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	<title>Comments on: 40K Battle Report: Chaos Marine vs Eldar</title>
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		<title>By: solar panel homes</title>
		<link>http://wargamerhaven.com/ramblings/40k-battle-report-chaos-marine-vs-eldar/comment-page-1#comment-2898</link>
		<dc:creator>solar panel homes</dc:creator>
		<pubDate>Thu, 15 Sep 2011 15:41:37 +0000</pubDate>
		<guid isPermaLink="false">http://wargamerhaven.com/?p=155#comment-2898</guid>
		<description>Never thought blogging could be soo fun and interesting. Man you know how to do it buddy.</description>
		<content:encoded><![CDATA[<p>Never thought blogging could be soo fun and interesting. Man you know how to do it buddy.</p>
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		<title>By: TGBO42</title>
		<link>http://wargamerhaven.com/ramblings/40k-battle-report-chaos-marine-vs-eldar/comment-page-1#comment-529</link>
		<dc:creator>TGBO42</dc:creator>
		<pubDate>Mon, 20 Apr 2009 04:35:21 +0000</pubDate>
		<guid isPermaLink="false">http://wargamerhaven.com/?p=155#comment-529</guid>
		<description>One of the reasons the Oblits are the primary heavy support in the army is they can re-position more easily to get a better angle.  With only 1 static heavy squad worth mentioning (lascannon boy still thinks he&#039;s a sniper) I can find the best spot and reserve it for them easily.

I had honestly figured more on using EML spam for my mech eldar.  It&#039;s cheaper, and you can get it on almost anything, including dirt cheap vyper squads.

Eldar are specialists.  They flourish when each squad has a definate focus to excell in.  Giving an anti-troop squad an anti-tank transport tends to make them too generalist to be effective in my experience.  Too much marine mentality tactics holding on I&#039;d bet.

It&#039;s the same reason I don&#039;t use chaos land raiders.  You&#039;ve got to pick a priority target and gun for it first and foremost, then use the other option as a side thing.  With no tanks in my army, I&#039;d be focusing on the anti-troop aspect of your serpents&#039; cargo and then take pot-shots on the oblits / prince as opportunities arise, provided you&#039;ve already delivered the avengers where they need to be.  If I was playing armored company, then yeah focus on the lances first and avengers second.

Between avengers and seers, I bet you could shatter at least 1-2 squads per round, with the dragons and heavies doing whatever they liked.  Pile out 25 avengers and shoot a doomed squad, charge the left-overs if appropriate, or don&#039;t bother and just ignore the 3-4 guys left.  Seers torch and charge a unit.  Your fire dragons could be used MUCH more aggresively to target the oblits in close instead of relying on single-shot snipes from your transports.

You&#039;ve just been playing them too defensively, I think, to really leverage thier ability to focus the whole of your force on small parts of the opponent&#039;s army.  When most of your points spend most of the game sitting in transports until the vehicle dies, I think there&#039;s a problem.</description>
		<content:encoded><![CDATA[<p>One of the reasons the Oblits are the primary heavy support in the army is they can re-position more easily to get a better angle.  With only 1 static heavy squad worth mentioning (lascannon boy still thinks he&#8217;s a sniper) I can find the best spot and reserve it for them easily.</p>
<p>I had honestly figured more on using EML spam for my mech eldar.  It&#8217;s cheaper, and you can get it on almost anything, including dirt cheap vyper squads.</p>
<p>Eldar are specialists.  They flourish when each squad has a definate focus to excell in.  Giving an anti-troop squad an anti-tank transport tends to make them too generalist to be effective in my experience.  Too much marine mentality tactics holding on I&#8217;d bet.</p>
<p>It&#8217;s the same reason I don&#8217;t use chaos land raiders.  You&#8217;ve got to pick a priority target and gun for it first and foremost, then use the other option as a side thing.  With no tanks in my army, I&#8217;d be focusing on the anti-troop aspect of your serpents&#8217; cargo and then take pot-shots on the oblits / prince as opportunities arise, provided you&#8217;ve already delivered the avengers where they need to be.  If I was playing armored company, then yeah focus on the lances first and avengers second.</p>
<p>Between avengers and seers, I bet you could shatter at least 1-2 squads per round, with the dragons and heavies doing whatever they liked.  Pile out 25 avengers and shoot a doomed squad, charge the left-overs if appropriate, or don&#8217;t bother and just ignore the 3-4 guys left.  Seers torch and charge a unit.  Your fire dragons could be used MUCH more aggresively to target the oblits in close instead of relying on single-shot snipes from your transports.</p>
<p>You&#8217;ve just been playing them too defensively, I think, to really leverage thier ability to focus the whole of your force on small parts of the opponent&#8217;s army.  When most of your points spend most of the game sitting in transports until the vehicle dies, I think there&#8217;s a problem.</p>
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		<title>By: Raptor1313</title>
		<link>http://wargamerhaven.com/ramblings/40k-battle-report-chaos-marine-vs-eldar/comment-page-1#comment-528</link>
		<dc:creator>Raptor1313</dc:creator>
		<pubDate>Sun, 19 Apr 2009 21:39:52 +0000</pubDate>
		<guid isPermaLink="false">http://wargamerhaven.com/?p=155#comment-528</guid>
		<description>Being more aggressive is a thought, though I&#039;d need to figure out the if/when of it.  The problem with the Avengers is that they&#039;re the best mechanized troop choice, and the best place to get an anti-tank weapon outside of a Wraithlord/transport of Fire Dragons is the Wave Serpent.

