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    how to make a mech biel tan army work?

    i am wondeing how people make a mech biel tan army work, because you start with so little on the board. Then you move 24 on the first turn, so none of your wave serpents can fire. so i want to know how you make them work, what tricks you have picked up and what tactics to use and what units go well with each other and suit the army. i am very interested in getting a mech biel tan army up and running(or flying) so plz reply with what ever advice you have.thanks for replys :p

    ps i am talking aroud 1000pt to 1500pt army

    Last edited by Wraithlord; August 11th, 2005 at 13:38.
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    Senior Member TzarNikolai's Avatar
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    i'd advise wherever possible to transport stuff in falcons instead of serpents. sadly a small aspect squad won't do much damage when it gets into cc but at least you know they're going to get there.
    i really don't like waveserpents anymore, they're too fragile for the eldar army and the new rules for fast vehicles going down is a bit too much.

    i would definately suggest 3 vypers (separate squads) with starcannons (although this does take up 3 elite slots) but they do a great amount of damage for their points cost and take a disproportionate amount of firepower to take down. (also great for last minute objective rushes, remember: they can claim as long as they're mobile, even if every weapon has been blown off)

    what i can suggest tactics wise is that to make it work you need some fire magnets. if at all possible you need something your opponent thinks is more dangerous than a waveserpent full of banshees. a wraithlord is probably best, although it doesn't really have a place in a mechanised army. fluffily how about a farseer on a jetbike with a warlock bodyguard? just give the warlocks some ccw's (not expensive witchblades and maybe embolden and enhance for two of them) then the farseer fortune. they'll have a 3+ armour sv and a 4+inv save, both re-rollable. they're still pretty dangerous (give the farseer a witchblade) and should attract quite a bit of firepower and still ride straight through it.

    personally i've become disilusioned with biel-tan, especially mechanised. i think the waveserpent needs an overhaul to make banshees work. my banshee squad hasn't seen decent fighting for a good couple of games now, last game only 3 reached cc.

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    Member artificer knoll's Avatar
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    Quote Originally Posted by TzarNikolai
    what i can suggest tactics wise is that to make it work you need some fire magnets. if at all possible you need something your opponent thinks is more dangerous than a waveserpent full of banshees.
    I use 2x squads of infiltrating striking scorpions. put those in a position to charge the enemy's main firebase and you've developed a true dual threat, plus you've saved hundreds of points in not needing more transports to get to battle

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    LO Zealot TheWamp's Avatar
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    Okay, I'm going to disagree with the Tzar. I transport 6 dragons in my falcon, yes, but I also use 4 wave serpants in the larger games. 2 with scorpions (no stealth) and 2 with banshees. The point of that many is that the enemy will not be able to take them all down at once. Also, I've recently taken to using Warwalkers. They are fragile, but so are the wave serpents. The enemy has a choice of which to shoot at and the other tends to do alot of damage. Reapers also work for this.

    Finally, I like to converge all of the wave serpents on the same section of their army. This way, they'll have to be lucky to even kill two, since they can't bring all their firepower to bear, and if they're a static army, you can consolidate from one squad to the next

    Also, be sure to use farseers with fortune. They are amazingly useful. If you can avoid the powerfists, you should lose them at a VERY slow rate (scorpions, I mean. Banshees still take damage fairly quickly, given their 4+ save.

    3 vypers is a must, but I often will use 2 dual shurikannon vypers, and only 1 starcannon vyper, since I've got the warwalkers to do alot of long range damage.

    Really though, in order to make the wave serpent work, you need at least 3. If you only have 1 there is no way that it will make it to combat. If you have alot, most will make it to combat.
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    Member artificer knoll's Avatar
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    Quote Originally Posted by TheWamp
    Really though, in order to make the wave serpent work, you need at least 3. If you only have 1 there is no way that it will make it to combat. If you have alot, most will make it to combat.
    there you go again making me second guess my entire armylist, The Wamp!

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    LO Zealot TheWamp's Avatar
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    Quote Originally Posted by artificer knoll
    there you go again making me second guess my entire armylist, The Wamp!
    no, no. What you've got works. It's just terminology. I call "mech" bt, an army that doesn't have any marching infantry, even if they are stealthing, so IMO, the type you've got (which does work) shouldn't be called "mech". It really is just up to whoever is saying it though, "mech" is a matter of oppinion. *shrug*
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    A slightly pointless reply by me, but I'll say it anyway.... I love playing Mech Biel-Tan versus Tau. The Wave Serpents Prow Fields and Spirit Stones generally make Railguns...kinda poo for once....lots of Banshees with FOF... lances against Hammerheads. It had to be said that Mech Biel-Tan owns Tau, they simply can't kill all the skimmers fast enough to stop them reaching their lines, and the aspect warriors are too deadly to be tied up, after all Dire Avengers are a CC aspect compared to Tau, anything we have can rip apart Firewarriors with sickening ease.

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    I would agree with the rest of you. Take a lot of sepents and a couple of squads that soak up fire in the first rounds(if you play with escalation that is).

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    thanks for the replys so far what do you think of this then
    farseer fortunes with scorps
    7 scorps and exarch with wave serpent with bright lance and stones(all with haywire and plasma)
    8 banshees with exarch and wave serpenst with brigth lance stones
    9 guardians with waveserpent shuriken cannon stones
    2 vpers one with starcannon other with shukin cannon
    for 100pt game it gives me 3 wavserents 2 vypers just over 30 models

    do you think that would be any good aganist something like ig or nids as the ig use shoot you to death and the nids will rip apart the aspect warriors. i guees what i want to know is what do mech bt genraly do good aganist and what do they find difficult.thanks for the replys and plz keep them comeing
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    LO Zealot TheWamp's Avatar
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    I dunno. At that few points you might not even need 3 serpents. I might ditch the serpent with the guardians, fill up the other squads, take another farseer for the banshees, and add a bit more fire support. Maybe another starcannon vyper...
    But try out that army with proxies before you take my suggestions. See what you like.
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