| Tips/Things to remember | |
|
+40Eldur The_Burning_Eye RabbitMaster Mandor zymrix Lay_Ayanesha average joe AvInNebr Murkglow shadowseercB DarkCycu Mngwa Niiai Nappen CaptainBalroga Myrvn Gobsmakked Dra'al Nacht colinsherlow baster Andalit Hess Archon Farath Mure Darklight Orthien Sky Serpent Tony Spectacular Nomic Count Adhemar Evil Space Elves Kinnay commandersasha Panic_Puppet Damnosus Silverglade Sathonyx Mushkilla ThePhish alexwellace mregular 44 posters |
|
Author | Message |
---|
DarkCycu Hellion
Posts : 52 Join date : 2013-01-29
| Subject: Re: Tips/Things to remember Fri Feb 01 2013, 20:29 | |
| One from me. SHOOT, SHOOT, SHOOT termies as much as possible, then attack S6+ pains much, especially Archon if 1rolls on SF. We have Disies | |
|
| |
shadowseercB Wych
Posts : 550 Join date : 2012-10-21
| Subject: Re: Tips/Things to remember Sat Feb 02 2013, 21:12 | |
| The poison/strength reroll is only for melee. | |
|
| |
Nappen Kabalite Warrior
Posts : 249 Join date : 2012-09-22
| Subject: Re: Tips/Things to remember Sun Feb 03 2013, 00:46 | |
| [quote="CaptainBalroga"] - mregular wrote:
- Archon Farath Mure wrote:
- Just remember that feel when Lelith at BS9 hijacks a quad gun (drool).
Your opponent will probably remember, considering that Lelith's Quad-Gun shooting attacks ignore armor saves...
I have never used lillith and only the quad gun once. Why does her shooting attacks ignore armor. I know her blade attacks/CC does. | |
|
| |
Murkglow Kabalite Warrior
Posts : 242 Join date : 2012-10-17
| Subject: Re: Tips/Things to remember Sun Feb 03 2013, 03:54 | |
| People argue that because her special ability "The Penetrating Blade" ignores armor saves on her "attacks" that applies to any attack, from thrown grenades to gun emplacements not just melee. It's been argued that the wording is simply a relic of having an older codex and that prior to 6th she had no non melee attacks so making a distinction wasn't necessary but some feel that until it's FAQ it's fair game. | |
|
| |
Nomic Wych
Posts : 559 Join date : 2011-05-27 Location : Finland
| Subject: Re: Tips/Things to remember Sun Feb 03 2013, 07:55 | |
| RAW is does work on Lelith's shooting as well; the Chaos Daemons have a rule with exactly the same wording (namely Epidemiuses tally list, where after a certain amount of kills, all Nugrle models have all their attacks ignore armour), and that has been clarified in an FAQ to apply to both shooting and melee. | |
|
| |
AvInNebr Hellion
Posts : 67 Join date : 2012-10-01
| Subject: Re: Tips/Things to remember Mon Feb 04 2013, 23:12 | |
| - Quote :
- that poison close combat weapons re-roll to wound if S is greater than or equal to enemy T
I've been thinking about this one for a while and wonder what it really applies to. Our ranged weapons are SX so don't apply (not sure if the same rule applies or not to range or just CC), and the only CCW that is poisoned that I'm coming up with is the Venom Blade (plus a few weapons you might have 1 of ... Scissorhand/Flesh Gaunt) ... so if it applies we re-roll 1s. Am I missing a chunk (or even a few) weapons or is this a really, really limited set of circumstances? | |
|
| |
average joe Kabalite Warrior
Posts : 157 Join date : 2012-11-22 Location : Bristol, TN
| Subject: Re: Tips/Things to remember Mon Feb 04 2013, 23:25 | |
| A Wrack squad has two poisoned cc weapons and with an additional pain token will have S4 on the charge. The poison rule gives them a very nice boost against MEQ's. | |
|
| |
Mushkilla Arena Champion
Posts : 4017 Join date : 2012-07-16 Location : Toroid Arena
| Subject: Re: Tips/Things to remember Tue Feb 05 2013, 07:08 | |
| Another one worth remembering with wracks is that poison weapons can now wound on a lower value than their set value if their Strength allows it, and still get their re-rolls for having their S greater or equal to their opponents T.
