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Made in us
Agile Revenant Titan




Florida

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

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

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

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

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

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




Florida

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

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

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

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

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

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

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

Made in us
Agile Revenant Titan




Florida

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


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

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




Florida

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

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


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


It is in theTraveling Players rule. Definitely able to add a Harlequin Patrol to a Asuryani or Drukhari army.
Made in us
Agile Revenant Titan




Florida

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

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


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


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


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


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




Florida

Played my second game today vs Goff Orks.

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

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

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

40 Shots from Swooping Hawks

30 Shots from Dire Avengers

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

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

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

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

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

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

Made in us
Agile Revenant Titan




Florida

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

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

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

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




Florida

Twilight Pathways wrote:
 Sarigar wrote:

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


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




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

This message was edited 1 time. Last update was at 2022/03/13 14:14:05


 
Made in us
Agile Revenant Titan




Florida

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


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




Florida

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


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


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




Florida

 Argive wrote:
Im going to be running falochus wing/falcolns swiftness foot tarch with glaive and reaper launcher. (Might drop for fusion gun) havent decided if mandi blaster or banshee mask.

Auto advancing 20" foot model that can hide in a tank that deals mw over each unit he oves over together with eldrad, farseer, spirit seer and two wraithseers should mean i have MW for days


Of note, Falchou's Wing Mortal Wounds ability only affects a single unit the Autarch moved over, not multiple units. Not sure if that will change your build decision.
Made in us
Agile Revenant Titan




Florida

-Saedeths.
-Traveling Players.
-Luck of Laughing God.No Luck Dice if taking detachment of Harlequins with a Craftworld detachment.

It is a bit wordy, but you get all the Harlequins rules minus Luck Dice from the three above areas to reference.

Made in us
Agile Revenant Titan




Florida

With only three games so far, I've been mixing units in the armies to see how they interact on the table. It plays so different from my previous Craftworld lists, it has been a bit of a shock to the system. So far, I've not quite found the right synergy between the units, Craftworld traits, and my personal playstyle. But, I've gotten to the point of a few key units I really enjoy and will most likely keep them in future list variations. Below are a few (ramblings) findings after a few games. Of note, all three games used 2000 point armies and utilized 2022 GT Missions.

Dire Avengers. Whether in squads of 5 or a squad of 10, I really get a lot of value out of them. Granted, only one will end up having Objective Secured (Stand Firm), I still find their shooting, ability to perform actions/shoot, and general cheapness on Power Level to place in Strategic Reserve a very solid unit choice. In a Battalion Detachment, I have not found myself short on Elite slots and these have been worthwhile.

Fast Attack. This is the one detachment section I have found to be most crowded. Prior to the codex, it Heavy Support was the challenge and I'd often build a Spearhead detachment. Now, I keep leaning towards an Outrider detachment or just accept less Fast Attack slots to save on CP as I have enjoyed a game where I started with 12 CP. Hawks, Spiders, Windriders (Art of War video had me revisit this unit), Vypers, and for fun, Shroudrunners (I painted a unit of 3 and want to field them because they are new). At a minimum, I want four slots, but could easily utilize 6-8 slots (40-55 points for a single Vyper...I do like the potential there). I'm discovering most of my shooting, maneuvering, additional action(s) for RND really derive from the Fast Attack and this may be where I go forward in future games by trying out an Outrider + Patrol.

Dice. Wow......the amount of dice rolling increased exponentially. For years, I've grouped my dice into clusters of four so I can quickly and easily grab the requisite dice to speed the game along. In the past, I've not had multiple units rolling 30+ dice. In my games, I've had Spiders roll 54 dice, Avengers roll 33 dice, Hawks roll 40 dice, Windriders roll 30 dice. Heck, the Nightspinner feels light by only getting 2d6 dice. I'm going to set up cups with buckets of said dice precounted and just remove from the cups as necessary. Right now, my games are taking much longer and this is certainly one of the factors increasing the length of time for me to play.

