Switch Theme:

Share on facebook Share on Twitter Submit to Reddit  [RSS] 

Codex Aeldari: No longer a dying race! @ 2022/03/07 10:27:36


Post by: Crafter91


Had seen a few people suggest a dedicated thread to the new codex and I agree, it would be good to start fresh.

Has anybody played the new dex yet? Who was it against and what was the result?

Lots to take in with this new book, lots of strong plays and combos.

Be good to hear some ideas and see some army lists. Please share!

I think for me personally the game has always been about having fun, so fun lists are definitely going to be my go to!


Codex Aeldari: No longer a dying race! @ 2022/03/07 12:18:36


Post by: Tyranid Horde


Beat me to the punch Crafter!

I've had three games so far, and have lost two out of three so far, all competitive games against some meaty lists. I tried out Ulthwe and Biel-Tan, and so far I am leaning on the fact that Ulthwe's relic to have undeniable tests as the reason it is the better of the two, although Biel-Tan is very strong and has more synergies involved.

I personally don't enjoy Strands of Fate, it is a win more mechanic and a feels bad one at the same time, both for my opponent and me if my dice don't go the right way. In addition, the loss of innate rerolls on psychic tests is a pain and with +1 to cast being very rare, if you face something like Grey Knights like I did, you literally lose.

I am playing tomorrow, will throw up a list soon so folks can have a look.


Codex Aeldari: No longer a dying race! @ 2022/03/07 12:40:39


Post by: Crafter91


 Tyranid Horde wrote:
Beat me to the punch Crafter!

I've had three games so far, and have lost two out of three so far, all competitive games against some meaty lists. I tried out Ulthwe and Biel-Tan, and so far I am leaning on the fact that Ulthwe's relic to have undeniable tests as the reason it is the better of the two, although Biel-Tan is very strong and has more synergies involved.

I personally don't enjoy Strands of Fate, it is a win more mechanic and a feels bad one at the same time, both for my opponent and me if my dice don't go the right way. In addition, the loss of innate rerolls on psychic tests is a pain and with +1 to cast being very rare, if you face something like Grey Knights like I did, you literally lose.

I am playing tomorrow, will throw up a list soon so folks can have a look.


To be honest this humbles me a little bit - glad to hear we're not winning every game.

I have a friend who plays a competitive GK list and i'd beaten him a few times with my 8th ed eldar book (admittedly not often).

The key with them I find is killing the squishier units quickly. Everybody is quick to aim everything at the dreadknights but actually strike squads and such are just as capable of casting smite and dealing real damage in combat. Clear the table of as much psychic potential as quickly possible and then you can focus fire on the bigger ones after. Ulthwe would do well against them to shield from mortals too.


Codex Aeldari: No longer a dying race! @ 2022/03/07 12:49:46


Post by: Tyranid Horde


Yes don't get me wrong, I think GK are beatable and I think part of the loss was because it was a refined comp list against a day one codex with no refinement, but the new codex having 18" range on most psychic powers is very painful against them with most units having a deny, and leaning on Strands of Fate to get undeniable 9s isn't good game design imo.

Definitely will be an army to contest GK at some point, I am just not sure what the best build for competitive play is yet and I don't think they're anywhere on a par with Tau, Custodes or even GK.


Codex Aeldari: No longer a dying race! @ 2022/03/07 12:50:46


Post by: wuestenfux


Not clear at this point whether Eldar becomes a real contender when compared with Tau and Custodes.


Codex Aeldari: No longer a dying race! @ 2022/03/07 12:51:46


Post by: techsoldaten


The new Codex appears to be about as good as the 6th edition Codex was, relative to other armies.

Played against Biel Tan with Deathwatch last week. Won the game, but not by much. They were on 4 of 5 objectives turn 1 and maxed most of their secondaries. Had a couple turns where I wasn't able to destroy a single model.

The game came down to me making a 9" charge and killing a character turn 5. It worked, but the odds were heavily in their favor. My opponent had only played a couple games with the new Codex before, this only gets worse.


Codex Aeldari: No longer a dying race! @ 2022/03/07 16:14:32


Post by: Phoenix Lord


I've some thougts on the competitvly of pure craftworlds in the biggest tournaments, I mean there's a lot of nice rules and I see everything (well, reapers apart sigh) playable, but the points are hight, every units is good on their own but to put an army together is not easy, this means that craftworlds will Need an expert hand to compete, to me this Is nice because I love this kind of army I think its better to have a codex strong but difficult to play instead of an " spam the strongest unit, then max out the second one and go like this till 2000 points".
But maybe I'm wrong and this Is the end of the world codex


Codex Aeldari: No longer a dying race! @ 2022/03/07 16:16:03


Post by: Crafter91


Hearing lots of people complain about Dires moving to Elites because it crowds the Elite slot.

I don't think this is the issue - The issue is the limited /expensive options for troop slots.

3 guardian blobs is 270 point minimum and i'm not super keen on the idea of running lots of rangers.

They really should have set a minimum unit size of 5 for Guardians (this is the size for Drukhari Kabs) as it would solve the whole thing.

My local gaming circle largely plays 1k games and I have to say, I think i'm still going to struggle a little!



Automatically Appended Next Post:
Phoenix Lord wrote:
I've some thougts on the competitvly of pure craftworlds in the biggest tournaments, I mean there's a lot of nice rules and I see everything (well, reapers apart sigh) playable, but the points are hight, every units is good on their own but to put an army together is not easy, this means that craftworlds will Need an expert hand to compete, to me this Is nice because I love this kind of army I think its better to have a codex strong but difficult to play instead of an " spam the strongest unit, then max out the second one and go like this till 2000 points".
But maybe I'm wrong and this Is the end of the world codex


Absolutely. Everything has taken a points bump which is normal and expected, but when you then have to pay for exarch powers on top, several units become too expensive for what they are.

I am struggling to write a list at the moment, but I think it will get easier with a few games.


Codex Aeldari: No longer a dying race! @ 2022/03/07 16:44:05


Post by: Moosatronic Warrior


Getting the right Psyker set up seems key. Just taking a couple of wizards and hoping they pass their tests isn't reliable enough.

The most minimalist good option I can see is:

Ulthwe Farseer Skyrunner, with the Ulthwe Relic (Focus Will as the extra power), and two of Guide/Doom/Will of Ass. Spening a CP every turn for 3 casts, starting with Focus Will.

Focus Will goes off on a 5 thanks to the Ulthwe +1, then the other two powers get a +2. If you have a fate dice you can make one of these powers a minimum 9 to be undeniable, and only need a 2+ on the dice to get the range bonus.


Codex Aeldari: No longer a dying race! @ 2022/03/07 17:27:30


Post by: wuestenfux


I don't think this is the issue - The issue is the limited /expensive options for troop slots.

3 guardian blobs is 270 point minimum and i'm not super keen on the idea of running lots of rangers.

They really should have set a minimum unit size of 5 for Guardians (this is the size for Drukhari Kabs) as it would solve the whole thing.

Troop tax is an issue if you field a battalion.
Rangers can occupy the backfield and perform actions.
20 Guardians can be a shock-and-awe unit but at smaller tables its not easy to find a spot for deep-striking them.


Codex Aeldari: No longer a dying race! @ 2022/03/07 19:30:44


Post by: bullyboy


Going to lean more into elites with putting obsec trait on Avengers and will of asuryan on large axe guard. Granted, denials are a thing. May add 1 patrol for a single ranger unit or just add corsairs to the vanguard


Codex Aeldari: No longer a dying race! @ 2022/03/07 20:26:15


Post by: Galef


I'm sad that the Autarch Skyrunner still doesn't have the option to take a Lance AND a gun (fusion or Reaper launcher), but with Relics and WL traits and being cheapish, there's enough to make him fun at least.

Falcons are back on the menu, which I'm happy for. I started in 4th/5th and it feels like Falcons haven't been good since then.
It's also nice to see Fire Dragons don't have to be within half range to get the extra damage.
5 Dragons with a Blazing Fury Exarch could be a nice T1 drop from a Falcon.

-


Codex Aeldari: No longer a dying race! @ 2022/03/07 22:02:24


Post by: Sarigar


I played my first game over the weekend against Drukhari. I was 0-3 against this player with his Drukhari and after this game, I was 0-4. However, the previous games were really decided on turn 3 while this game came down to turn 5. This was a very nice change of pace.

I ran a Far Flung Craftworld consisting of Hunters of Ancient Relics and Webway Warriors. We played GT 2022 Strikeforce Mission 23 (2000 point game). Hunters of Ancient Relics provded extremely useful, while Webway Warriors was interesting, but undecided on its utility.

The design of the codex really felt like it wants a player to put multiple units in reserves (of various capacities). I did utilize reserves quite a bit and felt like I had better board control. Previous games vs my Drukhari opponent had me consistently pushed into a corner and never could quite keep Drukhari at arms length.

So many units felt improved and now in line with 9th edition. The one challenge, if you want to call it that, was the sheer number of dice I rolled. It's a good problem to have, I suppose, but I definiitely will need to get a more organized with dice to no slow the game down. Hawks, Guardians, Spiders, Avengers, and Spectres all with large numbers of dice; not a problem, but again, slowed my game down a bit.

I did like the Strands of Fate, but it did not feel like something I could preplan for. Despite rolling 6 dice and getting to reroll one dice due to having a Farseer, I still did not get a Charge roll dice on turn 1 and had to pray I rolled a 9 on the charge. Strands is nice, but definitely something I should not plan on having and look at it as a bonus. However, I did have multiple occasions during the game where the automatic 6 for a saving throw was clutch.

Overall, I'm looking forward to getting many more games in. This book appears to have a lot of depth and I've got a feeling we will be seeing new an interesting builds for many more months.


Codex Aeldari: No longer a dying race! @ 2022/03/07 23:20:04


Post by: Scoundrel80


Any Army lists out there? I have a game wedsneday


Codex Aeldari: No longer a dying race! @ 2022/03/08 00:08:16


Post by: The Red Hobbit


I thought it would be interesting to see how far you could take Mind War. Mindwar (WC 7) is 1d6 + Farseer Leadership vs 1d6 + Enemy character Leadership (Roll 2d3 if you get a 10+ on the Psychic test). It deals Mortal Wounds equal to the difference. Let's assume the enemy characters is Ld 9.

So a Farseer is default Leadership 9.
Custom Craftworld - Elite Citizenry gives +1Ld & Reroll Hit
Runes of Battle Embolden (WC 7) Blessing - +2 Ld and Fight First
Runes of Battle Horrify (WC 7) Malediction -2 Ld and Fight Last.
Hemlock Wraithfighter - Mindshock Pods - 12" Aura for -2 Ld

So assuming all these powers go off and the Wraithfighter is in range we've got:

Farseer 1d6 + Leadership 12
Enemy Character 1d6 + Leadership 5

If they roll the same then we've got a difference of 7, yielding 7 MW. If the Farseer lucks into a 6 and the opponent only a 3 then we're looking at 10 MW. If the Farseer rolls a 1 and the opponent a 6 then it's only 2 MW. Not too bad, but requires a decent amount of setup, with a Warlock to embolden the Farseer, and an expensive Hemlock to park near the enemy character and not get denied. I think I might give it a try my next game.


Codex Aeldari: No longer a dying race! @ 2022/03/08 03:33:24


Post by: goodman111


 The Red Hobbit wrote:
I thought it would be interesting to see how far you could take Mind War. Mindwar (WC 7) is 1d6 + Farseer Leadership vs 1d6 + Enemy character Leadership (Roll 2d3 if you get a 10+ on the Psychic test). It deals Mortal Wounds equal to the difference. Let's assume the enemy characters is Ld 9.

So a Farseer is default Leadership 9.
Custom Craftworld - Elite Citizenry gives +1Ld & Reroll Hit
Runes of Battle Embolden (WC 7) Blessing - +2 Ld and Fight First
Runes of Battle Horrify (WC 7) Malediction -2 Ld and Fight Last.
Hemlock Wraithfighter - Mindshock Pods - 12" Aura for -2 Ld

So assuming all these powers go off and the Wraithfighter is in range we've got:

Farseer 1d6 + Leadership 12
Enemy Character 1d6 + Leadership 5

If they roll the same then we've got a difference of 7, yielding 7 MW. If the Farseer lucks into a 6 and the opponent only a 3 then we're looking at 10 MW. If the Farseer rolls a 1 and the opponent a 6 then it's only 2 MW. Not too bad, but requires a decent amount of setup, with a Warlock to embolden the Farseer, and an expensive Hemlock to park near the enemy character and not get denied. I think I might give it a try my next game.



What about +1 leadership from being near the new warp gate?


Codex Aeldari: No longer a dying race! @ 2022/03/08 04:06:33


Post by: The Red Hobbit


Hahaha, hadn't considered that one!

With Goonhammer vouching for the webway gate fortification the prices on those things have sky rocketed!


Codex Aeldari: No longer a dying race! @ 2022/03/08 10:39:41


Post by: Radium


 wuestenfux wrote:
Not clear at this point whether Eldar becomes a real contender when compared with Tau and Custodes.


Don't think they will. The army is too fragile, and too expensive. Any losses hurt us a lot. It's also a more challenging army to play than say Custodes, so brain drain will be a thing for tournaments, which will likely limit the draw for tournament players.

Overall, the book feels really good. All units feel like they have a place, and it 'feels' like an Eldar army should play. Strands of Fate is fun, but I don't know how I'm going to feel about this long term. It's not fun for the opponent, and if you don't get the dice you need, it also feels bad for the Eldar player. On the other hand, if you get all the dice you need, it can be very oppressing to pull long range charges, make all your crucial saves, etc.


Codex Aeldari: No longer a dying race! @ 2022/03/08 17:02:22


Post by: kingheff


Hello to all my fellow Autarch's.
Here's my first attempt at a competitive list. Forgive the points and formatting, PC battlescribe is a bit patchy so some tweaks might be needed for points. Plan is to webway the dragons and strategic reserve the Avengers. Scorpions naturally deepstriking and rangers doing initial screening. So just the vehicles, rangers and characters starting on the board. I'd probably spring for the extra 4" range on the dragons but, like I haven't exactly worked out the points but I think they're roughly right. Night spinners are incredible and the vectored engines should allow the hornets to get a couple of rounds of shooting via battle focus. Avengers, I think, are pretty great. Being able to action whilst also shooting so well means they're well worth the points. Between them, the spinners and the Scorpions they should clear out infantry pretty efficiently. Dragons aren't my first choice for anti tank but I wanted to make the spinners my to the last.
Feedback appreciated.

Spoiler:


++ Battalion Detachment 0CP (Aeldari - Craftworlds) [102 PL, 12CP, 1,867pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Farseer [6 PL, 115pts]: 0. Smite, 1. Guide, 2. Doom, Shuriken Pistol, Ulthwe: Fate Reader, Warlord, Witchblade
. Ghosthelm of Alishazier

Farseer [6 PL, 115pts]: 5. Will of Asuryan, 6. Impair Senses, Shuriken Pistol, Witchblade

Spiritseer [3 PL, 60pts]: 5. Focus Will, Shuriken Pistol

+ Troops +

Dire Avengers [5 PL, 110pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Battle Fortune

Dire Avengers [5 PL, 110pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Battle Fortune

Dire Avengers [5 PL, 110pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Battle Fortune

Rangers [3 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

Rangers [3 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

Rangers [3 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Fire Dragons [12 PL, 120pts]
. 5x Fire Dragon: 5x Fusion Gun, 5x Melta Bombs
. Fire Dragon Exarch: Fusion Gun
. . Exarch Power: Crack Shot

Striking Scorpions [6 PL, 91pts]
. 6x Striking Scorpion: 6x Plasma Grenades, 6x Scorpion Chainsword, 6x Shuriken Pistol
. Striking Scorpion Exarch: Scorpion Chainsword, Shuriken Pistol
. . Exarch Power: Sustained Attack

Striking Scorpions [6 PL, 91pts]
. 6x Striking Scorpion: 6x Plasma Grenades, 6x Scorpion Chainsword, 6x Shuriken Pistol
. Striking Scorpion Exarch: Scorpion Chainsword, Shuriken Pistol
. . Exarch Power: Sustained Attack

+ Fast Attack +

Hornets [5 PL, 110pts]
. Hornet: 2x Bright Lance, Vectored Engines

Hornets [5 PL, 110pts]
. Hornet: 2x Bright Lance, Vectored Engines

Hornets [5 PL, 110pts]
. Hornet: 2x Bright Lance, Vectored Engines

+ Heavy Support +

Night Spinner [8 PL, 140pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 140pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 140pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

++ Total: [102 PL, 12CP, 1,867pts] ++

Created with BattleScribe



Codex Aeldari: No longer a dying race! @ 2022/03/08 17:04:22


Post by: Tyranid Horde


Hail of Doom, Webway Warriors 10CP
Asurmen 150
Farseer, Faolchu’s Wing, Fate’s Messenger (-1CP) Guide, Fortune 90
Farseer Skyrunner, Seer of the Shifting Vector, Doom, Will 120

10 Guardians 90
10 Guardians 90
5 Rangers 65

10 Dire Avengers, Exarch, 2x Catapults 120
10 Dire Avengers, Exarch, 2x Catapults 120
5 Striking Scorpions, Exarch, Shadowsting (-1CP) 107

6 Swooping Hawks, Exarch, Phoenix Plume 108
6 Warp Spiders, Exarch, 2x Spinners, Web of Deceit 135
6 Windriders 120

Falcon, CTM, Shuriken Cannon 155
3 War Walkers 165

Wave Serpent, Shuriken Cannon 150
Wave Serpent, CTM, Shuriken Cannon 160

1998

I'm giving his list a go for a practise game in the league that's currently running in my area. Hoping Hail of Doom puts in the work alongside Webway Warriors.

The list is a bit rough at the moment, I'd love a Guardian Bomb but troop tax is troop tax so may consider going for a Patrol and the Elite detachment to achieve that and squeeze in 10 more Avengers in the place of something else.

Keeping things cheap and cheerful for the most part, Asurmen is there for ObSec Avengers while I have a Farseer with Will to grant another unit ObSec and maintain morale. Hoping a list like this works out, I think it would be a tonne of fun to have lots of auto wounding shuriken cats and cannons.

The Exarch relics are there for fun mainly, and could realistically save the CP for something more valuable.


Codex Aeldari: No longer a dying race! @ 2022/03/08 17:09:17


Post by: kingheff


I think the book is pretty great overall, with excellent internal balance.
I don't think we can compete with Custodes, though it is possible maybe...
T'au, absolutely no way. Their offence is about the same as ours (excellent) but their defence through crisis suits etc is so far beyond ours! We're a glass cannon, they're a Adamantium cannon! But that's a problem for every army, not just ours, even Custodes are starting to struggle into them.
If you have the time and patience watch the Art of War in house RTT games that played over the last week. A quite different list to mine (though with some overlap) and it did very well, getting to the final! Beating GSC and Sisters on the way to getting dumped on by T'au in the final but even there they lost whilst getting the most points so that's the tiniest crumb of comfort I guess...


Codex Aeldari: No longer a dying race! @ 2022/03/08 19:02:32


Post by: bullyboy


 kingheff wrote:
Hello to all my fellow Autarch's.
Here's my first attempt at a competitive list. Forgive the points and formatting, PC battlescribe is a bit patchy so some tweaks might be needed for points. Plan is to webway the dragons and strategic reserve the Avengers. Scorpions naturally deepstriking and rangers doing initial screening. So just the vehicles, rangers and characters starting on the board. I'd probably spring for the extra 4" range on the dragons but, like I haven't exactly worked out the points but I think they're roughly right. Night spinners are incredible and the vectored engines should allow the hornets to get a couple of rounds of shooting via battle focus. Avengers, I think, are pretty great. Being able to action whilst also shooting so well means they're well worth the points. Between them, the spinners and the Scorpions they should clear out infantry pretty efficiently. Dragons aren't my first choice for anti tank but I wanted to make the spinners my to the last.
Feedback appreciated.

Spoiler:


++ Battalion Detachment 0CP (Aeldari - Craftworlds) [102 PL, 12CP, 1,867pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Farseer [6 PL, 115pts]: 0. Smite, 1. Guide, 2. Doom, Shuriken Pistol, Ulthwe: Fate Reader, Warlord, Witchblade
. Ghosthelm of Alishazier

Farseer [6 PL, 115pts]: 5. Will of Asuryan, 6. Impair Senses, Shuriken Pistol, Witchblade

Spiritseer [3 PL, 60pts]: 5. Focus Will, Shuriken Pistol

+ Troops +

Dire Avengers [5 PL, 110pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Battle Fortune

Dire Avengers [5 PL, 110pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Battle Fortune

Dire Avengers [5 PL, 110pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Battle Fortune

Rangers [3 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

Rangers [3 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

Rangers [3 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Fire Dragons [12 PL, 120pts]
. 5x Fire Dragon: 5x Fusion Gun, 5x Melta Bombs
. Fire Dragon Exarch: Fusion Gun
. . Exarch Power: Crack Shot

Striking Scorpions [6 PL, 91pts]
. 6x Striking Scorpion: 6x Plasma Grenades, 6x Scorpion Chainsword, 6x Shuriken Pistol
. Striking Scorpion Exarch: Scorpion Chainsword, Shuriken Pistol
. . Exarch Power: Sustained Attack

Striking Scorpions [6 PL, 91pts]
. 6x Striking Scorpion: 6x Plasma Grenades, 6x Scorpion Chainsword, 6x Shuriken Pistol
. Striking Scorpion Exarch: Scorpion Chainsword, Shuriken Pistol
. . Exarch Power: Sustained Attack

+ Fast Attack +

Hornets [5 PL, 110pts]
. Hornet: 2x Bright Lance, Vectored Engines

Hornets [5 PL, 110pts]
. Hornet: 2x Bright Lance, Vectored Engines

Hornets [5 PL, 110pts]
. Hornet: 2x Bright Lance, Vectored Engines

+ Heavy Support +

Night Spinner [8 PL, 140pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 140pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 140pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

++ Total: [102 PL, 12CP, 1,867pts] ++

Created with BattleScribe



Pretty sure your list is from last book and does not correlate with the new one. The Exarch powers cannot be duplicated units and there is no such "Battle Fortune" Exarch power for Avengers.


Automatically Appended Next Post:
As an add on....

Damned Warp Spiders look good ruleswise, but no new plastic models. We have 2 plastic warp jump generators on models now (autarch and corsair unit) but no clue how long it will be before we get a plastic spider unit. I don't want to buy resin so wondering if I can kitbash something short term. Frustrating!!!


Codex Aeldari: No longer a dying race! @ 2022/03/08 19:43:09


Post by: Asmodan


Question for the seer council:

I am trying to build a Iyanden corsair list, but something is unclear to me.

can I put my voidscarred in Drukhari venoms or raiders in an aeldari list?

I asked, but I got opposing answers


Codex Aeldari: No longer a dying race! @ 2022/03/08 20:48:50


Post by: kingheff


 bullyboy wrote:
 kingheff wrote:
Hello to all my fellow Autarch's.
Here's my first attempt at a competitive list. Forgive the points and formatting, PC battlescribe is a bit patchy so some tweaks might be needed for points. Plan is to webway the dragons and strategic reserve the Avengers. Scorpions naturally deepstriking and rangers doing initial screening. So just the vehicles, rangers and characters starting on the board. I'd probably spring for the extra 4" range on the dragons but, like I haven't exactly worked out the points but I think they're roughly right. Night spinners are incredible and the vectored engines should allow the hornets to get a couple of rounds of shooting via battle focus. Avengers, I think, are pretty great. Being able to action whilst also shooting so well means they're well worth the points. Between them, the spinners and the Scorpions they should clear out infantry pretty efficiently. Dragons aren't my first choice for anti tank but I wanted to make the spinners my to the last.
Feedback appreciated.

Spoiler:


++ Battalion Detachment 0CP (Aeldari - Craftworlds) [102 PL, 12CP, 1,867pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Farseer [6 PL, 115pts]: 0. Smite, 1. Guide, 2. Doom, Shuriken Pistol, Ulthwe: Fate Reader, Warlord, Witchblade
. Ghosthelm of Alishazier

Farseer [6 PL, 115pts]: 5. Will of Asuryan, 6. Impair Senses, Shuriken Pistol, Witchblade

Spiritseer [3 PL, 60pts]: 5. Focus Will, Shuriken Pistol

+ Troops +

Dire Avengers [5 PL, 110pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Battle Fortune

Dire Avengers [5 PL, 110pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Battle Fortune

Dire Avengers [5 PL, 110pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Battle Fortune

Rangers [3 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

Rangers [3 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

Rangers [3 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Fire Dragons [12 PL, 120pts]
. 5x Fire Dragon: 5x Fusion Gun, 5x Melta Bombs
. Fire Dragon Exarch: Fusion Gun
. . Exarch Power: Crack Shot

Striking Scorpions [6 PL, 91pts]
. 6x Striking Scorpion: 6x Plasma Grenades, 6x Scorpion Chainsword, 6x Shuriken Pistol
. Striking Scorpion Exarch: Scorpion Chainsword, Shuriken Pistol
. . Exarch Power: Sustained Attack

Striking Scorpions [6 PL, 91pts]
. 6x Striking Scorpion: 6x Plasma Grenades, 6x Scorpion Chainsword, 6x Shuriken Pistol
. Striking Scorpion Exarch: Scorpion Chainsword, Shuriken Pistol
. . Exarch Power: Sustained Attack

+ Fast Attack +

Hornets [5 PL, 110pts]
. Hornet: 2x Bright Lance, Vectored Engines

Hornets [5 PL, 110pts]
. Hornet: 2x Bright Lance, Vectored Engines

Hornets [5 PL, 110pts]
. Hornet: 2x Bright Lance, Vectored Engines

+ Heavy Support +

Night Spinner [8 PL, 140pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 140pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 140pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

++ Total: [102 PL, 12CP, 1,867pts] ++

Created with BattleScribe



Pretty sure your list is from last book and does not correlate with the new one. The Exarch powers cannot be duplicated units and there is no such "Battle Fortune" Exarch power for Avengers.


Like I said, the desktop version is quite weird at the moment but I didn't want to try and do the post on my phone. I wrote the list on the phone app but even that's got errors like fire dragons being 5pl when they're six now. None of the exarchs have powers, it's just errors on the data sheets.


Codex Aeldari: No longer a dying race! @ 2022/03/08 21:56:23


Post by: Sarigar


Welcome back kingheff; it's been awhile since Ive seen you post on Aeldari.

I've only gotten a single game in so far, but the point values as they are, I'm unsure I'd put extras on units like the Nightspinners. I lost one out of two in my game, but not until turn 4 (terrain being a signficant factor).

Dire Avengers are fantastic. I ran a unit of 8 + 1 Exarch with dual Catapults (30 shots). I did pay the extra points for the Exarch that allowed them to become Objective Secured, which was fairly useful.

Striking Scorpions have Advanced Positions: they start the game on the board up to 9" away from enemy units and/or enemy deployment zones (no deep striking). However, using them to aggressively set up, then utilize Phantasm if you need to get them into a better/safer position can be very solid.

I was not nearly as familiar with all the stratagems, and I ended up with a lot more CP throughout the game than I'm accustomed to. However, I did not feel like I was drastically missing something. Between the unit improvements and Strands of Fate, Stratagems feel like an nicety rather than a near auto take in order to even compete.

I'm still on the fense with Dragons. They still feel like a one shot and done type unit. I think I can get better mileage out of other units, even though they do less damage per turn (but may last longer).

I definitely need to get more games in to have a more informed opinion. Let us know how your game(s) fare.



Codex Aeldari: No longer a dying race! @ 2022/03/08 21:57:11


Post by: Scoundrel80


someone on here said there was a relic or wt that allowed to subtract or add 1 to a strand of fate roll. I can't find that anywhere, though. Does this exist?


Automatically Appended Next Post:
 Tyranid Horde wrote:
Hail of Doom, Webway Warriors 10CP
Asurmen 150
Farseer, Faolchu’s Wing, Fate’s Messenger (-1CP) Guide, Fortune 90
Farseer Skyrunner, Seer of the Shifting Vector, Doom, Will 120

10 Guardians 90
10 Guardians 90
5 Rangers 65

10 Dire Avengers, Exarch, 2x Catapults 120
10 Dire Avengers, Exarch, 2x Catapults 120
5 Striking Scorpions, Exarch, Shadowsting (-1CP) 107

6 Swooping Hawks, Exarch, Phoenix Plume 108
6 Warp Spiders, Exarch, 2x Spinners, Web of Deceit 135
6 Windriders 120

Falcon, CTM, Shuriken Cannon 155
3 War Walkers 165

Wave Serpent, Shuriken Cannon 150
Wave Serpent, CTM, Shuriken Cannon 160

1998

I'm giving his list a go for a practise game in the league that's currently running in my area. Hoping Hail of Doom puts in the work alongside Webway Warriors.

The list is a bit rough at the moment, I'd love a Guardian Bomb but troop tax is troop tax so may consider going for a Patrol and the Elite detachment to achieve that and squeeze in 10 more Avengers in the place of something else.

Keeping things cheap and cheerful for the most part, Asurmen is there for ObSec Avengers while I have a Farseer with Will to grant another unit ObSec and maintain morale. Hoping a list like this works out, I think it would be a tonne of fun to have lots of auto wounding shuriken cats and cannons.

The Exarch relics are there for fun mainly, and could realistically save the CP for something more valuable.



this is very close to what I run off of ulthwe.


Automatically Appended Next Post:
eh, so vipers can't swop their underslung catapults to canons now? thats silly.


Codex Aeldari: No longer a dying race! @ 2022/03/09 02:00:09


Post by: Tyranid Horde


Scoundrel80 wrote:
someone on here said there was a relic or wt that allowed to subtract or add 1 to a strand of fate roll. I can't find that anywhere, though. Does this exist?


Automatically Appended Next Post:
 Tyranid Horde wrote:
Hail of Doom, Webway Warriors 10CP
Asurmen 150
Farseer, Faolchu’s Wing, Fate’s Messenger (-1CP) Guide, Fortune 90
Farseer Skyrunner, Seer of the Shifting Vector, Doom, Will 120

10 Guardians 90
10 Guardians 90
5 Rangers 65

10 Dire Avengers, Exarch, 2x Catapults 120
10 Dire Avengers, Exarch, 2x Catapults 120
5 Striking Scorpions, Exarch, Shadowsting (-1CP) 107

6 Swooping Hawks, Exarch, Phoenix Plume 108
6 Warp Spiders, Exarch, 2x Spinners, Web of Deceit 135
6 Windriders 120

Falcon, CTM, Shuriken Cannon 155
3 War Walkers 165

Wave Serpent, Shuriken Cannon 150
Wave Serpent, CTM, Shuriken Cannon 160

1998

I'm giving his list a go for a practise game in the league that's currently running in my area. Hoping Hail of Doom puts in the work alongside Webway Warriors.

The list is a bit rough at the moment, I'd love a Guardian Bomb but troop tax is troop tax so may consider going for a Patrol and the Elite detachment to achieve that and squeeze in 10 more Avengers in the place of something else.

Keeping things cheap and cheerful for the most part, Asurmen is there for ObSec Avengers while I have a Farseer with Will to grant another unit ObSec and maintain morale. Hoping a list like this works out, I think it would be a tonne of fun to have lots of auto wounding shuriken cats and cannons.

The Exarch relics are there for fun mainly, and could realistically save the CP for something more valuable.



this is very close to what I run off of ulthwe.


Automatically Appended Next Post:
eh, so vipers can't swop their underslung catapults to canons now? thats silly.


I recommend giving the list a go with the custom traits, it seems light on psykers but you can do a lot with them because the shurikens catapults are so powerful against anything above T5. The list put in work and I was very pleased with the outcome. Lots of room to play cagey and drop units as needed. Think I will try a Patrol and the Elites detachment to lean on more Shuriken and scrap the rangers. Honestly had a tonne of fun with the list and Asurmen was a great beatstick.


Codex Aeldari: No longer a dying race! @ 2022/03/09 03:44:28


Post by: The Red Hobbit


Mulled over my Mind War thoughts above and here's the 2000pt list I put together to try it out. Since I'm putting a lot of effort into making Mind War work as a character hunter I decided to make the rest of the list simple and straightforward trying to bury the enemy in monoedge shurikens with Hail of Doom. Battalion isn't necessary for this Mind War experiment, but I figure I'd give it a try and see how painful the 3x Guardian troop tax will feel during play.

1980pts Far Flung Craftworld (Elite Citizenry, Hail of Doom)
HQ
Farseer w/ Singing Spear (95)
Warlord - Seer of the Shifting Vector. Relic: Weeping Stones. Powers: Mind War, Fortune
Avatar of Khaine (270)
Asurmen (150)

No Force Org
Warlock 40

Troops
3x 10 Guardians (270)

Elites
10 Dire Avengers. Exarchs have twin catapults. This one has Defensive Stance (140)
10 Dire Avengers (120)

Heavy Support
3x D-Cannon Support Weapons (195)

Flyer
2x Hemlock Wraithfighter (420) (Embolden/Horrify)

Dedicated Transport
2x Wave Serpent (280)

Avatar is a great distraction to walk up the field with the Guardians. Wave Serpents will be transporting DAs, Asurmen, Farseer & Warlock. Support weapons for backfield support and Hemlocks to push forward and Mindshock pods enemy characters. I've got 20pts left, I could transform the lone Warlock into a council to use the rest of the points or I could give Shredding Fire to my other Exarch and shave off 5pts from the Farseer.

After all that I still need to decide on Psychic powers for the Warlock. Protect isn't what it used to be.


Codex Aeldari: No longer a dying race! @ 2022/03/09 04:27:13


Post by: l0k1


So looking over the Support Weapons and I'm actually kind of interested in running 3 with Vibro Cannons. If all 3 fire their 3d6 shots at the same target(non flyer), they auto hit and get +1 to wound. The AP isn't as satisfying as the Shadow Weaver or D-Cannon though.....and you need LOS


Codex Aeldari: No longer a dying race! @ 2022/03/09 06:13:40


Post by: kingheff


 Sarigar wrote:
Welcome back kingheff; it's been awhile since Ive seen you post on Aeldari.

I've only gotten a single game in so far, but the point values as they are, I'm unsure I'd put extras on units like the Nightspinners. I lost one out of two in my game, but not until turn 4 (terrain being a signficant factor).

Dire Avengers are fantastic. I ran a unit of 8 + 1 Exarch with dual Catapults (30 shots). I did pay the extra points for the Exarch that allowed them to become Objective Secured, which was fairly useful.

Striking Scorpions have Advanced Positions: they start the game on the board up to 9" away from enemy units and/or enemy deployment zones (no deep striking). However, using them to aggressively set up, then utilize Phantasm if you need to get them into a better/safer position can be very solid.

I was not nearly as familiar with all the stratagems, and I ended up with a lot more CP throughout the game than I'm accustomed to. However, I did not feel like I was drastically missing something. Between the unit improvements and Strands of Fate, Stratagems feel like an nicety rather than a near auto take in order to even compete.

I'm still on the fense with Dragons. They still feel like a one shot and done type unit. I think I can get better mileage out of other units, even though they do less damage per turn (but may last longer).

I definitely need to get more games in to have a more informed opinion. Let us know how your game(s) fare.



It's good to be back.
I was lurking but with lockdowns etc I just wasn't playing so kind of dropped off. Did paint up a drukhari army though which was nice.
Good catch on the scorpions, going to take time to learn the subtle differences from the old codex
I've got a game tonight but it's a 30PL crusade game since that's what my flgs is running. Looking into ways to get some proper games soon. Crusade looks fun in its own way but I want to try lots of different units.
My crusade force is a farseer, 10 defenders, two squads of ten avengers and a squad of three d-cannons which I'm planning on reserving to help compensate for the shorter range.


Automatically Appended Next Post:
Another quick point, I think CTM on our vehicles is a great option. With so few ways to buff them guaranteeing a 66% chance to hit is worth ten points. Same with vectored engines, getting battle focus, even once, I think is well worth ten points. I wouldn't want more than one upgrade per vehicle and it's not always going to worth it on some vehicles.


Codex Aeldari: No longer a dying race! @ 2022/03/09 08:09:21


Post by: wuestenfux


I'm still on the fense with Dragons. They still feel like a one shot and done type unit. I think I can get better mileage out of other units, even though they do less damage per turn (but may last longer).

In former editions, I never went out without 2x5 Fire Dragons.
They never let you down and get the job done if necessary.


Codex Aeldari: No longer a dying race! @ 2022/03/09 08:15:16


Post by: chadbrochill17


I think there might be a few semi competitive builds I'm working on 2 now. One alpha strike and one ignore Los list or combo. Other than that I don't really see what all the hype is for. It seems pretty bland, restricted, so so so many nerfs and so few meaningful buffs. Tons of useless strats, or way too specific to ever come up strats.

Even still it's good to talk about ways we can take advantage of what we do have.


Codex Aeldari: No longer a dying race! @ 2022/03/09 08:20:32


Post by: tneva82


 kingheff wrote:
Beating GSC and Sisters on the way to getting dumped on by T'au in the final but even there they lost whilst getting the most points so that's the tiniest crumb of comfort I guess...


Ummm most points in tournament? Or in game? In game if they got most points that would be win so more than tiny crumb?


Codex Aeldari: No longer a dying race! @ 2022/03/09 09:36:11


Post by: kingheff


tneva82 wrote:
 kingheff wrote:
Beating GSC and Sisters on the way to getting dumped on by T'au in the final but even there they lost whilst getting the most points so that's the tiniest crumb of comfort I guess...


Ummm most points in tournament? Or in game? In game if they got most points that would be win so more than tiny crumb?


Most points from a losing position, the craftworlds probably did give the T'au the hardest game, even more than Custodes, but they still got crushed because the T'au resilience is rediculous.


Codex Aeldari: No longer a dying race! @ 2022/03/09 10:00:10


Post by: Crafter91


Had my first game on Monday vs Drukhari

Eldar got off to a phenomenal start, their reliable damage from shooting is just so nice to have. I certainly won't miss having to roll D6 for my bright lances!

At the end of turn two it looked like Eldar were going to wipe the floor but then things started to get into combat and the list I built was largely built around firepower.

Tables quickly tipped back in the favour of Drukhari with the end score being 80 - 61 in their favour.

Honestly I was happy to lose though. It was a super fun game, i feel like the new book plays them exactly how you would expect them to be.

The auto-wound within 9" on Fire Dragons is disgustingly good though, I must admit. Especially if you can get guide on them. Alongside bringing down a raider early on, they shot at a large unit of grotesques which normally can only be wounded on 4+ but not having to roll at all just bypassed that ability entirely.

List building is certainly tricky now - it's easy to get carried away with weapon upgrades and exarch abilities on aspects - they points can add up very quickly.

Basic windriders at 20 points a model are actually very viable now with their 18" twin shurikens. I took a unit of 5 for 20 shots and because of the new AP-1 shuriken ability they were very effective.

Couple of things i LOVED about the new book was the 1cp strat to perform a psychic action and still cast. That's going to make psychic secondaries much more viable (and it did in this game). The will of asuryan power is also awesome for giving obsec to non-obsec units. Big fan.

List I played was 2 patrol detachments to minimise troops (at the moment i only have guardans tabletop ready) and open up some extra elite / heavy support slots.


Codex Aeldari: No longer a dying race! @ 2022/03/09 11:09:23


Post by: wuestenfux


 Crafter91 wrote:
Had my first game on Monday vs Drukhari

Eldar got off to a phenomenal start, their reliable damage from shooting is just so nice to have. I certainly won't miss having to roll D6 for my bright lances!

At the end of turn two it looked like Eldar were going to wipe the floor but then things started to get into combat and the list I built was largely built around firepower.

Tables quickly tipped back in the favour of Drukhari with the end score being 80 - 61 in their favour.

Honestly I was happy to lose though. It was a super fun game, i feel like the new book plays them exactly how you would expect them to be.

The auto-wound within 9" on Fire Dragons is disgustingly good though, I must admit. Especially if you can get guide on them. Alongside bringing down a raider early on, they shot at a large unit of grotesques which normally can only be wounded on 4+ but not having to roll at all just bypassed that ability entirely.

List building is certainly tricky now - it's easy to get carried away with weapon upgrades and exarch abilities on aspects - they points can add up very quickly.

Basic windriders at 20 points a model are actually very viable now with their 18" twin shurikens. I took a unit of 5 for 20 shots and because of the new AP-1 shuriken ability they were very effective.

Couple of things i LOVED about the new book was the 1cp strat to perform a psychic action and still cast. That's going to make psychic secondaries much more viable (and it did in this game). The will of asuryan power is also awesome for giving obsec to non-obsec units. Big fan.

List I played was 2 patrol detachments to minimise troops (at the moment i only have guardans tabletop ready) and open up some extra elite / heavy support slots.

Eldar is not a cc-oriented army. You need to keep the enemy at arm's length which is not always possible, especially against Drukhari.
But its good to see that different armies (Drukhari, Tau) pose different threats to the new Eldar that need to be considered.


Codex Aeldari: No longer a dying race! @ 2022/03/09 11:25:46


Post by: DreadfullyHopeful


I'm looking for an opinion from the seer council . How much is too much Fire Prisms ? I really like the unit but investing into heavy support vehicles always feels like a gamble to me, even if I can magnetize them to double duty as Night Spinners.


