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IG Salamanders: A new essential?

 Post subject: IG Salamanders: A new essential?
PostPosted: Tue Feb 22, 2005 3:30 pm 
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It looks usable to me but as always, I have more comments :p :

>> Should [aspects] be set at four stands plus transport, or a core of four with an option to add another two, plus transports?

I suspect either will work fine, as long as it is limited to 1 exarch per formation.  I have some small reservations about the effectiveness of 2 4-unit aspect troupes loaded in a Vampire.  I think they could be more effective than a single 8-unit host, but opinions on that issue seem to vary.

>> Think of [vypers] as replacing the Support Weapon Platforms.

I understand the concept, but I don't think you're going to find them tactically useful.  Unlike adding weapon platforms to a foot-slogger host, the mounted hosts already have ranged fire.  Ranged fire has 2 uses - killing the enemy and blacing BMs.  The difference in firepower isn't going to change whether firing at range is viable for actual attrition of the enemy.  It still won't be very effective and therefore firing is a waste of the formation's core capability - assault.

I think they are fine for character, and in light of their (imho) limited usefulness, I would put them at 30 points to start with.

>> I see the Jet Bikes as the piranha shoals of my Eldar, and the Vypers as the longer ranged mobile platforms.

Taking out the ranged fire removes the bikes' ability to place BMs.  Even with 35cm skimmer movement, assaults just won't happen every turn.  The ability to take a pot shot and place a BM after a double move can be extremely valuable.  Personally, I don't think allowing a vyper in the formation appreciably changes the "piranha" feel, but your mileage may vary.

>> The War Walkers are mainly in there because I just really like them.

Sounds okay to me.  You might consider boosting the host to 8 models (for 250?) just to give them some more staying power and more of a "host" feel.  Also, if you are denying all garrisons, where does that leave these guys?

>> One the one hand, I think that CC4+, FF6+ is the most logical, but that makes them better in close combat than Dire Avengers and Swooping Hawks, and as good as Striking Scorpions!

I think that's okay.  They are better at CC in 40K than DAs or Hawks.  They have a lower WS, but they have 2 attacks each and will usually have a warlock with them to use Enhance.  They still won't be as good as Scorpions because the Scorpions get twice the number of attacks.

>> On the other hand, CC5+ and FF5+ is not too bad, and may be more realistic.

Also a good option.

>> I would also like to add a dedicated command formation at some point.

I think I would go for the Farseer Council.  It's the only dedicated commander in the eldar background that fits in with the guardian-based nature of the army.

You may find yourself light on AT without the falcons.  One option to add that back in would be to allow the Vampire Raiders as air support.
=========

I think the list is solid and balanced.  If anything, I would guess it to be a tad on the weak side and most of the options I mentioned above would give littel boosts.

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 Post subject: IG Salamanders: A new essential?
PostPosted: Tue Feb 22, 2005 7:07 pm 
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Continued thanks, guys, for helping me to slap this thing into shape.

They had an army list in their for Ulthwe Strike Force. That featured a Guardian heavy fast force with jetbikes and vypers.


I think that I got something like this from the web site. However, I am obviously not be very clear here (not so unusual!). What I am looking for are formations of Guardians which can mix in and threaten an enemy formation or flank, and then mount up and zip off somewhere else easily. I am not very interested in Jet Bikes as a focus to the force.

I suspect either will work fine, as long as it is limited to 1 exarch per formation.


Are Exarchs really that good? Anyway, I like the idea of a core unit of four, with the ability to add a further two. This will mean that some Aspect Troupes (eg Scorpions) can be larger than other (eg Reapers). I wont trouble myself with the merits of two lots of four or onelot of eight... I will leave that to the Epic Intellectuals.  ???

I understand the concept, but I don't think you're going to find them tactically useful.

That is all fine, but you have to admit that the Host swooping in, Vypers spraying AT shots while the Guardians jump out of Wave Serpents to firefight, is a great theme! I will just be very pleased to get some AT weapons that can keep up with the Guardians. Thirty points sounds good to me.

