Re: [Epic] Eldar tactics vs. Tyranids
> From: Michael the Liu <mikethel_at_...>
>
> > True, but there's (presumably) multiple Doms as well.
> >Odds are, at least 1 titan dead before FF. Backed up by cards
> >and multiple screening units, I can't see the eldar winning
> >that battle.
>
> What, are we assuming I'm charging the entire Tyranid army here, with the
> warp blast already hitting and killing one of my Titans?
2 Doms, each with a phantom titan as a target -> chances
are, one will hit & destroy its target. The bugs either attack
the titans all out or not at all; firing one Dom while the others
hide behind a warp field isn't going to get very far.
> That warp pulse
> template only hits on a 4+, and I make sure to position my Titans in such a
> fashion that they don't get caught in the fire arcs of more than one Dom
> (which now always have warp fields up in my games anyways). It would
> probably be good to note at this point that we use an alternating movement
> system.
Well, that changes matters somewhat...
> And against anything less than multiple Dom (which are the only
> firepower I'm really scared of from a Tyranid army, well Zoanthropes too I
> guess, when they're in range) the Eldar can out fire-fight the Tyranid army
> any day.
>
> Does anyone else feel that this seems vaguely wrong? (not incorrect, wrong)
> That Dom is just too good for its points, with a substantial portion of
> the strength of the Tyranid army resting in one measily unit. They
> shouldn't have to limit a unit to only one per a certain number of points
> to keep it from unbalancing the game.
I'm just glad GW actually had the forsight to limit them...
Yeah, they are too much for their points but I tend to think that's
true of a lot of the Tyranid stuff.
> > It seems your opponent isn't taking nearly enough screeners.
> >Carni detachments take a decent amount of firepower to drop (and there's
> >a good chance they'll be up again the next turn).
>
> Yes, probably true (regarding my opponent needing more screeners), though
> once the Carnies do go down, I can move my fire onto the next group, not
> having to wait to see if they regenerate (though I'm sure you're already
> aware of this).
Yeah, but the idea of screeners that have to be blown through
each turn is pretty evil.
Y'know it just dawned on me the reason you have so much
firepower to destroy the Doms is because it can't use terrain to
protect itself from any of your guns (thanks to pop-ups). It's
been too damn long since I've played against Eldar.
> >> And the thing with those drop pods is
> >> that whatever comes down won't be able to pin my titan, and my titan is
> >> never on first fire orders.
>
> > Depends who moves 1st... if he wins initiative whatever
> >CC stuff he drops would be able to walk all over one of your
> >titans. So another titan would die if you lose initiative.
>
> I thought those drop pods came down in the orders phase, after order have
> been placed?
And? Well the example I was thinking of doesn't mean much
since you alternate movement. And considering it further (pods drop,
titan moves 25cm away, dropped units on instinctive orders charge the
titan and kill it) it probably wouldn't work anyway because the titan
moves faster on advance than Carnis do on Rampage or Trygons on Hunt,
and anything not super-heavy (like Haruspex) could be pinned by bikes.
Oh well, it was a nice idea until I thought it through...
It seems to me the bug player really hasn't been exploring
his options. Like maybe, more screeners. Or presenting more
dangerous targets (bio-titans with pyro-acid spray). Or shooty
titans on FF to get rid of your non-titan firepower. Maybe he's
not burning through his cards fast enough? (because they can be a
big help)
Scott
shupes_at_...
Received on Wed Apr 02 1997 - 21:59:37 UTC
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