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Eldar Wave Serpent is simply too hard
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=14&t=10678
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Author:  Spitzohr [ Tue Oct 02, 2007 1:21 pm ]
Post subject:  Eldar Wave Serpent is simply too hard

Hi community,

I fought a 10.000Pts battle this friday with my Eldar against the brutal Orks.
I used 12 Wave Serpents, this was the first and last time I used them, and in the first turn, I managed to immobilise at least 20% of my oponents army.
Casulties have been very high with the greenskins.
At the begining of turn two I killed half of my enemys army and the survivors were unable to move. My friend even wanted to leave the room because he has never ever seen something like that before. We both read the rules several times and agreed, that this vehicle is absolutly over powered.
Can we please have a discussion about this phenomena and try to find an acceptable solution. Because I really think, that I have used them right, but the enemy has no real possibility to react to it, what is the case with the cyclops for example. Why does this transporter shoot in the Orders Phase? Why do enemy models hit by the wave loose their orders for the running turn? Isn?t a simple hit enough?
Thank?s for replies!

Author:  zap123 [ Tue Oct 02, 2007 3:44 pm ]
Post subject:  Eldar Wave Serpent is simply too hard

They have been the same since SM2.  Never really considered them overpowered at all.  If anything the introduction of Aircraft and the 30cm pop-up rule pretty much nullified the effectiveness of their shield.

I guess if you were forced to play on a very small table they might be scary in mass like you used, but an average roll means 70cm so the Wave shouldn't even make it to the enemy deployment zone (80cm gap).

Author:  primarch [ Thu Oct 04, 2007 3:42 am ]
Post subject:  Eldar Wave Serpent is simply too hard


(zap123 @ Oct. 02 2007,10:44)
QUOTE
They have been the same since SM2.  Never really considered them overpowered at all.  If anything the introduction of Aircraft and the 30cm pop-up rule pretty much nullified the effectiveness of their shield.

I guess if you were forced to play on a very small table they might be scary in mass like you used, but an average roll means 70cm so the Wave shouldn't even make it to the enemy deployment zone (80cm gap).

Hi!

Correct. In the old days prior to aircraft or rules modifications for units at higher elevation, they were pretty bad ass. Now, aircraft, floaters, titans and infantry in buildings (if close enough) can bring the hurt of them. They are still a very useful units, but not overpowered like it used to be.

Primarch

Author:  Spitzohr [ Wed Oct 10, 2007 3:35 pm ]
Post subject:  Eldar Wave Serpent is simply too hard

Hmm, I?ll see that you believe in these counter measurements. Well may be they work. But with the change of the flyer rules in the NEgold edition there will be less chances for Eldar opponents to react properly.
Anyway I would suggest that one rule change would be necessary: The shield shot should be taking place in the regular shooting phase. This would be fair for all, woundn?t mean much rule changes.
Can?t you see what I mean?

Author:  zap123 [ Thu Oct 11, 2007 12:56 am ]
Post subject:  Eldar Wave Serpent is simply too hard

I think Eldar have been significantly dumbed down already.....I don't think they need to be penalized any further personally.  If the Wave Serpents are en-mass just make sure you shoot them up in the first turn before they get a chance to be dangerous.

Author:  primarch [ Fri Oct 12, 2007 4:05 am ]
Post subject:  Eldar Wave Serpent is simply too hard

Hi!

I have to agree with zap, the eldar have been tweaked, or more specifically downgraded in some aspects and like any other unit they need some good units.

Primarch

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