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Discussion Starter · #1 · (Edited)
Please see this thread on how to participate in these games. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. All missions have the Infiltration, Deep Strike, and Victory Points special rules.

Mission Type - Cleanse

The Tempest of Blades - (4 points)
Eldar


HQ - 124 points
Farseer: (Join with scorpions)
Close Combat Weapon and Shuriken Pistol; Fortune

Farseer: (Join with scorpions)
Close Combat Weapon and Shuriken Pistol; Fortune

Elites - 195 points
Vyper:
Starcannon

Vyper:
Starcannon

Vyper:
Starcannon

Troops - 1050 points
Striking Scorpions squad – Eight (8) men
Exarch: Scorpion's Claw
Wave Serpent:Twin-linked Brightlances, Spirit Stones

Striking Scorpions squad – Eight (8) men
Exarch: Scorpion's Claw
Wave Serpent:Twin-linked Brightlances, Spirit Stones

Howling Banshees squad – Nine (9) men.
Exarch: Executioner
Wave Serpen: Twin-linked Brightlances

Warp Spiders – Six (6) men.

Heavy Support - 480 points
Falcon:
Starcannon, Holo-field, Spirit Stones

Falcon:
Starcannon, Holo-field, Spirit Stones

War Walker:
Two (2) Starcannons

Tactics:
As much as possible starts behind cover. Then, on turn 1, the wave serpent move right up next to the enemy, while the rest of the army takes out the more dangerous portions of the enemy's army. The turn after that, 1 wave serpent is probably down, and the other two squads charge, causing havoc and killing while the fire support kills as much as possible.

Vs mounted armies, this army might need to sit back and shoot down their tanks for a turn before closing in.

Vs armies that can beat this in cc (not many), this army will instead play cat and mouse. Given the incredible meneuverability, this army can avoid them, shooting the whole time. Of course, in this case the war walker will die, but that's all right, really.

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Dark Angels Strike Force. - (2 points)

Headquarters – 425 points
Epistolary Librarian:
Force Weapon, Bolt Pistol, Terminator Honours, Familiar, Frag Grenades, Iron Halo, Veil of Time; Fear of The Darkness

Command squad – Nine (9) men
All armed with Frag Grenades
Six (6) armed with Bolt Pistols and Chainswords
Two (2) armed with Melta Gun
Company Champion
Veteran sergeant: Powerfist and Bolt Pistol
Drop Pod

Troops – 540 points
Tactical Squad – Five (5) men
Four (4) armed with Bolters
One (1) armed with Lascannon

Tactical Squad – Five (5) men
Four (4) armed with Bolters
One (1) armed with Lascannon

Tactical Squad – (6) men
Four (4) armed with Bolters
One armed with Plasma Cannon
One armed with Plasma Gun

Tactical Squad – (6) men
Four (4) armed with Bolters
One armed with Plasma Cannon
One armed with Plasma Gun

Tactical Squad – (6) men
Four (4) armed with Bolters
One armed with Plasma Cannon
One armed with Plasma Gun

Fast Attack – 480 points
Ravenwing Landspeeder Squadron – Two (2) Landspeeder Tornados
Two (2) armed with Assault Cannons and Heavy Bolters

Ravenwing Landspeeder Squadron – Two (2) Landspeeder Tornados
Two (2) armed with Assault Cannons and Heavy Bolters

Ravenwing Landspeeder Squadron – Two (2) Landspeeder Tornados
Two (2) armed with Assault Cannons and Heavy Bolters

Heavy Support – 400 points
Devastators Squad – Seven (7) men
Three (3) armed with Bolters
Three (4) armed with Missile Launchers

Devastators Squad – Seven (7) men
Three (3) armed with Bolters
Three (4) armed with Missile Launchers
 

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The LST's out class the Vypers and War walker removing alot of the anti-marine fire power.

2 Lascannon, 6 Plasma types and 8 ML can at least take down some WaveS's even if some Banshee's/Scorpions make it into combat then if the DA Tac's are spread ther can Plasmerise any victorious Eldar c.c unit.

Falcons are annoying but with intractable and lots of bullet shields DA shouldnt find them too difficult.

Space Marines
 

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The LSTS can kill the Warwalkers and vypers to make it safe for their brothers on the ground. they could probably kill the wave serpants from behind. 8 missile launchers 6 plasma things will kill the scorps. ALso the ML and lascannons won't have a tough time with the wave serpants. The DA should be able to capture more table quarters and the librarian can null farseers fortune after they drop pod to an isolated table quarter and capture it. the Falcons will be tough as always but they can't win the game. When most people see marines vs. eldar they think it means the eldar win easy. However I see the opposite here

Dark Angels
 

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The Eldar list doesn't have much that's effective against the LSTs. Starcannons or bright lances would be wasted. Also, anything the Starcannons get in range with that are worth shooting are more effective at shooting back at the target, IE if a falcon gets in range of the missiles, the missiles will blow it up faster than it could kill marines. Also, well, the SM player has a lot more models than the Eldar player, and starcannons don't shoot when unit is dead.

