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Eldar Pulse rule

 Post subject: Re: Eldar Pulse rule
PostPosted: Mon Aug 23, 2010 4:13 pm 
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Sounds like you have it right to me.

There was/is some debate about whether the Revenant pulsars should be MW4+ instead of MW3+, but I'm not sure what the standard is anymore.


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 Post subject: Re: Eldar Pulse rule
PostPosted: Mon Aug 23, 2010 9:45 pm 
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As Semaj says, you have the pulsar rule correct - weapons thus marked get 2x shots rather than the repeated attempts.

The effect is to reduce the power of Revenants and Scorpions (down to two shots per weapon) and to increase the power of Firestorms (up to two shots per weapon).


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 Post subject: Re: Eldar Pulse rule
PostPosted: Tue Aug 24, 2010 3:31 am 
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Before I can comment on the number of activations your opponent had I would have to know the points scale you were playing under. For example in a 3,000 point game you will want between seven to ten activations (Or put another way 2.5 to 3.5 activations per 1,000 points fielded).

Any more then this and your vast amount of small units will be gone by turn two, and you will have trouble keeping that activation advantage into turn three, where it becomes real important. Any less then that and you will be collecting so many blast markers you wil never be rid of them and your entire army will maneuver with all the finess of a wounded slug by turn three, again that real important turn.

Battle Titans, which a Banelord is, are points hogs in most games under 4,000 points and it is often difficult to get your points worth out of them. Not impossible just difficult. Basically so many points are being tied up in one formation that it becomes difficult to hold your own objectivess and threaten the enemies objectives at the same time. In reality Titans are better support formations then they are true attacking formations as one will get a lot more out of them using them that way.

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Anyway, we're both getting to grips with the rules and would like some clarification on the (ex) pulse rule. I didn't realise it had been deleted and replaced with "All weapons that had the pulse ability now shoot twice".


I am assuming, I hope correctly, that you are both new to the game. Yes the original rule was that the Pulse weapons could fire up to three shots, and yes it has been changed to just two shots. Also the Eldar are no longer able to use Spirit Stones, which also helps to slow them down a bit.

Like the Eldar Army itself the Revenants are very powerful when they get to pick the ground they want to fight on. Stand in front of two Revenants, allowing them to hit you on Overwatch (You do know that Eldar cannot pop up and use Overwatch at the same time anymore another rule change to skimmers) is letting them pick their ground. However if the Banelord had caught them on overwatch, or CC, you would quickly learn how fragile the Revenants can be.

The Eldar Army fights the same way, real strong if they get to pick their ground. Use containment to bottle them up, taking away their chance to scoot, forces them to try to truely hold ground something they do not excell at.

Like the Cavalry of old the Eldar are very good at taking ground, almost at their leisure, but have a real hard time holding onto ground once it has been taken. A good Eldar commander brutilizes his opponent through turns one and two while ignoring position and objectives. Done well and you will find your opponent so shot up at the start of turn three he'll be unable to prevent you moving and attacking at will.

My Khorne Chaos Marines don't use any Daemons, zero. Instead they count on brute, raw, unrelenting violence to have their way with opponents. To accomplish this task they field three to four formations of Chaos Marines backed up by Havocs, one or two Bezerker Marine formations, two to three Bike formations, a Raptor formation (Just cause I like em), and a Death Wheel or two. Against Eldar my Marines and Bezerkers form a skirmish line to try and contain the Eldar while the rest wait to get their hands on them. Usually this happens by turn three and the fragile Eldar fall to the dreaded Khorne Gods (only to be sold later to Slannesh lol)

In any cases enough blathering Jaldon..................

Might I suggest going to GW's Specialists Games web site, go to the Epic Section, then to section where the Army Lists and new stuff is and reading the Article "Building and Using Epic-A Armies" It is a good primer for new players of Epic-A and will answer a lot of questions on how to build, field and then use any army effectively on the gaming board.

All the Best


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 Post subject: Re: Eldar Pulse rule
PostPosted: Tue Aug 24, 2010 4:00 am 
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Oh yea, also the longer you play the Eldar the more fragile you will see them get. Mostly because your worthy opponent will start to notice when some of your more desperate late game attacks bounce off his forces.


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 Post subject: Re: Eldar Pulse rule
PostPosted: Tue Aug 24, 2010 6:56 pm 
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Ouch, your friend had nothing to hold you off with (containment) letting youhave the run of the field.

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Both our forces were based on which units we'd like to field, rather than what had the best chance of winning, but I think Chaos took it to the extreme!


IMHO the best way to play and enjoy Epic-A is to field what you like rather then what will the best formation. IMHO there isn't a formation you can't get your points worth out of, but (and it is what I like about Epic-A) it is formation interaction (Combined Arms) that will make or break you in battle.

From the list it looks as if you both have a War Engine facination ;) , nothing wrong with that IF you balance it out with some ground pounders for them to give support to! Your friend needs to free up some points to get those, so just a suggestion.
(1)Reduce the Assault Company to 1xDecimator, 2xDefilers
(2)Get either the Greater Daemon OR the Lesser Daemons, not both.
(3) Use the points saved to field some more Retinues that are walking.

If he does the above he will be able to still field what he likes, his activations will go up to a more capable level, and the War Engines will have troops to give support to. He will do better and have more fun.

The only change I would suggest for your army would be to split the Engines of Vaul into to seperate formations, it will make them both more flexible on the battlefield, and the Eldar thrive on flexibility not brute force.

All the best.


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 Post subject: Re: Eldar Pulse rule
PostPosted: Fri Aug 27, 2010 12:57 am 
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i loves me some war engines for eldar.. I was lucky and a friend bought me two Vampire Hunters for my birthday. So when i'm in a 3k game i have to decide.... Hunters or Revenants. They both have their uses and if my opponent(who uses my other armies against me since he has none of his own) does not take much AA, then the vampire run free much like A-10 warthogs. Though my buddy who has fielded Eldar in three different aspects (Beil tan, Saim Hain and the very experimental Ymeloc) has tried to play them as a hammer.

Each time he realised that it didnt work. the last time was 3.5k of beil tan vs the same points in Orks. I, being a Kult lover took mobs of bikes, buggies and a 4 strong battle fort mob along with some other things. i over ran him first turn and made his life hard.. i knew that the things he brought were gonna hurt me if i let them. So second activation i sent my Landa from my back line to his large banshee aspect formation while they were still inside(8 banshee's and 2 exarchs). Caught him inside the vehicle with my ten storm boyz jumping out of the landa. though the landa didnt survive to turn two.

He now has learned the way of the kult of speed(it was a standard list not the new kult list) i wanted a center of 6 stompa's to draw fire,.... which they did. So now he's gonna play the proper hammer... His choice of 6500 points of guard.
yay me.. I'm thinking taking Iyanden against him since its finally painted, including an original paint job for the warlock titan( the green and gold).


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