Switch Theme:

Eldar in 8th - Blood runs, anger rises, death wakes, war calls! (OP updated with previews)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Screaming Shining Spear





Northern California

kaintxu wrote:
This below is the only list I have managed to put together that I might slightly like, with "some" shooting to be able to get rid of bodies, some Antitank and some mele.

Finding it incredibly hard to put something together as everything adds up quickly. We are very badly used to 81 points scatbikes or 300 WK. What worries me more is that other armies have not really had the point bump unless going full vehicle.

What are your thoughts?

Spoiler:

Wave Serpent 1 Shuriken cannon 1 Twin shuriken cannon 1 143
Wraithguard 5 Wraithcannon 5 200
Wave Serpent 1 Shuriken cannon 1 Twin shuriken cannon 1 143
Wraithblades 5 Ghostswords 5 175
Hemlock Wraithfighter 1 Heavy D-Scythe 2 211
Guardian defenders 20 Shuriken catapult 20 160
Rangers 5 Ranger long rifle 5 100
Rangers 5 Ranger long rifle 5 100
Avatar of Khaine 1 250
Eldrad Ulthran 1 180
Windriders 3 Shuriken cannon 3 96
Windriders 3 Shuriken cannon 3 96
Windriders 3 Shuriken cannon 3 96
Warlock 1 Shuriken pistol 1 Witchblade 30


This actually looks like a very solid list. Nothing in particular that I would take out or remove, though I'm interested as to why you went with Eldrad instead of a regular Farseer and two squads of Rangers rather than Scorpions.

It's interesting that Wave Serpents are about as much points as they were in the previous edition, albeit with a more limited loadout. Do Wave Serpents strike anyone as undercosted, or are they noticeably less durable than previously?

~3000 (Fully Painted)
Coming Soon!
Dman137 wrote:
goobs is all you guys will ever be
 
   
Made in us
Mounted Kroot Tracker







 Red Viper wrote:


If you're going vanilla Eldar, I think the Avatar looks very strong. If you're not taking him, you may as well take Ynnari.


Can vanilla Eldar take the Yncarne? She's still an Aeldari model. Heck, if your Avatar of Khaine bites it I think the Yncarne can get summoned to his death spot, fluff be damned.

   
Made in gb
Regular Dakkanaut




 TheNewBlood wrote:

This actually looks like a very solid list. Nothing in particular that I would take out or remove, though I'm interested as to why you went with Eldrad instead of a regular Farseer and two squads of Rangers rather than Scorpions.

It's interesting that Wave Serpents are about as much points as they were in the previous edition, albeit with a more limited loadout. Do Wave Serpents strike anyone as undercosted, or are they noticeably less durable than previously?


I went Eldrad as he can cast 3 powers to the farseers 2, so that means, he will be casting smite, doom and guide "consistently" as he also has a wee bonus to casting. He also has a better invul and in a pinch hits better in c/c

Is not so much that Wave serpents are undercosted, but our other vehicles are over costed. Wave serpent has more wounds and the serpent shield, which makes it more durable. On the offensive side, you can equip it to make almost as much damage as a Falcon (if you add in the serpent shield you end up doing as much) and it gives you transport of 12. All this for less points and you can always add in the star engines as even if you have to advance and get a -1 to hit, it makes you a wee bit more survibable.

For undercosted vehicles have a look at the SM Twin assault cannon razorbacks. Each deals 12 S6 AP-1 shots compared to our 9S6 shots, and while a bit less resilient, it costs 50 points less. you can get 3 of them for our 2, so that's just 2 less transport capacity and no serpent shield but 4 more total wounds, and 36 S6 AP-1 shots to our 18.

Whoever (FLG guys and others) tested this edition, didn't give much thoughts to these things. Yes Eldar needed nerfing on some places, but not what they have done.

ke the Yncarne? She's still an Aeldari model. Heck, if your Avatar of Khaine bites it I think the Yncarne can get summoned to his death spot, fluff be damned.


Yes you can now take Yncarne with regular Eldar due to the Aeldari Keyword, but he will not be buffing any units around him with his aura or spells.

