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The Elysians Project

 Post subject: The Elysians Project
PostPosted: Fri Jul 18, 2008 4:21 pm 
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As far as being too strong, keep in mind that EVERY unit in a teleporting formation must roll to see if they get a blast marker. With the sizes of the drop troop companies, it is very rare that you ever get away without blast markers and it is quite common to end up with two and sometime three. I've even had more.

So that means in any type of combat, you are already starting under the gun against a fresh formation. The effect of blast markers on your formations should not be underestimated.


Very true.  I played around with this list a bit a while back and I tended to avoid too much teleporting.

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 Post subject: The Elysians Project
PostPosted: Fri Jul 18, 2008 4:36 pm 
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Honestly a bunch of BMs won't matter much if you use your Drop Companies primarily as Support in Assaults as I plan to since they don't have any Shooting attacks you don't need to worry about not having any firepower due to BMs.

What I really want is a Storm Trooper formation without Valkyries so that I can Sustain in preparation for an Assault when the Sentinels can't be supporting.

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 Post subject: The Elysians Project
PostPosted: Fri Jul 18, 2008 6:25 pm 
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Honestly a bunch of BMs won't matter much if you use your Drop Companies primarily as Support in Assaults as I plan to since they don't have any Shooting attacks you don't need to worry about not having any firepower due to BMs.


Perhaps they won't for you. On the other hand, you might find having too many BMs on your formation when your opponent assaults to be a bit problematical. I'm not saying you haven't figured it all out, but I do think you need to try this tactic in a couple of games and see if it delivers what you are expecting.


What I really want is a Storm Trooper formation without Valkyries so that I can Sustain in preparation for an Assault when the Sentinels can't be supporting.

Yes, well you'll just have to work that out with the IG Army List Champion. All I did was copy as many of the applicable IG entries into this list as were available. If you achieve any success with that, do let me know.

As far as being too strong, keep in mind that EVERY unit in a teleporting formation must roll to see if they get a blast marker. With the sizes of the drop troop companies, it is very rare that you ever get away without blast markers and it is quite common to end up with two and sometime three. I've even had more.

So that means in any type of combat, you are already starting under the gun against a fresh formation. The effect of blast markers on your formations should not be underestimated.

Very true.  I played around with this list a bit a while back and I tended to avoid too much teleporting.

Very true and therein lies the trade off. BM adverse? Then take Valkyries. The challenge then becomes fielding enough activations because your Drop Troop Companies start getting expensive.

That's why I was saying earlier that I'm still fiddling with the various configurations, trying to reach some sort of optimal set of mobile vs. drop formations. I'm not saying that there will be only one way to run the list, but I'd notice in some games where I wished I'd taken more Valks and in others I'd wished I had more activations.

But then, that's part of the fun of playtesting.    :smile:

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 Post subject: The Elysians Project
PostPosted: Fri Jul 18, 2008 7:34 pm 
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Yes, well you'll just have to work that out with the IG Army List Champion.


Steel Legion and Minervans can have walking Storm Troopers for 200 points (+150 for Valkyries), so if that's the reason then Elysians should get to have them too.

Perhaps they won't for you. On the other hand, you might find having too many BMs on your formation when your opponent assaults to be a bit problematical.

I base this on my experience with the Steel Legion. The Elysians are smaller, but adding an Infantry Platoon solves that for a reasonable rate and makes the BMs a wash due to numbers in many cases. If you properly turtle up with the IG you become a monster to assault.

I make Orks quiver.  :vD

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 Post subject: The Elysians Project
PostPosted: Sat Jul 19, 2008 1:05 pm 
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3000pts

Reginmental HQ Valkyres
Drop Troop Company Valkyres
Storm Troopers
Storm Troopers
Vultures
Vultures
Drop Sentinel
Drop Sentinel
Support Sentinel
Marauder Destroyers

Will give this a test tonight using 90cm Vulture range.

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 Post subject: The Elysians Project
PostPosted: Tue Jul 29, 2008 12:13 pm 
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I used the list described in my previous post vs Eldar.

