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Made in dk
Regular Dakkanaut




Moosatronic Warrior wrote:
Scoundrel80 wrote:


Automatically Appended Next Post:
boosting the eldritch storm counts as a psychic action, so I cant cast with a farseer that does it, right?


That's correct.

I know its annoying to spend 20 points more on them but i really feel you need crystal targeting on those prisms. So much -1 out there.


I manged to get a test game in with each of these list this weekend which was very helpful. The first lesson I learnt was that I need Crystal Targeting Matrix on the Prisms! So full agreement there. The only way I can see to pay for them in the Ulthwe list is to swap the Serpent weapons from Twin Bright Lances to 3x Shuriken Cannons. I don't hate this, as triple SC is a nice amount of Dakka, but I'm going to miss those lances when my Prisms don't quite finish their target.

The second lesson I learnt was that if I don't take Ulthwe with Eldrad I'm going to fail powers at a critical moment and wish I'd taken Ulthwe.

also, what are you guy's stand on cp regent for Craftworlds ATM?


I haven't being using any in a lot of lists (like the Ulthwe one above). Shifting Vector should probably be an auto take, but I honestly worry I'm not going to roll a 6 and have wasted a CP.

i lean towards seer of the shifting vector, actually, using the spell almost demands a 3-farseer list, Imo, and I cant fit that into my current builds.


I find I need to have enough Farseers to cast the following Every Turn:

Guide
Doom
Will of Assurian
Focus Will
A Psychic secondary action

So 5 powers which, if I'm Ulthwe, is one farseer plus Eldrad- I'm not taking an extra Farseer for CP regen plus a power I didn't really want. If I don't have Eldrad I need 3 farseers to cover these 5 spells, which leaves me with an extra slot for CP regen. It basically comes down to: do I have Eldrad?

Reason is im going to prisms now and linked fire costs 2 every turn (at least the first couple turns), so im reluctant to go anything beyond 2x patrol. actually I try to stay at a single bataleon. so I run two farceers and if I want the cp-regen spell on one of them im dropping doom/fortune/will or guide.


Firstly, it's never going to be worth dropping one of those powers for CP regen, because there are no 1 CP stratagems with an effect as good as those powers.
Secondly, have you had games where you run out of CP? I usually start with 7 CP and haven't had too many issues. Even with a pair Prisms.




we agree on everything. I hate dropping utility powers for convergence, but I see top players doing it all the time. I too miss ulthwe like crazy when im doing anything else. the 5++ vs mortals for one is just hell to live with out. and eldrad defect saves me a farseer.

I developed my single battalion list into a 2x patrol looking like this for a game vs sisters yesterday:


Spoiler:


++ Patrol Detachment 0CP (Aeldari - Craftworlds) [58 PL, 12CP, 1,070pts] ++

+ 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 +

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 +

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

Warlocks [2 PL, 40pts]: 4. Protect/Jinx
. Warlock: Witchblade

Wraithlord [8 PL, 125pts]: 2 x Shuriken Catapult, Ghostglaive, 2x Scatter Laser

+ Fast Attack +

Vypers [3 PL, 40pts]
. Vyper w/ Scatter Laser

Windriders [4 PL, 75pts]
. 3x Windrider - Scatter Laser: 3x Scatter Laser

+ Heavy Support +

Fire Prism [9 PL, 180pts]: Crystal Targeting Matrix, Twin Shuriken Catapult, Vectored Engines

Fire Prism [9 PL, 180pts]: Crystal Targeting Matrix, Twin Shuriken Catapult, Vectored Engines

+ Dedicated Transport +

Wave Serpent [8 PL, 160pts]: Twin Bright Lance, Twin Shuriken Catapult

++ Patrol Detachment -2CP (Aeldari - Craftworlds) [53 PL, -4CP, 930pts] ++

+ Configuration +

Craftworld Selection: Ulthwe: Foresight of the Damned

Detachment Command Cost [-2CP]

+ 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, Stratagem: Champion of the Aeldari, Witchblade
. The Weeping Stones

+ Troops +

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

Howling Banshees [9 PL, 154pts]
. 7x Howling Banshee: 7x Banshee Blade, 7x Shuriken Pistol
. Howling Banshee Exarch: Cronescream (Shrine Relic), Mirrorswords, Nerve-shredding Shriek

