Re: A Few Eldar Questions
Posted: Sat 01 Aug, 2015 8:57 pm
Fire Dragons are pretty great imo, especially in the hands of a good Warlock player (see HansMoleman). Using Swift Movement, Cloaking Shroud, and Enhance can bring down a vehicle, especially transports, in seconds. Especially if you can catch your opponent without detection. Even if your opponent has detection, having that few seconds he doesn't know you're coming makes a huge difference in how he'll react.
For the Farseer, you can pop the Webway's Wind Walk and move in for the kill and give the Dragons Guide. Same idea for detection as above. And deter anything that might tie them up with Shees + Doom or something. It's harder to react to if it's a flank and your opponent's units aren't in the ideal position.
And after the vehicle is dead, your Fire Dragons probably won't be your opponent's top priority target which might allow them to deal some damage to infantry. Their weapons might be short range, but they have great (melta) damage against all targets. And even if you really don't want to use them in fights, you can send them to bash power.
You can use the WSE call-in global to spend only 20 power on the snare. For other commanders it can be an issue though. The spiders provide good utility though, even after the vehicle is killed.Kvn wrote:Warpsiders have the same issue. Roughly 900/100+ spent to counter a transport at around half the cost.
For the Farseer, you can pop the Webway's Wind Walk and move in for the kill and give the Dragons Guide. Same idea for detection as above. And deter anything that might tie them up with Shees + Doom or something. It's harder to react to if it's a flank and your opponent's units aren't in the ideal position.
The Holofield lasts 30 seconds, so you don't have to put it down as soon as you see your opponent. Place it down in anticipation of the vehicle's movement. Even if it's slightly off, you could end up with a flank instead of just a straight on surprise attack.Kvn wrote:Issue with Rangers does in fact stand. They announce for the other player to hear when and where they're placing down their holo fields. Even if the opponent doesn't have detection, they'll have reasonably good idea of where the field is, thus letting them know where your Dragons are likely to be, thus defeating the purpose of using the field.
And after the vehicle is dead, your Fire Dragons probably won't be your opponent's top priority target which might allow them to deal some damage to infantry. Their weapons might be short range, but they have great (melta) damage against all targets. And even if you really don't want to use them in fights, you can send them to bash power.