Two Games without Spirit Stones. |
Tactica
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Post subject: Two Games without Spirit Stones. Posted: Wed Apr 26, 2006 3:51 pm |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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Quote (Markconz @ 22 April 2006 (06:36)) | HI Tactica, you are of course right - however, my time is limited to one day of epic a fortnight plus some quick notes, and there is an overwhelming amount of detail that could be recorded. | Markconz,
Your point is well taken. I wouldn't want 'game time' to be impacted from bat reps. Afterall, in the end - we are all doing this for the fun/entertainment of gaming.
Like you say, we can always ask Q's. 
Cheers,
_________________ Rob
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MC23
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Post subject: Two Games without Spirit Stones. Posted: Thu Apr 27, 2006 12:02 am |
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Joined: Wed Jul 06, 2005 12:27 am Posts: 174
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Quote (Tactica @ 26 April 2006 (10:25)) | I also wonder if good management and utilization of this rule couldn't help manage any perceived 'wilt' beyond what other armies incur. Let's face it, all armies (Exception: bugs) suffer from some amount of wilt and some amount of BM as the game progresses. Not all armies have a 'constantly move to cover after firing' option though. 
I've quietly postulated that hit-and-run will become Eldar's greatest asset in post SS-rule removed games. |
Why wonder? Eldar were played long before SS with hit and run. It's just new for the people who started since Swordwind.
Eldar was out of scale from other armies, hence the wilt (less viable than their opponent). Now from my playing style I'm used to the terrian and movement restrictions that have been added to Skimmers and pop-up.
Eldar's hit and run reduces shooting effectiveness (unless you're one of the ones who breaks bell curves) and shorter firing range will keep Eldar in range of enemies' longer range weapons with almost as fast vehicles.
The only times I have kept my forces out of range is when I shot, then doubled. My opponents double to get to me has always been an effective counter to the "invincible" hit and run ability. So it still boils down to where you move afterwards to reduce risk that plays a larger factor than the actual hit and run.
BTW: pet peeve, associating dying race with having to die on the battlefield. The only thing about being a dying race background affects is army composition.
Their powerful (but static in development) technology represents their ancient status. Hit and run tactic represent's their culture (doesn't make as much sense from a dying standpoint when having somebody else fight or fighting from a farther distance does) as well as their ancient and alien ways (if that is the way they fought when they walked beside their gods then that is the way they should fight now, anything else is unthinkable).
_________________ I am MC23
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Jaldon
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Post subject: Two Games without Spirit Stones. Posted: Thu Apr 27, 2006 12:49 am |
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Joined: Thu Sep 04, 2003 6:38 am Posts: 720 Location: Utah, pick a Pacific Island the other half of the year.
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Ok, I have kept my nose out of the conversation for awhile and let the chips fall where they may. Now some are begining to see that the Eldar Army can actually function well w/o SS, and it can be fun to boot
My opponents double to get to me has always been an effective counter to the "invincible" hit and run ability. |
(1) When the enemy double moves they do reduce their own effectiveness, correct?
(2) A Falcon Grav Tank has an AT strike range of 80cms (45cm+35cm). What unit in the game has an 80cm double move? They would need to move 80cms to get around behind the terrain feature the Falcons are hiding behind to get a clear shot, right?
(3) Moving 35cms out from behind a terrain feature it isn't really all that difficult to find a good fire lane to shoot down, IF you have well placed your tanks to start with.
(4) I find Guardians sitting in Woods a great deterrent to opponents just pouring through to get at my smaller tank formations. The point is IF you are leaving your Falcons out all by themselves then yup they are gonna get spanked, but if they are working with other Eldar formations then they can exploit their Hit and Run and return to a well protected area immune from counter-attack of the type you describe.
So it really boils down to the use of different TACTICS that fully exploit this ability. As the changes that are caused are not detrimental to the army as a whole, and in fact make it play more like it should, then in my book that is a step forward.
SS IMHO were a step backwards away from the entire intention of the Eldar background.
Now from my playing style I'm used to the terrian and movement restrictions that have been added to Skimmers and pop-up.
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The experimental skimmer rules do not negate anything the Eldar army needs to do to become competative. Now it does force the Eldar players to make better use of terrain and fire lanes, and it does remove the old Eldar psuedo-artillery pop-ups, and these are bad things? How?
