109803
Post by: admironheart
dan2026 wrote:Can the Autarch no longer take a Reaper Launcher?
That's a bit of a bugger to me.
And weird considering GW has just re-released the Autarch model that comes with a Reaper Launcher.
I am not sure.I have asked about this.
I think you can take the Autarch from the index with the rest of the Codex army since it would be a legacy model????
And he would benefit from strategems and army buffs.....AND maybe be able to purchase a relic??????
But I think they said he could not take Warlord traits, etc from the codex.
Anyone can clear this up? thanks
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Post by: dan2026
admironheart wrote: dan2026 wrote:Can the Autarch no longer take a Reaper Launcher?
That's a bit of a bugger to me.
And weird considering GW has just re-released the Autarch model that comes with a Reaper Launcher.
I am not sure.I have asked about this.
I think you can take the Autarch from the index with the rest of the Codex army since it would be a legacy model????
And he would benefit from strategems and army buffs.....AND maybe be able to purchase a relic??????
But I think they said he could not take Warlord traits, etc from the codex.
Anyone can clear this up? thanks
I just checked and per the official GW word I believe you would just use the reaper launcher points cost from the Index then just run the Autarch as normal from the codex.
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Post by: Amishprn86
I can't find it now, if someone can, but i thought it said "Older models you can still use the rules for them if they game built with different gear".
Or something like that, i swore i read that from GW when they were first showing off index/codex questions and stuff.
Spelling.
109803
Post by: admironheart
So when I build my custom craftworld and have detachments with the 5 main CWE units. I of course want them to be a 'successor' craftworld if you will ala space marines.As I plan to paint them all the same color scheme and to use them as just 1 craftworld. much like the IG or SM players do.
So for the Detatchments these are the 5 listed names:
Field Craft
Wild Host
Sword Wind
Fore Sight of the Damned
Stoic Endurance
I think it will be easier to say this is a Wild Host or Swordwind rather than Saim-Han or Beil-Tan detachment.
I do have problems with some of the names
I would rather call the detatchments by these:
Field Craft
Wild Host
Sword Wind
Rune Sight (better than Foresight and takes us back to 3rd ed black bible)
But what to call a Wraith army for Stoic Resistance?
Wraith or Spirit Host detachment works or not for your opponent?
112989
Post by: momerathe
So, are starcannons back on the menu now?
109803
Post by: admironheart
at 15 points each I think so.
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Post by: Dionysodorus
Therion wrote:
You have the Eldar codex? What basis you got for making that assertion?
And I can't see how Conscripts would be going anywhere. Because AM and Imperial soup players have to spend 1 CP on Pietrov's MK45? Or because you can't feasibly run 150+ of them anymore and keep all of them immune? Negative.
But I'm curious to seeing this tier 1 Eldar army list. If they have an answer to deep striking Scions / Elysians (so they got bubblewrap) while also not being vulnerable to Eversors and Culexus Assassins (superb and I mean amazing in close combat or ridiculous overwatch), while also being able to deal with enemy bubble wrap and heavy tanks, yeah they might be the most powerful army ever created. But I can't see that happening. You might be able to make a unit that is hard to hit, or an army that's relatively hard to hit, but the Imperial soup has answers to every meta shift.
I haven't done a whole lot of brewing, but Eldar do have answers to all of these things. Wave Serpents and Rangers are terrible targets for plasma. Dark Reapers (and Hemlocks and scytheguard and Spectres) kill Culexi, and with a Farseer nearby you can use a stratagem to kill one deep striking unit each turn. Deep striking Guardians and Shining Spears are good answers to hordes, and Hemlocks and Dark Reapers are good anti-tank.
100884
Post by: Cephalobeard
Being new to Eldar, I'm trying to find out the best ratio of units to take.
In my head, the general idea will be at least two Battalions of 3x Rangers each (maybe), an autarch with wings, then 3 misc HQs, and the main thing I'm really in love with would be a Vanguard with Irillyth and a bunch of Spectres.
Could anyone give me any tips here? Am I crazy for loving Spectres/Irillyth as much as I do? What's the correct number? Are they worth going nuts on and using numbers of them?
In magical christmas land where we don't care about cost or anything, I'm just trying to Brainstorm the strongest Altaioc list I can thing of.
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Post by: Moosatronic Warrior
In an unexpected twist of fluffiness I think an Ulthwe supreme command detachment might be the best way to bring psykers. Firstly, you get to take Eldrad who seems to be better than a normal faseer. Secondly Ulthwe Warlocks 6+++ means they have a better chance to survive perils (a 30% chance to survive a 2 mortal wound peril). It may just be safer to take Spiritseers or Warlock Skyrunners though.
Skyrunners get more wounds right?
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Post by: fresus
Rangers are better, and quite durable with the Alaitoc attribute, but I don't think they have enough firepower to be the meat of your army. A couple units on objectives that harass enemy characters are fine as troop tax fillers, but more than that will be pretty hard to balance.
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Post by: Kdash
Cephalobeard wrote:Being new to Eldar, I'm trying to find out the best ratio of units to take.
In my head, the general idea will be at least two Battalions of 3x Rangers each (maybe), an autarch with wings, then 3 misc HQs, and the main thing I'm really in love with would be a Vanguard with Irillyth and a bunch of Spectres.
Could anyone give me any tips here? Am I crazy for loving Spectres/Irillyth as much as I do? What's the correct number? Are they worth going nuts on and using numbers of them?
In magical christmas land where we don't care about cost or anything, I'm just trying to Brainstorm the strongest Altaioc list I can thing of.
Personally, I think the strongest Alaitoc lists will be based around Rangers, backline Crimson Hunters, potentially Warp Spiders and Shadow Spectres, along with some kind of bike bomb which includes a farseer and a couple of warlocks at the minimum (maybe 2 farseers and an autarch). A couple of units of Dark Reapers would probably help out as well when you go up against another Alaitoc style army.
This is all spit balling btw, and we’ll have to wait and see what theory crafting people come up with.
Me on the other hand, will be going for a more “fluffy” approach. I’ve always planned on building an Alaitoc army based on the Path of the Eldar series by Gav Thorpe. I need to go back and re-cap some of the units mentioned in the main battle and storyline, but, I’d say it’s a decent looking list right now, though probably won’t ever be a “top table” army.
Automatically Appended Next Post: Moosatronic Warrior wrote:In an unexpected twist of fluffiness I think an Ulthwe supreme command detachment might be the best way to bring psykers. Firstly, you get to take Eldrad who seems to be better than a normal faseer. Secondly Ulthwe Warlocks 6+++ means they have a better chance to survive perils (a 30% chance to survive a 2 mortal wound peril). It may just be safer to take Spiritseers or Warlock Skyrunners though.
Skyrunners get more wounds right?
Skyrunners have an extra wound yes. Also, all Farseers can ignore mortal wounds on something like a 5+ and if it's from a perils, something like a 3+ i think (can't remember the exact numbers - basically added to the Ghosthelm rule)
I would take Eldard, but, i think the Skyrunners will just offer more.
100884
Post by: Cephalobeard
Kdash wrote: Cephalobeard wrote:Being new to Eldar, I'm trying to find out the best ratio of units to take.
In my head, the general idea will be at least two Battalions of 3x Rangers each (maybe), an autarch with wings, then 3 misc HQs, and the main thing I'm really in love with would be a Vanguard with Irillyth and a bunch of Spectres.
Could anyone give me any tips here? Am I crazy for loving Spectres/Irillyth as much as I do? What's the correct number? Are they worth going nuts on and using numbers of them?
In magical christmas land where we don't care about cost or anything, I'm just trying to Brainstorm the strongest Altaioc list I can thing of.
Personally, I think the strongest Alaitoc lists will be based around Rangers, backline Crimson Hunters, potentially Warp Spiders and Shadow Spectres, along with some kind of bike bomb which includes a farseer and a couple of warlocks at the minimum (maybe 2 farseers and an autarch). A couple of units of Dark Reapers would probably help out as well when you go up against another Alaitoc style army.
This is all spit balling btw, and we’ll have to wait and see what theory crafting people come up with.
Me on the other hand, will be going for a more “fluffy” approach. I’ve always planned on building an Alaitoc army based on the Path of the Eldar series by Gav Thorpe. I need to go back and re-cap some of the units mentioned in the main battle and storyline, but, I’d say it’s a decent looking list right now, though probably won’t ever be a “top table” army.
Automatically Appended Next Post:
Moosatronic Warrior wrote:In an unexpected twist of fluffiness I think an Ulthwe supreme command detachment might be the best way to bring psykers. Firstly, you get to take Eldrad who seems to be better than a normal faseer. Secondly Ulthwe Warlocks 6+++ means they have a better chance to survive perils (a 30% chance to survive a 2 mortal wound peril). It may just be safer to take Spiritseers or Warlock Skyrunners though.
Skyrunners get more wounds right?
Skyrunners have an extra wound yes. Also, all Farseers can ignore mortal wounds on something like a 5+ and if it's from a perils, something like a 3+ i think (can't remember the exact numbers - basically added to the Ghosthelm rule)
I would take Eldard, but, i think the Skyrunners will just offer more.
I agree. On face value, I absolutely adore just running an inhuman amount of Spectres and going to town. However, I cannot shake the fact that Altaioc Wave Serpents with Vectored engines are, essentially, permanent -2 to be hit while you zip around at exactly 23" firing tons of shots out, and eventually dumping tons of serpent shields into the opponent.
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Post by: Kdash
Cephalobeard wrote:Kdash wrote: Cephalobeard wrote:Being new to Eldar, I'm trying to find out the best ratio of units to take.
In my head, the general idea will be at least two Battalions of 3x Rangers each (maybe), an autarch with wings, then 3 misc HQs, and the main thing I'm really in love with would be a Vanguard with Irillyth and a bunch of Spectres.
Could anyone give me any tips here? Am I crazy for loving Spectres/Irillyth as much as I do? What's the correct number? Are they worth going nuts on and using numbers of them?
In magical christmas land where we don't care about cost or anything, I'm just trying to Brainstorm the strongest Altaioc list I can thing of.
Personally, I think the strongest Alaitoc lists will be based around Rangers, backline Crimson Hunters, potentially Warp Spiders and Shadow Spectres, along with some kind of bike bomb which includes a farseer and a couple of warlocks at the minimum (maybe 2 farseers and an autarch). A couple of units of Dark Reapers would probably help out as well when you go up against another Alaitoc style army.
This is all spit balling btw, and we’ll have to wait and see what theory crafting people come up with.
Me on the other hand, will be going for a more “fluffy” approach. I’ve always planned on building an Alaitoc army based on the Path of the Eldar series by Gav Thorpe. I need to go back and re-cap some of the units mentioned in the main battle and storyline, but, I’d say it’s a decent looking list right now, though probably won’t ever be a “top table” army.
Automatically Appended Next Post:
Moosatronic Warrior wrote:In an unexpected twist of fluffiness I think an Ulthwe supreme command detachment might be the best way to bring psykers. Firstly, you get to take Eldrad who seems to be better than a normal faseer. Secondly Ulthwe Warlocks 6+++ means they have a better chance to survive perils (a 30% chance to survive a 2 mortal wound peril). It may just be safer to take Spiritseers or Warlock Skyrunners though.
Skyrunners get more wounds right?
Skyrunners have an extra wound yes. Also, all Farseers can ignore mortal wounds on something like a 5+ and if it's from a perils, something like a 3+ i think (can't remember the exact numbers - basically added to the Ghosthelm rule)
I would take Eldard, but, i think the Skyrunners will just offer more.
I agree. On face value, I absolutely adore just running an inhuman amount of Spectres and going to town. However, I cannot shake the fact that Altaioc Wave Serpents with Vectored engines are, essentially, permanent -2 to be hit while you zip around at exactly 23" firing tons of shots out, and eventually dumping tons of serpent shields into the opponent.
Sure, they'll be a massive pain to remove, but that's something like 142 points for a gunboat shooting 9 shots hitting on 4's. Also, you won't be able to stay at 23" all game and the -2 will only work against shooting - some units will be able to close the gap very quickly and assault.
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Post by: Cephalobeard
Fair enough.
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Post by: Therion
I'm a massive proponent of quickly adding competitive Xenos factions to this game, because the Imperial focus is unhealthy and causes anxiety, but some Eldar players here are jumping the gun here.
There's a reason people bring Conscripts. Because you need bubble wrap. Eldar armies will need bubble wrap too, and they need it all over the field. Wave Serpents? Many things can get to them and kill them. People don't play on airfield maps with no terrain and watch an Eldar player deploy his army in one corner and then hope that they roll enough 6's to hit to win.
There's objectives and terrain on the table, and when the Eldar move, they'll be vulnerable to assault and close range shooting. In the end, it'll all come down to points costs. How many of everything can you fit in a list?
Lastly, it's not enough that you're hard to hit, if every shot that hits you actually kills you, or, alternatively, you just don't pack enough Dakka yourself to make a difference.
Personally I think the re-rolls before modifiers sequence is idiotic and illogical, and that if modifiers take you past 6 you can't hit at all is unimaginably so. A BS4+ model with a heavy weapon that moves can't hit anymore if he has -2 to hit to start with. That's just bad design because it causes an unhealthy meta shift to units that ignore the change.
Next Saturday can't come soon enough.
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Post by: saint_red
Rangers are what you use for bubble wrap, similar to how Space Marine lists can use Scouts. Because they infiltrate you want to string them out in front of your gun line to make it impossible for your enemy to deepstrike within range of your valuable stuff.
It's definitely less efficient than what conscripts were doing but with the new FAQ out the Rangers aren't far off.
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Post by: Therion
I don't see Space Marine players using scouts. In fact I don't see Space Marine players. I see people with Guilliman and some friends, and Conscripts.
But I do see what you're saying. Except they only block deep strikers, just like Sentinels and other tier 2 units do. It's not a bubble wrap really.
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Post by: em_en_oh_pee
So... stupid question. How does the Vampire Hunter sound for an Alaitoc army (rules, not fluff)?
-2 to-hit on the move with a 4++ if it goes fast enough. T8 and 32 wounds. Tosses out 4d6 (av 14) S12 AP -4 d6 damage shots that can be 2d6. Plus it has eight S8 AP -3 3 damage shots and a Scatter laser (lol).
It isn't cheap - 925pt. But holy crap, that pulsar can and will wreck what it aims at.
Thoughts?
100884
Post by: Cephalobeard
Do we get to apply the price reductions of things (like shuriken cannons) to the FW Index units?
IE, Hornets get 4pts cheaper w/ the Cannon reduction, etc
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Post by: Galef
Cephalobeard wrote:Do we get to apply the price reductions of things (like shuriken cannons) to the FW Index units? IE, Hornets get 4pts cheaper w/ the Cannon reduction, etc
Would be nice, but I seriously doubt it. I really hope that FW updates all the Eldar stuff very soon and hopefully gives us a discounted WK that is worth playing (i.e. under 500pts fully upgraded AND gets to Webway strike onto the table)
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Post by: Kdash
Galef wrote: Cephalobeard wrote:Do we get to apply the price reductions of things (like shuriken cannons) to the FW Index units?
IE, Hornets get 4pts cheaper w/ the Cannon reduction, etc
Would be nice, but I seriously doubt it. I really hope that FW updates all the Eldar stuff very soon and hopefully gives us a discounted WK that is worth playing (i.e. under 500pts fully upgraded AND gets to Webway strike onto the table)
I agree. These reductions won't affect FW units and weapons until they FAQ them - like how no points for FW guard have changed yet.
100884
Post by: Cephalobeard
Yeah, entirely fair. Always make a point to voice the question, no matter how silly, before my math starts getting messed up.
109803
Post by: admironheart
just placed my order with GW.
Quick question about the old Autarch model. Was there ever a Warp Jump Generator version or just the winged one from the discontinued line?
I made mine from a Dark Reaper Exarch with a metal Jump Generator. Was curious to see if I could locate a jump generator on ebay or so or if there was an actual part that fitted with those models.
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Post by: Amishprn86
From everything i've sen Warp Jump is only in Index, so you still can have a Index Autarch.
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Post by: Galef
Yes, GW once made an Autarch model with jump pack:
But they no longer make it and once all the Aeldari and Necron Codices come out and GW stops producing Index: Xenos 1, the rules for Warp Jump generator Autarchs won't be supported and it won't be long before they become invalid.
