doom, re roll to wound
Fortune, re roll saves
conceal +5 cover save on top of +4 invunrable
embolden reroll failed leadership
enchance +1 initiative +1 ws

send a banshee or jain zar "IC" attached to squad in there doing a warshout, take a moral test and if you fail you get ws 1

+ counter attack rule

termis say bye bye

not to mention this squad still gets fleet of foot
 

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6 terminators 2 assault cannons, tank hunters, deepstriking

in 2 turns thats a dead falcon

martin
Pretty sure thats not right. Here you go:
Number of shots per turn divided by the chance to hit= hits
8/3*2=5.333333333
Number of hits per turn divided by the chance of getting an effect
5.333333333/3=1.777777778
Number of effects per turn divided by the chance of destroying the Holo-tank
1.777777778/9=0.197530864
a single turn divided by the number of holo-tanks killed per turn equals the number of turns to destroy a single tank
1/0.197530864=5.0625
So thats 5 turns :eek:k:
 

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no!!

you have

8 shots hitting on 3s then needing 3s again then 2ds
8 shots hitting on 3s then needing 5s then 2ds

then the same again
then 15 combat str9 attacks (or str8 if its not TH)
3 combat str5 attacks (or str4 if its not TH)

thats alot less than 5 turns or im very lucky in all of my games as this is what i do lol
 

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not unless those termis die :D

i falcon can move 24 inches you know :p

then i will just send in my pheonix lords after your termis..hey i might just send karandras

or if im brave my hq warlocks + farseer with all there abilitys and wounding on on 2s always

1 attack
1 for cc weapon
1 for charging
x10

Doom, re roll to wound
Fortune, re roll saves
conceal +5 cover save on top of +4 invunrable
embolden reroll failed leadership
enchance +1 initiative +1 ws

send a banshee or jain zar "IC" attached to squad in there doing a warshout, take a moral test and if you fail you get ws 1

+ counter attack rule

termis say bye bye

not to mention this squad still gets fleet of foot
Not helpful really. We are all aware that units exist that are capable of killing terminators and that Eldar have access to several of them. However, you will note that he is talking about deep striking these termies. You aren't going to kill him before he shoots, because he isn't there yet.

So, you are proposing to leave Karandras, a warlock squad and/or a units of Banshees with Jain Zar waiting around in your deployment zone waiting to see if terminators deep strike within their charge range? You may be waiting a long time. While you are waiting, you will have the opportunity to see the effect of terminators firing assault cannons at banshees.
 

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not unless those termis die :D

i falcon can move 24 inches you know :p

then i will just send in my pheonix lords after your termis..hey i might just send karandras

or if im brave my hq warlocks + farseer with all there abilitys and wounding on on 2s always

1 attack
1 for cc weapon
1 for charging
x10

Doom, re roll to wound
Fortune, re roll saves
conceal +5 cover save on top of +4 invunrable
embolden reroll failed leadership
enchance +1 initiative +1 ws

send a banshee or jain zar "IC" attached to squad in there doing a warshout, take a moral test and if you fail you get ws 1

+ counter attack rule

termis say bye bye

not to mention this squad still gets fleet of foot
dude the question wasnt wasnt how to kill this eldar Army, it was how to kill eldar skimmers with S**t loads of upgrades and that is how

its not like thats it as thats a hell of alot of points so im going to have 4 more units of those 2 librarains and 3 drop pod dreads so.........
 

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thanks btw but

into your lines is a nightmare because there is no reliable way to kill it or slow down the passengers.There is one trick you might be able to do though: Surround the tank so that nobody can get out, then shoot it and get your glancing hit so it can't shoot. In its next turn the passengers can't get out where the tank is, so the tank has to move, so they won't be able to assault after they get out. Also, the tank can't shoot if you glance it. This at least reduces the danger to you somewhat, but it requires a speedy unit of some kind to achieve. As a bonus, if you happen to kill the tank the guys inside will die, and if it gets immobilised they can never get out so long as you keep someone at the door.
i hightly recomed this as well, speeders or jump infantry are very good for this.
 

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Not helpful really. We are all aware that units exist that are capable of killing terminators and that Eldar have access to several of them. However, you will note that he is talking about deep striking these termies. You aren't going to kill him before he shoots, because he isn't there yet.

So, you are proposing to leave Karandras, a warlock squad and/or a units of Banshees with Jain Zar waiting around in your deployment zone waiting to see if terminators deep strike within their charge range? You may be waiting a long time. While you are waiting, you will have the opportunity to see the effect of terminators firing assault cannons at banshees.
true

but since

my hq choice is pretty much invulnrable and a IC cant be targeted +4 saves with rerolls then a +5 cover save with rerolls seems pretty safe to sit back and relax

not to mention deep strike can scatter, they can move so they can only move 6

easy way to do this.. give your falcon vectored engines deploy it in difficult terrain... drop pods cant land there and always have to be on the outside

then assaulting through diffcult terrain have to be in contact with base right ?

not forgettign warp spiders of course... though i need all ive mentioned ill be getting it soon as im reading my codexs again seeing peoples tactics on here and seeing why i should get them
 

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dude the question wasnt wasnt how to kill this eldar Army, it was how to kill eldar skimmers with S**t loads of upgrades and that is how

its not like thats it as thats a hell of alot of points so im going to have 4 more units of those 2 librarains and 3 drop pod dreads so.........
i know im just saying how i might counter it, just remember to know what your opponent can do.

i collect space marines and eldar.

so if i see that command squad im kinda scared

for instance

my 3 new falcons

bright lance vs tanks
missile launcher vs hordes
scatter laser vs hordes
stacannon vs hordes
 
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