OK, well I played another game today, this time with slightly larger forces=
. I'm not going to bother with the battle report, but here are interesting=
things I noticed which I would appreciate some comments on.
> Warhost of
=
> 5 S.Hawks w/Exarchs
It's good to put a warlock in one or two of these sta=
nds.
This time, the Hawks didn't do anything. I played the Hellblade Moun=
tains refight scenario and the Hawks were my flanking detachment. By the e=
nd of the shooting phase in the second turn, it was game over when the Tita=
n kicked the bucket. I have the Hawks set up this way without Warlocks so =
I can drop pod them. Haven't come to a scenario to use that to feature jus=
t yet.
> Warhost of
> 2 Dark Reapers
> 4 Support Platforms.
This is very s=
low. Buy 3 Wave Serpents to transport/tow this
detachment if you want it t=
o do anything. All of your other
detachments zip around, but these putz ar=
ound at 10cm move and 45cm
range on their guns.
I found that rather than s=
peed (as their range is quite acceptable) the problem with this detachment =
is that it was too small. I kept in on overwatch both turns. They managed=
to knock out the Gargants shields and caused 1 critical (lost use of a CC =
weapon). I think I will add some Wraithguard. I will add Falcons (I don't=
own WSs yet) to the detachment for speed and to soak up enemy fire/BMs.
I=
also used an Aspect detachment mounted in Falcons this game. 7 Aspects an=
d a Farseer. The Orks guarding a cleanse objective blew them to pieces si=
tting on Overwatch. I am going to make my Aspect detachments smaller than =
this. The Eldar army was led this time by my Avatar. He had 2 Dreads and =
2 WG for a bodyguard. I am going to make this 4 dreads and move the Wraith=
gaurd to the Dark Reapers detachment so they can sit on Overwatch.
I didn'=
t use the flyers in this game.
The Ork forces didn't use the Battlefortres=
s but gained a huge 457 point Kult of Speed. It did quite well - destroyed=
the Phantom by turn 2, however, was pinned by BMs at 1 point so now I am s=
plitting it up into 2 or 3 detachments to try to avoid that problem. The B=
ad Moon warband I used stayed them same from the last game. I kept them on=
Overwatch, and as I mentioned above, they shreded the Aspects to pieces.
=
Overall, the forces were much more equal, but the Orks had the advantage in=
numbers, fighting across the short side of the table.
If anyone has sugge=
stions for eithor of my forces, they are much appreciated.
Thanks in advan=
ce.
Cy Crocker
dslayer_at_...
-----Original Message-----
From: Mar=
k A Shieh [SMTP:SHODAN+_at_...]
Sent: Saturday, November 08, 1997 2:50 PM
=
To: Space Marine List (E-mail)
Subject: Re: [Epic] A Quick vs. Myself Game =
Battle Report
I'm not exactly an experienced player, but I'll point out th=
e problems
I see in the force:
Cyril Crocker <dslayer_at_...> writ=
es:
> The forces were:
> Ork:
> Gargant
> 1 Battlefortress
> Warband of:
> =
Stompa Warboss
> Wierdboy
> 3 Nobz
> 11 Boyz
> 2 Grotz
> 4 Dreads
> 6 B.Wag=
ons
>
> Eldar
> Phantom Titan
> 3 Nightwings
Nightwings are the king of a=
ir-to-air fighter combat. They're not
that good at air-to-surface stuff, o=
r killing those *_at_#$&* T-hawks.
If you *know* you have air superiority, buy=
three Phoenixes? (the
bombers) instead. If you just want a balanced force=
, send in 2
Nightwings and a Phoenix, or 1 Nightwing and 2 Phoenix if the P=
hoenix
can hold its own against the enemy fliers.
> Warhost of
> 5 S.Hawks=
w/Exarchs
It's good to put a warlock in one or two of these stands.
> War=
host of
> 2 Dark Reapers
> 4 Support Platforms.
This is very slow. Buy 3 W=
ave Serpents to transport/tow this
detachment if you want it to do anything=
. All of your other
detachments zip around, but these putz around at 10cm =
move and 45cm
range on their guns.
> On turn 2, the Gargant and Battlefort=
ress both showed up for the
> Orks and the Phantom and Nightwings arrived f=
or the Eldar. Again,
> everyone moved closer. The Nightwings swept in for =
a ground attack and
> did nothing.
6FP doesn't go that far, when it costs =
close to 150 points. You're
using Nightwings in the wrong role.
> The Or=
ks retaliated by annihilating the Hawks detachment.
This is my biggest pr=
oblem with the battle. From what I can
tell, the orks had a bunch of 30cm =
range guns, and a few 45cm guns.
If the Hawks have a 45cm charge range, the=
y can either wait until turn
3 to charge if they lose initiative, or avoid =
most of the guns.
> The Phantoms pulsar was in range of the Waaagh but a=
s
> with the Nightwings, did nothing. A few of the Ork units were within
>=
FF range and actually beat the Titan, however it made its holo-save.
> End=
morale ended at 16/9 for the Orks. At this point I knew the Eldar
> army =
was seriously flawed.
The way you play the Eldar, you'd have problems wit=
h Chaos
Daemon and Tyranid armies too, I think. You can't charge blindly a=
t
the enemy, especially when you're as quick as the Eldar or Tyranids.
> A=
nyhow, I learned a couple of things from this battle.
> 1) Flyers are usele=
ss in small battles like this.
Air-to-Air specialists are useless without=
enemy fighters.
> 2) Larger detachments are better in Escalating Engageme=
nt. For
> those of you who may disagree, my Hawks serve as a perfect examp=
le.
> They didn't stand a chance against the massive Waagh. I actually
> s=
hould have waited for some reinforcements, but it's history now.
One larg=
e detachment is good, as it comes on to the board on
turn 1 automagically. =
The others, well... Speed is the most
important, not size, I would think.=
> 3) Eldar titans kick serious ass (if I can manage to roll some
> half-d=
ecent numbers with them).
Yup. I prefer the Revenant. Not quite as pain=
ful to lose
one, and having your firepower spread out onto 2 units makes th=
em more
versatile and survivable. OTOH, if you don't have all your Phantom=
s
equipped with Pulsars, then you might want to consider fielding them.
:)
=
Mark
- application/ms-tnef attachment: stored
Received on Sat Nov 08 1997 - 23:29:19 UTC