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Old 12-15-2007   #1 (permalink)
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Default Dealing with Mech Eldar

I have yet to face an army made from the new book using a Mechanized theme. I've seen it a couple of times and I've heard that it is probably the strongest list out there right now. I'm wondering what people here do or would do against this type of list with their Imperial Guard. I know that my balanced list probably couldn't handle it. I don't want to hear Drop Troop doctrine or Penal Legion, Drop Troops will get killed if I roll an Alpha mission and Penal Legion rules are stupid.
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Old 12-15-2007   #2 (permalink)
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well mech guard are offensive, right? so counter with a defensive list. the close armoured spearheads can be countered with heavy weapons platoons, everyone with autocannons or missle launchers? sure autocannons are only s7 but they do have 2 shots, and chimeras/hellhounds/sentinals have relitivly low armour. missle launchers may be a better choice though.
a basalisk would also be a good bet.

then with a fast moving enemy, you want a fast moving reserve. rough riders, armoured fists, stormtroopers, or my personal favorite: INQUISITION ALLIES
grey knights, can form an awesome hard point, with a reserve teleport squad to be thrown into trouble spots.

sisters of battle are also good. theyre cheaper then grey knights, and better then normal guardsmen with bolters, power armour, and BS4. also, you can take an inquisitor, sage, and 3 heavy bolter servitors for only about 100 points! not bad at all.
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Old 12-15-2007   #3 (permalink)
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I'd take lots of anti-tank weapons and Artillery. Basically concentrate your troops with your best fields of fire and blast away. Blow it all up before it gets too close.

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Old 12-15-2007   #4 (permalink)
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but its goign to get close. its almost impossible to prevent that, which is why you need a reserve to help out the area that gets hit.
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Old 12-15-2007   #5 (permalink)
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Ya you're right so take some tanks to "block" for you as well as something to counterattack. The key though is using the terrain to your advantage.
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Old 12-15-2007   #6 (permalink)
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The eldar falcons and wave serpents are going to have the terrain advantage on any board. They can fly over and take it. Taking a lot of transports I run the risk of giving him more cover but it is a viable option. If only I could get a Str. 6 weapon in the hull.... The Grey Knights will get killed by the Starcannons and other marine hurty things. I'm going to take as many autocannons as I can manage. Sisters suffer the same fate and the wave serpent feild gets rid of the extra die from the multimeltas. I think I'm just going to go into the game with a ton of guys. These new annoying elite armies just don't have the firepower to deal with hundreds of guardsmen.
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Old 12-15-2007   #7 (permalink)
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you really do need to get an arty peice or two...all you gotta do is score one kill with it and the unit it hits is pinned right?...and you can't say no to template weapons that are able to hit vehicles on side armor...or rear armor for that matter...and would work great for bustin up those pesky bike squads...
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Old 12-15-2007   #8 (permalink)
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sentinels with multi lasers can be very handy against eldar of any flavour, and against this listin particular. the multi laser has enough shots to worry the infantry and a high enough strength the glance the front of a serpent. plus the scout move gives you the opportunity for the first manuver of the game which might just force the eldar player to react to you rather than you reacting to them, putting you on the offencive and the pointy ears on the back foot.

some flamers might be handy for when they eventually hop out of the transports, heavy flamers if you can get 'em normal ones if you can't.
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Old 12-16-2007   #9 (permalink)
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Have they really torqued the new Eldar that much?...last time I faced a windrider host...I hit em with barrage weapons and then whittled em down to near nothing with lascans...Whirlwinds and typhoons do a pretty wicked job on the smaller craft and the larger ones make for excellant 'big gun' targets...
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Old 12-16-2007   #10 (permalink)
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The new tweak has only really made fire prisms better and made the troops inside of the transports better. I'm not sure how the Str. 5 Whirlwind and Typhoon helped you but we are looking for good ways for the Guard to get the job done. Multilaser sentinels are definitely a viable option I'm only worried about how vulnerable they are to everything in the Eldar army. One of the biggest strengths of the Mech Eldar is that they can just sit back and destroy anything that poses a threat and then run out and disembark.

So here is my list 1,500 point to deal with them.

