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Engines of Vaul 2 – Storm Serpent

 Post subject: Engines of Vaul 2 – Storm Serpent
PostPosted: Thu Sep 16, 2010 6:46 am 
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Since my last topic got such a great response, I thought I'd continue the EoV debate with a new thread. The Storm Serpent.

Again to all you Vets out there, my question is 2 parts and my question is this. Being that the Storm Serpent to me seems to be a flexible tool for either offense or defense, what seems to be the most popular formation build with this Super Heavy? With that said, offensively what would you pair it up with to make it work effectively and defensively would you bother with some kind of escort, or would it be good on its own?

Obviously in a offensive roll the Storm Serpent is going to need a little TLC with some friendly formations to watch over it so that it can do it's main job (deliver Eldar love to all it's friends). Defensively it seems like it could do OK roaming on it's own behind friendly lines to help shore up any weak spots in the defensive line. My friends, I welcome your thoughts.

Battle on! ;D


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Thu Sep 16, 2010 8:10 am 
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I tend to run them singular but with a falcon fm as escort initially to keep it safe from nasty aircraft. Once I've disgorged it's contents though it often just becomes an annoyance that the enemy has to deal with. It's quite a handy unit for forming crossfires as you don't mind risking it quite so much once it has fulfilled it's primary role, as transpost, since it then just becomes a slightly slower super heavy falcon.


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Thu Sep 16, 2010 9:01 am 
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I've seen it used effectively as a penultimate activation on turn 1, to drop the last activation (A guardian formation) off (Either into an assault or just to stand ready). Start of next turn they get to summon the Avatar and charge...

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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Thu Sep 16, 2010 9:20 am 
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For me I always take 2 singles, as one is very easily killed or broken. If you are going down the gate route then maximising the number available is the key.

I'd never take pairs of EoV as they will probably end up as BTS, and 5+RA, non fealess stuff isn't the best BTS in the world!

They need to get your combat troops to the best position so they don't make great defensive units, that's what your static gate is for. The fact that they can march and still use the gate does improve the effective engagement range of lots of formations, but remember you don't get to support an engagement if you do march the SS.


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Thu Sep 16, 2010 11:23 am 
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A pair does have the unique advantage of being able to use the Eldar triple retain, move up, them retain twice to use both portals.

But yes it is higher risk and most settle for 2 or 3 singles and setting things up for a turn 2 gate charge.

But always have a gate as well to cover for any mishaps befalling your roving stormserpents :)


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Thu Sep 16, 2010 2:17 pm 
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Whilst others prefer the Void Spinner the Storm Serpent is my favourite EoV. It suits my style of play and I agree with most of the above.

Its rare for me only to take one SS as its likely that my opponent will attack them first and I always take a Wraithgate as back up and will generally place a maximum of 3 formations in the wraithway so that if I loose my SS I can still get all my formations out over the first three turns.

The only difference I have in their use is that I am generally very aggressive with them at the start of the game, marching forward and even engaging out of them with out placing initial blast markers.


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Thu Sep 16, 2010 2:31 pm 
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The_Real_Chris wrote:
A pair does have the unique advantage of being able to use the Eldar triple retain, move up, them retain twice to use both portals.

But yes it is higher risk and most settle for 2 or 3 singles and setting things up for a turn 2 gate charge.

But always have a gate as well to cover for any mishaps befalling your roving stormserpents :)

The other minor advantage of the pair lies in a certain (ab)use of the rules. If one is killed, the other gets the opportunity to move another 50cm, even if it's already activated for the turn. If they broke it on their retain, you immediately get to activate with a portalled formation.

Moving a transport craft 125cm in a turn, is potentially a big benefit, even if the risk is fairly large, EoV not being fearless.

Morgan Vening


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Thu Sep 16, 2010 2:41 pm 
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The single most devastating Eldar list I've ever faced had 3 Storm Serpents at 4000 points.

Guardian Host
Guardian Host
Aspect Host w/ Exarchs (DA/Spiders)
Aspect Host w/ Exarch and Autarch (Spears)
Storm Serpent
Storm Serpent
Storm Serpent
Falcons w/ 2 Firestorms
Falcons w/ 2 Firestorms
Jetbikes
Warlock Titan
Nightwings
Gate

It clusters around the titan and moves forward in blocks, 2-3 formations at a time, so the individual pieces can't be picked off. There's a ridiculous AA umbrella. It can move up to 50cm in the first turn and assault with the titan in support, or it can move 75cm to assault if you're willing to forego the titan FF. It packs ridiculous FF so clipping is nearly impossible and intermingling them intentionally is suicide.

Once in position (which is almost always turn 1 due to its raw speed), it pulls out the typical "rolling assault" tactic, with formations coming out of the Storm Serpents in sequence.

The only weakness it has is to barrage weapons. However, when it played against a heavy arty IG force in a tournament it deployed loosely and then the "March Storm Serpent/Assault out of gate" maneuver was fast enough to crush the arty in the first turn and even though the force was overextended, the Eldar player was still able to shove the titan into the opponent's face and keep them from being able to capitalize very much on the Eldar's scattered forces.

