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So this is my first post. I'm back to 40k after a 5 year vacation, used to play when I was a kid. We used to joke because 40k became 50% cheating and 50% lying about cheating. But no more. I had Marine and Eldar armies back then, but I always found the Eldar hard to use effectively vs. my IG and chaos friends.
Now that I'm playing again, I use Eldar, and I'm having much more success, but I'm having a real difficulty getting my Scorpions into close assault without them getting completely slaughtered and having to fall back. (and I believe the rule says that if the squad is below 50% you just keep running yes???).
So here are my thoughts....
After the first game that the scorpions appeared in my buddies all went "O damn! Those things are sick" so they're a big priority target to them now. Until now I've been using that to my advantage and using them as a decoy while the rest of my army moves in relatively unscathed. But I do want to get them in and use them. I really do use infiltrate and cover to the best of my ability, but especially against defensive armies, there always seems to be more than 12" between that last little bit of cover and the nearest enemy.
I tried the wave serpent route but always ended up with an exposed wave serpent for a turn getting wailed on, which usually end up with 4 or 5 scorpions standing behind a wreckage.
Look, I don't pretend for even a second that I really know what I'm doing with 40k tactics yet. I need some advice on moving in for close assault in general. Should I take another CC squad? Maybe Scorpions and Banshees in a 1k pt game? Let me know what you think.
Last edited by SandMan; December 7th, 2006 at 16:26. Reason: typo
I usually have the same problem against my IG friend. He spots them and thinks "OMG if they get into combat Im DEAD". Is right and I got around it by not infiltrating them and having 2 farseers with spirits stones, doom and FORTUNE... oh how fortune is the best thing ever... Sure it took an extra turn to get in there, but by that time, out of 2 full squads of 10, only 4 had been killed (and that was mostly on the third turn when I got rapid fired)... My turns three through to six meant I encountered little resistance as each scorpion squad hopped from IG squad to IG squad while the rest of my army shot the crap out of everything that was left... The only problem I had was when I wiped out entire squads and got rapid fired again. Fortunately Fortune brought me through it some more though.
Now with the new codex (before I didnt actually use doom but I see it being quite terrifying), I think they will work even better (mandiblasters are now excellent).
I think in future I shall use the same sort of tactics except include perhaps some warp spiders for some extra baddassness :ninja:
Also you can now consider Wave Serpents with Vectored Engines and Star Engines... there is no way a 36" move will NOT allow you to get your scorps in there for the third turn with minimal casualties (and stick a farseer in there as well if you feel like throwing some points around). Dont forget though the Farseer is mainly for support... I keep him to the back of the squad and out of h2h just in case...
Supporting the unit will help too. If you present enough interesting targets to shoot at, your Scorpions won't be wiped out constantly. If they're a great decoy, then you're saving your other units from a lot of pain.
I'm not sure I like the Scorpions in a Falcon though. With Infiltrate and their armor, they should be okay. Other units like Fire Dragons and Banshees will benefit more. If you really want your opponent to leave the Scorpions alone, run a unit of Harlies up the battlefield with a Shadowseer. Harlies will be a lot more distracting.You can roll to see if your unit regroups at the start of each turn, can't recall the exact term at the moment.and I believe the rule says that if the squad is below 50% you just keep running yes
Last edited by sw001; December 7th, 2006 at 17:52.
AGLOCO - Earn money by browsing the internet!Originally Posted by Krevzi and Me
Wait... a 6" falcon move and a str 9 weapon only has a 1 in 65 chance to kill it? What rule is that? I really missed that....
I think I definitely need to pick up at least one more strong assault unit regardless of the scorpions.
Also, I thought in the rule book, one of the conditions for attempting to regroup is that the squad must be above 50%. Am I wrong?
Thanks for your replies.
Last edited by SandMan; December 7th, 2006 at 18:11. Reason: falcon... not wave serpent
infilitrate your squads of scorpians. Let them shoot them up. Then move a unit of 6 harlequins in a falcon into there flank and see them really scramble. Next game bring the falcon and no harlequins. Use the fact that you know what hes going to do as your advantage.
Another option is to get an additional Wave Serpent, configure it identically and stick something else in it (even a cheap Guardian squad). Start the game with the Wave Serpents loaded up and rush both at the enemy. Try to make sure that if one's ever exposed they're both exposed, your opponent will be caught trying to figure out which one has the Scorpions or splitting their fire between both (improving their survivability).
The more Wave Serpents you can add to this the better it will work, and the cheaper squads need not be useless; a small Guardian squad with a Shuriken Cannon sitting on the enemies flank could do wonders.
Thousand Sons ~2750 points | Eldar ~1000 points
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