Psychic Powers. I didn't think this would change much as I've included psychic powers in my Eldar since Rogue Trader; nothing really new here. After a few games, I'm discovering the powers had multiple subtle changes changing quite a bit of their utility. Adding 'Core' as a caveat to what unit benefits certainly changed up things quite a bit. I never considered placing 'Guide' on Dire Avengers in the past, or even Swooping Hawks. Nowadays, well, they can do some real work. The change to 18" range for many Farseer powers has me a bit confuddled as I've spent so long playing a style that utilized a 24" stand off. Hard to describe, but the shortened range has impacted my unit placement quite a bit.

Going first vs second. I went second in two games (vs Drukhari and Grey Knights) with both games ending as losses. The Drukhari was very close, but the Grey Knights was not so close. I went first in one game vs Orks and that game was, in truth, over after turn 1(my shooting/assaults crippled the Ork army). Despite LOS blocking terrain, we still have a lot at our disposal making for a really hard hitting turn 1. Phantasm, Scorpions, Karandaras, Nightspinners and then pure firepower with high movement units such as Hawks can really skew a game. I definitely need to learn how to better position my units for when I go second (the Grey Knight game was actually my first game against the 9th edition codex and that lack of knowledge crushed me; poor screening and unit placement being the primary issues).

Strands of Fate. These are a nice to have, but I have been let down in multiple games as I've not gotten the key roll on the turn I've needed it. This certainly needs more games to get a better feel and understanding, but this ability has not been as game changing as I initially thought it would have been. To be fair, this could very well be me being the weak link and misplaying them. Definitely need more games under my belt.

Phoenix Lords. Certainly interesting! I've used Karandaras and Maugan Ra so far (the new model is just really cool). I'm not sure why they are all pointed so closely together as I feel Karadaras has more utility than Maugan Ra, and from others' experiences, Baharroth seems like the most optimized option. However, I won't complain as I finally get to view them as interesting choices to an army rather than feel like I'm gimping my army by including one. A definite plus.

Indirect fire. It's hard to complain about Nightspinners and Support Platforms. One opponent didn't feel like the Support Platforms did very much (vs Grey Knights). Against 2 wound Marines, I definitely could see how they appeared less than ideal. However, I do face quite a few other armies with a lot of 1 wound models and I tend to build armies with a Take All Comers approach. I don't particularly want to run 3 x Nightspinners and 3 x 3 Shadow Weavers, but do see the appeal (especially if using Far Flung Craftworld trait Masterful Shots).

Heavy Support. I do like singleton War Walkers with Brightlances when in a Biel Tan Craftworld. A reroll to hit combined with Strands of Fate feels a lot like our Expert Crafters of old. I'm yet to field Reapers as the changes were so drastic, I'm just a bit jaded with them at the moment (I have 16 painted Reapers). The change to this unit is one of the more drastic changes to my previous lists (1 x 10 Reapers and/or 2 x 3 Reapers with Tempest Launcher). I'll admit the changes were so drastic they initially soured me on them, but I've got no real experience with them.

Wraith units. I really need to try this. I spent quite a bit of time and painted up 40 Wraith models (20 x Axe/Shield, 10 x Wraithcannon, 10 x D-Scythe) it feels a bit criminal not giving them a shot. This is especially true as I ran 8-20 Wraithblades in nearly every list prior to the new codex. The points increase definitely has a lot to do with this. However, the old issue I faced in early 9th edition has emerged again and it is simply because my midboard objective holding ability has been pretty lackluster. Wraithblades will be a unit I use again in the very near future; midfield objective contesting/fighting was the original reason they went into my older lists and my win percentages increased dramatically as a result. Need to view synergies as Fortune will be important and even a cheap, 100 point Autarch Skyrunner riding Sunstorm for the Objective Secured ability could be clutch.

