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Brothers! How do we defeat the foul witches?
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Old 03 Nov 2006, 18:21   #1 (permalink)
Shas'El
 
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Default Brothers! How do we defeat the foul witches?

Our Fellow Librarians have heard that the ancient Eldar race have gotten a new Codex. Things have changed and we must find new ways on how to defeat the foul witches.

The biggest witch of them all is the Farseer, it has gotten a new power called Doom. Be wary of this power!
Dire Avengers have an increased range with their Shuriken Catapults and Harlequins have been spotted more and more in recent battles against the Eldar Craftworlds. Fire Dragons, Warp Spiders, Dark Reapers and Shining spears all have gotten strong improvements.

By the Holy Emperor of Terra, we must find ways on how to overcome them! We must construct a new Tactica in fighting the deviant witches called the Eldar.

So, Brothers I call your aid on helping out all Space Marines Companies on finding ways to defeat the Eldar.

- Brother Stam


Thought for the day: Abhor the witch, destroy the witch


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Old 03 Nov 2006, 18:24   #2 (permalink)
Shas'O
 
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Default Re: Brothers! How do we defeat the foul witches?

We'll do what we've always done...burn them. Burn them all. *Scurries off to fetch flamer*
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Old 03 Nov 2006, 18:44   #3 (permalink)
Shas'O
 
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Default Re: Brothers! How do we defeat the foul witches?

Behold! While you consider yourselves mighty among humans, your greatest stronghold is penetrated with ease by the very foe you seek to defeat.

And he bears tidings...
  • Your clumsy armoured vehicles have more to fear from the Warp Spiders than your warriors upon foot. Able to strike the weak flanks and retreat, the Warp Spiders will nonetheless be limitied in their ability to harm your men; an annoyance but not a mighty threat.
  • Fire Dragons wll be a much graver danger both to your leaders and vehicles than ever before, but to engage these warriors is combat is to destroy them.
  • The Striking Scorpions will no longer be as capable of boldy slaying your heros in hand-to-hand fighting. Their reduced strenth makes your commanders and petty seers safe from their claws... or at least safer.
  • What was once your greatest scourge, our mighty Star-Cannons, are no more... but the Dark Reapers have become better armoured and will be a graver danger to your infantry formations than they have been in times past.
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Old 03 Nov 2006, 19:03   #4 (permalink)
Shas'O
 
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Default Re: Brothers! How do we defeat the foul witches?

  • Quote:
    Originally Posted by Dra'Tuisich-Novae
    Behold! While you consider yourselves mighty among humans, your greatest stronghold is penetrated with ease by the very foe you seek to defeat.

    And he bears tidings...
    • Your clumsy armoured vehicles have more to fear from the Warp Spiders than your warriors upon foot. Able to strike the weak flanks and retreat, the Warp Spiders will nonetheless be limitied in their ability to harm your men; an annoyance but not a mighty threat.
    I believe perhaps the Farseer has underestimated the capabilities of his own troops. Either that or he is deliberately misleading us, you can never tell with these eldar.

    Intelligence data from battles between the Eldar and the Iron Warriors traitor legion has shown that while the Spiders' primary weapon lacks the capability to reliably penetrate powered armour, the sheer number of shots that a sizable unit can put on target will often ensure that they find a weakpoint. And due to the nature of the "Death Spinner" weapon system this will often have fatal results. In addition the support of the Farseer himself has been shown to increase the effeciveness of these attacks to the point where several astartes can be cut down And as always these xenos prove difficult to effectively retaliate against due to their peculiar method of mobility enhancement

    Many Bothans inquisitional spies died to bring you this infomation


    Just me trying my hand at a lil in character way of arguing the other side of the coin. I've found (the hard way) that while Warp Spiders don't have a great AP, the sheer number of shots a largish unit can fire at a marine squad can almost ensure a few casualties. The fact that the spiders will wound on 2s actually compensates well for their lack of AP. More saves to take means for failures. And if the eldar player has a farseer (perhaps jetbike mounted, they can still do that right?) nearby he can use guide to make things even more hellish. Doom could also be used, but it's not quite as good due to the high str of the spider's weapons
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Old 03 Nov 2006, 19:49   #5 (permalink)
Shas'O
 
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Default Re: Brothers! How do we defeat the foul witches?