I guess I&#039;d have to use my mobility to try to slam a lot of stuff into your units, and shatter them, and slam the seer council into it afterwards.

I&#039;ve been tryign to leverage my mobility so far by forcing the firebase to move, or trying to nullify it, but with Oblits S&amp;P, and good Havoc Deployment, it&#039;s hard.

I must think on this...</description>
		<content:encoded><![CDATA[<p>Being more aggressive is a thought, though I&#8217;d need to figure out the if/when of it.  The problem with the Avengers is that they&#8217;re the best mechanized troop choice, and the best place to get an anti-tank weapon outside of a Wraithlord/transport of Fire Dragons is the Wave Serpent.</p>
<p>I guess I&#8217;d have to use my mobility to try to slam a lot of stuff into your units, and shatter them, and slam the seer council into it afterwards.</p>
<p>I&#8217;ve been tryign to leverage my mobility so far by forcing the firebase to move, or trying to nullify it, but with Oblits S&amp;P, and good Havoc Deployment, it&#8217;s hard.</p>
<p>I must think on this&#8230;</p>
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		<title>By: TGBO42</title>
		<link>http://wargamerhaven.com/ramblings/40k-battle-report-chaos-marine-vs-eldar/comment-page-1#comment-527</link>
		<dc:creator>TGBO42</dc:creator>
		<pubDate>Sun, 19 Apr 2009 15:11:38 +0000</pubDate>
		<guid isPermaLink="false">http://wargamerhaven.com/?p=155#comment-527</guid>
		<description>You had 14 KP in the army.  Mine has 9.  So it&#039;s a bit of a lop-sided start.

The havocs do get the bulk of the vehicular kills.  You really only have 1 thing in the fire prism that can try to hurt them at long range, and it&#039;s a bit iffy.  You&#039;d need to get in close with those transports and drop a squad on them to do the trick reliably, or put the seer council into them, which means the council is likely in range for a good beating from the rest of the army.

I actually think you just didn&#039;t get aggressive enough with those transports.  I can&#039;t take them all out in 1 round of shooting.  In fact I tend to average 1 transport downed a turn and 1 or 2 with some damage.  So you could shove them down my throat and crap out 5 squads at once for me to fight.  Last game I was really only needing to deal with 1 squad at a time the whole game.