Warlock Skyrunners [3 PL, 60pts]
. Warlock Skyrunner: Witchblade

+ Fast Attack +

Swooping Hawks [9 PL, 141pts]
. 6x Swooping Hawk: 6x Lasblaster
. Swooping Hawk Exarch: Lasblaster, The Phoenix Plume (Shrine Relic), Winged Evasion

Vypers [3 PL, 40pts]
. Vyper w/ Scatter Laser

+ Heavy Support +

War Walkers [5 PL, 55pts]
. War Walker: 2x Scatter Laser

++ Total: [111 PL, 8CP, 2,000pts] ++



I basically made the 3x war walkers 1x war walkers and a trio of scatter bikes to have a core target more for guide and stuff like that without loosing a second forward deploy unit. went down to 1x rangers from 2 and squeezed in a ghost glaive scatter wraith lord and a footlock for psychic actions. But when I realized sisters can just auto deny the action with a 5-6 I took RND instead. The wraith lord was absolutely amazing and worked wonders in both phases being guided after the scatter bikes died horrendously fast.

I love to have 2 vipers, 1ww and the 3 scatter bikes to get up the field to block movement, harass and score. The hawks and baharoth are just brilliant. Probably need a small nerf even though I must say I do love the design of the teleport mechanic.

the prisms are super good. The actually whiffed the first turn only damaging a immolator and second turn wasn't to good either. but they picked up a lot of stuff through the game and where myth the last together with eldrad. he just couldn't get to them all game.

this is by far my most beloved list with the new book.





Automatically Appended Next Post:
also; dont do shuriken cannons now. scatter lasers are just better through armor of contempt unless you run hail, id say. jinx and the volume of fire through scatters is the best answer, I feel.

This message was edited 2 times. Last update was at 2022/05/10 09:22:25


 
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

I feel like I need more of the little interference units you're running.

I would maybe question your Banshee unit? Nerve Shredding Shriek seems like it should be the second choice after Piercing Strikes, and taking more than 5 makes it harder for them to trade up. The Exarch makes up so much of their damage output that extra Banshees reduces the units efficiency.

 kingheff wrote:
@moosatronic I should check out Warhammer world, I'm not that far away really. Be even better if I can get a tournament in too.
With the CTM, which I think are very good if you can squeeze the points, how about dropping one hawk and the net on the rangers? Possibly less painful than the lances to lose, those big shots are great to have as an option.


That's probably a good idea, even though a unit of 9 irks me a little bit. The net was only because I had the spare points anyway.

Alternatively I could drop 1 Hawk and 1 Dire avenger to free up 30 pts. That would be enough to pay for the CTMs and give the Avengers Stand Firm.

Or, I could just go for Twin Scatter Lasers on the Serpents, and drop the Net. That gives me the points for CTMs, Stand Firm on the Avengers and Winged Evasion on the Hawks. Hmm...

   
Made in dk
Regular Dakkanaut




Yeah, but i went for nerveshredding as i was playing sisters. One wound models and with crone scream i just wanted to try the mw engine. Piercing is always the first choice normally. I agree.

Running eight was perfect. They might be less efficient but they pack a bigger punch still than five. Their role was to stay back and then annihilate whatever crossed the board. They traded pretty well but was massacred in the end by a gotcha fight on death from his mortifiers. Thought I was good.
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

Oh that does make sense vs sisters actually.

After some games against Tau and Tsons I feel like I need more forward deploying units to screen out turn one alpha strikes. 2 units seems essential so I've amended my tournament list to include an extra unit of Rangers, with the added bonus of now being 2 Patrol detachments for an extra CP.

Spoiler:
Baharroth
Farseer Skyrunner; Relic Helm, Doom, Executioner, Crushing Orb, CP Regen WLT
Eldrad; Warlord, Focus Will, Guide, Will of Asur

Warlock Skyrunner; Jinx, Sunstorm
2 x Warlocks; Quicken

5 x Rangers
5 x Rangers

6 x Dire Avengers; 2x Catapults
5 x Banshees; Shriek, Cronescream, Mirrorswords
5 x Banshees; Piercing Strikes, Mirrorswords
5 x Fire Dragons; Blazing Fury

3 x Shining Spears; Paragon Blade, Heartstrike
9 x Swooping Hawks; Phoenix Plume

Fire Prism; Vectored Engines, CTM
Fire Prism; Vectored Engines

Wave Serpent; Twin Brightlance
Wave Serpent; Twin Brightlance

1999pts, 7 CP


Sadly this meant dropping my Vyper and only having a CTM on one of the Prisms.

