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Here's what I'm considering at 1500 points vs my guard friend who has lots of troops and 3 tanks (likely 2 russ 1 hellhound next time).
Farseer - Fortune & Spear
Wraithlord - BL, EML & dual flamers
[WL will protect the FS as they move up, able to soak a lot of fire & to react to whatever is needed. AT & anti infantry abilities]
10 Avengers + Exarch - Bladestorm, Dual SC
Wave Serpent - BL, Cannon upgrade, Spirit Stones, Star Engines
[Flank with them in for major anti infantry. WS to take out tanks & act as a firebase after, assisting in taking out troops]
10 Avengers + Exarch - Bladestorm, Dual SC
[Hopefully to restrict his troop movement as they are all on foot & make them move around or away from this group]
10 Guardians + Shuriken Cannon
Warlock - Conceal
6 Scorpions + Exarch - Shadowstrike, Stealth
[To assist & prevent the avengers from being charged]
5 Warp Spiders + Exarch - Dual Spinners
[Deepstrike in & take out armor from behind]
5 Fire Dragons + Exarch - Dragon's Breath
Falcon - EML, Pulse Cannon, Cannon Upgrade, Holofields, Spirit Stones, Star Engines
[Flank in with the WS full of DA ASAP, hence the star engines on both & will be another firebase with the WS after drop off]
1 Warwalker - Dual Scatter Laser
[Just came w the battleforce and quite worth the points]
This all comes to 1490 points. I'm have yet to run this and have only done 1k points against him previously over the last few weeks. He is heavily reliant on his tanks. I'm pretty sure that I have enough anti armor to deny him the ordnance, but at the same time is my army too split?
Guardians, WL/FS combo, and a DA squad will be left behind while the rest will all be on one side of the guard line, leaving these 3 groups relatively useless? A few games the guardians really just sat and did nothing. Maybe they will all become like that at this level? Maybe the WS & Falcon will just go too far out from the rest of the army & wont have enough support?
Is there anything that just doesn't look right and needs to be dropped? Also how would you open up on an army like his? Theyre spread out well enough to have several effective fire lanes, but packed tight enough to hold assaults and able to pile in. So if i charge in, im fighting 30+ men, but if I dont charge I face ordnance from other sections of the army
On quick thing. I'd swap out the guardians heavy weapon for something with longer reach. If they're holding back near an objective they may have not targets within 24".
I think I would suggest an EML. At BS3 it'll miss alot unless you're firing blasts at large troop formations. But you're almost guaranteed to be able to get a target, it can pin, and it can be a more serious threat to the heavier armor you see on The heavier tanks it sounds like your friend is using (scatterlasers are great against chimera side armor though).
Also as a quick tactical change I'd get the farseer into one of the vehicles so he gets into the action early. Note that you can cast doom, fortune, and guide from within a vehicle in the current ruleset. Just measure distances from the hull.
finally I can understand just wanting to use what you have. But I think you're overspending on some stuff. Mostly the transports. I'd advise dropping the stones, cannon upgrades, and star engines from both of them. Yes those are useful things. But with those points and the 10 you have left before 1500 you have just enough for another wave serpent you could mount your other DA in. And that will be much more useful!
Also note that against guard I think storm guardians with flamers would work better as they're likely to camp out in area terrain, giving them between a 4+ and a 2+ cover save depending on the terrain and if they go to ground. But any that wander out of the relative safety of terrain can be mowed down by DA!
First thing is dont use guardians to hole objectives especially not a single squad i have tried this and it fails compleatly even in cover etc they just get smashed.
Single warwalker can see why go tit there but i find on there own they just die easy random shot from almost anything and its gone or stuck around doing nothing.
I agree whats been said about over tooling up the transports but dont feel not to give them anything eldar have really good upgrades for there vehicals and can really do there job well.
The main problem with Guard comes in form of firepower - so thick that you may as well try to throw yourself against wall.
You either go mech, or footslogging. If you try Hybrid version, it has to be heavy on one of these Aspects. If you don't do that, your transports will get melted, Wraithlord plasmes and alscannoned, Guardians flamed, Avengers lasguned and so on.
You have to use non-classic tactics. It is always better to charge Guardsmen with your Avengers than to shoot them. It is always better to charge Guardsmen with your War Walkers than shoot them. It may be better to flame them with Wraithlrod instead of charging. Your tanks firepower is useless. Your War Walkers firepower is useless. Your anti-infantry firepower without Bladestorm + Doom is useless. Even with, it is useless as you kill one unit in exchange for impact from three other, including heavy and special wepaons.
Guard is the most difficult and some thing won't just work if you play against hardened or experienced player. If he is such, neither scorps nor spiders will do their jobs.
sorry but i disagre with almost everything dire says there!!
y not shoot at them when can shoot and assult as our weapns are assult weapons!
warwalkers are great as killing guard with 2 scatters! and why run at them where heavy bolters will easly take them down!!
vehicals weapons usless what about EML and bright lance most common mounts vs IG tanks?
And doom is amazing in CC against guard eldar only wounding on 4+ re-rolling makes a massive diffrance!
P.S. 100th post and im bitching not good lol
Last edited by Gedderz; March 17th, 2009 at 23:14.