This message was edited 1 time. Last update was at 2017/06/13 11:44:58


 
   
Made in us
Been Around the Block




I feel like if you play power levels, a lot of the overcosted stuff becomes more reasonably priced. 10 dire avengers becomes 6 power, which is roughly 120 points, instead of their 170 base for 10. Maybe it's just dire avengers.
   
Made in nl
Wondering Why the Emperor Left




The Hague (NL)

Kind of weird how power level gaming just means you take all the upgrades. It's a big difference for harlequin units. Are their power levels balanced around the maxed load out, or bare models?

Also I doubt the Yncarne is really worth it in Aeldari. It's a big downer that in Ynnari he's not on the board turn 1, in Aeldari you also lose a lot of his buffing potential and his spells are less potent.

I love CWE but these Guardians in Wave Serpents builds look kinda boring.
   
Made in us
Screaming Shining Spear





USA

So has anyone played our units in 8th edition?

more feedback!!!!

 koooaei wrote:
We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
 
   
Made in gb
Longtime Dakkanaut





How would people equip Wraithlords?

Sun Cannons seem mad expensive.


   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 dan2026 wrote:
How would people equip Wraithlords?

Sun Cannons seem mad expensive.



Do you mean Wraith'Knights' or 'Lords'? For WKs, I am going vanilla with 2 Heavy Wraithcannons. They seem pretty solid in melee with Titanic Feet or Wraithbone fists, so equipping the Sword is only really great for the 5++, or if you just really, really want to punch other Knights.
Since they can leave combat and still shoot, it just seems that you get more out of them with big guns.
I'm not a fan of the Suncannon because of the cost and unreliable number of shots. The 5++ is nice, but considering that even AP -2 weapons give them a 5+ armour, I really don't see it being necessary.
Especially when you can get a 4++ from a Void Shield generator, or a 5++ for a landing pad, and a Farseer can Fortune them for a 5+ to ignore wounds.

I'm not sure about WLs though. Shuricannons are the only Assault weapons they can take (not counting flamers and shuricats).
All other weapons give them -1 to hit if they move, and we are talking about Eldar. Sitting still for us just doesn't seem right.

-

   
Made in ru
Screaming Shining Spear




Russia, Moscow

 admironheart wrote:
So has anyone played our units in 8th edition?

more feedback!!!!


Here's some from 2 games, Genocult and Tau:
- Soulburst is very good and is way ahead of Battlefocus, and is required for Eldar to get their points back.
- Shuriken cannons are awesome, with new cover saves you can never have enough of them.
- Farseer (on jetbike) is a very reliable caster and can do way more than other HQ choices. Smite alone can finish off important units. With 4++ and Ghosthelm, up to 22 move and 6 wounds Skyrunner Farseer is going to be my autoinclude for most armies.
- Windriders are back to working in wolfpacks, suffer from lack of 3+ save, sure, but 2 wounds help with that. Soulbursting shuriken spam ftw. They are still that kind of general purpose troops which not all armies have.
- Serpent is nearly not as tough as people think (really comes down to luck as even crack missiles can kill it or cripple in one turn), although still very good for it's points.
- Vypers with shuriken cannons are pretty cool to cover jetbike character, shoot well and are a good choice if you need those extra 2 FA slots for Outrider Detachment.
- Soulbursting banshees with all-powerswords and rending pistols, with Harlequins-level movement and extra charge distance murder peasants well enough, with Fortune and penalty to enemies WS they can also hold a little longer than before. Pretty decent countercharge unit against various berserkers dropping '9 near you.
- Crimson Hunter is a very good alternative to Dragons and is the best "main battle tank" of the army if you need to cripple/destroy a vehicle or snipe a character.
- Autarch is cool for re-rolls but I won't include him instead of Farseer. However, for larger points games, as you can stick more and more units into his '6 bubble while your Farseer is busy buffing more important things he might be a good second-in-command. I used good old jetbike/melta/lance/mandiblasters, it's okay, but he can't do much before he charges while Farseer can cast spells right away.
Notice that Mandiblasters work only on INFANTRY. Meaning even stuff that looks like infantry (tau suits for example) is immune to Mandiblasters. Speaking about poor Scorpions, eh.
- Wraithlord suffers greatly from lack of attacks and enemy fall backing from him. Against infantry, he's all but useless as he lacks Wraithknight's extra d3 attacks with lower AP option. He also nomnomnoms all crack missiles since now they wound him on 3s. It's more like a heavy weapon platfrom with counter-charge option to supplement War Walkers I think.
- Spiders without DS rely on terrain to survive. So be sure that your table has enough +1 to Infantry where they could jump around and drill. They're more like a harrasing unit now than general purpose one. For general purpose dakka, windriders are more reliable with their 16+6 move and 24 range shuriken cannons.
- Days when you had to always carry a transport with Fire Dragons are gone. Put enough missiles, lances and pulse lasers to the job, top with Doom and enemy vehicle will go down. Picking highest result from two dice is good, but it's not *that* good.

