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So far, whenever I play my eldar, if my IG opponent fields more than one or two tanks, he absolutely spanks me. I tend to draw if he doesn't have too many tanks. What's a good way to bolster my anti-tank, without turning this into an expensive match of paper-rock-scissors?
that depends on how many point you guys field, and terrain types. you can have a lot of serpents with lances, you can have wraithlords, avatar, small units of dragons. Your mobility is so high you can easily from turn 2 to maneuver behind their tanks where that 10AV can be easili beaten with spiders, scatterlasers, missile launchers, starcannons. wraithguard can kill tanks too. scorpions can kill tanks, warlocks/farseers destroy tanks in CC like papers
I would add to niraco's list :
- Swooping Hawks (Haywire grenades...) 12" move + fleet + assault...
- Autarch with Fusion Gun and Haywire Grenades (on Jetbike, or with Wings, or Warp Jump Generator...)
- the humble Jetbikes can even do it if they manoeuver to get LOS on the back...
- on the costly side : Prisms (I don't recommend, personally... never had good experience with them...)
I'd suggest fire dragons. My eldar opponent takes a squad of 6 in a falcon and its a major pain in the ass. But their reasonably priced, you could easily take more in a wave serpent. Dont give em an exarch, they're kinda a waste of points. But yeah, I'd suggest semi-mech with loads of dragons, small units in falcons or big ones in serpents. The more the merrier.
best point/combo is 2 serpents with scatter lasers and 6 dragons in each. That`s 400 points more or less that can destroy a lot of tanks each turn, especially in squadrons.
I find that if I have a farseer with avengers, It can flat out the first turn, second turn unload the avengers and farseer which move their seperate ways. If you doom your target, avengers should be able to take it out, and then the farseer is free to throw his spear at a tank. If you can plan out your first move properly, you can sometimes take out a tank with the farseer and an infantry unit with the avengers in turn 2!
Army: W/L/D -- Eldar 6/2/2; Orks 1/3/0; BA 1/1/0
The Tale of Two Gamers
Eldar have quite a lot of tank busting goodness really
Fire prisms. These guys are my top tank busters if you have two, combining their beams into a Str 10, AP1 twinked beam is especially attractive for the +1 on the vehicle damage chart, which means even a glancing hit can potentially wreck the vehicle and a penetrating hit can total it 50% of the time. The best thing about prisms is that once the vehicle is gone and you have to deal with their troops, they are equally well equipped for dropping pie plates of death on that guard infantry. Versatility is the key word here.
Wave serpents with twinked Bright lances are also great, with the lance ability to reduce the armour of enemy tanks you always penetrate anything on a 5+
Next up fire dragons, I never leave home without a squad of 5 with an exarch (I usually find you don't need any more than 5 once you're within 6" of the target vehicle) with fire pike, an 18" assault melta weapon is just wrong, also make sure you give them tank hunters for that extra punch. Mounted them inside the aforementioned wave serpent and its one big mean tank hunting machine.
D-cannons and wraith cannons (if you can get your wraith guard within range to use it) are also potentially useful for taking out vehicle threats.
Lastly I suppose swooping hawks deserve a mention. While hawks are best served mowing down light infantry with their long range lasblasters they can be used to tie up enemy vehicles if you really need them to. Whilst unlikely to actually destroy a vehicle, haywire grenades are handy for things like blowing gun turrets off or stopping the things from moving and/or shooting.
My vote goes to the wave serpent and cargo.
Two things the wave serpent has that other things don't:
1. Twin-Linked Weaponry: Re-roll misses? Yes please. You're still not garenteed to kill something, but insurance is what the cargo is for.
2. Prow Field: Give bonuses against meltaguns, ordinance, and lascannons, all three being prime tank killers in an IG (or really any) army.
Amen. I don't know how many people i've tried to talk into this. Warlocks and Farseers are fleet, 3 is always better than 1, at best you get two back on assault, but usually you're just gonna have to choose between throwing it once or assaulting it for two dice. Not to mention that loosing a die in CC each round is painful when there are no power weapons.
When i play against guard i kill the hell hound asap, and then I ignore whatever else tank wise is on the table and tank shock his toys off the table. Once the inf is gone, three tanks just aren't that scarry. Remember in the new IG codex the guard doesn't get a chance to give all units Ld 10. Sure they can kill off a couple of models with a comissar, but if they are dumping points on comissars for every unit then they aren't going to have very much in the way of anything else. Besides, making a unit take 4 tank shot checks in one turn usually guaruntee it ain't comin back. Since all of our tanks are fast, most of em will be able to tank shock several units in on movement. What's better yet, you make his units fail, chances are they won't be able to regroup if you keep moving tanks near him.
Defeating IG is now way more like it should be imo. You can never kill enough of em to finish the job, but you can kill a whole bunch of em without firing a shot.
Specifically for IG tanks, i usually field a seer council in a falcon, and a 5 or 6 man fire dragon squad in another falcon. Depending on the points available i might field a wraithlord with a wraithsword (which is terrifying to IG players cause he gets to shoot his guard cooking flamer twice. So right there, i've got 5 AT options. With the TL shuricannons on the wave serpents i've had pretty good luck getting behind and bottling up tanks too. What i love about IG is that everything is ten on the back so i've actually taken em out of the equation with bladestorms, once you get that immobilize roll they start looking a lot less scary. Statistically you should get nearly one weapon destroyed and one immobilized out of a single blade storm. So if you're shooting a leeman russ you now have a neutered russ. However, note that this strat only works AFTER you've chased off/slaughtered the inf.
I used to be pretty scared of the ability to give the BRING IT DOWN order, but after i realized that he can only really do that once before i smush his heavy weapons the new IG codex has been much easier to deal with than the old cause they would have ld 10 till i killed the stupid command squad or vox caster. Except for stupid Sly Marlow. Blek i really hate that fool. Even then, one shuricannon shot brings that non-sense to a close.
Oh last point. Bright lances for me underperform terribly. I have better luck flying to the back and tossing shuricannon shots than i EVER have had with a brightlance. So don't waste the points putting em on top of all your WS. The price for two BL is nearly enough for another waveserpent.
Last edited by FartsMcGee; June 16th, 2009 at 21:03.