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Engines of Vaul 2 – Storm Serpent

 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Mon Sep 27, 2010 12:56 am 
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Eldar armies need to be built around particular strategies, and this is especially true of the SS army. Assuming you take 2x SS and a gate for resilience implying 3-4 other formations off-table (having more than 1.5 formations per gate off-table is asking for trouble). But this dictates the shape of much of the army already:-
2x Falcons + FS and Nightwings for AA coverage, 2x Rangers(4) for screening against teleports = 1550

In a 3000 point army this leaves 1450 for 4-5 formations, at least 3 of which must be Guardians or Aspects to comply with army restrictions. A competent opponent will place his T&H objectives on both sides of the table, leaving the Eldar with the choice of putting the gate on the Blitz or on one table edge. This in turn dictates the Eldar strategy, and choice of the remaining formations. Perhaps off-table forces could be Warp Spiders, 2x Guardians with Wraith Guards and Jet Bikes; and a void Spinner for deep strike capabilities. This provides an all round combination with mobility and hitting power.

Note there are obviously other combinations, but the point is that Titans are out, and the use of other transport options are very restricted.

The other point is that the SS must be used thoughtfully. If used as an Alpha-strike role, the danger is that the SS and their contents are deployed far ahead of the remainder of the army splitting the Eldar forces allowing the enemy to concentrate on on part or other. The better strategy is to use this strike later in turn #1 when other formations are nearby in position to make and / or support turn #2 assaults - but that approach in turn dictates the shape and content of the army. . . .


Last edited by Ginger on Mon Sep 27, 2010 7:16 pm, edited 1 time in total.

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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Mon Sep 27, 2010 3:17 pm 
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another downside, in addition to what Ginger wrote ^, is that the more fms you have offboard, the lower your on board activation count. So, although your army may be more flexible in it's in entirety, it will have rings run around it until you bring those fms on board. Plus, if you want to use your storm serpents late in turn 1, it's likely that your opponent will be able to stall until you have only your storm serpents/ off board fms left, so that a) you won't have any decent targets and b) you'll be very vulnerable to counter attack.

that's why I tend to only take 1 storm serpent, a gate, and 2 off board fms (3 at most), but use a vampire+ 4 warpspiders (Ulthwe) plus perhaps some swooping hawks to mix things up (though the same issue with having fewer onboard activations still applies to this strategy)


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Tue Sep 28, 2010 2:26 pm 
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The more I think about what you are saying Ginger and Matt, the more I wonder if the Storm Serpent would be more of a dangerous option to take vs. a Vampire when it comes to sure deployment. To have 3 or 4 formations off the board, then to get bottleneck because your SS got blasted because of either poor deployment or a smart opponent, that would be frustrating. Not to mention a major thorn in your strategic game plan.

Of coarse that's depending on your opponent not having AA or approaching carefully away from an AA fire corridor. Either way, it's a gamble right?


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Tue Sep 28, 2010 3:34 pm 
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you're right EBB, that's why I tend not to put too many fms in the webway :) Before I started taking the Vampire I did have a couple of games where my Storm serpent was wiped out before it ever got to activate, which seriously limited my options (still won one of the games though). However, the Vampire gives you that little bit of flexibility, plus it's a pretty decent tank hunter with 4x AT4.

Also, to avoid being outactivated too badly, small ranger fms are a boon. Stick em in some ruins or buildings and it takes a surprising amount of effort to shift them, which then lets you get on with arranging your other fms. I tend not to go for turn 1 attacks, as it often pays to wait for an opponent to stretch themselves out a bit, but if an opportunity presents itself, you'll have the options to capitlise on it.


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Tue Sep 28, 2010 4:59 pm 
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Agreed. The point is that SS need to be used thoughtfully. You need to strike the balance between creating a potent force that can take advantage of the web-way, and alternative tactics and options to use should the primary strategy be inhibited in some way.

