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Hi, I'm new, and have a question or two ..

 Post subject: Re: Hi, I'm new, and have a question or two ..
PostPosted: Tue Jul 19, 2011 5:05 am 
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Yep great looking army welcome along :)

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 Post subject: Re: Hi, I'm new, and have a question or two ..
PostPosted: Tue Jul 19, 2011 9:13 pm 
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Hi Parintachin,

Welcome, too!

Looking forward to facing your Eldar horde on the game table; Since I'm actually in the general vicinity, I hope that won't be too far in the future.


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 Post subject: Re: Hi, I'm new, and have a question or two ..
PostPosted: Fri Jul 22, 2011 2:50 pm 
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Thanks for the warm welcome, and the clarifications (o:

Bit of a follow-up to this one:
GlynG wrote:
Positioned well the Avatar can indeed attack in two assaults in turn. Three, four, five, or more, even. This is quite important to Eldar tactics of the ‘rolling assualt’ and the Warlock titan in particular can make a mess of the enemy if it gets to fight multiple times.
How would this work? I can see two - assaulting in one, then using the full consolidate move to get into position for the next assault. But after that .. Does a model that has given fire support get to consolidate again?

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 Post subject: Re: Hi, I'm new, and have a question or two ..
PostPosted: Fri Jul 22, 2011 2:59 pm 
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You don't get to consolidate when supporting, only when part of the engaging formation.

However if you use the consolidation move to get within range of more than enemy formation you could assist if those formations are assaulted.


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 Post subject: Re: Hi, I'm new, and have a question or two ..
PostPosted: Fri Jul 22, 2011 3:02 pm 
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Sorry not to have been clearer. No a model that supports in an assault doesn't get to consolidate. Two is the most that is generally likely in a turn, but if you assault with the Avatar and consolidate him into a position between two other enemy formations, say, both of whom are later assaulted separately, then he could potentially support both times.


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 Post subject: Re: Hi, I'm new, and have a question or two ..
PostPosted: Fri Jul 22, 2011 3:14 pm 
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Oki; thanks (o:

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 Post subject: Re: Hi, I'm new, and have a question or two ..
PostPosted: Sun Aug 14, 2011 3:32 pm 
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Hey guys; I've had my first brush with Terminators ..

Two squads of 6, with Demon Princes, teleported in position to assault my Revenants, but I was lucky enough to win the initiative.
Gave them a few blast markers, and, keeping initiative, assaulted with two units of Shining Spears, 3 exarches, autarch, and two units of jetbikes. My dice, for once, rocked the planet, rolling 10 hits out of 13 lance attacks on 4+ and near thirty hits in all. The revenants got to provide fire support, as did the guardian squad there too, and a couple jetbikes from a squad, which just happened to be around. When the dust cleared, I'd still lost the fight, by not a little margin, every single shining spear was done shining, and the jetbikes were down to two and three ..

And they didn't even have Obliterators ..


So; what do you guys do to take the damn things down?

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 Post subject: Re: Hi, I'm new, and have a question or two ..
PostPosted: Sun Aug 14, 2011 8:58 pm 
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Oh; another:

I notice that in the net epic lists, Warp Spiders are not allowed to be transported, making them automatically slow down any squad they join to 15cm per move, and making them, imo, the crappiest aspect Ever ... what gives? Is there some wild benefit to their jump packs or infiltrator special rules that I'm not seeing?

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 Post subject: Re: Hi, I'm new, and have a question or two ..
PostPosted: Sun Aug 14, 2011 9:08 pm 
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Parintachin wrote:
Oh; another:

I notice that in the net epic lists, Warp Spiders are not allowed to be transported, making them automatically slow down any squad they join to 15cm per move, and making them, imo, the crappiest aspect Ever ... what gives? Is there some wild benefit to their jump packs or infiltrator special rules that I'm not seeing?


4+ save, FF4+ First Strike made them maybe the best aspect there is (for firefights).

Infiltrate doesn't double dismount distance from vehicles, does it...? But there's still the nice charge range even if a wave serpent is disabled.


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 Post subject: Re: Hi, I'm new, and have a question or two ..
PostPosted: Sun Aug 14, 2011 9:21 pm 
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Dark Reaper: 2 attacks 3+ flown up in serpents, deployed behind 4+ save Scorpions or 5+ reinforced wave serpents win in my book, unless the opponent has no save at all. Most time I assault anyone, they're either in power armor (or better) or have cover saves, or both.

