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![[Post New]](/s/i/i.gif) 2017/10/31 14:55:43
Subject: Re:Codex: Eldar Craftworlds - Tactica Thread (Website temporarily down)
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Omnipotent Necron Overlord
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Korlandril wrote:An idea I like is having a 20 man guardian defender squad with two Shuriken Cannons webway striking in.
You can deepstrike them so they are all in range, into cover if it is available (2+ save on the heavy weapon platforms in cover). These guys can also take up a huge footprint. Blocking off part of the board, objective securing objectives if needed.
With Alaitoc providing you can wipe out anything within 12" you are a lot more durable. Also realistically your opponent can only get so many units within 12" so these are a real pain for your opponent to deal with. Using at the right time can really throw a spanner in the works for your opponent
Automatically Appended Next Post:
For Autarchs if you are running as a warlord to get a roll for each CP you use you will want to deploy first before spending any CP on things like cloudstrike and webway assault. I think you won't be able to roll if you spend on things like extra relics? As these occur before deployment and the rule only works if he is on the table not in transport I believe
I don't see much value in cannons over catapults. Ether bright lance or star cannon makes the most sense. Or no weapons at all. Actually thinking about it - weapons platforms are the least effiecent place to put weapons because an 8 point gardian can't shoot - essentially that weapon is costing you +8 points to it's actual cost. Automatically Appended Next Post: Shadenuat wrote:
I think they're better alternative to windriders too. The price gap between vyper with 2 shuriken cannons and 2 windriders with same is just too small to validate using regular bikes.
Vyper costs 70 wthi 2x SC
5 Swooping hawks costs64
I think these are our best fast attack options.
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This message was edited 1 time. Last update was at 2017/10/31 15:07:27
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![[Post New]](/s/i/i.gif) 2017/10/31 18:35:50
Subject: Re:Codex: Eldar Craftworlds - Tactica Thread (Website temporarily down)
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Omnipotent Necron Overlord
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Korlandril wrote: Xenomancers wrote: Korlandril wrote:An idea I like is having a 20 man guardian defender squad with two Shuriken Cannons webway striking in.
You can deepstrike them so they are all in range, into cover if it is available (2+ save on the heavy weapon platforms in cover). These guys can also take up a huge footprint. Blocking off part of the board, objective securing objectives if needed.
With Alaitoc providing you can wipe out anything within 12" you are a lot more durable. Also realistically your opponent can only get so many units within 12" so these are a real pain for your opponent to deal with. Using at the right time can really throw a spanner in the works for your opponent
I don't see much value in cannons over catapults. Ether bright lance or star cannon makes the most sense. Or no weapons at all. Actually thinking about it - weapons platforms are the least effiecent place to put weapons because an 8 point gardian can't shoot - essentially that weapon is costing you +8 points to it's actual cost.
The value in Cannons is you can shoot them after deepstriking with no penalty and they are the cheapest. The idea of them is to massively boost the guardians defence because they are 3+ and 2+ if in cover. This means your opponent has to waste higher AP weaponary or more lower ap on them. So you are wrong they are not a waste as they are a way of increasing the survivability of the squad.
Bright lances would be a waste as only two shots and they are quite expensive and hitting on 4+ on turn they deepstrike. Star Cannons might be a good choice as they are only adding 10 pts to the unit in question but again suffer from -1 to hit and you want to be soaking up wounds with them not relying on them for hitting power.
Not a bad idea actually. Didn't think about them defensively because I naturally assume you will keep them alive to shoot more. It makes the 4++ strategem even more effective because if you also hit the unit with protect. You will have a 2+ save to absorb the mass firepower and a 3++ save for everything else. Guardians are so freaking awesome now.
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![[Post New]](/s/i/i.gif) 2017/10/31 19:43:51
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Galef wrote:
They idea is that by having a better armour save, you might stop several wounds getting through by making saves that the 8pt models would not be able to make.
I don't think it's a particularly effective tactic at all, but I suppose it gives some people peace of mind. I'd rather just buy 2 more Guardians
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20 gardians max though. Plus command point spent on getting them into action first turn. They have to kill the gardians - they are just too dangerous at that range so if I can make it 2-3 times hard to kill them - it protects my other stuff.
I'm going to be playing Ulthwe because that's how my army is painted so - I even get a 6++ on top of that. Plus I should be getting some command points back. Might even be able to keep that cycle going if I get lucky.
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This message was edited 1 time. Last update was at 2017/10/31 19:45:56
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![[Post New]](/s/i/i.gif) 201718/11/03 20:38:43
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Drake003 wrote:With Tyranids our soon, and all their anti psychic options, it seems that they are going to be putting a spanner in the works for as straight away, trying to cast our various buff and de-buff powers.
Depending on the army composition and weapon options encouraged in the Codex, I am going to assume that they won’t have too many flying gribblies (it’s not particularly thematic) and will likely be limited to Gargoyles and Hive Tyrants, as is currently the case.
That being the case, finding ways to slow their advance will be even more critical than before to keep out psychic support up as long as possible.
My first strategic thought is using Air Wing to stop a significant section of their army moving up the board.
I.e. fly 3 Hemlocks up just outside of 12” if Exocrines and their ilk, and as close to the grunts as possible. 3 flyers in a line parallel to the swarm facing 90 degrees and just under 3” apart from each other will generate an impassable line of just under 20” long.
This would be an effective way of shutting down lanes of approach to you.
Sound decent?
tyranids are just going to destroy our flyers with hive tyrants. Hemlock has decent overwatch BUT it still only averages 3 hits - only wounds a tyrant on 3's and then he has a 4++ save. Then he gets to hit you at 2+ to hit with 4 devastating attacks. He will also auto hit you with his miasm cannon - which is already pretty painful. Can also charge you with gargoyles or something too to clear overwatch. Kronus nids are going to hard counter eldar so hard it's not even funny. Nids get right in your face so -1 to hit is going to be practically never. Warlocks and hemlocks trying to cast powers needing 7's at -1. Taking d3 mortals for every failed test within range of the warlord. It's gonna be ugly.