The Myth Of the 4th Turn Wilt
If I have said it once, I have said it a thousand times, it only requires the Eldar use Force Management to avoid the fourth turn wilt. The Eldar Army has the speed and maneuverability to make it possible for a smart player to pick the ground he wants to fight on, and when he wants to fight on it. This allows that player to determine, in broad terms, how his forces are going to be comitted to battle (Force Management).
To accomplish this the Eldar player has to maximize the use of terrain, maximize the use of delays and the creation of multiple threats, forget about trying to hold onto the entire table front, concentrate forces to overwhelm the enemy quickly (and in so doing reduce friendly losses), avoid nose to nose shoot outs, and most of all make sure every single formation in the army is working closely with all the other formations in the army toward a common goal each turn.
Use good force management and you will oveercome the fourth turn wilt.
Gone to go back in hiding...............
Jaldon

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Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.
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The_Real_Chris
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Post subject: Two Games without Spirit Stones. Posted: Thu Apr 27, 2006 4:42 am |
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Joined: Mon Jul 04, 2005 4:45 pm Posts: 8139 Location: London
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Jaldon, when you were using 'the old ways' did you find any problems with particular formations, perhaps stuff like the 3 strong tank formations?
_________________ If using E-Bay use this link to support Tac Com!'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913 "Gentlemen, we may not make history tomorrow, but we shall certainly change the geography." General Plumer, 191x
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Jaldon
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Post subject: Two Games without Spirit Stones. Posted: Thu Apr 27, 2006 7:33 am |
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Joined: Thu Sep 04, 2003 6:38 am Posts: 720 Location: Utah, pick a Pacific Island the other half of the year.
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Jaldon, when you were using 'the old ways' did you find any problems with particular formations, perhaps stuff like the 3 strong tank formations? |
Jee TRC we are really going back in history for this question
When I didn't use the smaller formations we had back then in conjunction with other, larger, more durable formations (Guardians/Aspects) then yes.
Once I started using them together to compliment each other, and stopped trying to hold onto the entire table frontage, the problem, pretty much went away.
Also, when it failed I could often put my finger right on the moment when I screwed up. IMHO with SS screwing up almost doesn't matter as with them the Eldar recover from a misstep much more quickly.
Jaldon
_________________ Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.
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Tactica
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Post subject: Two Games without Spirit Stones. Posted: Thu Apr 27, 2006 4:41 pm |
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Quote (MC23 @ 26 April 2006 (18:02)) | Why wonder? Eldar were played long before SS with hit and run. It's just new for the people who started since Swordwind. |
And the answer to your question - is the answer you've provided.
*I* wondered... because *I* didn't start playing Eldar seriously until after Swordwind.
Back in the SM days, I owned a very large Eldar army with the old ugly tempests and falcons. I had the best looking wave serpents and void stalkers (prisms) around town. I spent numerous hours painting those bad boys. I became a master at lining up those tank to tank prism shots as well as lining up the criss-cross of infinitely ranged Vibro cannon platforms. Ahh... the good ol' days...
However, after SM was replaced, I dropped Eldar. I did not go back to them until E:A Swordwind.
A lot has changed since the good ol days. So for me, my statement of *I wonder* was not intended to be confrontational, just simply a thought on a public thread - with my own experiences in mind. Sorry if it came across otherwise MC.
Eldar was out of scale from other armies, hence the wilt (less viable than their opponent). Now from my playing style I'm used to the terrian and movement restrictions that have been added to Skimmers and pop-up. | Amen. Tau have had similiar adaptations. To a lessor degree, my IG Valkyries and Vultures have had to adapt to the Skimmer changes. A good change though IMHO.
Eldar's hit and run reduces shooting effectiveness (unless you're one of the ones who breaks bell curves) and shorter firing range will keep Eldar in range of enemies' longer range weapons with almost as fast vehicles. |
True, shooting effectiveness is reduced, but survivability is increased. Its not a required trait, but an option. Its an option that no other list out there has (yet).
The only times I have kept my forces out of range is when I shot, then doubled.
That's interesting. My experiences are not exclusive - like you mentioned to be your experience. And I definitely do not consider myself an E:A Eldar expert by any measure.