Officer w/ Plasmagun and Iron Discipline

Officer w/ Plasmagun and Iron Discipline

Infantry w/ Plasmagun and Missle Launcher x5

Officer w/ Plasmagun and Iron Discipline

Infantry w/ Lascannon and Flamer x2

Infantry w/ Autocannon and Grenade Launcher x1

Infantry w/ Autocannon and Flamer x1

Leman Russ w/ 3 Heavy bolters and Extra Armor x3

I hate the list because it forces me to be horribly redundant kills my mobility and doesn't let me take anything that I like. The redundancy is going to be the strongest part of the army though because at range the Mech Eldar can't hurt me like I can hurt him and it will force him to disembark his troops earlier. I just have to make sure that I don't get in my own way by being too bulky to get my troops into firing range.
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Old 12-16-2007   #11 (permalink)
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well it wouldnt neccesarilly force him to jump out early. what i would do playing AGAINST your list would be to stick to terrain, keep jumping behind it so you cant shoot me. then swarm across a no mans land en masse.
i dunno.....mech eldar lists can differ widely.
youre always gonna have the bladestorming fire avengers in serpents, but then you can have fire dragons or howling banshees? or scorpians? or maybe war walkers. theres tons of options for that kind of list, and it reduces yours. which is sort of why it works so well
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Old 12-16-2007   #12 (permalink)
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I havent faced a mechanized eldar list yet
but im thinking my normal marine list would change much
it never really does
and its worked fine againts all opposition
i cant wait to face one
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Old 12-16-2007   #13 (permalink)
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Used the whirlwind and typhoon to keep his head down...didn't do much against the big targets like I said...but the jet bikes were pretty much screwed when I lit into them...the rest of my firepower was in the form of lascans executing one or two targets at a time...two pred Annihilators with lascan sponsons worked well in this fight...kept the firing lines clear of enemy and forced him to come in where I wanted him to...which led him into my termies and a pack of Bloodclaws led by a rune priest
As to gaurd...why wouldn't a basi and a couple of russes with fire support teams do the same thing...force him into comin at you where you want and covering your flanks with lascans or auto cans to stop him from trying to sneak in and run up your flanks?
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Old 12-16-2007   #14 (permalink)
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A basilisk is good I might be taking three Russes because the army I've seen has no Bright lances but I might switch one out. I don't want to take support squads because it is very easy to kill 6 guardsmen and have me waste points. Especially since the transports don't even have to worry about taking priority checks.
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Old 12-16-2007   #15 (permalink)
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autocannons. more autocannons and yes, even more autocannons...

the main strength of the mech eldar list is that the falcons & fire prisims are nigh unkillable! they way to get around the inevitable holofields is to simply hit the tanks with as many hits as posable.
the autocannon's 2 S7 shots/turn makes it stitstically the best weapon the game for knocking down skimmers...

take sharpshooters and give it to your support squads; that's 6 shots/anti-infantry squad who can re-roll any result of a 1 to-hit.
i also recomend the 'heavy weapons platoon' doctrine so as to include more than 2 of these anti-infantry support squads.
cameloline and/or light infantry can also be used to help protect your vulnerable 6-man squads, either buy giving them a better cover save and/or allowing them to deploy via infiltrate and thus get the drop on any visable skimmers. (or at least avoid the bulk of the eldar's heavy firepower deploying opposite them!)

cheers!
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Old 01-12-2008   #16 (permalink)
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Default Re: Dealing with Mech Eldar

I tallied a win with my Guard against Mech Eldar yesterday. The list I wrote above was horrible against the Sammael Ravenwing/Deathwing army so I scrapped it. Weapons teams and Chimeras where the most effective things in the game. I shook ever vehicle every turn and caused damage or destroyed to at least one each turn. It was still a close game and I had a definite terrain benefit and a very fortunate first turn boxcar roll against a fire prism. I still don't imagine that I'll win even 30% of the time but the fact that I logged one win against them made me happy.
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Old 01-14-2008   #17 (permalink)
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Default Re: Dealing with Mech Eldar

If it is a true MECH list, I've played them all too often with my Marines. The fact that they will move 12" so you can only glance hurts. Mass firepower is the key. Get those tanks immobilized and then leave them alone unless they are really hurting you. the more shots the better that's for sure. If you can cover enough of the board (if yo're running a hoard Guard list) since they cannot hover over enemy troops (pass yes hover no) then you might be able to keep them from moving 12" or make them move more than 12" so they can't shoot.

Anyway it goes, good luck as it can be slightly frustrating, but you'll get the hang of it.
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