Army was Warp Spiders, Dark Reapers, Revenants, Falcons (1 AA tank), Pheonix bombers, War Walkers, a couple of units of bikers.

A lot of the Eldar was pretty much decimated over the first couple of turns.

The Destroyers took out the Falcons at the start to 1 point of damage.

One unit of vultures took out a revenant and then it was broken by moving up some Valkyres and clipping it with a barrage on another unit.

The infantry in the army was hammered by repeatedly using large Valkyre barrages to clip multiple units as they can be broken really fast with the extra blast markers for large barrages.

My gut feeling is that the capacity to take large numbers of Valkyres as part of single formations is problematic and keeping them down to four per formation would help a lot.  It also would suit the fluff of the army as small elite infantry formations move around and claim objectives rather than having the capacity to build point and click barrage delivery systems.

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 Post subject: The Elysians Project
PostPosted: Fri Aug 01, 2008 6:35 pm 
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@Mark_Logue

Very interesting comments. I have a couple of questions for you:

1. Not trying to be snippy here, just get a feel for the match up. Would you say that your opponent was equally skilled as you or less? Do they regularly play Eldar? Did you discuss what the Eldar's plan was or did you hit hard enough early on that it really didn't matter?

2. Regarding the barrages...

One unit of vultures took out a revenant and then it was broken by moving up some Valkyres and clipping it with a barrage on another unit.

The infantry in the army was hammered by repeatedly using large Valkyre barrages to clip multiple units as they can be broken really fast with the extra blast markers for large barrages.


Can you confirm that the Valkyries barrages were only fired once per unit, i.e. they are one shot weapons. Can you confirm that you did you use the new range for the Vultures (i.e. 90 cm)?

3. Unit sizes...
My gut feeling is that the capacity to take large numbers of Valkyres as part of single formations is problematic and keeping them down to four per formation would help a lot.  It also would suit the fluff of the army as small elite infantry formations move around and claim objectives rather than having the capacity to build point and click barrage delivery systems.

This is an interesting observation and I will log the comment. My previous experience was that by taking lots of valkyries to transport everything, my actual number of units went way down, thus making my force very fragile.

Can you comment on the relative number of formations? between the two sides?

This is very good feedback. I'm working on setting up some playtest sessions and I will definitely give your list a spin.

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 Post subject: The Elysians Project
PostPosted: Sun Aug 03, 2008 6:36 am 
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Would you say that your opponent was equally skilled as you or less? Do they regularly play Eldar? Did you discuss what the Eldar's plan was or did you hit hard enough early on that it really didn't matter?


They are a regular Eldar player.  What we have found with the large barrages (even though you only get 1 shot with them) is that oposing units have to stay far appart meaning they can't support each other properly or if they have units close to each other they can be broken fairly easily if you dump a dissrupt barrage on each of the units and make sure they clip the other units.  With that high a BP its a lot of blast markers just for being shot at.


Can you confirm that the Valkyries barrages were only fired once per unit, i.e. they are one shot weapons. Can you confirm that you did you use the new range for the Vultures (i.e. 90 cm)?

Yes one shot and yes I used 90cm.  You can garrison with the sentinels and create a big line to block movement during the first turn.  A massive area can be covered with this making it very hard for most units to get amongst it and put blast markers on the skimers and prevent the big barrages.

This is an interesting observation and I will log the comment. My previous experience was that by taking lots of valkyries to transport everything, my actual number of units went way down, thus making my force very fragile.

Can you comment on the relative number of formations? between the two sides?


Thats still 10 activations to me, which in my opinion is quite a few.  It would have been comparible numbers of formations.  The ability to hit multiple units with single units give you an edge at the start with this sort of list then you get an edge in the end game due to the number of units that should break under such a heavy barrage.

I am not really sure how to stop this my initial thoughts were that if I were to adjust the list I would:

Reduce the base size and cost of an Elysian formation so that it only has 8 units with an option to buy 4 Valkyres.

Upgrades that let you increase the size of the formation of Elysians should be allowed for when you drop (using teleport) in but disallow them from buying extra Valkyres.