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![[Post New]](/s/i/i.gif) 2017/11/03 20:37:57
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Shadenuat wrote:-1 is not a huge casting penalty. For example, Eldrad with pocket warlock with stratagem casts at +1 and +2 with next power on a success with re-roll from runes. Biel Tan farseer has a relic that I believe allows to re-roll re-rolls or somethin. Yvraine has flat +1 at all times too, but doesn't have runes so she will probably suffer more.
It's the runes of battle powers that are in serious jeopardy. Most are 7's to cast - with no runes of the farseer to help cast. Plus Nid's can shut your best power down every turn for 1 command point. Automatically Appended Next Post: Fafnir wrote:24" range means that your psykers will be relegated to a pretty harmless position if you intend on keeping them out. If they get the first turn, combined with Flyrant shenanigans, they've basically denied your first psychic phase (and sure, it's only one turn, but that matters massively in 8th).
If they get second, you get one turn of action before your psykers are neutered.
Either way, it looks like any game against Tyranids where you don't secure victory on the first turn is going to be a hard loss for Eldar.
Thats kinda the way I see it. Also - Nids are pretty good at protecting their good stuff on the first turn. Tyrants can all deep strike if they have wings. Their heavy hitting elements all come in via deep strike. The one advantage eldar have is forewarning. That makes deep striking tyrants risky as heck.
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This message was edited 2 times. Last update was at 2017/11/03 20:44:24
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![[Post New]](/s/i/i.gif) 2017/11/03 21:03:35
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Shadenuat wrote:The best one of our powers I can think of is Word of the Phoenix, but soulburst can happen without that power too.
Is Kronos a worthy fleet to go if you don't always play against eldar though?
Hard to say what fleet is best. Kronos is great for their big artiliery creatures like exocrines and tyranofexes (they are much better now) because they get reroll 1's to hit if they stay still. Kronos also seems to have some good relics. I think it will be a highly played fleet. The other fleets aren't bad though. They can even mix fleets. Just need the Kronos warlord to really hurt psychics. Automatically Appended Next Post: Dionysodorus wrote:Multiple deep-striking Rippers would be a problem, probably, but I don't feel like it's generally too hard to be 24" away from stuff. A Tyranid player will be able to shut down Doom, but Guide and Fortune cast on friendlies, which are probably closer to your Farseer, and you can move at least 7+ d6" before manifesting. The Battle powers are 18" but the ones you really want to get off are also cast on friendlies, and they're also all no- LoS. It's going to be very hard for a Tyranid player to shut down Quicken, Conceal, or Protect.
You push back their deep strikers with your deployment and your Rangers, and you should pretty much always be able to get your first turn buff powers off. I feel like the bigger concern is making sure that your psykers aren't vulnerable to deep strikers on the next turn, after they've moved so as to get their powers off.
It's going to be mostly impossible to stay more than 18 inches away from a bunch of flying hive tyrants. most Tyranid armies are deep striking a swarmlord onto the front lines. You really can't escape the nids. They are very mobile.
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This message was edited 1 time. Last update was at 2017/11/03 21:05:42
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![[Post New]](/s/i/i.gif) 2017/11/04 02:23:45
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Yes. So at T7 - even if you roll 6 hits every time - only 4 will wound and then he will pass 2 invo saves - this leaves you with 4 average damage which doesn't even diminish a hive tyrant. In reality though you only average 3-4 hits and your damage will be 2.
He can even repair D3 with a 1 point stratagem every turn. Hate to say it - but the hemlock craze is all hype. The main reason hemlocks were good was they could cast a conceal bubble and had reliable damage + could get up and smite things in the face late game. Without conceal and with the rise of tyranids - The crimson hunter is taking over. It can play at safe range - has higher damage potential and costs less. Hemlocks aren't even competitive within the craftworld codex I am afraid.
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![[Post New]](/s/i/i.gif) 2017/11/04 02:46:52
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Fafnir wrote:So, in preparing for a meta where our psychic presence is heavily stifled to the point of being self harming and hemlocks are just not all they're made out to be; what is our identity right now beyond Dark Reapers? Unit synergy is going to become a lot less reliable, and most units look pretty mediocre in the face of that. Is the Craftworld faction going to end up becoming little more than an accessory for Ynnari lists?
10 reapers with yvraine and a wave serpant provides great firepower that you can protect for 1 command point a turn. 2 fire prisms give you the ability to out reliably efficient damage on a single target for 1 command point a turn. Crimson hunters give more survivable anti tank. Where is out anti horde - this is the problem. gardians in wave serpants? Is that the best we can do? Swooping hawks? Those are our best options IMO.
That or include dark elder for anti infantry...but man I really don't want to do that.
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This message was edited 1 time. Last update was at 2017/11/04 02:50:17
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![[Post New]](/s/i/i.gif) 2017/11/04 02:51:02
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Fafnir wrote:So what you're saying is that Craftworlds are not competitive.
I think they can be - just not against tyranids. This codex relies on it's warlock powers to do anything effective.
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![[Post New]](/s/i/i.gif) 2017/11/04 03:07:49
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Fafnir wrote:I'd argue that if an army can be hard countered by another faction, it's not competitive. Especially when that faction is looking like it's going to be a major player in the coming meta.