Personally, I don't think allowing a vyper in the formation appreciably changes the "piranha" feel, but your mileage may vary.

True, the Jet Bikes wont be able to soften up targets before launching at them. But, they will be able to work with other formations, and I see them pouncing and finishing off already broken formations while the rest of the force moves forwards. I would want them to work on flanks and behind my own lines really.

You might consider boosting the host to 8 models (for 250?) just to give them some more staying power and more of a "host" feel.  Also, if you are denying all garrisons, where does that leave these guys?

Eight for 250 sounds good to me too. They cant garrison (more in a minute), meaning that they will need to double time. I see these guys as capturing rally points and then moving on. They will be difficult to use well, but I can live with that.

They are better at CC in 40K than DAs or Hawks.

True, but it also puts them on a par with Marines! And I have to bear in mind that they should be pointed at the same level as the 'standard' Guardians, to avoid paying to upgrade them. I will probably go with CC5+, FF5+ at least for now. However, I will need to think about this more.

As for the command formation, I wanted something a bit more military than a Seer council. A Phoenix Lord and retinue would be ideal... More thoughts required.

It is true that without the Falcons I may lack AT weapons. But, remember that they are also provided by the Vypers, and could potentially be dotted in quite a few formations. This is one reason to limit Falcons to their transport role for Aspects.

I had forgotten about the two types of Vampire, and since I was using Swordwind to start with, I just assumed that I would use the Vampire Raider. It suits me fine. I will also have ready access to Nightwings.

Coming back to garrisons, what if the Rangers were the only unit in the force that was able to garrison? It feels right, helps their lack of mevement compared to the rest of the force, and allows some advanced movement.

And so, the not-very-modified latest version is:

INDIVIDUALS

0-1 Wraithgate (as Swordwind, 50 points)

0-1 Autarch (as Swordwind (+75 points), must be the only Exarch in an Aspect Troupe. This guy will probably be replaced out, maybe for a Phoenix Lord from the destroyed Craftworld as a dedicated unit)

HOSTS

Guardian Warhost
Core
- 1x Farseer, 7x Guardian (each can be a defender squad (as Swordwind) or Storm Squad (close combat)), 4x Wave Serpents (350 points)
Upgrade
- Add up to three Vypers (+30 points each)

War Walker Host (as Swordwind, eight for 250 points)

TROUPES (Up to 3 for each Host)

Aspect Warrior Troupe
Core
- 4x Aspect Warriors (150 points)
Upgrade
- 2x Aspect Warriors (+75 points)
- 1x Exarch (+25 points)
- Transports of Wave Serpents or Falcons (+50/+65 points)

Jet Bike Troupe (6 Jet Bike units at 200 points)
Ranger Troupe (4 Ranger stands at 100 points)
Fire Prism Troupe (3 Fire Prisms at 250 points)
Night Spinner Troupe (3 Night Spinners at 175 points)
Storm Serpent Troupe (1 Storm Serpent at 250 points)
Engines of Vaul Troupe (2 units, each either a Cobra or Scorpion or a combination, for 500 points)

SPACECRAFT, AIRCRAFT AND TITANS

All as Swordwind (including the use of the Vampire Raider)

Things to consider:

Storm Squad Guardians. Are the stats right, or should they be CC4+, FF6+?
Dedicated command formation

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 Post subject: IG Salamanders: A new essential?
PostPosted: Fri Feb 25, 2005 12:04 am 
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A few more thoughts about this Eldar list, although I think that it is pretty much at the point that I am happy with. It may need a few changes, but then so do most lists. One thing that this has brought to my mind is that fact that this list needs to be different from my potential Tau list? which means that I have a few changes in mind for that list for my own personal troops as well. But, that is another thread.

For the command formation, I will probably base it around an Aspect formation with an Autarch, since this is a nice unit that can be tailored to the specific theme at the time (adding an Autarch to a Striking Scorpion unit gives a handy cc stand!). I want the command formation to be hard hitting and able to strike quickly and be very mobile. I also considered mixing Warlock bodyguards for a core military commander, which presents a nice mix of spiritual guidance and strength of arms. But, this may be too much. Any ideas?