Those changes would fall within the fluff of the army making for an elite highly mobile force rather than a huge barrage delivery system.  And allow for larger formations as part of a high altitude drop to secure objectives.

However I am not sure how much the effectiveness of this strategy would be impacted by the change, it would probably just give you an extra unit which would give you even more blast markers to throw around.

With 8 BP you get two extra templates allowing for hitting multiple formations with 2 BMs on each you hit and being disrupt you get roughly 1 extra BM per the number of units you can hit divided by 2.
At 10 BP you put 3BMs on each formation you hit with everything else being the same.

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 Post subject: The Elysians Project
PostPosted: Mon Aug 04, 2008 7:32 pm 
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Ok, thank you for verifying my questions.

Now, I'd would like it if you could play him a couple more times (or more if you are willing). The reason I say that, is I want to see what he does in reaction to the list, now that there is some familiarity with what you are capable of.

I'm not completely surprised that you really spanked him in the first game, the list doesn't operate like others do. I am interested in seeing how he approaches the tactical problem given more intelligence.

So, I'm not dismissing your findings, I am interested in seeing how duplicatable they are.

Cheers,

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 Post subject: The Elysians Project
PostPosted: Mon Aug 04, 2008 9:16 pm 
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Well I unleashed the Elysians vs the obscene hordes of the Orks

HQ - with Platoon, Fire support, 2 Vets
3x ST-company
2x Vultures
3x Drop Sentinels
Maruaders
2925 points

orks (I think its like this)
Uge warband
big stompa mob and Supastompa
Landa with warband
2 blitz with oddboyz
big gunz with oddboy

The Elysians garrisoned All 3 Storm Companies and both Vulture squadrons. The HQ and Sentinels stayed off table to teleport.

The Orks matched by garrisoning the Uge Warband and big gunz.

No teleports first turn, which may have been a bad idea.

The IG went first, sending in the Marauders to try and suppress some of the inevitable overwatch before moving. They did some damage to the Stompas but failed to break them. I retained an Vulture squad 1 sent the remaining Stompas back to Gork.

The rest is a little hazy, the orks air-assaulted, the Bombers got some defensive AA but no damage.

Then all hell-broke loose.

In the after math of turn 1 the IG held firm in the middle, but 1 set of Vultures was gone and everyone was covered in BMs

Turn 2 all the cav teleported in to envelope the greenskins and the murderous melee continued.

The Uge Warband broke and was harried back toward its blitz, but the Oddboy wagonz evaporated their weight in Sentinels and Vultures leaving nothing to make the blitz run with.

The marauders failed to arrive turn 2, turn three they broke a blitz, and a series of running engagements left the Elysian force gutted but winning 2-0 with Defend the Flag and Take and Hold. A single remaining wagon prevented They Shall Not Pass.

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 Post subject: The Elysians Project
PostPosted: Tue Aug 05, 2008 11:48 am 
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Well I unleashed the Elysians vs the obscene hordes of the Orks


:agree:

HQ - with Platoon, Fire support, 2 Vets
3x ST-company
2x Vultures
3x Drop Sentinels
Maruaders
2925 points

Very interesting mix. So when you say "Marauders", can I assume two units? One formation or two? So, no drop companies in this list. Did you think that the ST's are better bang for your buck/yen/pound? If so, is it the firepower in the ST's, their inherent mobility, something else?

I would infer from your list that you don't think that the larger drop troop co. (given equal expenditures) are as good of a value as the ST's.


orks (I think its like this)
Uge warband
big stompa mob and Supastompa
Landa with warband
2 blitz with oddboyz
big gunz with oddboy

Our local Ork player tends to take gobs of aircraft, several large warbands, in fact about as much infantry as he can. Then he goes all "Russian" on us and to date he still has the best win/loss record. So this is a different look than I am used to. Do your regular opponents not take aircraft very often?

The Elysians garrisoned All 3 Storm Companies and both Vulture squadrons. The HQ and Sentinels stayed off table to teleport.

