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Hey guys I just wanted to know what you think which units and strategies we should use against the new stuff IG got. I don't know if there's a thread yet so I decided to make one. What annoys me are the anti-skimmer tanks they have that destroy cover save. Ruins going flat out and screws the wave serpents. Just wanted some input on your people's ideas or suggestions to fight their new tanks.
I'd be more concerned about their other heavy support options. While it's true the Hydra is going to be a great light-vehicle killer, the S7 gun means it still needs to roll a 6 to penetrate our tanks. And that's on a lightly armored vehicle that if placed far enough away, we might still get concealed saves from.
I'd be more worried about the LRBT, and things like the Hellhound that can shoot its heavy flamer template a full foot
my answer to the new guard codex?
Eat my Shuriken Fatty.
Da's obliterate guard squads. as do anything else with a multitude of shots, i played a game against them today, he was like, ohh, i got veterans in a valkyrie, and i was like, uh, doom, shuriken catapults away, and their tanks? 4 words.
fortune.boost.firedragons. Boom, ohk that's 5 words, but oh well, you get the point,
Death to the Alien!
who likes cockroaches anyway.
Ordos Xenos 4/0/3
Yeah only thing thatb worries me about the new dex is that heavy 20 weapon that i saw. kinda over the top dont ya think? If anyone has any background on this e.g some rules that make it less hugly scary it would be apreciated. Still as said on the last thread about the new ig codex eldar will still tear through their line and destroy any key targets by turn 2.
you cannot shoot my harliquins because beneath their mask is an idea and ideas are bulletproof
i played them today and i must say i was having the worst rolls ever. making no armour saves for my jet bikes and scorpions, re rolling made cover saves from turbo boosting, and loosing them all, not being able to wound anything...man it was terrible
the thing that annoyed me the most was the feel no pain in most of his squads(4+ inv). he would always get it...
i did win (barely) but it was just plain old annoying
he didnt like me taking out his LRBT in the first turn with a bright lance, pen hit rolled a 6. but what can ya do
Last edited by Siguy; May 10th, 2009 at 16:40.
I've been following the new tactics on the IG forum; it appears a lot of people are enticed by the newer cheaper chimeras. They plan to use them as mobile bunkers. Under the new rules, a chimera can fire FIVE weapons from the fire point. This includes heavy weapons, e.g. las-cannons and such.
Granted, if a chimera moves, it loses the ability to fire heavy weapons from fire points. As always, mobility to hit side armor is going to be one of our biggest assets against the chimera mobile bunker lists.
I played Eldar (1000 pts) with an Ork teammate (500 pts) against an IG player (1000 pts) with a Tau teammate (500 pts) yesteday. I must say, the IG infantry did pretty much nothing. What I did experience problems with was how many template shots from tanks and bombardment (master of ordinance) he had. Luckily, he was scattering like crazy due to unlucky rolls and I only lost 5 models (all guardians) during the entire game (we only played out 2 turns). My partner got absolutely trashed by the shots though.
What bugs me is that IG can get Basilisk artillery with a str 9 ap 3 large blast with an enourmous range while the Eldar Fire Prism has a lower range with a focused shot that is only a normal blast. If you want a large blast you have to downgrade theshot to str 5 ap 4 I believe. Plust the Basilisks don't even need line of sight. I did find that if you immobilized a Basilisk its 45 degree firing arc made the gun virtually useless as it could hit very little of the field (could not longer pivot the tank). You could easily evacuate the firing lane and make the gun unable to shoot at anything. But I feel like they can just take so many tanks that there are just too many to deal with. All your infantry will get killed before they can react and even a brigt lance needs a 5+ to penetrate the front and side armor of a Leman Russ.
If you make it into assault their tanks can't do much or even if you get close to the IG they may not risk shooting blasts at you (could scatter on top of themselves), but that's all I can really see working.
There's a reason that the guard needed a couple of buffs in their codex. Even after the buff, the loss of the command squad is a game over sort of situation. When they loose their ability to give orders it plays pretty much takes them out of the game.
There is still the problem of the number of vehicles they field, though. Fire Dragons are pobably pretty good (I have not bought them yet but I am planning on it) but can they hold up in the middle of the enemy's guard line while they take out tanks? Do you think it would be good to soften up the infantry in the first turn with your own tanks, etc. so that your dragons in a wave serpent can disembark and start killing tanks in greater safety? Or is it more important to focus your tanks on some of their vehicles right from the start and just forget the infantry?
If they are running multiple tanks in a squad just laugh and firedragon the full group off the board. I actually have a reason to run my full FD squad again because of this. I may be wrong but the basilisk had and I think it kept a min distance for its indirect fire option, get close enough and it will either not shoot or have to try and move into LoS to fire. Oddly enough I have seen alot of lists for I.G. that are running extremely small numbers of troops (2 or 3 small squads in a chimera) teach them the painful lesson that only troops score. And as always flamers work wonders on hordes.