Dark Angels
 

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As much as it hurts my arrogant heart, I'm going to have to say Dark Angels on this one. If the eldar got first turn and got a few lucky rolls on the LST that might turn the game around, but over all the DA army was well set up to oppose a tank heavy army and they got very lucky here. If they got first turn it could concievably be half the eldar tanks down or dead before the start of the eldar turn.
 

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This might be just me, but it seems to me that every player seems to be assuming the eldar are setting up in the open.

If we assume the logical, that the SM can't use those assault cannons in turn one, we see this:

7 starcannons
21 shots
10.5 hits
5.25 glancing hits
2 kills

2 pulse lasers
4 shots
2 hits
5/3 glancing hits
2 kills

3 TL bright lances
9/4 hits
15/8 glancing hits
2 kills

So all 6 land speeders can quite comfortably be brought down in the first turn. If they deepstrike, this gets even uglier for them.

Alright, so during the first turn, the DA do little to nothing (if they have first turn). During the first eldar turn, they move up and fire:

7 starcannons
21/2 hits
35/4 wounds
9 dead marines

2 pulse lasers
4 shots
2 hits
5/3 killed marines

So 11 marines are killed (presumably a dev squad and 4 from the other dev squad)

Then the brightlances take down 2 of the speeders. Then the return fire which tries to down the wave serpents (if they don't do this, they die, obviously)

2 lascannons
4/3 hits
2/3 glancing hits

3 plasma cannons
2 hits
2/3 glancing hits

3 plasma guns
6 shots
4 hits
2 self-damage(2/3 dead marines)
4/3 glancing hits

3 missile lauchers
2 hits
1 glancing hit

4 assault cannons
16 shots
10 hits
2 glancing hits.

So a total of 2 dead wave serpents.
That means that at least one squad WILL get into combat. That's important, because the next turn, the rest of that dev squad and the rest of the speeders can easily be taken down, leaving 5 squads. Maybe they'll kill the aspect warriors who didn't make it to cc, and maybe they'll isolate the ones who did make it and kill them, but with what they've got left, they're already doomed, because they can't HOPE to kill all the remaining vypers, warwalker and falcons, who are perfectly built to take out small squads of marines.

So in the end, I vote Eldar, and I promise this will be my only post this long. I was just really bored and fealt like some statistics
 

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Both lists seem pretty capable of hurting each other in the shooting phase. As has been pointed out by previous posters. However this is only if targets can be aquired. Of the two lists the Dark Angel's landspeeders don't need to present themselves as easy targets, but the entire Eldar force doesn't need to present themselves as targets. At least untill they shoot.

With shooty death going both ways evenly against available targets I give victory to the more moble of the forces. (As they are harder to make an available target at have an easier time aquiring them. It's a real advantage.)

Victory for the Eldar
 

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i vote eldar
-their high mobility, and use of cover will essure them the first shooting phase with everything, and in that they can take out most of the threats to them. also the banshees and scrorpions would massacre this army in CC, as there's a total of 2 decent CC units, and they wouldn't do much
 

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Mobility seems to be the know all end all. YOu can't keep those eldar units hidden for all that time. The SM could dig in. For example They start in 1 corner, first turn they see nothing so they spread out into the edges of the corners beside them. The speeders try to hunt out vypers and transports and eventually warwalkers. The static squads just hold their positions. While the eldar move in the Drop pod squad can take on isolated corner closer to the end of the game. Its not that hard to win cleanse with mostly static units.
 

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-their mobility means that the fragile but deadly eldar units will always have the first shooting phase against the mostly static SM army, thus basically winning them the shooting war. also, even one of those CC units will wipe out the SM's in CC, guaranteed.

-in an objective mission, the far more mobile eldar have a huge advantage, as the only SM units that can move to objectives, and not compromise their shooting are the extremely fragile land speeders.
 

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Dark Angels

The LST are the problem unit of the DA list, they can match Eldar maneuverability and shooting. For some reason everyone seems to be assuming that either A/ The Eldar player will get godlike vietnam-like forest cover and be able to completely hide 8 skimmers from those LST moving forward or B/ The Eldar player will get first turn and the Space Marine player is such an idiot he won't know how to hide from LOS himself... and so saying that it's impossible for the DA player to get an effective first shooting phase is nonsense.

Once the Eldar do move up the table, the SM have heavy weapons aplenty to down those Wave Serpents. The Eldar are potentially going to take very heavy casualites when one of those Wave Serpents go down. One of the Eldar Scorpion Squads is probably going to reach close combat yes, but do I forsee it taking out an entire SM army single handedly? No.

The SM player will be able to judge the amount of minimum firepower to neutralise the Warwalkers/Vypers (not a lot) and then turn everything onto those oncoming Aspect Warriors. Even trading Krak Missiles for Striking Scorpions, the SM player does have the firepower to kill them.
 
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