Codex Aeldari: No longer a dying race! @ 2022/03/09 13:02:03


Post by: kingheff


 DreadfullyHopeful wrote:
I'm looking for an opinion from the seer council . How much is too much Fire Prisms ? I really like the unit but investing into heavy support vehicles always feels like a gamble to me, even if I can magnetize them to double duty as Night Spinners.

The main issue I see with prisms is that the strat requires the tanks to be within 12" and visible to each other. Judicious use of fire and fade or vectored engines can lessen the problem but, depending on the terrain, it could be quite tricky to set this up since you want to keep behind cover with both tanks wherever possible. If you can magnetise them you'll be very happy since spinners are great and prisms are good with the caveats I mentioned. I seem to remember someone saying that they're not easy to magnetise but I might be wrong.


Automatically Appended Next Post:
On the subject of close combat id argue that it's the area where we've got the biggest improvement. Banshees, spears and scorpions are up with the best from pretty any codex. They are expensive and fragile but they hit hard with some decent trickery too. Some of the phoenix lords are absolute beatsticks now too. The list Brad Chester got to the art of war RTT livestream tournament made good use of banshees scorps, karandras and Jain zar.


Codex Aeldari: No longer a dying race! @ 2022/03/09 13:17:44


Post by: wuestenfux


 DreadfullyHopeful wrote:
I'm looking for an opinion from the seer council . How much is too much Fire Prisms ? I really like the unit but investing into heavy support vehicles always feels like a gamble to me, even if I can magnetize them to double duty as Night Spinners.

I wouldn't invest in HS vehicles (other than Falcons), but in Dark Reapers (2x5).


Codex Aeldari: No longer a dying race! @ 2022/03/09 13:30:42


Post by: Nevelon


 kingheff wrote:
 DreadfullyHopeful wrote:
I'm looking for an opinion from the seer council . How much is too much Fire Prisms ? I really like the unit but investing into heavy support vehicles always feels like a gamble to me, even if I can magnetize them to double duty as Night Spinners.

The main issue I see with prisms is that the strat requires the tanks to be within 12" and visible to each other. Judicious use of fire and fade or vectored engines can lessen the problem but, depending on the terrain, it could be quite tricky to set this up since you want to keep behind cover with both tanks wherever possible. If you can magnetise them you'll be very happy since spinners are great and prisms are good with the caveats I mentioned. I seem to remember someone saying that they're not easy to magnetise but I might be wrong.


Automatically Appended Next Post:
On the subject of close combat id argue that it's the area where we've got the biggest improvement. Banshees, spears and scorpions are up with the best from pretty any codex. They are expensive and fragile but they hit hard with some decent trickery too. Some of the phoenix lords are absolute beatsticks now too. The list Brad Chester got to the art of war RTT livestream tournament made good use of banshees scorps, karandras and Jain zar.


There is a lot of torque due to the long prism, but they are not that hard to magnetize. Just need the right supplies.


Codex Aeldari: No longer a dying race! @ 2022/03/09 13:38:47


Post by: DreadfullyHopeful


 Nevelon wrote:
 kingheff wrote:
 DreadfullyHopeful wrote:
I'm looking for an opinion from the seer council . How much is too much Fire Prisms ? I really like the unit but investing into heavy support vehicles always feels like a gamble to me, even if I can magnetize them to double duty as Night Spinners.

The main issue I see with prisms is that the strat requires the tanks to be within 12" and visible to each other. Judicious use of fire and fade or vectored engines can lessen the problem but, depending on the terrain, it could be quite tricky to set this up since you want to keep behind cover with both tanks wherever possible. If you can magnetise them you'll be very happy since spinners are great and prisms are good with the caveats I mentioned. I seem to remember someone saying that they're not easy to magnetise but I might be wrong.


Automatically Appended Next Post:
On the subject of close combat id argue that it's the area where we've got the biggest improvement. Banshees, spears and scorpions are up with the best from pretty any codex. They are expensive and fragile but they hit hard with some decent trickery too. Some of the phoenix lords are absolute beatsticks now too. The list Brad Chester got to the art of war RTT livestream tournament made good use of banshees scorps, karandras and Jain zar.


There is a lot of torque due to the long prism, but they are not that hard to magnetize. Just need the right supplies.


Thanks for the info !


Codex Aeldari: No longer a dying race! @ 2022/03/09 17:15:51


Post by: popisdead


wuestenfux wrote:
Troop tax is an issue if you field a battalion.
Rangers can occupy the backfield and perform actions.
20 Guardians can be a shock-and-awe unit but at smaller tables its not easy to find a spot for deep-striking them.


Is it still an issue? I got the sense Rangers have improved and Guardian's weapon options as well. I don't think 2x5 Rangers and 20 Guardians is that much an issue as just a choice.

Crafter91 wrote:The auto-wound within 9" on Fire Dragons is disgustingly good though, I must admit. Especially if you can get guide on them.


What is the combo that grants auto-wound? I heard Autuarch but I haven't had the time to dive in yet with a deep read.


Codex Aeldari: No longer a dying race! @ 2022/03/09 17:38:28


Post by: Nevelon


popisdead wrote:
wuestenfux wrote:
Troop tax is an issue if you field a battalion.
Rangers can occupy the backfield and perform actions.
20 Guardians can be a shock-and-awe unit but at smaller tables its not easy to find a spot for deep-striking them.


Is it still an issue? I got the sense Rangers have improved and Guardian's weapon options as well. I don't think 2x5 Rangers and 20 Guardians is that much an issue as just a choice.

Crafter91 wrote:The auto-wound within 9" on Fire Dragons is disgustingly good though, I must admit. Especially if you can get guide on them.


What is the combo that grants auto-wound? I heard Autuarch but I haven't had the time to dive in yet with a deep read.


Per the leaks it was an exarch power.


Codex Aeldari: No longer a dying race! @ 2022/03/09 18:27:05


Post by: kingheff


Yeah it's a 25 PT upgrade, the exarch gets the normal exarch upgrade plus the auto wound ability. Not going to happen from deepstrike but it's strong.


Codex Aeldari: No longer a dying race! @ 2022/03/09 19:45:51


Post by: The Red Hobbit


Very useful when they jump out of a Wave Serpent


Codex Aeldari: No longer a dying race! @ 2022/03/09 20:00:59


Post by: kingheff


I think the webway fire dragons are tempting because they are a nice deterrent. It's good to make your opponent wary of charging forward with something powerful because you're threatening with them in the webway.


Automatically Appended Next Post:
Having a powerful counter threat is going to be very important for craftworlds since our medium to long range shooting is very potent but can be shut down like in the drukhari match earlier in the thread.


Codex Aeldari: No longer a dying race! @ 2022/03/09 20:27:24


Post by: stratigo


 kingheff wrote:
I think the webway fire dragons are tempting because they are a nice deterrent. It's good to make your opponent wary of charging forward with something powerful because you're threatening with them in the webway.


Automatically Appended Next Post:
Having a powerful counter threat is going to be very important for craftworlds since our medium to long range shooting is very potent but can be shut down like in the drukhari match earlier in the thread.


I think a melee threat is a stronger deterent in the webway.

Firedragons remain having the problem of just 5 shots. Even if they all get to hit and wound, most of the game is taking 2.5, or at best, 3 of those thanks to invuls.

They are particularly bad into tau where the drones will eat it and laugh.


Codex Aeldari: No longer a dying race! @ 2022/03/09 20:58:51


Post by: Argive


So ive been looking through the codex. Is it me or do we not get a supreme commander?

Also. Are wraithseers -1d?


Codex Aeldari: No longer a dying race! @ 2022/03/09 21:01:06


Post by: Galef


 Argive wrote:
So ive been looking through the codex. Is it me or do we not get a supreme commander?

Also. Are wraithseers -1d?
We don't have Primarchs, so no Supreme Commander for us, lol.
And I'm sure Wraithseers will get -1d once FW stuff gets updated, but not until then.

-


Codex Aeldari: No longer a dying race! @ 2022/03/09 22:01:10


Post by: Eihnlazer


D-cannons are almost ok because of 24" range, but are still a bit too good. I dont think they should have Dd6+2. Makes them over the top.


Codex Aeldari: No longer a dying race! @ 2022/03/09 23:43:09


Post by: The Red Hobbit


Wraithseers currently have ignore AP-1 which will likely get updated to -1D. I'm a bit worried they'll get moved to Elite like Wraith Lords though, that slot is already packed for me.


Codex Aeldari: No longer a dying race! @ 2022/03/10 06:07:52


Post by: kingheff


stratigo wrote:
 kingheff wrote:
I think the webway fire dragons are tempting because they are a nice deterrent. It's good to make your opponent wary of charging forward with something powerful because you're threatening with them in the webway.


Automatically Appended Next Post:
Having a powerful counter threat is going to be very important for craftworlds since our medium to long range shooting is very potent but can be shut down like in the drukhari match earlier in the thread.


I think a melee threat is a stronger deterent in the webway.

Firedragons remain having the problem of just 5 shots. Even if they all get to hit and wound, most of the game is taking 2.5, or at best, 3 of those thanks to invuls.

They are particularly bad into tau where the drones will eat it and laugh.


Fire dragons do have that weakness but traits like Biel tan or an autarch will help. According to mathhammer a squad of six with no support shooting a T7 3+ 5++ vehicle or monster does 11.4 damage, 17.1 if they lack the invulnerable. Pretty respectable for a 108 PT unit. They are a trading piece since they will almost certainly not survive until the next round.


Automatically Appended Next Post:
 Argive wrote:
So ive been looking through the codex. Is it me or do we not get a supreme commander?

Also. Are wraithseers -1d?


If only we had some kind of Living embodiment of our God of war...


Codex Aeldari: No longer a dying race! @ 2022/03/10 06:35:09


Post by: stratigo


 kingheff wrote:
stratigo wrote:
 kingheff wrote:
I think the webway fire dragons are tempting because they are a nice deterrent. It's good to make your opponent wary of charging forward with something powerful because you're threatening with them in the webway.


Automatically Appended Next Post:
Having a powerful counter threat is going to be very important for craftworlds since our medium to long range shooting is very potent but can be shut down like in the drukhari match earlier in the thread.


I think a melee threat is a stronger deterent in the webway.

Firedragons remain having the problem of just 5 shots. Even if they all get to hit and wound, most of the game is taking 2.5, or at best, 3 of those thanks to invuls.

They are particularly bad into tau where the drones will eat it and laugh.


Fire dragons do have that weakness but traits like Biel tan or an autarch will help. According to mathhammer a squad of six with no support shooting a T7 3+ 5++ vehicle or monster does 11.4 damage, 17.1 if they lack the invulnerable. Pretty respectable for a 108 PT unit. They are a trading piece since they will almost certainly not survive until the next round.


Automatically Appended Next Post:
 Argive wrote:
So ive been looking through the codex. Is it me or do we not get a supreme commander?

Also. Are wraithseers -1d?


If only we had some kind of Living embodiment of our God of war...


The issue being that's not a super common profile in competitive. You're mostly shooting toughness 5/6 with a 4 plus invul and 4/5 wounds. And the guns just don't cut it into the things you really need to shoot at to win games (Eg, crisis suits and vertus bikers).



Codex Aeldari: No longer a dying race! @ 2022/03/10 07:56:55


Post by: kingheff


I think shuriken cannons plus jinx are probably our best bets against those targets. They're not perfect against them but unfortunately not much is, hence why they're such a problem in the meta.



Automatically Appended Next Post:
Dragons popping out of falcons can do good work against devilfish allowing us to get to the squishy contents though, so they can do stuff against T'au.


Codex Aeldari: No longer a dying race! @ 2022/03/10 11:07:35


Post by: Tyranid Horde


 kingheff wrote:
I think shuriken cannons plus jinx are probably our best bets against those targets. They're not perfect against them but unfortunately not much is, hence why they're such a problem in the meta.



Automatically Appended Next Post:
Dragons popping out of falcons can do good work against devilfish allowing us to get to the squishy contents though, so they can do stuff against T'au.


Definitely finding that Hail of Doom shuriken spam is a great tool against T5/6 with auto wounds but if you aren't running Hail then Jinx is still a really solid power to force invul saves. This book definitely feels like it needs to spam shots and force unsaved wounds versus high quality shots.

I dropped my Fire Dragons in a Falcon as I believe them to be a trap, they don't get in half range when they disembark unless you bring a fire pike for the Exarch. They're a situational tool that I think will be sorted out pretty quickly as people learn to screen against a first turn deepstrike to force later reinforcements which I already feel has happened over the course of the games I've played. They either make their points back or whiff quite heavily if the dice don't go your way but in saying that, I tend to save my Fate Dice specifically for them.


Codex Aeldari: No longer a dying race! @ 2022/03/10 11:57:00


Post by: kingheff


I think falcons will require some fitness to use most effectively against savvy opponents. They are almost like a free phantasm. I see them working well if they can find safe places to land turn one and setting up either an alpha strike or a beta strike by keeping something like dragons or banshees safe for use in turn two or three. They can either land in midfield or plugging vacated gaps in the back line vacated by units moving out.


Codex Aeldari: No longer a dying race! @ 2022/03/10 12:19:37


Post by: Tyranid Horde


Yeah it isn't the Falcon I have a problem with, it's the contents! I've switched to taking scorpions as they have a much more reliable damage output over Fire Dragons and are cheaper too.


Codex Aeldari: No longer a dying race! @ 2022/03/10 12:33:39


Post by: Crafter91


Depending on the terrain set up, the Falcon DS is very much avoidable by your opponent. Especially if you get turn one because all it takes is for them to hide behind ruins etc and you can;t draw LOS to anything worthwhile.

That being said, it's a nice way to guarantee that your falcon and a small unit aren't being shot at if you don't win the turn one roll-off.

I can see this being just as useful from a tactical perspective of landing it on a midfield objective and then jumping out with some obsec troops.

Somebody asked about Fire Dragons - the auto wound is an exarch ability and it affects the whole unit (I expect it will get nerfed to just be the exarch). It is however only on units within 9", so on the turn you arrive from DS, you can't possibly benefit from it because you have to arrive outside of 9".


Codex Aeldari: No longer a dying race! @ 2022/03/10 12:40:34


Post by: Octovol


 Argive wrote:
So ive been looking through the codex. Is it me or do we not get a supreme commander?

Also. Are wraithseers -1d?


It's a biel-tan warlord trait for Eldar.

Should be a generic WT for all armies really, but hey ho.


Codex Aeldari: No longer a dying race! @ 2022/03/10 13:16:51


Post by: Scoundrel80


I modified my initial list that both had scorpions and firedragons and a much bigger dam output to focus more on mobility and scoring. So I ran this yesterday and completely dominated the table

Spoiler:

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [104 PL, 11CP, 1,999pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Baharroth [7 PL, 140pts]

Eldrad Ulthran [8 PL, 145pts]: 1. Guide, 3. Fortune, 5. Will of Asuryan, Ulthwe: Fate Reader, Warlord

Farseer Skyrunner [6 PL, 120pts]: 2. Doom, 4. Executioner, Shuriken Pistol, Witchblade
. The Weeping Stones, the cp regen thingy.

+ Troops +

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [6 PL, 82pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Stand Firm, Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 82pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Stand Firm, Two Avenger Shuriken Catapults

Howling Banshees [8 PL, 195pts]
. 9x Howling Banshee: 9x Banshee Blade, 9x Shuriken Pistol
. Howling Banshee Exarch: Mirrorswords, Piercing Strikes

Warlock Skyrunners [3 PL, 60pts]: 4. Protect/Jinx
. Warlock Skyrunner: Shuriken Pistol, Witchblade

+ Fast Attack +

Shining Spears [10 PL, 230pts]
. 5x Shining Spear: 5x Laser Lance, 5x Twin Shuriken Catapult
. Shining Spear Exarch: Expert Lancers, Laser Lance, Shuriken Cannon

Swooping Hawks [4 PL, 95pts]
. 4x Swooping Hawk: 4x Lasblaster
. Swooping Hawk Exarch: Aeldari Power Sword, Lasblaster

Warp Spiders [8 PL, 130pts]
. 5x Warp Spider: 5x Death Spinner
. Warp Spider Exarch: Two Death Spinners & Powerblades

+ Heavy Support +

Falcon [9 PL, 150pts]: Shuriken Cannon, Shuriken Cannon

Falcon [9 PL, 175pts]: Bright Lance, Crystal Targeting Matrix, Shuriken Cannon

+ Dedicated Transport +

Wave Serpent [8 PL, 150pts]: Shuriken Cannon, Twin Shuriken Cannon

++ Total: [104 PL, 12CP, 1,999pts] ++

Created with BattleScribe (https://battlescribe.net)



I had 6 avengers with obsec in each falcon. Cheaper, super annoying and good for snatching objectives. Between bladestorm and an auto six for battle focus I found that they can be equally good for clearing objectives, grabbing objectives or delivering a hi intensity burst of dam and then getting out of the way.

the build is optimized for strands and rolls 7d, keeps 5 while rerooling 2. Anyone who says this mechanic is so-so hasn't really felt it in game, id say. It is bonkers. with Ulthwe it grants so much defense as all your stuff has 6++. an example: I threw my wave serpent up the field t1 as I had rolled into 3 auto saves with strands. the ten banshees inside were relatively safe and the next turn I could dominate that flank with their advance and charge threat.

i was afraid the list would lack antitank as I only have like 5-6 high str d3+3 attacks and no super mandiblasters to MW them to death, but it was no problem at all.

Baharatoh was amazing, the warp spiders and hawks too. Felt I had tools for everything. Will of Asyryan is so good with the morale thing too. I couldn't decide what to put on the hawks, though, maybe the cancel actions one?

either way, I got 14 on engage and maxed out RnD and got 13 on wrath of khaine no problem. Last game I had a hard time getting the melee part of WoK, but baharoth was a perfect addition for mopping up remaining marines and similar stuff each turn (he counts an aspect warrior so I presume thats legal). That said, 6spears are amazing for this too, as they function well in both phases.

the banshees underperformed in my last game and I was really torn on whether to take them over the scorpions. I went for banshees (as I wanted mobility and synergy with the wave serpent and strands to keep it alive) and did everything possible to avoid armor of russ as it caused trouble for them last time. they charged 2 outriders and ended up in one of those situations where space wolves kan just heroically into everything. the girls had to tag Ragnar to take away his fight first, and then when they killed him, he fought on death with the strat and he murdered 4 (the mirrosword exarch took out the two doomed bikes on her own). then a wulfen dread that had heroically'ed 6 with the strat took out a few more. Next turn the survivors actually killed the dread too. so he spent 3 cp and lost 2 outriders, Ragnar and the dread.

I thought I would miss the two hardhitters from my first game (scorps, dragons) but honestly, I didnt. This spacewolf list ran 3 dreadnaughts and a war suit. I didn't get the war suit but managed to kill the deads. maybe vs tougher armor ill miss a stronger output. this is still work in progress but im vey happy so far.



Codex Aeldari: No longer a dying race! @ 2022/03/10 13:29:15


Post by: kingheff


Awesome, glad the game went well. One slight issue is that you can only have each exarch power once, so only one, not three squads of avengers can get obsec.


Codex Aeldari: No longer a dying race! @ 2022/03/10 13:29:41


Post by: Crafter91


Scoundrel80 wrote:
Between bladestorm and an auto six for battle focus I found that they can be equally good for clearing objectives


How'd you get them to have an auto 6" battle focus move?


Automatically Appended Next Post:
 kingheff wrote:
Awesome, glad the game went well. One slight issue is that you can only have each exarch power once, so only one, not three squads of avengers can get obsec.


Bugger - I missed that too...

that screws up my idea for a Vanguard detachment using Dires as troop choices...


Codex Aeldari: No longer a dying race! @ 2022/03/10 14:03:53


Post by: Scoundrel80


 kingheff wrote:
Awesome, glad the game went well. One slight issue is that you can only have each exarch power once, so only one, not three squads of avengers can get obsec.


omg. obviously! thanks for pointing that out. just like you can only put super mandis on one quad of scorpions. dunno why I didn't catch that on DAs. thats a huge blow for MSU avengers. which I love as a concept. argh.

either way, it doesn't really hurt his list too much.


Codex Aeldari: No longer a dying race! @ 2022/03/10 15:19:02


Post by: kingheff


Asurman does give them obsec plus he's got decent shooting and melee.


Codex Aeldari: No longer a dying race! @ 2022/03/10 17:57:06


Post by: Tyranid Horde


Asurmen was a decent beatstick in my game against Necrons, he ate a lot of attacks from the Silent King with his 3++ and eventually killed him, all the while making my Dire Avengers threatening enough to wipe.

Bit unfortunate you can't take the same power twice, as there are so few powers that are worth taking amongst the Aspect Warriors.


Codex Aeldari: No longer a dying race! @ 2022/03/10 18:01:32


Post by: Goobi2


Scoundrel80 wrote:
 kingheff wrote:
Awesome, glad the game went well. One slight issue is that you can only have each exarch power once, so only one, not three squads of avengers can get obsec.


omg. obviously! thanks for pointing that out. just like you can only put super mandis on one quad of scorpions. dunno why I didn't catch that on DAs. thats a huge blow for MSU avengers. which I love as a concept. argh.

either way, it doesn't really hurt his list too much.


Super mandi's is only on the Exarch anyway, which makes it my least favorite of the Scorpion powers.

Luckily, Shredding Fire sounds like fun for a unit of Dire Avengers. I like that there are multiple decent options for exarch powers for most of the aspects, the problem is finding the points for them all!


Codex Aeldari: No longer a dying race! @ 2022/03/10 19:23:18


Post by: l0k1


Playing a fun 50PL game against a friend to test out the new book. Thinking of bringing the following:

Patrol detachment: Ulthwe
Farseer on bike
Ghost Helm of Alishazier, Fate Reader
Doom, Guide, Will of Asuryan

10 Guardians

5 Rangers

10 Dire Avengers
Stand Firm

10 Howling Banshees

5 Warp Spiders

1 Night Spinner

1 Wave Serpent
Twin Shuriken Cannon + Shuriken Cannon

Still debating on the 1 PL for an exarch power. He'll probably bring either Sisters or Grey Knights. If he brings GKs it makes me really want to swap Banshees for Fire Dragons and swap the twin shurikencannons for bright lances, since he only owns Terminators and a couple of Dreadknights. Any thoughts?


Codex Aeldari: No longer a dying race! @ 2022/03/10 19:56:48


Post by: Scoundrel80


I love Asurmen, but simply cant fit him. I need 2 farseers for sure for strands. Could try to swop him in for baharoth but i doubt he will match him. But maybe.


Codex Aeldari: No longer a dying race! @ 2022/03/10 21:13:38


Post by: mokoshkana


So I want to make my new Autarch with the warp spider backpack. I’m leaning towards using the fusion gun and star lance to make a mobile anti tank/hero option. Thoughts? Other ideas to utilize the warp spider pack?


Codex Aeldari: No longer a dying race! @ 2022/03/10 21:19:10


Post by: Scoundrel80


ok, so heres another one I've been toying with.

Spoiler:

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [61 PL, 12CP, 1,160pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Autarch Skyrunner [5 PL, 105pts]: Laser Lance, sunbeam super bike
.

Eldrad Ulthran [8 PL, 145pts]: 1. Guide, 3. Fortune, 5. Focus Will, Ulthwe: Fate Reader, Warlord

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Wraithlord [8 PL, 140pts]: 2x Bright Lance, Shuriken Catapult, Shuriken Catapult

Wraithlord [8 PL, 140pts]: 2x Bright Lance, Shuriken Catapult, Shuriken Catapult

+ Fast Attack +

Shining Spears [10 PL, 215pts]
. 5x Shining Spear: 5x Laser Lance, 5x Twin Shuriken Catapult
. Shining Spear Exarch: Laser Lance, Shimmershield, Shuriken Cannon

+ Heavy Support +

Falcon [9 PL, 175pts]: Bright Lance, Crystal Targeting Matrix, Shuriken Cannon

Fire Prism [9 PL, 175pts]: Crystal Targeting Matrix, Shuriken Cannon, vectored

++ Patrol Detachment -2CP (Aeldari - Craftworlds) [47 PL, -2CP, 842pts] ++

+ Configuration +

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost [-2CP]

+ HQ +

Farseer Skyrunner [6 PL, 120pts]: 2. Doom, 4. Executioner, Shuriken Pistol, Witchblade, The Weeping Stones

+ Troops +

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

+ Elites +

Dire Avengers [6 PL, 82pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult, Stand Firm

Warlock Skyrunners [3 PL, 60pts]: 4. Protect/Jinx
. Warlock Skyrunner: Shuriken Pistol, Witchblade

+ Fast Attack +

Swooping Hawks [4 PL, 90pts]
. 4x Swooping Hawk: 4x Lasblaster
. Swooping Hawk Exarch: Lasblaster

+ Heavy Support +

Fire Prism [9 PL, 175pts]: Crystal Targeting Matrix, Shuriken Cannon. vectored

War Walkers [15 PL, 225pts]
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher

++ Total: [108 PL, 10CP, 2,002pts] ++


its more of a shooty build but not focused around indirect fire. Instead Im going for fewer shots with hi strength and high damage. there are several reasons for this but the main one is strands of fate. this list, like my previous, rolls 7d and keeps 5 with 2 rerolls. There are 8-9 lance shots per turn plus either 4 or 6d3 prism shots and two chances at the vectored/linked fire combo. On top of that we have my old favorites; 3x war walkers. I know they are probably not as good now and maybe a bit overcosted, but I find they are one of our finest sorces of herd control. They throw 6d6 s4ap1 shots at stuff. even with out jinx thats decent and with jinx not much light to medium infantry can stand against that. Also, with custodes (I really fear that matchup) going to 4++ I feel these could really be something vs their infantry. wounding on 5s is brutal, though. anyways. 6 krak missiles could come in handy too. These could be something else. if I owned a lynx, that would fit really well.

Yes, I know 2x wraith lords seem silly, but they are core. so the autarch babysits them. He has the super bike so can go anywhere to buff. hell be a late game melee threat and be able top snatch weak objectives with obsec maybe.

and, actually, I wouldn't even say, the list is completely without play when it comes to challenging the board. those six jet bikes shoot and fight pretty well. They'll be max buffed mostly with -1 to hit 2+ 4++ 5+++. I will play them conservatively aiming for objective clearing after the back line has done its things. Maybe even just have them police my side of the midfield. idk. ill have to test to see what their exact role will be.they could also just go hard at something to delete it and trade slowly over a few turns with the defensive buffs. in my last game (with the other list) the six bikes rammed up the middle and just smashed stuff and then died funny thing was, that the 5 attack 4w exarch survived and didn't break due to will of Assyryan. he was a solo beast deep in the enemy backfield after that.

on top of that we have 6 obsec avengers too. They can be put into the falcon (normally we want that in the back line, but still cool option to have) if a relevant t1 deep strike presents it self. the rest is 10 guardians and 5 rangers. I've found the black guardian strat really good with those guardians, and the rangers are rangers. oh, and hawks for scoring. maybe give them the harass power.

any thoughts?




Codex Aeldari: No longer a dying race! @ 2022/03/11 03:56:16


Post by: DivineVisitor


Played my first game with the new Codex and 2nd game since the release of 9th edition against a Chaos Knights force consisting of 1x Chaos Knight Titan (Warlord) and I think it was 8 War Dogs.

My own army consisted of the following:
Spoiler:
++ Battalion Detachment 0CP (Aeldari - Craftworlds) [97 PL, 12CP, 1,920pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute: Biel-Tan: Swordwind

Detachment Command Cost

+ HQ +

Avatar of Khaine [14 PL, 270pts]

Farseer [5 PL, 90pts]: 2. Doom, 3. Ghostwalk, 4. Crushing Orb, Biel-Tan: Natural Leader, Shuriken Pistol, Warlord, Witchblade
. The Spirit Stone of Anath'lan

Farseer [5 PL, 90pts]: 1. Guide, 3. Fortune, Shuriken Pistol, Witchblade

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [3 PL, 60pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Fire Dragons [5 PL, 115pts]
. 4x Fire Dragon
. Fire Dragon Exarch: Burning Heat, Dragon Fusion Gun

Howling Banshees [4 PL, 105pts]
. 4x Howling Banshee: 4x Banshee Blade, 4x Shuriken Pistol
. Howling Banshee Exarch: Mirrorswords, Piercing Strikes

Striking Scorpions [4 PL, 90pts]
. 4x Striking Scorpion: 4x Scorpion Chainsword, 4x Shuriken Pistol
. Striking Scorpion Exarch: Biting Blade

+ Fast Attack +

Shining Spears [10 PL, 185pts]
. 4x Shining Spear: 4x Laser Lance, 4x Twin Shuriken Catapult
. Shining Spear Exarch: Shuriken Cannon, Star Lance

Swooping Hawks [4 PL, 115pts]
. 4x Swooping Hawk: 4x Lasblaster
. Swooping Hawk Exarch: Hawk's Talon, Suppressing Fire

Warp Spiders [5 PL, 110pts]
. 4x Warp Spider: 4x Death Spinner
. Warp Spider Exarch: Two Death Spinners & Powerblades

+ Heavy Support +

Dark Reapers [8 PL, 165pts]
. 4x Dark Reaper: 4x Reaper Launcher
. Dark Reaper Exarch: Reaper Launcher, Reaper's Reach

Falcon [9 PL, 165pts]: Bright Lance, Shuriken Cannon

Falcon [9 PL, 165pts]: Bright Lance, Shuriken Cannon

++ Fortification Network -1CP (Aeldari - Craftworlds) [4 PL, 80pts] ++

+ Fortification +

Webway Gate [4 PL, 80pts]

++ Total: [101 PL, 12CP, 2,000pts] ++


The Chaos Knight and his War Dogs deployed their forces on the other side of the battlefield from an Eldar Webway Gate, a burning Avatar of Khaine a group of Jetbikes and small groups of Rangers lining up their targets while setting thereselves up for exchanges that would be to their advantage and allow for an easy approach to secure objectives for their dark masters

Prior to the first shot being fired however The Avatar and Shining Spears disappeared mysteriously as if nothing more than a mirage, Eldar trickery. The Webway Gate's true position was also revealed far closer to that of the approaching Knight and his retinue (Phantasm Strategem).

With only a small band of 15 Rangers to oppose them however things seemed bleak for the meager forces of Biel-Tan.

The War Dogs and their Titan commander closed in on their prey showing no mercy to those they reached, unleashing their full firepower on the small groups of Pathfinders. Their positions reduced to nothing more than smoking ruins. A single unit was spared to bear witness the fate of their kin.

Undeterred the remaining Outcasts held their ground taking aim with their Sniper Rifles on the closest of the walking monstrosities. The Strands of Fate favoured the group who caused significant damage to their target. These efforts however only slowed down the corrupted War Machine.

The Chaos Warlord in the towering Knight took aim at the surviving Eldar who knew oblivion awaited them. Death came swiftly.

Having elimated all living Eldar forces and their positions secured it appeared that the Dark Powers had met their objectives with practically no resistance.

The Webway gate hummed into life, opening up a hole in space time. The roar of the God of War and Strife echoed across the battlefield; Kaela Mensha Khaine stepped forth from the Webway to come face to face with a towering Chaos Knight. The Avatar was accompanied by a court of Aspects. These Warriors not only burst forth from the Webway but from the skies, Swooping Hawks descended with Falcons transporting Fire Dragons and Howling Banshees into the warzone. Warp Spiders popping into existence as if from nowhere. All hell broke loose, the Swordwind had arrived.

The Farseers divining the threads of fate psychically passed this knowledge to the living embodiment of Khaine. The Avatar engaged the enemy Warlord in single combat; Suin Daellae screaming in it's burning grip as the Knight Titan was dismembered with consummate ease.

Working together the Aspect Warriors supported by their Seers and Grav Tanks unleashed their fury against the War Dogs, felling or crippling a score of the bipedal walkers before they had a chance to react.

Eager to prove they were not out of the fight yet the the Corrupted War Machines took aim at their assailants. Slaying a group of Scorpions and Banshees as well as leaving the Shining Spear and Fire Dragon Exarch's without their retinues.

A Thermal Lance took aim at The Avatar, unleashing the power of the Sun at the God shard, the heat striking it's molten metal frame before dissipating harmlessly against it. A Falcon's Wraithbone exterior however proved far more susceptible to same vicious weapon which crippled the Grav-Tank.

The tabels however had turned, not satisfied with the Knights destruction The Avatar turned it's attention to the insolent War Dog that had fired upon it. Crossing half the battlefield in a matter of seconds where the Wailing Doom found another victim. The remaining War Dogs battled on as only the crazed fanatics of the Dark God's are capable of before being brought down by the proud Aledari.

The day was won.


Being my 2nd game of 9th my opponent was kind enough to keep track of the objectives and victory points. He was able to take a commanding lead in his first two turns securing the objectives with his War Dogs before the power of a new Codex showed it's hand and my forces reached the tabletop.

I really enjoyed how all of my Aspect Warriors worked together to take down my opponents forces. Unfortunately my Howling Banshees's only contribution was being witness to the clash between The Avatar and the Knight (which suffered a whopping 34 wounds in the single round of Combat) before being blasted from the tabletop by Lightning Lock's. I think the Banshees will work well though and can see plenty use for combining Piercing Strikes with Mirrorswords to get 10 Attacks at Strength 4 with a -3 save and 2 Damage that get +1 to Wound on the Charge.

My Fire Dragons whiffed their shots with a series of poor hit and wound rolls (2 hits, 0 wounds against the Knight in an effort to soften it up before the Avatar took a swing). If I was to drop anything it would probably be these guys however my Army List has remained almost unchanged for multiple editions of the game and I don't plan to fiddle with it now.

I would have liked it if the Avatar could be selected as a Supreme Commander though. As someone who remembers the days of 2nd Edition when an Eldar Army was forced to include either The Avatar or a Farseer to lead it and if The Avatar was included it HAD to be your Commander it feels weird to not at least be able to select him as your Warlord. I would like the option even if he came with an Automatic Warlord Trait.


Codex Aeldari: No longer a dying race! @ 2022/03/11 04:15:23


Post by: Argive


After getting around to digesting the codex..
I have to say im not sure about pure CW.. i cant help but feel the new codex is very restrictive.

Anyway here ismy first attempt at making a list.

Spoiler:

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [106 PL, 12CP, 1,997pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute: Biel-Tan: Swordwind

Detachment Command Cost

+ HQ +

Asurmen [8 PL, 150pts]

Autarch [5 PL, 80pts]: Biel-Tan: Natural Leader, Shuriken Pistol, Star Glaive, Warlord
. Faolchu's Wing

Farseer [5 PL, 90pts]: 1. Guide, 2. Doom, Shuriken Pistol, Witchblade

+ Troops +

Guardian Defenders [10 PL, 240pts]
. 20x Guardian Defender: 20x Plasma Grenades, 20x Shuriken Catapult
. Guardian Heavy Weapons Platform: Bright Lance
. Guardian Heavy Weapons Platform: Bright Lance

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Howling Banshees [8 PL, 136pts]
. 6x Howling Banshee: 6x Banshee Blade, 6x Shuriken Pistol
. Howling Banshee Exarch: Nerve-shredding Shriek, Shuriken Pistol & Banshee Blade

Shadow Spectres [12 PL, 156pts]
. 5x Shadow Spectre: 5x Plasma Grenades, 5x Prism Rifle
. Shadow Spectre Exarch

Wraithlord [8 PL, 130pts]: Bright Lance, Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

+ Fast Attack +

Warp Spiders [8 PL, 215pts]
. 9x Warp Spider: 9x Death Spinner
. Warp Spider Exarch: Death Spinner, Surprise Assault

+ Heavy Support +

Support Weapons [9 PL, 165pts]
. Support Weapon: Vibro Cannon
. Support Weapon: Vibro Cannon
. Support Weapon: Vibro Cannon

Support Weapons [9 PL, 165pts]
. Support Weapon: Vibro Cannon
. Support Weapon: Vibro Cannon
. Support Weapon: Vibro Cannon

+ Dedicated Transport +

Wave Serpent [8 PL, 170pts]: Shuriken Cannon, Twin Bright Lance

Wave Serpent [8 PL, 170pts]: Shuriken Cannon, Twin Bright Lance

++ Total: [106 PL, 12CP, 1,997pts] ++

Created with BattleScribe


Not sure what secondarys id go for here though...


Codex Aeldari: No longer a dying race! @ 2022/03/11 04:49:07


Post by: The Red Hobbit


Great write-up DivineVisitor! Sounds like a very fun game, I've never battled a Titan before but glad to see the Avatar was pulling his molten weight in the fight.


Codex Aeldari: No longer a dying race! @ 2022/03/11 10:15:04


Post by: Moosatronic Warrior


PUBLIC SERVICE ANNOUNCEMENT

Many people will probably make the following mistake:

 l0k1 wrote:

Farseer on bike
Ghost Helm of Alishazier, Fate Reader
Doom, Guide, Will of Asuryan


The Ghost Helm of Alishazier lets the character know an additional power from the Fortune discipline, not the Fate discipline.




Automatically Appended Next Post:
The Ghost Helm not giving a third Fate power is particularly annoying because you really want Doom, Guide and Will, which means you probably need 2 Fasrseers. You could take Eldrad but he's not quick enough to get powers where they are needed.

I think I've settled on the following pair for my Psykers:

Farseer Skyrunner
Ghost Helm: Doom, Guide, Ghostwalk

Farseer
Focus Will, Will of Asuryan

The thinking here is that I need to be able to guarantee key powers are happening where I need them. The foot-seer can put Focus Will on the Skyrunner so that it's first power goes off at +3. Crucially this means that using a SoF dice gives a guaranteed 10 on the psychic test- extending Doom to 24" range (getting a 3+ on the rolled dice also makes the power undeniable). Because I know in my movement phase if I have a SoF, I can put the Farseer 24" away from the target I want Doomed. The 18" range on doom has proved to be a problem in games I've played.

Guide will probably be the 2nd power and go off at +2, which is fine because the range limitation is not as bad there. Having Ghostwalk as the free power from the relic is nice because it is very situational and won't often be needed, but when it is needed I want the option to crank it out at +3 to cast for a crucial charge.

I would maybe swap which seer has Guide and Will of Asuryan round as that is a power which really needs to go off sometimes. I'd also be tempted to upgrade the foot-seer to eldrad if points allow/ I want him for To The Last.


Bonus pro tip: When your Farseer Skyrunner / Warlock Skyrunner has to get dangerously close to the enemy to put a power where you need it, make sure there is a target for their Shuriken Catapults within 18". That means you can shoot to trigger Battle Focus to get a bit safer (assuming you haven't advanced).



Alternative set up for maximum mind bullets:

Farseer Skyrunner
Ghosthelm Relic, Doom, Executioner, Crushing Orb, Smite

Eldrad
Focus Will, Will of Asuryan, Guide


This way I still get the big 3 (Doom, Guide, Will) but the Skyrunner has the option of blasting out up to 15 Mortals. +3 From Focus will + a SoF means super Smite on a 2+.



Codex Aeldari: No longer a dying race! @ 2022/03/11 13:21:17


Post by: Octovol


You don't HAVE to shoot to battle focus, you just have to finish any shooting before you battle focus.

It's just an additional layer of flexibility being able to essentially optionally advance in the shooting phase instead of the movement phase.


Codex Aeldari: No longer a dying race! @ 2022/03/11 13:31:46


Post by: Argive


What are you casting guide/doom on to warrant such an investment?

Im guessing maybe wraithblades?


Codex Aeldari: No longer a dying race! @ 2022/03/11 15:49:35


Post by: Moosatronic Warrior


Octovol wrote:You don't HAVE to shoot to battle focus, you just have to finish any shooting before you battle focus.

It's just an additional layer of flexibility being able to essentially optionally advance in the shooting phase instead of the movement phase.


You do have to have shot in order to Battle Focus. "In your Shooting phase, After this unit has finished making its attacks..."

Argive wrote:What are you casting guide/doom on to warrant such an investment?

Im guessing maybe wraithblades?


Anything that wants to get the job done. I'm all about Aspect Warriors atm. Or Scatter-bikes. The only investment is 210pts (265 if using Eldrad) which fill your 2 compulsory HQ slots. I don't think we have any HQs better than Farseers. Maybe Baharroth.

I think any Craftworld list wants to have Guide, Doom, and Will of Asuryan at it's disposal, and wants to have them with a setup that you can rely on.





Codex Aeldari: No longer a dying race! @ 2022/03/11 16:16:32


Post by: Argive


Moosatronic Warrior wrote:
Octovol wrote:You don't HAVE to shoot to battle focus, you just have to finish any shooting before you battle focus.

It's just an additional layer of flexibility being able to essentially optionally advance in the shooting phase instead of the movement phase.


You do have to have shot in order to Battle Focus. "In your Shooting phase, After this unit has finished making its attacks..."

Argive wrote:What are you casting guide/doom on to warrant such an investment?

Im guessing maybe wraithblades?