Hard to disagree with that. Though I think a solid AM army has tyranids number pretty easily. So it looks like rock paper scisiors to me. with the 3 top factions. Space marines are kind of a wild card. If they go first they can probably wipe out half your army with guilliman - but if they go second they probably can't come back from that. I do consider elder a top 3 faction. Automatically Appended Next Post: Niiru wrote: Fafnir wrote:Hive Tyrants will be T7 with the new codex. Although it will be possible to increase that to T8 during the game.
How much are tyrants? I mean they are tougher and have more wounds than wraithlords, and have more attacks, and are faster and can fly, so if they're not at least 250 points then they're kinda broken.
Oh and psychics.
I wouldn't expect their points to go up. I feel like they will be paying 200-230 points for their optimal load out.
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This message was edited 2 times. Last update was at 2017/11/04 03:11:44
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![[Post New]](/s/i/i.gif) 2017/11/04 15:27:32
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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sadhvikv wrote: Xenomancers wrote:Yes. So at T7 - even if you roll 6 hits every time - only 4 will wound and then he will pass 2 invo saves - this leaves you with 4 average damage which doesn't even diminish a hive tyrant. In reality though you only average 3-4 hits and your damage will be 2.
He can even repair D3 with a 1 point stratagem every turn. Hate to say it - but the hemlock craze is all hype. The main reason hemlocks were good was they could cast a conceal bubble and had reliable damage + could get up and smite things in the face late game. Without conceal and with the rise of tyranids - The crimson hunter is taking over. It can play at safe range - has higher damage potential and costs less. Hemlocks aren't even competitive within the craftworld codex I am afraid.
I find this opinion very interesting. What is everyone else's thoughts/experiences on the hemlock vs crimson hunter? I've played two games with the new codex, first with 3 hemlocks and second with 2 hemlocks and a crimson hunter. In that second game my opponent ran three Crimson hunters. The hemlocks outperformed the Crimson hunters considerably, the auto-hits regardless of a degrading profile, combined with -2 with alaitoc, makes them insanely reliable through long portions of the game and require a lot of effort to deal with.
Their average damage is pretty equal statistically - the hunter is better against t7 vehicals too - considering it costs less and utilizes the 12" -1 to hit rule a lot better with 36 inch range weapons. It's a clear winner. Having powers is nice and all but keeping your flyer alive is more important than that. Automatically Appended Next Post: Dionysodorus wrote:To sum up the issue with Autarch force shields and Hemlock spirit stones:
These aren't listed as wargear on the models, and the ability rules text is different (in minor ways) from the text on models that have the option for wargear of the same name. Absent any FAQs, it seems clear that you wouldn't pay for these.
But there is a FAQ. The Imperium 1 FAQ has a question about Company Champions, who are like Autarchs in that they have an ability with the same name as wargear which bestows an invulnerable save. The answer says they have to pay for their wargear in addition to their weapons.
This leaves us in a pretty unfortunate spot:
First, there's a FAQ addressing a similar issue that says to pay for the stuff.
But obviously this is just not at all discoverable. The same issue exists in the current Codex: Space Marines, but the codex FAQ doesn't mention this. Most new Space Marine players won't even be aware of this, to say nothing of Eldar players. And since it's actually pretty hard to even see why there's an issue here, any Eldar player who isn't extremely plugged-in is probably going to leave it off. I remember several codex reviews that failed to include the cost of these things, and none that did include them, and these are by people who are obviously top 1% in terms of how aware they are of other factions' rules and FAQs and so on. Like, in terms of "how are people actually playing this?", almost certainly the large majority of Eldar players are taking these things for free.
Finally, it doesn't actually seem like the FAQ writer understood the issue. Nothing in the FAQ indicates that the writer was aware that the problem was that the Company Champion does not actually have a piece of wargear called "combat shield". The FAQ reads as if the question is whether models have to pay for wargear which they come with by default. You'll recall that this was a common source of confusion early in 8th -- lots of people were confused whether you even had to pay for default weapons. Further, the section of each index that talks about how you figure out the point cost of units only mentions "models" and "weapons", and (obliquely) "options and upgrades", so there may have been some legitimate confusion here about default wargear. So I think the RAI is really muddy too.
Ive been wrong too many times trying to figure out GW's logic so my opinion doesn't mean much here. It's just really silly to make an "ability" have the same name as a "wargear" and do exactly the same thing but you have to pay for one and not the other. An intelligent designer could do many things without entering into this confusion. If he wanted to force the hemlock to take the spirit stones but not be charged for it he could have just reduced the cost of the model by 10 points but say it has to be equipt with it - you pay for it but the models cost is reduced. Or they could have just named the ability something else like...enhanced spirit shielding - and then it would obviously be a free ability. To me - the fact that it is named spirit stones is a clear intention that it should be treated like all spirit stones - you pay 10 points.
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This message was edited 1 time. Last update was at 2017/11/04 15:34:16
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![[Post New]](/s/i/i.gif) 2017/11/04 16:20:21
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Niiru wrote:mmimzie wrote:You 100% have to pay for the spirit stone because thier is FAQ presadent. In imperium one the company commander gas a co bat shield that is not listed in his war gear. In an FAQ the question was asked if thus had to be paid for and the answer was yes. As such you probably also have to pay for the autarch force shield., but as karhedron says this is a sort of boon to the skyrunner autarch.
100% wrong.
Well, you're 100% right if you play a Space Marine army, as the FAQ relates to Space Marines. Not just Vanilla marines, but all the chapters in Index: Imperium1. Wierdly, they then didn't correct the issue with the Space Marine codex - the shield is still listed as an ability not wargear, and the new SM codex FAQ doesn't correct it or specify that you pay for it, so they're back to where they started on that. But there is Index Errata precedent, so people can at least refer to that.