Things I want to try:
- Illic. For 88 pts he seems like he can actually snipe some gak.
- Maugan Ra. For a cost of 5 windrider jetbikes with 15 shuriken cannon shots, Maugan Ra does 8 but at 2+ re-roll 1's, with -1 AP by default and -3 ap on 6s, with long enough range; and since Maugetar is Assault, and he always shoots on 2+, he can even move-advance-shoot on 2+. And he works as Autarch for Reapers.
- Reapers with Exarches armed with Tempest Launchers, 2-3 squads 7' away from each other in case something would want to drop near them and kill one, maybe with their FL. Seem like decent and general purpose unit - split fire peasant-killing fireballs from Tempests, put crack missiles into vehicles or use anti-infantry missiles, sit in 2+ save in cover.

Aside from War Walkers it's not like there's anything else worth taking as a HS choice, sadly. \

And last but not least: it is important to count your units to deploy, as in MP one who finishes deploying first takes the first turn. And I think for Eldar it might be better to stick to smaller amount for units for maximum chance of alpha strike.

This message was edited 2 times. Last update was at 2017/06/14 04:45:42


 
   
Made in us
Screaming Shining Spear





USA

so in a 2000 point game how many units do you think we Eldar should aim?

Most of the elder lists seem to have lots of MSU.


 koooaei wrote:
We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
 
   
Made in us
Spawn of Chaos






 Galef wrote:

All other weapons give them -1 to hit if they move, and we are talking about Eldar. Sitting still for us just doesn't seem right.


This sums up my opinion on 8th edition Eldar. They're not Eldar enough and I hate it. I have a Guard army for when I want to play Guard...

I'm not liking jetbike farseers. They're so expensive compared to normal farseers. Seems like just taking Eldrad is better.

This message was edited 1 time. Last update was at 2017/06/14 05:02:26


 
   
Made in ru
Screaming Shining Spear




Russia, Moscow

 admironheart wrote:
so in a 2000 point game how many units do you think we Eldar should aim?

Most of the elder lists seem to have lots of MSU.


Not sure since army compositions differ (army with transports would have less), but I was thinking to shrink my force to 5 or 5+1 deep striking unit on 1000 pts.

Sadly, eldar deep striking units consist of 17 pts models per a flashlight, super expensive snipers without AP or Scorpions. Meh.

This sums up my opinion on 8th edition Eldar. They're not Eldar enough and I hate it. I have a Guard army for when I want to play Guard...

Guard shoot like Eldar which moved. I mean, Baneblades hit on 5s if they moved or something?
Assault lances became DE shtick, but we can easily incorporate a few Ravagers into our armies no problem.

I'm not liking jetbike farseers. They're so expensive compared to normal farseers. Seems like just taking Eldrad is better.

Eldrad can't jump 22 behind enemy commander and soulburst-smite his ass. Eldrad can't fall back 16. He can't hit flyers with a witchblade. He can't Fortune his own transport or follow a mech force fast enough.
And actually, for his price you can almost take 2 farseers on foot or Farseer + Yvraine.
   