Anything that wants to get the job done. I'm all about Aspect Warriors atm. Or Scatter-bikes. The only investment is 210pts (265 if using Eldrad) which fill your 2 compulsory HQ slots. I don't think we have any HQs better than Farseers. Maybe Baharroth.

I think any Craftworld list wants to have Guide, Doom, and Will of Asuryan at it's disposal, and wants to have them with a setup that you can rely on.





I get it but the core restrictions means those powers are very limited. Dark reapers for backline with a biel tan autarch seems like a much better cheaper option. I think asurmen and aok seem like strong beatsticks.

Im not sure how I feel about farseers. Their power seems really curbed. But perhaps for the psychic secondary. But investing 200pts to make a 150pts unit (unless wraithblob) seems steep. More so than it has historicaly.

I mean cwe werent top tier even with doom and guide not being restricted to core as well as expert crafters being a thing... dont get me wrong some stuff had a lil boost chiefly the bright lance. But with the nerfs and points cost im not sure how its panning out.

Time will tell..


Codex Aeldari: No longer a dying race! @ 2022/03/11 16:27:42


Post by: Leo_the_Rat


Moosatronic Warrior wrote:
You do have to have shot in order to Battle Focus. "In your Shooting phase, After this unit has finished making its attacks..."


Just because you don't shoot doesn't mean that you don't have a shooting phase. Every Army has to go through every phase each turn. It's just a convention to skip a phase that isn't used. So, you don't need to shoot before you use battle focus.


Codex Aeldari: No longer a dying race! @ 2022/03/11 16:32:24


Post by: Moosatronic Warrior


Asurmen seems pretty good actually.

Farseers usefulness definitely depends on having a lot of core, but how many points they cost for how many points you're buffing doesn't seem a useful comparison.

Take a basic example of a farseer putting Guide and Doom onto 10 Dire Avengers shooting space marines:

Of 33 shots 11 will miss. Guide will roll those 11 again, so the Farseer is effectively shooting an Assault 11 Avenger Catapult.

Now you've got 29 hits of which ~15 wound. doom makes you reroll the other 14. Getting 14 wound rolls would have required another 21 shots to be fired on average.

The Farseer has effectively fired 32 Avenger Catapult shots. As much as a whole unit of avengers.

Next turn the Farseer can do it again, even if the Avengers were traded away, except now maybe he's being an extra unit of Fire Dragons, or Howling Banshees.




Automatically Appended Next Post:
Leo_the_Rat wrote:
Moosatronic Warrior wrote:
You do have to have shot in order to Battle Focus. "In your Shooting phase, After this unit has finished making its attacks..."


Just because you don't shoot doesn't mean that you don't have a shooting phase. Every Army has to go through every phase each turn. It's just a convention to skip a phase that isn't used. So, you don't need to shoot before you use battle focus.


It specifically says "after this unit has finished making attacks". If we're saying that doesn't mean the unit has to make any attacks, then I've just finished accepting a Nobel prize and flying to the moon and back.



Codex Aeldari: No longer a dying race! @ 2022/03/11 16:47:40


Post by: Argive


From experiance relying on guide/doom to make units "good" often backfires and isint reliable. It might be a bit more reliable with strands of fates for psychic i admit but its still iffy.. im not sold on it. Wrath of shrines and bieltan warlord trait is potent imo.

We are still the same position really. Overcosted paper thin units need lots of support, planing and investment in order for them to be reliable and perform their roles.

My underated unit at this point are vibro canon squads. Really looming forward to these


Codex Aeldari: No longer a dying race! @ 2022/03/11 16:58:02


Post by: Leo_the_Rat


@Moos- congratulations on your prize. The rule doesn't say that you had to make attacks only that you are done with making attacks. If you choose not to make any attacks then you are done making those attacks. If you are served a dessert but don't eat it and then ask for it to be taken away you are finished with dessert even though you didn't eat any of it.


Codex Aeldari: No longer a dying race! @ 2022/03/11 17:09:25


Post by: Scoundrel80


Scoundrel80 wrote:
 kingheff wrote:
Awesome, glad the game went well. One slight issue is that you can only have each exarch power once, so only one, not three squads of avengers can get obsec.


omg. obviously! thanks for pointing that out. just like you can only put super mandis on one quad of scorpions. dunno why I didn't catch that on DAs. thats a huge blow for MSU avengers. which I love as a concept. argh.

either way, it doesn't really hurt his list too much.


Autosix with matcheless agility.


Automatically Appended Next Post:
Eldrad Can have will of Asyryan, guide and fortune, right?


Codex Aeldari: No longer a dying race! @ 2022/03/11 17:54:29


Post by: chadbrochill17


Scoundrel80 wrote:
Scoundrel80 wrote:
 kingheff wrote:
Awesome, glad the game went well. One slight issue is that you can only have each exarch power once, so only one, not three squads of avengers can get obsec.


omg. obviously! thanks for pointing that out. just like you can only put super mandis on one quad of scorpions. dunno why I didn't catch that on DAs. thats a huge blow for MSU avengers. which I love as a concept. argh.

either way, it doesn't really hurt his list too much.


Autosix with matcheless agility.


Automatically Appended Next Post:
Eldrad Can have will of Asyryan, guide and fortune, right?


Yes


Automatically Appended Next Post:
Moosatronic Warrior wrote:
Asurmen seems pretty good actually.

Farseers usefulness definitely depends on having a lot of core, but how many points they cost for how many points you're buffing doesn't seem a useful comparison.

Take a basic example of a farseer putting Guide and Doom onto 10 Dire Avengers shooting space marines:

Of 33 shots 11 will miss. Guide will roll those 11 again, so the Farseer is effectively shooting an Assault 11 Avenger Catapult.

Now you've got 29 hits of which ~15 wound. doom makes you reroll the other 14. Getting 14 wound rolls would have required another 21 shots to be fired on average.

The Farseer has effectively fired 32 Avenger Catapult shots. As much as a whole unit of avengers.

Next turn the Farseer can do it again, even if the Avengers were traded away, except now maybe he's being an extra unit of Fire Dragons, or Howling Banshees.




Automatically Appended Next Post:
Leo_the_Rat wrote:
Moosatronic Warrior wrote:
You do have to have shot in order to Battle Focus. "In your Shooting phase, After this unit has finished making its attacks..."


Just because you don't shoot doesn't mean that you don't have a shooting phase. Every Army has to go through every phase each turn. It's just a convention to skip a phase that isn't used. So, you don't need to shoot before you use battle focus.


It specifically says "after this unit has finished making attacks". If we're saying that doesn't mean the unit has to make any attacks, then I've just finished accepting a Nobel prize and flying to the moon and back.



Congrats on being a Nobel laureate because that is exactly how it functions. You do not have to attack you just need to be finished.


Codex Aeldari: No longer a dying race! @ 2022/03/11 20:17:24


Post by: Scoundrel80


Scoundrel80 wrote:
ok, so heres another one I've been toying with.

Spoiler:

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [61 PL, 12CP, 1,160pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Autarch Skyrunner [5 PL, 105pts]: Laser Lance, sunbeam super bike
.

Eldrad Ulthran [8 PL, 145pts]: 1. Guide, 3. Fortune, 5. Focus Will, Ulthwe: Fate Reader, Warlord

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Wraithlord [8 PL, 140pts]: 2x Bright Lance, Shuriken Catapult, Shuriken Catapult

Wraithlord [8 PL, 140pts]: 2x Bright Lance, Shuriken Catapult, Shuriken Catapult

+ Fast Attack +

Shining Spears [10 PL, 215pts]
. 5x Shining Spear: 5x Laser Lance, 5x Twin Shuriken Catapult
. Shining Spear Exarch: Laser Lance, Shimmershield, Shuriken Cannon

+ Heavy Support +

Falcon [9 PL, 175pts]: Bright Lance, Crystal Targeting Matrix, Shuriken Cannon

Fire Prism [9 PL, 175pts]: Crystal Targeting Matrix, Shuriken Cannon, vectored

++ Patrol Detachment -2CP (Aeldari - Craftworlds) [47 PL, -2CP, 842pts] ++

+ Configuration +

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost [-2CP]

+ HQ +

Farseer Skyrunner [6 PL, 120pts]: 2. Doom, 4. Executioner, Shuriken Pistol, Witchblade, The Weeping Stones

+ Troops +

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

+ Elites +

Dire Avengers [6 PL, 82pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult, Stand Firm

Warlock Skyrunners [3 PL, 60pts]: 4. Protect/Jinx
. Warlock Skyrunner: Shuriken Pistol, Witchblade

+ Fast Attack +

Swooping Hawks [4 PL, 90pts]
. 4x Swooping Hawk: 4x Lasblaster
. Swooping Hawk Exarch: Lasblaster

+ Heavy Support +

Fire Prism [9 PL, 175pts]: Crystal Targeting Matrix, Shuriken Cannon. vectored

War Walkers [15 PL, 225pts]
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher

++ Total: [108 PL, 10CP, 2,002pts] ++


its more of a shooty build but not focused around indirect fire. Instead Im going for fewer shots with hi strength and high damage. there are several reasons for this but the main one is strands of fate. this list, like my previous, rolls 7d and keeps 5 with 2 rerolls. There are 8-9 lance shots per turn plus either 4 or 6d3 prism shots and two chances at the vectored/linked fire combo. On top of that we have my old favorites; 3x war walkers. I know they are probably not as good now and maybe a bit overcosted, but I find they are one of our finest sorces of herd control. They throw 6d6 s4ap1 shots at stuff. even with out jinx thats decent and with jinx not much light to medium infantry can stand against that. Also, with custodes (I really fear that matchup) going to 4++ I feel these could really be something vs their infantry. wounding on 5s is brutal, though. anyways. 6 krak missiles could come in handy too. These could be something else. if I owned a lynx, that would fit really well.

Yes, I know 2x wraith lords seem silly, but they are core. so the autarch babysits them. He has the super bike so can go anywhere to buff. hell be a late game melee threat and be able top snatch weak objectives with obsec maybe.

and, actually, I wouldn't even say, the list is completely without play when it comes to challenging the board. those six jet bikes shoot and fight pretty well. They'll be max buffed mostly with -1 to hit 2+ 4++ 5+++. I will play them conservatively aiming for objective clearing after the back line has done its things. Maybe even just have them police my side of the midfield. idk. ill have to test to see what their exact role will be.they could also just go hard at something to delete it and trade slowly over a few turns with the defensive buffs. in my last game (with the other list) the six bikes rammed up the middle and just smashed stuff and then died funny thing was, that the 5 attack 4w exarch survived and didn't break due to will of Assyryan. he was a solo beast deep in the enemy backfield after that.

on top of that we have 6 obsec avengers too. They can be put into the falcon (normally we want that in the back line, but still cool option to have) if a relevant t1 deep strike presents it self. the rest is 10 guardians and 5 rangers. I've found the black guardian strat really good with those guardians, and the rangers are rangers. oh, and hawks for scoring. maybe give them the harass power.

any thoughts?

bumping this. Sorry for spamming. would just love a few comments. last try. promise : )


Codex Aeldari: No longer a dying race! @ 2022/03/11 20:44:57


Post by: Leo_the_Rat


I don't know what level of play you're using but did you notice you're using 2002 points?


Codex Aeldari: No longer a dying race! @ 2022/03/11 20:58:48


Post by: Scoundrel80


ah yes, the lists not optimized at all.. its just a direction for a build. il tinker the bits down below 2k before I play, naturally.



Automatically Appended Next Post:
my level? well, I dont go to tourneys but I follow the meta thoroughly and have a at least semi-competitive play group were we play serious games : )


Codex Aeldari: No longer a dying race! @ 2022/03/11 21:38:55


Post by: Leth


Leo_the_Rat wrote:
Moosatronic Warrior wrote:
You do have to have shot in order to Battle Focus. "In your Shooting phase, After this unit has finished making its attacks..."


Just because you don't shoot doesn't mean that you don't have a shooting phase. Every Army has to go through every phase each turn. It's just a convention to skip a phase that isn't used. So, you don't need to shoot before you use battle focus.


The rules say if you have no eligible targets for your weapons you are not eligible to activate. You have to activate to be able to battle focus.


Codex Aeldari: No longer a dying race! @ 2022/03/11 21:56:12


Post by: peteralmo


I have to admit I'm pretty annoyed that the book is so tame upon release. And by tame I mean in comparison to other 9th releases. Why should it be that Drukhari, AdMech, Tau, Custodes, etc all have broken good codexes upon release, then get to enjoy months of dominance before being brought "back in line," but we don't get that same glowing honeymoon period? I get that it's "better for the game" but come one, it's like a serious wet blanket in terms of that excitement level you're looking for when you finally get a new codex.


Codex Aeldari: No longer a dying race! @ 2022/03/11 22:25:39


Post by: Sarigar


 peteralmo wrote:
I have to admit I'm pretty annoyed that the book is so tame upon release. And by tame I mean in comparison to other 9th releases. Why should it be that Drukhari, AdMech, Tau, Custodes, etc all have broken good codexes upon release, then get to enjoy months of dominance before being brought "back in line," but we don't get that same glowing honeymoon period? I get that it's "better for the game" but come one, it's like a serious wet blanket in terms of that excitement level you're looking for when you finally get a new codex.


This book has a lot to unpack. It does not have the obvious standouts like Custodes, those tend to,get reigned in. Craftworld, Craftworld/Harlequin, Harlequin, Ynarri, and Drukhari/Harlequin are all army builds from this codex. There is some Harlequin craziness that is starting to emerge. Let a few 2+ day events transpire and see what lists emerge.

I definitely feel like I will get more mileage playing this book over the next several years as opposed to my Custodes codex. YMMV.


Codex Aeldari: No longer a dying race! @ 2022/03/11 23:25:03


Post by: Argive


 Sarigar wrote:
 peteralmo wrote:
I have to admit I'm pretty annoyed that the book is so tame upon release. And by tame I mean in comparison to other 9th releases. Why should it be that Drukhari, AdMech, Tau, Custodes, etc all have broken good codexes upon release, then get to enjoy months of dominance before being brought "back in line," but we don't get that same glowing honeymoon period? I get that it's "better for the game" but come one, it's like a serious wet blanket in terms of that excitement level you're looking for when you finally get a new codex.


This book has a lot to unpack. It does not have the obvious standouts like Custodes, those tend to,get reigned in. Craftworld, Craftworld/Harlequin, Harlequin, Ynarri, and Drukhari/Harlequin are all army builds from this codex. There is some Harlequin craziness that is starting to emerge. Let a few 2+ day events transpire and see what lists emerge.

I definitely feel like I will get more mileage playing this book over the next several years as opposed to my Custodes codex. YMMV.


As a pure CWE player sadly no...


Codex Aeldari: No longer a dying race! @ 2022/03/11 23:28:23


Post by: Leo_the_Rat


 Leth wrote:
Leo_the_Rat wrote:
Moosatronic Warrior wrote:
You do have to have shot in order to Battle Focus. "In your Shooting phase, After this unit has finished making its attacks..."


Just because you don't shoot doesn't mean that you don't have a shooting phase. Every Army has to go through every phase each turn. It's just a convention to skip a phase that isn't used. So, you don't need to shoot before you use battle focus.


The rules say if you have no eligible targets for your weapons you are not eligible to activate. You have to activate to be able to battle focus.


I'm not sure what you are saying. If the unit is on the board it "activates". If you are saying that if you don't have a legal target then you don't get a shooting phase then you are doing things backwards. First you get a shooting phase. Then you determine if you have a legal target for any of your ranged weapons. If yes, then shoot. If no, then you get no attacks so you are finished making your ranged attacks for that unit. Being finished making your attacks means that you can now use Battle Focus.

P.S. I'm pretty sure that the rules state that if you have no eligible targets then you don't get to take a (shooting) action. There's a big difference between an activation and an action.


Codex Aeldari: No longer a dying race! @ 2022/03/12 01:19:45


Post by: Nalim


Leo_the_Rat wrote:


I'm not sure what you are saying. If the unit is on the board it "activates". If you are saying that if you don't have a legal target then you don't get a shooting phase then you are doing things backwards. First you get a shooting phase. Then you determine if you have a legal target for any of your ranged weapons. If yes, then shoot. If no, then you get no attacks so you are finished making your ranged attacks for that unit. Being finished making your attacks means that you can now use Battle Focus.

P.S. I'm pretty sure that the rules state that if you have no eligible targets then you don't get to take a (shooting) action. There's a big difference between an activation and an action.


Are you trying to argue that units that didn't shoot at anything can still make a Battle Focus move in the shooting phase? It's rather obvious that this isn't the case. If a unit doesn't shoot, it can't make a Battle Focus move.


Codex Aeldari: No longer a dying race! @ 2022/03/12 01:27:57


Post by: The Red Hobbit


 Sarigar wrote:
This book has a lot to unpack. It does not have the obvious standouts like Custodes, those tend to,get reigned in. Craftworld, Craftworld/Harlequin, Harlequin, Ynarri, and Drukhari/Harlequin are all army builds from this codex. There is some Harlequin craziness that is starting to emerge. Let a few 2+ day events transpire and see what lists emerge.

I definitely feel like I will get more mileage playing this book over the next several years as opposed to my Custodes codex. YMMV.


The detachment rules are pretty darn wordy, I've reread them a few times and I'm still not certain if taking a Harlequin's detachments breaks any monofaction bonuses for CWE or Ynnari.


Codex Aeldari: No longer a dying race! @ 2022/03/12 01:49:51


Post by: Leo_the_Rat


 Nalim wrote:
Leo_the_Rat wrote:


I'm not sure what you are saying. If the unit is on the board it "activates". If you are saying that if you don't have a legal target then you don't get a shooting phase then you are doing things backwards. First you get a shooting phase. Then you determine if you have a legal target for any of your ranged weapons. If yes, then shoot. If no, then you get no attacks so you are finished making your ranged attacks for that unit. Being finished making your attacks means that you can now use Battle Focus.

P.S. I'm pretty sure that the rules state that if you have no eligible targets then you don't get to take a (shooting) action. There's a big difference between an activation and an action.


Are you trying to argue that units that didn't shoot at anything can still make a Battle Focus move in the shooting phase? It's rather obvious that this isn't the case. If a unit doesn't shoot, it can't make a Battle Focus move.


It certainly does allow for it. If you make zero attacks you're still at the end of the shooting phase. Being finished with all of your shooting attacks is all that is required to trigger battle focus. I don't see how it can be any other way.

Let me ask this- You never have to make an attack correct? But you are saying that if you decide you don't want to make an attack then you can't use Battle Focus. There is no difference between opting to not make an attack and making zero attacks. Legal targeting has nothing to do with Battle Focus. All that is required is that you finish making whatever ranged attack(s) with that unit, then Battle Focus triggers. So no shooting after you make your Battle Focus move with that unit.


Codex Aeldari: No longer a dying race! @ 2022/03/12 04:34:33


Post by: goodman111


Correct, You finish making all your shooting attacks and then you can move D6 inches. You do not need to have a shooting target.


Codex Aeldari: No longer a dying race! @ 2022/03/12 08:50:32


Post by: Rogzor87


I'm not super familiar with the core rulebook but is there anything preventing me from going vanguard detachment with an Avatar, 6 wraithlords and 2 Wraithseers?


Codex Aeldari: No longer a dying race! @ 2022/03/12 13:16:24


Post by: wuestenfux


 Rogzor87 wrote:
I'm not super familiar with the core rulebook but is there anything preventing me from going vanguard detachment with an Avatar, 6 wraithlords and 2 Wraithseers?

Please consider the rule of 3.


Codex Aeldari: No longer a dying race! @ 2022/03/12 17:15:43


Post by: Sarigar


 The Red Hobbit wrote:
 Sarigar wrote:
This book has a lot to unpack. It does not have the obvious standouts like Custodes, those tend to,get reigned in. Craftworld, Craftworld/Harlequin, Harlequin, Ynarri, and Drukhari/Harlequin are all army builds from this codex. There is some Harlequin craziness that is starting to emerge. Let a few 2+ day events transpire and see what lists emerge.

I definitely feel like I will get more mileage playing this book over the next several years as opposed to my Custodes codex. YMMV.


The detachment rules are pretty darn wordy, I've reread them a few times and I'm still not certain if taking a Harlequin's detachments breaks any monofaction bonuses for CWE or Ynnari.


It is in theTraveling Players rule. Definitely able to add a Harlequin Patrol to a Asuryani or Drukhari army.


Codex Aeldari: No longer a dying race! @ 2022/03/12 17:18:06


Post by: Argive


 Sarigar wrote:
 The Red Hobbit wrote:
 Sarigar wrote:
This book has a lot to unpack. It does not have the obvious standouts like Custodes, those tend to,get reigned in. Craftworld, Craftworld/Harlequin, Harlequin, Ynarri, and Drukhari/Harlequin are all army builds from this codex. There is some Harlequin craziness that is starting to emerge. Let a few 2+ day events transpire and see what lists emerge.

I definitely feel like I will get more mileage playing this book over the next several years as opposed to my Custodes codex. YMMV.


The detachment rules are pretty darn wordy, I've reread them a few times and I'm still not certain if taking a Harlequin's detachments breaks any monofaction bonuses for CWE or Ynnari.


It is in theTraveling Players rule. Definitely able to add a Harlequin Patrol to a Asuryani or Drukhari army.


But the harly det doens get any harley army trait rules correct ?


Codex Aeldari: No longer a dying race! @ 2022/03/12 23:24:58


Post by: Rogzor87


 wuestenfux wrote:

Please consider the rule of 3.


What is that?


Codex Aeldari: No longer a dying race! @ 2022/03/13 00:02:40


Post by: Sarigar


 Argive wrote:
 Sarigar wrote:
 The Red Hobbit wrote:
 Sarigar wrote:
This book has a lot to unpack. It does not have the obvious standouts like Custodes, those tend to,get reigned in. Craftworld, Craftworld/Harlequin, Harlequin, Ynarri, and Drukhari/Harlequin are all army builds from this codex. There is some Harlequin craziness that is starting to emerge. Let a few 2+ day events transpire and see what lists emerge.

I definitely feel like I will get more mileage playing this book over the next several years as opposed to my Custodes codex. YMMV.


The detachment rules are pretty darn wordy, I've reread them a few times and I'm still not certain if taking a Harlequin's detachments breaks any monofaction bonuses for CWE or Ynnari.


It is in theTraveling Players rule. Definitely able to add a Harlequin Patrol to a Asuryani or Drukhari army.


But the harly det doens get any harley army trait rules correct ?


The Harlequins don't get Luck of the Laughing God (free rerolls) and can't choose Harlequin secondary objectives. They get the Sandesh (Light, Dark, Twilight).


Codex Aeldari: No longer a dying race! @ 2022/03/13 00:07:27


Post by: Argive


 Rogzor87 wrote:
 wuestenfux wrote:

Please consider the rule of 3.


What is that?


Matched play rules. Only 3 of the same data sheet can be used


Codex Aeldari: No longer a dying race! @ 2022/03/13 00:14:11


Post by: Sarigar


Played my second game today vs Goff Orks.

I played Biel Tan and did borrow the idea from Art of War video to try 5 Windriders with Scatterlasers.

The bucket loads of dice I had to roll....

56 shots vs 20 Beastsnagga Boyz (7 Warp Spiders, Exarch with 2 Deathspinners and Surprise Assault)

40 Shots from Swooping Hawks

30 Shots from Dire Avengers

Any type of reroll mechanic and/or exploding 6's really compounds the amount of damage.

Hawks, Spiders, Avengers, and Karandaras are all units I expect to see in a lot of lists.

Not overly sold on the Falcon. Second game now I did not get a Strands of Fate dice for a charge on turn 1.

A Horner with 2 Brightlances was pretty good with Biel Tan (reroll one to hit roll).

Maugan Ra, while I love the new model, was just ok compared to the rest of the shooting and assault.

We called the game on the bottom of turn 2. Definitely something I had not encountered with the previous codex.



Codex Aeldari: No longer a dying race! @ 2022/03/13 01:49:39


Post by: Argive


 Sarigar wrote:
Played my second game today vs Goff Orks.

I played Biel Tan and did borrow the idea from Art of War video to try 5 Windriders with Scatterlasers.

The bucket loads of dice I had to roll....

56 shots vs 20 Beastsnagga Boyz (7 Warp Spiders, Exarch with 2 Deathspinners and Surprise Assault)

40 Shots from Swooping Hawks

30 Shots from Dire Avengers

Any type of reroll mechanic and/or exploding 6's really compounds the amount of damage.

Hawks, Spiders, Avengers, and Karandaras are all units I expect to see in a lot of lists.

Not overly sold on the Falcon. Second game now I did not get a Strands of Fate dice for a charge on turn 1.

A Horner with 2 Brightlances was pretty good with Biel Tan (reroll one to hit roll).

Maugan Ra, while I love the new model, was just ok compared to the rest of the shooting and assault.

We called the game on the bottom of turn 2. Definitely something I had not encountered with the previous codex.



Sounds like he had a tough match up!


Codex Aeldari: No longer a dying race! @ 2022/03/13 05:18:57


Post by: Sarigar


The game was really over on turn 1. Killrigs are so large that my opponent did not try to keep them out of LOS. Additionally, my opponent did not do a very good job keeping the other units out of LOS in the event I had turn 1. On turn 1, a Killrig, Trukk, 10 Nobs, and 10 Beastsnagga Boyz were destroyed. Turn 2, a Warboss, 5 Meganobz, 30 Beastsnagga Boyz were destroyed, and the second Killrig was down to 2 wounds. That was pretty much game.

The units, IMO, look deceptively tame. On the table, the amount of dice is staggering.

Going through the Harlequins, I think Voidweavers will become a top contender to get a points Increase. Saedeth of Light is going to catch folks off guard. Models can only be hit on 4+ if over 12". Starweavers, Skyweavers, and Voidweavers also have a -1 to be hit and no rerolls can be made...this feels like a workaround to not being able to have massed to hit modifiers from 8th edition as these models now can only be hit on a 5+. And then, they still have a 4++.

A unit of three Voidweavers put out 18 Shuriken Cannon shots, 6 Focused Prism Cannon shots or 9d3 Dispersed Shots. At 90 points per model, I'm waiting for these to show up at tourneys in short order.


Codex Aeldari: No longer a dying race! @ 2022/03/13 10:56:30


Post by: kingheff


Some interesting reading.
I don't get any of the negativity surrounding the book, it's really, really strong. Craftworlds just hit so strongly with crazy mobility and tricks.
Swooping hawks ability to deepstrike, effectively, every time after shooting is crazy, using them to screen/threaten when they can just jump out 14" to get their shots off and then go wherever they want makes them really quite frustrating to deal with.
Night spinners are so strong for similar reasons but they don't even have to move. CTM is pretty much essential for our vehicles, especially with things like harlequins and their native -1 to hit. Guaranteeing that you always hit on BS makes them so much more efficient, especially since re-rolls are hard to come by for vehicles.
Dire avengers are amazing, I think three units in strategic reserve works brilliantly since they can just sneak onto the table turns two and three and they will give whatever they shoot into a really bad time. For 360 pts and 2CP they give a massive beta strike potential. Like all shuriken units they are very buffable, whether from the hail of doom trait, the usual guide doom combo, the normal exploding 6's shuriken strat or even the biel tan aspect strat for additional exploding 6's. Guided Biel tan units with the two exploding 6's strats (2CP) generate 42 hits. Guided Hail of doom plus the 1 CP strat for exploding 6's gives us 25 hits plus 9 auto wounds at AP4. The above numbers assume fishing for sixes, so re-rolling non 6's on the first shot. Very impressive numbers for 120 pts.
Focus will is a really underrated gem, Let's go Biel tan for this, one Farseer with Guide and Focus will plus another with Executioner, Will of Asuryan plus Doom from the Spirit stone Anathlan. The first Farseer casting Focus will on the other for that sweet +2 to cast making all three of his powers much more reliable (assuming you spend 1CP on Unparalleled mastery). Ulthwe is also great for the additional +1 on their first cast, so potentially a +3 making Doom go off on a 4 or super smites much more reliable. We can generate a lot of mortals, especially in the psychic phase which could prove extremely beneficial to help popping Harlequin transports since they resist shooting so well. A single Biel Tan Farseer with, say, Guide, Doom and Focus will, casting focus on himself is probably the best way if you want to only run one Farseer.

I can't write a list, that looks competetively strongest, that doesn't include two Farseers three spinners with CTM (usually my To the last targets), three squads of ten Avengers for reserving and two squads of eight Hawks (keeping them below the 150pts of my spinners). Catapult or scatter laser windriders usually make an appearance too.
Spinners, Hawks and potentially wind riders just output a lot of unreturnable fire on turns one and two, forcing the opponent to usually move out if they aren't pushing up anyway, which leaves stuff out for the Avengers to come in turns two and three to murder stuff in the name of Khaine!
Just a few observations, but fear not fellow Autarch's, we've got the chops to compete with the very best the game can throw at us.


Codex Aeldari: No longer a dying race! @ 2022/03/13 11:19:50


Post by: Twilight Pathways


 Sarigar wrote:

Starweavers, Skyweavers, and Voidweavers... ...these models now can only be hit on a 5+.


What do you mean? If a model has BS 3+ or better, it will shoot at -1 to hit and will hit them on 4+. If a model has BS 4+, it will get -1 to hit and will hit them on 5+.


Codex Aeldari: No longer a dying race! @ 2022/03/13 12:10:30


Post by: kingheff


Twilight Pathways wrote:
 Sarigar wrote:

Starweavers, Skyweavers, and Voidweavers... ...these models now can only be hit on a 5+.


What do you mean? If a model has BS 3+ or better, it will shoot at -1 to hit and will hit them on 4+. If a model has BS 4+, it will get -1 to hit and will hit them on 5+.


Crystal targeting matrix's for the win.


Codex Aeldari: No longer a dying race! @ 2022/03/13 12:44:13


Post by: Sarigar


Twilight Pathways wrote:
 Sarigar wrote:

Starweavers, Skyweavers, and Voidweavers... ...these models now can only be hit on a 5+.


What do you mean? If a model has BS 3+ or better, it will shoot at -1 to hit and will hit them on 4+. If a model has BS 4+, it will get -1 to hit and will hit them on 5+.




You are correct. Thank you for bringing I to my attention. I misunderstood how that rule works. BS 2 and BS 3 ultimately need a 4+ and BS 4 needs a 5+ after dice rolls and modifiers applied. As a result, 50% of shots will hit for BS2 and BS3 with no reroll. Not quite as good as I initially read (and misunderstood), but I'll stand by my opinion this will be a big unit to watch out for in tourney play, listen to salt, and get nerfed.


Codex Aeldari: No longer a dying race! @ 2022/03/13 13:41:47


Post by: Argive


Figures the hawks being awesome are failcast... thats the one aspect I dont own as i dont trust the stability of those model in metal one bit


Codex Aeldari: No longer a dying race! @ 2022/03/13 14:13:45


Post by: Sarigar


 Argive wrote:
Figures the hawks being awesome are failcast... thats the one aspect I dont own as i dont trust the stability of those model in metal one bit


I purchased Ghost Minis version of Swooping Hawks and the quality was fantastic. I liked the aesthetic of the model, but note I cannot bring them to the US GT Tourneys GW runs (I'm only attending one, so if I opt for Hawks, I'll likely scoure ebay for metal as I also do not care for failcast).


Codex Aeldari: No longer a dying race! @ 2022/03/13 14:52:20


Post by: The Red Hobbit


 Sarigar wrote:

The Harlequins don't get Luck of the Laughing God (free rerolls) and can't choose Harlequin secondary objectives. They get the Sandesh (Light, Dark, Twilight).


Gotcha, thanks for clearing that up!


Codex Aeldari: No longer a dying race! @ 2022/03/13 23:22:48


Post by: Scoundrel80


Hmm is noone digging the wraithlord at all? 140 for 2bright lances off of a mobile t8 body with -1dam. With ulthwe you’ll be tanking strand invulns on top. Could be something like 2 Shuriken kanons too at 120. They are Core so spells help Them and rerolls arr easier. .


Codex Aeldari: No longer a dying race! @ 2022/03/13 23:50:20


Post by: Nalim


Leo_the_Rat wrote:


Let me ask this- You never have to make an attack correct? But you are saying that if you decide you don't want to make an attack then you can't use Battle Focus. There is no difference between opting to not make an attack and making zero attacks. Legal targeting has nothing to do with Battle Focus. All that is required is that you finish making whatever ranged attack(s) with that unit, then Battle Focus triggers. So no shooting after you make your Battle Focus move with that unit.


Sorry, I misread the rules text. It says "after this unit has finished making its attacks". I thought it said "after this unit has made a shooting attack".


Codex Aeldari: No longer a dying race! @ 2022/03/14 00:51:31


Post by: Argive


Scoundrel80 wrote:
Hmm is noone digging the wraithlord at all? 140 for 2bright lances off of a mobile t8 body with -1dam. With ulthwe you’ll be tanking strand invulns on top. Could be something like 2 Shuriken kanons too at 120. They are Core so spells help Them and rerolls arr easier. .


Wraithlords are core ? Missed that.. Assumed they wouldn't be and wasnt looking for it.
Ulthwe wraith lords with reaper autarch support sound nice backline pew pew with a wraithseer bieltan also. and teras of isha sounds like mean strat now


Codex Aeldari: No longer a dying race! @ 2022/03/14 02:30:01


Post by: l0k1


So I played my buddy today, and pretty much called it about turn 2. I went 1st and dealt a pretty crippling blow against my friend's Grey Knights. I fanned out and was on 2 objectives, almost 3. By the end of the 1st turn I had 2 units doing RND, had maxed Wrath of Khaine, and Engage. My Banshees disembarked from their Wave Serpent, got Guide cast on them, and were able to get a first turn charge against a 5 man terminator squad thanks to a fate die, also spiked high with Wrath of the Shrines and blended them. I was able to take out a 5 man strike squad with various ranged attacks before they could do anything. The Banshees got smashed almost off of the table by a Librarian and Apothecary, but the exarch and 1 Banshee remained. Dire Avengers got wiped, but at that point they had done their damage and we had already called the game and were just playing for fun. This is what I ran

Biel-Tan
Patrol Detachment

Farseer Skyrunner
Natural Leader, Spirit Stone of Anath'lan Singing Spear
Guide, Doom, Will of Asuryan

5 Rangers

10 Dire Avengers
Exarch: 2x Dire Avenger Catapults

10 Howling Banshees
Exarch: Mirror Swords

5 Swooping Hawks

Night Spinner
Shuriken Cannon

Night Spinner
Shuriken Cannon

Wave Serpent
Twin Shuriken Cannon, Shuriken Cannon


Codex Aeldari: No longer a dying race! @ 2022/03/14 16:00:20


Post by: Sarigar


 Argive wrote:
Scoundrel80 wrote:
Hmm is noone digging the wraithlord at all? 140 for 2bright lances off of a mobile t8 body with -1dam. With ulthwe you’ll be tanking strand invulns on top. Could be something like 2 Shuriken kanons too at 120. They are Core so spells help Them and rerolls arr easier. .


Wraithlords are core ? Missed that.. Assumed they wouldn't be and wasnt looking for it.
Ulthwe wraith lords with reaper autarch support sound nice backline pew pew with a wraithseer bieltan also. and teras of isha sounds like mean strat now


I am going to try one for my next game. With "Core" keyword, it opens up to having Fortune cast on it. I would like for it to be a reasonable model as I just like the aesthetic of it. Running with 2 Brightlances and the Wraithsword and see how it pans out.


Codex Aeldari: No longer a dying race! @ 2022/03/14 17:20:49


Post by: The Red Hobbit


My Wraithlords are modeled with AML but those seem pretty underwhelming compared to bright lances or shuriken cannons (with hail of doom). I may have to remount some shoulder weapons in the future.

An Ulthwe Wraithlord with Fortune might live long enough to make it into Melee.


Codex Aeldari: No longer a dying race! @ 2022/03/14 18:24:23


Post by: Tyranid Horde


I've been considering adding a Wraithlord or two to my Hail of Doom/Webway Warriors list for some added durability but I do encounter the issue of not having enough CP if I have to take a Vanguard detachment over a double patrol.


Codex Aeldari: No longer a dying race! @ 2022/03/15 00:53:55


Post by: Argive


All this talk of core wraithlords just made me creative juices flowing.

This is the list im looking to play for my first dex game. All my wraith boys are magnetised so I can use whatever loadout.

Probably needs some refinemnt. Also on battle scribe it doesnt seem to allow for a second warlord trait so the cp doesnt reflect.. so will be starting with 7.. not sure if this will be an issue.

I think its looking very strong.

Spoiler:

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [52 PL, 12CP, 931pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Eldrad Ulthran [8 PL, 145pts]: 2. Doom, 3. Fortune, 5. Focus Will, Ulthwe: Fate Reader, Warlord

+ Troops +

Guardian Defenders [10 PL, 240pts]
. 20x Guardian Defender: 20x Plasma Grenades, 20x Shuriken Catapult
. Guardian Heavy Weapons Platform: Bright Lance
. Guardian Heavy Weapons Platform: Bright Lance

+ Elites +

Dire Avengers [6 PL, 130pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Stand Firm, Two Avenger Shuriken Catapults

Shadow Spectres [12 PL, 156pts]
. 5x Shadow Spectre: 5x Plasma Grenades, 5x Prism Rifle
. Shadow Spectre Exarch

+ Heavy Support +

Wraithseer [8 PL, 130pts]: 1. Fateful Divergence, 5. Quicken/Restrain, Bright Lance

Wraithseer [8 PL, 130pts]: 1. Fateful Divergence, 4. Protect/Jinx, Bright Lance

++ Vanguard Detachment -3CP (Aeldari - Craftworlds) [55 PL, -3CP, 1,065pts] ++

+ Configuration +

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost [-3CP]

+ HQ +

Autarch [5 PL, 100pts]: 3: Falcon's Swiftness, Howling Banshee Mask, Reaper Launcher, Star Glaive, Warlord
. Faolchu's Wing

Spiritseer [4 PL, 70pts]: 1. Fateful Divergence, 5. Quicken/Restrain, Shuriken Pistol
. The Ghosthelm of Alishazier

+ Elites +

Fire Dragons [5 PL, 105pts]
. 4x Fire Dragon
. Fire Dragon Exarch: Firepike

Wraithlord [8 PL, 145pts]: Bright Lance, Ghostglaive, Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

Wraithlord [8 PL, 145pts]: Bright Lance, Ghostglaive, Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

Wraithlord [8 PL, 145pts]: Bright Lance, Ghostglaive, Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

+ Heavy Support +

Falcon [9 PL, 175pts]: Bright Lance, Crystal Targeting Matrix, Shuriken Cannon

+ Dedicated Transport +

Wave Serpent [8 PL, 180pts]: Crystal Targeting Matrix, Shuriken Cannon, Twin Bright Lance

++ Total: [107 PL, 9CP, 1,996pts] ++

Created with BattleScribe



Codex Aeldari: No longer a dying race! @ 2022/03/15 11:01:53


Post by: Scoundrel80


 Argive wrote:
All this talk of core wraithlords just made me creative juices flowing.

This is the list im looking to play for my first dex game. All my wraith boys are magnetised so I can use whatever loadout.

Probably needs some refinemnt. Also on battle scribe it doesnt seem to allow for a second warlord trait so the cp doesnt reflect.. so will be starting with 7.. not sure if this will be an issue.

I think its looking very strong.

Spoiler:

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [52 PL, 12CP, 931pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Eldrad Ulthran [8 PL, 145pts]: 2. Doom, 3. Fortune, 5. Focus Will, Ulthwe: Fate Reader, Warlord

+ Troops +

Guardian Defenders [10 PL, 240pts]
. 20x Guardian Defender: 20x Plasma Grenades, 20x Shuriken Catapult
. Guardian Heavy Weapons Platform: Bright Lance
. Guardian Heavy Weapons Platform: Bright Lance

+ Elites +

Dire Avengers [6 PL, 130pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Stand Firm, Two Avenger Shuriken Catapults

Shadow Spectres [12 PL, 156pts]
. 5x Shadow Spectre: 5x Plasma Grenades, 5x Prism Rifle
. Shadow Spectre Exarch

+ Heavy Support +

Wraithseer [8 PL, 130pts]: 1. Fateful Divergence, 5. Quicken/Restrain, Bright Lance

Wraithseer [8 PL, 130pts]: 1. Fateful Divergence, 4. Protect/Jinx, Bright Lance

++ Vanguard Detachment -3CP (Aeldari - Craftworlds) [55 PL, -3CP, 1,065pts] ++

+ Configuration +

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost [-3CP]

+ HQ +

Autarch [5 PL, 100pts]: 3: Falcon's Swiftness, Howling Banshee Mask, Reaper Launcher, Star Glaive, Warlord
. Faolchu's Wing

Spiritseer [4 PL, 70pts]: 1. Fateful Divergence, 5. Quicken/Restrain, Shuriken Pistol
. The Ghosthelm of Alishazier

+ Elites +

Fire Dragons [5 PL, 105pts]
. 4x Fire Dragon
. Fire Dragon Exarch: Firepike

Wraithlord [8 PL, 145pts]: Bright Lance, Ghostglaive, Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

Wraithlord [8 PL, 145pts]: Bright Lance, Ghostglaive, Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

Wraithlord [8 PL, 145pts]: Bright Lance, Ghostglaive, Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

+ Heavy Support +

Falcon [9 PL, 175pts]: Bright Lance, Crystal Targeting Matrix, Shuriken Cannon

+ Dedicated Transport +

Wave Serpent [8 PL, 180pts]: Crystal Targeting Matrix, Shuriken Cannon, Twin Bright Lance

++ Total: [107 PL, 9CP, 1,996pts] ++

Created with BattleScribe



I like it. would probably cut the firedragons, though. you have plenty of dam dealers, right?