However, this is the Eldar Tactica, and so we only need to follow rules written in the BRB, the Eldar Codex, and any Eldar FAQ/Errata. We do NOT need to follow rules written in some other random codex release that we have no business even looking at. So we don't pay for abilities, until GW specifically says otherwise. They had a chance to correct this with the Codex, and they've had a couple of Errata releases to correct it, and they haven't. So until they do, we save 10 points on the Hemlock.
Will this change when they release the Codex Errata? Probably, if they even think about it. Until then, enjoy your free spirit stones.
I still find it ridiculous that people say this like it's true, as if an Eldar player should turn up to a game with FAQ printouts from armies they don't even play. It's no different than saying "oh, in order to play as Tau, you need to also bring the Necron, Eldar, IG and Tyranid codices with you, otherwise you might not know all the rules relevant to your units!"
If tournaments make a different ruling (which so far most haven't, as far as I've noticed) then that is their business, as they can make up any rules they want, it's their tournament. Tournaments set all sorts of rule changes and limitations, doesn't make any of them the official rules, just the rules for that tournament.
I don't think it's fair to call him wrong. He found an identical situation and GW ruled in his favor on that. It's perfectly logical to assume they would rule the same way in an identical case.
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![[Post New]](/s/i/i.gif) 2017/11/04 16:29:29
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Dionysodorus wrote:Hunter vs Hemlock is really target-dependent. Assuming a 200 point Hemlock, the 6+ FNP makes the two more-or-less equally durable per point except insofar as the Hemlock's shorter range makes it more vulnerable. This can be a big deal. The Hemlock is far more vulnerable to CC (Hive Tyrants, big Daemons, etc.) even if its overwatch is pretty scary, and it's going to take a lot of opportunistic fire from small arms. On the other hand, the Hemlock doesn't degrade noticeably as it takes damage.
Offensively, the Hemlock is as good or better against almost everything if it can stay away from enemy psykers. Smite puts it over the top. It's far better against things with invulnerable saves or with only a small number of wounds per model.
So for example against a big T7 3+ model, Hemlocks are paying about 28 ppw with Smite, while Hunters are paying 30 ppw (22.5 ppw if it has Fly but not Hard to Hit). If an enemy psyker is around to attempt to deny Smite, then the Hemlock is paying 30.6. It's really only when there are psychic bonuses or penalties involved that the Hemlock falls behind. Shadow in the Warp plus a deny attempt cuts the usefulness of Smite in half, so that the Hemlock is paying 32.2 ppw against T7 3+. Magnus with +2 to his deny rolls is slightly more effective than that, even. Of course, Crimson Hunters also have problems vs Hive Tyrants and Magnus, since they've got good invulnerable saves, but they do significantly better than Hemlocks as long as the Tyrants have wings. On the other hand, Hemlocks don't have to cast Smite, and Jinx on a Tyrant or Magnus is a huge deal if you have other units in place to take advantage of it.
I feel like Hunters have a place at least for the Tyranid matchup, but that Hemlocks are going to be overall better in an army which otherwise is getting right up in the enemy's face. Even against Tyranids, Hemlocks are often going to be able to usefully pick off non-psykers from outside deny range. Plus Hemlocks are just far better against an opponent who doesn't bring big models, especially with their -2 Ld bubble.
Crimson can also take 2 star cannons - which makes it a great anti infantry/light vehicle specialist too. The ability to specialize within your list is another bonus for the hunter. Typically though - my elder forces are looking for anti tank - shurikens seems to handle things with low wound counts no problem.
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![[Post New]](/s/i/i.gif) 2017/11/04 17:02:31
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Heres the math against a rhino.
Hemlock 4hitsx(2/3)wounds = 5.32
Smite assuming no denial or screens = 1.85
7.17 average damage.
Crimson 2x bright lance 1.55 hits w reroll 1's (2/3) Wounds x 3.5damage = 3.61
pulse lase 1.55 hits w reroll 1'sx (2/3) wounds x3 damage =3.09 damage x (5/6) 6+ save= 2.6
6.21 average damage.
Fixed numbers - crimson still beats hemlock without smite.
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This message was edited 2 times. Last update was at 2017/11/04 17:20:23
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![[Post New]](/s/i/i.gif) 2017/11/04 17:11:45
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Fireprism does respectable damage to all kinds of targets - that's why they are valuable. Their anti tank isn't better than a crimson. It does under 7 average damage to a t7 tank. Fire prisms really shine when shooting at terminators and meq.
Automatically Appended Next Post:
Dionysodorus wrote: Xenomancers wrote:Heres the math against a rhino.
Hemlock 3.5hitsx(2/3)wounds = 2.33
Smite assuming no denial or screens = 1.95
4.3 average damage.
Crimson 2x bright lance 1.65 hits +reroll 1's +.222 x (2/3) Wounds x 3.5damage = 4.36
pulse lase 1.65 hits x +.222 x (2/3) wounds x3 damage = 3.75damage x (5/6) 6+ save= 3.14
7.5 average damage.
Again - hemlocks don't deal more damage against a rhino than a hunter even when you factor smite. Plus smite is easily denied or screening by chaff...So really - a hunter is close to being twice as effective against t7 armor as a hemlock.
Hemlocks average 4 shots, not 3.5, and those shots do 2 damage each. Smite also averages only ~1.8 wounds (you may have mistakenly had it do d6 wounds on a 10+ rather than an 11+). They average 7.13 wounds on a Rhino.
Crimson Hunters hit on a 3+ when they move, not a 2+, so they expect 1.33 hits with each kind of weapon, not 1.67. Regular Hunters don't re-roll anything unless the target has Fly. They average 5.33 wounds on a Rhino.
I did some numbers in an earlier post today about how denying affects this. Regular denies only cut Smite to 1.2 average wounds. It's only when you start bringing in SitW or Magnus that it becomes a big problem.
You are right I did make some mistakes on the math. Crimson hunter exarchs reroll 1's to hit though. I will fix my errors.
