Irisado wrote:
Parintachin wrote:
My clear conclusion is this: There are a lot of aspects that really don't work.
Scorpions need to get into CC, meaning their thread ranges are half that of Dire Avengers. The return - one pip better saving throw - is not big enough for this difference.
The fact that they cause more hits and have more attacks in base contact than Dire Avengers makes them very useful in my experience. I've combined them well with both Fire Dragons and Dire Avengers.
They don't. Both have two attacks in assaults per unit; both hit on 4+. How is this more attacks? The only difference 'tween the two units is that scorps need to get into close combat to work, while DA gets a one pip worse save.
Irisado wrote:
Parintachin wrote:
Warp Spiders. Apparently they smell; the other aspects don't want them in their transports with them, confining them to warp gate service. They have a decent threat range from there, but they hit like girls.
Yet, most Eldar players on here argue that they are one of the best Aspects. I'm confused as to why you think they're so bad, given that they're mobile, can infiltrate, and receive the benefit of first strike.
Also, this rather silly comment of 'they hit like girls' is unnecessarily macho and patronising, and doesn't do anything to convince me that you have a strong argument.
Alright. Let's take this again.
Warp spiders suck. This is why:
They are a ground only unit. They have One attack each, hitting on 4+ in a firefight, with first strike. They have jump packs and infiltrate, meaning they have a 45cm threat range.
Let's take a few examples.
Assaulting infantry in cover or anything with a space marine-like save - that's the best they'll get, at least in the local meta: 4+ to hit, 4+ save -> one kill per 4 spiders. That's 2 kills, a combat resolution score of 4+dice assuming your exarches survivle the return fire. In a game where you're more than likely to be outnumbered by a fairly large factor, this is an assault you're not likely to win, yes, even if those 2 stands on the other side die before being able to fire back.
Dire Avengers, by comparison, have 2 attacks each, menaing a formation of 8 stands have 16 shots for an average of 4 kills on the same targets. Same with fire dragons, whose MW attacks make them a real threat to other types of targets too. The two extra attacks coming back are not enough to offset this.
They do have a niche to play, due to infiltrate and jump packs letting them move more freely than other aspects. However, this is only available in assaults; unless your opponents has a critical asset somewhere unreachable by, say, jet bikes or Shining Spears, they're simply not as good as the alternative.
Conclusion: Unless your opponent is playing an army that has a juicy target within 45cm which is immensely vulnerable to an assault and critical for his mission, the points would be better spent on something else.
I've argued this before; all I got back is, paraphrased 'They're the best aspects ever. You're an idiot'. I'm not likely to take that as a strong argument, especially when not backed up by nothing better than more insult.
Irisado wrote:
Quote:
Dark Reapers. Sacrifice too much for ranged ap attack. If they had even a half-baked AT attack, they might be worth it; as is, they're not.
I disagree. A full formation of these is great for tearing up infantry, and they're handy in a fire fight situation too. It's not as if Eldar are lacking in anti-tank options, so I don't view their lack of AT as a problem.
Alright; maybe you play in a meta that emphasises armor less than the one I play in. When I've played them, they've always ended up either being assaulted or being part of an assault; their 45cm ap not playing any real part. Yes, they deal out a blast marker, and can sometimes kill a bit of inf - If they get to do Sustained fire, that's 4 kills a turn on a typical target - but 'tearing up' is hardly the picture I see.
Irisado wrote:
Quote:
Fire Dragons. Dire Avengers. These work fairly well when in wave serpents. But don't expect them to win on their own; they need to be backed up or they will fail, even against cheaper formations. In wave serpents, they're fragile as hell - it only takes a single AT shot to make them lose all that mobility. And outside an assault they're a waste.
I agree that they need to be backed up, but they're not quite as fragile as you make out. Being able to fall back to their transports, and then consolidate their standard move away is a massive advantage over other races, and helps to keep your formation intact.
What happens quite often here is that one serpent gets sniped first turn, the entire formation comes crashing back to the 15cm move of the grounded troops and is then utterly irrelevant the rest of the battle.
Irisado wrote:
Quote:
For all: Buy Exarches; but keep them out of CC; they're there to be Inspiring; if they die in the assault you lose that bonus; a chance for an extra hit is not worth risking that for.
I tend to agree with this. I learnt it the hard way when I played my first couple of games.
Glad we agree on something (o:
And that you don't try to defend Banshees.
I maintain that the Banshees, Spiders, and Scorpions are if not useless, then at the very least points that could be more efficiently spent on something else, Reapers are possibly decent against lots of small formations of low-save infantry that are too proud to use cover - not something I can recall having met in the last year, and Hawks are circumstantial at best.