That&#039;s also the catch to trying to use transports for anti-tank with all those twin-linked bright lances on the serpents.  It&#039;s the same quandry Chaos Land Raiders face.  Do you shoot tanks, or deliver troops?  Either way you&#039;re wasting a bunch of points each turn.</description>
		<content:encoded><![CDATA[<p>You had 14 KP in the army.  Mine has 9.  So it&#8217;s a bit of a lop-sided start.</p>
<p>The havocs do get the bulk of the vehicular kills.  You really only have 1 thing in the fire prism that can try to hurt them at long range, and it&#8217;s a bit iffy.  You&#8217;d need to get in close with those transports and drop a squad on them to do the trick reliably, or put the seer council into them, which means the council is likely in range for a good beating from the rest of the army.</p>
<p>I actually think you just didn&#8217;t get aggressive enough with those transports.  I can&#8217;t take them all out in 1 round of shooting.  In fact I tend to average 1 transport downed a turn and 1 or 2 with some damage.  So you could shove them down my throat and crap out 5 squads at once for me to fight.  Last game I was really only needing to deal with 1 squad at a time the whole game.</p>
<p>That&#8217;s also the catch to trying to use transports for anti-tank with all those twin-linked bright lances on the serpents.  It&#8217;s the same quandry Chaos Land Raiders face.  Do you shoot tanks, or deliver troops?  Either way you&#8217;re wasting a bunch of points each turn.</p>
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		<title>By: Raptor1313</title>
		<link>http://wargamerhaven.com/ramblings/40k-battle-report-chaos-marine-vs-eldar/comment-page-1#comment-526</link>
		<dc:creator>Raptor1313</dc:creator>
		<pubDate>Sun, 19 Apr 2009 07:18:14 +0000</pubDate>
		<guid isPermaLink="false">http://wargamerhaven.com/?p=155#comment-526</guid>
		<description>Yeah, that first-turn gaffe with the Seer Council cost me.

That is a good point I&#039;d not considered; there&#039;s not a good way for me to take out your Havocs ans they&#039;re the big problem because of all the hits.  I tag the oblits because it&#039;s what I can reasonably kill them (...usually, unless you make oo-gads of cover saves.  I should be able to put about 5-6 instant-death wounds on them a turn...which means dropping one squad on average).

And I&#039;d not reflected on how hard it is to get KP out of your army, but with MArines my troops in the transports are usually a bit hardier.  Dire Avengers, unhorsed? ARRRGH! INCOMING FIRE!  I&#039;ve had to use &#039;going to ground&#039; to keep troops from hauling ass off the board.

I&#039;ve had the most success with Eldar so far when I&#039;ve been able to use terrain to block incoming fire.  I just can&#039;t hang against that many anti-tank shots.  Not with AV12 guarding it.

I&#039;ve been kicking around dropping the Autarch for more Dire Avengers, or perhaps a Bladestorm + twin shuricat Exarch.  All in all, I&#039;ve still got to learn timing with the army, as commiting forces too early is how it dies.  Or, failing to avoid gunfire is how I do.

Though it is KP heavy, and that&#039;s just part of mech.  It&#039;s five mounted units for 11 KP, two more for the Seer Council, and another for the Fire Prism for a grand total of 16, I think.</description>
		<content:encoded><![CDATA[<p>Yeah, that first-turn gaffe with the Seer Council cost me.</p>
<p>That is a good point I&#8217;d not considered; there&#8217;s not a good way for me to take out your Havocs ans they&#8217;re the big problem because of all the hits.  I tag the oblits because it&#8217;s what I can reasonably kill them (<a href="http://...us" title="http://...us" target="_blank">&#8230;us</a>ually, unless you make oo-gads of cover saves.  I should be able to put about 5-6 instant-death wounds on them a turn&#8230;which means dropping one squad on average).</p>
<p>And I&#8217;d not reflected on how hard it is to get KP out of your army, but with MArines my troops in the transports are usually a bit hardier.  Dire Avengers, unhorsed? ARRRGH! INCOMING FIRE!  I&#8217;ve had to use &#8216;going to ground&#8217; to keep troops from hauling ass off the board.</p>
<p>I&#8217;ve had the most success with Eldar so far when I&#8217;ve been able to use terrain to block incoming fire.  I just can&#8217;t hang against that many anti-tank shots.  Not with AV12 guarding it.</p>
<p>I&#8217;ve been kicking around dropping the Autarch for more Dire Avengers, or perhaps a Bladestorm + twin shuricat Exarch.  All in all, I&#8217;ve still got to learn timing with the army, as commiting forces too early is how it dies.  Or, failing to avoid gunfire is how I do.</p>
<p>Though it is KP heavy, and that&#8217;s just part of mech.  It&#8217;s five mounted units for 11 KP, two more for the Seer Council, and another for the Fire Prism for a grand total of 16, I think.</p>
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