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Post by treadiculous on Dec 18, 2012 19:42:46 GMT -5
I'm looking to play against some Eldar in the near future, and was wondering what advice people had for these guys (My Eldar mate often complained how out dated his codex was, so I am playing an even older one to see if that alleviates his excuse.. er, I mean difficulties).
I don't have any Terminators or Marine Tanks (land raiders, predators, rhino etc)
I do have a bunch of assault marines, tactical squads and devastator squads.. and a load of dreadnoughts too.
I also have a chaplain with terminator armour, one with out, and one with a jump pack.
If he decides to open the Imperial Armour route, then I can field some Hyperios Air Defense and a Storm Eagle (though not sure if its worth the points).
At the moment I'm waiting to hear whether we are playing one of the 6 missions from the book, or an annihilation / kill point game..
I figure if its an annihilation game I might take 2 command squads and go with heavy weapons and counter attack, and take 'Abhor the Witch' in order to get 2 saves against psychic attacks.
If its one of the 6 missions, then I'll probably take more troop units instead.
Advice most welcome as I don;t really have a clue!
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Post by emptyhat on Dec 19, 2012 1:40:15 GMT -5
Probably best to make use of your drop pods and dreadnoughts. If you don't have other transport options I think you'll have trouble.
Also I don't think you will get two saves against psychic powers (unless it says that in the FAQ or something).
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Post by treadiculous on Dec 19, 2012 14:14:41 GMT -5
The two saves come because of the wording.. Abhor the Witch happens when the model is hit, Deny the Witch happens when the model is wounded.. or something like that... not too sure of this to be honest - picked it up from a post in a Templar Tactica.
I'm cuatious of using the dreadnoughts as they are AV12.. and Eldar can pack so many multi shot S6 weapons its silly... thus can easily glance a dread to death in one volley.
I'm considering an entirely foot based army.. thus making any anti-tank weapons a bit useless, trouble is the Fire Dragons can just turn their S8 Ap1 on the infantry and roast them just as easily.
I'm anticipating some Wraithguard, a Wraithlord + Avatar combo, some Striking Scorpions and a blob of guardians, rangers, dire avengers in wave serpents with doom guide farseer, a fire prism and some harlequins, possibly some swooping hawks though I think he'll leave them behind vs marines.
Templar Heavy Weapons are very expensive!!..
I do like the fact that there is no sergeant in the troops units, so no challenges - the Ld is provided by the Marshals, which get cool command squads.
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Post by Empirespy on Dec 19, 2012 14:35:08 GMT -5
On deny the witch, you just get a 5+ if you have abhor the witch, it's in the FAQ...
EDIT: Feedback I gave but realised didn't come through,
I've not played many Templar games yet, but in the few I have certain things have popped out.
Firstly, Abhor the witch is epic in the new rule set. I've found that there is a lot more Psykers running around, and an army wide 5+ is useful, especially as there are no psychic hoods available.
The Emperors champion being obligatory over 750Pts and yet you need another HQ is annoying, but acceptable. The Emperors champion is a beast in close combat, and get him into a challenge, as he can easily take most Eldar stuff, and it will protect him from overwhelming force.
Some things to remember, never forget Righteous Zeal, it's really useful, especially as BT are assault oriented, and that extra D6 and probable extra D6 if you are going second can help you get into combat really quickly. Also don't forget your lack of grenades, it can be irritating realising once your into combat, although the eldar will probably be striking first anyways.
Well that's my two cents, I thought I said something else before, but it slips my mind now, hope it helps, -Empirespy
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Post by treadiculous on Feb 4, 2013 11:59:53 GMT -5
I've been reviewing Templars in 6th and come to conclusion that the following is a reasonable list of the best stuff we have:
Terminators + Cyclone + Assault Cannon
Land Speeder Typhoon
Venerable Dreadnoughts with Tank Hunter
Small units with Lascannon + Plasma Gun
Now if you were not to use terminators or vehicles ( I have limited collection ) I feel a list as follows is reasonably strong:
Chosen with the fact I'm facing an Eldar host in mind.
4 x 5 Crusaders + Lascannon
Emperors Champion (vow = -1I + 1S)
10 x Crusader
2 x Reclusiarch + Artificer
2 x 10 Assault
1460 (spare points to be used on power weapons such as mauls for Assault squad)
This uses the strengths available -
Vow chosen on basis Eldar will have higher initiative anyway
All infantry list denies anti tank weapons.
Redundancy in multiple units.
Lots of cheap troop units with ranged anti tank / MC.
Champion is bubble-wrapped amongst large squad with anti-infantry tools.
Recclusiarchs are highly mobile amongst squad that best suits their abilities.
Tactics with 6th ed FAQ's considered:
A fairly large number of marines (53) with some good tools, enough of them to spread the fine lanes around and a couple of powerful mobile units to flank with while the Champion acts as bait elsewhere. Deployment will be based on being pulled out of cover by Zeal so will use this to close rapid fire range where possible, each unit has some capability of hurting armour so even if the target of zeal is a tank there is a chance they can effect it.
The game isn't til the 23rd feb, I'll let you know how it goes.
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