-
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Post by: Dionysodorus
So how many psykers do we need?
Fate powers:
Guide
Doom
Fortune
Mind War
Executioner
Will of Asuryan
Battle:
Conceal/Reveal
Embolden/Horrify
Enhance/Drain
Protect/Jinx
Quicken/Restrain
Empower/Enervate
Lots of these are really very good. With the Fate powers, you basically always have a use for Doom, Guide, and Fortune. The others are a lot more situational or list-dependent.
Then with Battle you basically always want Conceal, Protect, Jinx, and Quicken, as long as you have any particularly valuable infantry or bike units.
This is a lot. This is Eldrad or 2 Farseers, 3 Spiritseers/Warlocks, and a Hemlock.
But then there are also clear uses for a lot of the other Battle powers. Enhance is pretty interesting now when coupled with the stratagem that lets you make an extra attack on a 6+ -- an Enhanced unit in range of an Autarch expects 1.3 hits per attack. Reveal is often going to function as a Jinx (this is another potential Hemlock power). Restrain certainly has potential though you probably won't use it that often. Neither Enervate or Drain are that appealing, although Drain combines with a -1 to hit in the fight phase stratagem. Even Enervate would be pretty good for a Wraith army.
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Post by: Karhedron
Kdash wrote:I know a lot of people have been hating on the Warlock due to its 2 wounds, but, I really think a couple of jetbike warlocks might have a fixed place in my army going forward.
I think the humble Warlock is being underestimated. Yes they are pretty puny but they are cheap which makes them great HQ choices if you are fielding multiple detachments to maximise your CPs.
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Post by: Amishprn86
I love Warlocks, i have 3 on bikes, they are great HQ's for 70pts lol (will be cheaper in codex)
Look at the Archon and tell me what you rather have (I dont take DE HQ's... there is literally no point when playing DE)
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Post by: Dionysodorus
I just don't see why I wouldn't pay 10 more points for a Spiritseer. How many Warlocks are you taking? Surely this is only a 30-40 point hit even in a fairly HQ-heavy list, and you gain a whole lot.
I also don't feel like bikes are very useful for Warlocks anymore since their powers have much longer ranges. I can keep my psyker within 18" of my Shining Spears or whatever with just his 7+d6" move. The main use of extra movement on a Battle psyker is to get in range for debuffs, but Hemlocks can handle that.
56409
Post by: Amishprn86
Dionysodorus wrote:I just don't see why I wouldn't pay 10 more points for a Spiritseer. How many Warlocks are you taking? Surely this is only a 30-40 point hit even in a fairly HQ-heavy list, and you gain a whole lot.
I also don't feel like bikes are very useful for Warlocks anymore since their powers have much longer ranges. I can keep my psyker within 18" of my Shining Spears or whatever with just his 7+ d6" move. The main use of extra movement on a Battle psyker is to get in range for debuffs, but Hemlocks can handle that.
I can take 2 at 35pts without the bike or 1 on bike b.c mobility is more important to me sometimes. A 35pt HQ to fill a Detachment is good, and it can actually still do something.
I dont take WS's so being on foot it means they need to support a unit via sitting or moving (Dark Reapers, Shiny Spears, Shadow Specters).
101463
Post by: Lord Perversor
Galef wrote: Cephalobeard wrote:Do we get to apply the price reductions of things (like shuriken cannons) to the FW Index units?
IE, Hornets get 4pts cheaper w/ the Cannon reduction, etc
Would be nice, but I seriously doubt it. I really hope that FW updates all the Eldar stuff very soon and hopefully gives us a discounted WK that is worth playing (i.e. under 500pts fully upgraded AND gets to Webway strike onto the table)
If we are very very lucky maybe in 1-2 weeks after codex release.
The latest AM Faq vs the comissairs, also comes with FW units fix for the guard even those that can be used by Genestealers cults
109803
Post by: admironheart
You can only Deny the Witch so many times with the big Farseers/Eldrad and they can only be in so many places at once. Warlocks solve that problem by being cheap...2 points less than before and able to fit into a lot of transports or hide with some gunline.
I want to call out the MindWar plus Embolden power. I think I read that Embolden adds 2 to the LD of the Farseer. That is huge for trying to kill enemy Characters.
Is Executioner good compared to MindWar. I cant remember what it does?
57123
Post by: Niiru
On a vaguely unrelated note, I'm in the middle of putting together a tactica website on some hosting space I had spare. What can I say, I have a lot of free time at the moment.
Just thought I'd get some feedback on a name. I've come up with a couple options, but I'm undecided.
TheWebway
Battle-Focus
(unfortunately the 'the' and the '-' hyphen are required. Otherwise I can't get a normal extension)
Any votes in favour of one or the other, let me know. Or alternatively, any other better ideas, I'm all ears!
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Post by: Lurker
Definitely Thewebway
113392
Post by: Puganaut
Niiru wrote:On a vaguely unrelated note, I'm in the middle of putting together a tactica website on some hosting space I had spare. What can I say, I have a lot of free time at the moment.
Just thought I'd get some feedback on a name. I've come up with a couple options, but I'm undecided.
TheWebway
Battle-Focus
(unfortunately the 'the' and the '-' hyphen are required. Otherwise I can't get a normal extension)
Any votes in favour of one or the other, let me know. Or alternatively, any other better ideas, I'm all ears!
Voting TheWebway
113991
Post by: Kdash
admironheart wrote:You can only Deny the Witch so many times with the big Farseers/Eldrad and they can only be in so many places at once. Warlocks solve that problem by being cheap...2 points less than before and able to fit into a lot of transports or hide with some gunline.
I want to call out the MindWar plus Embolden power. I think I read that Embolden adds 2 to the LD of the Farseer. That is huge for trying to kill enemy Characters.
Is Executioner good compared to MindWar. I cant remember what it does?
I feel for you to kill a character worthy of killing with Mindwar you’d need a lot more Ld modifiers first. With the +2, you’d be looking at 11 vs 8-10. In order to get enough wounds to kill something I think you’d need to add in a Hemlock using Horrify giving them a -3 to their Ld. You’d then have a strong advantage over the character and will likely do around 5-6 mortal wounds.
Executioner is basically Smite, but if it kills a model you get to do another D3 mortal wounds. This isn’t a character killer as it works like Smite for targeting.
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Post by: Dionysodorus
Kdash wrote: admironheart wrote:You can only Deny the Witch so many times with the big Farseers/Eldrad and they can only be in so many places at once. Warlocks solve that problem by being cheap...2 points less than before and able to fit into a lot of transports or hide with some gunline.
I want to call out the MindWar plus Embolden power. I think I read that Embolden adds 2 to the LD of the Farseer. That is huge for trying to kill enemy Characters.
Is Executioner good compared to MindWar. I cant remember what it does?
I feel for you to kill a character worthy of killing with Mindwar you’d need a lot more Ld modifiers first. With the +2, you’d be looking at 11 vs 8-10. In order to get enough wounds to kill something I think you’d need to add in a Hemlock using Horrify giving them a -3 to their Ld. You’d then have a strong advantage over the character and will likely do around 5-6 mortal wounds.
Executioner is basically Smite, but if it kills a model you get to do another D3 mortal wounds. This isn’t a character killer as it works like Smite for targeting.
I did the math for expected wounds as a function of the Ld difference between the Farseer and the target a while back. It's worthwhile if you can easily get up to +3 or more.
Horrify is rarely going to be worth it because you're using a whole psychic power to maybe give +1 wound to Mind War, if the Farseer successfully manifests, etc. But you can get some nice free Ld buffs that you're not paying much for. Just the Hemlock by itself is -2, and then a Swooping Hawks unit is +1. In some really important cases Embolden may make sense for another +2, but it seems hard to justify actually bringing this on a Warlock/Spiritseer for the one turn in which it will be valuable. But at least Embolden is somewhat competitive with Smite in terms of mortal wounds granted, unlike Horrify. I guess maybe if you're bringing the Spiritseer mostly just for Smite in the first place.
Note that if you're bringing lots of Rangers, which seems like a reasonable thing to do now, you're not really needing Mind War to kill the character in one shot or else it's useless. Also, I haven't seen this discussed and I don't know if it matters much, but it seems interesting that Mind War doesn't require LoS.
113991
Post by: Kdash
I keep going back and forth on spells i'd take and want to use, but i keep coming back to the following -
Farseer 1 - Doom + Fortune
Farseer 2 - Fortune + Executioner
Warlock 1 - Protect
Warlock 2 - Conceal
Warlock 3 - Empower
Hemlock1 - Jinx
Hemlock2 - Restrain (though tempted to have Drain instead)
Most of it goes towards making a unit essentially a deathstar. Add in -1 to hit from Alaitoc...
Certainly an annoying prospect to remove said unit, but, i'm not !00% on whether said unit will do enough damage. Currently it'd be a super mobile, 985 point deathstar with very short range
113035
Post by: Wyldcarde
Shadow spectres do.
Switch up fortune 2 for guide and a unit of 10 will on average get 24 Str 6 ap-3 hits. Or 10d6 Str 5 auto hits.
With conceal and protect they are -2 to hit (-3 if over 12 inches) and 2+ armour from protect.
I think number 1 protect candidate is shining spears. Giving them 3+ invul and fortune. Shares the difficultness to kill around with one unit being impossible to hit and the other shrugging off a lot of wounds with 2+/3++/5+++.
I think with the changes to hemlock you are spot on with their spell ranking. Jinx seems to be clear choice.
109803
Post by: admironheart
The Engines of Vaul have been very weak. Hard hitting but dead after 1 turn.
Now we can march the D-cannon out to smash something. then Fire and Fade a Wave Serpent in front of it. The serpent probably will survive and you can get a nice 2nd turn out of your D-cannon.
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Post by: Niiru
Kdash wrote:I keep going back and forth on spells i'd take and want to use, but i keep coming back to the following -
Farseer 1 - Doom + Fortune
Farseer 2 - Fortune + Executioner
Warlock 1 - Protect
Warlock 2 - Conceal
Warlock 3 - Empower
Hemlock1 - Jinx
Hemlock2 - Restrain (though tempted to have Drain instead)
Most of it goes towards making a unit essentially a deathstar. Add in -1 to hit from Alaitoc...
Certainly an annoying prospect to remove said unit, but, i'm not !00% on whether said unit will do enough damage. Currently it'd be a super mobile, 985 point deathstar with very short range
What unit are you planning on turning into a deathstar though, you haven't actually listed any units that are a viable target for all those buffs! So you actually only have a super mobile 985 point buffstar, that then needs a unit to target!
Unless you were thinking of the farseers and warlocks as a seer council, but only the warlocks can group up into a conclave, and a conclave of only 3 warlocks can only cast 1 power per turn...
Edit:
Also, Bonesinger rules are now out woo! Called it with the Wraith repair character, which was kinda obvious but I'm still pleased. Basically identical to a Spiritseer, but 25 points more to exchange Spirit Mark with a D3 repair Wraith option. Not cheap, but being able to cast a psychic power on turns it doesn't need to repair isn't bad.
113991
Post by: Kdash
Niiru wrote:Kdash wrote:I keep going back and forth on spells i'd take and want to use, but i keep coming back to the following -
Farseer 1 - Doom + Fortune
Farseer 2 - Fortune + Executioner
Warlock 1 - Protect
Warlock 2 - Conceal
Warlock 3 - Empower
Hemlock1 - Jinx
Hemlock2 - Restrain (though tempted to have Drain instead)
Most of it goes towards making a unit essentially a deathstar. Add in -1 to hit from Alaitoc...
Certainly an annoying prospect to remove said unit, but, i'm not !00% on whether said unit will do enough damage. Currently it'd be a super mobile, 985 point deathstar with very short range
What unit are you planning on turning into a deathstar though, you haven't actually listed any units that are a viable target for all those buffs! So you actually only have a super mobile 985 point buffstar, that then needs a unit to target!
Unless you were thinking of the farseers and warlocks as a seer council, but only the warlocks can group up into a conclave, and a conclave of only 3 warlocks can only cast 1 power per turn...
The 985 points includes a unit of 9 Shining Spears  Everything would be on bikes so a nice movement 16 all round and wound include an Autarch too. Essentially going for the 2+/3++/5+++ on a T4, 2 wound model that re-rolls 1's to hit, wounds with a +1 and re-rolls all wounds (though doom would likely go on another target for the other units firepower). The only problem is, the lances are 6" range - but would kill whatever they wanted via shooting and charging, once they get there... In theory...
It's definitely a more "defensive" offensive idea rather than pure offensive. I don't expect them to destroy everything on the table themselves, but, more act as a powered up bodyguard which has a high threat potential while things like the Hemlocks fly around nuking units.
All the psykers would be individual units on jetbikes. I'd rather take 3 warlocks and cast 3 powers, rather than take 7 warlocks and only cast 2 + smite. Also gives me access to the stratagem for having a warlock and farseer near each other.
And when they finally get killed, i essentially have plenty of smites to go around.
Automatically Appended Next Post:
Wyldcarde wrote:Shadow spectres do.
Switch up fortune 2 for guide and a unit of 10 will on average get 24 Str 6 ap-3 hits. Or 10d6 Str 5 auto hits.
With conceal and protect they are -2 to hit (-3 if over 12 inches) and 2+ armour from protect.
I think number 1 protect candidate is shining spears. Giving them 3+ invul and fortune. Shares the difficultness to kill around with one unit being impossible to hit and the other shrugging off a lot of wounds with 2+/3++/5+++.
I think with the changes to hemlock you are spot on with their spell ranking. Jinx seems to be clear choice.
I thought about Shadow Spectres, but i can't decide. They have longer range than Shining Spears, but aren't as durable - even with the powers cast on them. I also think i like the idea of having all the extra twin shuriken catapult shots when needed - and str 8 on the Exarch is always nice. On the flip side, i can get 14 Spectres for the same price.
If i went with the Spectres, i'd agree with you and swap the 2nd fortune for guide as i'd be relying on shooting - and i could then not include the Autrach. The 2nd one was there simply for redundancy and would be a mortal wound bot until needed.
The other issue i am having is choosing a craftworld for them... Part of me thinks Alatioc for the first turn or 2 of extra defence, but Saim-Hann is also interesting with their stratagem - allowing me to advance, charge and re-roll hit rolls of 1 in the fight phase. The only problem with this, is i'd loose the "bodyguard" aspect designed here, but, i could replace a 2 vyper unit for 6 windriders to do that instead, which would allow me to go full smite spam after the turn 1 charge, drop the autarch or some Hawks, and pick up another warlock for quicken to turn the 22" move into a 38-44" move followed by a charge....
116660
Post by: Mr.Pengwinn
Niiru wrote:
Also, Bonesinger rules are now out woo! Called it with the Wraith repair character, which was kinda obvious but I'm still pleased. Basically identical to a Spiritseer, but 25 points more to exchange Spirit Mark with a D3 repair Wraith option. Not cheap, but being able to cast a psychic power on turns it doesn't need to repair isn't bad.
Unless I read the stat page wrong it only knows smite. Still though it'd be nice to have to babysit a heavy Dakka Wraithlord/Knight
113991
Post by: Kdash
Mr.Pengwinn wrote:Niiru wrote:
Also, Bonesinger rules are now out woo! Called it with the Wraith repair character, which was kinda obvious but I'm still pleased. Basically identical to a Spiritseer, but 25 points more to exchange Spirit Mark with a D3 repair Wraith option. Not cheap, but being able to cast a psychic power on turns it doesn't need to repair isn't bad.
Unless I read the stat page wrong it only knows smite. Still though it'd be nice to have to babysit a heavy Dakka Wraithlord/Knight
I agree. It implies it only knows smite.
However, it is also an elite unit, so, possibly helps people fill out a brigade if they don't want to spam scorpions or banshees and is a cheap unit to add to your wraithguard.
116660
Post by: Mr.Pengwinn
Kdash wrote:Mr.Pengwinn wrote:Niiru wrote:
Also, Bonesinger rules are now out woo! Called it with the Wraith repair character, which was kinda obvious but I'm still pleased. Basically identical to a Spiritseer, but 25 points more to exchange Spirit Mark with a D3 repair Wraith option. Not cheap, but being able to cast a psychic power on turns it doesn't need to repair isn't bad.