So wracks (with furious charge) fighting T3 models wound on 3s and re-roll to wound! That's an 88.9% chance of wounding a T3 models! | |
|
| |
Nappen Kabalite Warrior
Posts : 249 Join date : 2012-09-22
| Subject: Re: Tips/Things to remember Tue Feb 05 2013, 11:27 | |
| Note to self...wracks start with a haemonculus | |
|
| |
AvInNebr Hellion
Posts : 67 Join date : 2012-10-01
| Subject: Re: Tips/Things to remember Tue Feb 05 2013, 14:37 | |
| - average joe wrote:
- A Wrack squad has two poisoned cc weapons and with an additional pain token will have S4 on the charge. The poison rule gives them a very nice boost against MEQ's.
I forgot/overlooked wracks. Thanks all... That is handy indeed. | |
|
| |
Lay_Ayanesha Hellion
Posts : 87 Join date : 2012-07-07
| Subject: Re: Tips/Things to remember Tue Feb 05 2013, 16:42 | |
| Never forget that going to ground in a terrain zone gives you +2 instead of just +1 on your cover save (and laugh when you see the how the enemy is wasting his complete shooting phase on ten warriors at a mission target in a ruin). | |
|
| |
Mushkilla Arena Champion
Posts : 4017 Join date : 2012-07-16 Location : Toroid Arena
| Subject: Re: Tips/Things to remember Tue Feb 05 2013, 17:59 | |
| - Lay_Ayanesha wrote:
- Never forget that going to ground in a terrain zone gives you +2 instead of just +1 on your cover save (and laugh when you see the how the enemy is wasting his complete shooting phase on ten warriors at a mission target in a ruin).
Hehe, mentioned on the first page. Agree with the laughing part, 3+ cover saves for everyone! | |
|
| |
zymrix Slave
Posts : 15 Join date : 2013-01-24 Location : Swe
| Subject: Re: Tips/Things to remember Tue Feb 05 2013, 21:18 | |
| This thread is golden!
Allways do a summery after every game! What did the unit do good/bad? What could I have done better/diffrent? Should I change weapons/uppgrades for my next match? Do this with every unit in your army.
And you should do this with your opponents units as well. Write it all down. You will learn much by doing this. | |
|
| |
colinsherlow Hekatrix
Posts : 1034 Join date : 2011-11-23 Location : Vancouver BC
| Subject: Re: Tips/Things to remember Tue Feb 05 2013, 21:25 | |
| Bad. Somehow forgot to deploy ravanger at a tourny (gottacon) this weekend. Other bad. Forgot that defensive grenades add +1 cover if the enemy is with 8".
These two mistakes cost me the game. And I barely lost. That would have made a big difference. That was the 5th and final game of the tourny. That win would have put me in the top 3. D'oh!!!
The game however was very fun as I had a great opponent | |
|
| |
Darklight Sybarite
Posts : 384 Join date : 2011-05-27 Location : Stavanger
| Subject: Re: Tips/Things to remember Wed Feb 06 2013, 08:04 | |
| - colinsherlow wrote:
- Bad. Somehow forgot to deploy ravanger at a tourny (gottacon) this weekend.
Other bad. Forgot that defensive grenades add +1 cover if the enemy is with 8".
These two mistakes cost me the game. And I barely lost. That would have made a big difference. That was the 5th and final game of the tourny. That win would have put me in the top 3. D'oh!!!
The game however was very fun as I had a great opponent oh that burns! Actually I won my 2nd turnement out of 2 since november... But this time it was down to a simulare experience as yours. Played an eldar player, he had edrad and forgot he was in a group. Myself forgot to read his list 100%, but I started shooting at him and eh failed 3 saves and removed him. In turn 3 he rememberd Eldrad was in a group and I couldnt target him, and that he didnt use LOS!. I think I would have lost the game if he didnt, because it was a close game. So the lesson here is to remember LoS! and know your list, aswell as reading oponents list 100%. If I knew eldrad was with that unit I would have said it to him, but his deployment fooled me, so it was his own fault. But here are my tips: - Playtest your turnement list ALOT, even tho you have played it in previous turnements. (I playtested it alot last time, now in between I have played alot of fun games, and I thought I had 100% controll over my turnement list and wouldnt make any mistakes. I was wrong about that one, I played like and idiot in my 2 first games) - If you are going to shoot at flyers, move 12" with skimmers, you are snapshooting anyway - Flying monsterous creatures dont get coversave while in zoom. They however get when grounded -.- | |
|
| |
Mandor Kabalite Warrior
Posts : 176 Join date : 2011-12-14 Location : The Netherlands
| Subject: Re: Tips/Things to remember Wed Feb 06 2013, 11:44 | |
| Venoms are pretty efficient versus Flying Monstrous Creatures. With twelve shots, you are bound to get a couple of sixes, forcing a grounding check. Once you get that FMC to the ground, open up with your Lances at normal BS. | |
|
| |
RabbitMaster Hellion
Posts : 56 Join date : 2013-02-06 Location : Marseille
| Subject: Re: Tips/Things to remember Wed Feb 06 2013, 13:11 | |
| - Mandor wrote:
- Venoms are pretty efficient versus Flying Monstrous Creatures. With twelve shots, you are bound to get a couple of sixes, forcing a grounding check. Once you get that FMC to the ground, open up with your Lances at normal BS.