Overall, I guess I've had mixed results with the new codex. On initial glance, I didn't expect my army to change a whole lot. However, after a few games, my current lists look nothing like my pre codex lists. It has been a shock to the system and definitely has me fumbling my way around the game table. It feels a lot like my early 9th edition games. I can read and listen to YouTube or podcasts, but I don't really understand it until I get several reps under my belt. This is how the new codex feels to me. It dawned on me in my last game vs Grey Knights. I really didn't think I would have lost the game, but there I was, sitting on a huge deficit on turn 3. Things that worked before do not necessarily work now and it's a case of me needing a lot more games to better understand the codex. My hat is off to those players winning/placing high at large events already with this codex. I'm definitely a bit slower to getting my grips on this codex. But, it's a fun process.

Made in us
Agile Revenant Titan




Florida

Throwaway units is definitely an issue. I have run 2 x 5 Rangers at a minimum in my 2000 point armies. However, I keep trying to get a bit too much out of them. I want them to perform one RND each, but if I go second, they end up acting as a screen as I utilize Phantasm. This has produced some mixed results leading me to trying to squeeze in some throwaway units.

Guardians seem like the obvious choice, but the points so far has been a bit challenging. I'm eyeing Corsairs as the throw away, screening, sit in the back type unit. If I understand the rules correctly, I can run 2 x Patrols and my 2 Ranger units are the mandatory Troop choices and I can now field Corsairs as additional Troop choices. They appear to be the cheapest Troop option available.

Another option I'm finding are Dire Avengers. 1 x 5 (Exarch with dual catapults) is only 60 points and they have a built in ability to shoot and perform an action. A general concept for them is to take 2 x 5 and spend 1 CP to place them in Strategic Reserve (6 total Power Level). Turn 2, bring one unit in for RND purposes and the same for turn 3. This alleviates some burden I'm placing on the Rangers.

The challenge is points. I think running two Patrols currently feels right for me with a pure Craftworld list. I need 3-4 Fast Attack and 3-4 Elite slots and 2 Patrols really fits my needs. Granted, I've only gotten 3 games in with the new codex, so my opinion is still based a bit of less experience.

Made in us
Agile Revenant Titan




Florida

 kingheff wrote:
So, obviously a spammy and memey list but I think it could actually be secretly quite good?

Spoiler:

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [105 PL, 12CP, 2,000pts] ++

+ Configuration +

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

Craftworld Selection
. *Far-Flung Craftworld*: Hail of Doom, Mobile Fighters

Detachment Command Cost

+ HQ +

Autarch Skyrunner [5 PL, 100pts]: Laser Lance
. Sunstorm

Farseer Skyrunner [6 PL, 125pts]: 1. Guide, 2. Doom, 6: Seer of the Shifting Vector, Shuriken Pistol, Singing Spear, Warlord

+ Troops +

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

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

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

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

+ Elites +

Dire Avengers [7 PL, 130pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Stand Firm, Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Warlock Skyrunners [3 PL, 65pts]: 4. Protect/Jinx
. Warlock Skyrunner: Singing Spear

+ Dedicated Transport +

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Total: [105 PL, 12CP, 2,000pts] ++

Created with BattleScribe


I actually have these models, less a few weapon options not magnetized on the Wave Serpents. Very interesting, though I am a bit concerned about not having any harder hitting weapons.

Argive. Dedicated Transport and Troop choices are not subject to Rule of Three.
Made in us
Agile Revenant Titan




Florida

 Argive wrote:
 Tyranid Horde wrote:
Drafted up a list for a league I'm entering. Going for Hail of Doom and Mobile Fighters. Did consider Warding Runes but feel it may just be better to go in on attacks over marginal survivability. Have added in the Kurnous' Bow/Mark Seer on bike for some MW output which will undoubtedly be fun when fishing with Strands of Fate.

Happy to take your thoughts!

