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I just wanted to know which combinations of units and vehicles are the most efficient or maybe if it is efficient to put certain units in transports at all.
The theme I'm going to go for with my army is loading tons of aspect warriors into tons of transports find the weak spots of the enemy army, out maneuver the opponent then hit hard and fast.
BTW: I'm a noob so any tips on which type of craftworld or tactics and army lists would best fit the description of the theme I want to play would be highly appreciated.
I want to play this game casually but the reason why I want this type of army is because I love out thinking my opponents in games.
But with my 1 year of experience, here's what I can tell you. It mostly depends on troop size. Scorpions and Fire Dragons work the best in squads of 6, so they fit nicely in a falcon. Plus falcons are much harder to kill.
Howling Banshees and Dire Avengers work best in higher number squads, and can really benefit from doom/guide farseers. That means squads of 11 typically (including the HQ) so I put mine in wave serpents.
You always want to move more than 6 inches with your skimmers at all times (so that all hits scored on it are rolled on the glancing table). I like to move 12 inches so that my tanks can still shoot. That means it takes me two turns to get my units into place. I don't disembark that turn because then the troops can't move or assault. So I disembark on turn 3 typically.
Another option is to use the fast movement to go 24 inches, and disembark on turn two. I have yet to try this because it means your tanks can't shoot in turn one.
Last edited by just_will; January 6th, 2008 at 16:06.
Scorpions: Better off infiltrating for a fraction of the cost than buying a transport.
Banshees: Wave serpent, hands down, they need the numbers.
Dire Avengers: Same as above.
Fire Dragons: I'm not a fan at all. I'd avoid putting them in Falcons though. I guess wave serpents for these guys too.
Iv gone off using combat troops in transports, not having the ability to charge out of it is such a bummer!
I prefer having wave serpents with dire avengers with exarchs and bladestorm, or falcons with fire dragons or 6 warlocks with destructor powers, plenty of relative ranged hurt for anything that has those badboys dropped next to them.
For combat troops, use infiltrated scorps or run some harlies across the board (cant see 'em, cant shoot 'em) or some shining spears for speed too.
Herald of the Colonel; Festooned with pistols, riddled with vermin, and finger lickin' good...
Scorpions - I wouldn't give them a transport as they can infiltrate. Even if they can't infiltrate in a certain game, foot slogging a larger squad with Fortune to back them up will pretty much garentee their survival and making it into combat. In a typical game, from deployment it won't take more than 4 turns to reach the opponents deployment zone, even if they don't make combat they're a very stable unit to use for capturing objectives....so yeh, no transport for me on them.
Howling Banshees - I'd use the Wave serpent as this squad is fairly fragile to begin with and Fortune won't have the same effect on them as it would do on Scorpions. Because they are pricy when adding a Wave Serpent on top I would probably lay off all the less important upgrades and stick with just making sure it gets them there fast and alive. So no brightlances...
Dire Avenegers - I once used a Wave Serpent but seeing as blade storm doesn't nessecarily garentee a destroyed squad I've abandoned using the drive and drop methos in favour of foot slogging a large squad and have them support others. However, when fielding a Scatter Laser and Shuriken Cannon Falcon I would add a squad of 6 Dire Avenegers to it as it adds another scoring unit, boosts the Falcons potential damage and doesn't have to shoot at the same target the Falcon does.
Fire Dragons - Falcon all the way I guess, a squad of 5 is cheap and is enough to destroy any tank they point at most of the time. Starcannon and Shuriken Cannon Falcons will find them very useful when targeting heavy infantry like Terminators. I have seen squads being used on foot before effectively but they were being used with alot of reserve, always in terrain until ready to shoot and never out of sight from the Farseer. The Falcon option also chares some of the same advantages was with Dire Avenegers. I would avoid a Wave Serpent because it becomes very pricy, the Wave Serpent isn't scoring and bcause they're frail, if their 10 meltagun shots don't kill everything that can aim at them next turn, chances are they'll be killed. Of course it's also circumstancial on what the rest of the army is doing.
As mentioned scorps aren't so hot in a transport. Another part of their problem is they can't fleet. This means you have to spend a turn sitting REALLY close to the enemy if you hope to charge on the next.
I haven't used it a lot (because I don't own enough serpents so I've had to proxy) but I enjoy serpents loaded up with fire dragons. People may say things like "You don't need that many to pop a vehicle" which may be true. But once you have ten of them you've got a unit that can go after a LOT of different things, and since they're shooty you don't have to wait a turn to use them like with assault troops.
To see what I'm talking about consider dragons vs dire avengers. Once you deck out the exarc the DA unit may be more expensive than the dragons, but they'll probably be about the same.
10 bladestorming DA will usually kill 3.3 marines. 10 dragons however will kill about five and a half. They're also nasty against a lot of things DA have trouble with: Tyranid Monstrous critters, Armor, Nurgle, necrons (no you won't be back).
However it may be fun to mix up your transports a little bit. You don't have to tell your oppenent which has witch (just make sure it's clear you decided before the game started) so you can play the shell game with them.
Finally fill out your heavy support choices with more skimmers. Overload them with skimmers (and be sure to have holofields on these). Both falcons and fire prisms can be good.
As I have learned yesterday. You almost always want Spirit Stone on a vehicle that is going to be a transport. This is because if you don't and your stunned what are you gonna do. Sit there and be lunch meat for a turn. Wave serpants for all besides the dragons. However Striking scorpions may be infiltrated.
Thanks alot guys.
My only question now is about the advice sunnyside just gave.
10 Dragons on a Wave Serpent sounds like a good idea.
But it looks like alot of you guys say that its better to have 5 or 6 in a Falcon Grav tank.
Do any of you Eldar experts agree with this tactic?
He makes a good case against Marines. The Orks. Nids and IG might be a different story.
Well you'll have some sort of anti hoard in your troop choices. (Unless you take pathfinders I guess, but you'll probably be taking DA or jetbikes). Also if you take prisms you have incredible anti hoard weaponry at your disposal.
Also mech Eldar are already well positioned to stomp all over Orcs. Against nids I've found you'll run into nidzilla much more often than any other type, and hoard is exceedingly rare. I stomp all over IG, though I have more things that threaten them. Still your mobility can position you very well against them. IN general I'd be more worried about MEQ, nidzilla, and other mechanized forces.