Automatically Appended Next Post:
no love for the prisms? I feel they could do work. I know they dont have rerolls, but between an autarch supplying 2 command rerolls, maybe a bieltan/ulthwe reroll and strands I think well be fine.


Codex Aeldari: No longer a dying race! @ 2022/03/15 16:19:43


Post by: Radium


Scoundrel80 wrote:

no love for the prisms? I feel they could do work. I know they dont have rerolls, but between an autarch supplying 2 command rerolls, maybe a bieltan/ulthwe reroll and strands I think well be fine.


They look really good on paper, but I always run out of points in my lists. I feel you need two to have access to linked fire, and with upgrades you're looking at 350 pts, that I'd rather spend on more aspects right now. I'm definitely tempted to run a mech ulthwé list some time though, just to see what that does. 2 prisms, 2 spinners, some wraithlords, and a falcon (maybe a lynx?) could put a good amount of hurt.


Codex Aeldari: No longer a dying race! @ 2022/03/15 16:34:30


Post by: peteralmo


Been looking over the far flung craftworlds, has anyone thought of pairing Children of Khaine with Vengeful and leaning into high volume melee units, namely scorpions and banshees? Army-wide exploding 6's and +1 damage on 6's to wound seems really powerful with those two units, taking multiple units of each. Scorpions already have in-built exploding 6's, so now every natural six is two additional attacks, those extra attacks all give chances for 6's on wounds which is +1 damage. Doing something like 20-30 scorpions and 10-20 banshees could be really brutal; just back them up with defensive board control units like nightspinners, rangers, wraithlords etc. It's probably not top tier, but against mid-level competition it could be pretty devastating.


Codex Aeldari: No longer a dying race! @ 2022/03/15 16:43:50


Post by: kingheff


 Argive wrote:
All this talk of core wraithlords just made me creative juices flowing.

This is the list im looking to play for my first dex game. All my wraith boys are magnetised so I can use whatever loadout.

Probably needs some refinemnt. Also on battle scribe it doesnt seem to allow for a second warlord trait so the cp doesnt reflect.. so will be starting with 7.. not sure if this will be an issue.

I think its looking very strong.

Spoiler:

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [52 PL, 12CP, 931pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Eldrad Ulthran [8 PL, 145pts]: 2. Doom, 3. Fortune, 5. Focus Will, Ulthwe: Fate Reader, Warlord

+ Troops +

Guardian Defenders [10 PL, 240pts]
. 20x Guardian Defender: 20x Plasma Grenades, 20x Shuriken Catapult
. Guardian Heavy Weapons Platform: Bright Lance
. Guardian Heavy Weapons Platform: Bright Lance

+ Elites +

Dire Avengers [6 PL, 130pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Stand Firm, Two Avenger Shuriken Catapults

Shadow Spectres [12 PL, 156pts]
. 5x Shadow Spectre: 5x Plasma Grenades, 5x Prism Rifle
. Shadow Spectre Exarch

+ Heavy Support +

Wraithseer [8 PL, 130pts]: 1. Fateful Divergence, 5. Quicken/Restrain, Bright Lance

Wraithseer [8 PL, 130pts]: 1. Fateful Divergence, 4. Protect/Jinx, Bright Lance

++ Vanguard Detachment -3CP (Aeldari - Craftworlds) [55 PL, -3CP, 1,065pts] ++

+ Configuration +

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost [-3CP]

+ HQ +

Autarch [5 PL, 100pts]: 3: Falcon's Swiftness, Howling Banshee Mask, Reaper Launcher, Star Glaive, Warlord
. Faolchu's Wing

Spiritseer [4 PL, 70pts]: 1. Fateful Divergence, 5. Quicken/Restrain, Shuriken Pistol
. The Ghosthelm of Alishazier

+ Elites +

Fire Dragons [5 PL, 105pts]
. 4x Fire Dragon
. Fire Dragon Exarch: Firepike

Wraithlord [8 PL, 145pts]: Bright Lance, Ghostglaive, Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

Wraithlord [8 PL, 145pts]: Bright Lance, Ghostglaive, Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

Wraithlord [8 PL, 145pts]: Bright Lance, Ghostglaive, Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

+ Heavy Support +

Falcon [9 PL, 175pts]: Bright Lance, Crystal Targeting Matrix, Shuriken Cannon

+ Dedicated Transport +

Wave Serpent [8 PL, 180pts]: Crystal Targeting Matrix, Shuriken Cannon, Twin Bright Lance

++ Total: [107 PL, 9CP, 1,996pts] ++

Created with BattleScribe



Looks good, I think I favour going with just swords on my lords and distraction carnifexing them up the board to help keep other heavy backfield stuff safer by giving them three wraithlord's to deal with.


Automatically Appended Next Post:
 peteralmo wrote:
Been looking over the far flung craftworlds, has anyone thought of pairing Children of Khaine with Vengeful and leaning into high volume melee units, namely scorpions and banshees?
Spoiler:
Army-wide exploding 6's and +1 damage on 6's to wound seems really powerful with those two units, taking multiple units of each. Scorpions already have in-built exploding 6's, so now every natural six is two additional attacks, those extra attacks all give chances for 6's on wounds which is +1 damage. Doing something like 20-30 scorpions and 10-20 banshees could be really brutal; just back them up with defensive board control units like nightspinners, rangers, wraithlords etc. It's probably not top tier, but against mid-level competition it could be pretty devastating.


I think it's quite interesting but I think that it might be worth sticking with vengeful and taking the reroll advance/charge trait to help get the units into combat in the first place.


Automatically Appended Next Post:
https://www.warhammer-community.com/

Great news on the autarch, unless I'm missing something you can now do a fully customisable autarch with whatever crazy load out you want.


Codex Aeldari: No longer a dying race! @ 2022/03/15 18:43:10


Post by: Insularum


peteralmo wrote:Been looking over the far flung craftworlds, has anyone thought of pairing Children of Khaine with Vengeful and leaning into high volume melee units, namely scorpions and banshees?
Yeah I like the look of Vengeful/Children of Khaine too - mainly as a lot of the shooting units I'm considering don't really need much support so I can focus on melee traits. One thing I really like about this combo is that even characters can get some mileage out of it, an Autarch with firesabre and mandiblasters ends up getting 2 benefits from either the hit or wound roll - so any spare strands of fate really make a difference.



Codex Aeldari: No longer a dying race! @ 2022/03/15 19:19:52


Post by: Galef


I really like Hail of Doom. I was already taking lots of Shuriken weapons before and the cannon being Dmg2 makes me want to run even more.
It's a subtle thing and makes for less dice rolling (get that 6 to hit and no need to roll futher)
But I'm torn on what to pair it with. Expert Crafters, even nerfed, is still a good all-round trait but I also like Headstrong for my Autarch and 2x5 Spears.

I'm leaning more toward Expert Crafters as only having a few melee units isn't getting the most put of Hesdstrong. Plus, I can always use Strands of Fate to guarantee a few charges here or there.

-


Codex Aeldari: No longer a dying race! @ 2022/03/15 19:48:33


Post by: Stoni42


 Galef wrote:
I really like Hail of Doom. I was already taking lots of Shuriken weapons before and the cannon being Dmg2 makes me want to run even more.
It's a subtle thing and makes for less dice rolling (get that 6 to hit and no need to roll futher)
But I'm torn on what to pair it with.

-


What about Masterful Shots or Mobile Figthers (which seems to appear in combo with Hail of Doom in more recent mech-based lists)?

Bye,
Stoni


Codex Aeldari: No longer a dying race! @ 2022/03/15 20:46:21


Post by: Argive


Scoundrel80 wrote:
 Argive wrote:
All this talk of core wraithlords just made me creative juices flowing.

This is the list im looking to play for my first dex game. All my wraith boys are magnetised so I can use whatever loadout.

Probably needs some refinemnt. Also on battle scribe it doesnt seem to allow for a second warlord trait so the cp doesnt reflect.. so will be starting with 7.. not sure if this will be an issue.

I think its looking very strong.

Spoiler:

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [52 PL, 12CP, 931pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Eldrad Ulthran [8 PL, 145pts]: 2. Doom, 3. Fortune, 5. Focus Will, Ulthwe: Fate Reader, Warlord

+ Troops +

Guardian Defenders [10 PL, 240pts]
. 20x Guardian Defender: 20x Plasma Grenades, 20x Shuriken Catapult
. Guardian Heavy Weapons Platform: Bright Lance
. Guardian Heavy Weapons Platform: Bright Lance

+ Elites +

Dire Avengers [6 PL, 130pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Stand Firm, Two Avenger Shuriken Catapults

Shadow Spectres [12 PL, 156pts]
. 5x Shadow Spectre: 5x Plasma Grenades, 5x Prism Rifle
. Shadow Spectre Exarch

+ Heavy Support +

Wraithseer [8 PL, 130pts]: 1. Fateful Divergence, 5. Quicken/Restrain, Bright Lance

Wraithseer [8 PL, 130pts]: 1. Fateful Divergence, 4. Protect/Jinx, Bright Lance

++ Vanguard Detachment -3CP (Aeldari - Craftworlds) [55 PL, -3CP, 1,065pts] ++

+ Configuration +

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost [-3CP]

+ HQ +

Autarch [5 PL, 100pts]: 3: Falcon's Swiftness, Howling Banshee Mask, Reaper Launcher, Star Glaive, Warlord
. Faolchu's Wing

Spiritseer [4 PL, 70pts]: 1. Fateful Divergence, 5. Quicken/Restrain, Shuriken Pistol
. The Ghosthelm of Alishazier

+ Elites +

Fire Dragons [5 PL, 105pts]
. 4x Fire Dragon
. Fire Dragon Exarch: Firepike

Wraithlord [8 PL, 145pts]: Bright Lance, Ghostglaive, Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

Wraithlord [8 PL, 145pts]: Bright Lance, Ghostglaive, Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

Wraithlord [8 PL, 145pts]: Bright Lance, Ghostglaive, Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

+ Heavy Support +

Falcon [9 PL, 175pts]: Bright Lance, Crystal Targeting Matrix, Shuriken Cannon

+ Dedicated Transport +

Wave Serpent [8 PL, 180pts]: Crystal Targeting Matrix, Shuriken Cannon, Twin Bright Lance

++ Total: [107 PL, 9CP, 1,996pts] ++

Created with BattleScribe



I like it. would probably cut the firedragons, though. you have plenty of dam dealers, right?


To be fair if id rather take a blob of banshees and tweak the point maybe but I just dont have the models quite ready


Codex Aeldari: No longer a dying race! @ 2022/03/15 21:55:10


Post by: kingheff


 Galef wrote:
I really like Hail of Doom. I was already taking lots of Shuriken weapons before and the cannon being Dmg2 makes me want to run even more.
It's a subtle thing and makes for less dice rolling (get that 6 to hit and no need to roll futher)
But I'm torn on what to pair it with. Expert Crafters, even nerfed, is still a good all-round trait but I also like Headstrong for my Autarch and 2x5 Spears.

I'm leaning more toward Expert Crafters as only having a few melee units isn't getting the most put of Hesdstrong. Plus, I can always use Strands of Fate to guarantee a few charges here or there.

-


I think masterful shots is probably the best option, taking away the cover bonus on things like crisis suits and Custodes can really help the normal -1 ap sting


Codex Aeldari: No longer a dying race! @ 2022/03/15 22:06:34


Post by: Scoundrel80


Radium wrote:
Scoundrel80 wrote:

no love for the prisms? I feel they could do work. I know they dont have rerolls, but between an autarch supplying 2 command rerolls, maybe a bieltan/ulthwe reroll and strands I think well be fine.


They look really good on paper, but I always run out of points in my lists. I feel you need two to have access to linked fire, and with upgrades you're looking at 350 pts, that I'd rather spend on more aspects right now. I'm definitely tempted to run a mech ulthwé list some time though, just to see what that does. 2 prisms, 2 spinners, some wraithlords, and a falcon (maybe a lynx?) could put a good amount of hurt.


yeah, I haven't used them yet either. but I too have a strands heavy ulthwe mech'ish list that I desperately want to run.

Spoiler:


++ Patrol Detachment 0CP (Aeldari - Craftworlds) [62 PL, 11CP, 1,145pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Autarch Skyrunner [5 PL, -1CP, 100pts]: 6: Seer of the Shifting Vector, Laser Lance, Stratagem: Champion of the Aeldari

Eldrad Ulthran [8 PL, 145pts]: 1. Guide, 3. Fortune, 5. Focus Will, Ulthwe: Fate Reader, Warlord

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Wraithlord [8 PL, 140pts]: 2x Bright Lance, Shuriken Catapult, Shuriken Catapult

Wraithlord [8 PL, 140pts]: 2x Bright Lance, Shuriken Catapult, Shuriken Catapult

+ Fast Attack +

Shining Spears [11 PL, 235pts]
. 5x Shining Spear: 5x Laser Lance, 5x Twin Shuriken Catapult
. Shining Spear Exarch: Expert Lancers, Laser Lance, Shimmershield, Twin Shuriken Catapult

+ Heavy Support +

Falcon [9 PL, 150pts]: Shuriken Cannon, Shuriken Cannon

Fire Prism [9 PL, 170pts]: Twin Shuriken Catapult, Vectored Engines

++ Patrol Detachment -2CP (Aeldari - Craftworlds) [49 PL, -2CP, 852pts] ++

+ Configuration +

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost [-2CP]

+ HQ +

Farseer Skyrunner [6 PL, 120pts]: 2. Doom, 4. Executioner, Shuriken Pistol, Witchblade
. The Weeping Stones

+ Troops +

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

+ Elites +

Dire Avengers [7 PL, 82pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Stand Firm, Two Avenger Shuriken Catapults

Warlock Skyrunners [3 PL, 60pts]: 4. Protect/Jinx
. Warlock Skyrunner: Shuriken Pistol, Witchblade

+ Fast Attack +

Swooping Hawks [5 PL, 105pts]
. 4x Swooping Hawk: 4x Lasblaster
. Swooping Hawk Exarch: Lasblaster, Suppressing Fire

+ Heavy Support +

Fire Prism [9 PL, 170pts]: Twin Shuriken Catapult, Vectored Engines

War Walkers [15 PL, 225pts]
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher

++ Total: [111 PL, 9CP, 1,997pts] ++



the war walkers could be a lynx, but I dont own one. Could be a crimson hunter exarch too. hmm. idk if they are good now. or a falcon plus another squad of DA, actually. Just went with with WW for the 6d6 s4 -1 blast option for crowd control.



Automatically Appended Next Post:
argh, I just realize that scorpions dont have deep strike innately now. Ive read a lot about the phantasm trick where you set them up super offensively and then, if you dont get first turn, put them deep strike with that. it never came up in my 2 games with scorpions but I figured that meant they had deep strike built in.

Does this mean, if you want to do that, you pay 2 cp for phantasm and then another cp to put them in normal reserves or use the strat? thats rather steep, id say. Or is that option (to put stuff in reserve) included in the phantasm strats price of 2 cp?


Codex Aeldari: No longer a dying race! @ 2022/03/15 22:18:56


Post by: Argive


Any FW units that are decent in tje new paradigm? I dont have the actuak FW book apart from data sheets i own.
Hoping the wraithseer geys the -1d treatment


Codex Aeldari: No longer a dying race! @ 2022/03/16 12:38:01


Post by: Moosatronic Warrior


Scoundrel80 wrote:

argh, I just realize that scorpions dont have deep strike innately now. Ive read a lot about the phantasm trick where you set them up super offensively and then, if you dont get first turn, put them deep strike with that. it never came up in my 2 games with scorpions but I figured that meant they had deep strike built in.

Does this mean, if you want to do that, you pay 2 cp for phantasm and then another cp to put them in normal reserves or use the strat? thats rather steep, id say. Or is that option (to put stuff in reserve) included in the phantasm strats price of 2 cp?


You can put them in reserve with phantasm without spending any extra CP.
I've been deploying Scorpions aggressively along with a unit of rangers to RND in one of my opponents quarters. If I go first the Scorps charge and I get a difficult RND out of the way. If I go second I Phantasm the Rangers into reserve to RND later, and the scorps redeploy or go in reserve too.

This way I feel like Phantasm only costs 1CP, because I would have been paying 1CP to reserve the Rangers anyway.





Codex Aeldari: No longer a dying race! @ 2022/03/16 15:10:12


Post by: Leth


Yeah, deploy aggressive and phantasm if going second allows you to potentially force them to do a redeploy first while your units are still in place.


Codex Aeldari: No longer a dying race! @ 2022/03/16 17:24:21


Post by: wuestenfux


All this talk of core wraithlords just made me creative juices flowing.

Wraithlords are pretty underwhelming during all the editions.
Too slow, too less damage output, to less dang for the bucks.


Codex Aeldari: No longer a dying race! @ 2022/03/17 08:00:05


Post by: Argive


 wuestenfux wrote:
All this talk of core wraithlords just made me creative juices flowing.

Wraithlords are pretty underwhelming during all the editions.
Too slow, too less damage output, to less dang for the bucks.


Yeah but they are cool as hell....
So going to make it work.


Codex Aeldari: No longer a dying race! @ 2022/03/17 12:21:23


Post by: wuestenfux


 Argive wrote:
 wuestenfux wrote:
All this talk of core wraithlords just made me creative juices flowing.

Wraithlords are pretty underwhelming during all the editions.
Too slow, too less damage output, to less dang for the bucks.


Yeah but they are cool as hell....
So going to make it work.

Elsewhere I found the idea of Thicc (CW) City with 15 Wraithguard, 2 Wraithlord accompanied by a Seer Council which push forward through the center.


Codex Aeldari: No longer a dying race! @ 2022/03/17 13:02:40


Post by: Tyranid Horde


 wuestenfux wrote:
All this talk of core wraithlords just made me creative juices flowing.

Wraithlords are pretty underwhelming during all the editions.
Too slow, too less damage output, to less dang for the bucks.


Considering a list got a good placing running two of them last weekend, you may need to change that statement! Core, -1D and the options they can take put them well within the realms of comparisons to Dreadnoughts. Access to a tough body that can benefit from the range of psychic powers on offer is nothing to sniff at, and the toughness and damage output really makes them worth killing and distracts from squishier units that you need to score points.

On that note (I swear I posted last night but it seems to have gone missing), here is a list that is an evolution from my last Webway Warriors/Hail of Doom list, using two Lords in place of War Walkers and some infantry. Went for a Vanguard and a Patrol to access extra psychic support and an additional elite, while taking a guardian bomb for some turn 3 shenanigans. Light on ObSec, but I do feel Eldar lists can shoot things off objectives much more efficiently now. The Night Spinner adds to that fun, and while two is optimal, I think one is a decent tech.

Webway Warriors benefits quite well with Phantasm allowing me to lift units like the Scorpions from Advanced Positions if I don't get turn one and also allows me to feed in new units for Engage and/or Nachmund. Warp Spiders and Swooping Hawks will innately proc Webway Warriors so I think this is a pretty reasonable second pick after Hail of Doom.

The list is a wee bit strapped for CP, starting on 9 is fine but after Webway Strike and Phantasm, there isn't much space for strats other than Bladestorm, Lightning Fast and Martial Citizenry. Seer of the Shifting Vector might help gain one back and I think I may replace a power with Fateful Divergence for more utility.

Thoughts are welcome! I've been enjoying this kind of list over Ulthwe or Biel-Tan, but I know they are also strong options.

++ Vanguard Detachment -3CP (Aeldari - Craftworlds) [88 PL, 9CP, 1,574pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute
. Far-Flung Craftworld: Hail of Doom, Webway Warriors

Detachment Command Cost [-3CP]

Gametype: Matched

The Path of War

+ HQ +

Baharroth [7 PL, 140pts]

Farseer Skyrunner [6 PL, 120pts]: 2. Doom, 5. Will of Asuryan, Shuriken Pistol, Witchblade
. Sunstorm

+ Elites +

Dire Avengers [6 PL, 72pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Striking Scorpions [9 PL, 122pts]
. 5x Striking Scorpion: 5x Mandiblasters, 5x Scorpion Chainsword, 5x Shuriken Pistol
. Striking Scorpion Exarch: Biting Blade, Crushing Blows

Warlock Skyrunners [3 PL, 60pts]: 4. Protect/Jinx
. Warlock Skyrunner: Shuriken Pistol, Witchblade

Wraithlord [8 PL, 155pts]: 2x Bright Lance, Ghostglaive, Shuriken Catapult, Shuriken Catapult

+ Fast Attack +

Swooping Hawks [4 PL, 90pts]
. 4x Swooping Hawk: 4x Lasblaster
. Swooping Hawk Exarch: Lasblaster

Warp Spiders [9 PL, 145pts]
. 5x Warp Spider: 5x Death Spinner
. Warp Spider Exarch: Two Death Spinners & Powerblades, Web of Deceit

+ Heavy Support +

Night Spinner [8 PL, 150pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

+ Dedicated Transport +

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [21 PL, 425pts] ++

+ Configuration +

Craftworld Attribute
. Far-Flung Craftworld: Hail of Doom, Webway Warriors

Detachment Command Cost

+ HQ +

Farseer [5 PL, 90pts]: 1. Guide, 3. Fortune, Shuriken Pistol, Warlord, Witchblade

+ Troops +

Guardian Defenders [8 PL, 180pts]
. 20x Guardian Defender: 20x Plasma Grenades, 20x Shuriken Catapult

+ Elites +

Wraithlord [8 PL, 155pts]: 2x Bright Lance, Ghostglaive, Shuriken Catapult, Shuriken Catapult

++ Total: [109 PL, 9CP, 1,999pts] ++


Codex Aeldari: No longer a dying race! @ 2022/03/17 14:14:28


Post by: The Red Hobbit


 wuestenfux wrote:

Elsewhere I found the idea of Thicc (CW) City with 15 Wraithguard, 2 Wraithlord accompanied by a Seer Council which push forward through the center.


What's the advantage in running Seer Council for this instead of Spiritseers? Seer Council is lacking character protection so they'd get blasted pretty quickly wouldn't they?


Codex Aeldari: No longer a dying race! @ 2022/03/17 14:37:23


Post by: kingheff


 Argive wrote:
 wuestenfux wrote:
All this talk of core wraithlords just made me creative juices flowing.

Wraithlords are pretty underwhelming during all the editions.
Too slow, too less damage output, to less dang for the bucks.


Yeah but they are cool as hell....
So going to make it work.


I think it's all about target saturation, if you present a couple of wraithlord's and nothing else tough as targets then it's highly unlikely that they survive.
If you have a couple of lords, a couple of wave serpents carrying aspects, a unit of wraithblades with axes etc as targets then the wraithlord's become much more survivable.


Automatically Appended Next Post:
@Tyranid horde

I think it's a great list but a couple of quibbles/questions.
Is webway warriors really worth it? It's not bad by any means but you've already got exploding 6's. Wouldn't the 5+++ Vs mortals or ignoring cover be more beneficial since they work on every turn?
Also, maybe the wraithlord's load outs could just be a couple of shuriken cannons? Doing that with both gets you 70 PTS so potentially a spirit seer or something else?


Codex Aeldari: No longer a dying race! @ 2022/03/17 15:22:29


Post by: wuestenfux


 The Red Hobbit wrote:
 wuestenfux wrote:

Elsewhere I found the idea of Thicc (CW) City with 15 Wraithguard, 2 Wraithlord accompanied by a Seer Council which push forward through the center.


What's the advantage in running Seer Council for this instead of Spiritseers? Seer Council is lacking character protection so they'd get blasted pretty quickly wouldn't they?


Indeed, the Council looses character protection so the buff to a Farseer disappears quickly.


Codex Aeldari: No longer a dying race! @ 2022/03/17 16:07:58


Post by: Argive


Yeah conclave points are terrible.

The conclave has sucked since i started 40k


Codex Aeldari: No longer a dying race! @ 2022/03/17 16:15:18


Post by: bullyboy


10 axe wraithguard plus sword wraithlord coming out of webway gate is a only a single CP. Or just go 3 wraithlords coming out webway for 1CP. At least you remove the slow aspect to them,


Codex Aeldari: No longer a dying race! @ 2022/03/17 16:16:33


Post by: Argive


 bullyboy wrote:
10 axe wraithguard plus sword wraithlord coming out of webway gate is a only a single CP. Or just go 3 wraithlords coming out webway for 1CP. At least you remove the slow aspect to them,


Gate worth the points?

Can it take 3 wraith nights ?


Codex Aeldari: No longer a dying race! @ 2022/03/17 17:01:45


Post by: Tyranid Horde


 kingheff wrote:

@Tyranid horde

I think it's a great list but a couple of quibbles/questions.
Is webway warriors really worth it? It's not bad by any means but you've already got exploding 6's. Wouldn't the 5+++ Vs mortals or ignoring cover be more beneficial since they work on every turn?
Also, maybe the wraithlord's load outs could just be a couple of shuriken cannons? Doing that with both gets you 70 PTS so potentially a spirit seer or something else?


My line of thinking was impact damage output, but I have run into the occasion where I don't roll the average amount of 6s and it can feel underwhelming. Having faced Crusher Stampede last weekend and Grey Knights and their mortal spam I am seriously considering the 5+++ vs mortals option. I am hesitant though as you'd then be running a not-so-good Ulthwe. I may give Masterful Shots a go, I saw your list and there's real merit in forcing more wounds with shuriken fire that doesn't auto-wound.

With Wraithlords I feel that the Bright Lances are the threat and makes the opponent choose between aspect warriors in serpents or a monster that will eventually hit your lines and pop shots out as it goes. With cannons I feel the threat level is much lower and with so much -1D in the game, cannons are not my favourite. Would be interested in other arguments, I was thinking of cheap cannon lords.


Codex Aeldari: No longer a dying race! @ 2022/03/17 18:11:04


Post by: kingheff


 Tyranid Horde wrote:
 kingheff wrote:

@Tyranid horde

I think it's a great list but a couple of quibbles/questions.
Is webway warriors really worth it? It's not bad by any means but you've already got exploding 6's. Wouldn't the 5+++ Vs mortals or ignoring cover be more beneficial since they work on every turn?
Also, maybe the wraithlord's load outs could just be a couple of shuriken cannons? Doing that with both gets you 70 PTS so potentially a spirit seer or something else?


My line of thinking was impact damage output, but I have run into the occasion where I don't roll the average amount of 6s and it can feel underwhelming. Having faced Crusher Stampede last weekend and Grey Knights and their mortal spam I am seriously considering the 5+++ vs mortals option. I am hesitant though as you'd then be running a not-so-good Ulthwe. I may give Masterful Shots a go, I saw your list and there's real merit in forcing more wounds with shuriken fire that doesn't auto-wound.

With Wraithlords I feel that the Bright Lances are the threat and makes the opponent choose between aspect warriors in serpents or a monster that will eventually hit your lines and pop shots out as it goes. With cannons I feel the threat level is much lower and with so much -1D in the game, cannons are not my favourite. Would be interested in other arguments, I was thinking of cheap cannon lords.

The wraithlord's load out is probably a question of preference, I like to keep 'em cheap.
I look at it as you get the best part of ulthwe with a big damage boost by focusing on shuriken fire. Masterful shots gives you an all out aggressive boost, the 5+++ gives you a bit of both.


Codex Aeldari: No longer a dying race! @ 2022/03/17 21:14:20


Post by: The Red Hobbit


Wraithlord loadouts really depend on the target saturation in your army. If they are the only brightlance or high Strength/dmg platform in your army they're going to get nuked early on. If you have multiple sources they may get ignored for a bit, especially if they are footslogging up the board.

I think twin-bright lances is a solid choice as long as you have something that hits the midfield quickly like a wave serpent full of fire dragons or wraith guards.

I do wonder if there's a place for massed vipers with bright lances when dealing with Crusher Stampede.


Codex Aeldari: No longer a dying race! @ 2022/03/17 21:25:04


Post by: Scoundrel80


 Tyranid Horde wrote:
 wuestenfux wrote:
All this talk of core wraithlords just made me creative juices flowing.

Wraithlords are pretty underwhelming during all the editions.
Too slow, too less damage output, to less dang for the bucks.


Considering a list got a good placing running two of them last weekend, you may need to change that statement! Core, -1D and the options they can take put them well within the realms of comparisons to Dreadnoughts. Access to a tough body that can benefit from the range of psychic powers on offer is nothing to sniff at, and the toughness and damage output really makes them worth killing and distracts from squishier units that you need to score points.

On that note (I swear I posted last night but it seems to have gone missing), here is a list that is an evolution from my last Webway Warriors/Hail of Doom list, using two Lords in place of War Walkers and some infantry. Went for a Vanguard and a Patrol to access extra psychic support and an additional elite, while taking a guardian bomb for some turn 3 shenanigans. Light on ObSec, but I do feel Eldar lists can shoot things off objectives much more efficiently now. The Night Spinner adds to that fun, and while two is optimal, I think one is a decent tech.

Webway Warriors benefits quite well with Phantasm allowing me to lift units like the Scorpions from Advanced Positions if I don't get turn one and also allows me to feed in new units for Engage and/or Nachmund. Warp Spiders and Swooping Hawks will innately proc Webway Warriors so I think this is a pretty reasonable second pick after Hail of Doom.

The list is a wee bit strapped for CP, starting on 9 is fine but after Webway Strike and Phantasm, there isn't much space for strats other than Bladestorm, Lightning Fast and Martial Citizenry. Seer of the Shifting Vector might help gain one back and I think I may replace a power with Fateful Divergence for more utility.

Thoughts are welcome! I've been enjoying this kind of list over Ulthwe or Biel-Tan, but I know they are also strong options.

++ Vanguard Detachment -3CP (Aeldari - Craftworlds) [88 PL, 9CP, 1,574pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute
. Far-Flung Craftworld: Hail of Doom, Webway Warriors

Detachment Command Cost [-3CP]

Gametype: Matched

The Path of War

+ HQ +

Baharroth [7 PL, 140pts]

Farseer Skyrunner [6 PL, 120pts]: 2. Doom, 5. Will of Asuryan, Shuriken Pistol, Witchblade
. Sunstorm

+ Elites +

Dire Avengers [6 PL, 72pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Striking Scorpions [9 PL, 122pts]
. 5x Striking Scorpion: 5x Mandiblasters, 5x Scorpion Chainsword, 5x Shuriken Pistol
. Striking Scorpion Exarch: Biting Blade, Crushing Blows

Warlock Skyrunners [3 PL, 60pts]: 4. Protect/Jinx
. Warlock Skyrunner: Shuriken Pistol, Witchblade

Wraithlord [8 PL, 155pts]: 2x Bright Lance, Ghostglaive, Shuriken Catapult, Shuriken Catapult

+ Fast Attack +

Swooping Hawks [4 PL, 90pts]
. 4x Swooping Hawk: 4x Lasblaster
. Swooping Hawk Exarch: Lasblaster

Warp Spiders [9 PL, 145pts]
. 5x Warp Spider: 5x Death Spinner
. Warp Spider Exarch: Two Death Spinners & Powerblades, Web of Deceit

+ Heavy Support +

Night Spinner [8 PL, 150pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

+ Dedicated Transport +

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [21 PL, 425pts] ++

+ Configuration +

Craftworld Attribute
. Far-Flung Craftworld: Hail of Doom, Webway Warriors

Detachment Command Cost

+ HQ +

Farseer [5 PL, 90pts]: 1. Guide, 3. Fortune, Shuriken Pistol, Warlord, Witchblade

+ Troops +

Guardian Defenders [8 PL, 180pts]
. 20x Guardian Defender: 20x Plasma Grenades, 20x Shuriken Catapult

+ Elites +

Wraithlord [8 PL, 155pts]: 2x Bright Lance, Ghostglaive, Shuriken Catapult, Shuriken Catapult

++ Total: [109 PL, 9CP, 1,999pts] ++



I really like this list, but I would lose web way warriors. its strong and all, but I simply dont see it kicking in often enough. or does it do work?




Automatically Appended Next Post:
Here is my ulthwe strands list. I've tried working out a few lists. my first build leant into fire dragons in a falcon and scorpions doing phantasm shenanigans if they didn't get first. much more of and alpha list. this is more toned down in ralation to pure damage output, but it Plays the mission way better. It can harass with suppressive fire, will of Assyrian and stuff like that. the list is very resilient through 5+++ vs mw's, 6++ and heavy focus on strands. its good in the psychic phase and packs a mw machine in the doom seer to compensate for the lack of firepower compared to my first iteration.

Spoiler:

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [110 PL, 11CP, 2,014pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Selection: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Baharroth [7 PL, 140pts]

Eldrad Ulthran [8 PL, 145pts]: 3. Fortune, 5. Guide, 5. Will of Asuryan, Ulthwe: Fate Reader, Warlord

Farseer Skyrunner [6 PL, -1CP, 120pts]: 2. Doom, 4. Executioner, 6: Seer of the Shifting Vector, Shuriken Pistol, Stratagem: Champion of the Aeldari, Witchblade
. The Weeping Stones

+ Troops +

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [7 PL, 82pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Stand Firm, Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 72pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Howling Banshees [9 PL, 195pts]
. 9x Howling Banshee: 9x Banshee Blade, 9x Shuriken Pistol
. Howling Banshee Exarch: Mirrorswords, Piercing Strikes

Warlock Skyrunners [3 PL, 60pts]: 4. Protect/Jinx
. Warlock Skyrunner: Witchblade

+ Fast Attack +

Shining Spears [11 PL, 235pts]
. 5x Shining Spear: 5x Laser Lance, 5x Twin Shuriken Catapult
. Shining Spear Exarch: Expert Lancers, Laser Lance, Shimmershield, Shuriken Cannon

Swooping Hawks [5 PL, 105pts]
. 4x Swooping Hawk: 4x Lasblaster
. Swooping Hawk Exarch: Lasblaster, Suppressing Fire

Warp Spiders [10 PL, 130pts]
. 5x Warp Spider: 5x Death Spinner
. Warp Spider Exarch: Two Death Spinners & Powerblades

+ Heavy Support +

Falcon [9 PL, 160pts]: Crystal Targeting Matrix, Shuriken Cannon, Shuriken Cannon

Falcon [9 PL, 175pts]: Bright Lance, Crystal Targeting Matrix, Shuriken Cannon

+ Dedicated Transport +

Wave Serpent [8 PL, 150pts]: Shuriken Cannon, Twin Shuriken Cannon

++ Total: [110 PL, 11CP, 1,999pts] ++




my question here is; would it make sense to swop guide on eldrad for focus will? that way I could setup a super smite on a +2 every turn on the doom seer followed by executioner. I mean, theres really only one good guide target (or at least only one amazing one) in the list and thats the spears. also, focus will would make doom every turn a lot more reliable. He usually ends up casting three with the strat so I feel its ok to lean into focus will, maybe? guide is just so good, though.

btw this list performs very well. its well rounded, decent shooting, two very brutal melee threats and an amazing cp-economy. has speed too and scores very well.

(edited a thousand times for spelling)


Codex Aeldari: No longer a dying race! @ 2022/03/17 22:44:57


Post by: Tyranid Horde


@Scoundrel80 So Webway Warriors will proc off of Warp Spiders, Swooping Hawks, Guardians and the additional units I put in strat reserves through phantasm. My older list worked off of it more as I had a Falcon and jetbikes from reserve so there were more procs but even at this level I don't think it is too bad.

Just a comment on your list too, my first Ulthwe list was quite similar to what you're running now and I felt it was fine but a bit scattered. Your list is sharper than mine but I do feel strands isn't worth leaning on and more of a nice to have. Just my two cents though.


@TheRedHobbit my wraithlords have lances so they're a deliberate target that takes away from my shuriken units while still offering a portion of strong anti-tank instead of forcing wounds with small arms fire.


Codex Aeldari: No longer a dying race! @ 2022/03/18 02:45:50


Post by: The Red Hobbit


Yeah I think lance Wraithlords are an excellent choice. Have you had a chance to play them with a hail of doom shuriken list?

I haven't gotten a game in yet with hail of doom but I'm looking forward to it.


Codex Aeldari: No longer a dying race! @ 2022/03/18 12:09:35


Post by: Moosatronic Warrior


Scoundrel80 wrote:


Here is my ulthwe strands list. I've tried working out a few lists. my first build leant into fire dragons in a falcon and scorpions doing phantasm shenanigans if they didn't get first. much more of and alpha list. this is more toned down in ralation to pure damage output, but it Plays the mission way better. It can harass with suppressive fire, will of Assyrian and stuff like that. the list is very resilient through 5+++ vs mw's, 6++ and heavy focus on strands. its good in the psychic phase and packs a mw machine in the doom seer to compensate for the lack of firepower compared to my first iteration.

Spoiler:

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [110 PL, 11CP, 2,014pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Selection: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Baharroth [7 PL, 140pts]

Eldrad Ulthran [8 PL, 145pts]: 3. Fortune, 5. Guide, 5. Will of Asuryan, Ulthwe: Fate Reader, Warlord

Farseer Skyrunner [6 PL, -1CP, 120pts]: 2. Doom, 4. Executioner, 6: Seer of the Shifting Vector, Shuriken Pistol, Stratagem: Champion of the Aeldari, Witchblade
. The Weeping Stones

+ Troops +

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [7 PL, 82pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Stand Firm, Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 72pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Howling Banshees [9 PL, 195pts]
. 9x Howling Banshee: 9x Banshee Blade, 9x Shuriken Pistol
. Howling Banshee Exarch: Mirrorswords, Piercing Strikes

Warlock Skyrunners [3 PL, 60pts]: 4. Protect/Jinx
. Warlock Skyrunner: Witchblade

+ Fast Attack +

Shining Spears [11 PL, 235pts]
. 5x Shining Spear: 5x Laser Lance, 5x Twin Shuriken Catapult
. Shining Spear Exarch: Expert Lancers, Laser Lance, Shimmershield, Shuriken Cannon

Swooping Hawks [5 PL, 105pts]
. 4x Swooping Hawk: 4x Lasblaster
. Swooping Hawk Exarch: Lasblaster, Suppressing Fire

Warp Spiders [10 PL, 130pts]
. 5x Warp Spider: 5x Death Spinner
. Warp Spider Exarch: Two Death Spinners & Powerblades

+ Heavy Support +

Falcon [9 PL, 160pts]: Crystal Targeting Matrix, Shuriken Cannon, Shuriken Cannon

Falcon [9 PL, 175pts]: Bright Lance, Crystal Targeting Matrix, Shuriken Cannon

+ Dedicated Transport +

Wave Serpent [8 PL, 150pts]: Shuriken Cannon, Twin Shuriken Cannon

++ Total: [110 PL, 11CP, 1,999pts] ++




my question here is; would it make sense to swop guide on eldrad for focus will? that way I could setup a super smite on a +2 every turn on the doom seer followed by executioner. I mean, theres really only one good guide target (or at least only one amazing one) in the list and thats the spears. also, focus will would make doom every turn a lot more reliable. He usually ends up casting three with the strat so I feel its ok to lean into focus will, maybe? guide is just so good, though.

btw this list performs very well. its well rounded, decent shooting, two very brutal melee threats and an amazing cp-economy. has speed too and scores very well.

(edited a thousand times for spelling)


I like this list, it's along the lines of what I've been running. A few suggestions based on my experiences:

I think Banshees work better as two units of 5 (one with Piercing Strikes, one Nerve Shredding with the relic). This way they trade up much better when you launch them into the enemy.

Psychic powers: Definitely get Focus Will in, but don't drop Guide! I'd actually drop fortune off Eldrad for it. Don't try and make T3 1W models tanky, just max killiness by guaranteeing Doom and Guide.

Also drop the Weeping Stone off your Farseer and Take the Ulthwe Helm instead. Take Crushing Orb as the bonus power from it. Now your Farseer can get +2 to cast off Eldrad, spend a CP for 3 casts, and do Smite, Executioner, Crushing Orb to pile on the mortals.

I like the Weeping Stone if I've got a spare Relic slot, but it's a bit of a luxury when you've already got 2 fate dice rerolls from farseers -effectively taking you from 8 attempts to get what you want, up to 9, which is minor. You could give this to your Warlock Skyrunner though.

Finally, as you've got Baharroth, Eldrad, and Swooping Hawks you could try and retool a lot of your units to make them your To The Last picks. I go back and forth on this with my lists. Those 3 as TTL is incredibly strong, but does mean you can't upgrade your vehicles, have to split your Banshees, only take 3 Spears, and take Extra Hawks.




Codex Aeldari: No longer a dying race! @ 2022/03/18 17:02:56


Post by: Scoundrel80


Damn, Thanks a ton. Super good points. I want the Stones, though. Anything to manipulate those strands.