Made in us
Dark Angels Neophyte Undergoing Surgeries



Under a pile of plastic and boxes.

 admironheart wrote:
So has anyone played our units in 8th edition?

more feedback!!!!


I started my Eldar army 2 weeks ago, so I am quite new to them. I have 2 games under my belt with them so far.


Game 1-
Played the Eldar start collecting VS the CSM start collecting.
We both got down to one wound remaining in out army before I barely won ( 1 wound left on the fire prism vs his last CSM marine in CC ). Shuricannon bikes shredded most of his CSM, the fire prism focused on his Helbrute, and the Farseer danced with his Termi sorcerer. It was a pretty fun quick game (25 PL). Having fly on all of these units won the game IMO.

Game 2
Had more stuff assembled so this game was a bit bigger (50 PL). Also played against CSM. Tabled him turn 4.
I ran the Jetseer, 3 Scannon bikes, the Fire prism, 5 Dire avengers, 5 Wraithblades w/ swords, 5 wraithguard with wraith cannons, and a Wraith lord with EML, Glaive, and twin flamers.

Jetseer smite did work, Shuricannon bikes removed a 10 man CSM unit in 1 turn with backup from the jetseer, Wraithlord and wraithblades had to deal with a deep striking unit of terminators and a termi lord, dire avengers got charged by a deep striking unit of warp talons (cant over watch against these) so they fell back and got absolutely shredded by the wraith guard nearby, and the fire prism kept hosing a unit of cultist camping an objective across the table.

My opponent did mess up a rule about using command points to attack first before the charging unit (Wraithblades) gets to go, so I lost 2 more wraith blades than I should have by letting him go first ( we both mis-read the rule).

Overall I am liking Eldar in 8th, its a huge change from my other armies.


"Now I am become Death, the destroyer of worlds." 
   
Made in us
Been Around the Block




Titanicus wrote:
If you really want to field troops I think the best option right now is rangers they offer a tactical advantage with sniper rifles that really nothing else in our army brings and also are way better than Avengers for only 3ppm more.

Readers also a finally good unit their damage output is just really good for their points and can really deal death, gives those primaris marines a really bad day.



Readers? is that mistyped Rangers?
   
Made in ca
Mutilatin' Mad Dok





 Mayk0l wrote:
Kind of weird how power level gaming just means you take all the upgrades. It's a big difference for harlequin units. Are their power levels balanced around the maxed load out, or bare models?
All Power Levels in 8th are calculated as such: the median Points cost of the unit (the mid-value between no upgrades and max upgrades) divided by ~20.

So to answer your question more specifically, this means that any unit's Power cost is "balanced" around the mid point of their Points cost. So a unit with no upgrades at all would have a Power cost directly related to their points cost, for example, whereas a unit like Dire Avengers with a big swing in how expensive they can get (with extra models, equipment etc) will have a relatively higher Power cost as a result.
   
Made in de
Longtime Dakkanaut




 Jambles wrote:
 Mayk0l wrote:
Kind of weird how power level gaming just means you take all the upgrades. It's a big difference for harlequin units. Are their power levels balanced around the maxed load out, or bare models?
All Power Levels in 8th are calculated as such: the median Points cost of the unit (the mid-value between no upgrades and max upgrades) divided by ~20.

So to answer your question more specifically, this means that any unit's Power cost is "balanced" around the mid point of their Points cost. So a unit with no upgrades at all would have a Power cost directly related to their points cost, for example, whereas a unit like Dire Avengers with a big swing in how expensive they can get (with extra models, equipment etc) will have a relatively higher Power cost as a result.

Dire Avengers specifically are a bad example because their point cost is so bizarrely high and their power cost seems to assume that they actually cost 10 points per model, weapon included, but yes this is generally how it works. The Eldar tanks are absolutely terrible in power games because of all the upgrades they can take.