Heya,

Space Marines still have superior firepower to the new Eldar. But we do have some new potent Combat threats which are worth mention. You have a new sniper to watch out for and you'll find that skimmer destruction just got easier. Here's a brief run down of the biggest need-to-know changes.

[size=12pt]~ HQs ~[/size]

HQ - Autarch - The Autarch has no psychic abilities, but he can carry a BS6 Reaper Launcher, so be prepared to lose marines to this guy, upwards of 2 per turn, from a moving jetbike with 36" range that cannot be targeted due to ind. character status, and with a jet bike, can move after shooting again (crafty eldar jetbikes). His main support to the force is that he allows all reserves to be made at +1 to the roll. This is very important because it ties into other units, and of course, makes Escalation run smoother for them. You will rarely get to shoot him nor assault him. He's weak in assault, but can be configured to have a Str6 power weapon on a charge, but only with his Jet Bike--the Laser Lance. However, he has no hit and run and therefore once in assault, he's as good as locked and easily killed there. He's most dangerous in the shooting phase and his ability even works if he's not on the board. Be prepared to hug cover and be prepared to steadily lose marines to an Autarch on the board who can move 12", fire 36" and kill two marines fast, and move again to reposition should he need to.

HQ - Farseer - Farseers are easier to kill now, with their toughness reduced to 3. So praise be to Str6 should you ever get a chance to shoot him. That said, the new `DoomSeer' is the new Farseer you will see popping up everywhere, as his ability works within 24" and does not require line of sight. Doom allows the Eldar force to re-roll wounding hits against the target--effectively twn-linking the `wound' roll against you. This makes a huge impact with DireAvengers and Swooping Hawks, as well as Fire Prism Dispersed mode. He has the same old tricks otherwise, but you will no longer see `Councils' of any kind, beyond a Farseer with Warlock retinue all on bikes (with re-rollable 3+ saves, or re-rollable 3+ invulnerable saves when turboboosting, or re-rollable 4+ invulnerable saves simply in assault or not moving). They do not deal significant damage though, as they can only get witchblades and singing spears, which means they do not deal hardly any damage for the comparatively massive 300+ point cost of the unit. They simply take a lot of punishment and are firemagnets. They're easier to beat in assault with massed attacks--don't bother with power weapons here, as they save against them just as fine as normal attacks. Powerfists still work wonderful upon Farseers, instakilling them. Watch out for Runes of Warding, which will effectively shut down your Librarian from casting his own psychic powers. And the absolute most important thing to have against the Farseer is the Psychic Hood. You will want to counter Doom and Fortune every chance you can get and this is the only way to do it. Also note, the power "Fury of the Ancients" can prove useful against the Eldar as it doesn't use targeting rules--you will be able to hit a Farseer or other independent character with it--they will save rather easily, but every wound counts since one wound caused means you automatically get 1/2 victory points instantly from the independent character. The DoomSeer will likely use a Jetbike and benefit his status to keep a unit covered with Doom.

HQ - Eldrad - Be prepared to see this master Witch. He casts upwards of 3 psychic powers per turn and can case the same power more than once. This is powerful because it means he can keep more than one unit covered with Doom and still hit you with a Mind War all at once. He costs extremely high on the points, so any chance to tag a wound on him would be an instant 100+ victory points just for 1/2 victory points on him. Fury of the Ancients can do that, without targeting him. Otherwise, he's not fast moving or special really. He can alter deployment a bit, allowing the Eldar to rearrange a few things in deployment (to counter you countering them), so mind your placement as what they deployed as is likely to change with Eldrad around. Do not get near him with something important, like a character. Several casts of Mind War is possible and he can absolutely slay your best character or several squad leaders very quickly and easily. Try to bag him in assault (he's very weak in assault).

HQ - Avatar - The Avatar is much more resilient. No longer will heavy bolters and bolters work on him and he's utterly immune to meltas and flamers. He has greater daemon class saves (the same as a blood thirster) now, so he will take severe punishment and he is now a scoring unit. You will need to cause 3 wounds to him in order to break his scoring level. Otherwise, he remains relatively unchanged, but he can fire a single high ballistic skill melta at you, so keep your vehicles out of range if you don't want them torn to pieces, stunned and then assaulted by him. And of course, avoid assault with him period as his saves are too good and he will rip through any squad you send his way relatively. Bake him with plasma, it's the best weapon against him.