Unless I read the stat page wrong it only knows smite. Still though it'd be nice to have to babysit a heavy Dakka Wraithlord/Knight
I agree. It implies it only knows smite.
However, it is also an elite unit, so, possibly helps people fill out a brigade if they don't want to spam scorpions or banshees and is a cheap unit to add to your wraithguard.
Oh it's elite? That's pretty good then, I thought it'd be fighting for the already packed HQ slot. I'll defiantly be bringing one along.
Also I'm trying to build a cheap list for Eldar (I have a lot of models my brother literally dropped on my door step). What Aspect warriors are worth considering? I have basically one msu squad of each.
113991
Post by: Kdash
Mr.Pengwinn wrote:Kdash wrote:Mr.Pengwinn wrote:Niiru wrote:
Also, Bonesinger rules are now out woo! Called it with the Wraith repair character, which was kinda obvious but I'm still pleased. Basically identical to a Spiritseer, but 25 points more to exchange Spirit Mark with a D3 repair Wraith option. Not cheap, but being able to cast a psychic power on turns it doesn't need to repair isn't bad.
Unless I read the stat page wrong it only knows smite. Still though it'd be nice to have to babysit a heavy Dakka Wraithlord/Knight
I agree. It implies it only knows smite.
However, it is also an elite unit, so, possibly helps people fill out a brigade if they don't want to spam scorpions or banshees and is a cheap unit to add to your wraithguard.
Oh it's elite? That's pretty good then, I thought it'd be fighting for the already packed HQ slot. I'll defiantly be bringing one along.
Also I'm trying to build a cheap list for Eldar (I have a lot of models my brother literally dropped on my door step). What Aspect warriors are worth considering? I have basically one msu squad of each.
It's elite and 70 points according to the GW release.
For aspects, i really like the look of Swooping Hawks, especially now their grenade pack can be used when they deep strike like before. Banshees are definitely going to be fun with some psychic support as they can move advance with +3 and then charge with +3, whilst denying enemy overwatch.
Scorpions i'm not sure on, and have them in another list cos im doing a themed Path of the Eldar army. Dire Avengers look like extremely good troops now as well if you don't want rangers. Shining Spears are nice but i need to figure out how nice for myself. Dark Reapers are also a good solid choice as they always hit on 3's when shooting. Fire Dragons just seem a little expensive now for a suicide unit. No idea about Warp Spiders.
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Post by: Cephalobeard
I don't hate 3 of the Bonesingers in a list like mine where my intention is to use loads of fast attack vehicles (hornets) and wave serpents, war walkers, etc.
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Post by: Niiru
Kdash wrote:Mr.Pengwinn wrote:Niiru wrote:
Also, Bonesinger rules are now out woo! Called it with the Wraith repair character, which was kinda obvious but I'm still pleased. Basically identical to a Spiritseer, but 25 points more to exchange Spirit Mark with a D3 repair Wraith option. Not cheap, but being able to cast a psychic power on turns it doesn't need to repair isn't bad.
Unless I read the stat page wrong it only knows smite. Still though it'd be nice to have to babysit a heavy Dakka Wraithlord/Knight
I agree. It implies it only knows smite.
However, it is also an elite unit, so, possibly helps people fill out a brigade if they don't want to spam scorpions or banshees and is a cheap unit to add to your wraithguard.
I have to admit, I read the datasheet while I was at work, and after reading the part that said it was a psyker and could cast 1... I then stopped reading at that point, as I had just assumed it picked a power from the Runes of Battle like a spiritseer/warlock.
How odd that it's a psyker that only knows smite. Are there any other psykers like that in 40k at the moment?
Still, at least it's proper smite and not warlock-smite, so it is still better than nothing! And he can still Deny one power a turn. Don't know if he is worth 70 points, but he's not the worst unit on the table for sure.
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Post by: bullyboy
When the codex drops, can we start tactica pages for each major Craftworld? May help stem the bloat
113991
Post by: Kdash
bullyboy wrote:When the codex drops, can we start tactica pages for each major Craftworld? May help stem the bloat 
We can try
But, the man posting above you, Niiru, is currently building a tactica wiki style website which will initially be focused on Eldar.
On other notes - due to more list revision, i'm now up to 9 pyskers in my list...
I'm getting the impression i will be needing to spend 3CP each battle on infiltrating 2 units.
57123
Post by: Niiru
Kdash wrote: bullyboy wrote:When the codex drops, can we start tactica pages for each major Craftworld? May help stem the bloat 
We can try
But, the man posting above you, Niiru, is currently building a tactica wiki style website which will initially be focused on Eldar.
On other notes - due to more list revision, i'm now up to 9 pyskers in my list...
I'm getting the impression i will be needing to spend 3CP each battle on infiltrating 2 units.
Haha hooray, already getting the word out! And I only got the domain sorted today :p
But within the next hour or so I'll have the draft of the main units tactica page uploaded onto the new domain, and I've started filling in some basic information. I expect some of it to be wrong of course, but over time as feedback happens and more discussions take place with the new codex, I'll continually update everything until people are happy with it. I'm sure there will always be disagreements, but I plan to have more than one 'option' for as many units that need it.
At the moment I have one long page with all the units in there. I will then probably set up a similar page, but with the 5 craftworlds on it. If it gets too cluttered I can split things up into seperate pages easily enough, but I can decide that after the information is written down as it's all pretty simple to move about as needed.
Oh, and the website will be TheWebway.org (after that being by far the most popular option haha). The domain exists now, but it's completely blank and will be until I transfer the files across. So watch this space, if you're interested in the progress.
113991
Post by: Kdash
Niiru wrote:Kdash wrote: bullyboy wrote:When the codex drops, can we start tactica pages for each major Craftworld? May help stem the bloat 
We can try
But, the man posting above you, Niiru, is currently building a tactica wiki style website which will initially be focused on Eldar.
On other notes - due to more list revision, i'm now up to 9 pyskers in my list...
I'm getting the impression i will be needing to spend 3CP each battle on infiltrating 2 units.
Haha hooray, already getting the word out! And I only got the domain sorted today :p
But within the next hour or so I'll have the draft of the main units tactica page uploaded onto the new domain, and I've started filling in some basic information. I expect some of it to be wrong of course, but over time as feedback happens and more discussions take place with the new codex, I'll continually update everything until people are happy with it. I'm sure there will always be disagreements, but I plan to have more than one 'option' for as many units that need it.
At the moment I have one long page with all the units in there. I will then probably set up a similar page, but with the 5 craftworlds on it. If it gets too cluttered I can split things up into seperate pages easily enough, but I can decide that after the information is written down as it's all pretty simple to move about as needed.
Oh, and the website will be TheWebway.org (after that being by far the most popular option haha). The domain exists now, but it's completely blank and will be until I transfer the files across. So watch this space, if you're interested in the progress.
93856
Post by: Galef
Kdash wrote:
I'm getting the impression i will be needing to spend 3CP each battle on infiltrating 2 units.
Which really blows since that's nearly half the CPs that most Eldar lists will likely have and it doesn't even give you a 1CP:1unit return ratio, nor does it allow you to use the "deep strike" stratagem to make up for it.
113991
Post by: Kdash
Galef wrote:Kdash wrote:
I'm getting the impression i will be needing to spend 3CP each battle on infiltrating 2 units.
Which really blows since that's nearly half the CPs that most Eldar lists will likely have and it doesn't even give you a 1CP:1unit return ratio, nor does it allow you to use the "deep strike" stratagem to make up for it.
Yeah, kinda sucks that it's 1 or 3 CP like the relic stratagems. I'd have much preferred it to be 1-3 for 1-3 units. Kind of like a mix between the Raven Guard and Tallarn stratagems.
Currently i'm looking at a list with 8CP, but i could maybe get away with just using the stratagem for 1 unit instead of 2 - i'd just need to deploy castled up hard to ensure key things don't die if i don't get 1st turn and they have a strong alpha strike.
Automatically Appended Next Post:
For those that are interested in my crazy, ever evolving, all eggs in one basket list idea here it is so far!
Alaitoc battalion
Spiritseer - Enhance/Drain
Spiritseer - Quicken/Restrict
Rangers x5
Rangers x5
Dire Avengers x5
Hemlock - Jinx
Crimson Hunter Exarch
Saim-Hann outrider
Autarch Skyrunner - warlord, Saim-Hann relic lance, no overwatch trait
Shining spears x9
Vyper with Shruiken Cannon x2 (thoughts on scatter laser instead? Has no minus to hit, but also always 0ap)
Vyper with Starcannon and Shruiken Cannon
Hemlock - Restrain
Ulthwe Supreme Command
Eldrad - Fortune, Guide, Will of Asurman (WoA simply as a nice deny bonus and an easy stack for Eldrads casting bonus - will change to smite when close enough)
Farseer Skyrunner - Doom, Executioner
Warlock Skyrunner - Conceal/Reveal
Warlock Skyrunner - Empower/Enervate
Warlock Skyrynner - Protect/Jinx
Total is 1997 points (presuming i have all the changes correct)
Shining Spears will likely go into the webway to start with so i don't lose them first turn... Then they get super buffed until they either kill lots of things or die themselves. After that i've just got to hope i have enough smite and the flyers are destroying things!
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Post by: Galef
Do we know if Autarchs can take Mandiblasters or Banshee masks still? If so, you could just take a Banshee mask and choose a different trait.
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Post by: Kdash
Galef wrote:Do we know if Autarchs can take Mandiblasters or Banshee masks still? If so, you could just take a Banshee mask and choose a different trait.
The only autach variant that gets access to them, is the one with swooping hawk wings and it's fixed with Mandiblasters. None of the variants have access to banshee masks currently.
Hopefully they will faq it to say they can still take them, but i doubt it. Both the normal and winged Autarchs have fixed weapon load outs, and the skyrunner can either take a fusion gun or laser lance. No other options :/
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Post by: em_en_oh_pee
Thoughts on the Warlock Skyrunner Conclave? Could be a potentially decent deathstar - toss in an Autarch and a Farseer maybe? Roll up and throw down powers, Smites, toss their Spears, etc.
I'm not too versed in Eldar, so excuse me if that is just a garbage idea.
113991
Post by: Kdash
em_en_oh_pee wrote:Thoughts on the Warlock Skyrunner Conclave? Could be a potentially decent deathstar - toss in an Autarch and a Farseer maybe? Roll up and throw down powers, Smites, toss their Spears, etc.
I'm not too versed in Eldar, so excuse me if that is just a garbage idea.
I believe the conclave works the same as it does in the index. So the smite is nerfed unless you have 7+ warlocks in it, then it always does d6 damage, and it can only cast 3 powers when at 7-10 models - one of which has to be smite as it only knows 2 powers.
As a result, it becomes extremely expensive points wise. The only benefit is you get to ignore peril damage on other units until you lose the last model in the unit.
The conclave also loses the "character" keyword so can be shot. Personally, i think you should always go with single models if you really want to have any benefit from the models.
For example, a skyrunner conclave with 10 warlocks in would cost 650 points, just to get a d6 smite and 2 other powers.
116660
Post by: Mr.Pengwinn
em_en_oh_pee wrote:Thoughts on the Warlock Skyrunner Conclave? Could be a potentially decent deathstar - toss in an Autarch and a Farseer maybe? Roll up and throw down powers, Smites, toss their Spears, etc.
I'm not too versed in Eldar, so excuse me if that is just a garbage idea.
Unless something has changed in the codex it does not seem worth it. You need 7+ warlocks for the conclave to be better than just a regular psyker. You're basically paying a ton of points for a psyker with wound degrade when you could just buy a Skyrunner Farseer and some windriders and do the same thing with more gear options.
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Post by: DarknessEternal
Cephalobeard wrote:I don't hate 3 of the Bonesingers in a list like mine where my intention is to use loads of fast attack vehicles (hornets) and wave serpents, war walkers, etc.
Bonesingers have to be within 3". They're going to have a hard time helping those things.
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Post by: Dionysodorus
Warlock Conclaves are garbage. Easily the worst unit in the new codex. Like, at first I was about to write this post about how with jetbikes they seemed decent but probably not as good as Shining Spears, but then I realized I was thinking that Warlock Skyrunner Conclaves only cost 30 points per model, so that you're trading laser lances and a 3+ save for an extra wound and 3 psychic powers on big squads. So you could cut their price in half and I still probably would prefer another unit.
Compared to regular Warlocks, they cast everything other than Smite 1/3 as efficiently and don't get any character protection. The only possible reason to bring one is because you absolutely have to get off a Warlock power without getting denied and you're willing to pay 60 points and keep your Conclave parked in a Serpent until you need it.
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Post by: Lord Perversor
DarknessEternal wrote: Cephalobeard wrote:I don't hate 3 of the Bonesingers in a list like mine where my intention is to use loads of fast attack vehicles (hornets) and wave serpents, war walkers, etc.
Bonesingers have to be within 3". They're going to have a hard time helping those things.
If i'm not mistaken the price drop in Axe and forcefield, makes the Wraithblades again the cheapest unit to field , put the Bonesinger inside one of those units and the enemy may need some serious firepower to take him down while remainning on the thick of battle.
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Post by: Amishprn86
Yeah a Bonesinger next to a WK, or in a WS with Wraithguard could be nice.
57123
Post by: Niiru
Kdash wrote:Niiru wrote:Kdash wrote: bullyboy wrote:When the codex drops, can we start tactica pages for each major Craftworld? May help stem the bloat 
We can try
But, the man posting above you, Niiru, is currently building a tactica wiki style website which will initially be focused on Eldar.
On other notes - due to more list revision, i'm now up to 9 pyskers in my list...
I'm getting the impression i will be needing to spend 3CP each battle on infiltrating 2 units.
Haha hooray, already getting the word out! And I only got the domain sorted today :p
But within the next hour or so I'll have the draft of the main units tactica page uploaded onto the new domain, and I've started filling in some basic information. I expect some of it to be wrong of course, but over time as feedback happens and more discussions take place with the new codex, I'll continually update everything until people are happy with it. I'm sure there will always be disagreements, but I plan to have more than one 'option' for as many units that need it.
At the moment I have one long page with all the units in there. I will then probably set up a similar page, but with the 5 craftworlds on it. If it gets too cluttered I can split things up into seperate pages easily enough, but I can decide that after the information is written down as it's all pretty simple to move about as needed.
Oh, and the website will be TheWebway.org (after that being by far the most popular option haha). The domain exists now, but it's completely blank and will be until I transfer the files across. So watch this space, if you're interested in the progress.
Just to update on what I said earlier, the site is now live (though still in a barebones, first-draft kind of format). Been chucking in some varied ideas of formatting and things, but it's very much going to be a work in progress for a while obviously. If anyone has any feedback or suggestions, feel free to PM me on here. I'll probably have a direct contact form on the site at some point too, but that's not there yet.
100884
Post by: Cephalobeard
DarknessEternal wrote: Cephalobeard wrote:I don't hate 3 of the Bonesingers in a list like mine where my intention is to use loads of fast attack vehicles (hornets) and wave serpents, war walkers, etc.
Bonesingers have to be within 3". They're going to have a hard time helping those things.
Between being inside a Wave serpent, disembark, and movement with advancing, it's not tremendously difficult to be within range during the psychic phase. Automatically Appended Next Post: Also, not to beat the idea into the ground, but we're pretty certain vehicles are intended to gain access to Craftworld Traits, yeah?
111539
Post by: saint_red
It's been confirmed that every unit with <CRAFTWORLD> will benefit. Phoenix Lords do not benefit but they don't remove the bonus if you include them in your detachment, same as how Fallen and Cypher work for CSM.
57123
Post by: Niiru
Niiru wrote:
Just to update on what I said earlier, the site is now live (though still in a barebones, first-draft kind of format). Been chucking in some varied ideas of formatting and things, but it's very much going to be a work in progress for a while obviously. If anyone has any feedback or suggestions, feel free to PM me on here. I'll probably have a direct contact form on the site at some point too, but that's not there yet.
Just to add on to this, I've been putting things on the site but with slight variations in style (mostly on the tactica at the moment, there's 3 or 4 different styles/layouts). Any feedback on which seems to be the 'best' would be appreciated! ("They are all awful" is also a correct answer, if true haha)
Cephalobeard wrote:
Also, not to beat the idea into the ground, but we're pretty certain vehicles are intended to gain access to Craftworld Traits, yeah?