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This message was edited 2 times. Last update was at 2017/11/04 17:25:02
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![[Post New]](/s/i/i.gif) 2017/11/04 22:51:15
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Flavius Infernus wrote:Am I reading Forewarned correctly?
If you have a unit of say, for example, 10 reapers sitting within 6” of a farseer, they can light up *anything* they can see deepstriking within the 48” range of their weapons for 2 CP? And this happens during the opponents movement phase, like for example, if the opponent with tempestus command squads likes to drop them first turn? And there’s no penalty on the to-hit rolls, like with auspex scan, and they presumably benefit from nearby autarchs and phoenix lord rerolls? And you can do this over and over again until your CPs run out?
Screening against turn one alphastrikes now obsolete?
yeah....kinda makes the auspex scanner from the space marines codex look like crap. that has to be at -1 and only within 12 inches lol.
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![[Post New]](/s/i/i.gif) 2017/11/05 16:25:39
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Played my first game with ulthwe last night against emperors children. I got to go first and just played defensive. I had 2 - 20 man guardian drops that I saved until he got close on the second turn and I had 20 dire avengers in 2 serpants. The rest of my army was 2 fire prisms a crimson hunter - eldrad a farseer and 2 warlocks and 2 D cannons.
Fire prisms - crimson hunter and D cannons managed to kill a rhino and a 10 man noise marine and seriously hurt a maulerfiend. Next turn he moved up - focued the D cannons and killed both and he tried to damage the prisms with range but failed. Start of turn 2 I brought out all my infantry and it was pretty much over at that point.
1 unit of gardians (w 2 bright lance) I used to destroy his other noise marine rhino with 10 more noise marines in it with the help of doom and Black gardians stratagem (he popped smoke). The prisims killed the 10 noise marines inside with their linked fire stratagem and the low power fire mode (did 12 wounds). The other 20 man guardian dropped in front of his defiler - plus 20 dire avengers also targeted it. I casted jinx of the defiler so those infantry wiped it out with just guide on the guardians and the hunter went (which had conceal on it) killed a dreadnought.
Basically - I felt like I had all the tools to control the game. it really helped having 2 battalions. The ability to drop 40 guardians on someone on demand is REALLY strong though. Ulthwe do it best I think because they can use black guardians on 1 unit and guide the other. Plus the FNP is amazing.
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This message was edited 1 time. Last update was at 2017/11/05 16:27:45
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![[Post New]](/s/i/i.gif) 2017/11/06 17:02:15
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Azuza001 wrote: Xenomancers wrote:Played my first game with ulthwe last night against emperors children. I got to go first and just played defensive. I had 2 - 20 man guardian drops that I saved until he got close on the second turn and I had 20 dire avengers in 2 serpants. The rest of my army was 2 fire prisms a crimson hunter - eldrad a farseer and 2 warlocks and 2 D cannons.
Fire prisms - crimson hunter and D cannons managed to kill a rhino and a 10 man noise marine and seriously hurt a maulerfiend. Next turn he moved up - focued the D cannons and killed both and he tried to damage the prisms with range but failed. Start of turn 2 I brought out all my infantry and it was pretty much over at that point.
1 unit of gardians (w 2 bright lance) I used to destroy his other noise marine rhino with 10 more noise marines in it with the help of doom and Black gardians stratagem (he popped smoke). The prisims killed the 10 noise marines inside with their linked fire stratagem and the low power fire mode (did 12 wounds). The other 20 man guardian dropped in front of his defiler - plus 20 dire avengers also targeted it. I casted jinx of the defiler so those infantry wiped it out with just guide on the guardians and the hunter went (which had conceal on it) killed a dreadnought.
Basically - I felt like I had all the tools to control the game. it really helped having 2 battalions. The ability to drop 40 guardians on someone on demand is REALLY strong though. Ulthwe do it best I think because they can use black guardians on 1 unit and guide the other. Plus the FNP is amazing.
Thats exactly how I felt after playing nids with Eldar. I have heard others say that Eldar don't have good 'horde' control units which I just don't see. Dire Avengers in Serpents with Dual Shuriken Cannons are amazing light infantry wipers.
Your D-Cannons really sound like they scared him. Are they worth picking up? I was thinking of getting a support Battery to put near my Warwalkers as a bit more fire support.
You are basically getting a vindicator for 75 points. They aren't too tough and you can't buff them with spells because they split up after deployment. They seem like a great buy though if you are going for a ranged build.
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![[Post New]](/s/i/i.gif) 2017/11/06 20:48:17
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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mmimzie wrote: Xenomancers wrote:
You are basically getting a vindicator for 75 points. They aren't too tough and you can't buff them with spells because they split up after deployment. They seem like a great buy though if you are going for a ranged build.
Yeah i think you pretty much hit the nail on the head. I realyl want to put them in my force, but i dontk now if they will work well with my up close and personal army WIth shining spears, scorpions, and swooping hawks being very aggressive. I don't see a lot of options early on in the game for the platforms to start taking any shots.
I've played them twice and both first turns I have shot 1st turn at -1 though. Unless I am playing them wrong I believe they can shoot at -1 when they move.
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![[Post New]](/s/i/i.gif) 2017/11/07 19:08:27
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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mmimzie wrote: Flavius Infernus wrote:mmimzie wrote: Then everything behind the screens will light up the exposed soft meats of your scorpions and banshees 6 serpents just break 11 conscript kills a turn.
How will the opponent chew up scorpions and banshees that are within 1” of units that they have trapped?
Automatically Appended Next Post:
(Except for armies that fly like Tau suit spam or Mech DE)
As an avid GSC player trapping chaffe is near impossible. It's either they trap you, and no visa verse if you're a good player. You can pile into the chaffe, but they back up and then just shoot you in the face or the things behind the chaffe shoots you in the face.