[size=12pt]~ Elites ~[/size]

Elite - Striking Scorpions - Very little changed that will effect the Adeptus Astartes. They can infiltrate or can buy move through cover skills and have access to a rather nasty Exarch, with a power fist (Str6) or a special chainsword which can reach up to Str7 (no worries about him insta-killing you though). They're not that particularly dangerous other than you will probably get yoru shots off before they even get close to you. They are of course dangerous in assault, but they're T3 and 4+ saves, so simply bolter them and they fall like flies.

Elite - Fire Dragons - Fire Dragons got an increase in strength and carry Str8 meltas now, so watch out with your characters. They are going to be seen a lot in the Elite slots as they can take that fast moving Wave Serpent, zoom up, unload and smack you with a lot of melta action at BS4. Shooting wise, a squad of 6 can be expected, just enough to fit into a Falcon, more so if they use a Falcon (up to 10 in that setup). That's 3 to 4 dead marines, real fast. But they fall like flies to shooting and assault, simply watch their shooting abilities.

Elite - Wraithguard - Are you prepared to fight T6 MEQ class infantry? That's what they are. They take a beating and can deal you a beating if you're not careful. The Wraithcannon no longer works at it used to, but it always wounds on a 2+ and has AP2 so they will eat right through your armor. They only cause instant death on a specific roll, so don't worry about losing a character too easily to these kinds of guns. Get your power fists ready--power weapons will be near useless against these guys and plasma and meltas of course, will work wonders.

Elite - Howling Banshees - Banshees are the same old nasty trick. Keep them away from your Terminators and Assault Marines, but be merry about applying bolter pressure at point blank range. They require a Wave Serpent or Falcon to get near you fast and reliably, so keep that in mind. Banshees on foot are dead Banshees, as you have Tornados and Whirlwinds, which absolutely stomp them. They can have counter attack and force a morale check to make your Weapon Skill 1, so a Captain or Master on the board will aid against fighting loads of Banshees.

Elite - Harlequin Troupe - This is your new assault threat. Harlequins will be very difficult for you to deal with as they will strike before all of your Marines generally and have massive amounts of rending attacks. They will nearly always have a Shadowseer with them who has a power called Veil of Tears, which you cannot counter with a psychic hood, therefore it's always active. You will not be able to target the squad what so ever, with any gun, even barrage, unless you pass a spotting check of 2D6 x 2, which is an average of 14". That means they're on top of you and in assault range by the time you see them. In assault, they will win against anything you throw at them. So avoid assault at all costs here. We have the ability to counter them though, in the shooting phase. Some of your best bets includes: Land Speeders that move up close, and unload a heavy flamer template or even a Tornado, but must be within 12" to spot them. Several Flamer templates would work great. Assault Marines can move up fast, and can carry Flamers. They will help a lot, but if you don't kill them, they will likely charge you and kill you if you fail. Librarians with Fury of the Ancients will help by possibly knocking off a single Harlequin on lucky rolls and forcing pinning tests on their Ld9 over and over. However, Fear of the Darkness will force a ld7 check (they are not fearless). This is a near 50/50 chance to send them running away and making your life easier. So consider this one of your best counters to Harlequins if you can get some control (Libby on a bike or jump pack, for example). If they take a Troupe Master, they will have Ld10, so this will be only a 1 in 4 chance to do the same thing--but do not expect to see the troupe master. Avoid assault at all costs and simply try to get something up close and cover them in dakka as much as possible or flamer templates. They have a 5+ invulnerable save and if a Farseer is with them, it may be fortuned and thus re-rollable. A full squad costs as much as a Land Raider, so take care hunting these victory points--as they're hunting you.