One option in the usual 3000 pt army is to take SS, Vampire and gate, permitting 3-4 formations to be kept off-table. But expanding the strategic options means you are weakening each. Eg, the Vampire is the weakest air transport in the game which is really vulnerable to AA - implying the need to be able to minimise or entirely suppress enemy AA. This in turn imposes formation choices.

In part it also depends on the type of battle you are fighting. In a blind 'tournament' style game where you have no idea what the enemy army will be, you need to keep as flexible as possible. In a more friendly setting where you have some idea of the enemy army and may even know what to expect, some strategies will work better than others.


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Tue Sep 28, 2010 5:12 pm 
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Has anyone tried a formation of two Storm Serpents to allow for a "one-two-three punch" out of the Gates?


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Tue Sep 28, 2010 5:40 pm 
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I'm going to one-up you Chroma!

Has anyone tried all air support/SS invasion? In other words, has anyone tried keeping most formations off the board and then invading through webway portal/Air drop?


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Wed Sep 29, 2010 10:00 am 
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Chroma wrote:
Has anyone tried a formation of two Storm Serpents to allow for a "one-two-three punch" out of the Gates?


Yes worked well until my opponent starting using marines, winning the initiative and destroying one of the SS before they could activate thus giving only a 50cm move which was normally not enough to then bring formations out into engagements. With subsequent activations we would trade 500pts of Warhounds for 500pts of SS and leave him with a better tactical position.


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Wed Sep 29, 2010 10:03 am 
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EpicBattleBaggz wrote:
Has anyone tried all air support/SS invasion? In other words, has anyone tried keeping most formations off the board and then invading through webway portal/Air drop?


Thought about it, but always felt that you need something on the ground to protect the SS from first activation kills, terminators, air assaults etc.


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Wed Sep 29, 2010 3:27 pm 
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Tiny-Tim wrote:
EpicBattleBaggz wrote:
Has anyone tried all air support/SS invasion? In other words, has anyone tried keeping most formations off the board and then invading through webway portal/Air drop?


Thought about it, but always felt that you need something on the ground to protect the SS from first activation kills, terminators, air assaults etc.

Ditto, but it is not viable.

As Tim says, the SS need support to prevent being picked off. This includes Void Spinner (to pick off Death strikes), at least two AA formations (Falcons and Nightwings), and 1-2 Ranger formations to prevent Teleport and air assaults. Including two SS, this is already 7 of the usual 10-12 formations that are deployed on table.

An alternative of using 5x Vampires (each containing a formation) would leave the Eldar seriously out-activated. So the Eldar need to use a spaceship, allowing three planetfalling Vampires - a total of 7 off-table formations. But what are the other 3-5 formations? Sure, a gate would allow further off-table formations, but their single entry point is a big weakness; thus at least 1x SS would be required with some form of support etc.


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Tue Oct 19, 2010 11:26 pm 
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In our huge games, 3 SS is a necessity. At this size (18k+ points each) the SS march and march and march spitting out vypers and shining spears and jet bikes like there is no tomorrow, screaming towards the objectives. Having next to no garrisons really hurts on a huge board (12' x 15').

I, too, have the honor of my SS being the immediate target of deathstrike missiles, concentrated airpower and far too much artillery attention. Granted, except for the titans, they can take it, but I do not expect 3 of them to be on the board on T3.

I have been using Vampires on planetfall with good success. Spilling out 4 Warpspiders and 4 Banshees each with an Exarch leaves a significant mark. Sgt Balicki can elaborate more on that one.

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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Wed Oct 20, 2010 9:26 am 
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If I'm not mistaken, the army lists are focused on balancing the game primarily in the 2000Pts-5000Pts range.


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Wed Oct 20, 2010 10:36 pm 
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Lsrwolf wrote:
In our huge games, 3 SS is a necessity. At this size (18k+ points each) the SS march and march and march spitting out vypers and shining spears and jet bikes like there is no tomorrow, screaming towards the objectives. Having next to no garrisons really hurts on a huge board (12' x 15').

