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Mission: Seize Ground with 5 objectives
Sunfury Strike Force deploy in the top left corner and go first.
Sunfury Strike Force
"Autarch Talos Sunfire (counts as Prince Yriel)
"Enethia Moonflower" Farseer w/ Runes of Warding, Spirit Stones, Doom, Fortune
"Enethia's Chosen" 7 Warlocks 5 w/Destructor, 1 w/Embolden, 1 w/Enhance, "Silver Dragon" Wave Serpent w/ TL Shuriken Cannons, Spirit Stones
"Ria's Sisters" 7 Howling Banshees w/ Exarch, Mirror Swords, War Shout, Acrobatic, "Toral's Passage" Wave Serpent w/ TL Shuriken Cannons, Spirit Stones
"The Ravenheart" 8 Dire Avengers w/ Exarch, Dual Shuriken Catapults, Bladestorm, "Shadow Wolf" Wave Serpent w/ TL Brightlance, Spirit Stones
"Sathon's Sentries" 8 Dire Avengers w/ Exarch, Dual Shuriken Catapults, Bladestorm, "Ranu's Mettle" Wave Serpent w/ TL Brightlance, Spirit Stones
"Sunfire Court Guard" 8 Dire Avengers w/ Exarch, Dual Shuriken Catapults, Bladestorm, "Menaan's Speed" Wave Serpent w/ TL Brightlance, Spirit Stones
"Gevlea's Deliverance" Fire Prism
"Crystal of Clarity" Fire Prism
"the serpent" Duke Sliscus
"plethora of pain" 4 kabalite trueborn w/ 4 blasters, raider transport "the night fury" w/ flickerfield
"the last touch" 4 kabalite trueborn w/ 4 blasters, raider transport "the executioner" w/ flickerfield
"the essence of torture" 4 kabalite trueborn w/ 4 blasters, raider transport "the harbringer of destruction" w/ flickerfield
"alpha squadron" 10 kabalite warriors w/ blaster, raider transport "the avenger" w/ flickerfield
"nova squadron" 10 kabalite warriors w/ blaster, raider transport "myriad of mystery" w/ flickerfield
"omega squadron" 10 kabalite warriors w/ blaster, raider transport "fiend of speed" w/ flickerfield
"red squad" 10 kabalite warriors w/ blaster, raider transport "the incarcerator" w/ flickerfield
"the toxin bearers" 9 kabalite warriors w/ blaster, raider transport "splintered death" w/ flickerfield, splinter racks
"the silent scream" razorwing jetfighter w/ flickerfield,
"the final blow" razorwing jetfighter w/ flickerfield,
"the weaper" razorwing jetfighter w/ flickerfield,
I deploy my objectives as far away from any
jet fighters deploy behind building 2.
1 trueborn squad deploys behind ruins at the top of the deployment zone.
the rest deploy forward with normal squads (relying on there 5++) giving cover to trueborn.
turn 1 everything goes for the fire prisms including a trueborn strike. after fire prism’s are down I focus on the dire avenger serpents using razorwing jetfighters to destroy anything that comes out of the tanks. seer council and banshees are a low priority as any thing that loses it’s tanks (so he can CC or flame it) is already dead anyway if he wants them to be. turn five I go for the objective objectives. putting 2 tanks on any I can hold with my remaining scoring units and contesting any he is holding using jetfighters (any squads sitting on an objective will be tank shocked of using my jetfighters as well.
Vote closes on Friday the 6th of May at 1800 PM. Votes as usual must be in bold, and posted along with a reason. It doesn't have to be good mind you, just written down. Crap reasons will have no negative repercussions aside from your peers thinking you are an idiot.
If no tactics have been submitted, please assume average skill level for that player.
1. Three razorwings trumps two fire prisms
2. Eight (correct me if I'm wrong) lances to three twinlinked lances
3. Five scoring units to three in a game with five objectives
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
Shuriken Cannons penetrate raiders on a 5+...
Opened top is also a disadvantage.Jetfighters are tanks? I don't have the DE book handy, but really, are they? I thought that was the advantage Eldar where supposed to have over their Dark cousins, the Eldar fast skimmers can tank shock to win objective missions.and contesting any he is holding using jetfighters (any squads sitting on an objective will be tank shocked of using my jetfighters as well.
Edging to Good-Two-Shoes Eldar.
It's another close one, as the Eldar skimmers are tough, and their shooting is twin linked. Regardless, if the Dark Eldar lose their skimmers, they're a lot better prepared to win than the Eldar are without theirs.
My vote goes to Dark Eldar
"Any job worth doing, is worth doing with a powerklaw."
There's 5 objectives and the Eldar only have 3 scoring unit that are each going to eat 4 S6 large blasts. Plus the DE player's target priority seems pretty solid, focusing on neutralizing the enemies long range shooting (Prisms and BL-serpents) and then wiping out their scoring units. Conversely I find the eldar player's tactics somewhat lacking... I'd be surprised if the Eldar have anything left besides the seer council at the end and at best that can contest 1 objective.
The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed
Bugs n Orks said it all.
The Wolf time is upon us!
Rep for the Rep God! Positive for the Positive Throne!
Armies: Space Wolves, Imperial Guard, Emperors Children, Necrons, Eldar
Agreed with grax. DE win
Your friendly neighbourhood gargantuan creature
I'm going with Dark Eldar, more scoring units, more anti-tank (or should that be skimmer??) against average skill makes this a fairly easy game.
If someone helps you, rep them.
In a votewar you don't vote on a single match, you vote on the entire round. Got that?
While eldar have their pro's, and there are pro's and cons of both sides, I am leaning towards DE. and lack of Eldar tactics sealed it for me.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
There's room for the DE player to hide a few skimmers but as even they are aware, most are going to have to "rely on their 5++".
Going first means that the forward raiders will likely be shot up first thing by lances, shuri cannons, and prism blasts at a minimum. On average that should roughly kill two, damage two, and shake/stun two.
Dismounted DE aren't going to be able to get in blaster range on turn one and it'd take two trueborn squads together to reliably down a single serpent (and it'd take more if the thing has a cover save) after which they'll promptly die. There is very little reason why the prisms should be in range of trueborn blasters turn one, particularily if the trueborn are starting from behind things.
That said the jetfighters are nice, and the Eldar are outnumbered all around.
The way I see this battle, there will be a lot of transports downed, and both sides have some nasty stuff to use against dismounted troops, especially once things start getting.
In the end I see the dark eldar player tank shocking with his fighters to try and get the tie or maybe even a desperate win, rulebooks are taken out, and after some protesting the DE player admits that you need "tanks" in order to tank shock, and hangs their head in defeat.
Therefore, craftworld eldar, but I'd be willing to change my vote if anyone find sout that those fighters can actually tank shock.
Last edited by sunnyside; May 3rd, 2011 at 04:32.