As far as we are aware, from everything we have seen so far, the Traits effect all units and vehicles. Wraithlords, Wave Serpents, Wraithknight, Infantry, all seem to be valid targets. It's pretty good, really.
Of course, we may end up finding a limit put onto it.
116473
Post by: Cream Tea
Niiru wrote:
Cephalobeard wrote:
Also, not to beat the idea into the ground, but we're pretty certain vehicles are intended to gain access to Craftworld Traits, yeah?
As far as we are aware, from everything we have seen so far, the Traits effect all units and vehicles. Wraithlords, Wave Serpents, Wraithknight, Infantry, all seem to be valid targets. It's pretty good, really.
Of course, we may end up finding a limit put onto it.
I have access to the codex, the only exceptions to which models can gain the craftworld traits are the Phoenix Lords (who don't have the craftworld keyword) and any models that don't fulfil a specific craftworld trait's wording, such as a non-aspect warrior model without shuriken weapons in Biel-Tan. Vehicles definitely benefit.
Only Troops gain the obsec rule, of course.
Also, Niiru, the The Webway looks nice so far. Your work will be much appreciated.
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Post by: Niiru
Cream Tea wrote:Niiru wrote:
Cephalobeard wrote:
Also, not to beat the idea into the ground, but we're pretty certain vehicles are intended to gain access to Craftworld Traits, yeah?
As far as we are aware, from everything we have seen so far, the Traits effect all units and vehicles. Wraithlords, Wave Serpents, Wraithknight, Infantry, all seem to be valid targets. It's pretty good, really.
Of course, we may end up finding a limit put onto it.
I have access to the codex, the only exceptions to which models can gain the craftworld traits are the Phoenix Lords (who don't have the craftworld keyword) and any models that don't fulfil a specific craftworld trait's wording, such as a non-aspect warrior model without shuriken weapons in Biel-Tan. Vehicles definitely benefit.
Only Troops gain the obsec rule, of course.
Also, Niiru, the The Webway looks nice so far. Your work will be much appreciated.
Thanks, hopefully it ends up being helpful!
And I meant that we may end up having a limit placed upon our Trait, depending on how things end up, as a lot of Marine players are wondering why Eldar get universal traits while theirs only works on Infantry and Dreadnoughts. It might be the opposite though, perhaps Marines will get an FAQ expanding their traits to tanks too. Or maybe it'll all stay as it is for a reason. Time will tell!
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Post by: Cream Tea
Niiru wrote:Thanks, hopefully it ends up being helpful!
And I meant that we may end up having a limit placed upon our Trait, depending on how things end up, as a lot of Marine players are wondering why Eldar get universal traits while theirs only works on Infantry and Dreadnoughts. It might be the opposite though, perhaps Marines will get an FAQ expanding their traits to tanks too. Or maybe it'll all stay as it is for a reason. Time will tell!
I misunderstood then. I certainly hope they don't end up excluding the grav tanks from traits as the Falcon chassis was what got me into 40k in the first place.
I wouldn't mind Marine vehicles gaining chapter tactics, I felt it was weird they didn't.
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Post by: IronSlug
Hey guys. I'd like to start a Saim-Hann force because I love this craftworld fluff and I'd like to kitbash my elves for them to have a "savage" look.
So what about Saim-Hann in the codex ? I know their special rule, which is fluffy but not amazing, and their warlord trait, which is really meh. I'm not competitive so I don't care that much.
But do they have other things ? Relic ? Specific stratagem ?
113991
Post by: Kdash
IronSlug wrote:Hey guys. I'd like to start a Saim-Hann force because I love this craftworld fluff and I'd like to kitbash my elves for them to have a "savage" look.
So what about Saim-Hann in the codex ? I know their special rule, which is fluffy but not amazing, and their warlord trait, which is really meh. I'm not competitive so I don't care that much.
But do they have other things ? Relic ? Specific stratagem ?
Their stratagem is 1CP and allows a unit to charge if they advanced. They also gain re-rolls to hit of 1 in the fight phase of the turn they use the stratagem.
Relic is basically a stronger Lance. Still str 6 when shooting (i believe) but when you charge it is str 8 for the first round of combat and rolling a 6 to hit (maybe wound) causes additional mortal wounds.
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Post by: IronSlug
Kdash wrote:IronSlug wrote:Hey guys. I'd like to start a Saim-Hann force because I love this craftworld fluff and I'd like to kitbash my elves for them to have a "savage" look.
So what about Saim-Hann in the codex ? I know their special rule, which is fluffy but not amazing, and their warlord trait, which is really meh. I'm not competitive so I don't care that much.
But do they have other things ? Relic ? Specific stratagem ?
Their stratagem is 1CP and allows a unit to charge if they advanced. They also gain re-rolls to hit of 1 in the fight phase of the turn they use the stratagem.
Relic is basically a stronger Lance. Still str 6 when shooting (i believe) but when you charge it is str 8 for the first round of combat and rolling a 6 to hit (maybe wound) causes additional mortal wounds.
Okay... As I get it, Saim-Hann is really not in a good place right now, is it ?
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Post by: Redemption
The Novalance of Saim-Hann is a laser lance with a 12" range shooting attack, and is S+2 when not charging and S8 when charging. In addition, any attack with a wound roll of 6+ deals 4 damage instead of 2. It's pretty nice.
And while their trait probably isn't as good as the -1 to hit from Alaitoc, with the massive cost reductions you can't really say any of the craftworlds are not in a good place. They'll all work plenty well.
I play Saim-Hann as well, and I'm looking forward to using Wind Riders and Vypers for mobile heavy weapons, an Autarch Skyrunner warlord with the nova lance with a Shining Spears bodyguard, backed up by some skimmer support in the form of Fire Prisms and Wave Serpents loaded with Wraith Guard.
With the cost reductions it's relatively easy to get 8CP in a 2k list without hampering yourself, so you can use plenty of the new powerful stratagems.
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Post by: IronSlug
Great thank you. It's only a matter of time before I jump on the jetbike.
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Post by: Shadenuat
Twin shuriken catapults cost moneys (1/2 shuriken cannon). :( My dream of a jetbike horde armed with rending storm bolters not to be.
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Post by: Kdash
Redemption wrote:The Novalance of Saim-Hann is a laser lance with a 12" range shooting attack, and is S+2 when not charging and S8 when charging. In addition, any attack with a wound roll of 6+ deals 4 damage instead of 2. It's pretty nice.
And while their trait probably isn't as good as the -1 to hit from Alaitoc, with the massive cost reductions you can't really say any of the craftworlds are not in a good place. They'll all work plenty well.
I play Saim-Hann as well, and I'm looking forward to using Wind Riders and Vypers for mobile heavy weapons, an Autarch Skyrunner warlord with the nova lance with a Shining Spears bodyguard, backed up by some skimmer support in the form of Fire Prisms and Wave Serpents loaded with Wraith Guard.
With the cost reductions it's relatively easy to get 8CP in a 2k list without hampering yourself, so you can use plenty of the new powerful stratagems.
Thanks - i could remember the exact details on the lance!
I'm not feeling Saim-Hann Windriders, if i'm honest. Vypers however, definitely benefit. I just don't feel like the Scatter laser is worth it - especially when you can advance and still shoot normally with the Cannon whilst also potentially having some - ap.
I too am looking at an Autarch, Shining Spears and some Vypers for a small Saim-Hann detachment in my 2k list.
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Post by: IronSlug
I don't see the BIKER keyword in my index for the Vyper. Has it changed in the codex ?
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Post by: Redemption
Yeah, it was added.
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Post by: admironheart
Galef wrote:Kdash wrote:
I'm getting the impression i will be needing to spend 3CP each battle on infiltrating 2 units.
Which really blows since that's nearly half the CPs that most Eldar lists will likely have and it doesn't even give you a 1CP:1unit return ratio, nor does it allow you to use the "deep strike" stratagem to make up for it.
Well with Rangers and Dire Avengers I'm planning on running 2 Battalions and 1 Spearhead for 10 cp. I could go with 1 Brigade and 1 Vanguard, but that leaves very little wiggle room.
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Post by: Kdash
admironheart wrote: Galef wrote:Kdash wrote:
I'm getting the impression i will be needing to spend 3CP each battle on infiltrating 2 units.
Which really blows since that's nearly half the CPs that most Eldar lists will likely have and it doesn't even give you a 1CP:1unit return ratio, nor does it allow you to use the "deep strike" stratagem to make up for it.
Well with Rangers and Dire Avengers I'm planning on running 2 Battalions and 1 Spearhead for 10 cp. I could go with 1 Brigade and 1 Vanguard, but that leaves very little wiggle room.
I thought about running 2 battalions, but, with the amount of psykers i want to run, i can't free up space for more troops while keeping them all
I've made some further admendments to the list on the previous page - i'd somehow copied some numbers across wrong from one sheet to my list building sheet  however, it's in a good way, as i've now been able to add in a 5 man shadow spectre unit, and only at the cost of singing spears!
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Post by: Drake003
Managed to fit in a Ynarri Brigade and an Alaitoc Battalion, while still taking key units like Hemlock, Shadow Spectres, Dark Reapers, Singing Spears, Wave Serpent, Wraithguard, Rangers etc.
Need to play test it for efficacy, but looks decent and that's a lot of CPs!
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Post by: em_en_oh_pee
Drake003 wrote:Managed to fit in a Ynarri Brigade and an Alaitoc Battalion, while still taking key units like Hemlock, Shadow Spectres, Dark Reapers, Singing Spears, Wave Serpent, Wraithguard, Rangers etc.
Need to play test it for efficacy, but looks decent and that's a lot of CPs!
..............HOW?!
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Post by: Drake003
Ynarri detachment using 6 x 5 man Kabalites for the troop tax and 2 of the 3 fast attack being a single Razorwing flock. The rest of the Brigade are your usual suspects so 2 x 5 man shadow Spectres, 1 x d-scythe unit, 1 x 4 man Shining Spears. Used 3 x 3 Dark Reaper units to make up the Heavy options So still 9 overall, though no big unit.
Alaitoc is made up of Farseer, Warlock on foot, 3 x 5 man Ranger units, Wave Serpent (for the 3 Dark Reapers to start in along with the characters from the 2 detachments) and a Hemlock to benefit from the extra -1.
Takes a bit of juggling but heck that's 15 CPs, I can webway both Shadow Spectre units, stick all Dark Reapers and 3 of the 4 infantry characters with them.
Plus I love the idea of DS shadow Spectres, quicken them into flamer range and the WotP on them to get them to shoot twice.
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Post by: em_en_oh_pee
Drake003 wrote:Ynarri detachment using 6 x 5 man Kabalites for the troop tax and 2 of the 3 fast attack being a single Razorwing flock. The rest of the Brigade are your usual suspects so 2 x 5 man shadow Spectres, 1 x d-scythe unit, 1 x 4 man Shining Spears. Used 3 x 3 Dark Reaper units to make up the Heavy options So still 9 overall, though no big unit.
Alaitoc is made up of Farseer, Warlock on foot, 3 x 5 man Ranger units, Wave Serpent (for the 3 Dark Reapers to start in along with the characters from the 2 detachments) and a Hemlock to benefit from the extra -1.
Takes a bit of juggling but heck that's 15 CPs, I can webway both Shadow Spectre units, stick all Dark Reapers and 3 of the 4 infantry characters with them.
Plus I love the idea of DS shadow Spectres, quicken them into flamer range and the WotP on them to get them to shoot twice.
That is a lot of stuff. Impressive achievement. Not my cup of tea - I am going for just Alaitoc Battalion, Alaitoc Spearhead and maybe an Ulthwe Supreme Command... if I can fit it all in.
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Post by: Galef
Drake003 wrote:Ynarri detachment using 6 x 5 man Kabalites for the troop tax and 2 of the 3 fast attack being a single Razorwing flock
I sadly must be the one to inform you that single Razorwing flocks are not legal. the Index FAQ have errata's their pts cost to be 14ppm and minimum 3 flocks per unit.
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Post by: Drake003
Thanks Galef. I remembered the 14pts each but forget the min unit size. Still, with a tweak on the numbers, can still make the list work. There other cheaper options for Fast Attack in Drukhari Index.. Khymerae I believe are the next cheapest fast attack slot on balance. 10 points each min 2 per unit.
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Post by: Cephalobeard
I cannot stop obsessing over running 2x3 Hornets, but just came to the unfortunate realization that they don't ignore the -1 penalty for advancing and firing. This makes me feel like they're slightly less effective, but the notion of being -3 is still far too attractive.
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Post by: Niiru
Cephalobeard wrote:I cannot stop obsessing over running 2x3 Hornets, but just came to the unfortunate realization that they don't ignore the -1 penalty for advancing and firing. This makes me feel like they're slightly less effective, but the notion of being -3 is still far too attractive.
I thought they could advance and shoot their shuriken cannons without a -1 to hit?
Think they can also get the vehicle upgrade that lets them move and shoot heavy weapons without a -1, but they can't advance so they wouldn't get their extra -1 to hit.
I just realised it's a bit confusing that the buff and the debuff are both called "-1 to hit" lol. By advancing as a Hornet, you gain a "-1 to hit" AND a totally different "-1 to hit".
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Post by: Cephalobeard
Yeah, exactly.
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Post by: em_en_oh_pee
This is where I am sitting right now and I am a completely ignorant Eldar noob.
Alaitoc Spearhead
Farseer Skyrunner
3x (5-8?) Shadow Specters
Alaitoc Battalion
2x Warlock Skyrunners
3x Min Rangers
1x (  Shining Spears
2x Fire Prisms
2x Hemlocks
Shred it. I want this to be competitive and nasty. Likely going for Mymeara colors, so Alaitoc is fluffy and competitive! Bonus!
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Post by: Drake003
For interest, the full list with 15 Command Points is up in the 40k Army Lists section of the forums. Titled 2000pts-Ynarri - includes CWE patrol. (Since updated to Brigade and Battalion rather than Brigade and patrol.
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Post by: luke1705
Sorry if I've missed it, but can someone clarify exactly what we sacrifice by becoming Ynnari?
To my understanding, they gain soulburst (and their psychic powers) but lose battle focus and of course lose the craft world bonus (like -1 to hit for Altaoic, etc)
Are Ynnari units like Wraithguard still viable targets for psychic powers that affect Asuryani units?
Are Ynnari units like Rangers still able to be affected by Craftworld stratagems that target them, as long as you have a single pure Craftworld detachment?
It sounds like having a Ynnari detachment for your heavy hitter units that put out the damage when they soulburst would be pretty nasty to go along with a Craftworld detachment.
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Post by: Mr.Pengwinn
Ya pretty much. As long as the unit has the ASURYANI tag it can still benefit from powers/stratagems that target ASURYANI. So you trade CRAFTWORLD Attributes and Stratagems that target CRAFTWORLD units for soulburst (Which Wraithguard and Dark Reapers love). Also pretty sure only Yvraine and the Yncarne can use Ynnari powers, a Farseer in a Ynnari detachment would still have Runes of Fate.
At least that's how I see it looking at the rules, I'm still new to Eldar so I could be wrong.
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Post by: Cream Tea
The Revenant discipline is only used by Yvraine and the Yncarne right now, yes.
Also, units with the <Craftword> keyword still have it even if they're Ynnari. Your Ynnari Dark Reapers can be Alaitoc, but they won't benefit from the Alaitoc trait. Eldrad is still an Ulthwé model even if he's also Ynnari.
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Post by: Drake003
Yes so in the instance of my current list, that means the Wave Serpent in the Battalion Detachment will benefit from the Alaitoc -1 to hit, thereby protecting the Ynarri Reapers/ Wraitguard inside before they jump out and soul burst with Word of the Phoenix.
And all those Craftworld Stratagems can be used on he Ynarri units. Pretty solid way of approaching Eldar. Automatically Appended Next Post: Ideally though you want to be generating enough CPs to take advantage of bringing Craftworld stratagems
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Post by: Niiru
It does seem like the problem with Ynnari right now, is getting a balance between useful craftworld traits on certain units, while still getting enough CP's to make use of stratagems across the whole army. Sometimes it might be beneficial to lose strength from death altogether, if it means more widespread trait coverage and stratagem usefulness. Yvraine isn't a cheap character to tax into an army list. Yncarne doubly so!