Spoiler:
++ Patrol Detachment 0CP (Aeldari - Craftworlds) [63 PL, 10CP, 1,078pts] ++

+ Configuration +

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

Craftworld Selection
. Far-Flung Craftworld: Hail of Doom, Mobile Fighters

Detachment Command Cost

Gametype: Matched

+ Stratagems +

Stratagem: Treasures of the Aeldari [-1CP]

+ HQ +

Farseer Skyrunner [6 PL, 120pts]: 1. Guide, 5. Will of Asuryan, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord, Witchblade
. Sunstorm

Farseer Skyrunner [6 PL, -1CP, 120pts]: 2. Doom, 4. Executioner, 5: Mark of the Incomparable Hunter, Shuriken Pistol, Stratagem: Champion of the Aeldari, Witchblade
. Kurnous' Bow

+ Troops +

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

+ Elites +

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

+ Fast Attack +

Swooping Hawks [8 PL, 108pts]
. 5x Swooping Hawk: 5x Lasblaster
. Swooping Hawk Exarch: Lasblaster

Windriders [8 PL, 100pts]
. 5x Windrider - Twin Shuriken Catapults: 5x Twin Shuriken Catapult

+ Heavy Support +

Support Weapons [3 PL, 45pts]: Support Weapon w/ Shadow Weaver

+ Dedicated Transport +

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Patrol Detachment -2CP (Aeldari - Craftworlds) [49 PL, -2CP, 920pts] ++

+ Configuration +

Craftworld Selection

Detachment Command Cost [-2CP]

+ HQ +

Baharroth [7 PL, 140pts]

+ Troops +

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

+ Elites +

Dire Avengers [6 PL, 120pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult, 9x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Howling Banshees [4 PL, 90pts]
. 4x Howling Banshee: 4x Banshee Blade, 4x Shuriken Pistol
. Howling Banshee Exarch: Mirrorswords

+ Fast Attack +

Vypers [3 PL, 45pts]
. Vyper w/ Shuriken Cannon: Shuriken cannon

+ Heavy Support +

Falcon [9 PL, 170pts]: Bright Lance, Crystal Targeting Matrix, Twin Shuriken Catapult

Night Spinner [8 PL, 150pts]: Crystal Targeting Matrix, Twin Shuriken Catapult

+ Dedicated Transport +

Wave Serpent [8 PL, 140pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Total: [112 PL, 8CP, 1,998pts] ++


How would you deal with say an ad mech list with 2 x 4++ knights ?
Or a bunch of dreds/ fairly mechanised tac list.


A bit anecdotal, but I think relevant to your question.

I've been teaching my 15 y.o. son how to play 40K and he is using Dark Angels. We've gone up to 1500 point games now and he has a new Repulsor tank (T8, 16 wounds). I used 1 x 10 Dire Avengers, Hail of Doom, Autarch for reroll 1's to hit, paid 1 CP for exploding 6's to hit, and then cast Doom on the tank. The Dire Avenger squad took 13 wounds off of it. A bit of a combo, but a Farseer is fairly standard as is the 1 CP stratagem. The only thing that may be less common is an Autarch. Overall, this combo is likely fairly standard in a lot of Aeldari lists.

In the above list, Mobile Fighters adds 1 for the wound roll when disembarking and it likely will one shot a Repulsor (not the best example, but an example I've witnessed and relates to your question).

Overall, I think the way to deal with vehicles, knights, and monster models will come from the Dire Avengers, Hail of Doom, and Mobile Fighter (and Doom from a Farseer). I think, for now, Dire Avengers are getting underestimated: 120 point squad can put out a lot of damage with the right combination. And the above list has 30 of them.
Made in us
Agile Revenant Titan




Florida

CTM have no impact on the Balance Dataslate rule. The rule changes the BS of the firing model and CTM ignores modifiers to the dice roll.

Guide does nothing as Core is required for a unit (Support Weapons nor Nightspinners haveCore).

To me, they lost a lot of value. Not an auto include for my army builds and back to the drawing board.
Made in us
Agile Revenant Titan




Florida

Overall, it has been a bit of a challenge using the new codex. I've gotten @ a dozen games in and was pretty close to what I felt comfortable fielding as a take all comers list. I suppose it takes me a bit of time as I need to play things out to really understand the ins and outs of an army: theorizing/reading online does very little for me.