Bad, bad mojo.


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Thu Sep 16, 2010 4:37 pm 
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Sounds like the topic is settled. Offense!

nealhunt wrote:
The single most devastating Eldar list I've ever faced had 3 Storm Serpents at 4000 points.

It clusters around the titan and moves forward in blocks, 2-3 formations at a time, so the individual pieces can't be picked off. There's a ridiculous AA umbrella. It can move up to 50cm in the first turn and assault with the titan in support, or it can move 75cm to assault if you're willing to forego the titan FF. It packs ridiculous FF so clipping is nearly impossible and intermingling them intentionally is suicide.

Once in position (which is almost always turn 1 due to its raw speed), it pulls out the typical "rolling assault" tactic, with formations coming out of the Storm Serpents in sequence.

The only weakness it has is to barrage weapons. However, when it played against a heavy arty IG force in a tournament it deployed loosely and then the "March Storm Serpent/Assault out of gate" maneuver was fast enough to crush the arty in the first turn and even though the force was overextended, the Eldar player was still able to shove the titan into the opponent's face and keep them from being able to capitalize very much on the Eldar's scattered forces.

Bad, bad mojo.


I will have to say that the above list sounds like a mean mother. Aggressive and overwhelming. I LIKE IT! Kinda sounds like the US 3rd Armor Division, come out of nowhere in the dead of night and pound the living bejeezus outta ya with some major artillery.


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Mon Sep 20, 2010 6:40 pm 
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I love Storm serpents, but once your opponent figures them out they'll either be shot to pieces (or fail to activate with the BM) or blocked by scouts. They're not good enough on their own to want to give up 250pts of stuff (a 3 falcon/ 2 firestorm AA/ anti-tank umbrella for example) to take 2.

I usually take 1 and a gate and have only 2 fms in the webway (any more and you'll lose the activation game). Favourite webway assault fm is either Guardians + Wraithguard (Ulthwe) or Warpspiders (Biel Tan). Advance/ double with Storm serpent + place BM (or, if the target fm already has a BM, fire on another fm) then retain and assault, with support from the Storm serpent. Usually does the trick :)


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Tue Sep 21, 2010 2:49 am 
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mattthemuppet wrote:
I love Storm serpents, but once your opponent figures them out they'll either be shot to pieces (or fail to activate with the BM) or blocked by scouts. They're not good enough on their own to want to give up 250pts of stuff (a 3 falcon/ 2 firestorm AA/ anti-tank umbrella for example) to take 2.

I usually take 1 and a gate and have only 2 fms in the webway (any more and you'll lose the activation game). Favourite webway assault fm is either Guardians + Wraithguard (Ulthwe) or Warpspiders (Biel Tan). Advance/ double with Storm serpent + place BM (or, if the target fm already has a BM, fire on another fm) then retain and assault, with support from the Storm serpent. Usually does the trick :)


Thanks for the wisdom Matt. I shall absorb this wisdom into my Infinity Circuit. :D


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Tue Sep 21, 2010 4:02 am 
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mattthemuppet wrote:
I love Storm serpents, but once your opponent figures them out they'll either be shot to pieces (or fail to activate with the BM) or blocked by scouts.

That is so true! In my Epic Group the other Eldar Player has been playing a long time with some of the guys and using the same one trick pony a lot. Warlock of Doom and SS/Gate Attack. Its to the point if I take SS in my army its like a damn Signal light for all enemy forces. Everyone is so damn afraid of it that they will take 1/4 to 1/3 there army just to make sure they squish it first turn, no matter the cost. Then they like to surround my Wrathgate just to stop it also. Its funny tho when I only reserve one gate unit and they spend the first turn trying to stop hit....then they were hurting, lol!

So yeah, I approve SS! I would run 1-2 + Gate Objective regularly in till they are overly scared of it.


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Tue Sep 21, 2010 3:07 pm 
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I agree, definitely mix it up a bit. I like to use a Vampire with Warpspiders in it (4 or 8 strong, depending on army) so your opponent has something else to think about. Then another relatively tough assault fm (aspects in wave serpents) which they can't afford to ignore. In a worse case scenario your opponent just has to choose, in a best case scenario you get you use all of them as hammer and anvils. For example, move up your aspects, fire, then retain and assault with vampire. Or, use your vampire to clear off your gate then have those units support an assault out of the gate (which is why I love it when troops camp on my gate).

I always find that's the trick to Eldar - keep your opponent confused or distracted so you can isolate units and annihilate them. As soon as your enemy starts choosing the fights you'll start losing :)


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Tue Sep 21, 2010 4:43 pm 
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mattthemuppet wrote:
Or, use your vampire to clear off your gate then have those units support an assault out of the gate (which is why I love it when troops camp on my gate).


Yeah I like the gate as a distraction. It's definitely a useful tactic to have in your arsenal. I definitely want to use Vampire Raiders just for the simple fact that I can get a FM somewhere then use the raider as some close ground support somewhere else if I need it. Albeit the Raider will more than likely be toast, it's a least another option I can use against my opponent.

And I like options! ;D


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