Tactical Advice Needed - Warhammer 40K Fantasy

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  1. #1
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    Hey everyone, I need a little assistance with planning my army to go up against a 1000 point standard Craftworld Ulthwé army in a Meat Grinder (as the topic title says).

    His army list:

    HQ

    1x Seer Council -

    w/ 3x Farseers w/ Witchblades, Shuriken Pistols, Mind War, Runes Of Witnessing, one has Fortune and another with Guide, both of these have Spirit Stones,

    3x Warlocks w/ Witchblades, Shuriken Pistols, Destructor.


    Elites

    1x Warp Spider Squad -

    w/ 4x Warp Spiders,

    1x Warp Spider Exarch w/ Two Death Spinners, Powerblades and Withdraw.


    Troops

    2x Black Guardian Defender Squads -

    w/ 5x Black Guardians each.


    Heavy Support

    1x Wraithlord -

    w/ a Flamer, Shuriken Catapult and a Star Cannon.

    1x Falcon Grav-Tank -

    w/ Twin-Linked Shuriken Catapults, a Scatter Laser and Star Engines.

    He uses the Falcon as a transport for his Seer Council.

    ---------------------------
    Forces at my disposal:

    1x Shas'o w/ Fusion Blaster, Plasma Rifle, Missile Pod, Hard-Wired Target Lock, Multi-Tracker and Drone Controller, 1x Shield Drone.

    1x XV8 Crisis Shas'vre w/ Plasma Rifle, Missile Pod, Shield Generator, Hard-Wired Multi-Tracker.

    1x XV8 Crisis Shas'vre w/ Variable Weaponry and wargear.

    1x XV15 Stealth Team -

    w/ 1x Shas'vre w/ a Markerlight and Hard-Wired Multi-Tracker,

    4x XV8 Stealth Shas'ui.

    30x Fire Warriors

    1x XV88 Broadside Shas'vre w/ Twin-Linked Plasma Rifles, Shield Generator and Hard-Wired Multi-Tracker.

    Oh, and five Gun Drones.

    Reinforcements can be acquired if necessary before the battle, as long as it doesn't go above the cost of a Devilfish APC (since that's how much money I have on me at the moment).

    Please help me, noone has ever killed outright my friend's Seer Council and I'd like to be the first.

    "...But know this: We are the Tau, emissaries of the Greater Good, and we will not rest until we see this galaxy brought into the freedom of the Tau'va.

    Our day will come. And it is coming soon."

    ~ attr. Shas'o Fal'shia Kauyon Yr Nan

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  3. #2
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    Are you defending in the meat grinder, or attacking? Or do you not know yet?

    I don't know all of the eldar special rules very well, but it looks to me like you need two simple groups.

    The basic heavy for taking out his armor, (wraithlord/falcon), and the light for taking out all of his wee troops. The seer council, though I don't know their stuff, has invul saves right? Only one way around that, as you know, lots and lots of hits. So, with that in mind, and the fact that there's only *so* much damage the wraithlord can do, the vast majority of your points should be in firewarriors and burst cannons, I think.

    Since it's a meat grinder, you wanna take all of your firewarriors whether your on defense or offense, just because expensive elite stuff doesn't get recycled. Only troop choices get recyled right? *checks* yep, only troops. I dunno what size table you're playing on, but if it's reasonable size then you should be able to simply focus everything on the seer council/transport first, and then gun down his weak troops over and over until it ends. The only trick is in taking enough firepower to stop the grav tank early, so that the council must walk. And, you might wanna be spread out a bit so that you can still pour fire into em if they get into cc and down a unit.

    Oh, and remember that they can recyle units onto the short edges of the table, so you'll have to be ready to cover for that.

    Sorry if any of that's obvious/unneccessary.

    Anyway:

    Your crisis aren't really armed properly for this I don't think, (though I may be wrong about the seer council, if they have good *normal* saves then your crisis would be handy), but if you could field some crisis with burst cannons, maybe t/l em and include gun drones with them, that would give you alot of mobile firepower which could pin them down, or burst cannons and missile pods for ranged shooting, but it looks like he will be rushing you so you wont have trouble with range.

    Take the broadside, definetely, he's your only hope of stopping the grav tank.

    Then, take as many stealthsuits and firewarriors as you can. (or mix in some crisis like I mentioned above if you want)

    Firewarriors make a better firebase with their long range, but suits, stealth and crisis, will be handy for shootin' and scootin' if his seer council can get close, so that's up to you.

    Lastly, since you're facing a nasty CC force, you might wanna get O'Shovah and turn this into a farsight army, (you don't have any kroot, and very few of the fancy things, so you could easily afford to go with the breakaway faction rules).

    Hope that helps.

  4. #3
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    Broadside team against the seer council cause if they fail their save they are gone. The hammerhead and broadside should most deffintaly take out his grav tanks fast.
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  5. #4
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    I like the force you picked. It looks like it should do well against Eldar. I would not add or remove anything.

    Use the Crisis to take out the pesky Warp Spiders or they will aggrivate the crap out of you. Then use them to whittle down the Wraithlord. Use the Broadside on the Falcon. (Stealth Suits on the rear armor if nesseccary). Have all your FW&#39;s and Stealthsuits take down the Seer Council first (once they are out of the Falcon) then the Guardians will fly apart in a flurry of pulsefire (I love that mental image).