Then, I got to play my first game with the Balance Dataslate... rough. Against the new Tyranids. Whoa...

I used the Nightspinner before the new codex. The new codex nerfed it somewhat as it no longer benefited from Guide and/or Doom and got a points increase. I had a stratagem to use IF I got Rangers within a certain range....a bit iffy. With the non LOS shooting changes, the Nightspinner went from a reasonable choice in my list to putting it back in the foam tray. I also tried a Wraithseer with D-Cannon. 40 Points for that weapon option was atrocious (I faced the new Tyranids).

So, I'm a bit back to the drawing board for list design. Not a huge issue, but a bit frustrating as I was not aware of how big an issue Craftworld indirect fire apparently was.
Made in us
Agile Revenant Titan




Florida

Why could they not come out of the Webway Gate?
Made in us
Agile Revenant Titan




Florida

 Argive wrote:
Infiltrators have a DS denial bubble right ?


Interesting rule interaction. Is there a way to resolve (can't deploy within 12" vs can deploy even in engagement range)?

Edit. I think I found it in the Rare Rules section. Interesting play from the Marine player. Definitely a tactic I'll need to be on the lookout for.

This message was edited 1 time. Last update was at 2022/07/04 14:53:10


 
Made in us
Agile Revenant Titan




Florida

They do and their rule preventing units setting up within 12" takes precedence. I've not encountered that situation while using a Wraithgate and it had not occurred to me.
Made in us
Agile Revenant Titan




Florida

Reinforcement.
Made in us
Agile Revenant Titan




Florida

 Captain Brown wrote:
Someone tried to resolve it on Reddit: "People here are conflating rules. There's two distinct statuses - Reserves and Reinforcements.
Reserves - Any unit that is held back from initial deployment and then placed on the table later. Standard Terminators, drop pods and manta strike apply to this.
Reinforcements - Any unit that that is set up on the battlefield except for units within transports. It is specifically FAQ'd to include anything with the wording "removed from the battlefield and then set up again." Terminators fall under this too, but things like 'Da Jump' or Tide of Traitors or Teleport Homers are reinforcements as well.
All reserves are reinforcements but not all reinforcements are reserves, just like all squares are rectangles but not all rectangles are squares.
Omni-scramblers work against reinforcements, which means both regular reserves and 'reposition' reinforcements. As a general rule, if anything just appears next to them without actually moving the intervening distance, then they're locked out from 12."

Although this is contradicted by the Codex:

"Webway Strike: Each time an AELDARI unit from your army arrives from Strategic Reserves, you can choose to set it up anywhere on the battlefield that is wholly within 6" of both of the Wraithbone Arches of a friendly WEBWAY GATE unit. If you do so, that AELDARI unit can be set up within 9" of enemy models, and can be set up within Engagement Range of enemy models. If an AELDARI unit is set up within Engagement Range of any enemy models in this way, it counts as having made a charge move this turn (Overwatch attacks cannot be made against that unit), and until the end of the turn, that unit can target any enemy unit it is within Engagement Range of with melee attacks, even though it did not declare a charge this turn."

So roll a dice to see which interpretation works that turn?

CB


Rare Rules #26 appears to address this interaction and the Infiltrators ability takes precedence. I don't see where there is a need for a roll off in this case.
Made in us
Agile Revenant Titan




Florida

Up to 6 if on foot. Up to 3 if on bike.
Made in us
Agile Revenant Titan




Florida

RE:Ambush of Blades requires Core or Character which a unit of 6 Warlocks lacks. However, Savage Blades and Jinx is interesting. A unit of 6 Warlocks is only 120 points. Only 12 attacks, but interesting if built around a melee centric army. I've been less than enthused of late with Craftworld builds, but this piqued my curiosity.
Made in us
Agile Revenant Titan




Florida

I stopped playing for the past six months or so.