I also don't think we have any particular reason to think that the power cost is determined only by the minimum and maximum prices for the unit. I am not sure that there is an algorithm you can apply to get the power costs from the point costs, though that may be because point costs continued to change in development after power costs were determined. For example, I'd have to check later but I'm pretty sure the Jetbike HQ choices just never hit 20 points per power no matter how many upgrades you give them.

This message was edited 3 times. Last update was at 2017/06/14 16:08:42


 
   
Made in ca
Mutilatin' Mad Dok





Dionysodorus wrote:
 Jambles wrote:
 Mayk0l wrote:
Kind of weird how power level gaming just means you take all the upgrades. It's a big difference for harlequin units. Are their power levels balanced around the maxed load out, or bare models?
All Power Levels in 8th are calculated as such: the median Points cost of the unit (the mid-value between no upgrades and max upgrades) divided by ~20.

So to answer your question more specifically, this means that any unit's Power cost is "balanced" around the mid point of their Points cost. So a unit with no upgrades at all would have a Power cost directly related to their points cost, for example, whereas a unit like Dire Avengers with a big swing in how expensive they can get (with extra models, equipment etc) will have a relatively higher Power cost as a result.

Dire Avengers specifically are a bad example because their point cost is so bizarrely high and their power cost seems to assume that they actually cost 10 points per model, weapon included, but yes this is generally how it works. The Eldar tanks are absolutely terrible in power games because of all the upgrades they can take.

I also don't think we have any particular reason to think that the power cost is determined only by the minimum and maximum prices for the unit. I am not sure that there is an algorithm you can apply to get the power costs from the point costs, though that may be because point costs continued to change in development after power costs were determined. For example, I'd have to check later but I'm pretty sure the Jetbike HQ choices just never hit 20 points per power no matter how many upgrades you give them.
That formula comes straight from GW designers - they explained it in a Facebook thread, it's a known thing. Check the giant 8th edition post for the Facebook roundups, should be in there.

That's the reason I used them as an example, though - the Dire Avengers' weird difference in points cost vs. power level is due to their number of options. My point was that units with lots of options have Power levels that can seem wildly different from their Points cost, due to the median-based equation.
   
Made in de
Longtime Dakkanaut




 Jambles wrote:
That formula comes straight from GW designers - they explained it in a Facebook thread, it's a known thing. Check the giant 8th edition post for the Facebook roundups, should be in there.

That's the reason I used them as an example, though - the Dire Avengers' weird difference in points cost vs. power level is due to their number of options. My point was that units with lots of options have Power levels that can seem wildly different from their Points cost, due to the median-based equation.


I'm not sure that it matters very much what they said when anyone can just check some points and power costs for various units and see that it's not what they actually did. Like I said, maybe this is what they did using an older version of the point costs but this is not now a good description of the relationship between power and points. You can't really do better now than: "mostly they took a somewhat-upgraded unit and divided its cost by 20, but some units are pretty off". Obviously it works if you allow enough slop in "~20", but at that point you're being so imprecise that it's just misleading to talk as if it's related to particular upgrade choices.

No, Dire Avengers' weird difference is not due to their number of options. They actually have many fewer options than many other units. The cheapest a 5-man DA squad can get is 85 points. The most expensive it can get is 102 points. Their power cost suggests a "median price" of 60 points. Now, if for some reason you're even counting the avenger catapults as an "upgrade", then the minimum cost is 50 points -- 60 is still not very close to the average. But of course this isn't what they're doing anywhere else -- the Crimson Hunter's power cost suggests that it is 180 points when it is actually always 183 points (it has no options). But 40 of those points are in mandatory Bright Lances so if the "unupgraded" price means "without wargear" then we would expect the power cost to be 8. You can also look at the Terminus Ultra for the ultimate example of the power cost clearly taking mandatory wargear into account. Edit: Oh, here's a better example in the Eldar index -- 3 Dark Reapers costs between 99 and 115 points. The power cost of 5 makes sense there for an average cost of ~109.5 rounding to 100 -- this is a unit where the rule of thumb works well. But if you don't count wargear in the unupgraded price they're going to be 15 points.