Most armies actualy don't care about you locking them in combat. Guard have order that let them keep shooting, or enough chaffe to just leave combat with the chaffe and shoot you any way.
https://spikeybits.com/2017/10/top-5-army-lists-in-8th-edition-40k-from-socal-open.html
So looking at those list. I don't see the banshee/scorp serpent spam working against any of those save for maybe the grey knight/ AM list where they lack chaffe, but even then i think the grey knight nemsis dreads might just win that melee fight any way.
The other forces ahve enough chaffe or alt deployments where getting locked into combat isn't that big a problem.
The first list has 3 squads of scripts that you just aren't gonna move. Getting them stuck in combat isn't realyl gonna work well because you chose which models in your units die. From thier the gatling cannons and scions are gonna hot drop and rock the melee force.
the second list Has berserks that can win the melee fight, and a decent enough amount of cultist that they could win in the fight or at as a screen to allow the obliterators to live up to thier name sake.
THe third list as i said is a toss up, but if he uses his 60 infantry men to block off your charge you won't get through that fast enough to stop the hurts, and everyone that got out will get rocked. Though i'm not familiar enough with the grey knight stuff to give you a good opinion i'll admit.
The fourth list ifeel good about how this scorp banshee list would do. I think it might be a little bit of a toss up depending on how the soul burst go, but i think the banshee/scorps would have a pretty nice shot.
The 5th list thier is just no chance for the banshee/scorp list too many brims and no way to deal with them, and good damage out put from magnus and the khorne boys to take the game of the chaos players pace.
I think with the addition of the guadian drop this changes a bit though. With a storm guardian drop or two you could clear away a lot f that chaffe in no time.
It's very easy - with your colsolidate move - you surround 1 modle - thats all you need to do.
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![[Post New]](/s/i/i.gif) 2017/11/07 20:21:10
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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mmimzie wrote: Xenomancers wrote:It's very easy - with your colsolidate move - you surround 1 modle - thats all you need to do.
Assuming battle shock doesn't exist. Sure... and with AM I can chose to use LD 9 or 4 and use which everyone gives me the best advantage. You can consolidate after I pull models via battle shock.
But look your free to try, and the come back and tell me how that goes.
Automatically Appended Next Post:
Dionysodorus wrote: Xenomancers wrote: It's very easy - with your colsolidate move - you surround 1 modle - thats all you need to do.
I don't think this is easy at all with units that you actually charged. You only consolidate 3". You basically need Fly to have any chance of doing this to something that you didn't already have partially-surrounded -- moving a 1" model all the way around another 1" model already requires a >3" move (your model's center is moving pi inches). But since you have to set this up with your charge and pile in, your opponent will likely be able to remove casualties so as to make it impossible for you to complete the trap with your consolidation. It can be a lot easier if you originally pile into a unit that you didn't charge, though that requires there be a handy unit close by.
Now, with vehicles it's a lot easier. Here casualty removal isn't a problem, because it's a one-model unit.
I agree with this completely.
It's a lot easier with bonus to your pile in move. Like siamhan get with their warlord trait. Probably the only craftworld that should take aspect close combat warriors anyways. Also with banshees - which have insane movement - you were probably surrounded at the start of the assault. It's only going to get worse as you lose models. I use to think falling back was automatic and free but it's actually pretty easy to trap a unit if you know what you are doing.
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![[Post New]](/s/i/i.gif) 2017/11/08 13:39:12
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Kdash wrote:I’d like to hear peoples thoughts on the idea of Brightlance/Starcannon Saim-Hann Vypers vs the Crimson Hunter Exarch, especially when paired with an Autarch.
2 Bright Lance-Shuriken Cannon Vypers and the Autarch Skyrunner with Lance are 93 points more expensive than the Crimson Hunter Exarch with Bright Lances, but each time I look at the figures, the Vypers are significantly better vs GEQ, and then pretty much on par vs everything else in terms of rough average damage output.
Vs Vyper CHE
GEQ 3.888 1.945
MEQ 2.333 1.783
TEQ (5++) 2.246 2.593
TEQ Stormshield 1.382 1.297
Primaris 3.629 3.566
T5 4.666 4.668
Custodes 1.728 1.686
T6 4.407 4.668
T7 4.147 4.668
T8 3.240 3.501
Overall, both units have 12 wounds, but the CHE has +1 T and is hard to hit. However, the CHE has “somewhat” limited movement options, cannot hold objectives and is an added risk in terms of “Troops on the Ground” rules.
Now, personally I feel like I’ll almost always be running an Autarch warlord due to some of the synergies he already provides, along with the CP regain and being a “potential” melee threat when needed, but others might not agree -especially as I’ve not seen many included in Dakka lists so far.
Starcannon comparison.
Vs Vyper CHE
GEQ 5.184 2.918
MEQ 2.765 2.107
TEQ (5++) 3.283 3.371
TEQ Stormshield 1.901 1.686
Primaris 4.493 4.214
T5 4.493 4.538
Custodes 1.901 1.815
T6 3.370 3.890
T7 2.246 3.242
T8 2.246 2.755
As you can see, again the Vypers tend to do significantly better vs GEQ and standard troops, but starts to suffer from T6+ vs the CHE.
So, thoughts around Vypers vs Crimson Hunter Exarchs? And which would you consider running? The Bright Lances or the Starcannons?
Anti infantry weapons do better against infantry is really no surprize. Crimson hunter is our best tank hunter. It goes after tanks. It's also good vs other flyers.
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![[Post New]](/s/i/i.gif) 2017/11/10 17:17:53
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Moosatronic Warrior wrote:Thier are no ranged weapons that really take out shining spears well and if your nervous lightning reflexes exist.