Automatically Appended Next Post:
About strands: i feel that mechanic is being regarded as a somewhat random win more bonus. I dont agree. I feel its a decisive tool in so many clutch situations. Yeah, you dont have complete control over what you get. But you Can deffinetely manipulate the final result in a certain direction the list needs to be able to branch out every now and then and modify the strategy of a turn. and if your build is constructed with that in mind strands just makes the moves you do much more efficient. I feel the mechanic calls for all round generalist builds and makes that archetype (that i feel is often weaker than more fokused and even skewed lists) a bit stronger. The generalist build can see what strands it gets and then aim at solving the turns problems whit assets that fit those sixes. My build can do that. I have a few mobile charge threats that can benefit from adv/charge strands, strong Psykers that can benifit from those and some hard shots each turn that can make those hit and wound sixes count. And saves is what it’s all about. Those sixes win games.

I’m not saying it’s perfect. But it works and it’s fun to play. Makes you think


Codex Aeldari: No longer a dying race! @ 2022/03/19 21:58:33


Post by: Niiru


Anyone have any thoughts of warithlords vs wraithseers?


Codex Aeldari: No longer a dying race! @ 2022/03/20 00:54:13


Post by: bullyboy


So I happen to have 3 vypers sitting around, plus 3 warwalkers that need to be done. Trying to decide on best weapon loadouts.

For the vypers, I figured if i wanted shuricannons I'd just take jetbikes. Same with scatterlasers (although shroud runners also enter the picture)

That leaves starcannon (underperformer), AML and brightlance.
The AML does give a bit of duality, but does neither job well. A lance is interesting as a single vyper can't be fully ignored. I know there are better platforms for all these weapons, but I've been sitting on these kits for years.

As for the warwalker, that's more interesting. I do like dual scatters for some dakka, but also think lance/AML is not too shabby either. Actually tempted to make them multi-threat and just mix and match the scatter, AML and lance.

Thoughts?


Codex Aeldari: No longer a dying race! @ 2022/03/20 01:13:01


Post by: Nevelon


Magnets.

The vyper cost the same as 2 windrider bikes, but gets more T and W, at the downside of being more susceptible to multi damage weapons. Vehicle, so pros/cons to that vs. being a bike. Without the ability to replace the chin gun you can’t make a mono-weapon build anymore, but if you were the sort of person to mix guns in a bike squad, they do that. Just a little more condensed. And by using the cheep options you keep the unit price down. How expensive do you want to go on a T5 6W model?

War walkers are more expensive but more rugged. The main question there is what kind of firepower do you need in your list?


Codex Aeldari: No longer a dying race! @ 2022/03/20 13:13:20


Post by: Argive


I think for our dual heavy weapon units (Ww/Wl/vyper) I think you can build incredible amount of duality by stacking everything with BL/scat lazor

Msu with either biel tan or ulthwe puts us in a very similar paradigm to msu expert crafters. We have lost the reliability but the sheer stopping power of BL more than makes up for it imo.


Codex Aeldari: No longer a dying race! @ 2022/03/20 17:31:22


Post by: bullyboy


 Argive wrote:
I think for our dual heavy weapon units (Ww/Wl/vyper) I think you can build incredible amount of duality by stacking everything with BL/scat lazor

Msu with either biel tan or ulthwe puts us in a very similar paradigm to msu expert crafters. We have lost the reliability but the sheer stopping power of BL more than makes up for it imo.


Vyper is no longer dual hvy weapon. Underslung has to be twin cats now.

As an aside, I'm on a bit of an autarch kick right now, just waiting for another winged model to come in to make a few more.

Currently have...

Yriel

Autarch (Iyanden) glaive, reaper launcher, aegis of eldanesh, enduring resolve.
This guy has a 2+/4++/5+++ with -1D and dropping AP of -1/-2 by 1. Funny having a tanky T3 model, lol.

Autarch, banshee blade, deathspinner, wings, mandiblasters, shard of anaris, maybe mark of incomparable hunter for possible MWs.
More of my shredder, deathspinner to soften first, then 9-11 attacks (only S4 though) with 6s to wound causing 1MW in addition.

Going to also make...
Autarch, glaive, reaper launcher, mandiblasters (basically the codex cover model), not sure on traits yet.

Autarch, glaive, fusion gun, banshee mask, Also not sure on traits.



Codex Aeldari: No longer a dying race! @ 2022/03/20 18:28:50


Post by: Niiru


 bullyboy wrote:
 Argive wrote:
I think for our dual heavy weapon units (Ww/Wl/vyper) I think you can build incredible amount of duality by stacking everything with BL/scat lazor

Msu with either biel tan or ulthwe puts us in a very similar paradigm to msu expert crafters. We have lost the reliability but the sheer stopping power of BL more than makes up for it imo.


Vyper is no longer dual hvy weapon. Underslung has to be twin cats now.

As an aside, I'm on a bit of an autarch kick right now, just waiting for another winged model to come in to make a few more.

Currently have...

Yriel

Autarch (Iyanden) glaive, reaper launcher, aegis of eldanesh, enduring resolve.
This guy has a 2+/4++/5+++ with -1D and dropping AP of -1/-2 by 1. Funny having a tanky T3 model, lol.

Autarch, banshee blade, deathspinner, wings, mandiblasters, shard of anaris, maybe mark of incomparable hunter for possible MWs.
More of my shredder, deathspinner to soften first, then 9-11 attacks (only S4 though) with 6s to wound causing 1MW in addition.

Going to also make...
Autarch, glaive, reaper launcher, mandiblasters (basically the codex cover model), not sure on traits yet.

Autarch, glaive, fusion gun, banshee mask, Also not sure on traits.



If you could only pick one HQ, what would it be?
Including farseers, of course lol.


Codex Aeldari: No longer a dying race! @ 2022/03/20 18:43:36


Post by: bullyboy


That's the problem, Eldar have great HQs.


Codex Aeldari: No longer a dying race! @ 2022/03/20 19:16:23


Post by: Argive


Im going to be running falochus wing/falcolns swiftness foot tarch with glaive and reaper launcher. (Might drop for fusion gun) havent decided if mandi blaster or banshee mask.

Auto advancing 20" foot model that can hide in a tank that deals mw over each unit he oves over together with eldrad, farseer, spirit seer and two wraithseers should mean i have MW for days


Codex Aeldari: No longer a dying race! @ 2022/03/20 19:33:26


Post by: Sarigar


 Argive wrote:
Im going to be running falochus wing/falcolns swiftness foot tarch with glaive and reaper launcher. (Might drop for fusion gun) havent decided if mandi blaster or banshee mask.

Auto advancing 20" foot model that can hide in a tank that deals mw over each unit he oves over together with eldrad, farseer, spirit seer and two wraithseers should mean i have MW for days


Of note, Falchou's Wing Mortal Wounds ability only affects a single unit the Autarch moved over, not multiple units. Not sure if that will change your build decision.


Codex Aeldari: No longer a dying race! @ 2022/03/20 21:11:25


Post by: Scoundrel80


Have you guys heard Jack harpster from aow put together his list on YouTube? Such good analysis. He is going for the strands ulthwe archetype that i have also toyed with. And he actually ends up with something very similar to my list. Except for the indirect. I focus on bright lances instead. Also, i hadbt thought about using quicken to help with psychic secondaries. Love his approach to list building.

https://m.youtube.com/watch?v=fnz3SEBTFzE


Codex Aeldari: No longer a dying race! @ 2022/03/21 05:03:38


Post by: Niiru


Am I right in the reading that if you add in a harlequins patrol into craftworlds, there's no way to get any relics or traits on the harlequins HQ?

Edit: I mean relics only. Traits you can get with the champions strat.


Codex Aeldari: No longer a dying race! @ 2022/03/21 05:57:56


Post by: DreadfullyHopeful


Niiru wrote:
Am I right in the reading that if you add in a harlequins patrol into craftworlds, there's no way to get any relics or traits on the harlequins HQ?

Edit: I mean relics only. Traits you can get with the champions strat.


Treasures of the Aeldari also works on clowns

But, on an other topic, I'm starting to think twice about Black Reapers as a heavy support choice. Been running some "trials" (same base size and stats but not having purchased the models ) against my brother running my Thousand Sons.

The Reapers are stuck at 5 per units and are really fragile and even hidden in a serpent once they are out they are quickly shot off the table. Plus the no moving and shooting without a -1 really hurts. You can guide them but it's a big investment. At least they are good with doom but I'd rather take a fire prism or a night spinner for a few more points (personal bias not withstanding ). Way more durable and can shoot through dense without any problem with the crystal targetting matrix.


Codex Aeldari: No longer a dying race! @ 2022/03/21 06:12:37


Post by: Niiru


 DreadfullyHopeful wrote:
Niiru wrote:
Am I right in the reading that if you add in a harlequins patrol into craftworlds, there's no way to get any relics or traits on the harlequins HQ?

Edit: I mean relics only. Traits you can get with the champions strat.


Treasures of the Aeldari also works on clowns




Except you can only select to give a harlequin relic, if your warlord is a harlequin.

So yes, you could pick your harlequin HQ to be the warlord, and then give your free relic plus a bonus one with the strat...

But then that just changes the question to "there's no way to give the craftworld detachment any relics?"


Codex Aeldari: No longer a dying race! @ 2022/03/21 06:14:09


Post by: Grimskul


 DreadfullyHopeful wrote:
Niiru wrote:
Am I right in the reading that if you add in a harlequins patrol into craftworlds, there's no way to get any relics or traits on the harlequins HQ?

Edit: I mean relics only. Traits you can get with the champions strat.


Treasures of the Aeldari also works on clowns

But, on an other topic, I'm starting to think twice about Black Reapers as a heavy support choice. Been running some "trials" (same base size and stats but not having purchased the models ) against my brother running my Thousand Sons.

The Reapers are stuck at 5 per units and are really fragile and even hidden in a serpent once they are out they are quickly shot off the table. Plus the no moving and shooting without a -1 really hurts. You can guide them but it's a big investment. At least they are good with doom but I'd rather take a fire prism or a night spinner for a few more points (personal bias not withstanding ). Way more durable and can shoot through dense without any problem with the crystal targetting matrix.


Dark Reapers definitely got the big nerf bat this time around in the codex. Between their price cost, the loss of their ability to ignore all modifiers for shooting and having to basically take an Exarch power to regain their old ability AND they don't have battle focus? Eldar have a lot more options shooting wise, so you can easily give them a pass.


Codex Aeldari: No longer a dying race! @ 2022/03/21 06:20:05


Post by: DreadfullyHopeful


Niiru wrote:
 DreadfullyHopeful wrote:
Niiru wrote:
Am I right in the reading that if you add in a harlequins patrol into craftworlds, there's no way to get any relics or traits on the harlequins HQ?

Edit: I mean relics only. Traits you can get with the champions strat.


Treasures of the Aeldari also works on clowns




Except you can only select to give a harlequin relic, if your warlord is a harlequin.

So yes, you could pick your harlequin HQ to be the warlord, and then give your free relic plus a bonus one with the strat...

But then that just changes the question to "there's no way to give the craftworld detachment any relics?"


Weird the "example army" section (p94) of the book says you can.


Codex Aeldari: No longer a dying race! @ 2022/03/21 06:43:33


Post by: kingheff


Scoundrel80 wrote:
Have you guys heard Jack harpster from aow put together his list on YouTube? Such good analysis. He is going for the strands ulthwe archetype that i have also toyed with. And he actually ends up with something very similar to my list. Except for the indirect. I focus on bright lances instead. Also, i hadbt thought about using quicken to help with psychic secondaries. Love his approach to list building.

https://m.youtube.com/watch?v=fnz3SEBTFzE


I also enjoyed this but I wonder if he's a bit light on AP. Volume of fire only gets you so far against things like Custodes with shields in cover, same for crisis suits in cover.
I'm also surprised that focus will doesn't seem more popular, a +2 on your most critical powers seems like an incredible buff.


Codex Aeldari: No longer a dying race! @ 2022/03/21 06:57:09


Post by: Niiru


 DreadfullyHopeful wrote:
Niiru wrote:
 DreadfullyHopeful wrote:
Niiru wrote:
Am I right in the reading that if you add in a harlequins patrol into craftworlds, there's no way to get any relics or traits on the harlequins HQ?

Edit: I mean relics only. Traits you can get with the champions strat.


Treasures of the Aeldari also works on clowns




Except you can only select to give a harlequin relic, if your warlord is a harlequin.

So yes, you could pick your harlequin HQ to be the warlord, and then give your free relic plus a bonus one with the strat...

But then that just changes the question to "there's no way to give the craftworld detachment any relics?"


Weird the "example army" section (p94) of the book says you can.



Interesting point, you're right, it does say that.

But the stratagem says otherwise -

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ASURYANI or HARLEQUINS
keyword. If your WARLORD has the HARLEQUINS keyword you can select one HARLEQUINS CHARACTER model from your army. If your
WARLORD has the ASURYANI keyword, you can select one ASURYANI CHARACTER model from your army.


If your warlord is Asuryani, you can only select an Asuryani.

But the example does say otherwise, so I wonder which of these is a GW typo.

I suspect (like many things in this book) this stratagem was originally written to be more flexible, but was nerfed before printing, and noone told the writer of the example page.


Codex Aeldari: No longer a dying race! @ 2022/03/21 07:01:12


Post by: DreadfullyHopeful


Niiru wrote:

Interesting point, you're right, it does say that.

But the stratagem says otherwise -

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ASURYANI or HARLEQUINS
keyword. If your WARLORD has the HARLEQUINS keyword you can select one HARLEQUINS CHARACTER model from your army. If your
WARLORD has the ASURYANI keyword, you can select one ASURYANI CHARACTER model from your army.


If your warlord is Asuryani, you can only select an Asuryani.

But the example does say otherwise, so I wonder which of these is a GW typo.

I suspect (like many things in this book) this stratagem was originally written to be more flexible, but was nerfed before printing, and noone told the writer of the example page.


One more errata for the pile


Codex Aeldari: No longer a dying race! @ 2022/03/21 09:25:09


Post by: Argive


 Sarigar wrote:
 Argive wrote:
Im going to be running falochus wing/falcolns swiftness foot tarch with glaive and reaper launcher. (Might drop for fusion gun) havent decided if mandi blaster or banshee mask.

Auto advancing 20" foot model that can hide in a tank that deals mw over each unit he oves over together with Eldrad, Farseer, spirit seer and two Wraithseers should mean i have MW for days


Of note, Falchou's Wing Mortal Wounds ability only affects a single unit the Autarch moved over, not multiple units. Not sure if that will change your build decision.


Ahh I missed that. Might just spend pts on wings or something. Need to rethink the loadout, not sure what to go for.
Still think it has good value with the amount of core in my list.


Codex Aeldari: No longer a dying race! @ 2022/03/21 16:21:10


Post by: Moosatronic Warrior


 kingheff wrote:
Scoundrel80 wrote:
Have you guys heard Jack harpster from aow put together his list on YouTube? Such good analysis. He is going for the strands ulthwe archetype that i have also toyed with. And he actually ends up with something very similar to my list. Except for the indirect. I focus on bright lances instead. Also, i hadbt thought about using quicken to help with psychic secondaries. Love his approach to list building.

https://m.youtube.com/watch?v=fnz3SEBTFzE


I also enjoyed this but I wonder if he's a bit light on AP. Volume of fire only gets you so far against things like Custodes with shields in cover, same for crisis suits in cover.
I'm also surprised that focus will doesn't seem more popular, a +2 on your most critical powers seems like an incredible buff.


I also thought these were good vids. AoW have dismissed Focus Will in a couple of vids now and I don't get why. They are very keen on the psychic powers but seem content to risk them not going off. They know their stuff though so maybe I'm missing something.

I tried using a Quicken Warlock to pull back a psyker after performing a psychic action and it wasn't as great as I'd hoped. I found myself really wanting my powers and giving up doing an action on crucial turns. His plan seems to be to have a Farseer who's only crucial power is doom so that he can cast it after an action so it might work better than when I was giving up doom or guide.

I've found it difficult to get efficient anti-tank into lists and have gone the way they did here quite often: take loads of dakka. Double lance War Walkers seem ok. Wave serpent lances mean giving up on TTL. I actually tried a unit of 10 Fire Dragons with 16" range in a game and they were great as I was able to use Fire and Fade to move back 7" to safety and got 3 good volleys out of them. That seems like an incredibly risky strategy though.



Codex Aeldari: No longer a dying race! @ 2022/03/21 16:28:34


Post by: Scoundrel80


Yeah, fitting anti tank is surprisingly tough taking into consideration how many great data sheets we have.


Automatically Appended Next Post:
Btw the way I read traveling players we can include a patrol of Harley’s and they get every special rule. Even luck dice? But when I read the luck dice rule it says “if every unit in your army has the Harley keyword” so it doesn’t work? What supersedes what?


Codex Aeldari: No longer a dying race! @ 2022/03/21 17:11:17


Post by: Sarigar


-Saedeths.
-Traveling Players.
-Luck of Laughing God.No Luck Dice if taking detachment of Harlequins with a Craftworld detachment.

It is a bit wordy, but you get all the Harlequins rules minus Luck Dice from the three above areas to reference.



Codex Aeldari: No longer a dying race! @ 2022/03/21 17:19:12


Post by: kingheff


Spoiler:
Moosatronic Warrior wrote:
 kingheff wrote:
Scoundrel80 wrote:
Have you guys heard Jack harpster from aow put together his list on YouTube? Such good analysis. He is going for the strands ulthwe archetype that i have also toyed with. And he actually ends up with something very similar to my list. Except for the indirect. I focus on bright lances instead. Also, i hadbt thought about using quicken to help with psychic secondaries. Love his approach to list building.

https://m.youtube.com/watch?v=fnz3SEBTFzE


I also enjoyed this but I wonder if he's a bit light on AP. Volume of fire only gets you so far against things like Custodes with shields in cover, same for crisis suits in cover.
I'm also surprised that focus will doesn't seem more popular, a +2 on your most critical powers seems like an incredible buff.


I also thought these were good vids. AoW have dismissed Focus Will in a couple of vids now and I don't get why. They are very keen on the psychic powers but seem content to risk them not going off. They know their stuff though so maybe I'm missing something.

I tried using a Quicken Warlock to pull back a psyker after performing a psychic action and it wasn't as great as I'd hoped. I found myself really wanting my powers and giving up doing an action on crucial turns. His plan seems to be to have a Farseer who's only crucial power is doom so that he can cast it after an action so it might work better than when I was giving up doom or guide.

I've found it difficult to get efficient anti-tank into lists and have gone the way they did here quite often: take loads of dakka. Double lance War Walkers seem ok. Wave serpent lances mean giving up on TTL. I actually tried a unit of 10 Fire Dragons with 16" range in a game and they were great as I was able to use Fire and Fade to move back 7" to safety and got 3 good volleys out of them. That seems like an incredibly risky strategy though.



Casting focus will on eldrad and getting up to four casts with that sweet +2 bonus just seems like a big win to me.


Codex Aeldari: No longer a dying race! @ 2022/03/21 20:45:42


Post by: Scoundrel80


 Sarigar wrote:
-Saedeths.
-Traveling Players.
-Luck of Laughing God.No Luck Dice if taking detachment of Harlequins with a Craftworld detachment.

It is a bit wordy, but you get all the Harlequins rules minus Luck Dice from the three above areas to reference.



yup. makes sense. and they dont have strands obviously, so they will be pretty difficult to get rerolls for. what ever. I still like them. im not sure they do much, that CW units can't solve. that said, the trickery of combined CW and harley rules is something I need to study : )

has there been any succesful soup builds of off the new book yet? any obvious tech that I need to be aware of.


Codex Aeldari: No longer a dying race! @ 2022/03/22 09:12:42


Post by: Phoenix Lord


Hi guys, does someone have some alternative models ti suggest, for the Phoenix lords waiting for a new GW resculpts?
I plan to buy the new ones but we only have two of them for now .


Codex Aeldari: No longer a dying race! @ 2022/03/22 11:28:49


Post by: Scoundrel80


hmmm.. I use the cool scorpion exarch for karandras as I hate the silly oversized scorpion head he has


Codex Aeldari: No longer a dying race! @ 2022/03/22 14:01:36


Post by: Moosatronic Warrior


I managed to do a Baharroth conversion that I'm pretty pleased with by combining a load of old metal Exarchs. I didn't want to make too much effort in case we get a second wave of new models.


I made a thread in YMDC to discuss how Battle Focus moves actually work as it doesn't seem to be as obvious to me as it is for most people. Drop in and vote in the poll if you can as it's a pretty fundamental thing to get right.



Codex Aeldari: No longer a dying race! @ 2022/03/22 16:34:03


Post by: Phoenix Lord


Moosatronic Warrior wrote:
I managed to do a Baharroth conversion that I'm pretty pleased with by combining a load of old metal Exarchs. I didn't want to make too much effort in case we get a second wave of new models.


I made a thread in YMDC to discuss how Battle Focus moves actually work as it doesn't seem to be as obvious to me as it is for most people. Drop in and vote in the poll if you can as it's a pretty fundamental thing to get right.

That's funny, me too I've found an old exarch today and I'm thinking about how to use him as base for Baharroth: D
I'm curious do you have a pic of your model? Maybe It could gives me some ispiration, as you I dont' want to put so much effort on it because sooner or later GW will take out the new models, but I need something for play them in the wait.


Codex Aeldari: No longer a dying race! @ 2022/03/22 17:12:21


Post by: kingheff


An autarch with wings could be a good base for baharroth


Codex Aeldari: No longer a dying race! @ 2022/03/22 18:14:48


Post by: bullyboy


Drukhari scourges are pretty cheap and you can probably make 5 hawks and Bahrroth from 2 boxes (I think you get 3 of the feather wings per box).
Was planning to do that but have too many projects and was thinking spiders over hawks anyway (have to figure out how to kitbash spiders).

I don't mind kitbashing PLs I just don't know who I want in my lists.


Codex Aeldari: No longer a dying race! @ 2022/03/22 22:32:26


Post by: Robcio


The D-Scythe buff to 12" and assault D6, blast seems pretty big to me. Deep striking a blob of 10 is expensive but they pack a huge punch instantly and are tougher to shift.


Codex Aeldari: No longer a dying race! @ 2022/03/23 00:32:44


Post by: Leth


 DreadfullyHopeful wrote:
Niiru wrote:

Interesting point, you're right, it does say that.

But the stratagem says otherwise -

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ASURYANI or HARLEQUINS
keyword. If your WARLORD has the HARLEQUINS keyword you can select one HARLEQUINS CHARACTER model from your army. If your
WARLORD has the ASURYANI keyword, you can select one ASURYANI CHARACTER model from your army.


If your warlord is Asuryani, you can only select an Asuryani.

But the example does say otherwise, so I wonder which of these is a GW typo.

I suspect (like many things in this book) this stratagem was originally written to be more flexible, but was nerfed before printing, and noone told the writer of the example page.


One more errata for the pile


You can give the free one for your army to either. strategem needs to be same as your warlord


Codex Aeldari: No longer a dying race! @ 2022/03/23 02:05:54


Post by: DreadfullyHopeful


 Leth wrote:
 DreadfullyHopeful wrote:
Niiru wrote:

Interesting point, you're right, it does say that.

But the stratagem says otherwise -

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ASURYANI or HARLEQUINS
keyword. If your WARLORD has the HARLEQUINS keyword you can select one HARLEQUINS CHARACTER model from your army. If your
WARLORD has the ASURYANI keyword, you can select one ASURYANI CHARACTER model from your army.


If your warlord is Asuryani, you can only select an Asuryani.

But the example does say otherwise, so I wonder which of these is a GW typo.

I suspect (like many things in this book) this stratagem was originally written to be more flexible, but was nerfed before printing, and noone told the writer of the example page.


One more errata for the pile


You can give the free one for your army to either. strategem needs to be same as your warlord


First thing I checked ! The "treasures of the aeldari relics" rule (p84) states that if your army is led by a <Craftworld> Character you can give the relevant craftworld relic to a <Craftworld> character. But on the "Relics" page (p114) the Asuryani or Harlequin Keyword caveat is added.

Did none proofread the damned book ?!


Codex Aeldari: No longer a dying race! @ 2022/03/23 02:44:43


Post by: Niiru


 Leth wrote:
 DreadfullyHopeful wrote:
Niiru wrote:

Interesting point, you're right, it does say that.

But the stratagem says otherwise -

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ASURYANI or HARLEQUINS
keyword. If your WARLORD has the HARLEQUINS keyword you can select one HARLEQUINS CHARACTER model from your army. If your
WARLORD has the ASURYANI keyword, you can select one ASURYANI CHARACTER model from your army.


If your warlord is Asuryani, you can only select an Asuryani.

But the example does say otherwise, so I wonder which of these is a GW typo.

I suspect (like many things in this book) this stratagem was originally written to be more flexible, but was nerfed before printing, and noone told the writer of the example page.


One more errata for the pile


You can give the free one for your army to either. strategem needs to be same as your warlord


RAW this is not true. Though in fairness, the rulebook does disagree with itself a couple of times.


Codex Aeldari: No longer a dying race! @ 2022/03/23 15:39:39


Post by: Moosatronic Warrior


Phoenix Lord wrote:
That's funny, me too I've found an old exarch today and I'm thinking about how to use him as base for Baharroth: D
I'm curious do you have a pic of your model? Maybe It could gives me some ispiration, as you I dont' want to put so much effort on it because sooner or later GW will take out the new models, but I need something for play them in the wait.






Codex Aeldari: No longer a dying race! @ 2022/03/23 22:20:07


Post by: Leth


Niiru wrote:


RAW this is not true. Though in fairness, the rulebook does disagree with itself a couple of times.


Did you read the relics page? Because RAW it’s clear as day.

If army is lead by asuryani or harlequins warlord, you can give a relic to an asurayani or harlequins character. Page 114


Codex Aeldari: No longer a dying race! @ 2022/03/24 01:56:51


Post by: Nevelon


How do people feel about Dire Avenger exarchs?

I picked up the free mini of the month when they were handing out DAs, but haven’t built him yet. Right now I have

8 basic avengers
1 sword/pistol exarch
1 duel cat exarch
and one guy magnetized at the waist to be either another basic trooper, or a sword/shield exarch.

The only option I don’t have built is a glave. Looking at the stats, it’s pretty nice, but the sword gets to skip the whole armor/invuln thing, which is also pretty good. The stabby options seem differently good to me. Glaive is probably better at killing troop looking things, sword for cutting open more protected things.

Is the duel cat just so much better then the other options I should just put together another one of him?

Last option is to just build another basic guy so I can stuff 2x6 man squads into my falcons to drop somewhere downrange and light up the backfield. Although thinking about it, probably not worth exposing myself to blast just for one more guy shooting. Probably better using the empty seat for someone else.

The shield is the only thing gear that costs points. +5 to boost the invuln up a step to a 4++. Not for the unit anymore. Still, on an exarch with a power, it’s working on 3W, so might actually get to make a few saves with it.

Compounding the gear choice is the new powers. None of them seemed particularly locked to the weapons. But while we’re on the topic, thoughts?

Defensive stance seems very niche. How often are you going to be alive in CC and able to shoot? Seems like it would be better to spend a CP on feigned retreat if that kind of situation came up and save the 20 points.

Shredding fire seems decent. Extra pen on a 5+ with the volume of shots they kick out is going to generate a lot of extra AP hits. Only going to be relevant on armored targets, as the guns are base -2. But being able to just cut through 3+ saves is kinda sweet. But at 25 points, also kinda pricy.

Stand firm for ObSec and +1 Ld doesn’t seem a bad choice for 10 points. Nothing fancy, but scoring objectives is how you get victory points, so never a bad thing.






Codex Aeldari: No longer a dying race! @ 2022/03/24 09:06:18


Post by: Radium


Given how squishy avengers are (or how killy the game in general is), I always just run then with dual cats. This gives them the most oomph when they fire. I don't generally expect them to survive much return fire or assault. The CC weapons also seem like waste, since avengers just don't punch hard enough.

In the list I'm trying out this weekend, I run:
10 avengers, dual cats on exarch, shredding fire
10 avengers, dual cats on exarch, stand firm


Codex Aeldari: No longer a dying race! @ 2022/03/24 12:23:39


Post by: kingheff


With avengers I think dual catapult is clearly the strongest choice.
I think the obsec power is great and a steal at 10pts. The big AP on 5+ is decent but I'm not sure if I want to spend 25 PTS, of course YMMV.
Six man's can be good for actions, which avengers can do whilst still doing the dakka, which is nice.


Codex Aeldari: No longer a dying race! @ 2022/03/24 20:07:28


Post by: Scoundrel80


I’ve been thinking about how crazy a heavy shuriken build with hail of doom and probably masterful shots.

Auto wounding on sixes almost seem silly strong with that vollume of fire. Has any one here seen a list that goes all the way on that strategy?

Avengers, jet bikes, and a lot of other units seem just so strong with this. Even something like 3 warwalkers with six cannons seems at least remotely tasty.

Or am I overrating the mechanic? Might be. Haven’t tried it.


Codex Aeldari: No longer a dying race! @ 2022/03/24 22:13:57


Post by: Phoenix Lord


Moosatronic Warrior wrote:
Phoenix Lord wrote:
That's funny, me too I've found an old exarch today and I'm thinking about how to use him as base for Baharroth: D
I'm curious do you have a pic of your model? Maybe It could gives me some ispiration, as you I dont' want to put so much effort on it because sooner or later GW will take out the new models, but I need something for play them in the wait.



Nice job, I like It.


Codex Aeldari: No longer a dying race! @ 2022/03/25 13:52:56


Post by: SaganGree


I suspect Baharroth is going to be nerfed... how, I don't know, though I'm willing to guess that it will be something to do with the redeploy on Consolidate. Maybe change the trigger to the end of the fight phase?

With that in mind... if he looses that ability as it stands... will he be worth it anymore?


Codex Aeldari: No longer a dying race! @ 2022/03/25 22:06:35


Post by: stratigo


Points. Baharoth isn’t excessive in his ability to like kill stuff. He’s just too annoying to kill. Up his points, he loses a place at a certain point


Codex Aeldari: No longer a dying race! @ 2022/03/25 22:07:42


Post by: astro_nomicon


SaganGree wrote:
I suspect Baharroth is going to be nerfed... how, I don't know, though I'm willing to guess that it will be something to do with the redeploy on Consolidate. Maybe change the trigger to the end of the fight phase?

With that in mind... if he looses that ability as it stands... will he be worth it anymore?


Even if his redeploy is nerfed to be the same as regular Hawks I think he’ll still find his way into a lot of lists.

He’s just really good at obnoxious primary play and damn near guaranteed 5 pts for To the Last.


Codex Aeldari: No longer a dying race! @ 2022/03/26 03:00:27


Post by: The Red Hobbit


I'm finally getting a chance to play with the new Eldar codex this weekend against my buddy's Tyranids, should be a pretty fun match. I'm expecting lots of transhuman warriors, zoanthropes and large bugs so here's the list I've been toying with in my spare time this week. We had joked about his old Crusher Stampede list feeling Fuegan's newfound fury so this matchup is honor bound to include Fuegan.

2000pts 10CP
Far-flung Craftworld (Mobile Fighters & Headstrong)

Patrol #1 (790pts)
Fuegan & Farseer (Guide & Executioner)
Troops - Guardian Defenders
Fire Dragons x10 (Burning Heat)
Vyper (Scatter Laser)
Wave Serpent (Star Engines)

Patrol#2 (1210pts)
Avatar of Khaine & Farseer (WL, Seer of the Shifting Vector, Faolchu's Wing, Fortune & Will of Asuryan)
Warlock (Quicken/Restrain)
Guardian Defenders
Wraithblades x6 (Swords)
Wraithguard x5
Wave Serpent x2

Since I'm leaning into Wave serpents to dump Fire Dragons & Wraith units up the board I figured Mobile Fighters would be a worthwhile investment, although it's redundant with burning heat which I may swap out to free up points. Headstrong allows the Avatar to reroll advance and charge rolls as it stomps it's way midfield. The winged Farseer and Warlock are for performing psychic actions on the objectives with a Vyper to provide character cover.

With Leviathan Synapse creatures having transhuman I opted to keep the wave serpents simple and stick with Shuricannons over something like bright lances. The 2nd Farseer is riding shotgun wih Fuegan for an obsec blob of Fire Dragons, I don't expect them to game changing but I hope they get a chance to go out in a blaze of glory. My winged Farseer, after performing psychic actions will be following the Avatar and placing Fortune + Will of Asuryan on the unstoppable Avatar. Wraith units are meant to be tanky units to tie up the midfield.

The last time I played a 2000pt Eldar list was pre-COVID so it will certainly take some getting used to. I'm excited to try Strands of Fate and see how these guys fare when facing off against the Great Devourer.


Codex Aeldari: No longer a dying race! @ 2022/03/26 08:58:25


Post by: kingheff


Quite an interesting list, obviously a bit of a skew list but understandable given your opponent.
I wonder if two squads of five dragons might be more flexible, giving you a couple of fusion missiles you can send out to blast something before, probably dying straight after, let's be honest. Smaller squads might even be able to battle focus behind cover.
I assume quicken is there to shunt wraiths up the board?
Looking forward to hearing how you get on.


Codex Aeldari: No longer a dying race! @ 2022/03/26 13:50:28


Post by: Sarigar


With only three games so far, I've been mixing units in the armies to see how they interact on the table. It plays so different from my previous Craftworld lists, it has been a bit of a shock to the system. So far, I've not quite found the right synergy between the units, Craftworld traits, and my personal playstyle. But, I've gotten to the point of a few key units I really enjoy and will most likely keep them in future list variations. Below are a few (ramblings) findings after a few games. Of note, all three games used 2000 point armies and utilized 2022 GT Missions.

Dire Avengers. Whether in squads of 5 or a squad of 10, I really get a lot of value out of them. Granted, only one will end up having Objective Secured (Stand Firm), I still find their shooting, ability to perform actions/shoot, and general cheapness on Power Level to place in Strategic Reserve a very solid unit choice. In a Battalion Detachment, I have not found myself short on Elite slots and these have been worthwhile.

Fast Attack. This is the one detachment section I have found to be most crowded. Prior to the codex, it Heavy Support was the challenge and I'd often build a Spearhead detachment. Now, I keep leaning towards an Outrider detachment or just accept less Fast Attack slots to save on CP as I have enjoyed a game where I started with 12 CP. Hawks, Spiders, Windriders (Art of War video had me revisit this unit), Vypers, and for fun, Shroudrunners (I painted a unit of 3 and want to field them because they are new). At a minimum, I want four slots, but could easily utilize 6-8 slots (40-55 points for a single Vyper...I do like the potential there). I'm discovering most of my shooting, maneuvering, additional action(s) for RND really derive from the Fast Attack and this may be where I go forward in future games by trying out an Outrider + Patrol.

Dice. Wow......the amount of dice rolling increased exponentially. For years, I've grouped my dice into clusters of four so I can quickly and easily grab the requisite dice to speed the game along. In the past, I've not had multiple units rolling 30+ dice. In my games, I've had Spiders roll 54 dice, Avengers roll 33 dice, Hawks roll 40 dice, Windriders roll 30 dice. Heck, the Nightspinner feels light by only getting 2d6 dice. I'm going to set up cups with buckets of said dice precounted and just remove from the cups as necessary. Right now, my games are taking much longer and this is certainly one of the factors increasing the length of time for me to play.

Psychic Powers. I didn't think this would change much as I've included psychic powers in my Eldar since Rogue Trader; nothing really new here. After a few games, I'm discovering the powers had multiple subtle changes changing quite a bit of their utility. Adding 'Core' as a caveat to what unit benefits certainly changed up things quite a bit. I never considered placing 'Guide' on Dire Avengers in the past, or even Swooping Hawks. Nowadays, well, they can do some real work. The change to 18" range for many Farseer powers has me a bit confuddled as I've spent so long playing a style that utilized a 24" stand off. Hard to describe, but the shortened range has impacted my unit placement quite a bit.

Going first vs second. I went second in two games (vs Drukhari and Grey Knights) with both games ending as losses. The Drukhari was very close, but the Grey Knights was not so close. I went first in one game vs Orks and that game was, in truth, over after turn 1(my shooting/assaults crippled the Ork army). Despite LOS blocking terrain, we still have a lot at our disposal making for a really hard hitting turn 1. Phantasm, Scorpions, Karandaras, Nightspinners and then pure firepower with high movement units such as Hawks can really skew a game. I definitely need to learn how to better position my units for when I go second (the Grey Knight game was actually my first game against the 9th edition codex and that lack of knowledge crushed me; poor screening and unit placement being the primary issues).

Strands of Fate. These are a nice to have, but I have been let down in multiple games as I've not gotten the key roll on the turn I've needed it. This certainly needs more games to get a better feel and understanding, but this ability has not been as game changing as I initially thought it would have been. To be fair, this could very well be me being the weak link and misplaying them. Definitely need more games under my belt.

Phoenix Lords. Certainly interesting! I've used Karandaras and Maugan Ra so far (the new model is just really cool). I'm not sure why they are all pointed so closely together as I feel Karadaras has more utility than Maugan Ra, and from others' experiences, Baharroth seems like the most optimized option. However, I won't complain as I finally get to view them as interesting choices to an army rather than feel like I'm gimping my army by including one. A definite plus.

Indirect fire. It's hard to complain about Nightspinners and Support Platforms. One opponent didn't feel like the Support Platforms did very much (vs Grey Knights). Against 2 wound Marines, I definitely could see how they appeared less than ideal. However, I do face quite a few other armies with a lot of 1 wound models and I tend to build armies with a Take All Comers approach. I don't particularly want to run 3 x Nightspinners and 3 x 3 Shadow Weavers, but do see the appeal (especially if using Far Flung Craftworld trait Masterful Shots).

Heavy Support. I do like singleton War Walkers with Brightlances when in a Biel Tan Craftworld. A reroll to hit combined with Strands of Fate feels a lot like our Expert Crafters of old. I'm yet to field Reapers as the changes were so drastic, I'm just a bit jaded with them at the moment (I have 16 painted Reapers). The change to this unit is one of the more drastic changes to my previous lists (1 x 10 Reapers and/or 2 x 3 Reapers with Tempest Launcher). I'll admit the changes were so drastic they initially soured me on them, but I've got no real experience with them.

Wraith units. I really need to try this. I spent quite a bit of time and painted up 40 Wraith models (20 x Axe/Shield, 10 x Wraithcannon, 10 x D-Scythe) it feels a bit criminal not giving them a shot. This is especially true as I ran 8-20 Wraithblades in nearly every list prior to the new codex. The points increase definitely has a lot to do with this. However, the old issue I faced in early 9th edition has emerged again and it is simply because my midboard objective holding ability has been pretty lackluster. Wraithblades will be a unit I use again in the very near future; midfield objective contesting/fighting was the original reason they went into my older lists and my win percentages increased dramatically as a result. Need to view synergies as Fortune will be important and even a cheap, 100 point Autarch Skyrunner riding Sunstorm for the Objective Secured ability could be clutch.

Overall, I guess I've had mixed results with the new codex. On initial glance, I didn't expect my army to change a whole lot. However, after a few games, my current lists look nothing like my pre codex lists. It has been a shock to the system and definitely has me fumbling my way around the game table. It feels a lot like my early 9th edition games. I can read and listen to YouTube or podcasts, but I don't really understand it until I get several reps under my belt. This is how the new codex feels to me. It dawned on me in my last game vs Grey Knights. I really didn't think I would have lost the game, but there I was, sitting on a huge deficit on turn 3. Things that worked before do not necessarily work now and it's a case of me needing a lot more games to better understand the codex. My hat is off to those players winning/placing high at large events already with this codex. I'm definitely a bit slower to getting my grips on this codex. But, it's a fun process.



Codex Aeldari: No longer a dying race! @ 2022/03/26 14:03:14


Post by: The Red Hobbit


 kingheff wrote:
Quite an interesting list, obviously a bit of a skew list but understandable given your opponent.
I wonder if two squads of five dragons might be more flexible, giving you a couple of fusion missiles you can send out to blast something before, probably dying straight after, let's be honest. Smaller squads might even be able to battle focus behind cover.
I assume quicken is there to shunt wraiths up the board?
Looking forward to hearing how you get on.


I initially started off with two squads of Fire Dragons when I was considering using two Exarchs but since they're in the same Wave Serpent I figure it would be more efficient to have one squad of 10 with Burning Heat. It will be a small miracle if they survive a full round after leaving the Wave Serpent The Wraiths are also in Wave Serpents so they'll be dropped off as fast as the wave serpents reach the midfield objective. The Warlock's quicken was intended for either the Avatar in the 1st round to gain some additional distance or on the Farseer to move them onto an objective or behind character protection.


Codex Aeldari: No longer a dying race! @ 2022/03/26 15:54:46


Post by: BCBrawler86


I've had a chance to play 4 games with the new book now. Before I give my limited insight its worth noting I've taken a roughly 4 year break from 40k period but the new Eldar book was the thing that finally got me back into the pool.