This message was edited 1 time. Last update was at 2017/06/14 17:05:32


 
   
Made in ca
Mutilatin' Mad Dok





Dionysodorus wrote:
 Jambles wrote:
That formula comes straight from GW designers - they explained it in a Facebook thread, it's a known thing. Check the giant 8th edition post for the Facebook roundups, should be in there.

That's the reason I used them as an example, though - the Dire Avengers' weird difference in points cost vs. power level is due to their number of options. My point was that units with lots of options have Power levels that can seem wildly different from their Points cost, due to the median-based equation.


I'm not sure that it matters very much what they said when anyone can just check some points and power costs for various units and see that it's not what they actually did. Like I said, maybe this is what they did using an older version of the point costs but this is not now a good description of the relationship between power and points. You can't really do better now than: "mostly they took a somewhat-upgraded unit and divided its cost by 20, but some units are pretty off". Obviously it works if you allow enough slop in "~20", but at that point you're being so imprecise that it's just misleading to talk as if it's related to particular upgrade choices.

No, Dire Avengers' weird difference is not due to their number of options. They actually have many fewer options than many other units. The cheapest a 5-man DA squad can get is 85 points. The most expensive it can get is 102 points. Their power cost suggests a "median price" of 60 points. Now, if for some reason you're even counting the avenger catapults as an "upgrade", then the minimum cost is 50 points -- 60 is still not very close to the average. But of course this isn't what they're doing anywhere else -- the Crimson Hunter's power cost suggests that it is 180 points when it is actually always 183 points (it has no options). But 40 of those points are in mandatory Bright Lances so if the "unupgraded" price means "without wargear" then we would expect the power cost to be 8. You can also look at the Terminus Ultra for the ultimate example of the power cost clearly taking mandatory wargear into account.
I'm just relaying the information as it's been presented to us, you can argue all you like but I'm not making any value statements here. GW told us the system they used to determine power levels for units, and it is this. Yeah it seems pretty imprecise and inconsistent, I agree.
   
Made in us
Fixture of Dakka





 Jambles wrote:
GW told us the system they used to determine power levels for units, and it is this.

They told us that system, but they did not use it. Stop acting like they did when it's already been proven false.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in ca
Mutilatin' Mad Dok





 DarknessEternal wrote:
 Jambles wrote:
GW told us the system they used to determine power levels for units, and it is this.

They told us that system, but they did not use it. Stop acting like they did when it's already been proven false.
Woah, easy there, I'm not trying to act like anything - I didn't mean to come across like I thought it was gospel. I never said it was consistently applied, in fact I said the opposite, just above you here.

FWIW, it definitely was used at least for some units in the indices - I've seen people doing the math here on Dakka, and it works for most of the units in the Ork index from my own list-building.

This message was edited 1 time. Last update was at 2017/06/14 18:14:45


 
   
Made in us
Been Around the Block




So this is my attempt at an aspect warrior list, mostly because my eldar army is almost all aspects already. The only wraith I own is a wraith lord, so i didn't include wraith guard or blades. It's probably really unoptimized, but I tried to mostly use what i already had. Warlock will probably jump between the reapers and the rangers, concealing as needed. Other farseers are going to guide, doom and fortune whoever needs it.
Spoiler:
2000 points, 7 CP
Battalion Detachment

Farseer (1) Witchblade - 113pts
Farseer Skyrunner (1) Witchblade - 171pts

Guardian Defenders (10) Heavy Weapons Platform: Shuriken cannon - 97pts
Guardian Defenders (10) Heavy Weapons Platform: Shuriken cannon - 97pts
Rangers (5) - 100pts

Dark Reapers (5) Tempest Launcher - 187pts

Wave Serpent (1) 3x Shuriken cannons,Vectored engines - 153pts
Wave Serpent (1) 3x Shuriken cannons,Vectored engines - 153pts

Vanguard Detachment
Warlock Skyrunner (1) Witchblade - 87pts

Fire Dragons (10) - 240pts
Howling Banshees (10) Executioner - 172pts
Striking Scorpions (6) Biting blade- 124pts

Wave Serpent (1) 3x Shuriken cannons,Vectored engines - 153pts
Wave Serpent (1) 3x Shuriken cannons,Vectored engines - 153pts

   
Made in gb
Regular Dakkanaut




Why I still people going for dual farseer when each spell can. Let be attempted once?
   