I have been pondering the idea of not allowing the Elysians to garrison. Primarily, because I tend to visualize them more as they are initiating operations vs. in IA3, in the second battle of the Hydro plant where they were in situ. Your thoughts?

The Orks matched by garrisoning the Uge Warband and big gunz.

No teleports first turn, which may have been a bad idea.

Maybe, maybe not. In fielding the Elysians, you do need to keep something in reserve as you don't always know how the opponent is going to react to your initiatives.

The IG went first, sending in the Marauders to try and suppress some of the inevitable overwatch before moving. They did some damage to the Stompas but failed to break them. I retained an Vulture squad 1 sent the remaining Stompas back to Gork.

You didn't mention if the Ork had any flakwagons. Did he field any? Our Ork player is a very strong believer in them, much to my aircraft's lament.

The rest is a little hazy, the orks air-assaulted, the Bombers got some defensive AA but no damage.

So are you saying that the Ork air assault took place near the marauders? Do you recall what the Orks assaulted?

Then all hell-broke loose.

Which is probably an understatement. That's how I usually feel after I've swooped in and struck the first blow.

In the after math of turn 1 the IG held firm in the middle, but 1 set of Vultures was gone and everyone was covered in BMs

Yes, this is what I experience as well. The Elysians tend to fight with BMs a lot, especially with the drop cos.

Turn 2 all the cav teleported in to envelope the greenskins and the murderous melee continued.

The Uge Warband broke and was harried back toward its blitz, but the Oddboy wagonz evaporated their weight in Sentinels and Vultures leaving nothing to make the blitz run with.

Yes, this has been my experience as well.

The marauders failed to arrive turn 2, turn three they broke a blitz, and a series of running engagements left the Elysian force gutted but winning 2-0 with Defend the Flag and Take and Hold. A single remaining wagon prevented They Shall Not Pass.

AAR

So what did you think of the list you took? Did anything strike you as overwhelming? What about the cost of the Marauders? Did you get your money's worth? Did you get too much out of them for what you paid?

You took a lot of ST's. Are you going to try the drop companies next time or do they not interest you? If not, why would that be?

It sounds like the battle was pretty close. Could it have gone the other way (i.e. Ork win) or were you pretty much in control of the battle from the get go?

Any other post game impressions?

Thank you for the battle report.

Cheers,

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 Post subject: The Elysians Project
PostPosted: Tue Aug 05, 2008 12:43 pm 
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I'm not completely surprised that you really spanked him in the first game, the list doesn't operate like others do. I am interested in seeing how he approaches the tactical problem given more intelligence.

So, I'm not dismissing your findings, I am interested in seeing how duplicatable they are.


That is by no means the first playtest.  I have played a couple of other games against the same player and also tested the list against both Marines and Guard (this was against different players).

The marines faired very badly they had the same issue, spreading out meant units they couldn't support each other well and staying close meant they coped heaps of blast markers.

The Eldar seem to be extremely susceptable to this list as they are an elite army with small formations that need to work together to destroy the enemy.  This sort of resault has been repleated a few times I believe I have written a battle report for some of these games in one of your previous threads.  There would have been a few ideas in the thread from Ithikal who played the marines against them.

The Guard list faired better.  It was a tank heavy list with three individual shadowswords with comissars and artilery.  They were able to get blast markers on my formations more easilly during the first turn using there long range thus greatly reducing my ablitity to land huge barrages.  I can't actually remember the resault as it was a while back but it was a hard fight and a fun game.  They had watched a game between the Elysians and Marines so used the long range firepower of the shadowswords to hit the Elysian formations.  This is really effective because killing skimmers and there occupants means a lot of blast markers and great difficulty in doing large barrages.

So of three armies I have played against one worked well and the others struggled.  Without long range weaponry it is very difficult for armies to stop the barrages due to the ability of garissoned sentinels to block 1st turn movement over most of the board (being scouts and spreading right out).

edit 2 ++++ on the point of garisoning I am sure you discussed a no garrisoning rule for Elysians.  That would certainly stop the use of sentinels to block movement and sheild Valkyres until they get their blast off.

edit +++ links to battle reports

One thread that I am not sure if you have seen:

http://www.tacticalwargames.net/forums....elysian

Also this one:

http://www.tacticalwargames.net/forums....;st=135




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 Post subject: The Elysians Project
PostPosted: Tue Aug 05, 2008 3:14 pm 
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I'll do the quote-byquote answer form to make sure I hit all the points you need.