[size=12pt]~ Troops ~[/size]

Troop - Dire Avengers - Dire Avengers got a massive update here, and they are one of the best Marine killing units in the new Eldar list. They have storm bolters basically, and they can kick it up a notch with Assault 3 if they want to after hopping out of a Wave Serpent. With a DoomSeer near by, they will have seriously high damage output and a single 152 point squad will have the odds to butcher 5 to 6 marines in a shooting phase, from 18" away with just sheer dice rolling, not even penetration. They are easily beaten in assault, but in shooting they rival your bolters. But your bolter will put them to the dirt nap just as fast, mind. They do not have penetration weapons what so ever, and the Exarch can be relatively decent in assault, but he's not a threat by any means. On foot, they are not dangerous and are Whirlwind and Heavy Bolter food. But in a Wave Serpent they will likely drop attack you, so be wary. They're cheap and cause serious pain to marines and have good leadership (9).

Troop - Rangers - Rangers are the same as before pretty much, but they can be upgraded to Pathfinders and have awesome cover saves for a big price tag, and pop you with Ap1 sniper hits on a 5 and 6 (this is nerfed from the 4+ of the craftworld version). One thing to watch out is that a DoomSeer makes Snipers work effectively at 75%, so `Snipers of Doom' is something to watch out for. That's a lot of painful snipers with that psychic power. A squad of 6 will likely drag down 2 of your marines fast with Doom active, and if they're pathfinders, possibly a 3rd. Fear of the Darkness is a great counter here as they are Ld8, so a Ld6 chck with Fear of the Darkness. And again, Fury of the Ancients is a great tool against them. Normal barrage will also work, as will any form of dakka. They will likely save, but anything fast moving with Flamers will literally destroy them very fast (Land Speeder with Heavy Flamer for example, Drop Pod with Marines or Dreadnought and Flamers), so be prepared.

Troop - Guardians - Guardians changed a tad and are 10 models minimum now and must have a single BS3 platform weapon. You no longer should fear the starcannon as it's nerfed considerably, but fear the new Scatter laser. It has better average damage overall regardless of cover (same as a starcannon if you're in cover), and has a constant rate of fire instead of the random D6 anymore. Overall they are not a threat at all, since they have very little firepower (a squad will drop 0.5 marines per turn really at range at best) and you probably will not see large Warlock lead squads anymore. You may see small squads that are built with combat weapons and little fusion guns in hand, but they're likely to be small, cheap and relatively harmless considering you can destroy them all with bolt pistols if you need to. They're easily countered by every gun we have and several psychic powers. You will likely not see more than 2 squads though.

Troop - Guardian Jetbikes - They're cheaper and troops now. They cannot get penetration power, but their Shuriken cannon upgrades can cause decent damage. They can move, shoot and move again, so be ready to see some `crisis like' action from them, with a cannon that fires at 24" range. They have T4 and 3+ saves, so it's like fighting a Marine, but they significantly are worse in assault and shooting, so deal relatively small amounts of immediate damage. Fear of Darkness will send them off the board at Ld6 and of course, normal guns will eventually get past their save.
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Old 03 Nov 2006, 19:49   #6 (permalink)
Shas'O
 
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Default Re: Brothers! How do we defeat the foul witches?

[size=12pt]~ Fast Attack ~[/size]

Fast - Shining Spears - The spears are cheaper and they deal all kinds of nasty damage. Shining Spears are more dangerous than Rough Riders, faster and longer reach. Spears have Hit & Run available to them, and every single time they charge you, you're looking at a lot of Str6 power weapon attacks at I5 and WS4. A squad of 6 will literally flatten whatever squad you have. And with hit & run, they will do it over and over. They themselves are solid with Marine stats and they can turbo boost. Get ready for pain. They will likely kill any unit that they charge way too fast and you may or may not get to even strike bike. You will want to see the shooting phase to stop them fast. Consider them serious threat if there's 4 or more lurking (They have good leadership 9, so Fear is useful, but not absolute).

Fast - Warp Spiders - Warp spiders now have assault guns, otherwise they're the same threat. But now a squad can shoot you and then assault you, unlike before. This is a big change as they strike first and combined shooting and assaulting can drop upwards of 5 marines easily. So mind this and be ready to shoot them or assault them too. They too can buy Hit and Run now, so they can shoot, assault and bounce away to do it again and again. Combat them with high powered guns like plasma and assault them as often as possible with power weapons (they're T3). Assault marines, Bikes and Land Speeders will help a lot there for dealing fast close damage.

