Sunday, July 18, 2010

really? 500pt HQ

MY Imperial Guard friend has a 1000 pt. army. His HQ is storng meaty, impressive, blah blah blah. But when you destroy it, his army is screwed. After many long chats, I discover he's but in like 500 pts for his HQ, and he wonders why his army falters so.

My HQ? anything from 75-115 pts. I just dont see why i need that insane an HQ.

Eldar need supportive roles, and that is where the farseer helps a lot. Guide is always an obvious choice. The farseer can chill in back with static support or run around with a tankbuster and let their shots actually hit. (a recurring problem).

The thing with guard is that yes, the HQ is really awesome, but there are tons of other things that work that much better elsewhere, like a lot of tanks or big platoons. Its absolutely ridiculous!!

Simple Hq's that are easy to manage make a whole lot more sense

Sunday, July 11, 2010

Making Eldar work

Over time I have found a large number of things that my army needs, and cover has never been an exception. With more of my fights going against the Imperium, i find myself trying desparately for cover saves all across the board. The rulebook has given me enough sneaky tricks worth abusing to make my army more killy.

The hard part about making cover is one thing. Who is the meat shield. Often, i split my army into a couple smaller groups to spread around responsibilty. MY army list is basics is a follows:

10 guardians
11 storm guardians w/ cover warlock
Guide farseer
3 Jetbikes
Falcon
Nightspinner
2 Vypers in separate units
2 War walkers
Wave Serpent

I usually put the Vehicles into 3 groups. The outflankers (war walkers) Highspeed (12"+ and still shoot, Vypers, Wave Serpents), and Slow-speed (6"-and shoot all, aka Falcon, and Nightspinner)

If you dont pick up on it yet, i enjoy the buddy system as well.

The War Walkers outflank, and while yes that is a Wildcard, are often effective regardless of which side htey deployed on.

The Wave Serpent often carries the Storm Guardians to a more up front position so they can do their job. The Vypers are loaded with Support fire to keepother vehicles off the Wave Serpent. In turn, the Wave Serpent provides cover for the Vypers, making them almost untargetable at the right angle, or at least giving them a nice 4+ save.

The Falcon is a tank-buster and will often get the attention of the occasional terminator who doesn't enjoy its company. The Nightspinner is there to tar pit and kill terminators before they do any damage. Until then, it fires long-range pain to anyone else on the board that moves.

The Eldar are about making parts of the army work together, and while something doesnt look good on paper, you just need to figure out a way to make it work. When you try pairs of units together then that is when things will start clicking for you.