Eh. Spears are not that hard to kill. Alaitoc ones with lightning reflexes might be ok. I would usually try and hide them out of LOS but artillery is pretty good against them. In my last game against Nids they hid for the first turn but then got decimated on turn 2 by a pair of Exocrenes and two units of Hive Guard, all of which are perfect for killing Spears.
Probably not wise to put your best unit in range of his best units which are perfectly designed to destroy you. Premessure is allowed - exocrines are priority number one against nids and they are 5+ to hit if they move. With quicken if you deploy just out of their range - you are almost always going to be able to charge them on your first turn. You could easily kill them in the shooting phase and assault something else though.
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![[Post New]](/s/i/i.gif) 2017/11/10 21:14:03
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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mmimzie wrote:The way in running the spears currently
Autarch skyrunner (eye for distant events)
1 far seer
1 warlocks skyrunner (enhance or empower)
2warlocks (protect/quick)
1 hemlock (jinx)
9x spear squad (w/ exarch and star) webway striking
9x spear squad (w/ exarch and star) on the table
I run it saim-hann as modt super competivitice list the -1 to hit doesnt go very far. (Probably why none of the -1 to hit armies havent won any major tournaments). Saim hann gives me the oppurtinity to get first turn charges with bike squads. One getting quickend and one using the saim-hann stratagey. The other thing is the autarch sky runner can turn 1 charge and soak up over watch for one of your bike squad of thier is a crazy flamer unit you are worried about. It also protects against failing short charges.
The modules around this army core have changed in my mind alot, but that core seems pretty solid.
-1 to hit is great on it's own but if I can take it away from you and all I have to do is get close to you to shut it down it's just mitigation of damage on turn 1. That is good an all but I think Ulthwe is equally competitive. Siamhan is actaully the best way to run your shinning spears due to your advance and charge stratagem.
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This message was edited 1 time. Last update was at 2017/11/10 21:14:47
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![[Post New]](/s/i/i.gif) 2017/11/10 21:25:08
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Bharring wrote:But to take it away you need to come within 12".
Most CWE infantry want you within 12".
Especially Spears.
Sounds like a battle to me. LOL. 50% chance to win or lose a fair fight. Also - spears are coming to me anyways I assume - and it's going to suck regardless.
Automatically Appended Next Post:
Dionysodorus wrote:I think a big squad of Saim-Hann Spears can be a great choice for Ynnari, since they can use the excellent stratagem and only lose the poor Attribute (which is particularly unappealing for Spears since they really want to be charging from within 6"). But for big units of Craftworld Spears with Quicken or MSU Spears it's got to be Alatoic or Ulthwe.
Depends on how big of a blow you want to make. Think about how big of a move you need to get into the perfect possition to say...1 shot a lemonruss with your lasers - do huge damage to an infantry unit with your TLSC and then charge 3-4 units. That's why I like Siamhan spears - they just have the highest potential damage. They are easier to kill first turn BUT after that with fortune/protect/and conceal on them - they are almost impossible to kill anyways. Losing the ability to advance and fire at full BS is a huge detriment for a ynnari spears - they can still advance and charge with the strategem but I expect these kinds of interactions are going to go away pretty quick. Ynnari should not be able to use craftworld strategems IMO.
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This message was edited 3 times. Last update was at 2017/11/10 21:39:15
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![[Post New]](/s/i/i.gif) 2017/11/11 01:38:11
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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I suspect in short time that ynnari units will be excluded from using craftworld stratagems. Consider the ramifications - ynnari gets a codex too which also uses the same wordage as the craft-world stratagems. Now an elder detachment with ynnari will have 60 stratgems to choose from...that's just pure shenanigans.
Automatically Appended Next Post: Dionysodorus wrote: Fafnir wrote:Honestly, it feels like a no-brainer to swap Strength from Death for pretty much any of our faction traits or relics.
Really, the only things that pure Craftworld lists have going for them are those aforementioned faction traits and battle focus, which are both pretty forgettable in comparison, and the Avatar of Khaine, which is absolute garbage.
I strongly disagree. Yeah, you'd generally like to have your big unit of deep-striking Guardians or Spears be Ynnari. You'd prefer that your big unit of Reapers be Ynnari. But a typical Ynnari list also contains a bunch of Soulburst fodder for other units, and you'd prefer that these have Craftworld Attributes. MSU Spears are a great accompaniment to your other units, because they're super-efficient on offense and if they die your big units will get to Soulburst. These can be Alatoic for added turn 1 durability, before your big Spears unit comes in. Guardians in Serpents are probably best as Biel-Tan or Ulthwe rather than Ynnari. Even if their passengers are Ynnari, your vehicles themselves really want to be Alatoic or Ulthwe. Rangers are obviously best as Alatoic. Swooping Hawks and MSU Reapers probably want to be Alatoic too. I think there's probably even a case for small units of Alatoic Shadow Spectres, despite their Soulburst being so good. It's really just the Iyanden and Saim-Hann Attributes that jump out to me as "basically worse than other options in every realistic scenario". Even Biel-Tan has a place, even if it's pretty limited to Serpents with Guardians or Avengers.
Now, the warlord traits and relics are pretty bad, yeah. It's unfortunate that there's very little downside to bringing an Ynnari detachment, since you lose out on so little by not having a Craftworld warlord, and this will only get worse as time goes on.
