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Well, the topic says it all. Faced an Mecha Eldar Army for controlling Objectives, and ended up in a draw. Be it annialation, I would surely have lost. O_O Wanted to hear the experts opinion on how to face an army like this with my Marines, as I dread facing this one again.
His Army list from my memory:
1 x Farseer
1 x Autarch
1 x Squad of Howling Banshees in Wave Serpent
1 x Squad of Fire Dragons in Wave Serpent
2 x Squads of Dire Avengers in Wave Serpent
2 x Fire Prisms
Yeah, don't sound that evil, but problem is, is that he starts everything in reserves. He also get to roll them in on turn 2 with a 3+ roll on the die. ~_~ Which he then proceed to fly them up 12" and pop out whatever evil thing he has inside, and then blast the big Space Marine doodoo out of me. oh he links the Prisms as well. O_O
Any help will be appreciated. I run a pretty balanced SM list with ML Devastators and 3 x Troops choices in Rinos. Power Fists and so. (Wich doesn't help much since i can only hit him in CQC with a 6+ on the Die)
Last edited by FXMorph; January 5th, 2009 at 12:44.
Well, first thing you should do is check up on the rulebook and Eldar Codex. He only gets a bonus to reserves if he takes an Autarch so unless he's got one you've been had. Also, skimmers are hit like any other vehicle in combat, so automatic for stationary, 4+ for up to 6" and 6+ for anything faster.
If he wants to put his skimmers in reserve, let him. Set yourself up so he has to move as far as possible to reach you and punish him for it. Missile Launchers, Autocannons, and the like will tear up his lightly armored vehicles and the squishy units inside. Your own tanks only have the Prisms and Dragons to worry about, Prisms have a chance of scattering and Dragons are vulnerable to counter assault after coming out.
Sit back, blast his vehicles, then mount up and close with the remainder and to secure any objectives.
A quick note, you had to have been playing him on Dawn of War for him to be able to hold these units in reserves in the first place, otherwise, they must deploy on the table. Another side note, most of these squads shouldn't be able to wipe out marines. The Banshees need a 5+ to even wound you and you only need a 3+, and I'm not sure why you needed a 6 to hit him unless you couldn't pass a morale check at 9. The fire dragons can kill a few marines, but die pretty quick to rapid firing bolters and melee, ditto for the dire avengers. I'm sure you know this, but I'll point it out all the same, your opponent can't charge after disembarking from his vehicles unless they were stationary, so you have a turn of shooting/melee to knock out the wave serpent holding the banshees as well.
My advice for anyone who plays against Eldar, read ALL OF THEIR RULES CAREFULLY FOR YOURSELF. Eldar has many rules you can get around or only have certain situations in which they work, I'd advise borrowing your buddy's dex before you play him again.
Blais's Paint Studio-Getting broken armies good soft scores since 2009
Except those Fire Prisms can decimate a squad a turn. Banshees with an attached Farseer (Doom and Guide) will eat ANY Marine Squad for lunch, and those Fire Dragons will decimate any squad they fire on. And the simple weight of fire that the Blade Storming Avengers can do will clean up whatever is left.
This style of list is pretty much fast becoming the strongest one for Eldar, since their grav tanks have been gimped with the new rules. Fire Prism's eat MEQ's and Tanks for lunch. Banshees are effective against any non monstrous creature as long as they have Farseer support, and Fire Dragons will eat anything.
As others pointed out, he can only come in reserves in a Dawn of War mission. So make sure you give your heavy weapons good firing lanes, and make use of cover. Pop his Wave Serpants first, make sure that the troops come at you on foot. That'll give you plenty of time to unload your bolters into them. Keep your squads spread out. Those pie plates from the Prisms will eat you, so you want to make sure he can hit as few Marines as possible. If you are faced with a Dawn of War mission, make sure your Tactical Squads heavy weapons can hit as much of the table as possible so you can try to take a few shots right off the bat, and take advantage of first turn as often as possible, so you can march your Devestators onto the table as early as possible.
Other then that, trust the dice gods to not be fickle.
Nights Justice Space Marines
Eldar Eth Kariel Craftworld
Spear of Kurnous - High Elf Expeditionary Army
Ummm...no, a fire prism can either drop a small blast and pierce your armor, or a large blast and not, unless he's wasting the other prism by combining it. Either way using cover reduces the effectiveness pretty quick. Maybe 3 dead marines a turn unless you're sucking with the saves. Fire Dragons take a whopping 1 shot a piece, even outside of cover you'll be losing at most half a squad unless he's just rocking the hits. Bladestorm on 10 Avengers only averages 3 marines. Both of those require him getting close enough for you to charge in most cases, this = dead squad. Banshees + Farseer is effective, but they still have to get there with most of thier models for them to do anything.Except those Fire Prisms can decimate a squad a turn. Banshees with an attached Farseer (Doom and Guide) will eat ANY Marine Squad for lunch, and those Fire Dragons will decimate any squad they fire on. And the simple weight of fire that the Blade Storming Avengers can do will clean up whatever is left.
Rhinos = mobile cover, even when destroyed, they still give you something, using that and smoke launchers should cripple or at least hinder the AP3 shooting and the bladestorms are just rock throws.
Blais's Paint Studio-Getting broken armies good soft scores since 2009
i've developed a huge love for the vindicator recently, as its now counted as barrage...but thats just my own little privite tournament must.
to fight that eldar list, i would go one of a few ways.
1. counter his strengths with yours. Predators can go toe to toe with fireprisms, tactical squads with rhinos can counter ANYTHING aslong as you force him to disembark first (or do a good old drive by meltagun attack with your rhinos and the squad inside, especially if you bring vulkan).
2. exploit the weaknesses. Transports are clearly the problem for you, so focusing on those is a good idea. Drop podding dreadnoughts is a fantastic anti-tank tactic as they can land right behind them and nobble them without breaking a sweat (multi-melta + venerable is mighty tasty), or indeed take out the fire prisms this way.
to be honest, i dont think devastators are a good idea against this list, as fireprisms can annihilate whole squads with ease, however predators, multimelta armed bike squads or attack bike squads or land speeders are good anti tank units, that your opponant will not wanna fire upon if you bring transports (or wont be able to destroy because of their speed/armour)
Never judge someone until you've walked a mile in their shoes...by that time they'll be a mile away, and have no shoes
Since when did it count as barrage?i've developed a huge love for the vindicator recently, as its now counted as barrage...but thats just my own little privite tournament must
The summary at the back lists it as barrage, while in other places it is listed as normal ordnance.
Hooray for inconsistent rules writing...