Thursday, February 2, 2012

Eldar, Breaking the Kill Point Mission...

Mkay, so trying to refine the army a bit...  If IA is OK with the folks, the Fire Prism gets swapped for a Warp Hunter...  The D-cannon template shot is just way too good...  At least on paper, guessing that in actual play it isn't going to be too bad though...

Eldrad
Karandras
Pathfinders (7)
Wraithguard (10 w/ Spiritseer to be "Troops")
Dire Avengers (w/ Exarch in Serpent w/ EML)
War Walker squadron (3, all scatter lasers)
Fire Prism

1500 points, 8 Kill Points.  3 of them are going to be bricked up in a ridiculously hard to kill "Deathstar" of sorts...  But T6, 3+/3+ cover save, eternal warrior in there somewhere and at least a decent threat in HtH...  Oh, and Fearless to camp objectives.  May even remember to start the War Walkers right behind them for the Guide/Doom combo out to long range...  Pathfinders to snipe, camp objectives and flank in kill point missions I think...  Play "keep away" with a fleet unit that ignores terrain and can enter play "later", seems like it might even work...  DA just cruise around from reserve and try really hard not to get killed and maybe even kill a random light vehicle or two here and there...  Might swap them for Fire Dragons in the Serpent just for more "we kill things" firepower at the expense of a Troop to hold an objective...  Comes to almost the same points for a much better shooting option...  Ah well.  Depends on who I play I guess...

Tuesday, January 31, 2012

Brain dead, but still moving...

Actually left work a bit early today...  Been feeling craptastic for a while now, but figured that throwing up on someone's PC while working on it would be counterproductive.  Took the bike out for a bit of a spin, but not much...  Just pretty brain dead...  Trying to straighten out a few random thoughts, but nothing seems to be working on that end...

Thinking that the ancient Falcon I have for my Eldar will become the base hull for "more" of them...  Cast in plaster or resin... That or some other scratch build sort of thing, I have access to some neat printers at work that apparently can do the cardstock printing pre-cut with patterns...  I'll give that a shot I guess...

My Wolf Combi weapons are coming along in Green Stuff (need to pick some more up soon I guess) and my "Steampunk IG" project is rotating off of "hold" status...  Building a Space 1889 Airship for them to use as Valkyries/Vendettas...  Not an original idea I confess, getting the idea/inspiration from http://22ndpraetorian.blogspot.com/2010/08/air-mobile-praetorian-style.html ...  Check it out, it is a REALLY nicely done build for the lads...

Saturday, January 28, 2012

Exhausted ranting :-)

Trying to wrap my head around some things, and I am thinking that I had what to me at least is a minor epiphany,,,  The more recent 40K things that I feel are "overpowered" or "broken" seem to universally be things that break the design rules.  Now, an example of this is the Grey Knight's Falchions...  They are functionally identical to every other Marine (well, not Wolves, but...) Lightning Claws, but they do not have the major disadvantage of the LC.  The Knights' swords still allow their user to wield them and retain the Storm Bolter for a good shooting attack.  So, it is "like" the basic thing but "just better".  It is a pattern that I am seeing over and over in the "top tier" armies.  Not sure if it is an intentional thing like Rackham did with Confrontation 3.5 in an effort to prepare the way for the next major edition to "fix the problems" in the game or if it just the way that codex creep works there...  Kind of why I am a bit concerned about my Eldar getting rewritten, I want a fun but NOT overpowered force.  Something a bit different for me because I feel that pretty much all of the other armies I play are top tier, and so I have to be a bit careful not to fall into the min/max trap and get bored :-)  So, something for me to think about while I am painting my toys... Getting to the point I can field a WYSIWYG and fully painted force for several of my armies....  Eldar now getting close, need to get some more Falcon hulls though...  The ancient Armorcast hull looks nice and I do think it would be a unique force to bring out...

Tuesday, January 24, 2012

The "less often used" Eldar stuff actually did quite well last night...  Dark Reapers, if they can set up in say, a building and shoot at things not in cover can really take a toll on whatever they happen to be across the table from.  The Exarch with the Tempest Launcher and Crack Shot is amazing.  Re-rolling to wound and no cover save on an AP 3 weapon usually means just no saves for his 2 blast templates. Mind, they DID die horribly to HtH when the last few of a Homogaunt swarm hit them...  I do kind of miss the old Exarch with the good HtH weapon options as well, and I have to admit that for the point cost, making the Reaper Launchers either Assault Weapons or giving them a second (or third) shot type option would be REALLY nice in the next edition :-)...  Pathfinders did actually wipe out the last of the 'Gaunts in HtH to hold their objective, the Swooping Hawks survived due to there being no shooting so not sure it was a good test...  Still, jumping around and throwing out 16 STR 3 shots at 24" range, some of which can cause pinning from a small unit is nice...  Just not so sure they'll last against say, an IG army with AP 4 firepower to spare.  Scorpions killed the enemy Psycher/anti-armor (forget their name...  I see it as recovering Eldar DNA) before getting destroyed by a swarm of Stealers...  They were "OK", but did what had to be done to win the game.  Drawing the uber CC element which also happened to be a Troop section away from one of my weakly held objectives kept it from being a draw.  There was no way his swarms would have made the trek across the large kill zone in the center of the table to contest/dislodge my fire base over there, so I would have held one to his one.

