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It has come to my attention after playing Space Marines and Chaos Space Marines for quite a long time that MEQs are fairly capable of going head-to-head with most armies and standing a decent chance of winning. There is one, however, that has consistently given me a lot of trouble in both casual and tournament play: the Eldar VP Denial army.
For those of you who don't know, an Eldar VP Denial army is either purely or mostly mechanised, usually taking a couple of Ranger Squads as its compulsory troop choices or using Aspect Warriors if it's a Biel-Tan list. Heck, I've even seen an Iyanden VP Denial Army that used a unit of Wraithguard as a scoring unit! Any and all infantry will be mounted in Wave Serpents with Crystal Targeting Matricies and Spirit Stones, as well as twin-linked Starcannons or Bright Lances while any Falcons will be even more difficult to deal with due to Holofields. Wraithlords are also a popular choice due to their resilience but effectively, this kind of army is untouchable as it is both mobile and hard to damage (the Wave Serpents and Falcons will generally move fast so that you can only get Glancing Hits on them, which are promptly ignored due to Spirit Stones, doubly so if you have Holofields equipped).
So, I call upon all veteran Space Marine players to assist me with this. What tactics are available to those looking to take down VP Denial Armies?
Well, if you never want to lose to eldar again you could always field 9 landspeeder tornados, its cruel but redicously effective, especially against wraithlords, as 9 LST can kill 2 of them per turn, and maybe take 1 or 2 more wounds off any others still alive.
There are a tremendus number of things you can do...
First off, nothing in an eldar army can stand up to a charging chaplain led assault squad.
The difficulty is of course getting them there realatively unhurt. However if your good at moving units, these guys will deal with any eldar unit you need them to.
That includes wraithlords, but id try to avoid it, since it will cause you losses as well.
The humple landspeeder tornados is another effective choice, used properly, you could manouver it around to the back of a falcon and down it pretty quickly.
Devistator squads are good for board control.
Falcons are pretty invincable, however, even a falcon doesnt want to jump out infront of 4 MLs.
Dont field high strenght weapons against most eldar targets, (IE lascannons) Most things are hurt plently by a ML, and for the points you cant beat them. Unless they are cheap, such as tactical squad lascannons.
A combination of 2 or 3 dev units, with MLS, 2 tactical squads with lascannons, and 3 landspeeders, plus an asasult squad, will give eldar some trouble.
Your firing patern should focus first on transports, so that they cant send guys into you lines to tie you up.
Plus pinning squads is quiet annoying.
Next, go after those falcons, while they have a lot of fancy weapons, they are still eldar, you are far superior as a space marine. (low balistic skill, limites effectivess of falcons)
Another unit which can be effective at killing skimmers, are drop pods.
Consider dropping a 10 man squad of marines, right behind a transport.
Give them a melta gun.
Now as they advance, you drop right behind them, shooting 18 bolter shots into the rear armor, you should score two glances, and the melta will tag on another one.
3 glancings hits will at least damage the tank, however at that points its fairly likely to die, leaving a pinnned unit right next to your tactical squad, who will make a nice slimy red paste out of them.
Bikes can make nice repid respons units, and match up well against starcannons.
Keep boosting them untill you want to charge.
5 toughness means eldar needs a 3+, and you get your armour save, not bad.
Anyway, more simply put, you need to get a lot of glancing hits on the transports/falcons, dont worry so much about getting throw there armor.
Min/Man your army.
Lascannons are great...
They wound even the mighty Wraithlord on a 3+ with no save possible.
They punch through Eldar vehicles like they were paper.
If you get first turn you can blow half his army apart in the shooting phase.
If you want to be slightly more practical assault cannons are good. A 6+ on the 'to-hit' roll and Wraithlords lose a wound automatically, T8 3+ save or no. And they have a chance of cracking the Falcon's armor.
The goal with Holo-Field, Spirit Stone equipped vehicles is simply hit them. You likely won't kill it on the first hit, but you can stun it. The Spirit Stone is not a 'get out of jail free' card. It's a 50/50 shot if it will nullify 'Crew Stunned' and 'Crew Shaken' results.
Even if you only get a glance, you have a 1/3 chance of destroying the target. If it went over 6" and get Immobilized, it crashes. If you roll a 6 it blows up. And if you can keep it still a round then you can penetrate the armor and blow it up that way.
Eldar armies are fast and can hurt, but SM armies are perfectly capable of taking them down. Use cover so you're not wiped out by Dark Reapers/Star Cannons. Take missile Launchers/Lascannons to deal with high toughness troops and high AV vehicles. Take a counter charge unit or two with power weapons to deal with high save units in CC (like Warp Spiders).
It's not unbeatable, it's just annoying.
May your aim be true, and your targets plentiful.
I play eldar and the biggest pain is ws/bs3 not to mention bright lance has 1 count em one shot a turn unless you happen to have an expensive farseer inside to cast guide. drop next to a ranger squad and shoot. I play small squads (3-5)as do most alaitoc players to get the most off the ranger disruption charts but one death starts a morale check ldr8. Thats why i've gone to 5's cause I can lose one and not have to test. I DON'T agree about the starcannons vs bikes. I tend to field 2 ww with 2 starcannons a piece which get overlooked alot for the "tougher" targets. second turn i removed a 5 bike squad in 1 volley( farseer w/ guide ) that was 12 str6 ap2 shots reroll misses. But they are open top and armor 10 but what do you expect for 100 pts. Eldar stuff is all skimmer - immobilize and it crashes marines would hate if their stuff crashed every time it immobild. quite annoying.
Be faster than the Eldar. Unless you are using a tournament designed army you can always be designed to kill any army. Just have lots of bolters with Rhino transports. One or two Dreanoughts with Drop Pods. Termies with Drop Pods and cyclones or assault cannons. And of course a hero who can own anything in close combat, a command squad and a LRC. Use the bolters to kill all light skimmers, their rear armour can't stand up to twenty S4 shots. Every other unit is completely self-explanatory, just remember to point and shoot.
"Thousand Sons! Fight in the Emperor's name!"
DA :8/5/7 Eldar:3/3/5 1KSons:3/1/2