uvenlord wrote:
Hi, I now had a couple of games with my Iyanden army and think they are fun (and sometimes hard) to play.
Both the Spirit Warrior Warhost (wraithguards) and the Spirit Warrior Troupe (wraithlords) both with Reinforced armour, Fearless and 4+ save is almost invincible if you get to choose the way they fight.
I'm kind of new to NetEA so I have some rules questions.
1. Firefight with a full Spirit Warrior Warhost is 6 MW and 7 ordinary attacks right? true
2. Can you surround an Wraithgate with troupes so the Eldar can't get out? (same with the storm serpent?)
3. The +1 initiative that is granted by the Spirit Seer can be used when activated through the warp? yes
4. Not really a rules question but is there anywhere I can find a good tactical guide or similar? I kind of struggle to use the "hit and run" tactic but with the exception of some fire prisms I never get any use of it.
/uven
Edit: read the rules a little better last night
2) Storm Serpent gates cannot be 'surrounded' because the Storm Serpent has a ZoC of its own. However an enemy scout can put it in the enemy ZoC and Wraithgates can also potentially be blocked. There is no official rule on this, but some searches in the Eldar thread will turn up lengthy discussions. If the gate is under an enemy ZoC, any formation exiting the 'gate must declare an assault on that enemy formation. In the UK we usually allow Wraithgates to be blocked, requiring existing Eldar forces to free the 'gate before it can be used.
4) Hit-n-Run comes in two forms.
- firing before or during movement (so doubling becomes move, fire, move)
- making a full consolidation after a successful assault to move into position to support another assault. In this way the formation gets to fight in several assaults, and if it is a Warlock, that can be very devastating indeed.