This message was edited 2 times. Last update was at 2022/05/11 12:33:49


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Italy

Got a 2000pt game in modifying my previous Mind War focused army. A buddy of mine was interested in starting an Eldar army but was curious how well they do in Melee, so I made a list that shoved nearly every melee model I had into an army list. Very fun game using the 8e Maelstrom of War deck. The mission was to break through the enemy lines, 3 objectives in each deployment zone which counted as 5pts each and your opponents objectives counting for 10pts each. Rather fun since it forced both of us to push across the table and into the open. Army List, Photos and Highlights below.

Army List
Spoiler:
Custom Craftworld - Headstrong & Warding Runes
Farseer - WL (Falcon's Swiftness) Relic (Faolchu's Wing) Mind War & Guide.
Warlock - Enhance/Drain & WL (Ambush of Blades)
Avatar of Khaine
Karandras
3x Guardians (10)
Striking Scorpions (10) Biting Blade + Crushing Blows
Wraithblades (5)
3x Wraithlords with Scatter Lasers
2x Hemlock Wraithfighter

Primary: 6 Objectives 3 in each deployment zone. Home Objective is worth 5pts, enemy objective is worth 10pts
Eldar Secondaries: Assassinate (10pts), Psychic Interrogation (6VP) and Engage on all fronts (14VP)
Iron Hands Secondaries: Raise the Banners, Bring it Down, Grind them Down



Photos & Battle Report
Spoiler:

Karandras and 10 Scorpions out front (and were later redeployed with Phantasm). I was too bold thinking that my 2+ Save in cover would be enough when facing down a gatling tank.

The middle of my army ready to push forward into the enemies intercessors. Ah if only they weren't shot up so badly in turn 1.

The western flank with two Wraithlords lying in wait and a 2nd Hemlock ready to jet across the field.

After going 2nd my center field got hammered but pushed forward nonetheless. The 18" on the catapults is greatly appreciated with two of my Guardian squads dishing out several wounds. Scatter Lasers on the Wraithlords attempted to chip away at some Grav Armored foes. The Avatar did very well on the advance and just managed to get in range to shoot the wailing doom. Both Hemlocks periled unfortunately. The Farseer pulled off Psychic Interrogation.

Round 2 for my opponent, the plasma grav units got to the high ground to avoid melee and their plasma guns finished off my wraith blades. While I brought a melee heavy army unfortunately my infantry were already getting blown off the board before they could do anything. I had held my wraithlords back a bit to make the charge difficult which paid off since no charges succeeded this round, they were also obscured by the melta go-karts traveling down the western flank. Karandras Phoenix Lord 3 Wounds per phase paid off after he was blasted by the grav weapons on the Leviathan dread after his Scorpion entourage was perforated by the Gatling grav tank.

With most of my ground forces wiped by this point I decided to push forward with my slumbering giants.

First was the Avatar of Khaine who managed to nail a few units with the beam effect on Wailing Doom, although in Melee the Leviathan Dread luckily made almost all of its Invuls. The Gatling tank survives with 1 Wound luckily making all of its Saves (thanks to Armor of Contempt). The Farseer got off the 10+ Mind War but I rolled poorly and my opponents character took only 3 MW. I charged in thinking my 4A 2+ 2+ Farseer could finish him off, NOPE, that went poorly for him as he was struck down to 1 Wound on the counter. Another 3pts for Psychic Interrogation and -1 CP to perform an action and cast.

Here at least we have some good news. My trio of Wraithlords begin to circle the dread like hungry wolves. Twas all a feint as my purple Wraithlord nailed a 9" charge into the Melta Go-Karts striking down two of them while the other two laid into the Dread. My opponent interrupted the Melee but fortunately I had two 6's in Strand of Fate along with Warding Runes to prevent the damage. The battle continued over here with the Dread eventually going down, the go-karts breaking off and wiping out my sole Guardian on the objective (who was saved thanks to 2CP on insane bravery) while my 3rd Wraithlord plodded after them eventually finishing them off in the next round.