I, too, have the honor of my SS being the immediate target of deathstrike missiles, concentrated airpower and far too much artillery attention. Granted, except for the titans, they can take it, but I do not expect 3 of them to be on the board on T3.

I have been using Vampires on planetfall with good success. Spilling out 4 Warpspiders and 4 Banshees each with an Exarch leaves a significant mark. Sgt Balicki can elaborate more on that one.

Out of interest, what army do you actually get for 18k+ ?

It is also noteworthy that apparently you only take three SS in that huge army: that works out at 1/2 SS per 3000pt army, so perhaps not as popular as you are suggesting?

As Athmospheric suggests, armies can gain a very different sense of balance over the 5K mark because players are not faced with the hard choices over strategies and formations that exist at the 'tournament' sized army levels


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Thu Oct 21, 2010 12:47 am 
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Well, I took 3 storm serpents because that's all I have... at $20 a pop I can't see too many more entering play very soon.

What does 18k+ get ya? Sgt. Balicki can answer the IG part, but as memory serves me I'm fielding:

3 x 17 stands of guardian warhosts fully kitted out
2 x 8 rangers
2 x 6 warwalkers
2 x 8 shining spears
3 x 6 jetbikes
2 x 6 Vyper
2x (4 warpspider + 4 banshees in a Vampire)
2 x 8 swooping hawks
3 x (4 DA + 4 Scorp + 4 Falcon + 2 WS)
1 x (4 fire dragon + 4 Shining Spear + 4 Falcon)
1 x 8 Dark Reaper
3 x storm serpent
2 x (2 Cobra + 1 Scorpion)
3 x Void Spinner
3 x Scorpion
2 x (2 Falcon, 2 Prism, 2 Firestorm)
2 x Revenant
3 x Phantom
1 x Warlock *BTS*
6 x Nightwings
3 x Phoenix

Next up I am getting more airpower for sure. I'm thinkin 2 more bomber wings and 2-3 Fighter wings. Perhaps another set of Revenants and/or another Phantom. We are basically fielding all we have, tho the Eldar inventory is still a bit bigger than Sgt. Balicki's he is catching up quickly.

We anticipate the next game to weigh in at 20k or so. Together we'd have a 40K game... that seems somehow appropriate...

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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Fri Oct 29, 2010 5:51 am 
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If I recall correctly, at 18,200 I am fielding the following:

1 x Imperial Cruiser
6 x Thunderbolt flights
3 x Marauder flights
1 x Warlord
2 x Reaver
3 x Warhound pair
1 x Shadowsword company w/Ogryns, fire support
1 x Baneblade company w/fire support, Ogryns, snipers
2 x Artillery company (9 x Basilisk) w/fire support, Ogryns, snipers
1 x Tank company w/Demolisher
1 x Tank company w/Hellhound, Hydra
1 x Tank company w/Hellhound
1 x Steel Legion Regimental HQ w/Leman Russ, extra infantry platoon (and Chimeras), fire support (and Chimeras)
3 x Infantry companys w/Ogryns, fire support, ratlings
1 x Mech infantry company w/Hellhounds, Griffons, Ratlings
1 x Mech infantry company w/fire support, Hellhounds, Griffons
1 x Basilisk battery
2 x Manticore battery
1 x Bombard battery
3 x Hydra platoon
1 x Deathstrike platoon
2 x Stormtooper platoon w/Valkyries
1 x Vulture platoon
5 x Sentinal platoons
6 x Roughrider platoons

As my PHB opponent (lsrwolf) has quite a bit of airmobile/planet strike/teleport ability (with more coming) I figured I would try the fire support/Ogryn/sniper attachements to the artillery batteries for extra protection. Don't know if it worked, as he never attacked them. Guess that means they worked?


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