Brief review of my units after some months of play - Warhammer 40K Fantasy
 

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  1. #1
    Member RAM_mit's Avatar
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    Brief review of my units after some months of play

    Well, just to express some of my musings on this army, now that I have a fair number of battles under my belt, I'll express my idea on all the troops I've been using. Ah, one thing: for one reason or another, I have played exclusively with the CoD supplement, so consider my impression under that light.

    HQ:
    Avatar: Terribly slow, rather effective in HtH, he works very well in CoD, being in fact the supreme counter-attack unit (and counter-attack, in a small table and with foot-slogging army that stays out of the way until the enemy is in range is a VERY good tactic) The enemy just keeps shooting at you, and your troops even when pummeled won't break away the engagement but just answer with more deadly fire, and then you will charge with the Melting Maniac™ when they get near...

    Farseer: costly, weedy, is a support unit. The psychic powers "simply" double the effectiveness of any unit he/she messes with. Sometimes, though, I roll 11 thrice in a row. No s**t. Get him a Power Stone, or whatever it's called. As far as his power go, Doom is the most efficient and easiest to use of them. Fortune is incredibly important in CoD. Guide is always useful but Statagems can do the same with NO cost if you are thinking about defending a key building, and/or using Dark Reapers, so it's not as mandatory as the other two. Never used any of the other powers, to date.

    ELITES:
    Howling Banshees: they rock. If attacking a doomed squad, at least. Foot slogging them is a pain, you have to be very conservative or they will all die, your adversary hates them and will wipe out them above all other troops. Executioner is the upgrade that works best on the exarch, at least against marines!
    Need I mention the Doomseer? Bet that I don't. Well, BTW, it's a rather GOOD strategy :w00t:

    TROOPS:
    Dire Avengers: I tend to see the DA squad(s) die. They are as weedy as the banshees, but they can shoot as hell, can charge in hand to hand and wipe out small SM squad or hold for many turns larger squads with the right equipement, and get really dangerous with a Farseer around. They have to be used very intelligently and kept out of sight until you have led the enemy in the best position to combine the hail of shuriken fire with other units. Never get exposed until you KNOW you DA will achieve something or you are going to waste them.

    Storm Guardians: they cost next to nothing, they can dish out a lot of damage with warlock support. They can even hold the line when dreadnoughts and transport come thundering near, thanks to singing spears. Two flamers in CoD rock even against SM. Two flamers and a Destructor rock even more (up to doomed-command-squad-wiping standards!), but then HtH will really go downhill very fast since the squad won't be enhanced.

    Pathfinders: costly, and strangely ineffective... well, I used them only once!

    FAST:
    Warp Spiders: OMG THEY ROXORZ!!11! :yes: Ok, I used them once and they gave me a good impression. S6 in an urban war is very good, especially since cover negates the benefit of low ap weapons. Also, they are VERY adept at destroying SM vehicles from flanks and rear. In the match I have played, they managed to wipe out a Predator and a CSM squad without breaking sweat, while whithstanding heavy bolters and dealing convincing damage in HtH.

    HEAVY:
    D-Cannons: pretty solid choice, especially in a small game. They kill anything,
    Dark Reapers: weedy, a bit too scary for the adversary, but used well, they estabilish a reign of terror upon the ruins. With tempest launcher, the enemy can't hide anywhere. Match them with d-cannons, Stratagems and Farseers and you will have an umbrella of death that no marine will tread into lightly.
    Falcon: very cool, very survivable, very good diversion for the enemy's heavy fire... it almost never shoots though, does it? BTW, it's an anti-personnel platform, the best armoured thing it can attempt to shoot down is the odd dreadnought, and almost always fails at it.

    Last edited by RAM_mit; March 31st, 2007 at 14:31.
    Fortune favors the bold.
    ...Well, so do Doom and Guide.

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  3. #2
    Senior Member $ick's Avatar
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    Nice post.

    Rep rep.

  4. #3
    Senior Member Seth the Dark's Avatar
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    The Pathfinders are a very good unit to have since the chance for AP 1 is alright. With those guys you want to pick out elite units that your opponent has foolishly exposed. I'm not sure if you have your DAs in a Wave Serpent but if you dont, you should.
    "They say the Darkness consumes you. They don't say what happens after It's done."

  5. #4
    Senior Member Cortana's Avatar
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    hmm, i think some statements are fair and some are not.

    First of all, all eldar units are squidgy, c'ept the stuff thats already dead so its fairly obvious that dire avengers and banshees die good, i mean you are T3...


    Pathfinders ineffective!
    In CoD they rock! Perch them as close to the front of your army and just let their 2+ waste the enemies shots, and then start peppering their front lines with pinning weaponry...

    Dont ever bothering risking your spiders in HtH:
    They usually get SPANKED.
    anywhom be careful with the second jump =/ spiders dont like impassible terrain

    I personally dont like d-cannons their guess factor and range really blunts their effectiveness. Try a unit of 3 vibro cannons to pin the army in place while the stuff thats awkward to manouvre (avatar, foot-sloggers) in position.

    Other than those points great post
    I really can't think of anything witty to say.

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    Tag-team the Dire Avengers and the Spiders together and you have a lot of mobile fire, and not too much for the power weapons to clean up.

  7. #6
    Member RAM_mit's Avatar
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    Quote Originally Posted by Cortana View Post
    hmm, i think some statements are fair and some are not.