While I'm here, I want to once again ask for a bit of feedback on the knowledge base I'm trying to set up. I was wondering what layout would be the most helpful for people out there to use. Pretty much comes down to two options -
1) The current setup (One long page) - All the units are on a single long page, with a panel of links at the top of the page that will scroll you to specific units. There is also a floating menu you can use anytime as a shortcut to a particular section (HQ, Troops, etc).
2) Multiple short pages - One page basically being a menu of units, and if you click on a unit you get taken to a new page which has all of the information about that unit. You would then need to go back to the previous page to get to the menu again. I could put the menu at the top of each page, so that you don't need to go back. Either way, it would mean that there would just be a single unit on each page you load. Less clutter, but more page loading back and forth.
3) You could split the difference, and have each Force Org on it's own page. So multiple long pages, one for HQ one for Troops etc etc.
I hate to bug people on here about what is basically a hobby site I'm starting up, but I figured it's best to get the big details like this ironed out at the start, before I spend hours on content that I would then have to rearrange! At the moment I am able to move the content I have around easily enough, so whichever is the popular choice I can sort out.
I may actually put this as a poll on the general forum page...
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Post by: luke1705
Re: Niiru's blog, I think it'd be best to sort by FOC on a drop down menu or something.
So I'm thinking that I take a mighty mighty footdar army. No bikes, no vehicles, no monsters.
My big thing is that I definitely need to keep a brigade. We eat through CP like nobody's business. That plus a supreme command detachment should do what I need it to do. But do I make my supreme command detachment pure craftworld and make my main brigade ynnari? Do I do the reverse?
My heavy hitter units are:
Shadow Spectres
Wraithguard (d cannon, probably not scythe)
Warp Spiders
Dark Reapers
Rangers will do work on characters from range, since they're the only troops choices I'm using.
The spectres have the ability to stay outside of 12", since their gun is 18 and when they drop down from deep strike, they'll evaporate like....a lot of things. But their flamers are nice, so they kind of want to close the gap....there's that. Their inherent -1 to hit helps their durability also.
The wraith guard I can't keep out of 12, so I'm thinking they're a prime ynnari candidate.
Dark reapers and rangers benefit immensely from Altaioc since they are usually at very long range, and benefit less often from soulburst since they are far away from the enemy. Plus, I have 3 units that I would soulburst on my turn 10/10 times before I even think about doing it to a dark reaper squad.
Warp Spiders can't stay outside of 12" to save their lives because of their range; however that is only true for 1 unit if I deep strike them correctly. They do also have a built in -1 to hit.
I dunno....I kind of want to take maybe just a few soul bursting units. I know that doesn't help when they die, but this minus a lot to hit strat is pretty appealing....
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Post by: Cream Tea
I think I'd prefer the units split by Battlefield Role, so option #2.
Right now the links don't seem to work, but I assume that'll be fixed when some more work had been done. I can still scroll to each unit.
I don't like the font for the unit names and competitiveness tag. In a list like this, a more standard font would be preferable, as it makes searching through the list faster. Fancy font is nice for the name of the site, as that's more like a logo.
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Post by: DarknessEternal
Cephalobeard wrote:I cannot stop obsessing over running 2x3 Hornets, but just came to the unfortunate realization that they don't ignore the -1 penalty for advancing and firing. This makes me feel like they're slightly less effective, but the notion of being -3 is still far too attractive.
Where's the 3? Alaitoc 1. Hornet advancing 1.
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Post by: Cream Tea
DarknessEternal wrote: Cephalobeard wrote:I cannot stop obsessing over running 2x3 Hornets, but just came to the unfortunate realization that they don't ignore the -1 penalty for advancing and firing. This makes me feel like they're slightly less effective, but the notion of being -3 is still far too attractive.
Where's the 3? Alaitoc 1. Hornet advancing 1.
Vectored Engines vehicle upgrade.
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Post by: luke1705
DarknessEternal wrote: Cephalobeard wrote:I cannot stop obsessing over running 2x3 Hornets, but just came to the unfortunate realization that they don't ignore the -1 penalty for advancing and firing. This makes me feel like they're slightly less effective, but the notion of being -3 is still far too attractive.
Where's the 3? Alaitoc 1. Hornet advancing 1.
Probably thinking that either conceal or lightning fast reflexes applies to it; however I do believe that is for infantry only.
What I'm really in love with is Alaitoc Shadow Spectres. -1 at 12" range, -1 natively, -1 for lightning fast reflexes....just to troll gulliman you can conceal them and drink ultramarine tears
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Post by: Amishprn86
Hornets cant get -3 easily, Alaitoc -1, Advance due to hornet rule -1, vector Engines (an upgrade) for -1 for a total of -3, Conceal IDK if it still can be used on it.
But they dont do enough damage IMO, 6 shots at BS 4 isnt worth the points when you could have DSing Shadow specters that are -2 to hit... lol
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Post by: Niiru
Cream Tea wrote:I think I'd prefer the units split by Battlefield Role, so option #2.
Right now the links don't seem to work, but I assume that'll be fixed when some more work had been done. I can still scroll to each unit.
I don't like the font for the unit names and competitiveness tag. In a list like this, a more standard font would be preferable, as it makes searching through the list faster. Fancy font is nice for the name of the site, as that's more like a logo.
The links don't have targets yet, I haven't added the targets in yet as they will be different if I end up changing the layout! They'll work soon though.
I think Option 2 was a separate page for each unit, but both of you so far seemed to prefer a separate page for each Role, so one page for HQ and one page for Troops etc etc. This is easily doable.
Also regarding the Font... it was -meant- to only be for the website heading, but for some reason it has also been used for all the other titles. They must all use the same <h> tag. I agree it's not the best font for everyday use, and I'll be changing it soon. It's on the list
Thanks for the feedback guys, appreciate it.
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Post by: Cream Tea
Niiru wrote:
I think Option 2 was a separate page for each unit, but both of you so far seemed to prefer a separate page for each Role, so one page for HQ and one page for Troops etc etc. This is easily doable.
I meant one page fer Role, I may have mixed up the numbers...
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Post by: Niiru
Cream Tea wrote:Niiru wrote:
I think Option 2 was a separate page for each unit, but both of you so far seemed to prefer a separate page for each Role, so one page for HQ and one page for Troops etc etc. This is easily doable.
I meant one page fer Role, I may have mixed up the numbers...
Haha no worries, I understood you. A HQ page and a Troops page, etc. I got your message on the Poll page I made on the general discussion forum, thanks for that.
I'm currently looking into the possibility of actually putting each unit entry in a separate post, and then giving the reader an option of displaying either one unit, or a selection of units (eg. "All Troops") on a single page. Kind of the best of all worlds. Might be complicated to do though.
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Post by: admironheart
I like the #2.
I would love for players to post what units, how it works, who they synergize with and what targets they go after.
If we can combine some useful tactical combos that would help the elder community.
Also do you have a link in your sig please.
I wish you would have called it RuneSight after the 3rd ed black bible power for the elder. What a great name that never got used again by GW
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Post by: luke1705
admironheart wrote:I like the #2.
I would love for players to post what units, how it works, who they synergize with and what targets they go after.
If we can combine some useful tactical combos that would help the elder community.
Also do you have a link in your sig please.
I wish you would have called it RuneSight after the 3rd ed black bible power for the elder. What a great name that never got used again by GW
This is actually a really great idea (players posting things). He could moderate the posts, or just collaborate them all into one spot. Dakka is great and all, but having the info in a slightly different UI isn't the worst idea.
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Post by: Niiru
admironheart wrote:I like the #2.
I would love for players to post what units, how it works, who they synergize with and what targets they go after.
If we can combine some useful tactical combos that would help the elder community.
Also do you have a link in your sig please.
I wish you would have called it RuneSight after the 3rd ed black bible power for the elder. What a great name that never got used again by GW
Haha, yeh Runesight is a nice one, I thought the webway was appropriate too though
And the link should be in my sig... it's thewebway.org
Also, if you take a look at the tactica page, you'll see that each unit entry has different "tabs" you can click on. They're currently mostly empty, but one of the tabs is "loadouts" where I would list the best / most common loadouts for units (some units only have 1, others have several), and another tab is called "Tactics", which is where I would put players' different uses for that unit. For example, I might have one called "WebWay Rush by Admiron Heart" where I describe ... I dunno, a Dire Avengers squad with a shimmershield and a Warlock using the webway stratagem. Or something. You get the idea
luke1705 wrote:
This is actually a really great idea (players posting things). He could moderate the posts, or just collaborate them all into one spot. Dakka is great and all, but having the info in a slightly different UI isn't the worst idea.
I have no problem with giving some users the ability to post on the site, however because of the way I'm having to set up the pages it might be a bit tricky to do. Easier for people to just send me the things they write, and I'll edit them and post them up on the site (and source/credit the author, obviously).
Any suggestions or ideas, I'm open to them. I want this to be as useful as possible for everyone
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Post by: Happyjew
I'm curious, do Ynnari benefit from Craftworld traits, IF every unit has the same Craftworld? For example, all units in a Ynnari Patrol have the Alaitoc craftworld (Yvraine is in another detachment).
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Post by: Amishprn86
No, but you can make it so a few stratagems work with them.
It is word that if "any" Ynnari unit is in the detachment its no longer being counted as a CWE detachment.
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Post by: Cream Tea
Happyjew wrote:I'm curious, do Ynnari benefit from Craftworld traits, IF every unit has the same Craftworld? For example, all units in a Ynnari Patrol have the Alaitoc craftworld (Yvraine is in another detachment).
No, the codex says Ynnari units can't benefit from craftworld traits. An Ynnari detachment is also not a Craftworlds detachment.
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Post by: luke1705
Would be super silly and broken if there were no tradeoffs. Wouldn't be any reason whatsoever to play Craftworld over Ynnari
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Post by: Wyldcarde
luke1705 wrote:Re: Niiru's blog, I think it'd be best to sort by FOC on a drop down menu or something.
So I'm thinking that I take a mighty mighty footdar army. No bikes, no vehicles, no monsters.
My big thing is that I definitely need to keep a brigade. We eat through CP like nobody's business. That plus a supreme command detachment should do what I need it to do. But do I make my supreme command detachment pure craftworld and make my main brigade ynnari? Do I do the reverse?
My heavy hitter units are:
Shadow Spectres
Wraithguard (d cannon, probably not scythe)
Warp Spiders
Dark Reapers
Rangers will do work on characters from range, since they're the only troops choices I'm using.
The spectres have the ability to stay outside of 12", since their gun is 18 and when they drop down from deep strike, they'll evaporate like....a lot of things. But their flamers are nice, so they kind of want to close the gap....there's that. Their inherent -1 to hit helps their durability also.
The wraith guard I can't keep out of 12, so I'm thinking they're a prime ynnari candidate.
Dark reapers and rangers benefit immensely from Altaioc since they are usually at very long range, and benefit less often from soulburst since they are far away from the enemy. Plus, I have 3 units that I would soulburst on my turn 10/10 times before I even think about doing it to a dark reaper squad.
Warp Spiders can't stay outside of 12" to save their lives because of their range; however that is only true for 1 unit if I deep strike them correctly. They do also have a built in -1 to hit.
I dunno....I kind of want to take maybe just a few soul bursting units. I know that doesn't help when they die, but this minus a lot to hit strat is pretty appealing....
Even with alaitoc and deep strike strategems I think pure infantry eldar has issues. There is so much efficient anti infantry out there that expensive t3 dudes walking isn’t going to cut it. You would need a fairly significant alpha strike out of deep strike to neutralise enough threats. Also, The majority of eldar’s best anti tank are vehicles and bikes. Once the reapers and wraithguard are gone you will struggle to drop anything t7 up. Strength 6 just doesn’t get the job done anymore. Doom helps but you don’t want to have to rely on that.
A brigade is certainly a viable option for eldar now which is good. I’m trying to work out just how much of a trade off the extra 4-5 cp is worth. Especially with the change to conceal, there is more of a trade off to running a unit of 10 shadow spectres as opposed to 3x3 shadow spectres to fill up a brigade.
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Post by: Shadenuat
Know a guy who consistently made everyone's life tough with 50 foot avengers. Played 60 guardians & 20 dark reapers in 8th (ynnari & not ynnari both).
With a drop in prices for infantry units from 20% to 80% footdar has more options than ever.
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Post by: Kdash
Shadenuat wrote:Know a guy who consistently made everyone's life tough with 50 foot avengers. Played 60 guardians & 20 dark reapers in 8th (ynnari & not ynnari both).
With a drop in prices for infantry units from 20% to 80% footdar has more options than ever.
I really think a base of Dire Avengers, potentially with Asurman buffing them, will be incredibly annoying to deal with!
I also think footdar are potentially viable - especially with the reduction in cost of the support batteries. 60 points for a D3 shot vibro cannon? OK! Plus Wraithlords being T8 now are going to provide people a few problems. Hawks, Spiders and Spectre's will all be able to provide a fair amount of mobility as well.
Not to mention a 10 man unit of Banshee's getting a 1st turn charge off without needing to deep strike will certainly get your opponents attention.
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Post by: DivineVisitor
I've been considering Webway Striking two units of 20 Ynarri Guardians with Weapon Platforms.
40 Shuriken Catapult + the Weapon Platforms should be enough to kill/cripple a squad. If they kill it (or something else finishes it off) they soulburst and potentially cripple something else. There's two of them so thats potentially 4 units down when they arrive as well as forcing the opponent to deal with 40 Guardians. Give them some Psychic/Autarch/Avatar support and its more gravy. If there's something that could wipe them out, try to tie it up with Banshees/Shining Spears.
The squad is also only 190 points with Shuriken Cannon platforms.
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Post by: Kdash
DivineVisitor wrote:I've been considering Webway Striking two units of 20 Ynarri Guardians with Weapon Platforms.
40 Shuriken Catapult + the Weapon Platforms should be enough to kill/cripple a squad. If they kill it (or something else finishes it off) they soulburst and potentially cripple something else. There's two of them so thats potentially 4 units down when they arrive as well as forcing the opponent to deal with 40 Guardians. Give them some Psychic/Autarch/Avatar support and its more gravy. If there's something that could wipe them out, try to tie it up with Banshees/Shining Spears.
The squad is also only 190 points with Shuriken Cannon platforms.
Not sure if the webway strike has any keyword requirements that'd prevent Ynnari from using it.
But even then, if the guardian unit did kill a unit they wouldn't be able to soulburst off it, due to them being outside of the 7" soulburst range. You'd have to cast quicken on them to get them into soulburst range, so at most you'd be getting 3 units dead if you were super lucky (1 guardian unit killing another unit to soulburst the unit you used quicken on, who then gets to fire twice)
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Post by: momerathe
I want to like a footdar horde... but I just can't face painting it. :(
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Post by: DanielFM
luke1705 wrote:Would be super silly and broken if there were no tradeoffs. Wouldn't be any reason whatsoever to play Craftworld over Ynnari
Me, I have found a way to build my Ynnari army while sacrifying relatively few of the CWE goodies.
As I'm bent on using a Wraithknight (I know, I know), fielding it in a Superheavy Auxiliary Detachment would unlock stratagems and allow for a CW trait (Iyanden for long-lasting profile, Ulthwé for the 6+...) and having the rest as Ynnari. As the Wraithknight would get no bennefit from Ynnari, the choice is quite obvious.
I know a Supreme Command detachment would give me +1 CP, but it would force me to field three extra characters I didn't plan to use.
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Post by: Wyldcarde
I didn’t say footdar wouldn’t be playable, but competitively it will struggle. There are too many good anti infantry things out there. 20 reapers would help with the anti tank but they would also die after turn 1 and then you better hope they put a dent in the big things.
Automatically Appended Next Post: DanielFM wrote: luke1705 wrote:Would be super silly and broken if there were no tradeoffs. Wouldn't be any reason whatsoever to play Craftworld over Ynnari
Me, I have found a way to build my Ynnari army while sacrifying relatively few of the CWE goodies.
As I'm bent on using a Wraithknight (I know, I know), fielding it in a Superheavy Auxiliary Detachment would unlock stratagems and allow for a CW trait (Iyanden for long-lasting profile, Ulthwé for the 6+...) and having the rest as Ynnari. As the Wraithknight would get no bennefit from Ynnari, the choice is quite obvious.