LOF blocking terrain, or better movement blocking terrain that also blocks LOF can become the best barrier for hit and run experience. On more than one occasion, I've seen good Eldar plays where the move-shoot-move was aligned around good use of terrain. Opponent doubling to fire on the Eldar would have put them in the heart of the Eldar camp and subjected them to Overwatch fire on the way over. So the Eldar's move out of cover FIRE then move back behind LOF blocking terrain was supported by the backfield units on OW. It essentially was an area denial tactic - very effectively executed IMHO.
My opponents double to get to me has always been an effective counter to the "invincible" hit and run ability.
I don't think anyone could really say HnR was invincible.
Its a tool. It definitely can be countered, but its also a very potent tool if set up correctly and when the terrain affords optimal conditions. ?
So it still boils down to where you move afterwards to reduce risk that plays a larger factor than the actual hit and run.
Agreed, HnR is not the end all Eldar tactic. The tabletop battlefield will definitely cator to the benefits if not options to utilize the rule. Setting up good strategies in your return routes will also better guarantee the successes of the HnR in some situations though - so proper planning by the Eldar player does appear to make the rule more enticing/rewarding.
I do think HnR's general use will become increased as a result of post SS-removed games. Its simply an observation though.
My reasoning is that I think the tactic does have merit in general. However, I think its value was shadowed by the freedom SS rule gave to the list. I think SS rule inspires a bit of cavalier-ish play style and thus, HnR is somewhat irrelivent to the lists still using SS. When you remove that cushion, you remove a handicap to the list. Now, fragility is a concern. It adds a hightened level of concern for the Eldar player to manage. Thus, the HnR tactic proves to be a new mode for curbing fragility - but in a very characterful, and strategic way IMHO.
Again - all observations and theories. Nothing more - thus my questions to Markconz. His games are simply first reports that cooberate. I'm sure many more games will roll in with varying results. Its just something I personally will be looking for as its an interesting observation to me - nothing more.
BTW: pet peeve, associating dying race with having to die on the battlefield. The only thing about being a dying race background affects is army composition.
I actually agree with you here. Being a dieing race does not mean you have to die more on the battlefield.
I do think it means your race would be cautious about foolish expenditure of life.
IG believe in the warfare of attrition, so do Orcs and Tyranids.
Attrition is not a battlefield doctrine of Tau or Eldar. Tau (a new race only around for the past 6000 years or so) is a rapidly evolving race. They simply do not have the numbers to fight large scale incurssions with the Fire Caste alone. They also cannot commit to overwhelming battles in hopes of winning the 'long game' and simply killing more than they lose. Due to being a relatively 'new' race in the core design history, and due to not believing in "sticking it out to the last" or "going down with the ship" they would prefer to retreat tactically when plans are not going according to time, detail, and rewards. Their codex is very clear about this doctrine in the latest Empires codex.
Furthermore, Tau make extensive use of Auxiliaries to bolster their numbers when they do go to larger engagements.
The point is not to digress this thread into a Tau lesson, but shed some light on how a race with limited numbers can have a concious about its losses / gains on a battlefield.
The Eldar are not an attrition force - as noted. They are a dieing race. They do value each warrior's life and do not want it exhausted wastefully. They also would not embark on cavalier like engagements time and time again. Thus, HnR is very characterful in how one could imagine them operating. Better to remain concealed and reduce weapon potency, forcing them to commit on our terms on our battlefield rather than engaging the enemy head on in their lines without regard to our lighter armor or limited numbers in this craftowrld i.e. cavalier.
Their powerful (but static in development) technology represents their ancient status. Hit and run tactic represent's
their culture (doesn't make as much sense from a dying standpoint when having somebody else fight or fighting from a farther distance does) as well as their ancient and alien ways (if that is the way they fought when they walked beside their gods then that is the way they should fight now, anything else is unthinkable).
Ulghh... we just don't see eye to eye here.
I do not think Eldar to be that narrow minded. I would expect them to adapt to change like all intelligent life forms do. Especially with Farseers, they think they know their fate, but mindlessly falling on their swords is not an option. Better to preserve each and every kindred spirit for yet another fight to further the efforts and longevitiy of the craftworld.