Fast - Swooping Hawks - The Hawks are the same as before, but considerably better at destroying vehicles (always hitting them on a 4+, if they buy the upgrade, with their haywire grenades--serious mass glance damage to transports, or normal tanks). Otherwise, they're bringing their template attack (a large template, bolter stats for pain). The difference is, they can be pulled back into reserves and deep strike again now, over and over, and each time, dropping that template. They couple extremely well with the Autarch, as he will have them coming from reserves fast over and over. DoomSeers will make sure the damage wounding rolls are re-rolled. Two squads can cause significant damage doing this, bouncing on and off the board, and do not need sight to you what so ever, so be prepared--cover won't help a bit as there's no AP punch to worry about.

Fast - Vyper Squadrons - The Vyper is significantly less good. No longer will you have to worry about starcannon or brightlance vypers hitting you and then moving again in the assault phase to avoid line of sight. This is no longer possible. Instead, they cost a huge chunk of points and will be easily destroyed with their A10 and open-topped. Heavy bolters, autocannons and even normal bolters or close range plasma will destroy them quickly. Each one is easily going to cost 70~100 points with the good weapons, so don't expect to see more than two if they have good weapons (starcannon, bright lance). Instead, the cheaper ones will have shuriken cannons (two of them) and still cost a high price. But massed of Shuriken Cannons can be painful and are good at killing land speeders, so don't fight them with land speeders and just drop them with normal ranged weapons--it will be simple since they cannot hide from you.

[size=12pt]~ Heavy Support ~[/size]

Heavy - Support Weapon Batteries - They have not gotten any better and cost a mint, so don't expect to see them. D-cannons are no longer a threat as they were, as they no longer have a strength value and simply always wound on a 2+ with the normal AP2. The small template is a joke and it scatters with very low range. You will likely not see it. The only big threat here is the Vibro Cannnon. A full squad is 150 points and very fragile, but combined they can deal serious damage to tanks specifically. They automatically glance vehicles they hit, without even rolling. That can be trouble for masses of lined up rhinos or land speeders in deployment. Be very mindful of lining up your vehicles and units. They can achieve from Str4 to Str6 hits very easily, and cause D6 hits and pinning to each squad they hit (and again, auto glance your tanks). They ignore line of sight so they can do just like Fury of the Ancients. They're not likely to be seen often, but be prepared for them with a Land Speeder and heavy flamer or similar fast moving unit (or a deep strike fear of darkness or drop pod attack on their heads).

Heavy - Dark Reapers - The reapers are classic Marine killers and they just got better, cheaper and 3+ saves. Do not sit out of cover with Reapers around. Your heavy bolters no longer rip through them like before and now you will have to chew through 3+ saves slowly from distance, or eat them with plasma in close range or assault. A fortuned squad will have re-rollable 3+ saves, so watch out. These are still going to kill marines fast. 4 Heavy bolters will still deal good damage though, dropping 2 Reapers per turn (if fortuned, this is dramatically less!). You will likely need to simply hit them with missiles (krak) and lascannons from range.

Heavy - Wraithlord - Rejoice marines, the massive fire magnet just got worse. It costs a lot more and has Wraithsight just like Wriathguard so they will need a Warlock upgraded to a SpiritSeer to be near them to ensure they don't just shut down for a turn. They can pack two weapons now, but they cannot have doubled up starcannons, so don't worry--two weapons that are the same are simply twin-linked now. But they can take a starcannon and scatter laser, which is the most efficient weapon combo for them for killing infantry, including offing a few marines per turn--but mind you, he's more expensive and still just as easily killed. They're significantly weaker in assault too, as they have only 2 attacks ever at normal stats--that new sword only allows re-rolls to hit, so you have nothing to worry about. It's in fact, easier to kill the Wraithlord in assault with your power fists than before, as he will only kill a single marine at best per turn on average now.