I think that the current stats for the Storm Guardians (CC5+, FF5+) are about right, and probably better than CC4+, FF6+. It will require further testing, but the more I think about it the more I feel that it is right.

The background for the Craftworld leads to a separate set of forces for the ground and space forces. This means that space craft are not available to the Dia?Thendril Epic force. This only has an effect on the Vampire, so I think that this will have minimal consequences for the force.

Further thought about the ability to garrison makes me think that only Rangers should be able to do this. Sure, in the Swordwind, War Walkers can do this too, but in this force War Walkers are a core unit, and that means that there are potentially a lot of units which could do this. I think that the ability to set up half the force as garrison may unbalance things a bit.

I also looked at the Vampire. I don think that the force needs a transport flier, and I would rather see a ground attack flier. I don?t think that the Vampire Raider is right for the force, and I am not sure about the Vampire Hunter. I am very tempted to build my own Vampire, something like a slightly scaled down Vampire? or maybe just stick with the Hunter.

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 Post subject: IG Salamanders: A new essential?
PostPosted: Fri Feb 25, 2005 10:36 pm 
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I have decided to have a look at trading out the Vampire Raider. I have been playing around with some ideas, and I really want a ground attack flier. Here is what I have come up with so far...

Vampire Archangel

The Vampire Archangel is a specific adaptation of the more standard Vampire Raider, refitting the transport hold (which is rarely required with the Dia?Thendril relying more on the webway and transport tanks) and replacing it with a high payload of short-ranged missiles. These ?Thendrils Fury? missiles break up prior to impact, to lace the target area with a mono-filament wire web, similar to that used in the dreaded Harlequins Kiss, with microscopic charge controllers studding its surface. This wire is enough to slice through lightly armoured infantry alone, but it is rapidly transformed into a potent charge, as it is used to deliver a high capacity electromagnetic shock.

War Engine : Bomber
Armour (5+), CC (-), FF (-)

2x Vampire Pulse Laser - 45cm - AT4+ - Pulse, FxF
Scatter Laser - 30cm - AP5+/AT5+/AA5+ - FxF
Thendrils Fury - 30cm - 2BP - MW, FxF

Notes: Damage Capacity 2 [Critical Hit ? The Vampire Archangels control surfaces have been damaged and it is destroyed], Reinforced Armour


I originally had the missiles at 15cm, but thought that raising this to 30cm was not unreasonable.

I am a little unsure of the point cost for this thing, but I was aiming it at around 200-250 points, and allowing a squadron of one, two or three.

Any comments? Thanks.

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 Post subject: IG Salamanders: A new essential?
PostPosted: Sat Feb 26, 2005 1:04 am 
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OK, first sign of madness... talking to yourself!  :D

Anyway, I put a few thoughts into the command unit. Please bear in mind that this is really in its beginning stages, and may not be 100% balanced or well thought-out at all.


Phoenix Lord Command Formation
Cost: 275 Points

---

One Phoenix Lord unit with Warlock bodyguard - if the Host is composed of stands all of the same Aspect, the Phoenix Lord must also be of this Aspect, but all units (four Aspect Warrior units and Phoenix Lord unit only, not including vehicles) in the formation then benefit from the addition of the 'fearless' ability.

Type - Infantry
Speed - as Aspect
Armour - as Aspect
CC - as Aspect
FF - as Aspect

Weapons - as Aspect, plus...

Phoenix Lord Furious Assault - Range: Base contact - Firepower: Assault weapons - Note: Extra attack (+1), MW

Notes - Inspiring, Reinforced Armour, Supreme Commander, Fearless

---

Four Aspect Warrior units




Upgrades

Falcons - Any unit, including the Phoenix Lord, which is not a Swooping Hawk or Shining Spear must have a Falcon transport for +65 points each

---

Up to two Fire Prisms at +75 points each

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 Post subject: IG Salamanders: A new essential?
PostPosted: Mon Feb 28, 2005 7:09 pm 
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I like the Pheonix Lord idea, and at first glance the points look about right or even a bit high.

