Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

reworking our troops
Reply
Old 06 Aug 2009, 00:05   #1 (permalink)
Shas'La
 
Join Date: Apr 2006
Location: ILLnois
Posts: 422
Send a message via Yahoo to uriel
Default reworking our troops

Ok some of us have notice that our troops are not as great as they once were. With alot of the new codexs coming out with equal to or abover par troops with cheaper pt cost our own troops seem very over price, and sad to say It is what it is till we get a new dex which we prob wont see for sometime so lets see what we can get the best out of our troop choices. Most of this will be focused on 2 out of the 3 missions which are objective based missions plus I'll add some base units and what their role should be.

rangers/pathfinders
this unit was a great staple in missions where we needed to capture and hold an objective. It imediatly put us in the lead with infiltrate by grabbing it right off the bat and also open up fire lanes. our only problem with them was their high pt cost and lack of damage out put. They are great in cover with their improved cover save, but even now flame templete weapons are on the rise along with every new dex there are more units coming out that ignore cover. So how do we handle these problems? Well for starters deployment is key with them. we have to watch out for other infiltrating units, outflankers, and DS units that can cause trouble for this unit. Another key not is possibly placing a counter assault unit nearby like a wraithlord or scorpions that can quickly intercept these unit or detour them from coming after them. Now for damage output a farseer with guide and doom can help out alot make sure we score as many hits as possible and doom allows us to re-roll ANY to wound roll to help us get those ap1 and 2 hits plus rending to score.
examples
5 rangers or pathfinders 95-120 pts

Defender guardians
One of our most basic troops and yet expensive for the the lack payout they bring. Yes we get a weapon platform,but with a poor BS one shot weapons are not really worth their points so high ROF weapons are a must. Another problem with Defenders are they die in droves. So why are defenders worth taking? As in their name defenders are good at holding a fixed position with proper support from other units along with an attached warlock. Defenders are not by any means an offensive unit but more of a supportive defensive unit add a warlock with embolden or conceal along with a good unit size these guys will be hard to force off an objective plus with conceal or any kind of cover remember you can go to ground to increase their save and remember they need to hold obbjectives at all costs!
example
20 guardians with scatter laser and warlock with embloden
205 pts

Storm guardians
Storm guardians are more so a clean up unit after your heavy hitters have struck home, but do to not having weapon platforms its hard to have 20 of them be effective in the game as their problem is the same as defenders. So our best way to run storm guardians would be to place them in a waveserpent and go forth. placing a waveserpent gives them protection which they need, it gives mobility and as long as they are in the serpent it counts as scoring. Another note is add a warlock to the mix with destructor or enhance and this unit can cause some problems to your opponent, but remember Storm guardians are fragile so they should only be disembarked only to finish a squad off not to damage it.

example
11 stormguardians with 2 flamers and warlock with destructor and a WS with tl-bl 285pts

thats all for now I'll cover dire avengers, jetbikes and wraithguard tonight soon.
__________________

uriel is offline   Reply With Quote
Old 06 Aug 2009, 00:15   #2 (permalink)
Shas'El
 
Join Date: Apr 2007
Location: Australia
Posts: 2,636
Default Re: reworking our troops

Remember that according to fluff, Guardians are the equivalent of Millitia.....

I honestly don't see our troops as needing any changes... You can't say an Eldar unit doesn't work, because the Eldar army has to work as one big unit, each helping out the other. If you want individual units to do something spectacular without support, buy Space Marines or chaos. Guardians are a cheap home objective sitter that can add a bit of fire support when needed. Complaining baout accuracy, guide them with a farseer. Sick of them dying? Take fortune and put them in cover, embolden on your warlock or take an avatar.

