Merlyn's Comic Books and More
User Info

Welcome Anonymous




Membership:
Latest: AsenWolf
New Today: 0
New Yesterday: 0
Overall: 898

People Online:
Members: 0
Visitors: 8
Total: 8
Who Is Where:
Visitors:
News
News
News
News
News
News
News
News

Main Menu

Welcome Anonymous




Membership:
Latest: AsenWolf
New Today: 0
New Yesterday: 0
Overall: 898

People Online:
Members: 0
Visitors: 8
Total: 8
Who Is Where:
Visitors:
News
News
News
News
News
News
News
News

Miniature Gaming › GW Warhammer 40k › ! GASP ! New eldar: your thoughts › Community Forums › Merlyn's Comic Books and More
         
! GASP ! New eldar: your thoughts

Post new topic   Reply to topic        Forum IndexGW Warhammer 40k
View previous topic :: View next topic  
Author Message
Ghostwheel
Level 60 Webmaster


Joined: Jan 01, 1970
Posts: 80

PostPosted: Fri Nov 17, 2006 2:50 pm    Post subject: ! GASP ! New eldar: your thoughts

How does everyone feel about the new eldar 'dex that just dropped upon us?

I'm a little sore at the craftworlds disappearing, but there are a few that can still be run if you're creative. The avatar has made a strong re-entry into the field & with the new autarch, is the farseer still the de-facto eldar HQ?

Let's get a little discussion going, I'll give you a topic:
With the revisions to Dire Avengers, what place does the humble guardian fill?
Discuss.

_________________
They're taking the hobbits to Isengard!
Back to top
View user's profile Visit poster's website AIM Address
Squig_Guardian
Rookie


Joined: Jan 01, 1970
Posts: 29
Location: Northern Spokane

PostPosted: Sat Nov 18, 2006 3:17 am    Post subject: Re: ! GASP ! New eldar: your thoughts

The "horrible" guardian now fulfills the role that it should always have been. Support. They carry heavy weapons onto the field and at a relatively cheap cost. Eldar heavy weapons are just about the best out there in my opinion. Still as far as battlefield effectiveness goes here's what I've been able to theory-craft up.

1) Table Quarter Holding: Slap a warlock with Conceal into the squad of Guardians (a warlock I might add that does not require a farseer to be present) and set them into a table quarter. They can rain down the heavy weapon hurt all game long and if your opponent would REALLY rather shoot/attack the guardians, then make him pay since he's obviously not paying attention to your real army (aspects/vehicles/bikes/etc)

2) Defender Serpent of Doom: A slight variation on the Avenger Serpents that I've been playing around with this takes advantage of the fact that guardain defenders can now carry heavy weapons with them into the wave serpent. Fly it forward, unload and blast away. True, this one works better now with avengers in my opinion, but it's still a viable tactic (just harder to swing)

3) Storm Serpent of Doom: This one is almost as fun and works well against hordes. Warlock with Destructor coupled with a pair of storm guardian flamers. Fly close, unload, and let loose the flamey death.

4) Weapon/Vehicle crews. Yeah, I know this isn't what you meant but as far as my army is concerned guardians are now for piloting my serpents and falcon. Yeah, not what you meant, but I thought it worth mentioning. Guardians are still going to be represented in almost every Eldar army, just not in squads. On this note, War Walkers make my day and 180 points for 24 str 6 shots is just sick and wrong. True their mounted on a tin-foil walker, but still.

5) Jetbikes: Yes, not super good, but combine the coolness of Eldar Jetbikes with the added turbo-boost rule from 4th edition and the twin-linked shuricats and you have a potentially mean unit. The point decrease has helped immensely and at 22 points a pop these guys make a great universal anti-troop unit. Yes they have the failings of all Marine-level armor models (expensive) but if used properly can make back their points. Not my favorite unit, but there you are.

So that's my ideas on guardians. The thing to remember is that they are just as strong on the field of battle as they used to be it's just that aspect warriors got stronger/more desireable. I still remember days when my guardians (without heavy weapons) would jump out of their wave serpent and waste some chaos marines. Now that I can take scatter lasers with my guardians into my serpents things are suddenly very sunny indeed.

On a slightly different note: What are people's opinions on the Harlequins? Point sink or Imba death on a stick? I've heard both sides of the arguement mentioned, and sorta want to get other people's ideas.
Back to top
View user's profile
imperialdeadite
Intarweb Mastar!


Joined: Jan 01, 1970
Posts: 316
Location: Spokane, WA

PostPosted: Sat Nov 18, 2006 5:59 am    Post subject: Re: ! GASP ! New eldar: your thoughts

Harlequins can be both good or broken, depends on how you compose your army and if you can play to their strengths. It is easy to make them broken on the army roster but to win with so few guys is a different story all together.

_________________
Back to top
View user's profile AIM Address
Ghostwheel
Level 60 Webmaster


Joined: Jan 01, 1970
Posts: 80

PostPosted: Sat Nov 18, 2006 3:06 pm    Post subject: Re: ! GASP ! New eldar: your thoughts

Quinns are definitely a master's tool, and should have no place in the newbie's list. Look at their special abilities: fleet, furious assault, hit and run, flip belts. fusion PISTOLS. ALL of them can have rending. No transport option, but the Falcon will suffice, and now eldar tanks LAND when they get immobilised. Use them well, and I think they can be a game breaker.

_________________
They're taking the hobbits to Isengard!
Back to top
View user's profile Visit poster's website AIM Address
Squig_Guardian
Rookie


Joined: Jan 01, 1970
Posts: 29
Location: Northern Spokane

PostPosted: Sun Nov 19, 2006 1:54 am    Post subject: Re: ! GASP ! New eldar: your thoughts

Has anyone looked at the ignore the falcon+veil of tears+attatched farseer with fortune?

This'll make the unit just about as durable as putting them in a falcon with the added bonus of not actually haveing to spend points on the falcon and removing a squad size limitation of 6.

Seriously, the Veil of Tears is marginally inasane and when coupled with re-rollable 5+ invulnis... well, you get the idea.
Back to top
View user's profile
Display posts from previous:   
Post new topic   Reply to topic        Forum IndexGW Warhammer 40k All times are UTC
Page 1 of 1


Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum

Latest Posts

Survey
Best comic book to movie adaptation



Results :: Polls
1623 votes

Links

Created by Mars