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in my army i only have dark reapers and warpspiders for ranged minus any vehicles and such but i am having trouble killing enough genestealers with a stealer heavy army cuz they engage my scorps and mince them. I still don cuz of my guided DRs but ya i need some more ideas to make an all around army that will work well against strategies like genestealers and such.
I say Falcons, Banshees and more Dark Reapers!
And remember to always be out of at least 13-14" from his Stealers with the Spiders.
throw a squad of 20 guardians and a warlock with embloden if they manage to survive the catapults then at lest they won.t be able to carve through them any time soon.
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i'd try a banshee charge if you can. 4+ sv stealers are 20 points each. if you can shoot them first then charge you're striking first and doing a whole lot of damage. banshees aren't just good against marines, they bypass the stealers high initiative and their new 4+ save.
I'm going to second the Banshee comment. They'll help. Also, remember the effective charge range for gene stealers is 13 - 18 inches, you need to keep your spiders outside of that area as much as possible.
Warlocks w/ destructor on jetbike (to hop behind impassable cover) would be useful.
Everything I have told you, even this, is a lie.
You must remember to arm your Reaper Exarch with an eldar missile launcher, not only is it able to wound those big things really easily, it can place 2 ap4 small blast markers where it shoots which aniahlates genestealers. Try to take a farseer with fortune and perhaos mind war for that broodlord with 5 warlocks bodyguard, 1 with enhance, perhaps one with embolden but the rest with destructor. I fielded this squad, and it took the entire firepower of a whole guard/marine army for a whole game and it still didn't die, it took out 2 guard platoons and a squad of kaskrin with it too, it is a very powerful asset.
Tenozuma - The Burninator... I came, I saw, I posted.Originally Posted by Aussie Bogan
Dark Eldar player.
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Guardians can be dangerous to use in this situation. You might just give the stealers something to charge, and risk leaving yourself with nothing to shoot at next round.
I have found that spiders, reapers and banshees work well against stealers. Soften a stealer group up with reapers and maybe spiders before sending in the banshees to kill off the survivors. It is important (for the survivability of your banshees) that you cut down stealer squads to 3-5 models before you charge them. That will give a decent size banshee squad a good chance of whiping out the stealers without taking any casualties in return. Banshees are not built for prolonged fighting.
It may be a good idea to give your spiders an exarch with withdraw. Space them out so that if/when they get charged by stealers they will only have 3-4 in the killzone and thus won't be able to kill the whole squad. That means you can withdraw from the combat and use your next turn to blast the remaning stealers.
If possible, then try to get the spiders behind the stealers, so that the stealers (actually the guy playing the nids, but lets not get into that) will have to chose between going forward towards the reapers etc. or go backwards and try to charge the spiders. Even if they manage to charge your spiders they will then have delayed their own advance.
Also, be sure to give the dark reapers an exarch with fast shot and EML. In my experience Nid players often have so many models that they end up being very close together. Nothing is sweeter than getting 5-6 models under that blast... twice. :w00t:
And two strength 8 ap 3 shots that hit on 2+ is no laughing matter either.
vypers armed with 2 shruiken cannons are useful, cheap and belting out 6 shots a turn. Multi-lasers are a good go as well nice strength and chances of getting 6 shots off average of 3 at least.
A squad of gaurdians could do the trick but remember they can also act as a stepping stone for the stealers to get into combat with the rest of your army. You could arm your gaurdians with one of the weapons mentioned above.
Banshees are a nice counter. Even if they get charged they still strike first.
Last of all, i also bring up the shadow weaver and eldritch storm. A barrage of shadow weavers could spell doom for a whole squad, has a long range as well, since these weapons are quite cheap its a practical answer. Eldritch storm, with its large blast marker doesn't need line of sight. All it says is place a large blast template with 18" of the caster, handy too against swarms.
Since genestealers can have a 4+ save, lasers are not worth it. 3,5 shots on average means that starcannons win out on kills by a large margin.Originally Posted by HeiromyoI am 93,6% certain that you need line of sight for Eldritch storm. But I will reread the passage in the codex to be completely sure.Originally Posted by Heiromyo
Ah, right. I'm unfamiliar with the new tyrannid rules, they used to be 6+ save. hmm maybe a star cannon wouldn't be so bad against them, a tad pricey though. But a barrage from a shadow weaver is still just a workable i think.