Eldar Star Engines... ??

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Re: Eldar Star Engines... ??

Postby Gahris » Thu Feb 10, 2011 12:19 am

I'm in the camp of the less upgrades you have, the more units/vehicles you could have
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Re: Eldar Star Engines... ??

Postby Sallieman » Thu Feb 10, 2011 1:09 am

Gahris wrote:I'm in the camp of the less upgrades you have, the more units/vehicles you could have


i disagree that less upgrades equals better for eldar vehicles.
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Re: Eldar Star Engines... ??

Postby Gahris » Thu Feb 10, 2011 2:30 am

Sallieman wrote:
Gahris wrote:I'm in the camp of the less upgrades you have, the more units/vehicles you could have


i disagree that less upgrades equals better for eldar vehicles.


Vectored engines, Star Engines, Spirit Stones together are more points then a shurrican cannon Armed warwalker.

If its just Star Engines on 4 Vehicles, thats 60pts. Thats a single War Walker with 2x Scatter Lasers, or a minimum unit of Dire Avengers.

Don't get me wrong: Having an upgrade or two on certain units can help out in some situations but consider the cost of upgrades.

2x Fire Prism. Holofield/Spirit Stones = 320 pts
3x Fire Prism. No Upgrades = 345 pts

I'm pretty sure the 3 Fire Prisms are more durable, or atleast equal in durability to 2 with upgrades in most situations. At the same time, for 25pts more, you have 50% more firepower.

Spirit Stones - Crew Stunned isn't as common as it was in 4th edition. I would only consider it on a transport with a scoring unit
Vectored Engines - Can help, but its a pricey option.
Star Engines - I would only consider on a front line transport with a VIP cargo
Holo-field - Adds a layer of durability, but the upgrade is a high cost almost that of some very basic units

Mandy, at the end of the day, our advice will only give ideas on what can be done, and your own play style will help you make a final choice :)
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Re: Eldar Star Engines... ??

Postby Chub_Lub » Thu Feb 10, 2011 3:19 am

I'll have to throw my hat in with gahris on this one.

But i find upgrades are also situational. Don't just throw upgrades on your units just because they're there. its best to have a general idea of what you want your unit to be doing on the battlefield and upgrade them appropriately.

A holofield on a tank that will be moving up to support infantry will be a better investment then a holofield on a tank that will be in the back field shooting across the board.

though generally i find that less is more.

Also i really does come down to personal preference. And most equipment is situational. so playing around those situations to get the most use out of your equipment is really why you'd buy it in the first place.
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Re: Eldar Star Engines... ??

Postby Sallieman » Thu Feb 10, 2011 11:06 am

you guys can throw your hat in all you want, but i promise you youd be a huge fool, not to take ss and holofields on falcons and fire prisms. even if you were to get a 3rd. and Holofields are not situational, don't think for a second since you have 60" youll always be shooting from 48-60" away. we live in the age of outflanking vendettas and vulkan drop lists.

let me explain. wats the difference between a chimera and a falcon/prism when a missle shoots at them, ill tell you wat it is about 70pts thats it!!!. for 35pts, you give yourself 50% more surviveabilty, too me thats a bargain. and ss are even more important, if you get stunned atleast you can move so your out of 1/2rng melta and cc only hits you on 6's, which with a holofield means 5 th/ss termies wont do shit!

That one warwalker you got out of the extra points... guess what, a heavy bolter just smoked him... awesome *2 thumbs up*

But hey i only speak from experience, not number crunching.
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Re: Eldar Star Engines... ??

Postby Didgeridoo101 » Thu Feb 10, 2011 11:21 am

My vote goes with Holofields and SS. The extra survivabilty is well worth is to protect the guns you're probably hoping to keep around considering the points initially invested to bring them in. Without them 12 F/S isn't a whole lot to bust through and 5 or 6 man rocket teams will make short work of you otherwise.


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Re: Eldar Star Engines... ??

Postby TrentL » Thu Feb 10, 2011 12:06 pm

The three armies I have and play since I sold IG are BA (Mostly), Chaos Marines, and Space Wolves. Of those three all of them have some sort of tom foolery that lets me get close and melta things, or just sit back with mass rocks and fire.

So I don't think its safe for her to assume that I won't get to her vechiles ... especially with my BA with the fast vechiles, storm ravens, jump troops doing decent of angels with Melta, Vanguard Vets doing Heroic Intervention with Meltabombs and Power Fists, out flanking baals with TL AC's there is a good chance I'll be getting in close to her some way shape or form.

Sounds to me she should use them, plus she currently only has one ... we hope to get another sometime later when this one is built./magnetized
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Re: Eldar Star Engines... ??

Postby Orbital » Thu Feb 10, 2011 1:29 pm

I will agree, as an Eldar player, that the points saved from fielding a Falcon or Fire Prism without Holo-Fields and Spirit Stones isn't worth it. I understand that may work for Chimeras or Trukks, but those two tanks are a special case.
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Re: Eldar Star Engines... ??

Postby Sallieman » Thu Feb 10, 2011 2:46 pm

At game summit ill be running 2 falcons each costin 200 pts. I promise I won't regret a point I spent.
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Re: Eldar Star Engines... ??

Postby An00bis » Thu Feb 10, 2011 4:11 pm

it is indeed situational as said before. a big factor is of course the models you have available, and how many slots you have open. Lets take tau for example. I can feild pretty much whatever I want because im a loser with 5k of fully painted tau (now collecting dust XD) but I just cant justify NOT spending 15 points on every single vehicle I take to make them BS4 shoot like Fast vehicles (so they can move 12 and fire 1 main, or 6 and fire all. useless trivia: the only tau weapon thats considered defensive is the skyrays markerlights.) also, when it comes to IG or CSM, every vehicle I own that has a transport capacity doesnt hit the table without Extra armor. Im not sure if this is because of years of Extra armor envy that comes with playing tau (more useless trivia: were one of the two armies in the game without access to Extra armor or equivalent. the other being DE, but im not sure if they have something now /ramble) or because I like the idea that the only thing that will stop my transports from moving is a Immobilized or destroyed result.

at the end of the day, it is quite a bit of points spent on upgrades. but if youre going to make use of them every game, I say take them. Things like flechette dischargers or vectored engines come down to personal taste, I think. Okay I think weve officially now all said pretty much the same thing :)
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