Except Ynnari took a big nerf in this edition. No more webwayportal. Deep strike has to be 9" away. Spamming small units means you are going second most the time. Soul burst can only affect 1 unit and not 2. Plus loss of army traits for being ynnari. I'm not going to argue about a 10 man dark reaper shooting twice being amazing. However a dark reaper unit that is harder to kill might actually be a better choice. Also - Yvraine baby sitting some dark reapers is a 135 point investment - that is the cost of 5 dark reapers now...assuming your opponent is going to target reapers first...(why wouldn't they) and you are missing out on a defensive trait like ulthwe or aliotoc for every unit in that detachment. It doesn't really seem like auto include to me. It just seems like a reasonable choice to be made. I think spears benefit more from being craftworld anyways...really the only really obviously better use of ynnari is for guardian drops because they get to shoot twice...I have made ynnari list that focus around them and I was not satisfied with the end result. The requirements of attaining command points/ having 3-4 warlocks and a farseer. Spending another 135 on yvraine is just really taxing - to me anyways.
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This message was edited 1 time. Last update was at 2017/11/11 01:53:59
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![[Post New]](/s/i/i.gif) 2017/11/11 04:46:24
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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lambsandlions wrote:The is no point in debating how things may be when the new ynnari codex comes out, we can only talk about how things are right now.
The benefit of having your spears be ynnari over craftworld is that you have two shots at quicken/wotp. If have a large unit of 9 spears, you don't want to miss your quicken, you can use wotp as back up. If you have multiple small units of spears you can double move with two units a turn instead of one. It would not be unreasonable to have two units of spears, one gets wotp'd and goes to attack a lone character while the other group of spears gets quickened and attacks the unit the character was with. The quicken'd unit of spears can then attack twice from the soul burst when the character dies or can soul burst out of combat before the enemy can strike back.
That's a good point - however - if you soulburst the spears - you can't soulburst the reapers. So it's a net loss. If you were siamhan and advanced - you could probably charge the front line anyways. Automatically Appended Next Post: Azuza001 wrote:Why do people keep saying the avatar is garbage? I think it's pretty compatible for the cost.
250 point kaine gets you 5 str 8 attacks at ap-4, plus a ranged attack. It can't be targeted unless closest target. It has a 3+/5++/5+++ save.
It is overcost I think compared to deamon princes but for Eldar they don't have many super heavy hitters that are charecters like this. It can revive on command points. You can use matchless agility on him to give him a 13"+ D6" move then another 2d6" charge makes him incredibly fast especially if your opponent has read how "slow the avatar is and how it takes to long to get into close combat" . (This happened last time I played with him, managed to go 23" in first turn and charged into and killed a squad of 3 thunderwolf calvary, at which point my opponent freaked and over reacted shooting a ton into him killing him and only him. Warwalkers and wraithlords took care of the rest)
Or is it because of its high cost compared to say a wraithlord that it gets a bad rap? I mean, I don't mind , I will keep using it because I like the idea of it.
Hes not bad - hes just part on an unpopular build. Think he works good with a heavy banshee and guardian build. You can also quicken him. Plus his revive ability and phoenix gem is pretty good too.
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This message was edited 1 time. Last update was at 2017/11/11 04:49:25
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![[Post New]](/s/i/i.gif) 2017/11/16 19:04:33
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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NexAddo wrote:I don't know why GW limited the use of SfD in the opponent's turn. I think that the nerf of not being able to use the same action for soulburst twice in the same turn was enough of a limitation. Now the only good use of the Word of the Phoenix power is on double-shooting dark reapers that stay in the back of your deployment zone.
There's going to be a lot more lists that are craftworld focused with a little ynnari rather than most of the competitive lists being Ynnari with a little bit of craftworlds.
Spartacus
Post 2017/11/16 18:30:19 Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Shadenuat wrote:
https://www.warhammer-community.com/faqs/
Press 40k.
Wrap your Triumvirate box in tape and mail to GW, demand a refund.
Holy hell that is groundbreaking. Was Ynnari really so powerful that they had to demolish it completely? I'm gonna flat out say no.
For all those who haven't seen it, this is in the new Xenos 1 FAQ, see page 2:
https://whc-cdn.games-workshop.com/wp-content/uploads/2017/11/warhammer_40000_index_xenos_1_en-1.pdf
Damn... either one of those conditions would have been a massive nerf, to be hammered with both is just astounding.
Pretty salty ay. Ynnari was not dominating n the tournament scene. Just made my Harlequin part of my army a waste of time and money. In fact my whole army was built around Ynnari (I only started playing with 8th edition) and now I'm back to the drawing board.
It was potentially the most broken rule in the game. Just much harder to utilize in 8th eddtion compared to 7th. I think when the Ynnari get a dex of their own - it will be sorted out. As is there is no reason to take it over battle focus. You might see people still doing the reaper soulburst trick with a ynnari detachment. You still are able to do that.
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![[Post New]](/s/i/i.gif) 2017/12/28 23:38:34
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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DarknessEternal wrote:I exclusively run Doom/Executioner.
And Doom usually takes a back seat to Smite after turn 1. After that, everything's on top of me and most of my army is dead anyway (thanks 8th edition) that my biggest sources of offense are Smite spam.
Almost never my experience - doom does way more damage than a single smite.
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![[Post New]](/s/i/i.gif) 2018/03/27 19:27:16
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Omnipotent Necron Overlord
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Cpt. Icanus wrote:Guardians, War Walkers and Wraithguard are not likely to get nerfed imo, if you like any of those: go ahead. HQs should be pretty safe too, maybe a Spiritseer and a Farseer. Actually the only problems are with Shining Spears and Dark Reapers with strength from Death. I seriously hope they nerf Ynnari instead of all Eldar lists...
Nah shinning spears issue is they cost about 15 points less than other bike units similarly armed - and they are better for it to. 4++ save to shooting? You have got to be kidding me. Dark reapers are the same way - cost less and are better than other heavy weapon units...they even have the added bonus of having a heavy on every model 3-10 unit sizes and a -1 to hit army trait...OMG.
The spirit seer could probably see a bump to 60 points.
At the same time I hope they reduce the cost of warlocks/ esp warlock bikers.
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