Quote: (Ginger @ Nov. 08 2009, 00:30 )
Yes, but this is more a kind of 'rolling assault' that does not make the most of Eldar mobility (Hit-&-Run), which makes it even harder to use. The 500 points saved in this way need to be put to good use, perhaps a third reinforced Guardian and war walkers? In any event, the Guardians probably need to start near the centre of the table opposite your Take and Hold objectives (their target). They should double (or perhaps march) into position towards the end of the 1st turn with the BTS Aspects in support to their rear, with a view to setting up shooting / assault targets next turn. Don't forget that the WraithGuards have 6x MW5+ shots, so can threaten targets 45cm away and this second move should put them inside the enemy table-half. Try to position the Guardians in cover to improve their chance of survival, or failing that behind cover.
It is also worth considering using Wraith Lords in one of the formations for their anit-tank capabilities. Being AV, they also provide cover for their own troops but make the formation a combined AT/AP target, so this needs to be positioned carefully. Indeed, positioning the units is another key skill. Experiment with different shapes against shooting opposition - an extreme example is to form a hollow circle slightly larger than a template to minimise the number of units that can be covered, another is to clump units away from the Farseer to avoid him being targeted (if the formation breaks, consider breaking forward to a point where he can call the Avatar).
Finally the position of the supporting formations is key. The scouts are needed to screen the front of the advance, and if War Walkers are used, try screening them with nearby or even intermingled Rangers (keeping more than 5cm between the separate units of course) to make assaulting them harder. Falcons and Aspects slightly to the rear of the Guardians, Bikes on one flank, Artillery + Rangers guarding the Blitz, all within suport range of other formations wherever possible.
However, don't forget that 'the enemy' is also reading these notes - so be as unpredicable as possible. Try to mislead the opponent, use the mobile formations to switch the point of attack, Artillery and possibly A/c to disrupt enemy formations that can hurt your key formations.
I think the term 'rolling assault' sums up everything that I have been doing incorrectly in two words. I've been trying to use Guardians as defensive fire support (which was their role in Space Marine), and they just don't work in that way any more, so I'm going to have to severely alter my tactics.
The problem I have is that I'm so used to having a base line of Guardians and skimmers to cover more aggressive units, such as Jetbikes and Aspect Warriors, that I'm finding it very hard to adjust.
My opponent, a Space Marine player, just shoots up my Guardians on foot for fun, using the superior range of his Tactical and Devastator formations to very good effect, so I am going to have to find a way to counter this, but even with doubling or marching into cover, I'm not sure Guardians are going to be able to withstand this sort of punishment, so I may have to go down the mechanised route, even though I was desperately hoping to avoid doing that.
If I get the chance to have a game over Christmas though, I will try out the 'rolling assault' idea, in order to see if I can get it to work.
I've already found out the hard way about the double edged sword of including Wraithlords in Guardian Formations, so I will probably leave those in the box for my next battle. I also cannot make up my mind about the value of Heavy Weapons and Support Weapons in Guardian squads. They can add some blast markers to a formation, but if the Guardians are going to be being geared up for assaults, they seem to be more of a hindrance than a help. Any thoughts?
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