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Chapter Master- mater crafted lightning claws, t.honours- 135
5 Command squad- apothercary with power fist, company champion, vetran sergant with power fist, all have terminator hounours and furious charge- 225
Razorback- heavy bolter, extra armour, smoke luanchers, dozer blade-79
5 terminators- 2 assualt cannons-240
Dreadanought- extra armour, smoke launchers- 113
10 man tactical squad, vetran sergant with power fist, plasma gun-190
rhino- extra armour, smoke luanchers- 58
7 man tactical squad- vetran seragnt with master crafted power fist, heavy bolter-155
5 devastotors- 4 missile launchers-155
predator annhilator- 2 lasconnon sponsors, extra armour, 150
This is what i have in my army and me and my friend have started up a narative based campaign which uses the same 1500 army list throughout so our armies can really gain some charecter with battle hounours etc. His army contains aspect warriors (10 Harliquins, 10 dire avegers with a attached autarch, 6 howling banseesin a wave serpant) and mobile fire surport, 2 anti tank warwalkers, dark reapers, fire prism, 5 pathfinders.
I was wondering does anyone have any advice on how to beat this army or any week spots that i could exploit.
My only advice would be why have a P fist and a heavy weapon in the same squad? Either stand and shoot your big gun or haul up to get into hand to hand. Just my opinion.
And you need more bodies on that devastor squad. The last thing you want to do is have to take off a fifteen point model with a twenty point gun as a casualty. Idealy for a dev squad you should have one meat shield per heavy weapon and the squad leader is bare bones with a bolter.
Yours is a very elite list and you have almost as many points put into toys as you do boys. This is dangerous as each casualty is really going to hurt you.
Ok but you asked for tactics. You will have fire supperiority so make sure you take down the squads that can hurt you the most first. That means the reapers, banshees (DONT LET THEM NEAR THE HQ), fire prism and war walkers
These should be your first targets and what i remember (its been a while since i played against an army of sissys) the walkers and prism will be hard to take down for your lone las tank (which will be under fire) and your stationary rocket launcher squad which should be used to take down those reapers.
Last edited by Deek; March 9th, 2008 at 19:17.
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Reapers are deadly against marines, but when it comes down to a Missle launver vs Reaper launcher fire fight, they don't have the numbers to take a beating, while you'd have bolter marines to sacrifice.
I think you might want to destroy the wave serpent first, then the walkers, but that would depend on deployment, distances, etc, so don't take that as immutable.
What is your dreadnought armed with? If it is armed with anti-tank (If not I think it should be) than you can use to take down either the walkers or the serpent.
I think you have way too much upgrades on your guys(especially on your vehicles, you have extra armour and smoke launchers on evrything), I went through that phase once, don't be fooled. I tpays to have more men, especially in your dev squad, you want to have bodies to spare so you can keep your big guns firing.
If you want to use your command squad as an expensive spledgehammer, make sure you support it and have enough guys to suppress whatever your hammers not hitting. Bottom line: less upgrades, don't conflict upgrades (powerfist and plasma gun?), and get more guys.
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umm some intresting comments, i will take on take off extra armour/smo.l of dread and pred.ann. i ussualy go for a refused flank putting c.squad term/dread and the rhino squad on one flank while the 7 man squad pred and devastotors on the other, annyway the point of telling you this is becuase the command squad although expensive is surported and gets the job done e.g killing a nasty squad, the dread by the way is anti infantry (need it against eldar, finally the reason i put squads with conflicting upgrades is so they are versitile e.g plasma gun squad rapid fire but can stand up in assualt, do you think that it is a bad idea?
cool tactical advice, taking out those pesky reapers with missile launchers is somthing that i hadn't thought of, it is difficult to take down the warwalkers and fire prism because they are alot more mobile then my tanks so tend to hide in cover and pop out to fire any ideas?
They can't move shoot then move again against the new codex rules.;Y
However to add to your tactics you can shoot from far and win. But if this eldar player has a Autarch or Farseer beware of them also. The Autarch will just murder in close combat if accompanied by a squad and the farseer's psychic's abilities isn't anything to laugh at either.
Personally, i think that you need to spend points on more men rather than over upgrade. It's like deek said The last thing you want to do is have to take off a fifteen point model with a twenty point gun. fleshing out your army a bit might not be such a bad idea.
Well, I would change a few things about your list - but since you asked how to beat Eldar with this particular list...
Pack 'em in tight when you deploy, with overlapping fields of fire. Keep your units outside of their transports and deply them roughly left and right in your formation at about the 1/3rd points. But keep them out of sight if possible.
Strategy: he has mobility on you so deny him that advantage by keeping everyone neighborly.
The Wave Serpent will fly up fast to deploy his Harlies or Banshees close for some mayhem. That is where your transports come in. Wherever the WS stops, you move the nearest transport at full speed and park it behind his ramp so the unit cannot deploy at the beginning of the next turn. Your opponent will then have to choose to sacrifice the Wave Serpent or delay deploying his unit for another turn. Either way, you have already upset his plan and he will start to make more errors in frustration. Rinse and repeat as necessary.
Concentrate on his long-ranged forepower first. The goal is to force him to march to you (remember, he has the mobility advantage, so set your tactics so that it plays into your hand).
Once a unit reaches you for close combat - surround them (that is another reason you set up close and tight - that and your Apothecary can get some work done early in the game). Once he loses a Morale Check, you can remove the unit since it cannot retreat.
Note: Do not use this tactic against armies with Ordinace weapons.
a lot of the commnts involve staying back and firing, does anyone think its a good idea to attack (look at my refused flank tactic) or is that a awful idea, better to stay back then counter attack?
thanks for all the great commnts so far
P.S i wouldn't mind if you do make comments on the army list, theres a thread in the army list section with it on which would be ideal if you did want to crisisize it (which would be good)