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| Shadow of shadows ![]() Join Date: Sep 2004 Location: NJ, U.S. Age: 20
Posts: 4,950
Rep Power: 75 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Please see the battle's and breakthrough's recruitment thread on how to participate in these games. I want to stress to everyone that the mission means everything. Mission Type- meatgrinder Special Rules- deep strike; random game length; infiltrate; sustained attack Defender: Chaos Lt Kai Gun; Daemonic Flight 2x Obliterators 8x Chaos Marines Stealth Adept; Siege Specialists 5x Bolters; 1x Plasmagun; 1x Lascannon Aspiring Champion w/ Powerfist & Bolt Pistol; Spiky Bits 8x Chaos Marines Stealth Adept; Siege Specialists 5x Bolters; 1x Plasmagun; 1x Lascannon Aspiring Champion w/ Powerfist & Bolt Pistol; Spiky Bits 5x Chaos Marines Stealth Adept; Siege Specialists 3x Bolters; 1x Plasmagun; 1x Lascannon 5x Chaos Marines Stealth Adept; Siege Specialists 3x Bolters; 1x Plasmagun; 1x Lascannon 7x Chaos Havocs Stealth Adept; Siege Specialists; Tank Hunters 3x Bolters; 4x Autocannons 7x Chaos Havocs Stealth Adept; Siege Specialists; Tank Hunters 3x Bolters; 4x Autocannons Tactics: Simple stand and shoot, defender's list. Any mission in which there are fortifications is typically an auto win, since all units save for the Oblits will be Fearless and have 2+ cover saves. Even should the bunker be destroyed, they'll enjoy a cover save equal to their armour save. The Lt. uses his IC status to keep out of combat and pick off what he can. The Kai Gun can usually bag two kills per turn. Attacker: Farseer Ghostelm, Shuriken pistol, Witchblade, Rune Armor Runes of warding/witnessing, Doom, Fortune, Spirit Stones 4 Warlocks Rune Armor, Shuriken pistol, Witchblade 4 Jetbikes, 4 Destructor 10 Harlequins 10x Shuriken pistol; 5x CCW; 10x Holosuits; 10 Flip belts Dance of death; fleet of foot 5x Harlequin's kisses Shadowseer Halucinogen Grenades; Veil of tears 6 Guardian Jetbikes 4x Twin linked Shuriken catapults 2x Shuriken cannons Warlock Conceal; Singing spear 10 Dire Avengers 9x Avenger shuriken catapults Exarch Defend; Bladestorm; Shimmershield and power weapon Mounted in Wave serpent Twin linked scatter laser; Twin linked shuriken catapults; Vectored engines; Spirit stones 8 Warp Spiders 7x Death spinners Exarch Spinnerette rifle; Withdraw
__________________ Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me. "The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar Member of the Fluff Masters Clan |
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| Ghost of LO ![]() Join Date: Sep 2005 Location: Portland, Oregon Age: 22
Posts: 3,588
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Pretty sure the chaos lits will dominate this mission. Lots of auto cannons will bring down that wave serpent, easy. Overwhelming firepower will really hurt the eldar, combined with a decent counter charge, I just dont see the eldar being able to destory every chaos model. Chaos
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| | #3 (permalink) |
| LO Zealot ![]() Join Date: Jan 2005 Location: Copenhagen, Denmark. Age: 25
Posts: 1,454
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Well, with their cover saves, chaos is pretty resistant to shooting, which just happens to be the Eldar lists biggest asset. Sure, the eldar has their harlequins for CC, but even with their invulnerable saves, flip belts and FoF they will have a hard time getting there in significant numbers. Im voting chaos here, because the eldar simply havent got the rescources to stand up to the heavy shooting capabilities of the Night Lords. Maker of the chaos list; I think that you have a tournament winner here.. congrats.
