If anyone has opinions on the Talos with the new rules, i'd like to hear them on non wwp lists. How do you use it?
I like the model, it's strong in melee, but i really can't find a place for it
If anyone has opinions on the Talos with the new rules, i'd like to hear them on non wwp lists. How do you use it?
I like the model, it's strong in melee, but i really can't find a place for it
I have Hw scourges, but 130 points for a TL HWB at bs3 isn't it too much? (well 2 HWB scourges is the same price...) I find difficult to believe someone can actually going into melee with the talos.
Last edited by Ereshkigal; 14-07-2012 at 17:46.
Well it needs to be dropped now, we're not going to agree on this until it is FAQ'd one way or another, neither interpretation is directly stated in the rules or FAQs so for now both interps are equally valid. If someone suggests fortuning an Eldar unit that is not from codex Eldar the proper response at this point is to ignore it, not start the "why I think you can't do that" argument again.
It could work, if for no other reason than to give the opponent a more immediate threat to shoot at. I'd much prefer CSM or SW allies though, considering that they're no better on the allies chart than Daemons and get access to Long Fangs/Havocs with missiles. Or Long Fangs spamming plasma cannons. That'll sort out those pesky terminators.
eldar jetbikes turbo for 36
I'm having success in CC and Challenges using a Haemy Ancient with Scissor Hand, lots of attacks at a high initiative
So far my Wyches have done OK vs overwatch so I'll keep playing them and see how things go
Assault units always have squads they shouldn't be charging, Wyches have simply picked up a few more, they're still awesome against vehicles and MCs (Hekatrix with VB ftw) amd take charges as well as they ever have done. I honestly think the buff to defensive grenades and changes to FNP probably make them more durable overall, esp if you're using terrain and positioning to your advantage, so its slightly less important to have them in combat 100% of the time
Theres one other thing about 6th Ed that I think works very much in DE's favour that nobody has brought up yet. Nearly every other codex lost the ability to assault out of their main transport, only us and the Greenskins retain the ability to do this at all, furthermore if you wreck or 'splode them the units can't assault you next turn.
This means that when it comes to putting our Assault units against enemy Assault units, we will very likely have full control over how and where it happens, it also means yet another indirect buff to melee AT (Wyches), that being that if you blow up a transport full of Assault units in your Assault phase, they can't just charge you in theirs.
DE Assault is far from dead, even if we do drop the Wyches which is way too early to call, we still have Incubii, Harles, Beasts and Hellions at the very least, also good luck using Wracks without them ending up in combat.
What are we all thinking about Bloodbrides? Don't need as many of them to hit combat to make a mess
By Raw it seems if you wreck a transport, the occupants can't charge in their next assault phase, but if the vehicle explodes they can. Btw i was thinking about using this rule to my advantage: a raider full of wracks, 2 liquifiers. First you wreck a transport (i take scourges to do that), then you flame them with the wracks. The next turn he can't assault the wracks, so you proceed to flame again and then assault who's left. It should be pretty brutal against anyone. Expecially if a Haemie with shattershard and liquifier joins them from a nearby venom (giving them FC and another 2 flamer shots)
As Erish said, we turbo 36". Page 45 if you need the reference, box about Eldar and DE Jetbikes, last sentence.
Really between the extra range and skilled rider auto-passing dangerous, I think Cluster Caltrops got quite a bit better. You can cover the majority of the board with their move now, and can quite often end in a good defensive position behind the lines. Forces a choice for your opponent to turn something around and deal with it or let them run around back there.
My hovercraft is full of eels
Corsair Wolves-The Defilement of A Chapter (Update: October 07, 2012)
I'm floating towards the sun, the Sun of Nothing (Update: October 07, 2012)
My hovercraft is full of eels
Corsair Wolves-The Defilement of A Chapter (Update: October 07, 2012)
I'm floating towards the sun, the Sun of Nothing (Update: October 07, 2012)
Even if the squad does get to charge after the wracks have liquified them, then you get an overwatch with the liquifiers so you should pretty much melt most squads that charge you
Had a small game versus Nids - some genestealers outflanked behind a building, lapping around it. Things learnt from this.
A) Don't infiltrate if you're an assault unit. The way it's worded is that you can't charge in the first turn, and turns (unless specified) always means game turns, not player turns. In other words, even if you go second and they drive right up to you, you can't assault.
B) Focus Fire is crazy killy. The stealers lapped round the building corner, which would before have meant they were 50% obscured from either side, then clever removal could have keep it that way. As it is, I drove a gunboat of 10 warriors with a Splinter Cannon in a raider with Splinter Racks (180pts with nightshields) up into rapid fire range on one side - declared focus fire on the guys without a cover save, wiped out half the unit. Then the remaining stealers got splatted from the other side, as they no longer had obscured.
C) The aforementioned gunboats are fun. Cheap and cheerful medium range, manoeuvrable anti-infantry firepower which scores. Also, with Splinter Racks, within rapid fire range they do only slightly less damage than Shardcarbine Trueborn (Hits of 16/9 vs. 2 per shooter on average, only 2/9 difference). Obviously, they do a fair chunk less damage outside of those 12", but the extra 6" range is magical - especially with nightshields. You can sit 23.5" away and basically negate all medium range shooting against you. For substantially cheaper and a troops slot... these guys seem like the no-brainer starter of 2 troops for me at any reasonable points level.
D) Stealers really hate splinter.