My first two games were with what you might call fairly 'standard' thinking Eldar lists - running 1-2 units of Guardians, a unit of rangers, a few Wave Serpents, Fire Dragons in a Fire Prism, etc. And I have to be very honest, I was underwhelmed with the book - my firepower was excellent and I still had one of the best suites of force multiplication in the game, but the army was fragile and I was struggling to survive any counter punch. The first two games were against Marines and Sisters, both were L's (the shame at losing to Marines). Not all of those losses were on my list/the book, I was (and still am) getting used to properly playing for secondary objectives and what new armies can do. However I really felt like playing Eldar as I previously had just wasn't working out.

Since those 2 games though I've played 2 more with what feels to me far less conventional lists (included in the spoiler at the bottom of this post) and I've had a ton of fun and picked up two W's (against Sisters and Drukhari). I think what helped me get to grips with the new book is reading it fresh and just forcing myself to forget everything I've known about playing Eldar for 10+ years. Once I was able to get past my old thoughts on Eldar I found the new book to have a lot of great tools that reward the kinds of play I still enjoy like great movement and the kind of tricksy plays that make Eldar fun. The new list has a lot of smaller units that I'm far less afraid to lose (and the few I don't want to lose are very hard to get rid of) and it plays towards the current edition secondary objectives a lot better.

Spoiler:

Ulthwe Patrol
-Eldrad - Warlord, Fateful Divergence, Guide, Fortune
-Farseer Skyrunner - Ghosthelm of Alishazier, Crushing Orb, Doom, Executioner
-10x Guardian Defenders
-Warlock Skyrunner - Sunstorm, Quicken/Restrain
-Warlock - Protect/Jinx, Weeping Stones
-Vyper - Catapult/Cannon
-Vyper - Catapult/Cannon
-3x Shadow Weaver Support Platforms
-3x Shadow Weaver Support Platforms

Ulthwe Outrider
-Avatar of Khaine
-Baharroth
-3x Shining Spears - Exarch w/Heart Strike, Paragon Sabre, Shimmershield, Khaine's Lance, Shruiken Cannon
-10x Swooping Hawks - Exarch w/Phoenix Plume
-5x Warp Spiders - Exarch w/Power Blades & 2 Death Spinners
-5x Warp Spiders - Exarch w/Power Blades & 2 Death Spinners
-4x Windriders - 4x Scatter Lasers
-Night Spinner - Crystal Targeting Matrix

-


Codex Aeldari: No longer a dying race! @ 2022/03/26 21:06:24


Post by: Scoundrel80


Ok, guys so im playing a game vs necrons on monday. I've tinkered with two lists. one is a bit more shooty than the other, while the other is more generalist. They both have decent flexibility, though, and and lean into the strands mechanic.

heres the first
Spoiler:

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [62 PL, 11CP, 1,110pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Selection: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Autarch Skyrunner [5 PL, -1CP, 100pts]: 6: Seer of the Shifting Vector, Laser Lance, Stratagem: Champion of the Aeldari
. Sunstorm

Eldrad Ulthran [8 PL, 145pts]: 1. Guide, 3. Fortune, 5. Focus Will, Ulthwe: Fate Reader, Warlord

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Wraithlord [8 PL, 140pts]: 2x Bright Lance, Shuriken Catapult, Shuriken Catapult

Wraithlord [8 PL, 140pts]: 2x Bright Lance, Shuriken Catapult, Shuriken Catapult

+ Fast Attack +

Shining Spears [11 PL, 200pts]
. 4x Shining Spear: 4x Laser Lance, 4x Twin Shuriken Catapult
. Shining Spear Exarch: Expert Lancers, Laser Lance, Shimmershield, Twin Shuriken Catapult

+ Heavy Support +

Falcon [9 PL, 150pts]: Shuriken Cannon, Shuriken Cannon

Fire Prism [9 PL, 170pts]: Twin Shuriken Catapult, Vectored Engines



++ Patrol Detachment -2CP (Aeldari - Craftworlds) [52 PL, -3CP, 887pts] ++

+ Configuration +

Craftworld Selection: Ulthwe: Foresight of the Damned

Detachment Command Cost [-2CP]

+ Stratagems +

Stratagem: Treasures of the Aeldari [-1CP]

+ HQ +

Baharroth [7 PL, 140pts]

Farseer Skyrunner [6 PL, 120pts]: 2. Doom, 4. Executioner, Shuriken Pistol, Witchblade
. The Weeping Stones

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [7 PL, 82pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Stand Firm, Two Avenger Shuriken Catapults

Warlock Skyrunners [3 PL, 60pts]: 4. Protect/Jinx
. Warlock Skyrunner: Witchblade

+ Fast Attack +

Swooping Hawks [5 PL, 105pts]
. 4x Swooping Hawk: 4x Lasblaster
. Swooping Hawk Exarch: Lasblaster, Suppressing Fire

Warp Spiders [11 PL, 145pts]
. 5x Warp Spider: 5x Death Spinner
. Warp Spider Exarch: Surprise Assault, Two Death Spinners & Powerblades

+ Heavy Support +

Fire Prism [9 PL, 170pts]: Twin Shuriken Catapult, Vectored Engines

++ Total: [114 PL, 8CP, 1,997pts] ++



and heres the second one

Spoiler:


++ Battalion Detachment 0CP (Aeldari - Craftworlds) [109 PL, 11CP, 1,999pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Selection: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Baharroth [7 PL, 140pts]

Eldrad Ulthran [8 PL, 145pts]: 3. Fortune, 5. Focus Will, 5. Will of Asuryan, Ulthwe: Fate Reader, Warlord

Farseer Skyrunner [6 PL, -1CP, 120pts]: 2. Doom, 4. Executioner, 6: Seer of the Shifting Vector, Shuriken Pistol, Stratagem: Champion of the Aeldari, Witchblade
. The Weeping Stones

+ Troops +

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [7 PL, 82pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Stand Firm, Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 72pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Howling Banshees [9 PL, 195pts]
. 9x Howling Banshee: 9x Banshee Blade, 9x Shuriken Pistol
. Howling Banshee Exarch: Mirrorswords, Piercing Strikes

Warlock Skyrunners [3 PL, 60pts]: 4. Protect/Jinx
. Warlock Skyrunner: Witchblade

+ Fast Attack +

Shining Spears [11 PL, 235pts]
. 5x Shining Spear: 5x Laser Lance, 5x Twin Shuriken Catapult
. Shining Spear Exarch: Expert Lancers, Laser Lance, Shimmershield, Shuriken Cannon

Swooping Hawks [4 PL, 90pts]
. 4x Swooping Hawk: 4x Lasblaster
. Swooping Hawk Exarch: Lasblaster

Warp Spiders [10 PL, 130pts]
. 5x Warp Spider: 5x Death Spinner
. Warp Spider Exarch: Two Death Spinners & Powerblades

+ Heavy Support +

Falcon [9 PL, 160pts]: Crystal Targeting Matrix, Shuriken Cannon, Shuriken Cannon

Falcon [9 PL, 175pts]: Bright Lance, Crystal Targeting Matrix, Shuriken Cannon

+ Dedicated Transport +

Wave Serpent [8 PL, 150pts]: Shuriken Cannon, Twin Shuriken Cannon

++ Total: [109 PL, 11CP, 1,999pts] ++




I'd appreciate any comments on these : )



Codex Aeldari: No longer a dying race! @ 2022/03/27 10:26:00


Post by: Scoundrel80


btw: how do we feel about vipers with lances? the cheap versions are brilliant, obviously, but what about, say, 3 hyper mobile bright t5 lances zipping around for 55 points each? they become juicy targets but im not sure thats a bad thing per se.


Codex Aeldari: No longer a dying race! @ 2022/03/27 11:48:04


Post by: Nevelon


Scoundrel80 wrote:
btw: how do we feel about vipers with lances? the cheap versions are brilliant, obviously, but what about, say, 3 hyper mobile bright t5 lances zipping around for 55 points each? they become juicy targets but im not sure thats a bad thing per se.


I think a lot depends on saturation.

The brightlance makes them dangerous, and as you say, they are fragile. What else in your army is a higher priority on the “Things that need to die” list?

They don’t take much fire to put down, but do take some. 6 wounds still need to be chewed through, so you can’t just drop it in one shot unless you get lucky with a d6 damage weapon. Most heavy fire is probably going to be pointed at things like tanks/WLs/Avatar or whatever big nasty you have in your list. Massed small arms can do a number on them, so you need to be careful. A lot of people can just kick out a lot of S5 shots, and it won’t take much of that to down a vyper. In prior years I got a lot of milage out of TML/HB land speeders for my marines in a similar role. They did enough damage to be irritating and get results, but not so much to bump them up the target priority list to eat the fire it would take to put them down. But when that did happen? They got swatted out of the sky like a bug.

Be careful who you let get range/LoS on it. They need to hide from things that can kill them (which is a lot)
Make sure the things that can see them are either dead, crippled, or have better things to shoot once you are done with your movement/shooting.
Accept that they are going to die if the do draw attention. They are only 55 points, and the fire that put them down are wounds that other parts of your army did not take.

I think they can be effective, if used carefully. Which can be said about a lot of the codex.

When it comes to efficiency, and if there is a better use of the points, I’m less sure.

Keeping it in the FA slot, would you rather have a squad of shining spears or 2 vypers? You get a lot more raw wounds on the vypers, but the spears have potent melee as well. And the invul/native to hit penalty narrow the wound gap. They are the only things in the same slot that pack the punch of the brightlance, although other options can spam mid-strength shots which might be better generally.

Once you hit other slots that have other platforms for the BL, it gets harder to compare, because those units also need to compete with things for their slot. We should compare with the old rival the War Walker. 3 vypers vs. 2 WWs. Vypers win again on raw wounds, and can be in more places. Walkers have all the same guns (and one more BL) but i think we can’t totally discount 3 sets of paired cats these days. Walkers have an invuln, which doesn’t quite make up for the wounds, but are slower and don’t fly (but do have advanced positioning) I just noticed that vypers have the 6+ weapon skill of things that don’t want to be in melee, while the walkers get to kick things on a 3+ at S5 3 times. Not that you want your fragile BL platforms in CC, but the walker get a point here. Walkers also have a point of T, which is kind huge.

I don’t think it’s a slam dunk, but the WWs do seem better for the points. The Vypers are faster and more mobile. Walkers are slower, tougher, and have more firepower. And “slower” here is still a 10” move with a deploy ability

If you want to keep on theme, I think the Vypers can get some work done and would not be a waste of points as a trap choice. If you are trying to push your list to be more competitive, they should probably be one of the first things you look at trimming for more efficient options.


Codex Aeldari: No longer a dying race! @ 2022/03/27 14:50:15


Post by: Scoundrel80


thanks, great analysis.

this is the list I wanted to try them out for. It leans heavily into strands and fast attack. so I was thinking few hard attacks fit that bill. but I think downgrading them to scatter and selling a scorpion to get me a warlock for jinx is stil better.

Spoiler:



++ Patrol Detachment 0CP (Aeldari - Craftworlds) [58 PL, 1,091pts] ++

+ Configuration +

Craftworld Selection: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Eldrad Ulthran [8 PL, 145pts]: 1. Guide, 3. Fortune, 5. Will of Asuryan, Ulthwe: Fate Reader, Warlord

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Howling Banshees [9 PL, 182pts]
. 8x Howling Banshee: 8x Banshee Blade, 8x Shuriken Pistol
. Howling Banshee Exarch: Cronescream (Shrine Relic), Graceful Avoidance, Mirrorswords

Striking Scorpions [9 PL, 139pts]
. 6x Striking Scorpion: 6x Mandiblasters, 6x Scorpion Chainsword, 6x Shuriken Pistol
. Striking Scorpion Exarch: Biting Blade, Crushing Blows

+ Fast Attack +

Warp Spiders [6 PL, 125pts]
. 4x Warp Spider: 4x Death Spinner
. Warp Spider Exarch: Surprise Assault, Two Death Spinners & Powerblades

Warp Spiders [5 PL, 110pts]
. 4x Warp Spider: 4x Death Spinner
. Warp Spider Exarch: Two Death Spinners & Powerblades

+ Heavy Support +

Falcon [9 PL, 175pts]: Bright Lance, Crystal Targeting Matrix, Shuriken Cannon

+ Dedicated Transport +

Wave Serpent [8 PL, 150pts]: Shuriken Cannon, Twin Shuriken Cannon

++ Outrider Detachment -3CP (Aeldari - Craftworlds) [50 PL, 7CP, 903pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Selection: Ulthwe: Foresight of the Damned

Detachment Command Cost [-3CP]

+ Stratagems +

Stratagem: Relics of the Shrines [-1CP]

+ HQ +

Baharroth [7 PL, 140pts]

Farseer Skyrunner [6 PL, -1CP, 120pts]: 2. Doom, 4. Executioner, 6: Seer of the Shifting Vector, Shuriken Pistol, Stratagem: Champion of the Aeldari, Witchblade

+ Elites +

Dire Avengers [7 PL, 82pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Stand Firm, Two Avenger Shuriken Catapults

+ Fast Attack +

Shining Spears [6 PL, 130pts]
. 2x Shining Spear: 2x Laser Lance, 2x Twin Shuriken Catapult
. Shining Spear Exarch: Expert Lancers, Laser Lance, Shimmershield, Shuriken Cannon

Shining Spears [6 PL, 125pts]
. 2x Shining Spear: 2x Laser Lance, 2x Twin Shuriken Catapult
. Shining Spear Exarch: Heartstrike, Paragon Sabre, Shimmershield, Shuriken Cannon

Swooping Hawks [9 PL, 141pts]
. 6x Swooping Hawk: 6x Lasblaster
. Swooping Hawk Exarch: Lasblaster, The Phoenix Plume (Shrine Relic), Winged Evasion

Vypers [3 PL, 55pts]
. Vyper: Bright Lance

Vypers [3 PL, 55pts]
. Vyper: Bright Lance

Vypers [3 PL, 55pts]
. Vyper: Bright Lance

++ Total: [108 PL, 7CP, 1,994pts] ++



Automatically Appended Next Post:
one thing I've been exploring lately in list building is going several detachments, typically either 2x patrol for the perfect number of HQ or patrol/outrider to get those juicy fast attack slots. this means only good units. troop tax is typically 1 or 2 units of rangers and thats it.

And eventhough I am winning (Sadly I am the strongest player in my playgroup) I seriously feel that I miss some throwaway units for screening and to a lesser degree action monkeying.

Especially as I am playing ulthwe presently I would love a unit of ten guardian defenders (honestly I love 2 of those. yeah, I know its embarrassing to admit) just for board presence and backfield stuff. with the +1 strat they can do a bit of work. Also just to keep the backfield caster (eldrad usually) safe. They can even function as a decent target for forewarned if something drops down in my backfield.

when playing pure power units that have to be used with great precision, I often end up in situations where I have to play suboptimal positioning as there is no-one to act for look out sir, scoring or screening.

am I the only one who feels like this? or are throw aways just not something we do any more?


Codex Aeldari: No longer a dying race! @ 2022/03/28 01:57:04


Post by: Sarigar


Throwaway units is definitely an issue. I have run 2 x 5 Rangers at a minimum in my 2000 point armies. However, I keep trying to get a bit too much out of them. I want them to perform one RND each, but if I go second, they end up acting as a screen as I utilize Phantasm. This has produced some mixed results leading me to trying to squeeze in some throwaway units.

Guardians seem like the obvious choice, but the points so far has been a bit challenging. I'm eyeing Corsairs as the throw away, screening, sit in the back type unit. If I understand the rules correctly, I can run 2 x Patrols and my 2 Ranger units are the mandatory Troop choices and I can now field Corsairs as additional Troop choices. They appear to be the cheapest Troop option available.

Another option I'm finding are Dire Avengers. 1 x 5 (Exarch with dual catapults) is only 60 points and they have a built in ability to shoot and perform an action. A general concept for them is to take 2 x 5 and spend 1 CP to place them in Strategic Reserve (6 total Power Level). Turn 2, bring one unit in for RND purposes and the same for turn 3. This alleviates some burden I'm placing on the Rangers.

The challenge is points. I think running two Patrols currently feels right for me with a pure Craftworld list. I need 3-4 Fast Attack and 3-4 Elite slots and 2 Patrols really fits my needs. Granted, I've only gotten 3 games in with the new codex, so my opinion is still based a bit of less experience.



Codex Aeldari: No longer a dying race! @ 2022/03/28 13:48:18


Post by: Scoundrel80


yup. Problem with 2x5 avengers for RnD is that you fail on a six which is just.. horrible when it happens. I run 6x for that reason. especially good if I run a falcon for them. And I often do to save the CP. 2 squads is a bit steep on the elites slot account, imo. but I have don so and they do sort of solve the problem, im addressing. Thing is, they are almost too good for the job : )


Codex Aeldari: No longer a dying race! @ 2022/03/28 13:58:39


Post by: Argive


Had my first game with the new dex.
Used the list I posted earlier:

Spoiler:
++ Patrol Detachment 0CP (Aeldari - Craftworlds) [44 PL, 11CP, 801pts] ++

+ Configuration [12CP] +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

Craftworld Selection: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ Stratagems [-1CP] +

Stratagem: Treasures of the Aeldari [-1CP]

+ HQ [13 PL, 240pts] +

Eldrad Ulthran [8 PL, 145pts]: 1. Guide, 2. Doom, 5. Focus Will, Shuriken Pistol, Smite, The Staff of Ulthamar & Witchblade, Ulthwe: Fate Reader, Warlord

Farseer [5 PL, 95pts]: 4. Crushing Orb, 4. Executioner, Shuriken Pistol, Singing Spear [5pts], Smite
. The Ghosthelm of Alishazier: Treasures of the Aeldari Relic

+ Troops [10 PL, 240pts] +

Guardian Defenders [10 PL, 240pts]
. 20x Guardian Defender [180pts]: 20x Plasma Grenades, 20x Shuriken Catapult
. Guardian Heavy Weapons Platform [1 PL, 30pts]: Bright Lance [10pts]
. Guardian Heavy Weapons Platform [1 PL, 30pts]: Bright Lance [10pts]

+ Elites [12 PL, 156pts] +

Shadow Spectres [12 PL, 156pts]: Shade of Twilight, Shadow of Death (Aura), Spectre Holo-field
. 6x Shadow Spectre [156pts]: 6x Plasma Grenades, 6x Prism Rifle

+ Heavy Support [9 PL, 165pts] +

Support Weapons [9 PL, 165pts]
. Support Weapon [3 PL, 55pts]: Shuriken Catapult, Vibro Cannon [10pts]
. Support Weapon [3 PL, 55pts]: Shuriken Catapult, Vibro Cannon [10pts]
. Support Weapon [3 PL, 55pts]: Shuriken Catapult, Vibro Cannon [10pts]

++ Vanguard Detachment -3CP (Aeldari - Craftworlds) [64 PL, -4CP, 1,195pts] ++

+ Configuration [-3CP] +

Craftworld Selection: Ulthwe: Foresight of the Damned

Detachment Command Cost [-3CP]

+ HQ [9 PL, -1CP, 170pts] +

Autarch [5 PL, -1CP, 100pts]: 3: Falcon's Swiftness, Howling Banshee Mask [5pts], Plasma Grenades, Reaper Launcher [15pts], Star Glaive, Stratagem: Champion of the Aeldari [-1CP]
. Faolchu's Wing: Treasures of the Aeldari Relic

Spiritseer [4 PL, 70pts]: 1. Fateful Divergence, Shuriken Pistol, Witch Staff

+ Elites [31 PL, 565pts] +

Dire Avengers [7 PL, 130pts]: Defence Tactics
. 9x Dire Avenger [108pts]: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch [1 PL, 22pts]: Plasma Grenades, Stand Firm [1 PL, 10pts], Two Avenger Shuriken Catapults

Wraithlord [8 PL, 145pts]: Bright Lance [20pts], Ghostglaive [15pts], Shuriken Cannon [10pts], Shuriken Catapult, Shuriken Catapult, Wraithbone Fists

Wraithlord [8 PL, 145pts]: Bright Lance [20pts], Ghostglaive [15pts], Shuriken Cannon [10pts], Shuriken Catapult, Shuriken Catapult, Wraithbone Fists

Wraithlord [8 PL, 145pts]: Bright Lance [20pts], Ghostglaive [15pts], Shuriken Cannon [10pts], Shuriken Catapult, Shuriken Catapult, Wraithbone Fists

+ Heavy Support [16 PL, 280pts] +

Wraithseer [8 PL, 140pts]: 4. Protect/Jinx, Bright Lance [10pts], Ghostspear, Smite

Wraithseer [8 PL, 140pts]: 4. Protect/Jinx, Bright Lance [10pts], Ghostspear, Smite

+ Dedicated Transport [8 PL, 180pts] +

Wave Serpent [8 PL, 180pts]: Crystal Targeting Matrix [10pts], Shuriken Cannon [10pts], Twin Bright Lance [20pts]

++ Total: [108 PL, 7CP, 1,996pts] ++


My Secodaries: Brig it down, rais the banners and Interrogation (wrapcraft character targeting one)

The enemy: Admech:
6x5 ranger
2x onagers
3x las chickens
1x Armiger
2x support characters
1x CC knight - Character upgrade
1x Shooty knight - Character upgrade

His secondaries: Grind them down, data scan and table quarters

Missions: The one where you dont get CP unless you are holding no mans land/ enemy objective

1. I was the defender,
I deployed very defensively, hiding my wraithwalker blob with farseer and autarch behind cover right at the back, towards the right flank
Had Eldrad and farseer with the avengers in the wave serpent & vibro canons in the left flank.
Specters and guardians in reserve.
It meant I actualy started the game with 4 CP... -_- (the autarch trait and relic did not come into play once and was a massive waste of 2CP)

Once he deployed his CC knight to mirror my right flank heavy deployment i used phantasm to switch the wave serpent with a wraith seer (in hind sight I should have also re-deployed the vibro canons)

T1.

I got first turn. Deployed avengers as screen and farseers onto the right side objective (to be within 18" of the knight)and kept the wave serpent hidden by as much terrain as possible.

I cast focus will + doom on cc knight and guide on the avengers
Regen CP with spirit seer and 2nd farseer did the psychic action.
I held everything else back behind cover. And raised banner with autarch.

Blasted the CC knight with all of the BL shooting and the avengers exploding 6's strat (avengers did 13 wounds alone with split fire as 6 shots went at a ranger unit!) he got very lucky with saves and his FNP and was down to 6 wounds. Obviously rotated ion shields....
(Didn't relay matter though as he just burned CP to be full profile..)

The vibro canons melted the armiger got lucky with triple 6 of shots but think it does on averages anyway

His turn: he didn't really shoot much, because most of my stuff was hidden and I used my magic dice to tank a 6 up invuln on a melta and risked another one for a badly damaged wraithlord. His knight came within charge range sadly and stomped my DA. I did throw an overwatch (is there a way to improve overwatch ?) but only got 2 wounds out of it (because of guide and doom I thought it was worth it with 7 guys.

Exarch somehow survived but because of poor placement he lost the objective

T2. I deployed the spectres behind cover in the middle and guardians on no mans land objective opposite the shooty knight (hoping to draw him in for a charge)
I moved out my wraith boys and moved my wave serpent and psykers up the board to cap the next objective - psychic MW output was a massive wiff.. even with super smite ended up doing 3MW = 2x smite and executioner... menaing his CC knight. Wraithseer did interrogate. Spirit seer farm CP, and other wraithseer smited the other knight for 2MW.

This unfortunately meant I had to put a lot of shooting into the CC knight as he obviously rotated ion shields. I split fire so only Shuri canons went into the knight while BL went into chicken walkers and his onagers.
The knight eventualy went down and exploded but luckily only 4".

From then on it was a case of holding more, doing a raise banner with one of the infantry characters, shooting his onagers and cognis chickens and ignoring the shooty knight. the guardians tanked his big flamers and Gatling on the platforms. which were in a crater.

We called it T4 I was thin on the ground but his big night was about to be charged by angry wraithseers.

My takeaway from the battle:

Dire avengers - Amazing output. With guide and doom and exploding 6's they wreck face - My MVP unit

Vibro canons - Amazing unit. I got lucky but the way they slapped his armiger around terrified him so he concentrated all of his fire power on them ignoring the wraiht units. Pure glass canon unit

Wraithlords/Wraihtseers - They did ok. I have mixed feeling. As a platform wraith lords started going down once enough fire power directed BUT having one of the fate dice and a 6++ means they could just shrug off a killing hit from AT weapons something forcing more shots/surviving on 1W. The wraithseers were great in that they could do psychic action rather than smite - they suffer massively from lack of -1D (FAQ is needed ASAP) - Also tears of isha with spirit seer is a nice spend of 1 CP.

My autarch set up - Completely useless.. Not sure if autarch was needed between doom and ulthwe I had a lot of wound re-rolls. The double CP re-roll was clutch though.

Farseers - 18" doom and guide kinda sucks.. You HAVE to be within 18" as even with focus will you'd need fate dice for a 6 psychic to guarantee the 9.

Guardians - I think storm guardians with serpent shield are a much better option for a ob sec bodies that are supposed to be a screen/blocker. They suffer the -1 to hit with heavy weapon on platform which is not great.

Wave serpent - Very useful. The 5++ is great. I think I much prefer it to the half damage from old dex.

Specters - They struggled to clear up 1x 5 man unit of rangers. Without possibility of guide or doom they sadly do not cut the mustard. Id rather get another unit of Vibro-canons or more dire avengers.

Thanks for reading my wall of text
The list has been refined


Codex Aeldari: No longer a dying race! @ 2022/03/28 21:14:29


Post by: The Red Hobbit


I had a similar game but instead of fighting giant mechanical constructs I was fighting giant bugs. Leviathan had to be stopped at all costs.

Army
Spoiler:
Far Flung Craftworld - Mobile Fighters & Warding Runes

Patrol 1
Avatar & Farseer & Warlock
Guardians
Wraithguard & Wraithblades
Wave Serpent x2
Vyper

Patrol 2
Fuegan & Farseer
Guardians
Fire Dragons + Burning Heat
Wave Serpent

Secondaries: Bring it Down, RND, Interrogation


Battle report with Photos
Spoiler:

Setup for me, everything but my blue Guardians were behind LoS obscuring

My opponents monstrous horde. He went first and brought his flying harpy to close to the sun, on my first turn it was shot out of the sky by Fire Dragons. The rest of his forces moved up the board, I kept my forces behind obscuring and waited till Round 2, the fiery Avatar begrudgingly waited before charging forth.


Rounds 2&3 he pushed a bit further and plinked off some wounds from my Wave Serpent in the open. I screened out his deep striking Trygon Prime who has to charge into Melee (taking apart a Wave Serpent who was blocking charges for my infantry. The Hive Tyrant fortunately fails its charge and reroll.


Eldritch storm dishes out considerable mortal wounds. My Shuriken weapons continued to fire into the venomthropes and neurothropes to no avail but the Wraithguard remove them from existence. The Fire Dragons nuke the Trygon. The Avatar unfortunately does not make his charge. I launched out my Wraith Blades who knocked off 8 Wounds from a T7 target thanks to Mobile Fighters. My 2nd Wave Serpent, charges the brain bugs to ensure the serpent is the nearest target for Smite.


The brain bugs waste their smites on the Wave Serpent, it is then torn to pieces by the Warriors. The large bug on the bottom puts out an obscene amount of Mortal Wounds taking out 3 of the 5 Wraithblades and 6 Guardians. Moving my serpents meant I was no longer screening out the super Lictor who then ate my Warlock. The Hive Tyrant reduces the Avatar to a single Wound.


The Wraithguard take out the giant psychic beetle bug, the Wraithblades retreat towards my deployment objective. The Fire Dragons nearly wipe out the Warriors, they charge in along with the Farseers but the last Warrior hangs on with a single Wound thanks to Feel no Pain (Catalyst power). Avatar shoots the Hive Tyrant who finally fails an Invul and takes 7 damage. He is felled before he can fight and I was out of CP by this point. Strands of Fate was not kind to me in Round 3 or 4 (no Saves).


Round 5 the hail mary round. The Wraithblades made a long charge and wipe out the super Lictor and reclaim the objective scoring the points. My Fire Dragons fall back and shoot. My Guardians shoot. My wraithguard shoot. Every weapon I have goes into the Hive Tyrant. After several Invuls and FnP it's still at 1 Wound. My Wraithguard charge in and punch it in the back, one successful wound, one failed save, one failed FnP. The Wraithguard stand triumphant over the Hive Tyrant, I claim the moral victory! (Then lose in points)

Fun game, very close and I'm looking forward to playing Eldar again. Lots of tricks up our sleeves and I really love what they've done with Aspect Warriors & Phoenix Lords.


General thoughts & observations
Eldar
-Mobile Fighters was very helpful when my Sword Wraithblades popped out and had to launch into a T7 target. Warding Runes 6++ was nice but more importantly the 5+++ vs Mortals meant I didn't lose the game by turn 2.
-Eldritch Storm is great, highly recommend.
-Guardians did their job and sat on objectives, the reroll 1s on Objectives is nice.
-Wraiths are still very durable. While the Wraithlord is my very model, the wraithguard and wraithblades feel far more effective
-Wave Serpents weren't necessary since my opponent made it to the mid-field so soon, they were only helpful for protecting the slow moving Wraiths, for the Fire Dragons you can get away with putting them behind Obscuring cover then pressing forward as a counter-punch unit.
-Executioner was a poor choice for this matchup since my opponent didn't have anything with less than 3 wounds. Fortune was great with Fire Dragons or Wraith Guard
-Will of Asuryan wasn't necessary, I picked it as a fun way to make the Avatar obsec but he didn't get a chance to make it in and count. Phoenix Lords giving their units ObSec was great though.
-Love the new Avatar but unfortunately Tyranids have a way to ignore FNP and dish out large amounts of damage so even with the 1/2 DMG my went from full to 1 Wound in a single round of shooting and melee.
-My Fire Dragons lasted till Round 5 amazingly! They wiped out more units than anyone else, burning heat is a nice counter when fighting an army that has Transhuman on everything.
-Really love Strands of Fate, it's a nice trick to keep in the back pocket. In the first round having two auto pass saves (Army wide 6++) really, really helped.

Tyranids - Leviathan
-Transhuman on synapse creatures is pretty powerful. They also have ways to upgrade their big bugs to get a 4++ Invul. Out of my opponents entire army the only units without an Invul were the Warriors and the Venomthropes. Not many! When we have our rematch I think I'll bring along two Fire Prisms and try out the Stratagem
-The Zoanthropes horde got a +6 to Smite, so that was potent! I was only able to successfully deny two powers this game and that was with the Fate dice. The brain bugs also have a way to regenerate wounds after causing Psychic damage, so don't ever split fire!
-I'm used to turn 1 charges and getting annhilated by Crusher stampede so this was a nice change of pace in playstyle. I really enjoyed fighting Tyranids and I'm looking forward to fighting them again. Our casualties were neck and neck for the first 3 rounds, had a blast even though we were both learning our new rules.

Secondaries:
-Bring it down of course was great against giant bugs
-Interrogation was a mistake, I should have stuck with our codex specific Scry. My opponent had -1 to my casts, and +1 to their casts, so Interrogation went very successfully for them.
-I may go with Banners next time since when facing a melee heavy army, sitting back and screening out deep strike will earn me a lot more points than other objectives I tend to play with my other armies (Strangle hold, engage on all fronts, etc.)

Final score: 68 (Tyranids) to 55 (Eldar)


Codex Aeldari: No longer a dying race! @ 2022/03/29 09:56:52


Post by: Moosatronic Warrior


Interesting reads thanks folks.

On the RnD Dire Avengers: 6 man units are needed to guarantee RnD, but 2x6 cost 2CP to reserve. If that's the plan it's probably best to start them on the board and then use Phantasm for 2CP to reserve them and also move something else. Makes it slightly more efficient anyway.



Codex Aeldari: No longer a dying race! @ 2022/03/29 10:16:22


Post by: kingheff


Great reading, thanks to everyone who took the time to give us a detailed report.
With Avengers, I think it's worth going all the way up to ten Elf squads unless they're going in Falcons. Being able to do the action and shooting at full power just seems worth it to me.


Codex Aeldari: No longer a dying race! @ 2022/03/29 12:58:30


Post by: stratigo


Moosatronic Warrior wrote:
Interesting reads thanks folks.

On the RnD Dire Avengers: 6 man units are needed to guarantee RnD, but 2x6 cost 2CP to reserve. If that's the plan it's probably best to start them on the board and then use Phantasm for 2CP to reserve them and also move something else. Makes it slightly more efficient anyway.



6 dire avengers go into a falcon.

If they aren't in a falcon, use 10.



Codex Aeldari: No longer a dying race! @ 2022/03/29 13:30:36


Post by: Moosatronic Warrior


I don't think either of those are terrible options, but at that point you're not just squeezing in some cheap RnD-ers, it's a substantial part of a list.

I'd be little worried that the threat of 20 Dire avengers in strategic reserve means that my RnD-ers are more likely to get screened out.



Codex Aeldari: No longer a dying race! @ 2022/03/29 13:42:56


Post by: Robcio


Could someone please clarify what RnD means please?


Automatically Appended Next Post:
Also aside, my little 2 cents from the one game I've gotten in. Cheap Wraithlords with the ghost glaive seem pretty good for counter charge and objective camping if you have more threatening units. And Wraithguard wirh swords will probably be preferable to me as 5 attacks per model seems much better than the axes.


Codex Aeldari: No longer a dying race! @ 2022/03/29 14:01:12


Post by: kingheff


Rnd = Retreive nachmund data.
Cheap wraithlord's looks like the way to go for me but it depends what you want them to do really.
The blades Vs axe debate is quite interesting, no doubt that I prefer the offence of the swords, they really can blend but defensively they are a bit subpar due to the high level of offence out there, which is why the axes tend to be more popular but I think a squad of blades with swords in a serpent is worth trying.


Codex Aeldari: No longer a dying race! @ 2022/03/29 15:22:31


Post by: Robcio


 kingheff wrote:
Rnd = Retreive nachmund data.
Cheap wraithlord's looks like the way to go for me but it depends what you want them to do really.
The blades Vs axe debate is quite interesting, no doubt that I prefer the offence of the swords, they really can blend but defensively they are a bit subpar due to the high level of offence out there, which is why the axes tend to be more popular but I think a squad of blades with swords in a serpent is worth trying.


Gotcha, thank you.

Yeah I guess it really just depends on if you want damage or survivability.


Codex Aeldari: No longer a dying race! @ 2022/03/29 15:35:33


Post by: Argive


Robcio wrote:
Could someone please clarify what RnD means please?


Automatically Appended Next Post:
Also aside, my little 2 cents from the one game I've gotten in. Cheap Wraithlords with the ghost glaive seem pretty good for counter charge and objective camping if you have more threatening units. And Wraithguard wirh swords will probably be preferable to me as 5 attacks per model seems much better than the axes.


I find a lot to agree with this.

With a 6+++, high toughness half decent save, -1D and the a fate dice in your back pocket if you get a 6 (I got at least 1 6 3/4 rounds we played) they can actually be quite hard to shift. I concentrated on enemy AT, high damage weapons and offered up bait like glass canon Vibro canons which are such a big threat they need to be dealt with. Meant that by the later rounds they coulditn reliably bring them down and at that point they are poised to charge and mop up.

However... Are they better than a nice spread of WW or falcons? or the AOK ? I'm not sure.

I know one thing fo sure. I will be using a lot of vibro canons and dire avengers in my next games for a "competative outlook"


Codex Aeldari: No longer a dying race! @ 2022/03/29 16:33:21


Post by: The Red Hobbit


 kingheff wrote:
Rnd = Retreive nachmund data.
Cheap wraithlord's looks like the way to go for me but it depends what you want them to do really.
The blades Vs axe debate is quite interesting, no doubt that I prefer the offence of the swords, they really can blend but defensively they are a bit subpar due to the high level of offence out there, which is why the axes tend to be more popular but I think a squad of blades with swords in a serpent is worth trying.


The number of attack the Wraithblades push out is impressive, I prefer the look of Wraithguard but the blades are definitely better than I expected. If you go with Ulthwe or Warding Runes for a custom craftworld you can sidestep the Invul issue.


Codex Aeldari: No longer a dying race! @ 2022/03/29 18:22:47


Post by: Robcio


 The Red Hobbit wrote:
 kingheff wrote:
Rnd = Retreive nachmund data.
Cheap wraithlord's looks like the way to go for me but it depends what you want them to do really.
The blades Vs axe debate is quite interesting, no doubt that I prefer the offence of the swords, they really can blend but defensively they are a bit subpar due to the high level of offence out there, which is why the axes tend to be more popular but I think a squad of blades with swords in a serpent is worth trying.


The number of attack the Wraithblades push out is impressive, I prefer the look of Wraithguard but the blades are definitely better than I expected. If you go with Ulthwe or Warding Runes for a custom craftworld you can sidestep the Invul issue.


How do you run the Wraithguard? I have 10 with d-scythes but my friend group doesn't really care about WYSIWYG so I can use them as wraithcannons (not like they could tell the difference anyways), so I would be curious to know how you run them. I was thinking with the new d-scythe range, deep striking 10 would be terrifying


Codex Aeldari: No longer a dying race! @ 2022/03/29 19:39:01


Post by: nathan2004


Scorpions or Banshees for this list?

Also, taking ROD and Engage for 2 of my secondaries. Not sure if dropping the Lances off the Serpents is worth it for To The Last? Is Wrath of Khaine worth the 3rd secondary?


Here's my list:

Spoiler:


++ Battalion Detachment 0CP (Aeldari - Craftworlds) [114 PL, 2,000pts, 11CP] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute
. *Far-Flung Craftworld*: Expert Crafters, Hail of Doom

Detachment Command Cost

The Path of War

+ Stratagems +

Stratagem: Treasures of the Aeldari [-1CP]

+ HQ +

Farseer [5 PL, 90pts]: 5. Focus Will, 5. Will of Asuryan, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord, Witchblade
. The Phoenix Gem

Farseer [5 PL, 95pts]: 1. Guide, 2. Doom, Shuriken Pistol, Singing Spear
. Faolchu's Wing

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Howling Banshees [8 PL, 108pts]
. 5x Howling Banshee: 5x Banshee Blade, 5x Shuriken Pistol
. Howling Banshee Exarch: Mirrorswords

Howling Banshees [8 PL, 108pts]
. 5x Howling Banshee: 5x Banshee Blade, 5x Shuriken Pistol
. Howling Banshee Exarch: Mirrorswords

Warlocks [2 PL, 40pts]: 4. Protect/Jinx
. Warlock: Shuriken Pistol, Witchblade

+ Fast Attack +

Swooping Hawks [8 PL, 126pts]
. 6x Swooping Hawk: 6x Lasblaster
. Swooping Hawk Exarch: Lasblaster

Swooping Hawks [8 PL, 108pts]
. 5x Swooping Hawk: 5x Lasblaster
. Swooping Hawk Exarch: Lasblaster

+ Heavy Support +

Night Spinner [8 PL, 150pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 150pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 150pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

+ Dedicated Transport +

Wave Serpent [8 PL, 160pts]: Twin Bright Lance, Twin Shuriken Catapult

Wave Serpent [8 PL, 160pts]: Twin Bright Lance, Twin Shuriken Catapult

++ Total: [114 PL, 2,000pts, 11CP] ++



Codex Aeldari: No longer a dying race! @ 2022/03/29 19:44:54


Post by: Leo_the_Rat


Not trying to be rude but to all of you who are posting army lists in this thread- Please put your lists in the Army List sub-forum. This thread should be for tactics and general discussion. If you want people to C&C your lists then you should go to the appropriate place on Dakka./rant


Codex Aeldari: No longer a dying race! @ 2022/03/29 19:48:30


Post by: Scoundrel80


Thanks for posting lists and batreps. Great effort.

I agree on avengers. 6 if ypu need the falcon. If not then ten. Maybe just one. Stand firm obviously.


Automatically Appended Next Post:
 nathan2004 wrote:
Scorpions or Banshees for this list?

Also, taking ROD and Engage for 2 of my secondaries. Not sure if dropping the Lances off the Serpents is worth it for To The Last? Is Wrath of Khaine worth the 3rd secondary?

Here's my list:

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [114 PL, 2,000pts, 11CP] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute
. *Far-Flung Craftworld*: Expert Crafters, Hail of Doom

Detachment Command Cost

The Path of War

+ Stratagems +

Stratagem: Treasures of the Aeldari [-1CP]

+ HQ +

Farseer [5 PL, 90pts]: 5. Focus Will, 5. Will of Asuryan, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord, Witchblade
. The Phoenix Gem

Farseer [5 PL, 95pts]: 1. Guide, 2. Doom, Shuriken Pistol, Singing Spear
. Faolchu's Wing

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Howling Banshees [8 PL, 108pts]
. 5x Howling Banshee: 5x Banshee Blade, 5x Shuriken Pistol
. Howling Banshee Exarch: Mirrorswords

Howling Banshees [8 PL, 108pts]
. 5x Howling Banshee: 5x Banshee Blade, 5x Shuriken Pistol
. Howling Banshee Exarch: Mirrorswords

Warlocks [2 PL, 40pts]: 4. Protect/Jinx
. Warlock: Shuriken Pistol, Witchblade

+ Fast Attack +

Swooping Hawks [8 PL, 126pts]
. 6x Swooping Hawk: 6x Lasblaster
. Swooping Hawk Exarch: Lasblaster

Swooping Hawks [8 PL, 108pts]
. 5x Swooping Hawk: 5x Lasblaster
. Swooping Hawk Exarch: Lasblaster

+ Heavy Support +

Night Spinner [8 PL, 150pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 150pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 150pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

+ Dedicated Transport +

Wave Serpent [8 PL, 160pts]: Twin Bright Lance, Twin Shuriken Catapult

Wave Serpent [8 PL, 160pts]: Twin Bright Lance, Twin Shuriken Catapult

++ Total: [114 PL, 2,000pts, 11CP] ++


I feel this list is an absolute Beast. Its very close to one of my ulthwe builds. I just have a falcon and 2x prism instead of spinners. Feel your choice is better.


