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So, I bought the new nid dex. They are pretty darn good. They, thus far, are absolutely dominant in the deep strike game/heavy infiltration game. between the trygon/mawloc, the holes for raveners, the spore drop pod things, the ymgarl stealers and the lictors, it doesn't seem like anything we have will really work except for mech eldar.
So, what are your thoughts, what would you bring to counter different types of new nids lists? hordes, deep strikers, etc etc.
I'm thinking 2 prisms is a must, 2 serpents with bladestorm avengers...what else will work? Wraithlords are out, a squad of toxin sac anything is just brutal. pathfinders and rangers are out, lictors and ymgarl stealers will just have a field day.
what to do fellow eldar seers?!
*note, i'm not quite freaking out yet, I know there is an answer, just like for everything =) *
Fire Prisms!! You already said this one but man, deep-strike is not going to be worth it if every unit is all clumped after and we hit it with a blast template. The infiltration is annoying but it also separates the army into nicely Bladestormable (word?) chunks. As long as one part of the army is gone before the rest shows up were good.
It seems that the general push for more mobile armies is still going strong. Anything sitting in one place or moving less than 12" a turn will be toast. Warm buttery toast. Family Guy jokes aside, I'm going to hate painting 5 Waveserpents and 3 Prisms but what else are you gonna do.
PS:Waveserpent = not getting overrun by guants.
I bought the tyranid codex also. I really like it so far (too bad I never really liked the models). I've always had trouble as our local bug player is one of our league's strongest opponents. I do look forward to playing him, though I am fearful of the infiltrators especially because I use support platforms a lot (D-Cannon mostly). Either way, should be fun for both of us!
I think I may start using my War Walkers more though.
ive played against them already and i just out ran all their MC. THey still suck at shooting down armor.
Eldar -APOC- 6500 Points
Chaos Daemons -Fate Crusher- 3500 Points
Grey knights - 1000 Points
I have played against them as well, and as eric says, they armor is still the best defence against them. Also, flamers and Fire Prism blasts work exceptionally well. I found that ignoring and outrunning the MCs, while blasting guants and zoanthropes to shreds works pretty well.
Arvan'drynn Craftworld - 15,000pts (deceased)
Tau - 2,000 points (atomized while on patrol)
i have been looking at battle reports from some Nid Players and pretty much he destroys anything that will go toe to toe. One battle Report against tau was that the only thing that did anything was the crisis battle suits that were running around. so pretty much if your mobile with lots of shots pick of the troop choices and hold the objectives last turn other then that if you try and hold your ground im guessing he will have to paint some new eldar blood on those claws of his.
I've also read some disturbing things. Stats like 10 T10 wounds and 6 S6 I5 WS5 attacks come up all too often. Even with a mobile army there is no way to both cause a dent and hold some ground. Also, fun fact: Zoanthropes can be taken in broods up to 3 now so 9 thropes in an army. nice. Complaining is useless, start converting jetbike seercouncils everyone!
Do not forget as many dangerous nids attacks are psyhic powers, take the awesome rune of 3d6 and many perils for the psykers!
Hight elf and Craftworld Eldar army project pics heavy: linky
Some of the things I'll mention are repeats, but:
- Zoans use psychic powers to kill you, so use Runes of Warding.
- Keep your distance. You will lose in CC against pretty much anything. Specially, beware of Warriors, Tyrants and Trygons.
- Don't rely on Prisms. They are great against hordes as always, but MCs laugh them off. Expect to have to deal with 18+ T6 wounds in 1500 points games, some of them from troops choices.
-Know when to assault. This may sound like I'm contradicting myself, but if you've got CC specialists like Banshees you'll have to know when to strike with them, and waht to strike at.
-Beware the Lash Whips. If you firect your attacks against a mini using lash whips you'll strike at I1, Banshee masks or not.
-Keep your psykers out of Shadow in the Warp. Lots of things have this, for free too, and it can shut down a council's survivability.
Necron Army Building Maxima: Beware of Phase Out
yep it still sounds like that mech is the Achilles heel of tyranids but zoanthropes have a much better tankhunting attack on top of a much improved invul save and also the zoanthrope special character looks especially bad for well anything plus the ability to have larger swarms than ever before means that fighting them on foot is for those with a death wish(orks) but still its really awsome anyway cause i collect tyranids and eldar. overall though it seems that gw has really done alot toward improving upon the tyranids main weakpoint(vehicles) so mech lists still need to be careful.