I know a Supreme Command detachment would give me +1 CP, but it would force me to field three extra characters I didn't plan to use.
But that’s the point, you are trading off. You are trading off the craftworld traits for strength from death. It’s easy enough to access the eldar strategems without too much issue, but the bulk of your army will need to either choose strength from death or the traits.
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Post by: Galef
Cream Tea wrote: Happyjew wrote:I'm curious, do Ynnari benefit from Craftworld traits, IF every unit has the same Craftworld? For example, all units in a Ynnari Patrol have the Alaitoc craftworld (Yvraine is in another detachment).
No, the codex says Ynnari units can't benefit from craftworld traits. An Ynnari detachment is also not a Craftworlds detachment.
Indeed. Although it should be noted that CW Statagems can still apply to Ynnari units as long as the unit has all the relavant keywards of the particular stratagem used. You can use the Webway Stratagem on Ynnari D-scythe WG, for example, You just have to have a CW detachment with No Ynnari units in it to gain access to CW Stratagems Your Ynnari units (in their own detachment) can then use CW strat and be affected by psychic powers. So those WG can be targeted by Quicken to get within 7" of a unit to be able to use their D-scythes and Soulburst off they unit they kill to shoot again. -
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Post by: momerathe
Showerthought: Webway-assaulting fire dragons. Any advantages over transporting them?
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Post by: em_en_oh_pee
Would doing a WG bomb be worthwhile? Point me to the post if it has been discussed - I am still dipping my toes into Eldar, not fully immersed yet!
I was thinking an Ynnari Vanguard with three 5-man squads with D-Scythes and the Yncarne. The WG come in via Webway and roll up into 8" range. Whatever they kill, drop in Yncarne? Soulbursting into lots of extra shooting with such gnarly weapons seems good now that they can come in so close.
Or is just bringing a more functional HQ better?
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Post by: DarknessEternal
Are you sure they can move after Webway deployment?
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Post by: Turnip Jedi
em_en_oh_pee wrote:Would doing a WG bomb be worthwhile? Point me to the post if it has been discussed - I am still dipping my toes into Eldar, not fully immersed yet!
I was thinking an Ynnari Vanguard with three 5-man squads with D-Scythes and the Yncarne. The WG come in via Webway and roll up into 8" range. Whatever they kill, drop in Yncarne? Soulbursting into lots of extra shooting with such gnarly weapons seems good now that they can come in so close.
Or is just bringing a more functional HQ better?
Shadow Spectres are a better bet, being 9" away with 8" reach isn't ideal (Banshees mightxwork too as cheap and will likely make the 9" charge)
edit opps misread, Webway is the inflitrate one not the deep strike one, might work but relys on going first
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Post by: Braneric
Is webway strike infiltration or deep strike? If it's the former than infilitrating wraithguard/fire dragons becomes a fantastic idea. If the latter, not so much.
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Post by: em_en_oh_pee
The rumors I have seen have the vehicles Deep Strike while the Infantry Infiltrates, meaning they can move. Automatically Appended Next Post: Turnip Jedi wrote: em_en_oh_pee wrote:Would doing a WG bomb be worthwhile? Point me to the post if it has been discussed - I am still dipping my toes into Eldar, not fully immersed yet!
I was thinking an Ynnari Vanguard with three 5-man squads with D-Scythes and the Yncarne. The WG come in via Webway and roll up into 8" range. Whatever they kill, drop in Yncarne? Soulbursting into lots of extra shooting with such gnarly weapons seems good now that they can come in so close.
Or is just bringing a more functional HQ better?
Shadow Spectres are a better bet, being 9" away with 8" reach isn't ideal (Banshees mightxwork too as cheap and will likely make the 9" charge)
edit opps misread, Webway is the inflitrate one not the deep strike one, might work but relys on going first
Since you deploy them after first turn has been determined, you can always deploy them more conservatively if you don't get first turn.
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Post by: Galef
em_en_oh_pee wrote:
The rumors I have seen have the vehicles Deep Strike while the Infantry Infiltrates, meaning they can move.
It also means that if you don't go first, you wasted a CP because the unit you Infiltrated is now dead before they can move.
"Deep Strike" is clearly a better rule than "Infiltrate" in this edition. I wish the stratagems were reversed (Infiltrate for Vehicles, Deep Strike for Infantry)
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Post by: Turnip Jedi
@ em_en_oh_pee
fair point, it just seems a bit too many moving parts for a pay off that isn't much different to using wave serpents for turn 2 d-flamer hijinx
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Post by: Galef
Turnip Jedi wrote: @ em_en_oh_pee
fair point, it just seems a bit too many moving parts for a pay off that isn't much different to using wave serpents for turn 2 d-flamer hijinx
I might be worth it if you have 2 units of 5 WG normally, each with a Serpent. You could drop both Serpents, combine the WG into 1 unit of 10 and Infiltrate the single unit.
Just make sure you use the points for the Serpents to get more CPs, otherwise you don't really get much out of it.
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Post by: Nym
Galef wrote:"Deep Strike" is clearly a better rule than "Infiltrate" in this edition.
You have it reversed. "Infiltrate" is the crazy good one.
You deploy your units AFTER deciding who's going first. As em_en_oh_pee pointed out, you can always choose to deploy your infiltrators defensively if you don't get first turn.
I really hope they nerf that because right now, Infiltrate stratagems are overpowered.
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Post by: Galef
Nym wrote: Galef wrote:"Deep Strike" is clearly a better rule than "Infiltrate" in this edition.
You have it reversed. "Infiltrate" is the crazy good one.
You deploy your units AFTER deciding who's going first. As em_en_oh_pee pointed out, you can always choose to deploy your infiltrators defensively if you don't get first turn.
I really hope they nerf that because right now, Infiltrate stratagems are overpowered.
Ok, that makes it more interesting, but I assume you still have to Infiltrate them even if you know you are going second?
So my point remains the same: If you don't go first, you wasted a CP. Deploying them "defensively" will most likely mean too far away from the opponent to be worth it.
Deep Strike stratagems, by contrast, allow you to choice where the unit goes and IMMEDIATELY do something with them because it is your turn. There is zero risk of them being shoot at or charged first. Ergo, Deep Strike abilities are far more valuable in this edition, whereas Infiltrate abilities only pay off 50% of the time
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Post by: Redemption
Galef wrote:There is zero risk of them being shoot at or charged first.
Well not zero; there are more and more stratagems coming out that allow you to shoot at a unit that just arrived from reserves.
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Post by: Gangrel767
Galef wrote: Nym wrote: Galef wrote:"Deep Strike" is clearly a better rule than "Infiltrate" in this edition.
You have it reversed. "Infiltrate" is the crazy good one.
You deploy your units AFTER deciding who's going first. As em_en_oh_pee pointed out, you can always choose to deploy your infiltrators defensively if you don't get first turn.
I really hope they nerf that because right now, Infiltrate stratagems are overpowered.
Ok, that makes it more interesting, but I assume you still have to Infiltrate them even if you know you are going second?
So my point remains the same: If you don't go first, you wasted a CP. Deploying them "defensively" will most likely mean too far away from the opponent to be worth it.
Deep Strike stratagems, by contrast, allow you to choice where the unit goes and IMMEDIATELY do something with them because it is your turn. There is zero risk of them being shoot at or charged first. Ergo, Deep Strike abilities are far more valuable in this edition, whereas Infiltrate abilities only pay off 50% of the time
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You're also missing out on how awesome it is to move after this infiltration. So you infiltrate your unit 9" away and then move right up to your target. With deep strike you don't have this ability, so things like WG with Dscythes can't abuse it, or perhaps shadow spectres flamer weapons... even fire dragons looking for melta damage dice.
Both have their tactical usage, no doubt, but I am more frightened by the infiltration of enemy units than the deep strike of enemy units. I can mitigate that as the game plays on.
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Post by: em_en_oh_pee
Galef wrote: em_en_oh_pee wrote:
The rumors I have seen have the vehicles Deep Strike while the Infantry Infiltrates, meaning they can move.
It also means that if you don't go first, you wasted a CP because the unit you Infiltrated is now dead before they can move.
"Deep Strike" is clearly a better rule than "Infiltrate" in this edition. I wish the stratagems were reversed (Infiltrate for Vehicles, Deep Strike for Infantry)
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I wouldn't say it is wasted. It is worth the risk in some regards. And depending on the terrain, you can get them much, much closer than slogging. It is a risk/reward that only costs 3CP. Eldar don't struggle to fill Battalions, so it isn't that hard to have a lot to play with.
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Post by: Niiru
Infiltrate is amazing if you get first turn, nearly worthless if you don't get first turn. "Defensively" placing your unit pretty much means back in your deployment zone anyway, unless you're very lucky with terrain and your opponent uses zero infiltrators of their own.
Deepstrike is always useful as you can place the unit during whichever turn you like (so good for alpha strikes as well as late game objective grabs), and you can shoot and charge straight away. So if you don't get first turn, it doesn't matter.
So they're both good stratagems, but if you don't get first turn then deepstrike is far far better.
I actually thought both stratagems gave deepstrike. It's a shame they don't. The vehicle one might be useful, but as you can't disembark after deepstriking you have to survive a turn in the serpent anyway... so you might as well just start on the board first turn and move/advance 22" and get into position that way.
The vehicle stratagem is probably better for wraithlords and wraithknights, funnily enough.
The webway assault one... don't know. Wraithguard probably, though it's an expensive unit to leave so vulnerable for a whole turn on the table. And the enemy have the option to just move your target away from them for that turn, so they then won't be able to do much on their second turn anyway.
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Post by: Fafnir
Any of those stratagems let you drop a monster?
Because I need an Avatar delivery plan, and I'm really not sure how to approach that right now (outside of lots and lots of bodies, which Eldar still don't really do too well, and that I'm not too fond of the idea of painting either).
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Post by: Galef
Niiru wrote:Infiltrate is amazing if you get first turn, nearly worthless if you don't get first turn. "Defensively" placing your unit pretty much means back in your deployment zone anyway, unless you're very lucky with terrain and your opponent uses zero infiltrators of their own.
Deepstrike is always useful as you can place the unit during whichever turn you like (so good for alpha strikes as well as late game objective grabs), and you can shoot and charge straight away. So if you don't get first turn, it doesn't matter.
So they're both good stratagems, but if you don't get first turn then deepstrike is far far better.
I actually thought both stratagems gave deepstrike. It's a shame they don't. The vehicle one might be useful, but as you can't disembark after deepstriking you have to survive a turn in the serpent anyway... so you might as well just start on the board first turn and move/advance 22" and get into position that way.
The vehicle stratagem is probably better for wraithlords and wraithknights, funnily enough.
The webway assault one... don't know. Wraithguard probably, though it's an expensive unit to leave so vulnerable for a whole turn on the table. And the enemy have the option to just move your target away from them for that turn, so they then won't be able to do much on their second turn anyway.
This guy gets it.
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Post by: em_en_oh_pee
Galef wrote:Niiru wrote:Infiltrate is amazing if you get first turn, nearly worthless if you don't get first turn. "Defensively" placing your unit pretty much means back in your deployment zone anyway, unless you're very lucky with terrain and your opponent uses zero infiltrators of their own.
Deepstrike is always useful as you can place the unit during whichever turn you like (so good for alpha strikes as well as late game objective grabs), and you can shoot and charge straight away. So if you don't get first turn, it doesn't matter.
So they're both good stratagems, but if you don't get first turn then deepstrike is far far better.
I actually thought both stratagems gave deepstrike. It's a shame they don't. The vehicle one might be useful, but as you can't disembark after deepstriking you have to survive a turn in the serpent anyway... so you might as well just start on the board first turn and move/advance 22" and get into position that way.
The vehicle stratagem is probably better for wraithlords and wraithknights, funnily enough.
The webway assault one... don't know. Wraithguard probably, though it's an expensive unit to leave so vulnerable for a whole turn on the table. And the enemy have the option to just move your target away from them for that turn, so they then won't be able to do much on their second turn anyway.
This guy gets it.
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Gets what? Is that really news? This tactic has been around for a bit now - ie Raven Guard Aggressors via SftS. It is a basic risk/reward concept that allows you - via Ynnari - to potentially shoot up to six times with your WG on T1 before the enemy does anything. So before you go dismissing it, don't forget the immense reward that goes with it. Plus, the whole Yncarne synergy if that is worthwhile.
And deploying defensively doesn't mean in your deployment zone at all. You can easily wind up on flanks or behind a wall not far from your opponent. Do you not play on a table with terrain? Because I do and hiding a 5-man WG unit would be a piece of cake usually.
Likely GW realized Deep Striking infantry was too strong, so we got the toned down version. I still think it is viable. Just hadn't really thought about the other half of the army and what it would need to make it work.
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Post by: chacobos
Hi, I'm interested in starting an Eldar army, would getting two of both start collecting boxes be a good way to start a vehicle/foot soldier mix army? Or is there better suggestions to drop a box or two in favor of other units. I'm always lost on when starting a new faction on what direction or units to go for when making the army.
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Post by: Braneric
chacobos wrote:Hi, I'm interested in starting an Eldar army, would getting two of both start collecting boxes be a good way to start a vehicle/foot soldier mix army? Or is there better suggestions to drop a box or two in favor of other units. I'm always lost on when starting a new faction on what direction or units to go for when making the army.
It's not bad, the problem with Wraithguard though is that they either need to be infiltrated via Webway Strike or they need Wave Serpents to make up for their lack of mobility.
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Post by: Gangrel767
chacobos wrote:Hi, I'm interested in starting an Eldar army, would getting two of both start collecting boxes be a good way to start a vehicle/foot soldier mix army? Or is there better suggestions to drop a box or two in favor of other units. I'm always lost on when starting a new faction on what direction or units to go for when making the army.
Buy the new Codex on Saturday... purchase some of your "favorite" units and then build from there. The codex has a lot of unit costs going down and the layers of special rules on top of that, so we'll be in a great place on Saturday.
Also, once you get the codex and start reading through it, the combos and efficiencies will become more transparent to you.
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Post by: Galef
em_en_oh_pee wrote:Likely GW realized Deep Striking infantry was too strong, so we got the toned down version.
Convenient for GW to realize this little gem AFTER giving 2 other factions the ability to do this with more than 1-2 unit. Either we need to have the restriction lifted or (more preferably) those other factions need their stratagems Errata'd as well.
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Post by: chosen_of_khaine
The webway strike (infantry one) is deep strike at end of any movement phase, not infiltrate. I'm looking at it in the codex right now.
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Post by: em_en_oh_pee
Galef wrote: em_en_oh_pee wrote:Likely GW realized Deep Striking infantry was too strong, so we got the toned down version.
Convenient for GW to realize this little gem AFTER giving 2 other factions the ability to do this with more than 1-2 unit. Either we need to have the restriction lifted or (more preferably) those other factions need their stratagems Errata'd as well.
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Well, I wouldn't go that far. Context matters. What two factions got this where it wasn't fluffy and/or not super overpowered? Because with Eldar, it would be massively overpowered.
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Post by: Galef
chosen_of_khaine wrote:The webway strike (infantry one) is deep strike at end of any movement phase, not infiltrate. I'm looking at it in the codex right now.
Sweet. I'll stop complaining....for now
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Post by: em_en_oh_pee
chosen_of_khaine wrote:The webway strike (infantry one) is deep strike at end of any movement phase, not infiltrate. I'm looking at it in the codex right now.
Not at all being a jerk - but are you sure? Does it read like the Strategem from Lucius or from Stygies? lol AdMech player here.
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Post by: Gangrel767
Galef wrote:chosen_of_khaine wrote:The webway strike (infantry one) is deep strike at end of any movement phase, not infiltrate. I'm looking at it in the codex right now.
Sweet. I'll stop complaining....for now
well...that's disappointing...
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Post by: xmbk
Galef wrote: em_en_oh_pee wrote:Likely GW realized Deep Striking infantry was too strong, so we got the toned down version.
Convenient for GW to realize this little gem AFTER giving 2 other factions the ability to do this with more than 1-2 unit. Either we need to have the restriction lifted or (more preferably) those other factions need their stratagems Errata'd as well.
