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D-Company Forum > Index Xenos > Eldar > New Data sheet...


New Data sheet...
 Moderated by: HDEagle71  

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Seti
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Joined: Sun Apr 17th, 2005
Location: Milwaukee, Wisconsin USA
Posts: 497
40k Armies played: Eldar, Chaos, Necrons, 3 Orks!
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 Posted: Thu Apr 16th, 2009 11:01 pm

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This kinda makes me want to get warwalkers:cool:

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2440062_NEW_Eldar_Datasheet_-_Shadow_Walker_Formation.pdf



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crterry
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Joined: Thu Apr 14th, 2005
Location: USA
Posts: 1160
40k Armies played: Deathwing, Ravenwing, Salamanders, and Witchhunters
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 Posted: Mon Apr 20th, 2009 04:21 pm

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That's 50 points + models, for a free set of shots at just about anything you want, eh?

I think I'm going to have use the "g" word. Alot.



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HDEagle71
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Joined: Wed Mar 30th, 2005
Location: Milwaukee, Wisconsin USA
Posts: 1016
40k Armies played: All of Chaos, Dark Eldar, Tau, Sisters, Orks
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 Posted: Mon Apr 20th, 2009 04:51 pm

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That is probably a close second to the damn drop pods Chris used on us at Dale's:D



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midnight
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Joined: Sun Nov 4th, 2007
Location: Rockford, Illinois USA
Posts: 203
40k Armies played: Tau - Yes, the Tau. I cry.
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 Posted: Tue Apr 21st, 2009 02:33 pm

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I have to say, those drop pods are pretty cheesy.  I'm going to whine a little here about a battle I just fought....

I just played Steve and his Ultramarines against my Tau (2000 points), and got tabled.

Round 1: Went pretty well.  I went first, and my Hammerhead and Broadside suit took out his Landraider Crusader and his Vindicator.  They made up their points plus some.  Then he landed 2 of his 3 drop pods on his turn.  I found out that if you place the drop pod correctly, their special rule for deviation can nullify the possibility of deviation itself.  Wedge them in between a vehicle and a building where they only have about 1-2 inches of clearance on either side, and they simply cannot deviate regardless of the die roll.  So, Ironclad dreadnought, and Sternguard (deployed as 2 battle squads) land within assault range turn one and the Sternguard open fire, killing 2 firewarriors in heavy cover.

Round 2: My commander and his bodyguard in crisis suits jumped in behind the Dreadnought, and fusion-blastered him in the back.  Dead Dread.  12 Firewarriors open up on the Sternguard (one battle squad) with rapid firing pulse rifles (20 shots!)  Somehow my sacrifice to the dice gods must have been deemed insufficient.  My dice were mediocre at best, and his saves were outrageous.  Only 1 marine went down.  This forced my second squad of firewarriors to shoot at the same battle squad, killing 3 more marines.  3 Devilfish open up with gundrones and burst cannons on the remaining squad of 5 Sternguard.  Not a single kill.

It just kept spiraling from there.  My pathfinders were half an inch out of pulse carbine range, reducing the squads fire to only the rail rifles.  The terrain was too open for them to advance, so I just had to sit there in cover while his sniper scouts picked me apart.  My Sniper Drones were totally useless all game.  They totaled 1 kill on the Sternguard.  His leader and terminator assault squad were forced to dismount from the wrecked Landraider and walk across the map, so I sent the Pirrannahs after them (2 in the squad).  Over 2 rounds they scored 4 hits with their fusion blasters (which I rolled 1's to wound ALL 4 times), and burst cannon shots were met with marine laughter.  Eventually I misjudged the range, got too close, and he hit them with his heavy-bolter devastator squad hunkered down over in some ruins.  Dead Pirrannahs.  My stealth suits tried to get close enough to hit the devistators, but got shreeded the round they appeared, and my squad of three crisis suits got popped the round after they appeared.  I Figured I'd shoot and retreat all across the board while he walked his command squad, just outside of his assault range.  I put them where I guessed was 14 inches away (within missile pod and burst cannon range, outsice of assault range), but it turned out to only be 12 inches.  They moved, assaulted, and shredded 3 crisis suits without taking a single wound.

Oh yea, on his second turn he dropped his last drop pod on the table, and loosed a tactical squad at point blank range, pulling all fire to them for yet another round (2 really).  Which bought his command squad enough time to finish their march across the board and start removing Tau in wholesale lots in melee combat.

By the end of turn 4 I had an Etherial and about 4 firewarriors left.  Those blessed non-deviating drop pods forced me to spend so much of my time killing those squads to prevent a turn 2 melee massacre that the rest of his stuff went essentually care-free all game.

I have new respect, AND HATRED, for the marine Drop Pod.



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Seti
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Joined: Sun Apr 17th, 2005
Location: Milwaukee, Wisconsin USA
Posts: 497
40k Armies played: Eldar, Chaos, Necrons, 3 Orks!
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Mana: 
 Posted: Tue Apr 21st, 2009 03:34 pm

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Understandable....
I have found, if you win the dice roll, let the drop pod player go first, then deploy nothing in your turn.. this really seems to take away the advantage of pods..

You come on reserves largely after he has deployed... :cool: Then you can crush him! Muhahaha



____________________
- Mark got Dickeled!!!!
- "Forward he cried from the rear as the front rank died"

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