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As far as I can tell from the search function we haven't had a fire prism thread since the last edition. I'm thinking of getting some. So I wanted to see what people thought about their utility and loadout.
The top issues in my mind.
Holofields? On one hand rerolls are nice, but it's about a 1/3rd increase in price for the holo field. And while there's a fair chance of keeping the thing from being destroyed, the chances of losing the main gun are pretty good.
Hmmmm would holofields work if you ram with the thing?
Then Stones. Cheap, and more likely to come up if you use the field. On the other hand without the skimmers moving fast rule this doesn't really matter a ton unless you're looking to ram, about to go body surfing to contest an objective, or are about to be attacking in close combat. I wouldn't think prisms would be in positions to have those apply all that often.
Finally the shuri cannon upgrade. Most of the time you probably wouldn't even be using it I wouldn't think. On the other hand it's cheap and since losing the main gun is all too likely with holofields this could at least give you a semi respectable weapon to go after the enemy with.
New here, but the only thing I bother with putting on my Prisms are Stones.
You should be dancing out of other's range anyways with that Cannon.
Plus most armies have deepstriking, outflanking, really fast, or very long range anti vehicle units. Actually I think all armies have at least one of those options. Usually three.
And yes taking more than one prism is almost mandatory
Last edited by sunnyside; April 11th, 2009 at 04:38.
shrug, depending on your opponents list type for situation dictates. in terms of their mobility, numbers, and firepower or assault range.
though it's usually not too hard to manipulate line of sight and range to a degree. especially if you're both setting up terrain taking turns beforehand. you can always use lesser not-as-important vehicles to help block sight as well too when need be.
seen smurfy play and he can be rather good at his vehicle formations and making it difficult to kill any of the vehicles he doesn't want to sacrafice. but as he said, most times, a stone is all that's necessary for any vehicle not intended for close range (you can always use a vehicle with a holo as above mentioned blockade as well).
Fire Prisms are invaluable to an Eldar force. They are universally good against every army as you can shoot Dispersed shots with one of the Prisms powering up the other one so you can kill MEQs, each one can fire a dispersed shot against GEQs, vehicles can be done away with by powered-up focused shots as can commanders. They are some of the only vehicles in the game where it is consideably better to get 2 of them than it is to get one.
Outflanking - , Ok, maybe Hybrid Eldar is a lil' screwed.. Against Mechdar (what I play)? You have a chance to get on the side of the field I'm on. What if I'm in the center? If you do show up next to me, you got one shot, then we can turbo away.
Fast Anti-Tank - Inevitable, should be on the target priority list anyway. If it got you, it got you. Oh and a Land Speeder with a Multi-Melta? Your best defense against that is staying back, cuz if it gets in Melta range of you, you can be fairly sure that Cannon is gone.
Long Range Anti-Tank - Again Inevitable, max out your cover saves, pray for the best and try to take it out first. If they bother shooting a Prism they don't see your Aspects/Main force midfield as dangerous, which surprises me.
But I don't use Prisms anyways, so I'm kinda lost on all this, I just say Holos in general are a lil' overhyped. Prisms, if you need them to live that badly over your Troops and everything else, I guess could take the Fields.
Last edited by Smurfy; April 11th, 2009 at 17:04.
I've recently began playing mech eldar. General list at 1850 is three waveserpents, 2 fireprisms, and a falcon for fire dragon transport.
The wave-arch defense of wave serpents makes them very useful for screening/ providing cover to fire prisms. I have at least 1 farseer (sometimes two, sometimes eldrad) making judicious use of Fortune on any vehicle with a cover save. I think opponents get really frusturated when your fireprisms start getting re-rollable 4+ saves, and it causes them to be more aggressive and/ or make more mistakes.
Also, i tend to use the twin-linked fireprism ability more often than not, if only to re-roll scatter against small units (e.g. terminators, tanks).
It is a brilliant idea though, but in an 1850 list, I'd be running 3 prisms (4 if I could) Because I'd be wanting to run my Farseer(s) up with the rest of rest of my army, and be casting guide and doom for them, so the extra prism would cover for the cover saves I'd be missing out on.
i've been fielding a fire prism for a while now, and i'd say the best way to keep it alive is put a bunch of other things out there with it. supporting it by having a wave serpent or two rushing up into attack range give your opponents something to shoot at besides the pesky artillery tank. also having it deploy behind hard cover when you can on the first turn is a good thing (impassible obstructions, such as buildings). keeps the lascannons off of you.
it's a great tank and its never a bad thing to have.