Heavy - Warwarlkers - The Warwalkers are nearly the same, the same guns and low costs. But they're not open-topped and no longer have energy fields. The funny thing is heavy bolters rip through them due to squadron rules. Autocannons also destroy them fast. Don't waste lascannon unless you need to. With starcannons or lances, they are significantly costing a huge price. The cheapest version will have shuriken cannons or scatter lasers, which are actually dangerous, so don't think them to be like old imperial sentinels. These things deal real damage to you. But they are paper thin and you can destroy them just as fast with any gun you apply to them. They have scout and will always be there. This can effectively mess up your transports too, so make sure they're dropped fast unless something more pressing is available.

Heavy - Falcon - The Falcon is no longer the super tank from before. They can be very resilient but note: Just 2 or 3 lascannons can effectively keep the Falcon out of the game. Falcons can keep the damage rolls low, with HoloFields, but they can easily be Shaken and never fire. Nothing reduces the strength of your weapons here, so lascannons eat right through them, and your glances will likely end up as `Shakens, which means it doesn't shoot, but it can still move. This is fine though as the tank is still BS3 and doesn't have great weapon loads anymore. The shooting Falcon is no more honestly, having less potential than a Wraithlord for damage (significantly less due to loss of starcannon's shots). The Falcon is going to be far more used as a Transport for Fire Dragons, Harlequins or Banshees. So be ready for that instead. They can easily deliver these squads and you will likely keep them from ever firing guns. Either way, they're not a significant threat at all unless they're transporting an Elite of some kind. Your general Falcon will easily cost 175~195 points, so don't worry about them so much in terms of massing. They're not good at damage dealing, but are great transports. It's what's inside that will be more dangerous.

Heavy - Fire Prism - The Prism is a threat if there are two on the board because they can combine beams and hit you with a twinlinked BS4 AP3 large template. That's pain. But they, like the Falcon, are easily glanced and kept silent. Humble lascannons will keep them quiet and not dealing you damage. They're more accurate with BS4 now and their prism cannon concentrated at Str9 is much like the lascannon firing at your own vehicles, or up to S10 and AP1 with two Prisms working together on the board--just like a Railgun. So be ready for big armor to be busted by Prisms, unless you keep them quiet from glancing. They will cost 170 points easily with HoloFields each, so no worries about them being too massed. They are pure damage dealers and can outrange you if you're not careful. So glance them early or they may get out from lascannon range and then they can become a real threat unless you possibly immobilize or destroy it early.

[hr]

Overall, nothing major is there to trick you with the new codex. But we have significant advantages in some areas:

- Drop Pod assault with Cleanse & Purify will greatly destroy Eldar forces of all kinds, from Flamers to Plasma. Perfect delivery for them. If we hit first, they will not be standing to hit back. Eldar are fragile and we simply out-shoot them at all ranges so long as we hit first. Drop Pods do this.

- Land Speeders, Assault Marines are going to be helpful simply because they can get up close with templates and Dakka, very quickly, to take on some of the hard to `see’ threats if you’re not using Drop Pods. Drop Pods are safer for this, much more so, but if you’re not using them these are a good way to go.

- Librarians should be in ever list against Eldar for obvious reasons. Fury of the Ancients, Fear of the Darkness and the Psychic Hood are all great tools for anti-Eldar and he is one of your best counters to Harlequins and independent characters who are sniping you.

- Skimmers are significantly easier for Marines to handle from the Eldar. You can easily keep even the mighty Falcon and Prism glanced and quiet all game with just a handful of lascannons or even easier with autocannons. It takes nearly half the fire power it used to take to stop them. That's a huge break. That's more lascannons for wraithlord removal and even they will be less, with the major increase in cost.

[size=12pt]Get your flamers ready lads, and suffer not the witch to live![/size]

Cheers!
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Old 03 Nov 2006, 21:28   #7 (permalink)
Shas'El
 
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Default Re: Brothers! How do we defeat the foul witches?

Nicely written post! Great guide, and you have the Emperors blessing by helping the Space Marines in defeating the witches.

[size=16pt]By the Holy Emperor I award you your 100th Karma point![/size]
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Old 04 Nov 2006, 00:00   #8 (permalink)
Shas'Ui
 
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Default Re: Brothers! How do we defeat the foul witches?

What are your thoughts on Daemonhunters used to combat the Harlequins, Mal? I would think that Psycannons could rip through them, but the range is a serious issue. The good thing is that psycannons are (fairly) mobile, so a squad could step forward and shoot directly before the charge.
In addition, how would the Aegis work against Veil of Tears? I fear that this hallowed shield shall not protect the Knights against the foul xeno trickery...