Leaving both the Techmarine and Grav Tank at 1 Wound certainly hurt. The volume of fire on the tank brought down the Farseer and Hemlock as the tech marine retreated (then healing the others). The Avatar did avenge them clearing out the remainder of that side of the field. Meanwhile, Karandras had wiped out the objective campers in the far east and was earning 10pts a round on my opponents objective. The Wraithlords held their ground and were able to finish off the Bladeguard, the scatter lasers mostly bounced off the 2+ Save and Armor of Contempt but the Ghost Glaives were still effective for every failed invul. We concluded the game in Round 4 since at that point I would score enough points per round to get a clear lead.


Highlights
-Lots of rules in 9th edition so I ended up forgetting a few such as the -1D on the Hemlocks and the Wraith Blades. Ultimately it didn't matter with the volume of fire they faced overkilled them.
-I miss the auto-hit on the Hemlocks quite a bit, I feel they're a bit pricey but it was nice to easily score Engage on all fronts and the -2 Leadership bubble helped quite a bit if you have a shooty army who can make 3-4 casualties per group
-I tried giving the Warlock a WL Trait and ambush of Blades to support the Wraithblades. Unfortunately they were shot off the field before it could matter.
-3 Damage on the Singing Spear sounds great but with non-existent AP it rarely ever comes through. I can't think of many high wound models with lousy saves.
-While Seer of the Shifting Vector is extremely good, I actually had a lot of fun using Falcon's Swiftness with Faolchu's Wing. Originally I planned on using the Eldar specific secondary for scrying objectives with the 20" advance but I found interrogation too tempting once I learned my opponent's dread was upgraded into a Character.
-Karandras is very fun and the RNG can be for or against you. On his opening attack he only cleared out a few marines (surprisingly his sword is only 1D but the Biting Blade is 2D). On his next melee I got 18 MW from the Mandiblasters on a crazy roll. I will likely include him anytime I field a battalion at this point unless I'm going heavy on DA with Asurmen.
-Armor of Contempt really did a number of shuriken weapons but also the sweeping blow on the Ghost Glaive. I found it much more worthwhile keep the high AP high DMG than multiple hits even against assault intercessors.
-Transports are certainly worth the points, I opted for more models to showcase some melee units for my opponent but I should have included a transport for the Wraithblades instead of splurging on that 3rd Wraithlord
-Lesson learned for me, if I'm going to phantasm Striking Scorpions put them behind obscuring terrain. The 2+ Save in Cover wasn't enough to protect them for a single unit firing.
-I am also an Ork and Custodes player so I need to remember to play cautiously and defensively instead of always pushing forward. I advanced my Guardians too early to try and nab my opponents objective, had I waited I could have saved a lot of casualties that way. So far my best games have been when I let the opponent push forward rounds 1 & 2 while I pull back then crash forward in Round 3+. Alas, for me it's a bit too tempting to have a melee fracas in the midfield as early as possible.
   
Made in dk
Regular Dakkanaut




Moosatronic Warrior wrote:
Oh that does make sense vs sisters actually.

After some games against Tau and Tsons I feel like I need more forward deploying units to screen out turn one alpha strikes. 2 units seems essential so I've amended my tournament list to include an extra unit of Rangers, with the added bonus of now being 2 Patrol detachments for an extra CP.

Spoiler:
Baharroth
Farseer Skyrunner; Relic Helm, Doom, Executioner, Crushing Orb, CP Regen WLT
Eldrad; Warlord, Focus Will, Guide, Will of Asur

Warlock Skyrunner; Jinx, Sunstorm
2 x Warlocks; Quicken

5 x Rangers
5 x Rangers

6 x Dire Avengers; 2x Catapults
5 x Banshees; Shriek, Cronescream, Mirrorswords
5 x Banshees; Piercing Strikes, Mirrorswords
5 x Fire Dragons; Blazing Fury

3 x Shining Spears; Paragon Blade, Heartstrike
9 x Swooping Hawks; Phoenix Plume

Fire Prism; Vectored Engines, CTM
Fire Prism; Vectored Engines

Wave Serpent; Twin Brightlance
Wave Serpent; Twin Brightlance

1999pts, 7 CP


Sadly this meant dropping my Vyper and only having a CTM on one of the Prisms.



