Welcome to Librarium Online!
does anyone use their eldar for kill team missions or for city fights????
and if so, what do you use.
i local store owner and myself are thinking of starting up a major kill team campaign. we've been play testing different rules and things like that.
also we have completed a massive city that looks awsome, which uses up a whole 6'x4' table.
but alos we were thinking if its going to be that big, why not make it city fight?
and is city fight book any good?
How would you make a campaign for kill-team? Tie it in with regular 40k battles? Very interested in this (I'm the only kill-team player in my area right now and I'd love to generate more interest)
By the way. I have (profiles and wargear, not actual models) a Banshee Exarch as the team leader, a Pathfinder as the sniper, and a slew of Dire Avengers for the troops.
You break a bunch of rules, but it's worth it...
The cityfight codex is excellent, and provides for a definitely unique and new style of game play. The effectiveness of Eldar range is reduced, especially dark reapers and starcannons because almost everything gets a cover save. On the other hand, a guardian squad with a weapon platform can hold a building for an entire game with no support. And rangers are disgusting (pathfinders are even worse). Look on the US website in the cityfight section- they have an entire campaign set up for download (including a map of Vogen).
How would a kill team campaign go?
Everyone's entitled to their own opinion, even if it's wrong.
I cant say much for kill team, but cityfight?
Oh man I love cityfight. I really dig the way the rules reward good sound tactics and manuvers.
My experiance with eldar in city fight are against guard and space marines (space wolves and black templar)
My recomendations are as follows.
Own the buildings Deny them to your oponent. Open ground is a deathtrap. I avoid the streets like the plauge. With every building confering a save your oponent would be stupid not to target anything not in a building first.
You can see and shoot 6 inches through buildings (there are exeptions). Make sure to remind your oponent hiding behind a wall that your reapers know hes there.
Units can still regroup under half strength and the "unit within 6 inches rule" does not apply. You cant count on units breaking as much as in Non city fight, nor can you "surf" squads off the table with your jetbikes.
Skimmers are most insane in city fight. Vypers and my falcon (I havent tried bikes) wreak havok on the enemy due to the most plentiful terrain. They can pretty much waltz around some battlefields choosing their targets. Just be sure you dont park your vehicles on top of buildings (everything can draw line of sight to it) and buy the manuvering jets upgrade. Per the rules anything traveling over 12 inches (I belive the rulebook says traveling over 12 inches in a street, but we play 12 inches regardless) has to take a difficult terrain test.
Enemy vehicles are hampered all to hell in city fight. Importantly, ORDANANCE WEAPONS ARE SHOT LIKE NORMAL WEAPONS AND CANNOT SCATTER INTO OTHER SQUADS. THEY USE THE CREW'S BALLISTIC SKILL TO HIT.
This does interesting things to my friends bassilisk, the hellhound is still to be feared because it ignores cover saves
Template weapons are a nice touch in city fight. They ignore the cover save everyone has.
Shooting isnt as effective. If your oponent is smart, he'll have almost all of his troops in cover. Be careful not to get yourself drawn into fire fights that you'll find yourself loosing as soon as the enemy can find more guns to aim at you.
your assualt troops always need plasma grenades.
There is no sweeping advance. Make your assults short and sweet. I like to burst out of buildings and consolidate back into them.
Every model within (the squad and withing) 6 inches gets to fight in hand to hand. Its wonderfull against marines, its you being fed a turd sandwich when you play against guard.
Fleet of foot:
Anything with fleet of foot is a godsend, while my buddy tries to get out of one building and into the street in one turn; I can usually dart from a building, over a street and into another building in one turn.
I dont know if you've used them before, but they can be a major asset to your force. I like defender squads without platforms (or storm squads for the specail weapons) just becasue they arnt that expensive, gain great cover saves in buildings and as I mentioned before, can cover terrific amounts of ground in comparason to your foe. I dont give my warlocks conceal in the guardain squads becase buildings give a better save anyways.
This is the only area I've seen my avengers outperform guardains by a wide enough margin to warrant taking them. Like guardians they can fleet of foot but they will do terrible things to people who underestimate their close combat abilities.
Usually with their exarch I would only pick fast shot, but the ability for Crack shot to ignore cover saves is amazing in city fight.
Insane. Give that man some flamers and a direction and dont look back. He can take cover saves from buildings to boot!. Be careful that you deploy him in a spot that will enable him to do some damage in the game, he cant fleet so hes stuck to (hopefully) 6 inches a turn on foot. I've actually had my wraithlord outmanuvered by my crafty guard buddy.
I've had some success using shadow weavers. I usually dont bring artillary, but with cityfight terrain I dont have to worry so much about the enemy shooting them up. I imagine the distort cannon could outright devistate. Always take multiple guns in the battery.
I've routinly have had squads of guardains in the objective survivng 2 turns of guard firepower with a 4+ building save re-rolled.
When I have the points I'll use guide to make sure my shooting counts. The enemy is probably in cover, after all.
I usually use my farseer with a small retinue of warlocks armed with witchblades to help with assults and other problems, but thats manly a prefrence thing.
In the right building they'll get 3+ saves. If there are bunkers, make that 2+. Pinning also has a more sinister edge to it in city fight. The enemy looses a turn of (most importantly) movment for that squad in a game where units routinly move 4 inches or less on bad rolls.
Infiltrating into strategic buildings is where I get the most use out of them, usually because my friends get tired of throwing grissly amounts of firepower at 5 space hobos with nothing to show for it.
If you give them haywires and infiltrate they can definatly get things done.
(I'm a big fan of scorpains in general, so take my advice with a grain of salt)
What to watch out for? (from what I've had to deal with)
They will ruin you. They will loose round after round of loosing combat (to my wraithlord!!@#@) and not break when your oponent parks an officer in command radius. Even if you break them, they can still regroup and ruin your birthday. In an objective building you're hosed. I dont know how I could murder 20+ guys with a 4+ save that quickly.
Hellhounds. I know I said it before but I'll say it again, dont let the hellhound have it's way with you.
I've seen my friend waste squad after squad of drop troops into enemy units (the deepstrike template kept wandering onto hostile squads, preventing the deepstriking unit from deploying). I've also seen storm troopers or assult marines fall out of the sky and ruin my birthday. Its one of the few ways that the enemy can overcome our speed advantage.
I've heard that terminators are extremly tough to remove from buildings, and I dont doubt this at all.
Its easy for me to forget that the marines have acess to them until it either falls from the sky or zooms across the field to screw with my reapers.
Open ground, I know I'm being redundant.
Pretend its hot lava or something. Dont let a unit linger there. If you're crafty you'll trick the enemy into it.
The best overall tip I can give you is:
EYE ON THE PRIZE
In city fight its waay too easy to get distracted with moving your troops and making your army dish out damage. Make sure everything you do revolves around completing the objective at all costs. With the eldar's dominating mobility (more exagerated in city fight) the battle is yours to loose.
very kool thanks
i think we are going to drop the whole kill team idea and just go with using city fight rules.
the campaign is going to play like Mordheim. its going to be very character heavy and only characters can actually level up, whereas units gain abilities.
we've made a tree of missions, a rather large tree. if you win, you pick which mission you want next, if you loose, you go back one and radomly choose.
the winners will get a shot to take the "imperial artifact" from the wreckage of the cathedral from an overwhelming chaos threat. but if noone gets there, the person who advanced the furthest wins.
yes its a lil dawn of war and a lil city fight.
there is a $20 entrance fee, for about 20-25 people, but every week we supply refreshments.
the winner gets a $100 store gift certificate and if he/she (a bunch of she's lol) get the "artifact", hey also get to choose a codex and an army starter box.