Thursday, May 2, 2013

Gearing up for the Team Tournament in 2 weeks...

So, I'll be partnered with one of the GK players for the Tournament...  Looking like I'll be bringing my Eldar.  A bit of a surprise how well they are doing within the limits of the Team Environment.  Helpful that a single Farseer can completely shut down the Psychic powers on the other side of the table...  Mind, I was playing Eldrad, so the best wizard in play...  The Wraithguard with Fortune are annoyingly difficult to kill and almost impossible to shift off of an objective...  The War Walkers were OK, a LOT of shots but not a lot of damage really...  Pathfinders were sacrificed.  They probably won us the game by drawing off so much of the other army to deal with the super ninja snipers appearing on a flank...  Wound up not really doing much other than threaten the objective and put a wound on Castellon Crowe...  And I know they wound up lasting a LOT longer than they should have against Necrons and GK...

Major changes?  Putting the 2 real heavy weapons on the Wraithlord, remembering the Monstrous Creature rules...  That thing with the move through cover, dual flame throwers and Str 10 attacks?  Was a beast, killed off an entire Necron squad with attached character in a single turn between flames and assault.  Cleared one of our two objectives and saved the game...

Debating bringing Eldrad or a Wraithseer from IA 11...

Will be getting one of the Cynwall Nova in a trade for the model:

 The Seer with a normal Farseer would provide buffs to my other Wraiths, and is pretty brutal himself.  The Seer can also run with a D-cannon.  That army would also have an Artillery piece, a D-Cannon...  No War Walkers in that list, but just a small number of insanely tough pieces...  T6 Wraithguard with re-roll-able saves and potential FnP?  Good luck prying them off an objective...  Oh, and YOUR cover saves are at -1...

Odd one, how to most people feel about IA units in the 40K games?