Looks very relatable. Strong list. Love that You squeeze the paragons Spears in there. I feel i miss the. Every time i play my prism build.
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

The Spears and the Banshees give me 3 units that have the speed and punch to jump out and flip whichever objective I need to get (I went off Scorpions, despite the awesome Exarch, because you have to commit them to one objective and they don't have the speed to be reactive). I feel like 3 is a good number for this role, by turn 4 I can start sacrificing Obsec Jetbike psykers to flip.

That being said, I think dropping the Spears for 3 individual Vypers or 2 War Walkers would probably be a stronger list. It costs less resources to flip objectives by parking up a Vyper and shooting the enemy off it. Aspect Warriors are cooler though!



This message was edited 1 time. Last update was at 2022/05/12 09:23:51


 
   
Made in ca
Fixture of Dakka





Surrey, BC - Canada

I have a modeling question that is tactics related.

I have two plastic bright lances and two plastic shuriken cannons...I would like to complete another mount for my Wave Serpents, but I also would like to have flexibility for my Vyper. I require two weapons to build the Wave Serpent turret...so if I do that the Vyper would not have that weapon option. So which is the better platform for the bright lance and which for the shuriken cannon? Just magnetizing them is not an option as the Wave Serpent turrets that I use are the Forgeworld ones where the weapon in integrated into the mount (so the turret is magnetized, and not the weapons).

Thoughts?

Cheers,

CB

   
Made in gb
Screaming Shining Spear





I was listening to the 40k fight club podcast and they had some interesting stats.
Ulthwe is the most popular selection for craftworlds, followed by hail of doom builds.
Ulthwe sit at a 51% winrate, hail of doom racks up a 64% winrate. But hail of doom is more popular with regular tournament players apparently so some of the difference may be down to the skills of the players.
Some of figures might be slightly off since I'm going from memory and I'd highly recommend listening to the podcast for yourself for some good discussion on craftworlds in competitive play.

 
   
Made in us
Land Raider Pilot on Cruise Control





Looking for thoughts on my Autarch build in my Craftworld Ulthwe army.

I'm using The Visarch model because it's awesome. He will be the Warlord.

This is what I'm thinking:

Star Glaive
Fusion Pistol
Aegis of Eldanesh (Relic)
Howling Banshee Mask
Autarch Jump Generator (I figure his little "wings" on his back could signify that)
Warlord Trait: Ulthwe Fate Reader

I'm running a full squad of Banshees and Dark Avengers each with their own Wave Serpent, so I'm thinking either he jumps in with them or maybe just goes on his own? If I throw him in a Serpent is the Jump Generator worth the points?

Also holy crap I saw him appear online on the GW store randomly and ordered one a couple hours ago and it's now marked as sold out already.

This message was edited 2 times. Last update was at 2022/05/20 09:36:37


 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Pretty sure if you give him the jump pack he can’t get in transports.

   
Made in gb
Screaming Shining Spear





You can use Faolchus wings to get the best of both worlds, a jump pack that doesn't stop you going in transports.

 
   
Made in us
Walking Dead Wraithlord






 kingheff wrote:
You can use Faolchus wings to get the best of both worlds, a jump pack that doesn't stop you going in transports.


Yes and also potential MW output.

https://www.dakkadakka.com/dakkaforum/posts/list/772746.page#10378083 - My progress/failblog painting blog thingy

Eldar- 4436 pts


AngryAngel80 wrote:
I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "


 Eonfuzz wrote:


I would much rather everyone have a half ass than no ass.


"A warrior does not seek fame and honour. They come to him as he humbly follows his path"  
   
Made in us
Land Raider Pilot on Cruise Control





 Nevelon wrote:
Pretty sure if you give him the jump pack he can’t get in transports.


Duh, haven't played since 6th so still getting used to the rules.


You can use Faolchus wings to get the best of both worlds, a jump pack that doesn't stop you going in transports.


I think I'd rather have him with the Aegis for the 2+ save and -1 damage.

I don't run any jump pack or flying units right now to give him LOS so I guess I'll just leave him as a footslogger in the Wave Serpent.
   
Made in gb
Screaming Shining Spear





I think Faolchus wings work best on a foot farseer, it basically shaves 30 PTS off lists by not having to buy a bike.