    Your Shas&#39;o must watch out for Mind War but this should not be too hard since he is not taking Augment (doubled effective range to 36").

    To defeat Fortune you must shoot the living CRAP out of the council.

    Keep your suits out of sight of the Wraithlord&#33;&#33;&#33;

    Hope that helps.

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    Oh and use your drones to distract fire from your main line. I would run them straight at the Falcon and shoot until you die (again try for the rear armor).

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    /I dont really know Eldar but I just played a meat grinder battle that turned really good in my favor (As defender, game ending on the 4th turn cant hurt, but we played it for fun until the 7th turn and I would have still won).

    Always remember your mission objective.

    Key to a meat grinder, on both side is resilience and mobility, for a Tau player that means battlesuits are very good, but kroots, vehicules and pathfinders are less suitable (In my opinion).

    First thing you need not to forget if that only troops units do come back.

    --If you defend, that means you should try to ignore troops at first and concentrate on killing those that wont come back, then avoid troops for the rest of the game. A clever attacker will put all his troops to cover the advance of the rest of his army.

    --If you attack, that means you should use a freaking lot of troops. Be sure to kill off quickly with your Heavy&#39;s any vehicule that you cant take out with your firewarriors, or give them photon grenades and hope you will be able to get close enough.

    Second thing is that when a troop unit is broken or destroyed, it come back on any table edge, anywhere as long as its outside the enemy deployment zone.

    --If you defend, that is just another reason to target non-troop units at first.

    --If you attack, you can use this for clever troop positioning. THEY ARE DISPOSABLE. Make small troop units and do not bond them&#33; Try to make your opponent destroy them at his very first turn&#33; Make it real tempting. Then, you can re-deploy them real close to his units, and charge or use sweet rapid-fire at close range. Still keep some to cover your heavy&#39;s and Elite&#39;s.

    Hope that helps&#33;

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    @exploited: It looks to me like he doesn&#39;t have a hammerhead, though maybe you meant that he should buy one.

    I was originally thinking that heavier weapons would be a waste against the seer council, (becuase of invul saves), but I guess that being able to insta kill and wipe out all of their wounds in one shot might be useful too. I still say the crisis suits aren&#39;t armed properly though.

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    Okies, taking various people&#39;s good advice into account (thanks for that, those who replied) I have drawn up this army list:

    HQ

    Commander Farsight

    w/ Bonding

    Elites

    1x XV15 Stealth Team -

    w/ 1x Shas&#39;vre with Hard-Wired Drone Controller and a Shield Drone,

    4x Stealth Shas&#39;ui.

    The team is Bonded and has the Ork Fighter Upgrade.

    Troops


    2x Fire Warrior Teams

    each with 1x Shas&#39;ui with EMP Grenades, Photon Grenades, Hard-Wired Drone Controller and two Gun Drones.

    9x Shas&#39;la all with Pulse Rifles, EMP Grenades and Photon Grenades.

    Both teams have Bonding and Ork Fighter Upgrades.

    Heavy Support

    1x XV88 Broadside Shas&#39;vre

    with Twin-Linked Plasma Rifles, Shield Generator, Hard-Wired Multi-Tracker and the Ork Fighter Upgrade.

    What do you think?
    &quot;...But know this: We are the Tau, emissaries of the Greater Good, and we will not rest until we see this galaxy brought into the freedom of the Tau&#39;va.

    Our day will come. And it is coming soon.&quot;

    ~ attr. Shas&#39;o Fal&#39;shia Kauyon Yr Nan

  10. #9
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    Cool, I&#39;m glad to see you decided to use farsight, he is a tough cookie and could be a scary surprise for the Eldar.

    I don&#39;t think you should give *everything* the ork fighter upgrade though, it&#39;s just not worth the points.

    And, there&#39;s no reason to bond Commander Farsight if he doesn&#39;t have a retinue, (which he doesn&#39;t seem to unless I misread something).

    I say drop the bonding from farsight, the ork fighter from at least one firewarrior squad, maybe both, (it&#39;s not worth it, they suck so much in cc anyway, and the eldar will beat them even with the ork fighter upgrade, using alot fewer points), and I&#39;d probably drop the ork fighter from the broadside.

    the broadside could make a wicked CC adversary with the ork fighter upgrade and all of its other strengths, but you don&#39;t really want it getting into CC, so best to just leave it without entirely.

    Then, I&#39;d either give farsight a crisis suit retinue, (using whatever crisis you want, plasman cannons would be nice because they match farsight&#39;s own plas cannon in range, so the unit would work well together, but burst cannons are cheaper and very handy for eldar), with the bonding upgrade and ork fighter to make it a powerful close combat team, or I&#39;d buy more firewarriors.

    In my oppinion, your eldar opponent has made a mistake. He&#39;s playing a meatgrinder with very few troops, and his troops are weak. You don&#39;t want to make the same mistake, you want the numerical advantage. Overwhelm his strong stuff, (you might even want to consider emp grenades for a unit to do this, since you only have 1 broadside. Farsight can also take out armored stuff though), and then the rest will be easy to avoid and destroy until the game ends.

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