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| | #4 (permalink) |
| Son of LO ![]() Join Date: Aug 2005 Location: Australian. Capital. Territory Age: 18
Posts: 3,462
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NONE of the eldar shooting ignores chaos armour saves so the cover is pointless. Eldar keep their greatest asset. Jetbikes can turbo-boost to resist chaos firepower and then start killing off small squads with their shuriken weapons. Due to Veil of Tears and Fortune it is VERY hard to take out the harlequins before they assault. Then they will just rip through enemy squads. The Wave Serpent will die very very fast. Oh well it wasn't the whole army anyway. Besides it's the only thing that needs to hide so it can probably just hide and come out when its safe. Warp Spiders are great against these chaos marines. I'll do some maths later when I have time but they should tear through big guns with ease. I vote Eldar Eldar for Fluff too as the Night Lords list is incredibly unfluffy.
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| | #5 (permalink) | |||
| Ghost of LO ![]() Join Date: Sep 2005 Location: Portland, Oregon Age: 22
Posts: 3,588
Rep Power: 63 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Quote:
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A bolter is almost as effect in return fire - combined with lots of 2 AP im not convinced of this either.
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| | #6 (permalink) | ||
| Gone fishin'. ![]() Join Date: Jul 2005 Age: 28
Posts: 5,876
Rep Power: 105 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Quote:
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No Surprise Assault on the Spiders means they're jumping up the board. Let's assume that none of them get picked off by Plasma fire, Autocannons, Obliterator fire, or the Kai Gun. Let's assume they reach the 12 inch range without any casualties. Seven regular Spiders, means 14 shots. 9.33 hits. 7.77 wounds. 2.5 kills. Add in the Spinnerette Rifle. .83 hits. .70 wounds. .23 kills. (See? Cover does have a use. Pretty much nerfs that Exarch.) So all together, we'll call it three kills. Not exactly a game breaking squad there. Maybe if they teamed up with the Jetbikes, they could take out a 5 man squad... I think the biggest issue is that the Attacker in Meat Grinder really needs to make the most use out of Sustained Assault. The Eldar have one squad of Dire Avengers and one squad of Jetbikes. The Jetbikes can be basically ignored in favour of other squads, and the Dire Avengers will be stuck moving/fleeting everytime they're wiped out, which is pretty easy once they lose the Serpent. However, I do agree with you about the Harlies. Those buggers will be extremely hard for the Night Lords to deal with. The problem though, is that they can't kill the Night Lords all on their own. Every single Night Lord needs to be killed in order for the Eldar to win. And I don't think the Eldar has a chance at pulling that off. Vote to the Night Lords. Fluff goes to the Eldar. I do agree the Night Lords aren't as fluffy as the Eldar. Last edited by Caluin; February 13th, 2007 at 06:19.. | ||
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| | #7 (permalink) |
| Son of LO ![]() Join Date: Aug 2005 Location: Australian. Capital. Territory Age: 18
Posts: 3,462
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The Warlocks can engage any chaos squad in cc by turn 2. Warp Spiders can assault after shooting. They also easily get into range turn 2 (unless they get focused on by enemy guns of course). Harlequins usually ony get shot once (rapid-fire) before they assault. chaos guns don't do that much. 5 bolters, 1 plasma gun, 1 lascannon and a bolt pistol isn't that much against a reroll 5++ save. Eldar just has so many fast units to either tie down or gang up on chaos squads. The mission doesn't hurt them much as they can kill al ot turn 2, then turn 3 and the game will be over fairly soon. Chaos has no real unit's capable of escaping the eldar attacks and they will be killed by turn 6. Eldar can tie down havocs and outgun other units.
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| | #8 (permalink) |
| Senior Member ![]() Join Date: Aug 2005 Location: Guelph (Canada) Age: 28
Posts: 671
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Well weather the harliquins get shot once or more times depends a lot on how chaos is deployed, weather they are willing to step up with a couple squads to decrease the range, and also how many tests they are willing to take to shoot at them. If they really are the doom of the chaos army, I can see 4 or 5 squads testing to shoot at them, to ensure a few get through. Warp spiders are neat, but I don't see them taking the CSM is close combat. In a meatgrinder mission, I'm just going to have to go with Chaos on this one. |
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