 
   
Made in us
Twisting Tzeentch Horror





I have a question for people,

I have been using hail of doom list which my whole army is built around. I love it by the way especially with Shuiken Bikes and Dire Avengers. I have been using Master Crafters in order to improve efficiency with my AT weapons (BL and fire dragons). However, I have found that I routinely forget about it or that for the most part I just wound or have Strands of Fate/CP re-roll/Doom when I really need to get an AT shot through. So I was thinking of using something different with Hail.

Any suggestions of what people like to use with Hail? My list is changes quite frequently but the base is Farseer, CC character, Bikes, Guardians, Dire Avengers, Scorpions, Shining Spears, Walkers, Dragons and some vehicles.

I was thinking Warding Runes for the 5++ v Mortals (which are everywhere now), or Headstrong for my CC units to improve their charges, Or Children of Open Skies for that extra movement and advance (I do advance and shoot a lot with DA and Guardians).

Any thoughts?

Also anyone use a bike warlock with the bike relic for cheeky objective grabs? Seems like it would be useful.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Italy

My local Meta has lots of MW output so I never leave home without Warding Runes.

If you like running Wave Serpents Mobile Fighters is a good option. As I recall Kingheff had a good showing with that.
   
Made in gb
Screaming Shining Spear





Masterful shots is the most common combo with hail of doom in competitive play according to stats so it's definitely a good choice.
I do still love my mobile fighters list though work is killing me in regards to actual games so I haven't faced nids yet.
My current version has stripped down to only six serpents with bright lances, three squads of avengers and three squads of guardians.
Personally, I think if you are going to run mobile fighters you have to lean into it, hence why I run so many serpents.
At the end of the day hail of doom is so strong that I think you can run anything with it and be fine. When it gets nerfed, and I am sure it will, I hope they just make it so it counts as both choices for a custom craftworld rather than going to something like sixes just auto wound or pop extra hits or another watered down version.

 
   
Made in ca
Fixture of Dakka





Surrey, BC - Canada

Thoughts on the new CP levels?

   
Made in us
Regular Dakkanaut





 Captain Brown wrote:
Thoughts on the new CP levels?


well the standard tournament patrol + outrider is probably out. We have fit everything into a battalion, but a lot of it will depend on what they do with secondaries and points.
   
Made in us
Longtime Dakkanaut




Eldar are buffed relatively because a battalion isn’t that hard an ask, and we don’t rely on warlord traits or relics
   
Made in gb
Screaming Shining Spear





Three squads of rangers in a battalion looks like the best option unless you want to go all in on shuriken with guardians.
I'm not sure if I will even bother with warlord traits and relics since craftworlds don't have any essential options though I suspect the incomparable hunter/kurnos bow combo will be worth it for those players that like it.

 
   
Made in gb
Longtime Dakkanaut





UK

stratigo wrote:
Eldar are buffed relatively because a battalion isn’t that hard an ask, and we don’t rely on warlord traits or relics

That is true, I normally just take the single WLT and Relic for Eldar because they are free. If I have to start paying CPs for them I am not sure I will bother.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Walking Dead Wraithlord






What were the changes ?

https://www.dakkadakka.com/dakkaforum/posts/list/772746.page#10378083 - My progress/failblog painting blog thingy

Eldar- 4436 pts


AngryAngel80 wrote:
I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "


 Eonfuzz wrote:


I would much rather everyone have a half ass than no ass.


"A warrior does not seek fame and honour. They come to him as he humbly follows his path"  
   
Made in gb
Longtime Dakkanaut





UK

 Argive wrote:
What were the changes ?

The new Warzone Nephilim book changes it so that armies only start with half the number of CPs that they used to. Armies now get 1 CP in their Command Phase and also in their opponent's. You no longer get a WLT and Relic for free. You have to buy them for 1 CP each using new requisition stratagems included in the book.

Personally I think Eldar tend to rely more on in-game stratagems whereas armies like Marines benefit from baking a lot of WLTs and Relics into their Characters. A lot of our Relics and Traits seem fairly weak by comparison so I probably won't miss them.

Half the starting number of CPs is harsh though because our Troops are so weak I normally don't want to bother with a Battalion. My preferred option was a Patrol + Spearhead but now that means starting with just 3CPs rather than 9 in a normal Strikeforce game.