I do have to get away from setting up a "fire base" like that with so mobile an army as the Eldar...  I had the Dire Avengers, Eldrad, Wave Serpent, Wraith Lord, and a Fire Dragon Squad set up in a corner supported by my Spiders jumping around...  Fire Dragons (Exarch w/ Crack Shot for the all important "oops, I rolled a 1" to wound protection and "no cover save for you") did almost nothing as most of them died to the Genestealer Brood Lord, but the Exarch and one survived breaking from HtH to shoot him in the face and take the remaining wound away wiping the brood off the table as they fled...  Spiders survived a round of HtH against a strung out swarm of Gaunts to break away and allow the fire base to open up...  Really only did so well because I seized init...  I didn't realize just how fast the Gaunts really can run in a turn.  And I need to bring more "Troops" to hold objectives...

All in all, the Eldar did well enough...  Hawks I think stay on the shelf still though.  They might surprise a Mech army with Haywire Grenades, but the fact that they evaporate to the first thing that looks at them...  Real shame, they were among my favorite ancient models to actually play, and these days they are just so bad and overpriced that I feel like I am being silly to even consider fielding them...Reapers and Dragons go back into rotation.  War Walkers will I think be something I keep (didn't use them last night, I KNOW they are good), just need to determine the weapon loadout...  The traditional Bright Lance/Scatter Laser (OK, it was "Las Cannon/Scatter Laser" in the ancient times) might be good against Marine forces, especially if I keep them near Eldrad for a Guide...  Dual Scatter Lasers for the 8 STR 6 shots each though...  That works well against a LOT of things...  Just not Terminators.  Wraith Lord, even the Seer is going to be a harder one to take I think.  Just too much Mech/anti Mech in the local play group.  Just have to decide on what "Troops" to start fielding...  Probably a few min squads of Dire Avengers in Serpents as scoring light tanks...  Maybe an Autarch to play the Reserve game, especially in Kill Point missions...  Things off the table most of the game are less likely to die :-)  Just have to GET to the table at some point...

Monday, January 23, 2012

IA 11....

Well, on my initial read through of the book...  Well, I do think that the next edition's Eldar are being revealed a bit at a time.  BS 4 seems to be a running theme.  FAST.  The DE move fast and fire everything looks like it goes army wide...  The D-Cannon looks like it gets deadly again, and they start to bring out more low AP weapons...

Which brings me to what I am thinking might well be at least a slightly broken thing...  Corsair list gives them Troops that are AMAZING...  The current codex has a LOT of Troop choices, but by and large they are all mediocre at best.  The Corsair squad, maxxed out at 10 with all the good options comes to 175.  Jet Packs giving the Tau (well, "rulebook", but the Tau are the only ones who have it) move/shoot/move with Relentless... The squad would have 2 Fusion Guns (Melta Guns) and 2 Eldar Missile Launchers...  The basic troops have Assault 2 weapons with 24" range, so a crapton of Str 3 shots on a highly mobile platform...  Just concerned that it is getting cheap to throw out a bunch of really good shots in terms of high Str and low AP without much of a disadvantage...  And they can deep strike, shoot and move to scatter...  Might be a bit too good for ~200 points...  Mind, no clue whatever if the Eldar will get the same options as the Corsairs, but since that's where the tech originated...

Thursday, January 19, 2012

Warp Hunter

Mkay, so I think I may have found one of the somewhat overpowered things in the IA2 book...  The Warp Hunter really is quite powerful, probably too powerful.  Fast skimmer for the 12" move, 36" ranged Barrage weapon OR (and I think this is the broken part) the Aether Rift which uses the flamer template placed within 6" of the gun, and the teardrop no closer to the gun than the narrow end.  And both fire modes are AP 2, wounding on a 2+ (ID on a 6)...  Template weapons negating cover saves means that I can bring it in from reserve or going fast and hit something REALLY hard.  Now, the template has no roll to hit, allows no cover save or armor save...  Mind, I can still roll 1's, but should the unit be say, doomed...  So, say goodbye to a whole lot of "Rock" units...

And against vehicles, the roll of 3-4 for a glance and 5-6 for a penetrating hit...  Combined with the template or large blast?  Well, parking lots are in trouble...  Go in a "V" formation with Serpents loaded out with Fire Dragons and watch the look of "Oh Shit" just creep onto the player putting the parking lot strategy into effect...

Yeah, still no "I kill hordes" really...  I guess the massed S6 shooting I can throw down will be what I can use to deal with the horde effect...

Wednesday, January 18, 2012

The Eldar next week...

Not sure who I'll be playing next week, but doing a bit of painting, etc...  Thinking of fielding:

Eldrad
Scorpions (Exarch w/ sabers, Shadowstrike and Stalker)
Pathfinders
Dire Avengers (8+ Exarch w/Bladestorm in Serpent)
My ancient Vampire class DN (EML/Scatter Laser)
Dark Reapers (Exarch w/ EML/Fast Shot or Tempest/Crack Shot)
Swooping Hawks (Exarch w/ Skyleap and one of the neat weapons)
+ ?

The Farseer kitted out the way I'd use them would be over 150 points, and Eldrad comes to 210 for a version far better in every aspect I think...  So, sadly, seems almost a no brainer for me, unless for whatever reason I am fielding 2 cheap Farseers just for the extra bodies I guess...

The rest?  Well, breaking out some of the REALLY rarely seen things just to give them a shot...  Might surprise some of the lads...  More likely to make a neat multi colored mist as they explode from anything more powerful than harsh language :-)  But might be fun all around...