Post by Jack Shrapnel on May 4, 2015 21:16:06 GMT -5
So I got to face the new Eldar twice this past weekend in a tourney, one as an ally and one full out Eldar.
so as an ally I got to experience the fun of scatter bikers. so many high strength shots on a highly mobile platform. This bike ally was a complement to a Tau force... so yeah taudar still exists
So what I did that worked was focus fire a crapton of shots (everything I could) into the bike unit, even though this meant that the tau got a free pass for a turn. If buffmander was present (he wasn't in this list it was more suit/vehicle spam) I probably would have focused on him first, then the bikes, but the idea was to drown them in saves, because at the end it's really trying to kill tactical marines (if you can range them). The fire I did take however was pretty crazy... they just put out so many shots. But if you can get to grips with them they're fairly easy to kill at range and if you force a jink they're basically useless for a turn. Have to make them ALL dead though... focus fire them all down.... even a couple bikes are still dangerous.
So the full list I managed to have the joy of facing the new wraithknight, new warpspiders, that crazy scorpion dude with his scorpion buddies, and a full on seer council list with Eldrad.
So the seer council is no joke. rerolling psychic dice, generating on 3+, they were dropping S10 AP2 TEN INCH templates reliably every turn. This power was literally impossible to stop. the farseer can also drop his invul for a turn to reduce the cost by one.. usually after conceal/fortune goes up. If you are getting bombarded by this, you are forced to do one of two things - hunker down in cover and weather the storm (you still get cover against it and it isn't barrage) or try to engage in combat. Hard to do if they're mobile and on bikes, easier if on foot - although it's likely way back near the board edge or out of LOS. rerollable invuls / cover means they can soak a TON of firepower, and killing a random warlock doesn't reduce it's efficiency much at all.
New wraithknight. I punked it with grav, but not all armies have that luxury. In the other two games he played, his knight basically walked through everything with little to no resistance. I haven't seen the shooty version yet, but the close combat version is incredibly rough to deal with. That invul plus FNP on a T8 fast moving GMC is just insane. I literally have no idea how my daemons or nids would deal with one. The fact that these are cheaper points wise than an imperial knight is crazy. A knight is FAR easier to deal with.
New spiders - remember if you can make them flee they cannot do their reactionary jump when you shoot them. And the react jump is incredibly annoying. Can easily take them out of range of your weaponry. Use standard boxing tactics here, and again focus fire using multiple units. Don't expect that flamer to hit them, but having two threats boxing in is fairly effective I think.
New scorps - with the character (who's sporting an at initiative power fist) making them come onto any board edge, and they have stealth/shrouding until they attack or shoot. Very tough. They took a charge from hammernators and Calgar and ate them for breakfast. High initiative and low AP attacks means that anything fighting this is probably going to die. However shooting wise it's a T3 elf with a 3+ once you deal with the fact they're getting a crazy cover save. Remove cover is gold against these guys. I got to face these twice during the tourney, and both times they died to shooting. Weight of fire eventually brings them down.
so as an ally I got to experience the fun of scatter bikers. so many high strength shots on a highly mobile platform. This bike ally was a complement to a Tau force... so yeah taudar still exists
So what I did that worked was focus fire a crapton of shots (everything I could) into the bike unit, even though this meant that the tau got a free pass for a turn. If buffmander was present (he wasn't in this list it was more suit/vehicle spam) I probably would have focused on him first, then the bikes, but the idea was to drown them in saves, because at the end it's really trying to kill tactical marines (if you can range them). The fire I did take however was pretty crazy... they just put out so many shots. But if you can get to grips with them they're fairly easy to kill at range and if you force a jink they're basically useless for a turn. Have to make them ALL dead though... focus fire them all down.... even a couple bikes are still dangerous.
So the full list I managed to have the joy of facing the new wraithknight, new warpspiders, that crazy scorpion dude with his scorpion buddies, and a full on seer council list with Eldrad.
So the seer council is no joke. rerolling psychic dice, generating on 3+, they were dropping S10 AP2 TEN INCH templates reliably every turn. This power was literally impossible to stop. the farseer can also drop his invul for a turn to reduce the cost by one.. usually after conceal/fortune goes up. If you are getting bombarded by this, you are forced to do one of two things - hunker down in cover and weather the storm (you still get cover against it and it isn't barrage) or try to engage in combat. Hard to do if they're mobile and on bikes, easier if on foot - although it's likely way back near the board edge or out of LOS. rerollable invuls / cover means they can soak a TON of firepower, and killing a random warlock doesn't reduce it's efficiency much at all.
New wraithknight. I punked it with grav, but not all armies have that luxury. In the other two games he played, his knight basically walked through everything with little to no resistance. I haven't seen the shooty version yet, but the close combat version is incredibly rough to deal with. That invul plus FNP on a T8 fast moving GMC is just insane. I literally have no idea how my daemons or nids would deal with one. The fact that these are cheaper points wise than an imperial knight is crazy. A knight is FAR easier to deal with.
New spiders - remember if you can make them flee they cannot do their reactionary jump when you shoot them. And the react jump is incredibly annoying. Can easily take them out of range of your weaponry. Use standard boxing tactics here, and again focus fire using multiple units. Don't expect that flamer to hit them, but having two threats boxing in is fairly effective I think.
New scorps - with the character (who's sporting an at initiative power fist) making them come onto any board edge, and they have stealth/shrouding until they attack or shoot. Very tough. They took a charge from hammernators and Calgar and ate them for breakfast. High initiative and low AP attacks means that anything fighting this is probably going to die. However shooting wise it's a T3 elf with a 3+ once you deal with the fact they're getting a crazy cover save. Remove cover is gold against these guys. I got to face these twice during the tourney, and both times they died to shooting. Weight of fire eventually brings them down.