And before firing the venoms, use the passengers ! With usually least 4-5 shots from the passengers (and sometimes more if they're warriors in rapid firing range), you have good chances to get a 6 and force a grounding check. Then your venom unleash hell on the poor little crashed creature | |
|
| |
Nappen Kabalite Warrior
Posts : 249 Join date : 2012-09-22
| Subject: Re: Tips/Things to remember Sat Feb 09 2013, 13:30 | |
| So in case anyone wants to print this list, here it is so far. Thought I am going to print phish's short list for my game today and see if it helps.
I think I got the repeats out and formatted it in a standard fashion.
Dark Eldar Specific 1.Throw Haywire Grenades in shooting phase. 2. Dark Lances add +1 to damage chart result. 3. PGL grants Stealth if the enemy is within 8" adding +1 to cover. 4. Always move to get 5+ Jink cover save with vehicles. 5. If attacking with a poisoned weapon and your Strength is equal or higher, to the enemy, you must re-roll failed to wound rolls. 6. Reavers remembered to bring their pistols and knives, so have 3 attacks + HoW on the charge 7. Plasma grenades are amazing, don’t forget. Necrons melt. 8. ''Hey, that unit is doing well for me. I should get another, maybe two.'' 9. Most dark eldar beat shooty armies in combat even with warriors. 10. Dark eldar have night vision. 11. Be fluid in your deployment. If thy hated enemy deepstrikes unto your side, boost up unto his. 12. Roll combat drugs before the game starts. I'm a stickler for the rules and will not use them at all if I don't roll before the game starts. 13. Remember Nightshields. I don't put NS on everything, so paying attention to what's getting shot and the range of whose shooting is a big deal. 14. Don't ignore the pain token sitting on the table in front of you. I.e. be sure and roll for fnp. 15. ALMOST EVERYTHING has fleet! Don't forget the re-rolls! 16. Finish off non-vehicle units with non-vehicles units so you don't waste those pain tokens. 17. With reavers, if they didn't turbo boost, use their eldar jetbike move to move the blaster/heatlances reavers from the front to the back (or wherever is safest), this way they always get the their maximum threat range of 12"+ 9" or 12"+18", whilst still keeping them safe from shooting. 18. Don't forget to move your skimmers 1" every turn for that Jink save. 19. Despite not having a gun, your Archon has a plasma grenade at BS7 20. Melta weapons are on the brink of being useless against your Night Shields as they reduce their range by 6" so a Meltagun is suddenly a 6" weapon with a 3" melta range 21. That you should be making 6 Overwatch shots with your splinter cannons 22. That poison close combat weapons re-roll to wound if S is greater than or equal to enemy T 23. poison weapons can now wound on a lower value than their set value if their Strength allows it, and still get their re-rolls for having their S greater or equal to their opponents T
40k Specific 1. DONT FORGET NIGHT FIGHTING, I mean it. DONT FORGET NIGHT FIGHTING. Engrave it onto your forehead. 2. Know thy enemy for when thy unholy enemy tries to pull a fast one. 3. Use cover, Use speed, Use the night. 4. Know thy divine codex by heart, thy stat lines and thy weapons. Blast pistols are indeed only 6'' range and thus useless Khadblahblah (close enough) is not an IC. 4. Know thy cheese and have a nose for it. Thy ram cannot be targeted nor thy blessed sail. 5 final. for now. When live gives you lemons, throw them back and demand dragon fruit with a blast pistol to their head. Just because thy unit is more cost effective dost not mean it be better. 6. You can't charge what you can't see. (This is the biggest game changer IMO that people overlook. If you are standing behind a very large piece of impassable terrain they more often cannot charge you!) 7. Focus fire is a good option if an IC or Special Weapon is better hidden within the squad i.e. behind a wall versus behind a bush. 8. Target Priority! Look at the enemy’s forces before you ever start moving and determine what the biggest threats to you are and remove them first, ASAP. 9. Don't forget to roll reserves. I don't use reserves often, and will forget them regularly. Yes, I've left 200 points in reserve for an entire game before. Not a fun revelation bottom of turn 5, even though I still won the game, barely. 10. Don't forget what your Warlord trait is. It's a onetime roll that's game specific. Harder for me to remember, especially since 50% of my rolls end up irrelevant and not used the prior game. 11. Throw 'any' grenade in shooting phase. 12. Beware overwatch. Make sure you're close enough in the movement phase to lose a couple of models and still make into cc. 13. Model placement is key. Don't leave special weapons exposed to enemy fire, but don't leave them sitting too far back to not be able to make an impact in the shooting phase. 14. You're allowed to measure everything, so do so. 15. Going to ground in area terrain gives you +2 to cover saves. 16. You can move a vehicle after a unit embarks if it hasn't already moved. 17. You cannot move a vehicle after a unit embarks if it has already moved.