Quote: (Honda | Posted on 05 Aug. 2008 @ 11:48)

Very interesting mix. So when you say "Marauders", can I assume two units? One formation or two? So, no drop companies in this list. Did you think that the ST's are better bang for your buck/yen/pound? If so, is it the firepower in the ST's, their inherent mobility, something else?


It was 1 Formation of 2 Marauder Destroyers.
No Drop Companies because they can't garrison and they are too expensive when you give them Valkyries for the list I was making.
The STs have a shooting attack, are 1 less unit for 75 less points, have armor and better FF.
Your inference is correct, but I'll be attempting some Drop companies because the STs really had BM trouble as it wore on, if we'd gone to turn 4 I would have been crushed.

Our local Ork player tends to take gobs of aircraft, several large warbands, in fact about as much infantry as he can. Then he goes all "Russian" on us and to date he still has the best win/loss record. So this is a different look than I am used to. Do your regular opponents not take aircraft very often?


My wife's army is usually something like that, she's a fan of speed freak elements swarming around a central warband.  She doesn't usually take Aircraft since my Steel Legion is festooned with AA and Thunderbolts and she's sick of watching her fighta-bommers evaporate.

I have been pondering the idea of not allowing the Elysians to garrison. Primarily, because I tend to visualize them more as they are initiating operations vs. in IA3, in the second battle of the Hydro plant where they were in situ. Your thoughts?

Garrison removes a major flaw in the Elysians force. I was in range to Sustain with my Valks from the word go and the Overwatch was just ridiculous. Even against Orks, who want nothing more than to Engage, starting that close is brutal, especially since I used my skimmers to force FF by having them charge in the front. I would recommend disallowing or at least limiting how many of them can Garrison.

You didn't mention if the Ork had any flakwagons. Did he field any? Our Ork player is a very strong believer in them, much to my aircraft's lament.

I have been corrected on the wagon load out, both those Blitzes were Big, the Big Gunz were mounted and there was a warband I forgot about also mounted in battle/flakwagonz for a total of 20 of the damn things. The 45cm Range on the Marauders combined with my forward positions and ability to lay enormous Barrages allowed the Marauders to avoid all but 2 Wagonz which fired on Disengage and I jinked. The 6+ armor made me very cautious unlike with normal bombers which are 4+ and can go into the guns.

She Air Assaulted one of the ST companies with the Landa barging a pair of Valks aside. Luckily all my units were scouts and avoided her pet tactic of using stormboyz to force something to Engage. She loves doing that to artillery and Russes...

Synopsis:
Garrisoning all those ST was great. Valkyrie Overwatch was very powerful since normally I find Valks have to double to shoot otherwise they die. Vultures Garrisoned at the back were equally brutal and they removed many wagonz very quickly.

I like the cost of the STs mainly because they have a shooting attack and similar numbers to the Drop Companies. I think the list would benefit from STs using the standard IG list price of 200 + option of Transport for 150 that way they can teleport, if Garrison gets removed/reduced they will need this.

Had the battle gone to Turn 4 I probably would have lost 4-0, my HQ was in dire straits and I had too many BMs to hold her back.

I will definately try drop companies just for the Leaders, Commissars weren't enough to deal with all the BMs the army endures.

EDIT- I wrote STs were 150+ 200 for transport when its the other way around.




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 Post subject: The Elysians Project
PostPosted: Wed Aug 06, 2008 7:27 pm 
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Ok, got caught up on all the threads and battle reports (btw, thanx for finding those, I had not read them) and I have a couple of comments/observations:

1. Now this may be just a perception, but I don't seem to see the Elysian opponents
playing as aggressively as I seem to be used to. Not saying that the opponent's are bad players, but I don't see any comments about retaining initiative and setting up one-two punches with one formation assaulting with another in support. Maybe that's going on, but it doesn't seem that way.