I will be honest, I am not a huge fan of the change. GW argue that in a 5 turn game, the changes mostly balance out. I disagree as most games are decided by Turn 3 in my experience. which means you will have fewer CPs when they really count. I think GW have just generally gone a bit overboard on Stratagems are are belatedly trying to reign them in. The problem is that this affects different armies in very different ways. Strong armies that don't rely much on stratagems are fine. Armies which derive a lot of their power from key stratagems are going to be hurt badly by this and these are not necessarily the stronger armies.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Walking Dead Wraithlord






I see

thank you for that breakdown.
I think I saw something about secondaries as well?

https://www.dakkadakka.com/dakkaforum/posts/list/772746.page#10378083 - My progress/failblog painting blog thingy

Eldar- 4436 pts


AngryAngel80 wrote:
I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "


 Eonfuzz wrote:


I would much rather everyone have a half ass than no ass.


"A warrior does not seek fame and honour. They come to him as he humbly follows his path"  
   
Made in gb
Longtime Dakkanaut





UK

 Argive wrote:
I think I saw something about secondaries as well?

Yes, Secondaries have had a big revamp as well. Ours are quite new so have not changed too much but some of the basic ones have. There is a good breakdown here:

https://www.goonhammer.com/chapter-approved-war-zone-nephilim-the-goonhammer-review/

I stand between the darkness and the light. Between the candle and the star. 
   
Made in gb
Screaming Shining Spear





So I am finally getting around to painting my magnetised autarch from the eldritch omens box. This got me thinking, is he even vaguely competitive?
If I want an autarch, which I sometimes do, would i ever take him or just stick to the skyrunner? Unfortunately I can't see a scenario of where I don't take the skyrunner unless I just wanted an 80 pt guy to babysit a unit of dark reapers...for some reason.
Giving him any kind of movement options plus a gun will almost always make him more expensive than the faster skyrunner and, arguably, less effective.
Am I missing something or is the lovely new kit more of a hobby project than a good unit on the tabletop?

This message was edited 1 time. Last update was at 2022/06/21 18:58:10


 
   
Made in gb
Walking Dead Wraithlord






 kingheff wrote:
So I am finally getting around to painting my magnetised autarch from the eldritch omens box. This got me thinking, is he even vaguely competitive?
If I want an autarch, which I sometimes do, would i ever take him or just stick to the skyrunner? Unfortunately I can't see a scenario of where I don't take the skyrunner unless I just wanted an 80 pt guy to babysit a unit of dark reapers...for some reason.
Giving him any kind of movement options plus a gun will almost always make him more expensive than the faster skyrunner and, arguably, less effective.
Am I missing something or is the lovely new kit more of a hobby project than a good unit on the tabletop?


I think his re-roll 1's aura to core is decent as well as doube CP re-roll. Lets you re-roll wraith units and apsects.
But at 30pts more the sky runner just seems better in every way.

However, is either of those a good pick? think it depends on your army.
I have mine hanging out with wraithlords and dire avengers as well as doing actions like banners. can always give him a reaper launcher if hes only going to be in the backfield.

This message was edited 1 time. Last update was at 2022/06/21 20:50:27


https://www.dakkadakka.com/dakkaforum/posts/list/772746.page#10378083 - My progress/failblog painting blog thingy

Eldar- 4436 pts


AngryAngel80 wrote:
I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "


 Eonfuzz wrote:


I would much rather everyone have a half ass than no ass.


"A warrior does not seek fame and honour. They come to him as he humbly follows his path"  
   
Made in gb
Screaming Shining Spear





I really like the autarch skyrunner in Biel tan with the "guide" warlord trait. You can get away with just one farseer, especially if you give him the relic to know another power.
He's got the speed to support who he needs to with the reroll ones and can get stuck in alongside a unit of spears. Spears with guide and exploding sixes with the strat (double if you pop bladestorm too) absolutely shred.
I don't think that the foot autarch does the job anywhere near as well and costs more to boot.
I do think that Biel tan is a bit slept on in terms of craftworlds, I think it's better than ulthwe personally. Buffing aspects beats buffing guardians and Eldar playstyle is more offence than defense and that's where Biel tan shines.

 
   
 
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