Made in ru
Screaming Shining Spear




Russia, Moscow

So this is my attempt at an aspect warrior list, mostly because my eldar army is almost all aspects already.

I wouldn't autoinclude Executioner for Banshees concidering it's points. It gives them slight edge against multi wound models, but I think the squad works better against regular models. I'm not great at math but reducing your hit chance for better wound chance for a price of almost extra model doesn't seem worth it.

Why I still people going for dual farseer when each spell can. Let be attempted once?

Even in MP you can still spam Smite.
   
Made in us
Dakka Veteran





 Shadenuat wrote:


- Serpent is nearly not as tough as people think (really comes down to luck as even crack missiles can kill it or cripple in one turn), although still very good for it's points.



I'm really curious about your experiences with this given that multi damage shots only do 1 damage to a Serpent at a time. I mean that's effectively requiring 13 Krak Missiles a turn to drop one (which isn't an unreal number or anything).
   
Made in us
Been Around the Block




 Shadenuat wrote:
So this is my attempt at an aspect warrior list, mostly because my eldar army is almost all aspects already.

I wouldn't autoinclude Executioner for Banshees concidering it's points. It gives them slight edge against multi wound models, but I think the squad works better against regular models. I'm not great at math but reducing your hit chance for better wound chance for a price of almost extra model doesn't seem worth it.

Why I still people going for dual farseer when each spell can. Let be attempted once?

Even in MP you can still spam Smite.


Yeah, I don't really like any of the banshee exarch weapons. Not a fan of the reduced ap on the mirror blades and triskele. The triskele isn't even a pistol shooting weapon, so you can't fire it in melee. I might just keep the power sword on the exarch


Automatically Appended Next Post:
Farseer_V2 wrote:
 Shadenuat wrote:


- Serpent is nearly not as tough as people think (really comes down to luck as even crack missiles can kill it or cripple in one turn), although still very good for it's points.



I'm really curious about your experiences with this given that multi damage shots only do 1 damage to a Serpent at a time. I mean that's effectively requiring 13 Krak Missiles a turn to drop one (which isn't an unreal number or anything).


Multi-damage weapons can do more than 1 damage to a serpent. The serpent shield only reduces damage by 1, not reduces it to 1.

This message was edited 1 time. Last update was at 2017/06/15 01:05:49


 
   
Made in us
Dakka Veteran





Boogles wrote:
Farseer_V2 wrote:


I'm really curious about your experiences with this given that multi damage shots only do 1 damage to a Serpent at a time. I mean that's effectively requiring 13 Krak Missiles a turn to drop one (which isn't an unreal number or anything).


Multi-damage weapons can do more than 1 damage to a serpent. The serpent shield only reduces damage by 1, not reduces it to 1.


Super fair point - reading often helps. That said I still think they're very durable, especially if upgraded with Vectored engines.
   
Made in ca
Regular Dakkanaut



Canada

Anyone try the hemlock yet in 8th? How did you do with its short range?
   
Made in us
Been Around the Block




PUFNSTUF wrote:
Anyone try the hemlock yet in 8th? How did you do with its short range?


I haven't used it, but it shouldn't be that much of a problem. Since vehicle facing is no longer a thing, it basically has a 16" radius threat circle around it. Combined with the move distance and pivot after moving, you should be able to hit something important every turn, especially if your opponent is moving out to mid field to grab objectives or play the mission.
   
Made in us
Dakka Veteran





PUFNSTUF wrote:
Anyone try the hemlock yet in 8th? How did you do with its short range?


I've been playing with 2 and so far I've been very pleased. Fixed damage 2 is nice and honestly with the pivot, move, pivot they're pretty easy to keep in range.
   
 
Forum Index » 40K General Discussion
Go to: