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Hey guys (and gals)
Long time Lurker first time poster.
A little back ground, been playing elder for a while, a hybrid style, so I have a fair amount of experience with them, but finally decided to go full mech(always loved fast armies, so it was mech elder or a speed freak ork list) anyway:
I had my first game last night with a fully meched elder army. My list was
Farseer – Doom
2X 10 DA’s exarch 2X cat. Blade storm
10 Storm guardians – 2 flamers. 1 Warlock – destructor
4X Wave serpents – EML
It was against a chaos marine playing mate, running a troopzilla type list:
Khorne marked Chaos HQ – juggernaught, deamon weapon ie killy
Typhus (for the nurgle HQ)
8 marines – PF champion
8 nurgle marines- 2 melta
7 nurgle marines – PF champion
7 nurlge marines
Or something very similar
6,6 was rolled so kill points and dawn of war. I won the dice roll, but allowed him to pick sides, so he’d have to deploy first. I then managed to seize the first turn.
It wasn’t a very exciting game, just my units flying around in there wave serpents, jumping out to try to nuke(although they were mostly successful) a designated squad and my prisims flying around on the other side of my deployment. It was more a game of me trying to execute what I’ve read as best as possible ie, ganging a squad, gauging distances etc than a proper game. Think the tally at the end of turn 5(not much point rolling for a turn 6) was 7 -3 my way, but I think that’s the least important bit about this write up.
A few memorable moments:
His khornate lord running off the board after I shot some of the squad (he rolled a twelve for leadership), which I was actually disappointed with cos I did want to see what the lord could do in combat.
My farseer getting perils and killing himself (happened in every game so far).
A single khorne berserker killing all my storm guardians in combat (after 3 rounds of combat)
Things I learnt
My farseer is a horrible pysker
Storm guardian triple flamer squads are pretty nasty (7 out of 8 beserkers)
Bladestorm plus doom not quite enough to kill a small MEQ squad (thankfully had fire dragons for back up)
12” movement a turn is extremely beneficial; when I’m more experienced I should be able to use it well
My 3 prisms done their job… nothing special, nothing lack luster, killing a few marines a turn.. will have to see how they do in other games.
My main point of concern is that I haven’t really got a strong deployment, side choosing strategy. I mainly like to get my opponent to set up first, so I can counter deploy. This was dawn of war and kill points so I probably should of don’t the opposite. I would really like to know peoples thoughts and feelings on what they feel are the best ways to go about this, for the various game and deployment types.
Think that’s all, thanks for reading
well i run a similar mech list with 7 serpents, DAs and FDs, as well as a seer council, setting up depends on your enemy against a heavy shooty list you want to deploy first so that you will get the chance of a cover save for your serpents, against a list like you faced you want to try to get second set up. you have a nice list, remember to tank shock it is an awsome way to use your serpents and with that many of them you are bound to send someone running!
hope my advice helps and good luck!!!!!!
PS: always put spirit stones on your serpents it helps against the more shooty lists you will be facing!!!
Last edited by nigelboyette; November 12th, 2009 at 04:54. Reason: spirit stones
Your fire prisms should be more useful once you start going up against more MCs and vehicles, he was already footslogging and you were full mech so he didn't have much going for him.
Also, a 10 dragon squad is really big as they are mainly a tank hunting unit, granted in this case it was a fool-proof way of taking down mechs to back up your DAs but, it might be a good idea to look into lowering that squad a little so make room for something that is a little more towards taking down MEQs.
againsts MEQ the dragons are a good way to take a squad down, you could say it is a waste but dragons main purpose is anti armor, even if it is just a 3+ save.
Thanks for the responses
I'm really stripped for points, if not I would give my serpents spirit stones so they can at least move flat out once there shaken.
I really want to see my fire prisms full potential, see them splat some marines and pop some tanks.
About my dragons, I realise that their main purpose is anti tank, and there a bit big for that, but i like using them as a anti heavy infantry role. They can guanentee a few kills and i'll leave the rest to a blade storming DA squad. Also if i ever come across MC's its an sure way to inflict a few wounds.
i also feel my list is lacking in anti MEQ(when you take into account that my prisms are shooting tanks)
I should be having another game on sunday and a few more early next week against Tau, IG or Wolves so i'll do a write up after those games.
Thanks again for the replies
If you are having trouble keeping ur farseer alive with perils of the warp....take runes of witnessing. Also I always fortune my farseer or whatever squad he is with.
As for deployment I always put 2 half way behind a building and 1 completely behind a building. so one cant be targeted and the other 2 get cover saves. if the opponet has deep strikers put ur rear armor against terrain and use the turrets 360.
if the opponenet has out flankers, dont go near the sides until they are all on the board if you can help it.
tri flamer is good,i actually have a doomseer with my unit of guardians as well. helps out with the amount of wounds.
your are right a blade storming DA leaves about half the squad left, but then i always follow up with banshees.
I gang up on units until they are all dead, exspecially in KP missions. never come out of your transport unless you can kill it! thats my motto.
Eldar -APOC- 6500 Points
Chaos Daemons -Fate Crusher- 3500 Points
Grey knights - 1000 Points
Runes of witnessing actually increase your chances of gettin a peril of the warp, which is why most eldar players dont use it. But then the odds of dying to a peril is pretty darn slim. Sure you didnt forget to use the ghosthelm(3+save) or used to 4th edtion rules where you got a str 6 hit.
Anyways the best way to prevent a peril is to put him with a embolden warlock. Something I can highly recommend.
I use 6 man squad with 4 destructors. 4 heavy flamers on a doomed target usually does the trick.
The 10man fire dragon squad is something I have wanted to try myself. With a heavy flamer exarch they should be able to kill pretty much anything they wanted to, be it orks or a land raider, and not that much more expensive than 10 dire avengers.
Yeah, wow, i just realised, its not S6 any more so my Farseer would have survive. Also forgot the ghosthelm, i knew i was missing something, took me about 20mins to finally find it in my codex.
Alo as an update, had 2 other games lately and hoping for another tonight. I'll do a quick write up later on. But i'll say mech lists are deffinatly a pretty strong build.
Last edited by Hellbreaker; November 23rd, 2009 at 13:25.