Codex Aeldari: No longer a dying race! @ 2022/03/29 19:59:37


Post by: The Red Hobbit


Robcio wrote:
 The Red Hobbit wrote:
 kingheff wrote:
Rnd = Retreive nachmund data.
Cheap wraithlord's looks like the way to go for me but it depends what you want them to do really.
The blades Vs axe debate is quite interesting, no doubt that I prefer the offence of the swords, they really can blend but defensively they are a bit subpar due to the high level of offence out there, which is why the axes tend to be more popular but I think a squad of blades with swords in a serpent is worth trying.


The number of attack the Wraithblades push out is impressive, I prefer the look of Wraithguard but the blades are definitely better than I expected. If you go with Ulthwe or Warding Runes for a custom craftworld you can sidestep the Invul issue.


How do you run the Wraithguard? I have 10 with d-scythes but my friend group doesn't really care about WYSIWYG so I can use them as wraithcannons (not like they could tell the difference anyways), so I would be curious to know how you run them. I was thinking with the new d-scythe range, deep striking 10 would be terrifying


I think D-Scythes were better in 8th personally, hard to justify the points now.

Popping them out of the webway is one option, there's also a place for running them in a wave serpent and dropping them off on the mid-field. Their ability to still shoot in Melee that's very potent, even when they are charged they are T6 multi-wound and -1D so they're likely to survive and so next turn they're bound to blast a few out of existence on your next turn.


Codex Aeldari: No longer a dying race! @ 2022/03/29 20:15:32


Post by: Argive


Leo_the_Rat wrote:
Not trying to be rude but to all of you who are posting army lists in this thread- Please put your lists in the Army List sub-forum. This thread should be for tactics and general discussion. If you want people to C&C your lists then you should go to the appropriate place on Dakka./rant


I don't see an issue as long as it goes into a spoiler for reference.
How else can you go in-depth on a tactics post unless you present your and your enemy army comps?

Theory crafting is one thing but practical tactical feedback is gold dust..

However - I totally see where you are coming from, please spoiler your lists !!!
Otherwise it creates a wall of text..


Codex Aeldari: No longer a dying race! @ 2022/03/29 20:16:06


Post by: Nevelon


The extra to wound rolls on the scythes might proc more MWs, and you are not going to loose damage to overkill. But the range drop over the cannons is a little rough, and +5ppm is harsh for what most times is going to be a marginal upgrade.

Might be worth crunching the math, but they just feel expensive for what we get

Edit:
My back of the envelope math puts 5 scythes are about10+2MW, where the cannons are closer to 14, and coin toss on the mortal (vs. T5 no invuln targets). Downside is they cannons only generally kill ~3 things, so a lot of potential for overkill unless shooting at real chunky targets.

No buffs, and not counting the points


Codex Aeldari: No longer a dying race! @ 2022/03/29 20:24:58


Post by: Argive


 Nevelon wrote:
The extra to wound rolls on the scythes might proc more MWs, and you are not going to loose damage to overkill. But the range drop over the cannons is a little rough, and +5ppm is harsh for what most times is going to be a marginal upgrade.

Might be worth crunching the math, but they just feel expensive for what we get


better then 8" .. if it works out of DS I dont think the range is that much of a problem. can always auto-advance 6" and eat the -1. you'd get a 23" threat range following a DS drop.

Dscythes with doom, guide and fortune sound tasty.


Codex Aeldari: No longer a dying race! @ 2022/03/29 20:32:14


Post by: Nevelon


Eating that -1 to hit can be rough. Obviously if you can mitigate it, sure. But they don’t auto-hit anymore.


Codex Aeldari: No longer a dying race! @ 2022/03/29 21:03:56


Post by: nathan2004


Sorry everyone, I added the spoiler to my post. I'm just seeking people's opinions as I'm buying it to be my comp army and the models new are $1k.


Codex Aeldari: No longer a dying race! @ 2022/03/29 21:56:54


Post by: Scoundrel80


what is you guys normal way of deploying hawks and baharoth if there is no indirect. on the table or in deep strike? not being able to take off after deeping in is a little limiting, Imo.

Same actually goes for warp spiders, I guess. that is how it works, right? No battle focus move in the turn they enter from reserves.


Codex Aeldari: No longer a dying race! @ 2022/03/29 22:14:21


Post by: The Red Hobbit


Yeah D-Scythes losing Auto-Hit was a big loss. Meanwhile Fire Dragons have auto-wound at <9", so that's one less power you're relying on your Farseer to have and you can fit more in a transport.


Codex Aeldari: No longer a dying race! @ 2022/03/29 22:58:01


Post by: Argive


 The Red Hobbit wrote:
Yeah D-Scythes losing Auto-Hit was a big loss. Meanwhile Fire Dragons have auto-wound at <9", so that's one less power you're relying on your Farseer to have and you can fit more in a transport.


True

Im considering a bieltan based list with a natural leader spirit seer and a blob of 10 d scythes and the AOK as main alpha units, backed up by farseers, some vibros dire avengers, stormies and triple wraithlord. I think that list has a lot of potnetial. Im going to try it in two weeks time, providing my opponent doesn't mind me using the old metal AOK model, I haven't got around to doing anything with my FW one.

Reroll all hits, reroll 1's to wound don't need farseer support if doom becomes untenable.

Can I just check you can cast fortune on the AOK ?
The only limit I an see is either core or character and he does have character keyword.

Has anyone run AOK with fortune ? Sounds disgusting


Codex Aeldari: No longer a dying race! @ 2022/03/29 23:05:45


Post by: kingheff


So, obviously a spammy and memey list but I think it could actually be secretly quite good?

Spoiler:

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [105 PL, 12CP, 2,000pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Selection
. *Far-Flung Craftworld*: Hail of Doom, Mobile Fighters

Detachment Command Cost

+ HQ +

Autarch Skyrunner [5 PL, 100pts]: Laser Lance
. Sunstorm

Farseer Skyrunner [6 PL, 125pts]: 1. Guide, 2. Doom, 6: Seer of the Shifting Vector, Shuriken Pistol, Singing Spear, Warlord

+ Troops +

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

+ Elites +

Dire Avengers [7 PL, 130pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Stand Firm, Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Warlock Skyrunners [3 PL, 65pts]: 4. Protect/Jinx
. Warlock Skyrunner: Singing Spear

+ Dedicated Transport +

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Total: [105 PL, 12CP, 2,000pts] ++

Created with BattleScribe


Codex Aeldari: No longer a dying race! @ 2022/03/29 23:20:42


Post by: The Red Hobbit


 Argive wrote:
 The Red Hobbit wrote:
Yeah D-Scythes losing Auto-Hit was a big loss. Meanwhile Fire Dragons have auto-wound at <9", so that's one less power you're relying on your Farseer to have and you can fit more in a transport.


True

Im considering a bieltan based list with a natural leader spirit seer and a blob of 10 d scythes and the AOK as main alpha units, backed up by farseers, some vibros dire avengers, stormies and triple wraithlord. I think that list has a lot of potnetial. Im going to try it in two weeks time, providing my opponent doesn't mind me using the old metal AOK model, I haven't got around to doing anything with my FW one.

Reroll all hits, reroll 1's to wound don't need farseer support if doom becomes untenable.

Can I just check you can cast fortune on the AOK ?
The only limit I an see is either core or character and he does have character keyword.

Has anyone run AOK with fortune ? Sounds disgusting


I'd be surprised if you can find an opponent who wouldn't allow the old metal Avatar of Khaine. The new Avatar is brand new, and the FW one was always a nice and over priced model.

I ran AOK with Fortune but my opponent was able to deny it thanks to Shadows in the Warp. It's a great combination. Do you plan on footslogging the D-Scythes, webway gate or wave serpents? I think with the AOK and three Wraithlords you have a good target saturation, unfortunately anti-tank weapons are all the rage this edition so they may not last as long as you'd expect. I've got 3 Wraith Lords and a Wraithseer and have been wondering how best to use them without getting shot off the board too early.

@kingheff

That looks like a really fun list! I'm hopeful the Guardians pull their weight. I bet that would absolutely shred a horde list.


Codex Aeldari: No longer a dying race! @ 2022/03/29 23:21:59


Post by: Argive


 kingheff wrote:
So, obviously a spammy and memey list but I think it could actually be secretly quite good?

Spoiler:

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [105 PL, 12CP, 2,000pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Selection
. *Far-Flung Craftworld*: Hail of Doom, Mobile Fighters

Detachment Command Cost

+ HQ +

Autarch Skyrunner [5 PL, 100pts]: Laser Lance
. Sunstorm

Farseer Skyrunner [6 PL, 125pts]: 1. Guide, 2. Doom, 6: Seer of the Shifting Vector, Shuriken Pistol, Singing Spear, Warlord

+ Troops +

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

+ Elites +

Dire Avengers [7 PL, 130pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Stand Firm, Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Warlock Skyrunners [3 PL, 65pts]: 4. Protect/Jinx
. Warlock Skyrunner: Singing Spear

+ Dedicated Transport +

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Total: [105 PL, 12CP, 2,000pts] ++

Created with BattleScribe


Are transports not part of RO3 ?


Automatically Appended Next Post:
 The Red Hobbit wrote:
 Argive wrote:
 The Red Hobbit wrote:
Yeah D-Scythes losing Auto-Hit was a big loss. Meanwhile Fire Dragons have auto-wound at <9", so that's one less power you're relying on your Farseer to have and you can fit more in a transport.


True

Im considering a bieltan based list with a natural leader spirit seer and a blob of 10 d scythes and the AOK as main alpha units, backed up by farseers, some vibros dire avengers, stormies and triple wraithlord. I think that list has a lot of potnetial. Im going to try it in two weeks time, providing my opponent doesn't mind me using the old metal AOK model, I haven't got around to doing anything with my FW one.

Reroll all hits, reroll 1's to wound don't need farseer support if doom becomes untenable.

Can I just check you can cast fortune on the AOK ?
The only limit I an see is either core or character and he does have character keyword.

Has anyone run AOK with fortune ? Sounds disgusting


I'd be surprised if you can find an opponent who wouldn't allow the old metal Avatar of Khaine. The new Avatar is brand new, and the FW one was always a nice and over priced model.

I ran AOK with Fortune but my opponent was able to deny it thanks to Shadows in the Warp. It's a great combination. Do you plan on footslogging the D-Scythes, webway gate or wave serpents? I think with the AOK and three Wraithlords you have a good target saturation, unfortunately anti-tank weapons are all the rage this edition so they may not last as long as you'd expect. I've got 3 Wraith Lords and a Wraithseer and have been wondering how best to use them without getting shot off the board too early.

@kingheff

That looks like a really fun list! I'm hopeful the Guardians pull their weight. I bet that would absolutely shred a horde list.


A blob of 9 in the web way getting them to hit what needs hititng. Dire avengers, vibros and stormies to clear out any potnetial chaff screens.


Codex Aeldari: No longer a dying race! @ 2022/03/30 03:55:32


Post by: The Red Hobbit


I like the aesthetics of vibrocannons blasting away with shockwaves and dismantling every futuristic screw and rivet on a target but they seem pretty hampered by 9e board placements with obscuring terrain out the wazoo.

Let us know how your storm guardians work out. I have a few with fusion pistols from either 2e or 3e in storage somewhere.


Codex Aeldari: No longer a dying race! @ 2022/03/30 08:31:19


Post by: Crafter91


Played a game against Imperial Fists last week and holy hell - it was like Craftworld Kryptonite.

I'll start by saying that I conceeded at the end of battle round three, despite actually winning at the time on points but I had a Farseer and a unit of Fire Dragons left on the table and it was very clear that my opponent would make up the shortfall in points over the remaining two turns.

I've never played against IF before so didn't quite know what to target or expect.

The IF's ability to ignore cover with AP1 weapons literally shredded through my infantry and there was so much of it, there was no way I could pass all the saves.

He won the turn one roll and castled his entire army for two rounds, making me come out to him (in hindsight, perhaps i didn't have to take the bait?)

I really don't enjoy playing against gunlines so it wasn't the most 'fun' game for me regardless of the result, but it was interesting to see how the CW dealth with it none-the-less (spoiler - not very well).

Terrain was sparce with a few places to hide, but again, his ability to ignore cover meant that unless I was entirely obscured, I may as well have been standing out in the open.

Certainly makes me consider a far-flung CW with the ignores cover rule...

In any case - it was a very well played game by my opponent and a learning experience for me.

Any thoughts on how you'd counter such an army are welcomed!


Codex Aeldari: No longer a dying race! @ 2022/03/30 10:25:27


Post by: Sarigar


 kingheff wrote:
So, obviously a spammy and memey list but I think it could actually be secretly quite good?

Spoiler:

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [105 PL, 12CP, 2,000pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Selection
. *Far-Flung Craftworld*: Hail of Doom, Mobile Fighters

Detachment Command Cost

+ HQ +

Autarch Skyrunner [5 PL, 100pts]: Laser Lance
. Sunstorm

Farseer Skyrunner [6 PL, 125pts]: 1. Guide, 2. Doom, 6: Seer of the Shifting Vector, Shuriken Pistol, Singing Spear, Warlord

+ Troops +

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

Guardian Defenders [4 PL, 90pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

+ Elites +

Dire Avengers [7 PL, 130pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Stand Firm, Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Warlock Skyrunners [3 PL, 65pts]: 4. Protect/Jinx
. Warlock Skyrunner: Singing Spear

+ Dedicated Transport +

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Total: [105 PL, 12CP, 2,000pts] ++

Created with BattleScribe


I actually have these models, less a few weapon options not magnetized on the Wave Serpents. Very interesting, though I am a bit concerned about not having any harder hitting weapons.

Argive. Dedicated Transport and Troop choices are not subject to Rule of Three.


Codex Aeldari: No longer a dying race! @ 2022/03/30 11:52:39


Post by: Moosatronic Warrior


So if you take the Yncarne in an Auxiliary Support detachment, you can still get your Craftword bonuses on the rest of the army, but lose Strands of Fate?



Codex Aeldari: No longer a dying race! @ 2022/03/30 12:51:36


Post by: shogun


Spoiler:
 Crafter91 wrote:
Played a game against Imperial Fists last week and holy hell - it was like Craftworld Kryptonite.

I'll start by saying that I conceeded at the end of battle round three, despite actually winning at the time on points but I had a Farseer and a unit of Fire Dragons left on the table and it was very clear that my opponent would make up the shortfall in points over the remaining two turns.

I've never played against IF before so didn't quite know what to target or expect.

The IF's ability to ignore cover with AP1 weapons literally shredded through my infantry and there was so much of it, there was no way I could pass all the saves.

He won the turn one roll and castled his entire army for two rounds, making me come out to him (in hindsight, perhaps i didn't have to take the bait?)

I really don't enjoy playing against gunlines so it wasn't the most 'fun' game for me regardless of the result, but it was interesting to see how the CW dealth with it none-the-less (spoiler - not very well).

Terrain was sparce with a few places to hide, but again, his ability to ignore cover meant that unless I was entirely obscured, I may as well have been standing out in the open.

Certainly makes me consider a far-flung CW with the ignores cover rule...

In any case - it was a very well played game by my opponent and a learning experience for me.

Any thoughts on how you'd counter such an army are welcomed!


There can be 4 reasons for loosing this:

reason 1 and 2: You should have the speed to move mid-field behind obscuring terrain. So you either don't have that speed in your army (reason 1) or you don't play with decent terrain (reason 2). Current damage output in 40k games means you need decent terrain, and if you don't then the player with the first turn wins.
reason 3: You didn't know how the enemies army works. Was this crucial? would you played different with the knowledge you have now?
reason 4: you took the bait and should have focused on the objectives and not about killing. This is the most common mistake. You don't need all the objectives, you just need to score more then your opponent. you got to think ahead.



Codex Aeldari: No longer a dying race! @ 2022/03/30 13:09:47


Post by: Argive


 Crafter91 wrote:
Played a game against Imperial Fists last week and holy hell - it was like Craftworld Kryptonite.

I'll start by saying that I conceeded at the end of battle round three, despite actually winning at the time on points but I had a Farseer and a unit of Fire Dragons left on the table and it was very clear that my opponent would make up the shortfall in points over the remaining two turns.

I've never played against IF before so didn't quite know what to target or expect.

The IF's ability to ignore cover with AP1 weapons literally shredded through my infantry and there was so much of it, there was no way I could pass all the saves.

He won the turn one roll and castled his entire army for two rounds, making me come out to him (in hindsight, perhaps i didn't have to take the bait?)

I really don't enjoy playing against gunlines so it wasn't the most 'fun' game for me regardless of the result, but it was interesting to see how the CW dealth with it none-the-less (spoiler - not very well).

Terrain was sparce with a few places to hide, but again, his ability to ignore cover meant that unless I was entirely obscured, I may as well have been standing out in the open.

Certainly makes me consider a far-flung CW with the ignores cover rule...

In any case - it was a very well played game by my opponent and a learning experience for me.

Any thoughts on how you'd counter such an army are welcomed!


Whats your army comp?


Codex Aeldari: No longer a dying race! @ 2022/03/30 15:35:14


Post by: The Red Hobbit


Spoiler:
 Crafter91 wrote:
Played a game against Imperial Fists last week and holy hell - it was like Craftworld Kryptonite.

I'll start by saying that I conceeded at the end of battle round three, despite actually winning at the time on points but I had a Farseer and a unit of Fire Dragons left on the table and it was very clear that my opponent would make up the shortfall in points over the remaining two turns.

I've never played against IF before so didn't quite know what to target or expect.

The IF's ability to ignore cover with AP1 weapons literally shredded through my infantry and there was so much of it, there was no way I could pass all the saves.

He won the turn one roll and castled his entire army for two rounds, making me come out to him (in hindsight, perhaps i didn't have to take the bait?)

I really don't enjoy playing against gunlines so it wasn't the most 'fun' game for me regardless of the result, but it was interesting to see how the CW dealth with it none-the-less (spoiler - not very well).

Terrain was sparce with a few places to hide, but again, his ability to ignore cover meant that unless I was entirely obscured, I may as well have been standing out in the open.

Certainly makes me consider a far-flung CW with the ignores cover rule...

In any case - it was a very well played game by my opponent and a learning experience for me.

Any thoughts on how you'd counter such an army are welcomed!


Lots of AP1 fire is painful but I would think that CWE can out shoot Imperial Fists, or at least outrange them. Because gunline castles exist I think it's always a wise idea to keep a few long range options for a TAC army. If he wanted to castle for two turns I'd happily blast him with some long range weapons his bolters can't reach. Fire Prisms, Dark Reapers, Support Weapon Platforms, Bright Lances, Scatter Lasers etc. At that point you should both be scoring your home objectives and meanwhile he's taking Wounds while you are either out of range or behind Obscuring terrain.


Codex Aeldari: No longer a dying race! @ 2022/03/30 17:22:32


Post by: stratigo


Imperial fists are the worst subfaction in a weak faction.

Eldar poop all over them


Codex Aeldari: No longer a dying race! @ 2022/03/30 19:19:51


Post by: kingheff


 Crafter91 wrote:
Spoiler:
Played a game against Imperial Fists last week and holy hell - it was like Craftworld Kryptonite.

I'll start by saying that I conceeded at the end of battle round three, despite actually winning at the time on points but I had a Farseer and a unit of Fire Dragons left on the table and it was very clear that my opponent would make up the shortfall in points over the remaining two turns.

I've never played against IF before so didn't quite know what to target or expect.

The IF's ability to ignore cover with AP1 weapons literally shredded through my infantry and there was so much of it, there was no way I could pass all the saves.

He won the turn one roll and castled his entire army for two rounds, making me come out to him (in hindsight, perhaps i didn't have to take the bait?)

I really don't enjoy playing against gunlines so it wasn't the most 'fun' game for me regardless of the result, but it was interesting to see how the CW dealth with it none-the-less (spoiler - not very well).

Terrain was sparce with a few places to hide, but again, his ability to ignore cover meant that unless I was entirely obscured, I may as well have been standing out in the open.

Certainly makes me consider a far-flung CW with the ignores cover rule...

In any case - it was a very well played game by my opponent and a learning experience for me.

Any thoughts on how you'd counter such an army are welcomed!


It doesn't matter the opposition really, if you leave a craftworlds army exposed, it will die.
But I'm curious as to how you didn't kill him quicker than he could kill you? Our defence is weaker than marines but our offence is much greater than theirs. It should be a good match up generally speaking.
I played a new player last week who complained that he didn't know why people say drukhari are good. He proceeded to footslog his way across the battlefield, not trying to hide, and got butchered by my scatter lasers and shuriken. I'm not saying that's what you did but I suspect something could be done differently, whether in your list building or tactics on the table top, for you to get a better result.


Codex Aeldari: No longer a dying race! @ 2022/03/30 19:34:58


Post by: Argive


Army comp is also important. If half of your army was T3 bodies then bolters will have a field day.


Codex Aeldari: No longer a dying race! @ 2022/03/30 19:57:29


Post by: kingheff


For sure, the new player had good units, incubi,. Witches etc but not enough transports.
Even Harlequins, which are much better defensively than craftworlds, getting caught in the open outside their boats soon go down under weight of fire.


Automatically Appended Next Post:
And weight of anti infantry fire power is one thing imperial fists are very good at.


Automatically Appended Next Post:
So, just "finished" a test game of my seven serpent mobile fighters hail of doom list going into my Biel Tan list from earlier in the thread. I was using TTS.
I rolled randomly and got a corner to corner deployment and the serpent build rolled to go first.
I got two squads of guardians out and moved out to screen most of the board to be honest, seven serpents fill up a lot of the table!
Between the guardians and six of the serpents they took out a wave serpent, one squad of Hawks (a mistake on my part, didn't notice that their wings were sticking out above a solid fence), the squad of dire avengers that came out of the serpent and six rangers from two squads.
Then the Biel Tan took their turn, unfortunately the warlord re-rolls were planned to go on the hawks and was wasted, the psychic phase didn't go great either with only a serpent doomed. By the end of their turn they had crippled two serpents but crucially failed to pop any and killed the best part of the two guardian squads that had got out.
The serpents on turn two disgorged all but one of the remaining squads and went to town. All told they killed the other serpent, a night spinner, almost two squads of banshees with one exarch on a single wound, the other squad of hawks who didn't have many places to hide, more rangers, the warlock and a farseer.
Biel Tan were left with two spinners, one of which had only a single wound remaining, a farseer, a Banshee exarch, a few scouts and two squads of avengers in strategic reserve. At that point it wasn't worth continuing, Biel Tan had been decimated.
The deployment was definitely helpful to the serpents, table quarters allowed them to close in and spread over the board at the same time. I thought Hail of doom would be good and it didn't disappoint, I'm not sure how the maths works but it really stacks up. I wasn't sure about Mobile fighters, generally I'm not sure it's worth it unless you skew like I did. But with so many shots getting +1 to wound is just terrifying, especially when combined with all those 6+ wounds coming from Hail of doom. A guided squad of avengers took down a spinner on their own, without doom, it's an incredible combo.
I'll try another game with the same forces, probably giving Biel Tan first turn this time, might even just choose a mission with more no man's land between them since this game did favour the serpent build.
So first impressions of Hail of doom and mobile hunters is that it's really strong using just "cheap" units and the serpents do a terrific job because there's just so many of them and they're quick and keep the squishy Elves safe.


Codex Aeldari: No longer a dying race! @ 2022/03/31 04:23:59


Post by: The Red Hobbit


Sounds like an effective test game. I didn't realize Hail of Doom was 6+, I was thinking it was unmodified 6s so it goes well with Mobile Fighters.

I enjoyed Mobile Fighters when I used it, since I've got more than a few Wave Serpents in my collection and it's nice way to let all those S4 shuriken catapults pile on the wounds.


Codex Aeldari: No longer a dying race! @ 2022/03/31 05:46:34


Post by: kingheff


Hail of doom is indeed unmodified sixes, what I meant was that the unmodified sixes combine with the plus one to wound just pushes so many saves through that it's really effective because of the weight of dice.


Codex Aeldari: No longer a dying race! @ 2022/03/31 05:48:56


Post by: The Red Hobbit


Ah I see what you mean. I have a hail of doom list with some Psyker shenanigans I've been meaning to try, but I find it hard to give up Warding Runes over Mobile Fighters with so many mortals in the game these days.


Codex Aeldari: No longer a dying race! @ 2022/03/31 06:29:34


Post by: kingheff


Warding runes is great for sure. There's so many good far flung traits, I think masterful shots is really tough to give up but in this build mobile fighters gets my vote.


Codex Aeldari: No longer a dying race! @ 2022/03/31 11:59:01


Post by: Tyranid Horde


I've been taking Warding Runes in my games recently due to the sheer MW output in my local meta, namely Crusher Stampede (and the new codex because lets face it, everyone is running that from Wahapedia) and Grey Knights.

I'm struggling a lot with finding an effective build that I also enjoy playing. Have been going Hail of Doom/Warding Runes using a couple of wraithlords, guardian bomb and 26 Dire Avengers with Aspect Warrior support but it just feels like such a fragile list even taking into account the wave serpents. I think I'm still not used to the nuances of the new book, I still keep forcing the army to play like the previous codex.

I see Mech-Ulthwe is making the rounds competitively and I am unsure if I should switch to something similar.


Codex Aeldari: No longer a dying race! @ 2022/03/31 13:23:44


Post by: Moosatronic Warrior


Don't miss the Kurnous Bow and Mark of the Incomparable Hunter combo with Hail of Doom and Mobile Fighters.

6's to hit deal 2 mortals (Fate Dice!)
6's to wound deal 2 mortals (Fate Dice!)
S6, +1 to wound if disembarking to do mortals anyway.



Codex Aeldari: No longer a dying race! @ 2022/03/31 16:31:01


Post by: The Red Hobbit


That's an interesting combo, I don't think I've ever been tempted to take Kurnous bow before but this seems enticing. I usually opt for Phoenix Gem or Weeping Stone on my Farseer WL.


Codex Aeldari: No longer a dying race! @ 2022/03/31 20:43:36


Post by: Scoundrel80


so I played a game vs orgs today. He played the speed freaks list with a dakka jet and the airplane that shoots a 2d6 s8 d3+d shots : /

i was testing the AoW style of playing craft worlds with only 2x scouts as throw aways. I won the game by 2 points and I feel the matchup exposed some of the archetypes potential weaknesses. At least in my hands.

my list is:

Spoiler:


2x ultwhe patrol

eldrad, will, guide, fortune
farseer on bike, weeping stones, doom, exe
Baharoth
Autarch on bike, sunstorm, cp regen

2x5 scouts

Wraithlord, 2x scatter, glaive
Wraithlord, 2x BL
2x warlock skyrunners, both with jinx/protect, one with helm and ghost walk.
6x scorpions
6x dire avengers with stand firm

7x hawks with plume and -1 to hit.
3x spears, paragon, heartstrike
3x spears, expert lancers
6x spiders, extra spinner

2x falcon, scatter, catapults



the list is super lethal with strong threats in several phases. Good rerolls and a lot of help from strands. It is optimized for TTL (eldrad; baha, hawks) and easily scores max on most of the mobility oriented secondaries. It can play actions too with avengers and will. for anti tank I have tinkered with this minimal package, and I think it works. the list only has 6 lance shoots (it used to be 8 but I swopped the 2xbrighlances for scatter, scatter, glaive on the second WL to satisfy TTL) per turn, but it can really make the best of them. First off, the two falcons can often get a shot on most stuff as they can pop down from deep strike anywhere. Sunstorm autarch and the BL wraith lord are a pretty mobile team too. Between the autarch giving the WL reroll 1s, strands, the ultwhe reroll to wound and the option to use command reroll twice you'll almost hit and wound on all six shots vs most stuff up to t7 and even t8 is almost the same with pulse lasers being s9.

I needed to clear his 3 squid buggys early and a popped 2 on t1. sadly, I rolled double 1 on dam the next turn and had the last buggy live with one before my falcons evaporated. so it actually lived til t5. the BL WL was bonkers from my backline, though, and sniped 3 warbikes, the bike boss and chipped a chunk off a dakkajet before the game was over. Speaking of flyers, the thing that almost cost me the game was, that the two flyers just flew 60 inches to my backline (we were playing end to end) around my screens. i tried to avoid it, but it was simply not possible to wrap all of my HQs sufficiently. So, yeah, that was brutal. Cost me both warlocks (he even played abhor) and a lot of flexibility from that point on. He didn't even roll super hot. He had the chance to wipe 3 spears too with the other plane, and would have done so, was it not for 4x 4++ saves in a row by me AND 3 strand saves on top. That sequence was completely bonkers. Had they been wiped t1 I think I would have lost the game.

The list is very hard to play (for me at least) as you can't really trade badly at any point. And all your units are important, so you have to be a surgeon and absolutely not lose 2 psykers t1 : )

but it so cool. it has all the good tech and all the tricks, if you need them; auto charge for scorpions out of deep strike, mortal wound insanity, most of the good spells, cp regen (I start very low, though due to all the tech), objective control through sunstorm and baharoth, amazing strands, a fair amount of obsec, good shooting and good melee. And amazing movability.

I know you probably wonder why I have no indirect. The falcons should probably be night spinners. I will test that, obviously, but actually I just didn't miss it. I had tons of targets, and the ones I HAD to dig out of cover, the buggies in this game, were decimated. I almost succeeded in wiping them by t2, and im not sure the spinners would have solved that problem better than the falcons did. But, yeah. They are amazing.

the thing I really missed was 2x 10 guardians to set up the perimeter and slow things down a bit..

thanks for reading.


Codex Aeldari: No longer a dying race! @ 2022/03/31 22:18:57


Post by: kingheff


Spoiler:
Scoundrel80 wrote:
so I played a game vs orgs today.He played the speed freaks list with a dakka jet and the airplane that shoots a 2d6 s8 d3+d shots : /

i was testing the AoW style of playing craft worlds with only 2x scouts as throw aways. I won the game by 2 points and I feel the matchup exposed some of the archetypes potential weaknesses. At least in my hands.

my list is:


2x ultwhe patrol

eldrad, will, guide, fortune
farseer on bike, weeping stones, doom, exe
Baharoth
Autarch on bike, sunstorm, cp regen

2x5 scouts

Wraithlord, 2x scatter, glaive
Wraithlord, 2x BL
2x warlock skyrunners, both with jinx/protect, one with helm and ghost walk.
6x scorpions
6x dire avengers with stand firm

7x hawks with plume and -1 to hit.
3x spears, paragon, heartstrike
3x spears, expert lancers
6x spiders, extra spinner

2x falcon, scatter, catapults



the list is super lethal with strong threats in several phases. Good rerolls and a lot of help from strands. It is optimized for TTL (eldrad; baha, hawks) and easily scores max on most of the mobility oriented secondaries. It can play actions too with avengers and will. for anti tank I have tinkered with this minimal package, and I think it works. the list only has 6 lance shoots (it used to be 8 but I swopped the 2xbrighlances for scatter, scatter, glaive on the second WL to satisfy TTL) per turn, but it can really make the best of them. First off, the two falcons can often get a shot on most stuff as they can pop down from deep strike anywhere. Sunstorm autarch and the BL wraith lord are a pretty mobile team too. Between the autarch giving the WL reroll 1s, strands, the ultwhe reroll to wound and the option to use command reroll twice you'll almost hit and wound on all six shots vs most stuff up to t7 and even t8 is almost the same with pulse lasers being s9.

I needed to clear his 3 squid buggys early and a popped 2 on t1. sadly, I rolled double 1 on dam the next turn and had the last buggy live with one before my falcons evaporated. so it actually lived til t5. the BL WL was bonkers from my backline, though, and sniped 3 warbikes, the bike boss and chipped a chunk off a dakkajet before the game was over. Speaking of flyers, the thing that almost cost me the game was, that the two flyers just flew 60 inches to my backline (we were playing end to end) around my screens. i tried to avoid it, but it was simply not possible to wrap all of my HQs sufficiently. So, yeah, that was brutal. Cost me both warlocks (he even played abhor) and a lot of flexibility from that point on. He didn't even roll super hot. He had the chance to wipe 3 spears too with the other plane, and would have done so, was it not for 4x 4++ saves in a row by me AND 3 strand saves on top. That sequence was completely bonkers. Had they been wiped t1 I think I would have lost the game.

The list is very hard to play (for me at least) as you can't really trade badly at any point. And all your units are important, so you have to be a surgeon and absolutely not lose 2 psykers t1 : )

but it so cool. it has all the good tech and all the tricks, if you need them; auto charge for scorpions out of deep strike, mortal wound insanity, most of the good spells, cp regen (I start very low, though due to all the tech), objective control through sunstorm and baharoth, amazing strands, a fair amount of obsec, good shooting and good melee. And amazing movability.

I know you probably wonder why I have no indirect. The falcons should probably be night spinners. I will test that, obviously, but actually I just didn't miss it. I had tons of targets, and the ones I HAD to dig out of cover, the buggies in this game, were decimated. I almost succeeded in wiping them by t2, and im not sure the spinners would have solved that problem better than the falcons did. But, yeah. They are amazing.

the thing I really missed was 2x 10 guardians to set up the perimeter and slow things down a bit..

thanks for reading.


It was fun to read, thanks for posting. Sounds like a great game. I do think that you're right in your observation that Craftworlds can be unforgiving and it sounds like you had a good opponent. Sniping planes can be hard to screen out but at least you managed to pull through.


Codex Aeldari: No longer a dying race! @ 2022/04/01 05:28:31


Post by: RandomHeretic


Hello tactical Eldar. I recently played a game against the new Eldar with the new Tyranids. I wrote a detailed battle report and thought you might enjoy it.

You can read it here:
https://www.reddit.com/r/Tyranids/comments/ttj1u7/new_tyranids_vs_craftworlds_2000pt_written_battle/


Codex Aeldari: No longer a dying race! @ 2022/04/01 06:49:19


Post by: kingheff


RandomHeretic wrote:
Hello tactical Eldar. I recently played a game against the new Eldar with the new Tyranids. I wrote a detailed battle report and thought you might enjoy it.

You can read it here:
https://www.reddit.com/r/Tyranids/comments/ttj1u7/new_tyranids_vs_craftworlds_2000pt_written_battle/


Great write up, looked like a great game between two strong armies. What are your impressions of the new craftworlds and what do you think you could do differently in a rematch?


Codex Aeldari: No longer a dying race! @ 2022/04/01 10:58:33


Post by: Scoundrel80


amazing write up. And what a game! his list has he same issues as mine from the other day. But what a turn around he manages to pull off.


Codex Aeldari: No longer a dying race! @ 2022/04/01 19:19:02


Post by: RandomHeretic


 kingheff wrote:
RandomHeretic wrote:
Hello tactical Eldar. I recently played a game against the new Eldar with the new Tyranids. I wrote a detailed battle report and thought you might enjoy it.

You can read it here:
https://www.reddit.com/r/Tyranids/comments/ttj1u7/new_tyranids_vs_craftworlds_2000pt_written_battle/


Great write up, looked like a great game between two strong armies. What are your impressions of the new craftworlds and what do you think you could do differently in a rematch?



My problem was not having enough screens. If I had found 160 points for 2 more units of gargoyles (say drop the second harpy) then I could have screened out his dire avengers and fire dragons. Basically I didn't take enough screens in my list, and without cheap screening infantry he could get range on my good models on turn 1.

Alternatively I should have just sacrificed part of the board from the start and tried to just castle in one half of the board.

Either way it is a really tough list to fight against. He has gone 3-0 at a local RTT and also gone 5-2 in our competitive play group. But it is also not an easy list to play. The tanks can be fragile if they get caught out and the real trick to playing his army is being a master of the movement phase. I think it is probably normally better at scoring early than it was in this game, because if the farseer is alive it can be making units obsec every turn and the farseer himself was obsec.

On the flip side, his list did really well even without any psychic. I wonder if someone actually just didn't spend the points at all on psychic if they could do well (obviously he spent a good chunk of points on casters, but what if instead he traded all of his psychers for an avatar or killy autarch or something).


Codex Aeldari: No longer a dying race! @ 2022/04/01 19:23:25


Post by: Leth


I wonder where this hatred of screens has come from in peoples lists? Seems like the default to me


Codex Aeldari: No longer a dying race! @ 2022/04/01 21:49:51


Post by: The Red Hobbit


I'm getting a chance to try out the Crusade rules for CWE this weekend starting off fielding a 25PL (~500pt) army.

It's been interesting considering my options at this small of any army. I think I may actually prefer an Autarch at this range over a Farseer. Plus they get some fun crusade relics.


Codex Aeldari: No longer a dying race! @ 2022/04/01 23:03:49


Post by: kingheff


RandomHeretic wrote:
 kingheff wrote:
RandomHeretic wrote:
Hello tactical Eldar. I recently played a game against the new Eldar with the new Tyranids. I wrote a detailed battle report and thought you might enjoy it.

You can read it here:
https://www.reddit.com/r/Tyranids/comments/ttj1u7/new_tyranids_vs_craftworlds_2000pt_written_battle/


Great write up, looked like a great game between two strong armies. What are your impressions of the new craftworlds and what do you think you could do differently in a rematch?



My problem was not having enough screens. If I had found 160 points for 2 more units of gargoyles (say drop the second harpy) then I could have screened out his dire avengers and fire dragons. Basically I didn't take enough screens in my list, and without cheap screening infantry he could get range on my good models on turn 1.

Alternatively I should have just sacrificed part of the board from the start and tried to just castle in one half of the board.

Either way it is a really tough list to fight against. He has gone 3-0 at a local RTT and also gone 5-2 in our competitive play group. But it is also not an easy list to play. The tanks can be fragile if they get caught out and the real trick to playing his army is being a master of the movement phase. I think it is probably normally better at scoring early than it was in this game, because if the farseer is alive it can be making units obsec every turn and the farseer himself was obsec.

On the flip side, his list did really well even without any psychic. I wonder if someone actually just didn't spend the points at all on psychic if they could do well (obviously he spent a good chunk of points on casters, but what if instead he traded all of his psychers for an avatar or killy autarch or something).


Trying to balance between screening chaff and good stuff is often difficult! If you get a rematch it would probably be worth using the same list but trying the more conservative approach. It's often too easy to blame the list rather than your play, I know I've done it often enough and you just end up tinkering with stuff.
Innes Wilson, who is a very good Nids player was praising two Harpies in the most recent Fight club podcast so it might be worth persevering with them, he did win a super major with them last weekend!
I think it's tough to give up psykers to be honest, our characters aren't super killy, aside from certain Phoenix lords and the Avatar, but our psykers are amongst the best in the game.


Codex Aeldari: No longer a dying race! @ 2022/04/02 00:00:13


Post by: Nevelon


 The Red Hobbit wrote:
I'm getting a chance to try out the Crusade rules for CWE this weekend starting off fielding a 25PL (~500pt) army.

It's been interesting considering my options at this small of any army. I think I may actually prefer an Autarch at this range over a Farseer. Plus they get some fun crusade relics.


What are your thoughts on the path system? It seems like it’s going to take a lot of games to rank them up. While there could be some advantages to switching paths, it would take a lot of time/resources.


Codex Aeldari: No longer a dying race! @ 2022/04/02 00:19:05


Post by: The Red Hobbit


I like the look of it, of my 5 starting Requisition points I'm using 2 on Paths, one for DA and another for Striking Scorpions and I'm using a 3rd RP to get the Striking Scorpions an Exarch Power (Crushing Blows). The first level of reroll 1s kicks in at 5 pts, and I think each aspect can get 2-3 pts per match (unless they get blown off the board).

One thing I was disappointed by was the Wraith conversion since it can't be used if it would put you over your supply limit. At that point it doesn't seem worthwhile to use it unless you are extremely unlucky and keep rollings 1s on out-of-action tests.

I don't think I'd use the Warlock specific one since it requires you to run a warlock council and one of them gets converted into a Farseer. I prefer character protection so I rarely run Warlock councils.


Codex Aeldari: No longer a dying race! @ 2022/04/02 00:40:52


Post by: Nevelon


One thing the path system lets you do is move XP around, in an odd way.

It’s not just re-arm and re-equip. It’s swap unit types. You could level up a squad of dire avengers, and than turn them into rangers. So if you have some squads that are easier to level up than others, you can get higher ranked squads with less work. Just some RPs.

The wraith thing seems to be mostly for fun. You have to have some pretty crappy luck to get 2 scars. But it could be fun from a narrative POV.


Codex Aeldari: No longer a dying race! @ 2022/04/02 02:35:07


Post by: The Red Hobbit


Yeah I noticed that, for instance you could put a Guardian with the Sentinel Agenda to get XP fast then convert them into an Aspect later for instance.