But that's not the point; the point is that if they can't use wave serpents, they're pretty much unuseable in a mixed squad in wave serpents - they'll slow the whole circus down to their 15cm speed.

Of course, aspect warriors can be deployed in other ways; still seems kinda harsh on the poor spideys.

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 Post subject: Re: Hi, I'm new, and have a question or two ..
PostPosted: Sun Aug 14, 2011 9:30 pm 
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Parintachin wrote:
Oh; another:

I notice that in the net epic lists, Warp Spiders are not allowed to be transported, making them automatically slow down any squad they join to 15cm per move, and making them, imo, the crappiest aspect Ever ... what gives? Is there some wild benefit to their jump packs or infiltrator special rules that I'm not seeing?

They are definitely not to be combined with other aspects. However...

Try engaging with a formation of warp spiders from a webway portal. They are infiltrators so double their move when they charge, and are designed for firefight. This means they have a 45cm effective engage range, the highest of anything that can come out of a portal, and terrain is no issue either thanks to jump packs. Creating a 45cm exclusion zone around a webway portal is a valuable thing.

They are also first strike, which coupled with the best aspect armour means they are survivable. Kills with first strike effectively "count for more" because they reduce the number of kills the opponent is going to get. On top of that they are scouts (can spread out when they consolidate to make themselves very annoying).

On the other hand, you could send them to me if you don't like them? :)

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 Post subject: Re: Hi, I'm new, and have a question or two ..
PostPosted: Sun Aug 14, 2011 9:37 pm 
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Webway portal just finished; will test soon =P

I just wonder if there's some kind of reasoning behing excluding them from the combined aspect warrior squad; none of the others seem to be treated this harshly, and it's a change from the printed book ..

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 Post subject: Re: Hi, I'm new, and have a question or two ..
PostPosted: Sun Aug 14, 2011 9:45 pm 
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Parintachin wrote:
Dark Reaper: 2 attacks 3+ flown up in serpents, deployed behind 4+ save Scorpions or 5+ reinforced wave serpents win in my book, unless the opponent has no save at all. Most time I assault anyone, they're either in power armor (or better) or have cover saves, or both.
Dark Reapers don't have any extra attacks, they only get two attacks in shooting, not in assaults.

It's true that Warp Spiders are more specialised and are much more use coming out of the webway that any other deployment. Their value in a firefight really depends on their opponent, the kill differential (i.e. number of kills you get vs your opponent) is generally better than their 4+ FF appears because first strike and 4+ armour means your opponent won't get as many kills. They will average 5 first strike hits (assuming 2 exarchs). They are of course particularly good against small numbers of low armour, high firepower opponents, for this reason.

As for why they were changed, possibly they are a little bit too good compared to other aspects because of their armour, but I think the best reason is because it isn't really in keeping with their style of play - they're supposed to jump out of the warp. Swooping Hawks can't be transported by wave serpents either, for the same reason. They just don't feel right in a mixed formation anyway, especially when you use their scout abilities.

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 Post subject: Re: Hi, I'm new, and have a question or two ..
PostPosted: Sun Aug 14, 2011 9:54 pm 
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Parintachin wrote:
Oh; another:
Is there some wild benefit to their jump packs or infiltrator special rules that I'm not seeing?


I think their best synergy is with Storm Serpents... March a Serpent 75cm, then retain and FF 45cm from the Serpent. It's a very credible threat.

Parintachin wrote:
So; what do you guys do to take the damn things down?


I'd say be sure to stay out of base contact; Shining spears are better suited to fight heavy tanks than Terminators! If possible, I'd stay entirely out of engagements and just shoot them to pieces (with MW by preference). They're not fearless, so once they break they wither fast (well, faster than regular marines, at any rate). Disrupt weapons are especially good, to break them faster and to pile on casualties once they're broken.


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 Post subject: Re: Hi, I'm new, and have a question or two ..
PostPosted: Sun Aug 14, 2011 10:05 pm 
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Kyrt wrote:
Dark Reapers don't have any extra attacks, they only get two attacks in shooting, not in assaults.

Oops; thanks for the clarification (o:

That means that IG support squads and SM Devastators are also at one attack per base in a firefight? We've been playing both wrong then =P

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