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Subject:  - Aeldari - Making the Aspect Host work
I have a game this weekend and seeing as how my mechdar has struggled with primaries I thought I'd try to bring in some more bodies (infantry) to focus on scoring the secondaries more easily than before. Ideally, the secondaries I'm after are: Linebreaker, Deploy Scramblers and Engage on all Fronts. The list focuses more on the objective game than the killing game which I feel Eldar are quite capable of doing right now and if there are more suitable secondaries I'm not stuck for swapping some of them out.
I'm trying to decide between Hunters and Masterful Shots currently, as Hunters only really impacts some units in combat some of the time (makes Spears and scorpions killier, and war walkers entertaining) while MS works pretty much all the time.
Early game plays can vary too, with most tanks having the potential to be a tough nut to crack on turn one and have the speed to cap objectives and still leave the threat of an ObSec unit after if they die. War walkers can be deployed turn one or avail of their own deepstrike for more disruption or back field harassment.
The likes of Hawks, Spiders and Scorpions can work on scramblers while having the potential to screen and deepstrike for free. The Spears are good for disruption and can achieve a good charge using quicken and/or be durable with the 3++ or protected with a 2++.
If I had some Vypers I'd definitely consider a few of them as they're so cheap for such a good fire base. Another option is to drop the spirit stones on the falcons to make room for warlocks on jetbikes for extra movement but aren't as easy to hide like their foot slogging counterparts. In addition, I could also change things up by dropping the battalion for two patrols in order to squeeze something else into the list or separate the walkers out to abuse expert crafters to greater effect.
This looks solid! I think you have an opportunity to test all of the aspects for a game or two before you really refine the list.
If you already have the models, can I suggest adding fire dragons, howling banshees and dark reapers?
You could maybe ask whoever you play against to let you proxy potentially.
My favorite exarch powers are:
Web of Deceit
Also, on the subject of Exarchs, their upgrade weapons are almost always worth it. 5 points for an extra gun is kind of like buying another model for 5 points. Power swords are good for charging in and killing the last model in a unit... so not always worth it. Star lances are much better than the laser lance as are the swooping hawk upgrade weapon. Scorpion claws are decent but I find the mandiblasters are the most damaging weapon for them.
Fire dragon exarchs need not be upgraded in my eyes.
Hunters of relics is okay but situational. Usually the +1 to charge trait means more charges that connect so more damage.
You don't have very many assault units currently so maybe choose another power, like the one that heals your vehicles every turn or children of prophecy?
Subject:  - Aeldari - Making the Aspect Host work
Good all round list, did you consider breaking your walkers out into individual units and running a spearhead? It would buff their efficiency quite a bit. Alternatively you could give the farseer guide.
Subject: Re: - Aeldari - Making the Aspect Host work
Thanks folks for the replies. I hadn't actually seen these until today, but I thought I'd update this thread with the list I ended up taking and making use of some more aspect warriors. It's also a nice little reference in case I revisit the list or anyone else does.
Spoilered for the report side of things, but sums up my thoughts fairly well.
ended up playing against mass daemon engine Word Bearers. His list threw up some issues to do with a lack of high strength weapons, as I didn't really have enough in the list to deal with a Discolord, maulerfiend, forgefiend, a rhino and two venomcrawlers.
The mission was Rise of the Machine Spirit from the grand tournament mission pack and I chose bring it down, engage on all fronts and deploy scramblers as secondaries and he picked engage on all fronts, raise the banners and bring it down.
I realised by my turn one that bring it down was a bad move against his list, as I didn't have the best tools to deal with his daemon engines, and his masters of possessions were extremely good at buffing their invulnerable saves and providing them with rerolls. Something other than bring it down would have been much better.
He managed to get a turn one charge charge off with his warptimed maulerfiend and make an 11 inch charge into one of my falcons and pop it after other units had plinked a few wounds off it. The other falcon got reduced to one wound and effectively neutered it for the remainder of its life. My turn one was underwhelming, the disadvantage of getting charged turn one, failing to deny his psychic powers and generally poor rolling put me on the back foot. I made the mistake of charging his discolord with my shining spears, who I'd protected and quickened to cause a bit of chaos and doomed the discolord. I managed to get it down to three wounds, but a 3++ was hard to get past, even with shots from the CHE, laser lances and the extra attacks from Hunters of Ancient Relics. If I was smarter, I'd have gone for his other daemon engines as I would have more reliably killed at least one of those off.
In turn two, he knocked 10 wounds (I failed 5, 4+ armour saves) off my CHE with a forgefiend and cleaned it up with a squad of havocs. Needless to say, I didn't have board control and getting him shifted off objectives was tough going but when I got to my turn 2, I focused on forcing the objective game by dropping in the hawks and scorpions in his deployment zone, and the warp spiders in my own to start deploy scramblers and guarantee engage on all fronts.
I managed to start turning the game in turn 3 by dragging my opponent off objectives or contesting the ones I couldn't shift him off. By turns 4 and 5, I was scoring 15 points for the primaries while maxing engage on all fronts and giving him 0 points for the primaries.
The game ended with a win for me, scoring 77 points to his 65. It was fun, but had I picked some other secondary over bring it down, I would have likely scored more points. It was my fault in turn one for even giving him the opportunity to make a charge with any of his units on turn one, and that would have likely made the game a bigger win for me.
In terms of the units I ran, the war walkers with the AML/Starcannon combo were excellent, providing decent fire and eating his troops and an obliterator and knocking the last four wounds off a venomcrawler and knocking wounds off a rhino. For 75 points, the fire they took and the points they killed made them completely worth it by the end of the game. I actually really liked the Scorpions, Hawks and Warp Spiders. For their cost, they were essential in achieving scramblers, engage on all fronts, helping to shift marines off objectives and in general, being a nuisance for my opponent. The fire dragons were okay, two of them died when getting out of the falcon when it went down turn one, but they did help against the vehicles and plinked a few wounds off a few things before they died. I misplayed with the spears, I shouldn't have charged the discolord turn one, so they were an expensive loss.
I'll probably need to play some more games with the list to work out some of the kinks, but so far, it did what I want by getting an easy 25 secondary points in engage and scramblers.
There was not much wiggle room in here for exarch upgrades, although I did find myself using the exarch abilities in the case of the fire dragons, spears, hawks and scorpions. Web of deceit I found wasn't needed thanks to the board control I managed to win back, but it is a nice thing to have, although something that could be swapped out for another, more active power.
I'll probably have to tweak the list before running it again, but I do like it a lot. Any suggestions are always appreciated.
This message was edited 1 time. Last update was at 2020/10/12 16:13:53