deacon wrote:
3000 points is smaller than I'm used to, but I'll try to shoot you some advice.
- I don't know what your warlord is armed with model-wise,
Yeah, I'm starting to realise that you have to be super judicious with your unit choices at this PV.
In my current game I chose rather poorly weapon wise now I think about it (just using what I glued onto the model 15 years ago), plasma cannon, volcano cannon, rocket launcher and chainfist. Plasma cannon is going to get used for hard targets, otherwise it's the launcher for light vehicles and infantry, should have chosen another weapon with more attacks rather than the volcano cannon.
Otherwise I can choose from whatever weapons I want.
deacon wrote:
- What about the Warhounds? Those guys are fast - stick dual Vulcan mega bolters on them and go jetbike hunting.
Hmm, intriguing. Do you think it would be best to have one with dual bolters and then the second of the pair have some long range anti tank stuff like a turbo laser just in case or should they just run away from hard targets?
deacon wrote:
Alternately, drop some marines behind them via drop pods to take them out - better yet, use the support pods to fire at them from behind.
I almost chose drop pods. Although you can't redeploy with them I think the likelihood of ever getting back into your rhino's once you've deployed is minimal and it makes them much harder to break, so I think drop pods it will be next time.
deacon wrote:
- Eldar titans are vulnerable to barrages. Use bombards and basilisks to pound the hell out of 'em.
Shame marines have poor artillery, guess I'll have to take a guard artillery/rocket company as allies.
Thanks for your reply.
ulric wrote:
Very good points from Deacon
Use as many Jumppacks and Landspeeders as you can they will let your opponent think twice where to go with his skimmer tanks.
I don't have any of those models (though I'm sure he'd let me proxy), how about bike squads? They probably lack the firepower though?
ulric wrote:
A long rangen(100cm) Warlord is always a choice
Vulcano cannon/quake cannon/MRL/Deathstrike missile launcher for the head
That leaves one weapon slot free doesn't it? Would a barrage missile launcher be useful against Eldat titans seeing as it ignores holo shields? Do you think the addition of a fire control centre makes it too vulnerable?
ulric wrote:
Add a Chaplain(Assault troops) and Medic(devestators)
You could field Veterans(CC value +4) instead of Tactical Marines
Now that's a good plan, a veteran company only costs 100 points more, put them in drop pods as deacon suggested and then a nearby chaplain puts their CAF up to +5.
ulric wrote:
Try to outrange your opponent with as much 100cm(or more) ranged units(Shadowswords ect.)
Use as much hydras as you have they have a lot of attac dice and a 100cm range
also able to snap fire
...and use the range well. In my current game I placed my whirlwinds too far forward; I could have had 2 full turns of completely safe fire hitting anywhere on the board, as it is I could well be close assaulted by jetbikes on turn 2. Doh!
Can Hydras fire at skimmers like jetbikes if they don't make popup attacks? Titan Legions says they can only hit targets on the ground that are titans or troops in buildings, do skimmers count as ground targets? They aren't literally "on the ground" which is the phrase used in TL but they aren't flyers either.
Thank you for your reply.