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I doubt that feedback from other codex came back in time to affect this one. Not everything is a conspiracy (as far as you know, anyway).
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Post by: admironheart
Makes me smile again lol
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Post by: chosen_of_khaine
em_en_oh_pee wrote:chosen_of_khaine wrote:The webway strike (infantry one) is deep strike at end of any movement phase, not infiltrate. I'm looking at it in the codex right now.
Not at all being a jerk - but are you sure? Does it read like the Strategem from Lucius or from Stygies? lol AdMech player here.
Dunno about admech, but it says, word for word, "A unit in the webway can emerge at the end of any of your movement phases - set it up anywhere on the battlefield that is more than 9" from any enemy models."
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Post by: em_en_oh_pee
chosen_of_khaine wrote: em_en_oh_pee wrote:chosen_of_khaine wrote:The webway strike (infantry one) is deep strike at end of any movement phase, not infiltrate. I'm looking at it in the codex right now.
Not at all being a jerk - but are you sure? Does it read like the Strategem from Lucius or from Stygies? lol AdMech player here.
Dunno about admech, but it says, word for word, "A unit in the webway can emerge at the end of any of your movement phases - set it up anywhere on the battlefield that is more than 9" from any enemy models."
That is for the Infantry one?! Are you suuuuuuuuuuuure? Because if so that is pretty brutal. Probably more optimal for Shadow Spectres though. I would rather Infiltrate the Wraithguard so they can walk up and shoot the D-Scythes.
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Post by: Tautastic
chosen_of_khaine wrote:The webway strike (infantry one) is deep strike at end of any movement phase, not infiltrate. I'm looking at it in the codex right now.
Since you have the codex. Any other rules regarding Ynnari? Also, the wording on unlocking CWE stratagems, WT, and relics.
One more thing, does the Phoenix Lords all have predetermined WT? If so what are they?
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Post by: Cream Tea
em_en_oh_pee wrote:chosen_of_khaine wrote:The webway strike (infantry one) is deep strike at end of any movement phase, not infiltrate. I'm looking at it in the codex right now.
Not at all being a jerk - but are you sure? Does it read like the Strategem from Lucius or from Stygies? lol AdMech player here.
1CP/3CP Webway Strike
Craftwolrds Stratagem
The warhosts of the Asuryani use the ancient labyrinth of webway portals to strike from nowhere.
Use this atratagem during deployment if you have not used the Cloudstrike Stratagem (pg11() this battle. If you spend 1 CP, you can set up one Asuryani Infantry or one Asuryani Biker unit from your army in the webway instead of placing it on the battlefield. If you spend 3 CPs, you can set up two such units in the webway instead. A unit in the webway can emerge at the end of any of your Movement phases - set it up anywhere on the battlefield that is more than 9'' away from any enemy units. This Stratagem can be used only once per battle.
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Post by: chosen_of_khaine
em_en_oh_pee wrote:chosen_of_khaine wrote: em_en_oh_pee wrote:chosen_of_khaine wrote:The webway strike (infantry one) is deep strike at end of any movement phase, not infiltrate. I'm looking at it in the codex right now.
Not at all being a jerk - but are you sure? Does it read like the Strategem from Lucius or from Stygies? lol AdMech player here.
Dunno about admech, but it says, word for word, "A unit in the webway can emerge at the end of any of your movement phases - set it up anywhere on the battlefield that is more than 9" from any enemy models."
That is for the Infantry one?! Are you suuuuuuuuuuuure? Because if so that is pretty brutal. Probably more optimal for Shadow Spectres though. I would rather Infiltrate the Wraithguard so they can walk up and shoot the D-Scythes.
Unless I'm seriously hallucinating here, yeah. For the record, Cloud Strike, the one for vehicles with fly, functions the exact same way.
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Post by: Galef
Thanks for posting the wording. it definitely clears some things up. So with the Webway rules is pretty powerful, keep in mind that you need to spend 3 CPs to get a second unit to do it, it's once per battle and cannot be used in the same game as the Cloudstrike. This means that at most, you only get 2 units deep striking (unless the unit itself has the ability normally). Overall, I think this is a great balance, especially as if give Wraithguard without D-scythes an appealing strategy. @em_en_oh_pee: Even though you have to set up 9" away, Eldar have a psychic power called Quicken that allows a unit to move as if it was the Movement phase (including Advancing, but cannot charge afterwards). So you can Deep Strike a unit of 10 D-scythe WG, cast Quicken on them to get right up in range of several units and Blast away. If those WG are Ynnari (in a separate detachment, of course) you can also Soulburst with them. -
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Post by: em_en_oh_pee
Cream Tea wrote: em_en_oh_pee wrote:chosen_of_khaine wrote:The webway strike (infantry one) is deep strike at end of any movement phase, not infiltrate. I'm looking at it in the codex right now.
Not at all being a jerk - but are you sure? Does it read like the Strategem from Lucius or from Stygies? lol AdMech player here.
1CP/3CP Webway Strike
Craftwolrds Stratagem
The warhosts of the Asuryani use the ancient labyrinth of webway portals to strike from nowhere.
Use this atratagem during deployment if you have not used the Cloudstrike Stratagem (pg11() this battle. If you spend 1 CP, you can set up one Asuryani Infantry or one Asuryani Biker unit from your army in the webway instead of placing it on the battlefield. If you spend 3 CPs, you can set up two such units in the webway instead. A unit in the webway can emerge at the end of any of your Movement phases - set it up anywhere on the battlefield that is more than 9'' away from any enemy units. This Stratagem can be used only once per battle.
Well holy crap. The limit on two units balances it out pretty well... but yea, Wraithguard bomb it is!
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Post by: Cream Tea
Tautastic wrote:chosen_of_khaine wrote:The webway strike (infantry one) is deep strike at end of any movement phase, not infiltrate. I'm looking at it in the codex right now.
Since you have the codex. Any other rules regarding Ynnari? Also, the wording on unlocking CWE stratagems, WT, and relics.
One more thing, does the Phoenix Lords all have predetermined WT? If so what are they?
I'll answer.
If a Detachment includes any Ynnari units, it is no longer a Craftworlds Detachment and will not gain The Path of War (obsec) or Craftworld Attributes. I think that's all on Ynnari there is in the codex.
The Phoenix Lords can never have Warlord Traits, they can be included in a Craftworlds detachment but cannot benefit from a Craftworld Attribute. Other named characters, such as Yriel and Eldrad have specific traits determined by their Craftworld.
You get a Warlord Trait if your Warlord is a Craftworlds character.
If your army is Battle-Forged and includes any Craftworlds Detachments, excluding Auxiliary Support Detachmnets, you have access to the codex Stratagems.
If your army is led by a Craftworlds Warlord, you can give one Remnant of Glory to an Asuryani Character. Named characters such as Prince Yriel already have one or more artefacts, and cannot be given a Remnant of Glory.
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Post by: em_en_oh_pee
Galef wrote:Thanks for posting the wording. it definitely clears some things up. So with the Webway rules is pretty powerful, keep in mind that you need to spend 3 CPs to get a second unit to do it, it's once per battle and cannot be used in the same game as the Cloudstrike. This means that at most, you only get 2 units deep striking (unless the unit itself has the ability normally).
Overall, I think this is a great balance, especially as if give Wraithguard without D-scythes an appealing strategy.
@em_en_oh_pee: Even though you have to set up 9" away, Eldar have a psychic power called Quicken that allows a unit to move as if it was the Movement phase. So you can Deep Strike a unit of 10 D-scythe WG, cast Quicken on them to get right up in range of several units and Blast away.
If those WG are Ynnari (in a separate detachment, of course) you can also Soulburst with them.
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Yea man! Looks like one unit of 10 + Warlock for the Quicken. Might not be so much of a T1 maneuver, but maybe T2 once you have your stuff get into position. Lots of factors, but it sounds just brutal.
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Post by: Galef
Thanks for that breakdown. None of that looks like it prevents Ynnari Asuryani for benefiting from CW Stratagems, or selecting a <Craftwolrd> keyword to interact with certain rules. As long as you have separate detachments you are fine. A Ynnari detachment with Ynnari Warlord containing all the units you wish to gain SfD, and a CWE detachment with the units you want to get a CW attribute and to unlock access to the Statagems After that, you just read what units the Stratagems apply to. For example, the Webway stratagem applies to any Asuryani Infantry or Asuryani Biker unit. A unit of WG have the right keywords and do not lose them for choosing to be Ynnari Those WG may also select <Alaitoc> keyword if desired. The will not receive the Alaitoc Attribute, but they will be able to embark on <Alaitoc> Serpents and benefit from Alaitoc Autarchs -
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Post by: Jaq Draco lives
I'm thinking of knocking an Eldar force together after reading this. I've got 20 rangers (yay) and 10 striking scorpions (sigh) and after looking through the thread Altoic is a good fit, in order to buff the force out Shadow Spectres, perhaps some FW hornet and walkers depending on how those rules look and is it the hemlock that is crazy good?
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Post by: Tautastic
Thanks! @Cream Tea
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Post by: em_en_oh_pee
Sure as heck seems so! I am going to try to fit two into my list at least.
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Post by: Galef
I'll be putting 2 in all my lists as well. Something to note is that they can no longer cast Conceal (though I am not sure why)
Every review I have seen mentions this. But you can always just make your Flyer detachment Alaitoc and get the -2 to hit on both Hemlocks instead on the one that casts Conceal on itself.
The price decrease and Alaitoc trait also makes Crimson Hunters appealing. Unlike Hemlocks that have to risk getting close (and thus having the Aliatoc trait ignored), Hunters can keep their distance.
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Post by: em_en_oh_pee
Galef wrote:
I'll be putting 2 in all my lists as well. Something to note is that they can no longer cast Conceal (though I am not sure why)
Every review I have seen mentions this. But you can always just make your Flyer detachment Alaitoc and get the -2 to hit on both Hemlocks instead on the one that casts Conceal on itself.
The price decrease and Alaitoc trait also makes Crimson Hunters appealing. Unlike Hemlocks that have to risk getting close (and thus having the Aliatoc trait ignored), Hunters can keep their distance.
Yep. Two Hemlocks and a CH in an Alaitoc Air Wing seems totally doable and pretty solid, given the -2 to-hit really adding to their longevity.
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Post by: Cream Tea
Galef wrote: Something to note is that they can no longer cast Conceal (though I am not sure why)
Every review I have seen mentions this.
The wording on the datasheet is that "Hemlock Wraithfighters can only attempt to manifest the second effect of psychic powers from the Rune (sic!) of Battle discipline."
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Post by: Galef
Cream Tea wrote: Galef wrote: Something to note is that they can no longer cast Conceal (though I am not sure why) Every review I have seen mentions this.
The wording on the datasheet is that "Hemlock Wraithfighters can only attempt to manifest the second effect of psychic powers from the Rune (sic!) of Battle discipline."
Oh, darn. So they cannot cast Quicken either. That was going to be my plan for WG. So Hemlocks can only cast the "offensive" powers and not the "defensive/buff" powers? I guess that makes sense and tones them down a bit. -
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Post by: xmbk
Can super heavies like the Scorpion gain Craftworld attributes?
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Post by: the cosmic serpent
Has the Saim-Hann Stratagem been posted anywhere? I have only seen the attribute and relic.
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Post by: Galef
xmbk wrote:Can super heavies like the Scorpion gain Craftworld attributes?
As long as they have the <Craftworld> keyword, they may replace it for the matching Attribute in a detachment of matching CW units
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Post by: Cream Tea
Warriors of the Raging Winds, 1CP
Saim-Hann Stratagem
Use this Stratagem when a Saim-Hann Biker unit Advances. That unit can still charge in the same turn, and can re-roll hit rolls of 1 in the Fight phase of that turn.
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Post by: the cosmic serpent
Cream Tea wrote:
Warriors of the Raging Winds, 1CP
Saim-Hann Stratagem
Use this Stratagem when a Saim-Hann Biker unit Advances. That unit can still charge in the same turn, and can re-roll hit rolls of 1 in the Fight phase of that turn.
Thank you!
Shinning spears will make good use of this, and skyrunner autarchs.
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Post by: Galef
Cream Tea wrote:
Warriors of the Raging Winds, 1CP
Saim-Hann Stratagem
Use this Stratagem when a Saim-Hann Biker unit Advances. That unit can still charge in the same turn, and can re-roll hit rolls of 1 in the Fight phase of that turn.
So a unit of Saim-hann Shining Spears can move 22" + 2D6" (re-rollable) charge and not even need an Autarch babysitter? NEAT!
You could also use the Feigned Retreat stratagem so they can fallback and charge again.
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112997
Post by: the cosmic serpent
Galef wrote: Cream Tea wrote:
Warriors of the Raging Winds, 1CP
Saim-Hann Stratagem
Use this Stratagem when a Saim-Hann Biker unit Advances. That unit can still charge in the same turn, and can re-roll hit rolls of 1 in the Fight phase of that turn.
So a unit of Saim-hann Shining Spears can move 22" + 2D6" (re-rollable) charge and not even need an Autarch babysitter? NEAT!
You could also use the Feigned Retreat stratagem so they can fallback and charge again.
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They can shoot during all of that too (before 1st charge and after falling back) due to assault weapons and fly. I'm going to max out a unit of these.
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Post by: Spartacus
I think generally, the various movement stratagems combined with great move stats on Eldar stuff will be the most entertaining thing about this new codex.
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Post by: Sarigar
em_en_oh_pee wrote: Galef wrote:Thanks for posting the wording. it definitely clears some things up. So with the Webway rules is pretty powerful, keep in mind that you need to spend 3 CPs to get a second unit to do it, it's once per battle and cannot be used in the same game as the Cloudstrike. This means that at most, you only get 2 units deep striking (unless the unit itself has the ability normally).
Overall, I think this is a great balance, especially as if give Wraithguard without D-scythes an appealing strategy.
@em_en_oh_pee: Even though you have to set up 9" away, Eldar have a psychic power called Quicken that allows a unit to move as if it was the Movement phase. So you can Deep Strike a unit of 10 D-scythe WG, cast Quicken on them to get right up in range of several units and Blast away.
If those WG are Ynnari (in a separate detachment, of course) you can also Soulburst with them.
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Yea man! Looks like one unit of 10 + Warlock for the Quicken. Might not be so much of a T1 maneuver, but maybe T2 once you have your stuff get into position. Lots of factors, but it sounds just brutal. 
This is what I posted on the NC 40K FB page. (Charlie). I'm running 2 x 10 Wraithguard and utilizing quicken on the one unit with D Scythes. Got a keep a reroll available that phase to ensure the power is cast.
It has some counters to be aware of, but dropping 20 Wraithguard supported by 3 Hemlocks makes me think it is a potential alpha or beta strike. This is why using the Alaitoc trait for the airwing detachment is fairly significant.
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Post by: Dawnstrider
So do named characters that do not have a specific craftworld associated with them not get a warlord trait?
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Post by: Redemption
Named character have to get the Warlord trait associated with their Craftworld I believe.
Edit; nm, misread. :p
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Post by: Galef
Sarigar wrote:I'm running 2 x 10 Wraithguard and utilizing quicken on the one unit with D Scythes. Got a keep a reroll available that phase to ensure the power is cast.
Just FYI, we recently found out that Hemlocks cannot cast Quicken as they only have access to the second power of any Runes of Battle power. So you need to figure out a way to get a Warlock near them (Skyrunner maybe)
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Post by: Cream Tea
Dawnstrider wrote:So do named characters that do not have a specific craftworld associated with them not get a warlord trait?
The Phoenix Lords don't. The Avatar of Khaine does, but I'd argue that he has to have the trait associated with the craftworld your Avatar is from, as he seems to be, for all intents and purposes, a named character. All non-Phoenix Lord, non-Avatar named characters are from a specific craftword, such as Eldrad Ulthran of Ulthwé.
(Named characters are forced to have a specific warlord trait determined by their craftworld if they are your warlord.)
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Post by: Dawnstrider
That's to bad.
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Post by: Jaq Draco lives
Is there anyway at all Karandras/Striking Scorpions can be viewed as viable
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Post by: Spartacus
I hope so! They got cheaper but need some extra something still, they continue to be not much more than an exarch-fist delivery system.