18. Fleet lets you re-roll your run dice. 19. If a firing unit can't see any part of the facing they are in (front, side or rear), but they can still see another facing of the target vehicle, they can still take the shot but the vehicle get's +1 to its cover save. 20. Make sure you deploy everything in your army - Once at a 1850 tournament I forgot to deploy Baron and a large unit of Hellions versus Grey Knights (I somehow still won). 21. Remember to fire everything - I now work my way across the table with my army so I don't forget to shoot, the amount of times I forgot... 22. Shoot with the short ranged weapons first 23. To put more than one or two of your dudes within 3" of an objective in case they kill some 24. To put you objectives in terrain depending on your Troops if they will need a cover save. 25. That Linebreaker counts being in deployment zone, not table half 26. That not only can you not score in a transport, you also cannot deny an objective or count for Linebreaker 27. That if you can charge one vehicle in a squadron, they can all take damage 28. that you always have to take your best saving throw, AKA your Shadow Field, even if you don't want to! 29. That you can Focus Fire on a big squad behind an Aegis Line to get the back guys if you have a high Line of Sight
Last edited by Nappen on Sat Feb 09 2013, 23:48; edited 1 time in total | |
|
| |
Lay_Ayanesha Hellion
Posts : 87 Join date : 2012-07-07
| Subject: Re: Tips/Things to remember Sat Feb 09 2013, 16:33 | |
| Dark Eldar Nr. 15 is wrong. Most units has fleet, but not all. Every Coven related unit doesn't have fleet. | |
|
| |
Mngwa Wych
Posts : 955 Join date : 2013-01-26 Location : Stadi
| Subject: Re: Tips/Things to remember Sat Feb 09 2013, 17:31 | |
| Well, almost everything | |
|
| |
Nappen Kabalite Warrior
Posts : 249 Join date : 2012-09-22
| Subject: Re: Tips/Things to remember Sat Feb 09 2013, 23:48 | |
| | |
|
| |
ThePhish Hellion
Posts : 66 Join date : 2011-06-17 Location : Birmingham, AL
| Subject: Re: Tips/Things to remember Mon Feb 11 2013, 16:36 | |
| Maybe I'm missing something, but why does going to ground in area terrain give a 2+ to cover saves? And why is that DE specific? | |
|
| |
Mushkilla Arena Champion
Posts : 4017 Join date : 2012-07-16 Location : Toroid Arena
| Subject: Re: Tips/Things to remember Mon Feb 11 2013, 16:40 | |
| It's not DE specific. Area terrain gives you +2 to your cover save when going to ground (instead of +1 to your cover save). | |
|
| |
The_Burning_Eye Trueborn
Posts : 2501 Join date : 2012-01-16 Location : Rutland - UK
| Subject: Re: Tips/Things to remember Wed Feb 13 2013, 16:04 | |
| How about this one:
Jink is a 4+ save if you flat out/turbo boost, 3+ if you have skilled rider, but it counts as a cover save, so watch out for flamers etc (and Tau markerlights!!!) | |
|
| |
Panic_Puppet Wych
Posts : 506 Join date : 2012-12-30
| Subject: Re: Tips/Things to remember Wed Feb 13 2013, 17:07 | |
| Remember the difference between flickerfield and jink. One is a 5+ invulnerable save, one is a 5+ cover save. One to remember when ignores-cover weapons hit your venoms; you lose one 5+ save but keep the other. | |
|
| |
Sponsored content
| Subject: Re: Tips/Things to remember | |
| |
|
| |
| Tips/Things to remember | |
|