I don't think that you need the added Fire Prisms upgrade in the aspects, but it certainly doesn't hurt for flavor.

I would still go with the CC4/FF6 for the defender guardians.  I know you don't want them to be as good as marines in CC, but they are as good as marines in CC in 40K and, more importantly, CC value is far from the only factor in how good a unit is at an assault.  The armor save is a big deal since every saved hit not only stops that immediate damage, it effectively adds +1 to the assault resolution roll.  Marines would still come out ahead in a toe-to-toe fight.

Also, I really don't think that shuriken pistols and a BS of 3 warrant a 5+ FF, since much more heavily armed IG troops with the same BS only get 5+.

I haven't had a chance to sit down and compare the Hunter v Archangel, but it's a cool concept and looks about right.

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 Post subject: IG Salamanders: A new essential?
PostPosted: Mon Feb 28, 2005 8:10 pm 
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Thanks. I was worried that this would be a bit more painful. I think that I am getting better at this.

The Phoenix Lord is something that has been sitting at the back of my mind ever since Jervis asked for sample Eldar lists as a starting point for Swordwind. Do you have any suggestions about how to improve him/her a bit, without adding too much point cost to him/her? My only concern is that he is weaker than an Autarch in skills - although the fearless and reinforced armour do make him a lot more resilient. I considered the additional Small Arms attack that the Autarch gets, but this may be overkill for a Phoenix Lord. To be honest, if there is a choice of leaving him as he is and potentially a bit costly, or changing him to make him equally unbalanced but too cheap, I would rather leave him. As for the Fire Prisms, I agree that they are not to everyones taste, but firstly I like the idea of making the Phoenix Lord a very tough target for air strikes and so they cant just take him out too easily with a single fly-by. Secondly, the image in my head is cool!  :D

As for the Storm Guardians... I see your point. Do you think that one of the two options discussed is 'tougher' or 'more powerful' than the other? They shouldnt be on paper, but in a game it may be different. I guess, in defence of to CC4+/FF6+ it does mean that they have be commited and used a bit more aggressively, and that is in character. I will reconsider and think some more.

As for the Vampire Archangel, the more I look at this machine, the more I like it. I think that it fills a gap that none of the other Eldar fliers or Vampire variants do. My only uncertainty is whether it should be 200 or 250 points. Originally, I aimed for 200, but I may have overshot. It is difficult to tell. In essence, it more like a Vampire Raider or a Vampire Hunter?

Thanks.

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 Post subject: IG Salamanders: A new essential?
PostPosted: Tue Mar 01, 2005 1:37 am 
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Quote (nealhunt @ 28 2005 Feb.,18:09)
I would still go with the CC4/FF6 for the defender guardians. ?I know you don't want them to be as good as marines in CC, but they are as good as marines in CC in 40K and, more importantly, CC value is far from the only factor in how good a unit is at an assault. ?The armor save is a big deal since every saved hit not only stops that immediate damage, it effectively adds +1 to the assault resolution roll. ?Marines would still come out ahead in a toe-to-toe fight.

Also, I really don't think that shuriken pistols and a BS of 3 warrant a 5+ FF, since much more heavily armed IG troops with the same BS only get 5+.

You make some good points, and I am sold. I will go with the CC4+, FF6+ stat line for the Storm Squad. I think that there are arguments for it either way. However, I think that the 4/6 profile presents a bit more of a challenge for the Eldar player. They become a decision over the standard Defender Guardians, rather than the all-rounder that a 5/5 stat would present. It also allows the Eldar player to be able to tailor the Host, by deciding roughly how many units he will want to get directly into combat. Finally, I think that it forces the Eldar player to use them aggressively, since he really needs to be able to decide who gets into base contact and who doesnt. If charged, the Eldar player is very liable to find himself wrong-footed and at a disadvantage. Anyway, thanks for your thoughts. I will let you know how it all works out.

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