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Post by: Jaq Draco lives
Spartacus wrote:
I hope so! They got cheaper but need some extra something still, they continue to be not much more than an exarch-fist delivery system.
Has Karandras changed much? Because he wasn't worth taking I didn't think in the initial book.
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Post by: Cream Tea
Jaq Draco lives wrote:
Has Karandras changed much? Because he wasn't worth taking I didn't think in the initial book.
He's 18 points cheaper (now 150), 1 PL less, and his Scorpion's Claw no longer gives him -1 to hit.
So no, but he's less bad now.
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Post by: Sarigar
Galef wrote: Sarigar wrote:I'm running 2 x 10 Wraithguard and utilizing quicken on the one unit with D Scythes. Got a keep a reroll available that phase to ensure the power is cast.
Just FYI, we recently found out that Hemlocks cannot cast Quicken as they only have access to the second power of any Runes of Battle power. So you need to figure out a way to get a Warlock near them (Skyrunner maybe)
Yep. Tracking that change. There is other stuff in my army. When I use Hemlocks, I pretty much only cast Smite. They have short range weapons and Smite complement it well.
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Post by: Mr.Pengwinn
Galef wrote: Sarigar wrote:I'm running 2 x 10 Wraithguard and utilizing quicken on the one unit with D Scythes. Got a keep a reroll available that phase to ensure the power is cast.
Just FYI, we recently found out that Hemlocks cannot cast Quicken as they only have access to the second power of any Runes of Battle power. So you need to figure out a way to get a Warlock near them (Skyrunner maybe)
Quicken has 18" cast range right? You could take a minimal squad of a Warlock Conclave and use the Concordance of Power (1 CP) Stratagem to double the range of the power to 36". Slightly cheaper than a Skyrunner Warlock and the conclave will know two powers.
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Post by: em_en_oh_pee
Sarigar wrote: em_en_oh_pee wrote: Galef wrote:Thanks for posting the wording. it definitely clears some things up. So with the Webway rules is pretty powerful, keep in mind that you need to spend 3 CPs to get a second unit to do it, it's once per battle and cannot be used in the same game as the Cloudstrike. This means that at most, you only get 2 units deep striking (unless the unit itself has the ability normally).
Overall, I think this is a great balance, especially as if give Wraithguard without D-scythes an appealing strategy.
@em_en_oh_pee: Even though you have to set up 9" away, Eldar have a psychic power called Quicken that allows a unit to move as if it was the Movement phase. So you can Deep Strike a unit of 10 D-scythe WG, cast Quicken on them to get right up in range of several units and Blast away.
If those WG are Ynnari (in a separate detachment, of course) you can also Soulburst with them.
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Yea man! Looks like one unit of 10 + Warlock for the Quicken. Might not be so much of a T1 maneuver, but maybe T2 once you have your stuff get into position. Lots of factors, but it sounds just brutal. 
This is what I posted on the NC 40K FB page. (Charlie). I'm running 2 x 10 Wraithguard and utilizing quicken on the one unit with D Scythes. Got a keep a reroll available that phase to ensure the power is cast.
It has some counters to be aware of, but dropping 20 Wraithguard supported by 3 Hemlocks makes me think it is a potential alpha or beta strike. This is why using the Alaitoc trait for the airwing detachment is fairly significant.
Hey Charlie! Why am I not surprised to see you in this thread!
Since you can only quicken one unit, not sure it's worth doing two WG squads. Maybe try for a Warlock Skyrunner to fly in and quicken the WG, then have a unit of Shadow Spectres drop in too? Just a thought, since they can be outside 12" and be at the -2 to-hit.
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Post by: Sarigar
em_en_oh_pee wrote: Sarigar wrote: em_en_oh_pee wrote: Galef wrote:Thanks for posting the wording. it definitely clears some things up. So with the Webway rules is pretty powerful, keep in mind that you need to spend 3 CPs to get a second unit to do it, it's once per battle and cannot be used in the same game as the Cloudstrike. This means that at most, you only get 2 units deep striking (unless the unit itself has the ability normally).
Overall, I think this is a great balance, especially as if give Wraithguard without D-scythes an appealing strategy.
@em_en_oh_pee: Even though you have to set up 9" away, Eldar have a psychic power called Quicken that allows a unit to move as if it was the Movement phase. So you can Deep Strike a unit of 10 D-scythe WG, cast Quicken on them to get right up in range of several units and Blast away.
If those WG are Ynnari (in a separate detachment, of course) you can also Soulburst with them.
-
Yea man! Looks like one unit of 10 + Warlock for the Quicken. Might not be so much of a T1 maneuver, but maybe T2 once you have your stuff get into position. Lots of factors, but it sounds just brutal. 
This is what I posted on the NC 40K FB page. (Charlie). I'm running 2 x 10 Wraithguard and utilizing quicken on the one unit with D Scythes. Got a keep a reroll available that phase to ensure the power is cast.
It has some counters to be aware of, but dropping 20 Wraithguard supported by 3 Hemlocks makes me think it is a potential alpha or beta strike. This is why using the Alaitoc trait for the airwing detachment is fairly significant.
Hey Charlie! Why am I not surprised to see you in this thread!
Since you can only quicken one unit, not sure it's worth doing two WG squads. Maybe try for a Warlock Skyrunner to fly in and quicken the WG, then have a unit of Shadow Spectres drop in too? Just a thought, since they can be outside 12" and be at the -2 to-hit.
Quicken is for the D Scythe unit as it will ensure to get within 8 inch shooting range. I won't need it for the Wraithcannon squad.
I actually don't own Shadow Spectres yet. Lot of potential with them. With Quicken having an 18" range, it won't be particularly difficult to get a model into position to cast it.
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Post by: Grizzyzz
I don't see how quicken on WG is more reliable than sticking them inside a now better wave serpant and transporting htem up the field...
WG are not fast units.. even while advancing. Assuming average rolls... your going to move ~17" something around that. You mentioned the rerolls.. so maybe 18-20" but just as easily can roll a 1 :p Automatically Appended Next Post: I am sure others have made the comment.. I was really looking forward to seeing the new traits.. but I think Ynnari is still more powerful (assuming you can't be both).
Alaitoc is strong but is counterable, most other craftworld traits are helpful but not overly strong (not a bad thing).
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Post by: Karhedron
Mr.Pengwinn wrote:Quicken has 18" cast range right? You could take a minimal squad of a Warlock Conclave and use the Concordance of Power (1 CP) Stratagem to double the range of the power to 36". Slightly cheaper than a Skyrunner Warlock and the conclave will know two powers.
The other advantage of this approach is that the Conclave will almost certainly be outside the 24" range for Deny the Witch meaning your opponent will not get a chance to try and cancel the power. Spending 1 CP to make it effectively undeniable is probably worth it when you consider the firepower 10 D-Scythes can unleash. Automatically Appended Next Post: Grizzyzz wrote:I don't see how quicken on WG is more reliable than sticking them inside a now better wave serpant and transporting htem up the field...
It's all about the alpha-strike baby!
A Wave Serpent gives you a Turn 2 hit and can be focussed down by concentrated firepower. Serpents are tough and good but they are not indestructibly, especially if your opponent knows what the cargo is.
The Webway Stratagem gives you the option of a Turn 1 strike that your opponent cannot do much to prevent. If you can delete an important unit before it contributes to the game, that is a big advantage. Plus you still have the unit of WG rocking around your opponent's deployment zone that he will need to deal with ASAP before they chew through more of his army.
Might work well with the Iyanden Trait to cap Battleshock losses. A 10-man WG squad can lose members if it takes 4+ casualties in a turn. Even 2-3 survivors can continue to make a big nuisance of themselves.
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Post by: Wyldcarde
It’s a big all in tho. 2 units of 10 is almost 900 points. Even erasing 2 units they will struggle to make their points back. As ynnari it could be nastier granted where they can shoot twice. Well the dscythe anyway. But it is going to be tough for them to survive the counter attack.
Definitely worth playing around with tho.
Automatically Appended Next Post: Grizzyzz wrote:I don't see how quicken on WG is more reliable than sticking them inside a now better wave serpant and transporting htem up the field...
WG are not fast units.. even while advancing. Assuming average rolls... your going to move ~17" something around that. You mentioned the rerolls.. so maybe 18-20" but just as easily can roll a 1 :p
Automatically Appended Next Post:
I am sure others have made the comment.. I was really looking forward to seeing the new traits.. but I think Ynnari is still more powerful (assuming you can't be both).
Alaitoc is strong but is counterable, most other craftworld traits are helpful but not overly strong (not a bad thing).
Really depends on your build. Mech eldar under the index was super strong and doesn’t really care so much for strength from death. But having -1 to hit or 6+++ saves is a big deal for them. But, cheaper (in comparison) eldar mean that a more foot heavy army is viable again, especially with the deployment stratagems now and the addition of some psychic powers like quicken and protect. This obviously benefits from strength from death more.
There are clearly 2 good all round traits that can be built to be as good or better then ynnari, and the others are at least candidates for running a detachment in conjunction to ynnari. While they might not be 100% on par to each other in power, they are at least close enough to the each other that it is at least a discussion that takes place.
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Post by: bullyboy
I certainly will be using it for a unit of wraithguard for 1 CP but I don't feel going all in is the answer. 10 wraithguard plus the tools to quicken is a huge chunk of points...which is totally nerfed if anyone uses screening units. a unit of 5 wraithguard is 200pts and only a small part of your army, but still capable of knocking a big unit down on turn 2 or 3. Maybe I'd take 6 of them just to ensure the hits/damage.
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Post by: em_en_oh_pee
bullyboy wrote:I certainly will be using it for a unit of wraithguard for 1 CP but I don't feel going all in is the answer. 10 wraithguard plus the tools to quicken is a huge chunk of points...which is totally nerfed if anyone uses screening units. a unit of 5 wraithguard is 200pts and only a small part of your army, but still capable of knocking a big unit down on turn 2 or 3. Maybe I'd take 6 of them just to ensure the hits/damage.
Keep in mind that if your opponent does heavily screen, you can just wait a turn to drop the WG into place after you have time to clear some chaff. With Conscripts nerfed, that might help us see screens reduced in presence for a bit (except for the still outstanding ones like Brimstones).
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Post by: Galef
But if you are going to wait a turn to drop them, why not just put them in a Serpent?
I am kinda thinking that D-scythes are good in Serpents, Cannons are good for the Webway.
I might split the difference in my list and do 1 unit of each
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Post by: em_en_oh_pee
Galef wrote:But if you are going to wait a turn to drop them, why not just put them in a Serpent?
I am kinda thinking that D-scythes are good in Serpents, Cannons are good for the Webway.
I might split the difference in my list and do 1 unit of each
You could in theory do both for the D-Scythes. Just have a Wave Serpent in your list. Then you can opt to Deep Strike if it looks viable or, if not, roll up in the transport. Depends on the list and overall strategies, I suppose.
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Post by: Karhedron
Galef wrote:But if you are going to wait a turn to drop them, why not just put them in a Serpent?
I am kinda thinking that D-scythes are good in Serpents, Cannons are good for the Webway.
I might split the difference in my list and do 1 unit of each
This is the simplest solution and avoids the need to spend extra CPs on boosting a power from your Warlock Conclave (which could still fail).
IMHO, Wraithguard are much better in this role than Fire Dragons since FDs work best within melta range (6"). Wraithguard have S10 shooting, 3 T6 wounds apiece rather than 1 T3 wound and can walk out of combat while still shooting. Unless you are seriously squeezed for points, it is hard to see why you would take Fire Dragons over Wraithguard.
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Post by: Crusaderobr
I use 10 Striking Scorpions with a Farseer with fortune/doom and a warlock with protect/jinx in a wave serpent. Works amazing, they can charge pretty much anything they want turn 2, very hard to kill with 2+ saves and 5+ ignore a wound. Doom will help them take out tougher targets.
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Post by: mmimzie
Mr.Pengwinn wrote: Galef wrote: Sarigar wrote:I'm running 2 x 10 Wraithguard and utilizing quicken on the one unit with D Scythes. Got a keep a reroll available that phase to ensure the power is cast.
Just FYI, we recently found out that Hemlocks cannot cast Quicken as they only have access to the second power of any Runes of Battle power. So you need to figure out a way to get a Warlock near them (Skyrunner maybe)
Quicken has 18" cast range right? You could take a minimal squad of a Warlock Conclave and use the Concordance of Power (1 CP) Stratagem to double the range of the power to 36". Slightly cheaper than a Skyrunner Warlock and the conclave will know two powers.
warlock conclave can't be protected as they lose the character role. the skyrunner lock can be. also the skyrunner lock can take relics and or warlord traits, and get the ability to reroll psykic test.
An arguement could be made that the on foot warlock could be the best as he is cheaper, and with 18" range 7" move and an adavnce he'd almost always be in range to cast quicken.
however the on foot warlock kind of falls off alittle after turn 1 because he'll start to struggle to cast buffs, also a debuffing warlock will struggle to get range turn 1, and struggle to hit it the best target later in the game.
in my book if your not using transports the skyrunner lock is the most reliable (the skyrunner lock is almost liteeally a windrider, 25pts, and a warlock 30pts plus tax. So if your bringing any windrider kick one out and give hks bike to the lock who will use it better.) btw i feel like twin catapult windriders are the best varient now... they are better dire avengers with out obsec.
if you have transports or arnt running windriders the foot lock moght be best as he can fit inside, pop out and cast spells and be safe with character rule..
the conclaive is on,y good if your spending cp to web way portal them in and you plan to win your game via alpha strike. otherwise if you dont go first your oppoent will have a very easy time killing your conclaive. A handful of mortars or dark repears can kill these guys every game, and as warlocks are force multipliers each unit you close effects your wole game drasticly.
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Post by: Galef
On a personal note, my characters do not sully themselves by setting foot an alien soil. If I can feasibly get all my characters on a jetbike, I will. it's a shame the Warlock Skyrunners are so expensive (as this is the only reason to take them over a Spiritseer)
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Post by: Niiru
Galef wrote:On a personal note, my characters do not sully themselves by setting foot an alien soil. If I can feasibly get all my characters on a jetbike, I will. it's a shame the Warlock Skyrunners are so expensive (as this is the only reason to take them over a Spiritseer)
Haha, I like this. I'd love to make an all-floating army (hornets would be cool alternatives to war walkers), but then I wouldn't be able to run a wraithguard squad or a wraithlord. Although I guess I could make an exception for the dead. Or somehow model them on bikes.
Edit: I wonder if it might be worth starting a new tactica page soon, as most of the information in this thread would be incorrect anyway after the codex drops? I believe it's traditional to start a new thread for a new codex (or at least that's what happened with AdMech, I'm not sure if the IG guys did the same).
I only ask because I was tempted to do it, would also give me a decent starting point for cultivating information and strategies for the Tactica. But didn't want to do it if people were more attached to the current thread haha
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Post by: em_en_oh_pee
Niiru wrote: Galef wrote:On a personal note, my characters do not sully themselves by setting foot an alien soil. If I can feasibly get all my characters on a jetbike, I will. it's a shame the Warlock Skyrunners are so expensive (as this is the only reason to take them over a Spiritseer)
Haha, I like this. I'd love to make an all-floating army (hornets would be cool alternatives to war walkers), but then I wouldn't be able to run a wraithguard squad or a wraithlord. Although I guess I could make an exception for the dead. Or somehow model them on bikes.
Edit: I wonder if it might be worth starting a new tactica page soon, as most of the information in this thread would be incorrect anyway after the codex drops? I believe it's traditional to start a new thread for a new codex (or at least that's what happened with AdMech, I'm not sure if the IG guys did the same).
I only ask because I was tempted to do it, would also give me a decent starting point for cultivating information and strategies for the Tactica. But didn't want to do it if people were more attached to the current thread haha
Probably a great idea. I know I am trying to get on the bandwagon and digging through 50 pages is daunting.
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Post by: Drake003
I had the same thought about this thread being outdated now.
Be happy to see a new more relevant Tactica thread.
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Post by: Cream Tea
Yes, a new thread would be good. Lots of advice will be outdated tomorrow.
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Post by: Niiru
https://www.dakkadakka.com/dakkaforum/posts/list/743155.page
There we go then, a new Codex: Craftworlds thread, all primed and ready to go. I'll change the OP when the codex actually drops tomorrow, but until then we can start as and when
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