Yielding the initiative to the Elysians is plain unhealthy as you have been able to demonstrate.  Maybe it's more of a case of our local group and how we play, but I always feel like I'm in a knife fight when playing the Big E.

2. Garrisoning: I must be the wrong personality for this because I never garrisoned with the Elysians. I do see what you have been saying about the advantages, so I'm pretty certain that option will be removed from the list.

3. Formation sizes: I will look at this. I'm currently leaning towards a smaller formation with Valks or a larger one without Valks.

4. I'm also looking into the Vulture abuse issue, but I'm going to tread carefully in this area. My reasoning is that the Elysians don't have a lot of firepower by definition and a determined "Flak head" could take the joy out of the list pretty quickly, if you have to rely on aircraft. So I may ratchet these down later after some of the other changes have been tested.

5. Storm Troopers: I think making these a support choice makes a lot of sense, so expect to see this in the next version.



Now having said all of that...


3000pts would then become something like


Drop Troop Companies
Reg HQ
Drop Troop Company x 3

Support
2 x Vultures
2 x Storm Troopers with Valkyres (at the standard 350 pts ea)

Air

Lightnings
Destroyers

I don't see that as too overpowered anymore. ?I have suddenlly lost 10 Valkyres and now have bigger drop troop formations that either have to march a long way across the board or teleport in to assault having a lower strategy rating that most armies and generally doing the assault with a couple of blast markers unless I am really lucky. ?The Elysians aren't able to shoot so generally they are going to have to drop in and assault and then they can't get anywhere fast.


I found this comment to be very interesting. Except for the Destroyers, the above list looks a lot like what I usually field. Instead of Destroyers, I usually swap in a couple drop sentinels and then some vets for the drop companies. I also have been putting the RHQ in Valks to serve as a powerful and mobile reserve.

I find this list can hit hard, but struggles against some lists, especially against a highly mobile eldar list (i.e. Saim Hann). But, I do think it retains the "character" of the Elysians and if we go that route it's always easier to ratchet up, than down. I also tend to go up against a fairly decent amount of aircraft/flak.

I will work on the list this weekend and look to have an updated version available early next week.

Cheers,

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 Post subject: The Elysians Project
PostPosted: Wed Aug 06, 2008 9:24 pm 
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1. Now this may be just a perception, but I don't seem to see the Elysian opponents
playing as aggressively as I seem to be used to. Not saying that the opponent's are bad players, but I don't see any comments about retaining initiative and setting up one-two punches with one formation assaulting with another in support. Maybe that's going on, but it doesn't seem that way.


My usual opponents are my wife's orks and my business partner's very Khornate Black Legion.

They are both very, very aggressive players, usually its them coming to me in our games since I generally play the IG.

The orks love to use scouts to Engage one formation while stringing themselves out to put their ZoC over another. When done with a 'Uge Warband that's spread in the center and thick at the edges this can be very nasty because she's good at leaving no space to clip them.

The BL is a fan of waves of Decimators and Ferals which I think the Elysians will be screwed against, there's very little MW and no TK. The Sentinels have to come in huge numbers to survive long enough to shoot anything.

Moving STs to Support is a fair option, it will prevent the massed OW-garrisoning. Flatly removing Garrison doesnt seem like a good plan though, surely even the Elysians can establish a foothold and hold it until the Cavalry arrives.

With the STs in Support it will already be impossible to have devastating forward OW since the basic Elysian doesn't get to shoot, and you'll need to take them to get support slots.

If you want larger ground formations than mounted then make them separate entries.
I think you should really go to even numbers of troops to remove the empty transport slot as well.

Drop Company - 1 command, 11 infantry
Mechanized Company - 1 command, 7 infantry 4 valkyries.

Both of those formations are 12 units ratehr than the current mounted formation that's 14.

_________________
Fear is for the enemy, fear and bullets.
-James O'Barr, the Crow


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