I really like the concept of the Wraith ones, very fluffy but if they're going to lock it behind 2 battle scars I feel there should be some upside. I guess they're too worried about converting 3PL worth of DA into 10PL worth of Wraithguard.


Codex Aeldari: No longer a dying race! @ 2022/04/02 04:47:03


Post by: mokoshkana


Can anyone who got the new avatar confirm the base size? Is it 80mm?


Codex Aeldari: No longer a dying race! @ 2022/04/02 11:56:40


Post by: Scoundrel80


 Leth wrote:
I wonder where this hatred of screens has come from in peoples lists? Seems like the default to me


Yeah, I agree. but maybe the paradigm for our army has really changed in that regard. I won't be the one to say it has, but it seems like people play very lethal glascanonny lists that exploit the best from the book. I just barely managed to go through a game vs orks with such a build. it takes a lot of precision and I dont know how I would do against top tier factions that punish every misstep even more than the orks do.


Codex Aeldari: No longer a dying race! @ 2022/04/02 12:59:57


Post by: kingheff


I think rangers are a reasonable initial screening unit, not as cheap as would be ideal but with forward deployment they are pretty effective.


Codex Aeldari: No longer a dying race! @ 2022/04/03 01:47:11


Post by: goodman111


 mokoshkana wrote:
Can anyone who got the new avatar confirm the base size? Is it 80mm?


Yep, 80mm


Codex Aeldari: No longer a dying race! @ 2022/04/03 02:20:15


Post by: mokoshkana


goodman111 wrote:
 mokoshkana wrote:
Can anyone who got the new avatar confirm the base size? Is it 80mm?


Yep, 80mm
Thanks

On a different note, I picked up two boxes of shining spears. Is the thought that one max unit is better than two small units or is MSU the way to go here?


Codex Aeldari: No longer a dying race! @ 2022/04/03 13:14:08


Post by: Leth


 mokoshkana wrote:
goodman111 wrote:
 mokoshkana wrote:
Can anyone who got the new avatar confirm the base size? Is it 80mm?


Yep, 80mm
Thanks

On a different note, I picked up two boxes of shining spears. Is the thought that one max unit is better than two small units or is MSU the way to go here?


I plan to try out 1x3 heart striker build for the exarch and 1x5 build, never 6(I’ll turn the 6th into a bike exarch or something). Big problem I worry about is trying to hide 5x60mm bases anywhere


Codex Aeldari: No longer a dying race! @ 2022/04/03 19:30:16


Post by: kingheff


Having played with shroud runners I'd go for two squads, those bases would definitely make a six elf squad hard to hide, unless you want to try a strands of fate charge from deepstrike.
On a related note my spears we are converted from windriders on the small bases. What is the etiquette on using the smaller bases?


Codex Aeldari: No longer a dying race! @ 2022/04/03 22:09:03


Post by: Scoundrel80


Can i ask how you guys generally start your Hawks, baharoth and Spiders? They cant teleport/2d6 focus after coming in from deepstrike, so prefereably they should start on the table. On the other hand, deep striking is good. And these are still fairly frail units if the get caught on the wrong foot. what’s your general plan with these three key units?


Codex Aeldari: No longer a dying race! @ 2022/04/04 00:17:29


Post by: goodman111


Scoundrel80 wrote:
Can i ask how you guys generally start your Hawks, baharoth and Spiders? They cant teleport/2d6 focus after coming in from deepstrike, so prefereably they should start on the table. On the other hand, deep striking is good. And these are still fairly frail units if the get caught on the wrong foot. what’s your general plan with these three key units?


Hawks/Baharroth are so safe, indirect fire is the only thing you need too worry about.

I plan on running the 10 Hawk squad with Exarch Relic/-1 too hit upgrade with Baharroth.

I own 30 warp spiders and am exited too use them! Even though there model is old as the old ones.

Sadly, I agree with you, DS warp spider units is a horrible idea because they cant 2D6 Battle focus too safety. I have been rocking 1 large group of 9 + Exarch, with the Redeploy after shooting. This gives me 2 solid rounds with them. after that they are objective monkeys. You could rock a full squad with the +1 shots upgrade from DS, and prey they wipe out any Threats near them in 1 turn.
Charging with them is also not a horrid idea, in small groups the Exarch attacks 5 times with power blades.

In Terms of speed bumps for the new book. All im personally seeing is AoK with fortune, Wraithlords/Wraithguard with fortune and -1 too be shot. Anything else just seems like it would die in 1 turn if it was not in a wave serpent.

Small groups of rangers that just flat out die, but might buy you a turn of shooting kinda work. Im honestly building 2k lists with no Troops, and just eating the CP loss. We need too bring as many useful models as possible.

Im also going too play with all the Phoenix lords. I can feel it in my bones each one can last more than 2 turns if you rebirth them, i just need to find the right ones. atm leaning towards Baharroth obv and Jain Zar.
Asurmans 3++ is cool, but its hard too get him into mele, without spamming some wave serpents or a Falcon. Again, that costs points, points that CWE simply do not have too spare.



Codex Aeldari: No longer a dying race! @ 2022/04/04 02:40:14


Post by: Luthon1234


Couple of questions:

1. are there any real differences between the jump generator and hawk wings for a autarch? jump is more expensive and lets you do 2d6 battle focus but is that it?

2. Warlock/farseer powers whats the general go to on these? I was looking today on the warlock sheet and it looks like protect and jinx look really good.

Thats all I can think of at the moment.


Codex Aeldari: No longer a dying race! @ 2022/04/04 10:56:05


Post by: Scoundrel80


goodman111 wrote:
Scoundrel80 wrote:
Can i ask how you guys generally start your Hawks, baharoth and Spiders? They cant teleport/2d6 focus after coming in from deepstrike, so prefereably they should start on the table. On the other hand, deep striking is good. And these are still fairly frail units if the get caught on the wrong foot. what’s your general plan with these three key units?


Hawks/Baharroth are so safe, indirect fire is the only thing you need too worry about.

I plan on running the 10 Hawk squad with Exarch Relic/-1 too hit upgrade with Baharroth.

I own 30 warp spiders and am exited too use them! Even though there model is old as the old ones.

Sadly, I agree with you, DS warp spider units is a horrible idea because they cant 2D6 Battle focus too safety. I have been rocking 1 large group of 9 + Exarch, with the Redeploy after shooting. This gives me 2 solid rounds with them. after that they are objective monkeys. You could rock a full squad with the +1 shots upgrade from DS, and prey they wipe out any Threats near them in 1 turn.
Charging with them is also not a horrid idea, in small groups the Exarch attacks 5 times with power blades.

In Terms of speed bumps for the new book. All im personally seeing is AoK with fortune, Wraithlords/Wraithguard with fortune and -1 too be shot. Anything else just seems like it would die in 1 turn if it was not in a wave serpent.

Small groups of rangers that just flat out die, but might buy you a turn of shooting kinda work. Im honestly building 2k lists with no Troops, and just eating the CP loss. We need too bring as many useful models as possible.

Im also going too play with all the Phoenix lords. I can feel it in my bones each one can last more than 2 turns if you rebirth them, i just need to find the right ones. atm leaning towards Baharroth obv and Jain Zar.
Asurmans 3++ is cool, but its hard too get him into mele, without spamming some wave serpents or a Falcon. Again, that costs points, points that CWE simply do not have too spare.



I agree on the troops thing in theory but maybe not so much in practicality. I have missed troops so much in the games I've played without them. So I've done a 180 on that archetype where every unit is good. My latest list Is a brigade (!) and runs 2x5 scouts and 4x10 guardians. Boom. it puts guardians and scouts on every objective within reach and screens the back field out so hard that you can really control you opponents movement to a certain degree. 3 falcons with da, scorpions and banshees drop down to delete important stuff so your opponent has to deal with that while you setup obsec on points. Fast attack is 7 hawks, 6 spiders, 4 spears. Oh, and you get access to the 4 HQ you need (5 actually) while retaining all CP.

Its work in progress, but I think obsec spam has merit. or at least it has to be explored : )

If I owned the models for 6x5 scouts I'd try that and save 120 points. Not sure its better, though. those guardians hit on 2+ with the ulthwe strat, have baby transhuman, can get reroll ones by them selves and are not ridiculously overcosted imo. And we need the screens they provide, I think.


Codex Aeldari: No longer a dying race! @ 2022/04/04 15:17:51


Post by: Tyranid Horde


Drafted up a list for a league I'm entering. Going for Hail of Doom and Mobile Fighters. Did consider Warding Runes but feel it may just be better to go in on attacks over marginal survivability. Have added in the Kurnous' Bow/Mark Seer on bike for some MW output which will undoubtedly be fun when fishing with Strands of Fate.

Happy to take your thoughts!

Spoiler:
++ Patrol Detachment 0CP (Aeldari - Craftworlds) [63 PL, 10CP, 1,078pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Selection
. Far-Flung Craftworld: Hail of Doom, Mobile Fighters

Detachment Command Cost

Gametype: Matched

+ Stratagems +

Stratagem: Treasures of the Aeldari [-1CP]

+ HQ +

Farseer Skyrunner [6 PL, 120pts]: 1. Guide, 5. Will of Asuryan, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord, Witchblade
. Sunstorm

Farseer Skyrunner [6 PL, -1CP, 120pts]: 2. Doom, 4. Executioner, 5: Mark of the Incomparable Hunter, Shuriken Pistol, Stratagem: Champion of the Aeldari, Witchblade
. Kurnous' Bow

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

+ Fast Attack +

Swooping Hawks [8 PL, 108pts]
. 5x Swooping Hawk: 5x Lasblaster
. Swooping Hawk Exarch: Lasblaster

Windriders [8 PL, 100pts]
. 5x Windrider - Twin Shuriken Catapults: 5x Twin Shuriken Catapult

+ Heavy Support +

Support Weapons [3 PL, 45pts]: Support Weapon w/ Shadow Weaver

+ Dedicated Transport +

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Patrol Detachment -2CP (Aeldari - Craftworlds) [49 PL, -2CP, 920pts] ++

+ Configuration +

Craftworld Selection

Detachment Command Cost [-2CP]

+ HQ +

Baharroth [7 PL, 140pts]

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Howling Banshees [4 PL, 90pts]
. 4x Howling Banshee: 4x Banshee Blade, 4x Shuriken Pistol
. Howling Banshee Exarch: Mirrorswords

+ Fast Attack +

Vypers [3 PL, 45pts]
. Vyper w/ Shuriken Cannon: Shuriken cannon

+ Heavy Support +

Falcon [9 PL, 170pts]: Bright Lance, Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 150pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

+ Dedicated Transport +

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Total: [112 PL, 8CP, 1,998pts] ++


Codex Aeldari: No longer a dying race! @ 2022/04/04 19:11:09


Post by: Niiai


How good is the vampire raider? Looking at wahapedia it is 32 wounds, T8 with -1 to hit against it and 4++ 6+++. 400 points. It hold 30 models as transport.

It is a sturdy and good delivery system?


Codex Aeldari: No longer a dying race! @ 2022/04/04 20:35:53


Post by: Sterling191


It's a 600 point out of production giant brick of resin that you'll need a handcart to safely transport. The thing is an Eldar (slightly) baby Thunderhawk.


Codex Aeldari: No longer a dying race! @ 2022/04/04 21:23:36


Post by: Niiai


No, that is the vampire hunter. The one you are talkinga bout is 200 points more, and has no transport capasaty but has a dope gun.

I am talking about the raider. Seems like an excelent delivery tool.


Codex Aeldari: No longer a dying race! @ 2022/04/04 21:59:49


Post by: Tyranid Horde


 Niiai wrote:
No, that is the vampire hunter. The one you are talkinga bout is 200 points more, and has no transport capasaty but has a dope gun.

I am talking about the raider. Seems like an excelent delivery tool.


Is it not legends? Anyway, good luck finding one, they've been OOP for a very long time.


Codex Aeldari: No longer a dying race! @ 2022/04/04 23:00:02


Post by: Niiai


It is not legend. And how is it's scarcety relevant to how good it is in a list?


Codex Aeldari: No longer a dying race! @ 2022/04/05 02:14:51


Post by: Sterling191


It is very much a Legends model that has no functional interplay with the mechanics of the 9th edition codex.


Codex Aeldari: No longer a dying race! @ 2022/04/05 07:52:48


Post by: Argive


 Tyranid Horde wrote:
Drafted up a list for a league I'm entering. Going for Hail of Doom and Mobile Fighters. Did consider Warding Runes but feel it may just be better to go in on attacks over marginal survivability. Have added in the Kurnous' Bow/Mark Seer on bike for some MW output which will undoubtedly be fun when fishing with Strands of Fate.

Happy to take your thoughts!

Spoiler:
++ Patrol Detachment 0CP (Aeldari - Craftworlds) [63 PL, 10CP, 1,078pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Selection
. Far-Flung Craftworld: Hail of Doom, Mobile Fighters

Detachment Command Cost

Gametype: Matched

+ Stratagems +

Stratagem: Treasures of the Aeldari [-1CP]

+ HQ +

Farseer Skyrunner [6 PL, 120pts]: 1. Guide, 5. Will of Asuryan, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord, Witchblade
. Sunstorm

Farseer Skyrunner [6 PL, -1CP, 120pts]: 2. Doom, 4. Executioner, 5: Mark of the Incomparable Hunter, Shuriken Pistol, Stratagem: Champion of the Aeldari, Witchblade
. Kurnous' Bow

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

+ Fast Attack +

Swooping Hawks [8 PL, 108pts]
. 5x Swooping Hawk: 5x Lasblaster
. Swooping Hawk Exarch: Lasblaster

Windriders [8 PL, 100pts]
. 5x Windrider - Twin Shuriken Catapults: 5x Twin Shuriken Catapult

+ Heavy Support +

Support Weapons [3 PL, 45pts]: Support Weapon w/ Shadow Weaver

+ Dedicated Transport +

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Patrol Detachment -2CP (Aeldari - Craftworlds) [49 PL, -2CP, 920pts] ++

+ Configuration +

Craftworld Selection

Detachment Command Cost [-2CP]

+ HQ +

Baharroth [7 PL, 140pts]

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Howling Banshees [4 PL, 90pts]
. 4x Howling Banshee: 4x Banshee Blade, 4x Shuriken Pistol
. Howling Banshee Exarch: Mirrorswords

+ Fast Attack +

Vypers [3 PL, 45pts]
. Vyper w/ Shuriken Cannon: Shuriken cannon

+ Heavy Support +

Falcon [9 PL, 170pts]: Bright Lance, Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 150pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

+ Dedicated Transport +

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Total: [112 PL, 8CP, 1,998pts] ++


How would you deal with say an ad mech list with 2 x 4++ knights ?
Or a bunch of dreds/ fairly mechanised tac list.


Codex Aeldari: No longer a dying race! @ 2022/04/05 12:28:48


Post by: Robcio


Are there any thoughts on Voidscarred corsairs with a Way Seeker dropping from falcons. I know they aren't the most optimal but 85 pts for a better warlock is not bad I think. If you think of the unit as just a psyker its a 6 wound unit with some ranged dmg output and knows a power from runes of fate or fortune. The falcon part isnt necessary but its fluffy and gets you that Doom, Ghostwalk, Impair senses where you need it.


Codex Aeldari: No longer a dying race! @ 2022/04/05 12:46:51


Post by: Sarigar


 Argive wrote:
 Tyranid Horde wrote:
Drafted up a list for a league I'm entering. Going for Hail of Doom and Mobile Fighters. Did consider Warding Runes but feel it may just be better to go in on attacks over marginal survivability. Have added in the Kurnous' Bow/Mark Seer on bike for some MW output which will undoubtedly be fun when fishing with Strands of Fate.

Happy to take your thoughts!

Spoiler:
++ Patrol Detachment 0CP (Aeldari - Craftworlds) [63 PL, 10CP, 1,078pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Selection
. Far-Flung Craftworld: Hail of Doom, Mobile Fighters

Detachment Command Cost

Gametype: Matched

+ Stratagems +

Stratagem: Treasures of the Aeldari [-1CP]

+ HQ +

Farseer Skyrunner [6 PL, 120pts]: 1. Guide, 5. Will of Asuryan, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord, Witchblade
. Sunstorm

Farseer Skyrunner [6 PL, -1CP, 120pts]: 2. Doom, 4. Executioner, 5: Mark of the Incomparable Hunter, Shuriken Pistol, Stratagem: Champion of the Aeldari, Witchblade
. Kurnous' Bow

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

+ Fast Attack +

Swooping Hawks [8 PL, 108pts]
. 5x Swooping Hawk: 5x Lasblaster
. Swooping Hawk Exarch: Lasblaster

Windriders [8 PL, 100pts]
. 5x Windrider - Twin Shuriken Catapults: 5x Twin Shuriken Catapult

+ Heavy Support +

Support Weapons [3 PL, 45pts]: Support Weapon w/ Shadow Weaver

+ Dedicated Transport +

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Patrol Detachment -2CP (Aeldari - Craftworlds) [49 PL, -2CP, 920pts] ++

+ Configuration +

Craftworld Selection

Detachment Command Cost [-2CP]

+ HQ +

Baharroth [7 PL, 140pts]

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Howling Banshees [4 PL, 90pts]
. 4x Howling Banshee: 4x Banshee Blade, 4x Shuriken Pistol
. Howling Banshee Exarch: Mirrorswords

+ Fast Attack +

Vypers [3 PL, 45pts]
. Vyper w/ Shuriken Cannon: Shuriken cannon

+ Heavy Support +

Falcon [9 PL, 170pts]: Bright Lance, Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 150pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

+ Dedicated Transport +

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Total: [112 PL, 8CP, 1,998pts] ++


How would you deal with say an ad mech list with 2 x 4++ knights ?
Or a bunch of dreds/ fairly mechanised tac list.


A bit anecdotal, but I think relevant to your question.

I've been teaching my 15 y.o. son how to play 40K and he is using Dark Angels. We've gone up to 1500 point games now and he has a new Repulsor tank (T8, 16 wounds). I used 1 x 10 Dire Avengers, Hail of Doom, Autarch for reroll 1's to hit, paid 1 CP for exploding 6's to hit, and then cast Doom on the tank. The Dire Avenger squad took 13 wounds off of it. A bit of a combo, but a Farseer is fairly standard as is the 1 CP stratagem. The only thing that may be less common is an Autarch. Overall, this combo is likely fairly standard in a lot of Aeldari lists.

In the above list, Mobile Fighters adds 1 for the wound roll when disembarking and it likely will one shot a Repulsor (not the best example, but an example I've witnessed and relates to your question).

Overall, I think the way to deal with vehicles, knights, and monster models will come from the Dire Avengers, Hail of Doom, and Mobile Fighter (and Doom from a Farseer). I think, for now, Dire Avengers are getting underestimated: 120 point squad can put out a lot of damage with the right combination. And the above list has 30 of them.


Codex Aeldari: No longer a dying race! @ 2022/04/05 14:39:39


Post by: kingheff


Yep, avengers with mobile fighters hail of doom absolutely shred armour. Possibly better against high invulnerable saves than bright Lance's since single shots only need a bit of a spike in the save rolls to really frustrate them.


Codex Aeldari: No longer a dying race! @ 2022/04/05 16:52:00


Post by: Niiai


Sterling191 wrote:
It is very much a Legends model that has no functional interplay with the mechanics of the 9th edition codex.


Are you shure? It is not listed as legend anywhere I have seen.


Codex Aeldari: No longer a dying race! @ 2022/04/05 17:10:00


Post by: Sterling191


It's literally in the Legends PDF ruleset.


Codex Aeldari: No longer a dying race! @ 2022/04/05 23:37:28


Post by: goodman111


Scoundrel80 wrote:
goodman111 wrote:



I agree on the troops thing in theory but maybe not so much in practicality. I have missed troops so much in the games I've played without them. So I've done a 180 on that archetype where every unit is good. My latest list Is a brigade (!) and runs 2x5 scouts and 4x10 guardians. Boom. it puts guardians and scouts on every objective within reach and screens the back field out so hard that you can really control you opponents movement to a certain degree. 3 falcons with da, scorpions and banshees drop down to delete important stuff so your opponent has to deal with that while you setup obsec on points. Fast attack is 7 hawks, 6 spiders, 4 spears. Oh, and you get access to the 4 HQ you need (5 actually) while retaining all CP.

Its work in progress, but I think obsec spam has merit. or at least it has to be explored : )

If I owned the models for 6x5 scouts I'd try that and save 120 points. Not sure its better, though. those guardians hit on 2+ with the ulthwe strat, have baby transhuman, can get reroll ones by them selves and are not ridiculously overcosted imo. And we need the screens they provide, I think.


Holy molly that is 2k? so many models, i honestly had no idea CWE cloud fit that many bases in a list......im going too defiantly look into builds like this in the future. im missing a lot of models xD


Codex Aeldari: No longer a dying race! @ 2022/04/06 08:01:19


Post by: Argive


 Sarigar wrote:
 Argive wrote:
 Tyranid Horde wrote:
Drafted up a list for a league I'm entering. Going for Hail of Doom and Mobile Fighters. Did consider Warding Runes but feel it may just be better to go in on attacks over marginal survivability. Have added in the Kurnous' Bow/Mark Seer on bike for some MW output which will undoubtedly be fun when fishing with Strands of Fate.

Happy to take your thoughts!

Spoiler:
++ Patrol Detachment 0CP (Aeldari - Craftworlds) [63 PL, 10CP, 1,078pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Selection
. Far-Flung Craftworld: Hail of Doom, Mobile Fighters

Detachment Command Cost

Gametype: Matched

+ Stratagems +

Stratagem: Treasures of the Aeldari [-1CP]

+ HQ +

Farseer Skyrunner [6 PL, 120pts]: 1. Guide, 5. Will of Asuryan, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord, Witchblade
. Sunstorm

Farseer Skyrunner [6 PL, -1CP, 120pts]: 2. Doom, 4. Executioner, 5: Mark of the Incomparable Hunter, Shuriken Pistol, Stratagem: Champion of the Aeldari, Witchblade
. Kurnous' Bow

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

+ Fast Attack +

Swooping Hawks [8 PL, 108pts]
. 5x Swooping Hawk: 5x Lasblaster
. Swooping Hawk Exarch: Lasblaster

Windriders [8 PL, 100pts]
. 5x Windrider - Twin Shuriken Catapults: 5x Twin Shuriken Catapult

+ Heavy Support +

Support Weapons [3 PL, 45pts]: Support Weapon w/ Shadow Weaver

+ Dedicated Transport +

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Patrol Detachment -2CP (Aeldari - Craftworlds) [49 PL, -2CP, 920pts] ++

+ Configuration +

Craftworld Selection

Detachment Command Cost [-2CP]

+ HQ +

Baharroth [7 PL, 140pts]

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Howling Banshees [4 PL, 90pts]
. 4x Howling Banshee: 4x Banshee Blade, 4x Shuriken Pistol
. Howling Banshee Exarch: Mirrorswords

+ Fast Attack +

Vypers [3 PL, 45pts]
. Vyper w/ Shuriken Cannon: Shuriken cannon

+ Heavy Support +

Falcon [9 PL, 170pts]: Bright Lance, Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 150pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

+ Dedicated Transport +

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Total: [112 PL, 8CP, 1,998pts] ++


How would you deal with say an ad mech list with 2 x 4++ knights ?
Or a bunch of dreds/ fairly mechanised tac list.


A bit anecdotal, but I think relevant to your question.

I've been teaching my 15 y.o. son how to play 40K and he is using Dark Angels. We've gone up to 1500 point games now and he has a new Repulsor tank (T8, 16 wounds). I used 1 x 10 Dire Avengers, Hail of Doom, Autarch for reroll 1's to hit, paid 1 CP for exploding 6's to hit, and then cast Doom on the tank. The Dire Avenger squad took 13 wounds off of it. A bit of a combo, but a Farseer is fairly standard as is the 1 CP stratagem. The only thing that may be less common is an Autarch. Overall, this combo is likely fairly standard in a lot of Aeldari lists.

In the above list, Mobile Fighters adds 1 for the wound roll when disembarking and it likely will one shot a Repulsor (not the best example, but an example I've witnessed and relates to your question).

Overall, I think the way to deal with vehicles, knights, and monster models will come from the Dire Avengers, Hail of Doom, and Mobile Fighter (and Doom from a Farseer). I think, for now, Dire Avengers are getting underestimated: 120 point squad can put out a lot of damage with the right combination. And the above list has 30 of them.


Funny you should say that because in my last game my DA did exactly 13 wounds against IK with rotated ion shields and FNP. Guide + Doom + exploding 6s (exarch with twin cats)

So I get all that, but you don't get doom on your vehicles so WS and Falcoln.
So when the DA inevitably die you get a bit porked.

Its likely those DA wil not be in range in T1.


Codex Aeldari: No longer a dying race! @ 2022/04/06 09:05:45


Post by: kingheff


That's why you run a list with 7 serpents with three squads of avengers and four squads of guardians!


Codex Aeldari: No longer a dying race! @ 2022/04/06 12:29:47


Post by: Argive


 kingheff wrote:
That's why you run a list with 7 serpents with three squads of avengers and four squads of guardians!


Let me know how you get on


Codex Aeldari: No longer a dying race! @ 2022/04/06 18:30:24


Post by: The Red Hobbit


Got a chance to play three Crusade games this past weekend, all at 25PL (~500pts). The biggest difficulty at this level is you're almost certainly working with a Patrol and that Elites spot gets filled up so quickly. I went with two of my favorite aspects, Dire Avengers and Striking Scorpions. Since my opponent enjoys the biggest of bugs for Tyranids I wanted to bring along a sturdy Wraith construct as well. Unfortunately, the Wraithlord moved into the crowded Elite spot, but I did have a Wraithseer handy for Heavy Support (I wonder if they'll FAQ it to Elite later). I tried out the Autarch at this power level, the reroll 1s and 2x Command reroll was helpful but unfortunately he had some poor luck with his Invuls.

We ended up playing the Pariah Nexus crusade pack and enjoyed the modified deployment rules, I think my favorite was the one that delayed when forces come in, but it's pretty tough when you only have 3-4 units.

Game 1
Spoiler:
Far flung Craftworld - Warding runes + Headstrong
Autarch (Mandiblasters + Fusion Pistol + Sword)
Guardians
Dire Avengers (Exarch w/ Dire Sword)
Striking Scorpions (Exarch w/ Biting Blade & Crushing Blows)
Wraithseer

Vs

Brood Lord
A few Lictors
Carnifex

Fun first game, my opponent was really into playing the sneaky units for the initial steps of an invasion and brought a big bug along for the ride. His Crusades rules look pretty fun and fluffy (albeit complicated). I played cautiously and held my forces back as far as I could along with Phantasm to reposition my forces. Complete victory for me, Scorpions took down the two Lictors, the Wraithseer handled the Carnifex. The Autarch fell in battle before he could fight due to the 2CP interrupt stratagem and poor rolls on my part.


Game 2
Spoiler:
Same army for me

Vs

Brood Lord
Warrior blob
Haruspex

I went first this time and expected to do pretty well. The scorpions forward deployed, and easily made their charge into the Broodlord. Unfortunately it made enough saves to survive with 1 Wound. The Wraithseer's D-Cannon brought the Haruspex down to 1 Wound, I thought that would be the end of that. Boy was I mistaken.

Scorpions were mulched by the Warriors. A handful of Guardians fell during the shooting phase, one of them was eaten by the Haruspex healing it a wound. I removed them from the front in order to make the charge more difficult for the Haruspex, this turned out to be a mistake since I overestimated how large its base was, and it was able to squeeze through some terrain and charge both the Guardians and Autarch. The Autarch fell in battle once more, unused. In the next round the Wraithseer fell, ironically, the Warriors can get up to S8, while the Carnifex was only S7. Dire Avengers spent some time locking down objectives but were ultimately hunted down. S4 shots don't do much when the opponents troops are T5.


Game 3
Spoiler:
Farseer
Guardians
2x Scorpions
Wraithseer

Broodlord & Neurothrope
Warriors
Carnifex

This match deployment rules meant we could only bring in a few units in Round 1, for me that was both my Striking Scorpions and Wraithseer. I went first and was able to charge both my Scorpions into the Warrior blob. The first one was very successful and dropped them down to 2 Warriors. Unfortunately, on the interrupt fight the remaining Warriors were able to bring down the 2nd squad of Scorpions who were incapable of passing a single Invul.

The rest of the match was trying to stem the tide with the Wraithseer, Farseer and Guardians playing keep away but ultimately they were brought down. Very close game, we both agreed had those last two warriors been brought down it would have been a victory.


Overall Crusade was fun but I'm rather disappointed in the Eldar crusade rules compared to my other Codexes. In particular I'd like to point out Path of the Warrior. At first I thought it was decent, but after playing it; it feels like a waste of Requisition Points. Here's how it works.

Gain 1 Path point if this Aspect Warrior destroys an enemy unit or finishes the game on an objective.
Lose 1 Path point if you fail your out of action roll
Lose 1 Path point if you fail to destroy a unit or stay on an objective by turn 5

The last one is the kicker. 9e is very killy, having a T3 unit even with a 5++ Invul surviving all 5 rounds and staying on an objective is unlikely. If your Aspect manages to kill a model that's great, they're in the clear, but any Aspect that dies before killing a unit is losing a path point; so when it comes to progression these guys will be sitting in stasis. Certain units will likely almost always get a kill, but others will struggle. I think we'll either houserule this one, or just refund the requisition points.


Codex Aeldari: No longer a dying race! @ 2022/04/07 05:07:20


Post by: kingheff


 Argive wrote:
 kingheff wrote:
That's why you run a list with 7 serpents with three squads of avengers and four squads of guardians!


Let me know how you get on


So far it's worked out well, albeit against myself on TTS. It beat a Biel tan spinners/hawks/aspects list going first and second. It also beat a kabalite/incubi/wytch force.
I moved a year or so ago so I'm short of opponents, barring the crusade games at my local gw, I've just found another store that does 1k games which hopefully will enable me to arrange some full size games soon. But I think the list is good, seven serpents is extremely tough to chew through, enabling the hail of doom/mobile fighters combo to really hit hard.


Codex Aeldari: No longer a dying race! @ 2022/04/07 05:09:38


Post by: kingheff


 The Red Hobbit wrote:
Got a chance to play three Crusade games this past weekend, all at 25PL (~500pts). The biggest difficulty at this level is you're almost certainly working with a Patrol and that Elites spot gets filled up so quickly. I went with two of my favorite aspects, Dire Avengers and Striking Scorpions. Since my opponent enjoys the biggest of bugs for Tyranids I wanted to bring along a sturdy Wraith construct as well. Unfortunately, the Wraithlord moved into the crowded Elite spot, but I did have a Wraithseer handy for Heavy Support (I wonder if they'll FAQ it to Elite later). I tried out the Autarch at this power level, the reroll 1s and 2x Command reroll was helpful but unfortunately he had some poor luck with his Invuls.

We ended up playing the Pariah Nexus crusade pack and enjoyed the modified deployment rules, I think my favorite was the one that delayed when forces come in, but it's pretty tough when you only have 3-4 units.

Game 1
Spoiler:
Far flung Craftworld - Warding runes + Headstrong
Autarch (Mandiblasters + Fusion Pistol + Sword)
Guardians
Dire Avengers (Exarch w/ Dire Sword)
Striking Scorpions (Exarch w/ Biting Blade & Crushing Blows)
Wraithseer

Vs

Brood Lord
A few Lictors
Carnifex

Fun first game, my opponent was really into playing the sneaky units for the initial steps of an invasion and brought a big bug along for the ride. His Crusades rules look pretty fun and fluffy (albeit complicated). I played cautiously and held my forces back as far as I could along with Phantasm to reposition my forces. Complete victory for me, Scorpions took down the two Lictors, the Wraithseer handled the Carnifex. The Autarch fell in battle before he could fight due to the 2CP interrupt stratagem and poor rolls on my part.


Game 2
Spoiler:
Same army for me

Vs

Brood Lord
Warrior blob
Haruspex

I went first this time and expected to do pretty well. The scorpions forward deployed, and easily made their charge into the Broodlord. Unfortunately it made enough saves to survive with 1 Wound. The Wraithseer's D-Cannon brought the Haruspex down to 1 Wound, I thought that would be the end of that. Boy was I mistaken.

Scorpions were mulched by the Warriors. A handful of Guardians fell during the shooting phase, one of them was eaten by the Haruspex healing it a wound. I removed them from the front in order to make the charge more difficult for the Haruspex, this turned out to be a mistake since I overestimated how large its base was, and it was able to squeeze through some terrain and charge both the Guardians and Autarch. The Autarch fell in battle once more, unused. In the next round the Wraithseer fell, ironically, the Warriors can get up to S8, while the Carnifex was only S7. Dire Avengers spent some time locking down objectives but were ultimately hunted down. S4 shots don't do much when the opponents troops are T5.


Game 3
Spoiler:
Farseer
Guardians
2x Scorpions
Wraithseer

Broodlord & Neurothrope
Warriors
Carnifex

This match deployment rules meant we could only bring in a few units in Round 1, for me that was both my Striking Scorpions and Wraithseer. I went first and was able to charge both my Scorpions into the Warrior blob. The first one was very successful and dropped them down to 2 Warriors. Unfortunately, on the interrupt fight the remaining Warriors were able to bring down the 2nd squad of Scorpions who were incapable of passing a single Invul.

The rest of the match was trying to stem the tide with the Wraithseer, Farseer and Guardians playing keep away but ultimately they were brought down. Very close game, we both agreed had those last two warriors been brought down it would have been a victory.


Overall Crusade was fun but I'm rather disappointed in the Eldar crusade rules compared to my other Codexes. In particular I'd like to point out Path of the Warrior. At first I thought it was decent, but after playing it; it feels like a waste of Requisition Points. Here's how it works.

Gain 1 Path point if this Aspect Warrior destroys an enemy unit or finishes the game on an objective.
Lose 1 Path point if you fail your out of action roll
Lose 1 Path point if you fail to destroy a unit or stay on an objective by turn 5

The last one is the kicker. 9e is very killy, having a T3 unit even with a 5++ Invul surviving all 5 rounds and staying on an objective is unlikely. If your Aspect manages to kill a model that's great, they're in the clear, but any Aspect that dies before killing a unit is losing a path point; so when it comes to progression these guys will be sitting in stasis. Certain units will likely almost always get a kill, but others will struggle. I think we'll either houserule this one, or just refund the requisition points.


Great write up.
I know what you mean about the crusade rules, compared to the drukhari rules they're very underwhelming, it's just a way to get a few (not very interesting) buffs on a few units.


Codex Aeldari: No longer a dying race! @ 2022/04/07 17:34:22


Post by: The Red Hobbit


Thanks! I like the fluff behind the crusade rules but I feel like they tried too hard to ensure it wouldn't be too powerful.

For instance transforming a wounded unit into a Wraithguard unit is a really cool way to spend Requisition. But getting two battle scars on the same unit may not even happen in the same crusade league. You also can't do it if it would exceed your supply PL, so at that point you my as well just buy a Wraithguard.

Path of the Seer & Outcast are probably easier to manage but the Aspect one is painful.


Codex Aeldari: No longer a dying race! @ 2022/04/09 15:00:04


Post by: Scoundrel80


Ok, so I've been working with this build for I while now. its the one that I almost lost to orks with because I didn't manage to screen off the dakka jets t1.

Spoiler:


++ Patrol Detachment 0CP (Aeldari - Craftworlds) [57 PL, 11CP, 1,030pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Selection: Ulthwe: Foresight of the Damned

Detachment Command Cost

+ HQ +

Autarch Skyrunner [5 PL, -1CP, 100pts]: Laser Lance, Stratagem: Champion of the Aeldari
. Sunstorm

Eldrad Ulthran [8 PL, 145pts]: 1. Guide, 3. Fortune, 5. Will of Asuryan, Ulthwe: Fate Reader, Warlord

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Warlock Skyrunners [3 PL, 60pts]: 3. Ghostwalk, 4. Protect/Jinx
. The Ghosthelm of Alishazier
. Warlock Skyrunner: Witchblade

Wraithlord [8 PL, 125pts]: 2 x Shuriken Catapult, Ghostglaive, 2x Scatter Laser

Wraithlord [8 PL, 140pts]: 2 x Shuriken Catapult, 2x Bright Lance

+ Fast Attack +

Shining Spears [6 PL, 130pts]
. 2x Shining Spear: 2x Laser Lance, 2x Twin Shuriken Catapult
. Shining Spear Exarch: Expert Lancers, Laser Lance, Shimmershield, Shuriken Cannon

Shining Spears [6 PL, 125pts]
. 2x Shining Spear: 2x Laser Lance, 2x Twin Shuriken Catapult
. Shining Spear Exarch: Heartstrike, Paragon Sabre, Shimmershield, Shuriken Cannon

+ Heavy Support +

Falcon [9 PL, 140pts]: Scatter Laser, Twin Shuriken Catapult

++ Patrol Detachment -2CP (Aeldari - Craftworlds) [62 PL, -4CP, 971pts] ++

+ Configuration +

Craftworld Selection: Ulthwe: Foresight of the Damned

Detachment Command Cost [-2CP]

+ Stratagems +

Stratagem: Treasures of the Aeldari [-1CP]

Stratagem: Treasures of the Aeldari [-1CP]

+ HQ +

Baharroth [7 PL, 140pts]

Farseer Skyrunner [6 PL, 120pts]: 2. Doom, 4. Executioner, Shuriken Pistol, Witchblade
. The Weeping Stones

+ Troops +

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Dire Avengers [6 PL, 72pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults, stand firm

Howling Banshees [9 PL, 123pts]
. 5x Howling Banshee: 5x Banshee Blade, 5x Shuriken Pistol
. Howling Banshee Exarch: Mirrorswords, Piercing Strikes

Warlocks [2 PL, 40pts]: 4. Protect/Jinx
. Warlock: Witchblade

+ Fast Attack +

Swooping Hawks [9 PL, 141pts]
. 6x Swooping Hawk: 6x Lasblaster
. Swooping Hawk Exarch: Lasblaster, The Phoenix Plume (Shrine Relic), Winged Evasion

Warp Spiders [10 PL, 130pts]
. 5x Warp Spider: 5x Death Spinner
. Warp Spider Exarch
. . Two Death Spinners & The Spider's Bite (Shrine Relic)

+ Heavy Support +

Falcon [9 PL, 140pts]: Scatter Laser, Twin Shuriken Catapult

++ Total: [119 PL, 7CP, 2,000pts] ++


it is pretty elite. No throw aways and no real screens. But almost all the good stuff Is in there.
- it exploits strands and can reorganize it self each turn to use the rolls it gets. To some extend.
- it only has 6 lance shots each round for antitank but it makes the best use of that and almost always can hit and wound on 90pct of these.
- it is fast. the two drops from the falcons is only half of it.
- controls objectives really well with hawks, baharoth and sunstorm.
- gets the autocharge out of deep strike with strands and ghost walk. really beauty with banshees t1 and baharoth late game.
- its optimized for hawks, baha, eldrad for to the last.

it tore space wolfs to shreds and had them tabled by the end of t3.
its still a bit sketchy and a few positioning errors can ruin your day. but when it all fits together its an effin swiss watch : )


Codex Aeldari: No longer a dying race! @ 2022/04/11 08:25:55


Post by: Argive


Interesting choice of warlocks.


Codex Aeldari: No longer a dying race! @ 2022/04/11 13:50:13


Post by: SaganGree


Well... I had a rude awakening as to the power of the Tau codex this weekend...

I went up against a Tau Farsight list that null deployed on me, and I don't have ANY idea how to stop it...

The list contained:

2 Coldstar Commanders
3 Stealth Suit units
3 Battlesuit Units (2x 5man 1x 6man)
w/ Airburst, Cyclic Ion, Flamer, Shield
2 Riptide w/ Drones

The board consisted of a total of 2 large LOS blocking pieces, 4 smaller LOC blocking pieces, 2 forests, and 2 sets of crates.

The list worked like this...

During deployment he drops the stealth suits as close to my deployment zone as possible, all three (did try to screen them out with my Rangers but he got the first drop) puts all three crisis suits into Deep strike, and positions the 2 commanders with the 2 riptides elsewhere on the board.

We then roll for first turn.

IF he goes first, he selects Mont'Ka and he drops homing beacons next to each stealth suit and drops the crisis suits on those beacons first turn.

IF he goes second he chooses Ky'Yun (sp?) and sucks up the stealth suits into strategic reserves using the Ky'Yun special rule.

So, when he drops he uses most of his CP through giving rerolls to Hit and Rerolls to wound on two different crisis suits and a couple of other "minor" strats. The end result was that I had lost over 1200 points of stuff before I even had a chance to move when he went first, and i saw another game where he went second and dropped T2 and did the same...

Like I said earlier, I tried screening him out but that failed... I thought about deploying on the back board edge, but then I would loose on points... and even when he did drop and I had a Nightspinner ready with Forewarned I couldn't get passed his 4++ invul save.

TBH, I don't even think Halries could withstand this...

If you had everything in the dex available, what would be the counter? Because I can't think of one...