    First of all, all eldar units are squidgy, c'ept the stuff thats already dead so its fairly obvious that dire avengers and banshees die good, i mean you are T3...
    Yet, SOME are squidgier than others! Facing massed heavy bolter and autocannon fire, you can take risks with spiders and scorpions, but you are facing oblivion with DAs and banshees. Also, Dark Reapers come in groups of five or less, and their resilience can't really be compared with a Falcon or Wraithlord (while being sturdier than Support Platforms and IMHO Warwalkers).
    Quote Originally Posted by Cortana View Post
    Pathfinders ineffective!
    In CoD they rock! Perch them as close to the front of your army and just let their 2+ waste the enemies shots, and then start peppering their front lines with pinning weaponry...
    I tried them in a battle without a farseer. I bet Doom could really change the tune, here! Wounding with a 4+ just doesn't cut it when you are trying to wipe out a devastator squad real fast.
    I have no great trust of pinning... most of the times they make their Ld rolls without taking a sweat.

    Quote Originally Posted by Cortana View Post
    Dont ever bothering risking your spiders in HtH:
    They usually get SPANKED.
    anywhom be careful with the second jump =/ spiders dont like impassible terrain
    They are not THAT bad. After all it's delivering 4 power weapon attacks upon a squad, plus some normal attacks from the rest of the squad. It's usually good enough to kill a couple of SM. As long as they get some more HtH support or it is to force out of the game a weakened tactical/devastator squad, it makes perfect sense to engage and take some risks! Of course, it's not a smart move to charge assault troops or numerically superior enemies.
    Ah, and for the terrain... yes, you have to be careful. I usually materialize them near some clear side road

    Quote Originally Posted by Cortana View Post
    I personally dont like d-cannons their guess factor and range really blunts their effectiveness. Try a unit of 3 vibro cannons to pin the army in place while the stuff thats awkward to manouvre (avatar, foot-sloggers) in position.

    Other than those points great post
    I like D-cannons because the not-quite-guess-anymore factor, while a bit risky, is really important in a small square battlefield clogged with buildings which limit LoS very much. I really need to take pot shots at important enemy units because most of the time the regular troops are easy to mop up with some of my specialists. I have never tried the vibro cannon, but I think it IS very interesting, but also very risky: if he doesn't bring any vehicle I have wasted 150 pts, because VC are certainly less capable of harming MEQ foot soldiers (especially those pesky CSM infiltrators) than D-Cannons. Well, if he DOES bring those vehicles, I'm in for a field day :w00t:

    BTW, I need to try a fully mech force just to see the look in my opponent's face after all those battles of footslogging cityfighters
    Fortune favors the bold.
    ...Well, so do Doom and Guide.

  8. #7
    Senior Member Frankmaneldar's Avatar
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    So the AP- didn't hurt too bad?

    I'm pleased the AP- didn't hamper your spiders too much.

    I had taken them out of several of my canned lists because I assumed the "only glance" bit would severely limit their anti-vehicle effectiveness...which that and patching holes is what I used mine for most of the time.

    No harleys in CoD??? With their ability to move through cover and their punch on offense I'm surprised.

    Good luck.
    Have fun,

    Frank

    "Orcs are what happens when Teenage Mutant Ninja Turtles grow old and bitter."

  9. #8
    Member RAM_mit's Avatar
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    I'm not a big fan of Harleys for many reasons, even if, of course, they are the perfect thing for CoD. Well, now that the new models are out, and now that a couple of extra-gw models that I've ordered have arrived, I can put toghether a big unit without reverting to the original rogue-trader horrid hunchbacks, which I despise.
    One of these next battles I'll surely employ them, but not EVERY batte. I like to vary my army composition a lot... and after 12 years in the hobby I have a little of anything! Besides, there's too much hype regarding Harleys, and I've already been accosted by a couple of those sniveling whiners everyone in the hobby knows too well who sniffed at my army and asked me why there weren't three immortal falcons and 30 cheesy harlequins in my list. Baaah, I absolutely despise trendy units
    Fortune favors the bold.
    ...Well, so do Doom and Guide.

  10. #9
    Member bloodwithin's Avatar
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    Great review, RAMmit.

    I'd like to point out that Mind War's definitely something worth taking. It'll give you an edge against many armies that have semi-hero models. Give that Farseer a jetbike, and line of sight shouldn't be much of a problem.

    Eldritch Storm isn't something I'll take unless when I'm using Eldrad. Any viable target should be meat for your Avengers or Guardians.

    Personally, Harlies are a unit that I rarely use. I don't like them in a Falcon cause that wastes some destructive firepower, and they can't have Serpents. Fleet is good, but even with that, it'll still take you some time before they hit, long after my other assault units (banshees in Serpents) hit. In short, I've found that they're tricky to use in conjunction with the rest of the army.

    On the other hand, why not Falcons? One Falcon can't hurt you, and immortal it most probably is. Sure, your opponent'll use a lot of firepower against it so that it spends most of the game stunned, but you'll still have it on turn 5 and 6 to mop up any leftover units. Anyway, once your assault elements hit, it should be free to go cause some serious trouble.

  11. #10
    Member RAM_mit's Avatar
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    I do use Falcons, from time to time, and I do think that they are mostly immortal... well, a better term would be undying since all they do is zooming around like high-speed zombies. Still, putting a starcannon grants 4 shots of terminator-killing goodness, and assures that your opponent's heavy weapons will be trained on the Falcon all the time. :yes:
    Last edited by RAM_mit; April 2nd, 2007 at 23:14.
    Fortune favors the bold.
    ...Well, so do Doom and Guide.

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