Great guide and 'grats on the 100th karma. Here's to wishing we had more autocannons.
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Old 04 Nov 2006, 00:11   #9 (permalink)
Shas'O
 
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Default Re: Brothers! How do we defeat the foul witches?

Quote:
Originally Posted by Abael
...Here's to wishing we had more autocannons.
We have Heavy Bolters aplenty instead; the Aspect Warrior's worst enemy. *Strokes his Land Raider Prometheus* Soon my pretty... :shifty:
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Old 04 Nov 2006, 00:21   #10 (permalink)
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Default Re: Brothers! How do we defeat the foul witches?

Quote:
Originally Posted by Abael
What are your thoughts on Daemonhunters used to combat the Harlequins, Mal? I would think that Psycannons could rip through them, but the range is a serious issue. The good thing is that psycannons are (fairly) mobile, so a squad could step forward and shoot directly before the charge.
In addition, how would the Aegis work against Veil of Tears? I fear that this hallowed shield shall not protect the Knights against the foul xeno trickery...
Heya,

Daemonhunters have a nice weapon at their disposal, and a bit of gear that is also attractive. The Incinerator is going to be more useful than the Psycannon at removing Harlequins, namely due to range. Also, for once the Psycannon Bolt gear for the bolter and storm bolter is also actually a nice bit of kit as many of the new Eldar units contain invulnerable saves be it characters to warlocks to the Harlequins (and of course, all forms of bikes that turbo boost). But that directly means that it's not the Grey Knights who are good at this--in fact, they're a bad unit for the job as they're too slow and Eldar are mainly psykers, which means they can re-roll to see through your Shrouding (bad!).

Inquisitor squads will make very great use of transports against the Eldar, especially the Harlequins, since that's the fastest way to put an Incinerator template over the squad. Should you place an Incinerator template, all those Harlequins, including the partials, are all automatically hit and wounded on a roll of 2+ with no save what so ever possible. One template can literally burn 250 points right there if well placed and of course, not simply ruined by someone stunning your transport. Also, the Inquisitors can take lightly kit, such as bolters and combi-bolter weapons with Psycannon bolts, making them very effective at nailing Harlequins, while also preserving something like, say, Plasma for an encounter with something more appropriate for that. That said, Daemonhunter vehicles can buy Psycannon bolts too for their pintle storm bolters and heavy bolters alike, allowing any Land Raider or Dreadnought to have a little more punch there--though this is unwise for cost, for obvious reasons since Lance weaponry will toast vehicles fast. Other attacks include Scourging, the psychic power, which is as good as a Psycannon against Harlequin and ignore all their saves, wounding on a 2+, but Scourging has D6 attacks instead of just 3. If at close range, that can be very devastating.

The Psycannon has a different role for anti-Eldar, and that's for their Jetbikes. Jetbikes that turbo boost have invulnerable saves, which we promptly ignore and wound on a 2+. If you want to make an Eldar player pull his hair out, the Psycannon will do that, if there are plentiful jetbikes around. This is particularly important to know for Farseers who take Jetbike using Warlock retinues, zooming around the board with fortuned-invulnerable saves. Of course, it's also great at removing councils, but they will likely not exist as they're not what the Craftworld Ulthwe list allowed for, at all. So don't expect to even see that.

Overall, we have some tricks in the Daemonhunters, but they're all expensive and risky. Some things are perfect, some are not. However, the Psycannon & Incinerator can be of great service against the infantry of Eldar, greatly so. But for Harlequin removal, a transport and Incinerator, if at all possible, would be ideal.

The Aegis blocks minor powers completely, but the Veil of Tears is not listed as a minor power, so not ignored. Also, the Aegis does not stop the Veil of Tears as it is not targeting the Knights. Veil of Tears is quite literally something you'll just have to get up close and personal with in order to get by. It's very strict. Also, assaulting a squad of Harlequin is signing your death warrant with any unit. They have massive initiative and will rend you to pieces before you even get to strike, but at least it will prevent them from charging you (not that it changes the outcome though).

Cheers!
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