Honestly, don't judge Eldar by their units. I've used guardians many times to a very great effect. If you leave them in the open without a warlock or any other unit support and they die, your own dumb fault. The Eldar list honestly only needs a few tweaks here and there (Fix up surprise assault on Warp Spiders, and maybe grenads on everything)

Rant over....
limpchickeninabizkit is offline   Reply With Quote
Old 06 Aug 2009, 02:37   #3 (permalink)
Shas'La
 
Join Date: Apr 2006
Location: ILLnois
Posts: 422
Send a message via Yahoo to uriel
Default Re: reworking our troops

Dire avengers
Dire avengers are another good staple in an eldar army. they have a good BS, good mid range weapon with a high rate of fire with excepional exarch powers. Our only problem with avengers is versitility. They lack weapon platforms or special weapons which strickly marks them as infantry killers against hoard armies and support unit killers with taking objectives.avengers can weaken a unit or finish it off with a well planned blade storm in conjuction with other eldar units. Waveserpents are highly recommended as it can add needed fire support that the unit can lack and helps get the avengers in a well planned bladestorm, but please not most players will target them for their ability to weaken or finish off their own units so careful planning is much needed while playing them

Guardian Jetbikes
Jetdikes are expensive and dont have the high toughness value as other bike mounted units that other armies have. Jet bikes do offer a very highly mobile unit that can move on the board with easy and annoy opponents. every third guradian jetbike we take we may take a shiurken cannon and with their high mobility can get side aromor shots on enemy APC vehicles that approach. on top of this we can take a warlock on a jet dike with either embolden to ensure the unit wont brake or destructor to help thin out infantry add a sining spear to the mix and apc and main battle tanks will have to watch out. plus jetbikes make great last minute objective grabbers or contesters with their 6 inch assault move. our only other concern is the lack of numbers the unit has before we take morale checks.

Wraithguard
Wraithguard are expensive and require ten modles plus a warlock upgraded to a spiritseer before we can take them as troops. They have destructive damage and high toughness that make them so good for taking objectives holding them and attracting gunfire with little loss. Our concern with WG is the pt cost for starters and two how vunerable to CC. Toughness 6 is great but against power weapons like powerfists your guard is good as gone. again we need the shooting every turn possible and every turn in CC is one less turn we have them shooting so a counter assault unit should be close by to ensure that wont happen. other concern for WG is hoard armies will suffer little loss to their guns and for being ishort range means what they shot doesnt die will assault next turn so again proper support is needed for WG to work properly.

If anyone has any tactics or how they use their troops with good measure please comment how you use themand what their goal is when you play them.









__________________

uriel is offline   Reply With Quote
Old 06 Aug 2009, 03:23   #4 (permalink)
Shas'El
 
Join Date: Apr 2007
Location: Australia
Posts: 2,636
Default Re: reworking our troops

Maybe change reworking on how to work our troops.... May work a little better....

I'm sorry if my rant came across as negative....

Dire Avengers: I run a mech army, so mounted in a serpent is the way to go. But depending on how you equip the exarch will change their secondary battlefield role.

(All have serpent)

Exarch Set up 1: twin catapults, bladestorm. Use this combo if you need to get an enemy off an objective, against extreme toughness opponents (Nurgle, MCs, Bikes), or rear armour on walkers (dreads, sentinels etc). They have 0 protection against vehicles in assault, so be careful. They can immobilise or slow down a dread, but be careful it doesn't get too close. Just remmeber that your range is 18 inches.... which means you can be just out of charge range, run away/remount vehicle in your turn, get out and bladestorm again. This works best with a doomseer nearby... Whilst guide does boost it, it is a bit of overkill...

Exarch Set Up 2: Power weapon, shimer shield, bladestorm & defend. An expensive unit, but it works really well as a tarpit unit. Combined with doom and fortune, these guys will last ages in assault, and even do a little damage. The bladestorm before hand may be overkill though, so beware.

Exarch set up 3: Diresword, pistol, defend. These guys combines with doom can put huge amounts of hurt in CC. The exarch has the ability to get 4 atacks on the charge, and can cause instant death to things immune to instant death.... It isnt likely but it does happen. With doom they can cause wounds, and defend helps protect.
limpchickeninabizkit is offline   Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
How many troops? Tausand sun Tau 1 01 Mar 2009 03:09
Reworking Marines into 5th Ed Thantos Space Marines Army Lists 13 07 May 2008 16:24
other IG troops Shaso Wanax Showcase 10 31 Aug 2006 09:36
Orc Troops Krimxon Showcase 1 27 Jan 2006 18:35
Troops Dom General 40K 16 19 Sep 2004 16:03