Getting caught, slowly, and stating to review Arc of Omen detachment. Looks interesting.

For a fun game, it appears now we can run a Wraithknight and it will get Craftworld traits with Arc of Omen detachment (unless I missed something). Anything stand out with the inclusion of traits for Wraithknights? I ask mainly because I have 4 Wraithknights sitting on shelves for the past few years and just really like the model.
Made in us
Agile Revenant Titan




Florida

There is a lot to unpack in the index. A few things really stuck out for me (barring points)

The Yncarne can teleport and charge in the same turn as well as Heroic Intervention.

Wraithguard and Webway Gate seems like an easy way to shoot, charge, Assault, and shoot again (assuming they survive getting hit back). Spiritseers will be an auto include.

Wraithnkights. IIRC, benefit from cover giving it a 1+ save (assuming being shot by AP 1 or better) and shoot as true LOS. Throw Guide on it (allowable once again) and you have a very solid anti armor platform.
Lop
Reapers with Maugan Ra always hitting on 2+ with ability to retreat out of LOS.


The big issue I suspect will be how prevalent will Indirect Fire be? I have 10 Desolation Marines in my DA army and I think they are an auto include unit. For example vs a Guardian squad with Farseer, the Desolation can Indirect fire 10d3 + 20 shots hitting on 3s ignoring cover. Not sure how other factions fared with Indirect fire options.


Edit. Points are significant. Webway Gate is a bit costly, but other stuff much less so. 370 for Wraithknight definitely gers mine off the shelf to test out.

This message was edited 1 time. Last update was at 2023/06/16 14:51:59


 
Made in us
Agile Revenant Titan




Florida

Looks like your Farseers and Eldrad will be susceptible to indirect fire as they have no units to lead and lack the Lone Operative keyword.

Not sure about your local meta, but I already have guys ready to field 6-9 IG tanks with Indirect fire (which appear really cheap IMO).

If you don't have Indirect Fire concerns, list looks solid. Let us know how it fares.

This message was edited 1 time. Last update was at 2023/06/21 11:46:43


 
Made in us
Agile Revenant Titan




Florida

 The Red Hobbit wrote:
Eldar FW Sheets are available and the Munitorum Field Manual was updated to include FW points. https://www.warhammer-community.com/2023/06/23/downloadable-datasheets-and-points-for-imperial-armour/

I'm a bit surprised the Wraithseer kept the Wraithlords point cost, I was expecting it to at least 20pts higher given the Invul, Psychic attack and access to a D-Cannon. It's Spear is a bit weaker than the WL Ghostglaive. I'm looking forward to trying out both of them soon.

Thoughts on Shadow Spectres?



I'm debating if they are worth fielding with their Phoenix Lord attached having them hit on 2+. With the Infantry keyword, they can move out of a ruin, shoot, and move back into a ruin to get out of LOS.
Made in us
Agile Revenant Titan




Florida

 The Red Hobbit wrote:
That's a very viable strategy, although they may run into trouble against an opponent with a fast army with decent melee although the new Overwatch might help with that.

Irrilyth's Aura is rather eh, but the 2+ is nice.



I'm more concerned about Indirect Fire. I can mitigate charging units to a degree (screens, terrain, overwatch, additional movement). I need to see how prevalent IF becomes now that 10th is widely available and more games are actually played out.

I'm not sold on Irrylith but will give it a try. Aeldari has a lot of tools and hard to fit it all in a 2000 point list.


Automatically Appended Next Post:
Faced a 30 Lychguard Necron styled army. I now see why Devastating Wounds is critical. We have a GT next month and the Necrons still have the ability to create extremely resilient armies.

Multiple Wraithknights coming for rematch. Gotta chew through 4++/5+++ and ability to reanimate after being shot at stratagem with Reanimator nearby is a LOT.

This message was edited 1 time. Last update was at 2023/06/24 23:57:32


 
 
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