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![[Post New]](/s/i/i.gif) 2015/05/03 02:29:12
Subject: Re:The Path of Command: An Eldar 7th Guide
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Executing Exarch
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JohnHwangDD wrote:Every comparison? Every one?
If we look at Sisters of Battle, the basic Sister is a single point cheaper. For that single point saved, a Battle Sister loses -1 WS -1S -1T off her statline; loses access to the "real" Heavy Weapons like Autocannon, Missile Launcher, and Lascannon; loses access to Marks and Standards; loses various Character upgrades. But she does gain a 6++ Invulerable save.
Point for point, I think Chaos Space Marines outclass Sisters of Battle every single time.
I am actually a SoB player. The sister loose a lot in stats but gain 2 special weapons per unit of 5 and a vastly superior transport. That is a massive gain. I regularly field immolators + 5 sisters w/ 2 meltaguns as the core of my force. I am entirely fine playing this against most of the top lists in the game. Most of my opponents consider this list much nastier than most of my SM and IG lists or even my CSM lists.
For CSM to get that 1 missile launcher/lascannon/autocannon they have to take a unit of 10...that are all equiped with 24" weapons at best? CSM don't get combat squad or morale control. Sisters also get cheap priests to help with morale and give lots of nice bonuses. Honestly this entire discussion is just another case of comparing a model 1v1 without any context and coming up with goofy conclusions.
BTW according to the CSM codex a 6++ invulnerable save is worth 2 pts per CSM.
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![[Post New]](/s/i/i.gif) 2015/05/03 02:36:44
Subject: Re:The Path of Command: An Eldar 7th Guide
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Decrepit Dakkanaut
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ansacs wrote:JohnHwangDD wrote:Every comparison? Every one?
If we look at Sisters of Battle, the basic Sister is a single point cheaper. For that single point saved, a Battle Sister loses -1 WS -1S -1T off her statline; loses access to the "real" Heavy Weapons like Autocannon, Missile Launcher, and Lascannon; loses access to Marks and Standards; loses various Character upgrades. But she does gain a 6++ Invulerable save.
Point for point, I think Chaos Space Marines outclass Sisters of Battle every single time.
I am actually a SoB player. The sister loose a lot in stats but gain 2 special weapons per unit of 5 and a vastly superior transport. That is a massive gain. I regularly field immolators + 5 sisters w/ 2 meltaguns as the core of my force. I am entirely fine playing this against most of the top lists in the game. Most of my opponents consider this list much nastier than most of my SM and IG lists or even my CSM lists.
For CSM to get that 1 missile launcher/lascannon/autocannon they have to take a unit of 10...that are all equiped with 24" weapons at best? CSM don't get combat squad or morale control. Sisters also get cheap priests to help with morale and give lots of nice bonuses. Honestly this entire discussion is just another case of comparing a model 1v1 without any context and coming up with goofy conclusions.
BTW according to the CSM codex a 6++ invulnerable save is worth 2 pts per CSM.
I agree, which is why you shouldn't be able to look at those Sisters with their Transport or synergy effects, because that's not apples to apples. Just the same 150-odd points of the two units in a straight-up fight, where they magically happen to be exactly in each other's optimal firing range...
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![[Post New]](/s/i/i.gif) 2015/01/01 02:14:09
Subject: Re:The Path of Command: An Eldar 7th Guide
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Executing Exarch
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JohnHwangDD wrote:I agree, which is why you shouldn't be able to look at those Sisters with their Transport or synergy effects, because that's not apples to apples. Just the same 150-odd points of the two units in a straight-up fight, where they magically happen to be exactly in each other's optimal firing range... 
lol, don't forget perfect 2" spacing and 4+ ruin cover saves.
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![[Post New]](/s/i/i.gif) 2015/05/03 03:15:21
Subject: The Path of Command: An Eldar 7th Guide
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Decrepit Dakkanaut
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Exactly! Which is why I really hate these kinds of arguments, because they really don't "prove" anything.
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![[Post New]](/s/i/i.gif) 2015/05/03 03:28:41
Subject: Re:The Path of Command: An Eldar 7th Guide
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Dakka Veteran
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ansacs wrote:Okay guys the CSM vs Dire Avengers arguement started as somewhat pointless and has escalated downwards.
1) CSM are an awful unit. They are overcosted in every comparison so measuring any unit against them gives the same thing. You could compare them to Imperial Guardsmen and IG would come way out on top.
2) CSM's best ability is being able to purchase upgrades and various transports. Ironically their most prevalent and by far and away best use is as spare wounds for a HQ...so you are comparing apples and oranges when you compare CSM to Dire Avengers. In the original comparison it was somewhat strange but when comparing the formation (who loose ObjSec) to the CAD CSM (whose only role in life is ablative wounds and ObjSec) it becomes ludicrous. BTW the loss of ObjSec by one of these formations just lost Reece 250 usd...so I guess ObjSec is worth something.
3) If you are going to try comparing the two units then it should be in configurations that have meaning. Comparing any number of CSM without upgrades to Dire Avengers is like comparing IG vets without upgrades to Necron warriors. The vets are a very good troop unit but they will be laughably bad in this comparison.
4) Ironically in the formation you have veered sharply away from a troops choice and are now talking about damage dealing unit. They are not required to unlock anything and they also lack ObjSec. Thus by all rights they have more in common with a thunderfire cannon or purifiers than CSM.
One the topic of allies. IMO the webway portal and armour of misery alone make DE a premier if not the premier allies choice for CWE. Even if you don't use the WWP for scythe guard it is still devastation just to get fire dragons or a foot seer council in place. In fact you could make an alternative freak show list out of foot seer council formations. What it lacks in Ld modifiers it makes up for in getting 2-3 times the number of powers off.
I am actually very happy to see the buffs to aspect warriors. They were mostly not functional before as they either did to little damage for their price (dark reapers), had been neutered by the AP1 nerf (fire dragons), had no durable assault transport and lacked damage output and even grenades (Banshees and Scorpions), etc. They fixed almost all the problems with aspect warriors that kept them from being meaningful. The warp spiders actually got a sideways movement on their gun profile (better against many MCs and worse against vehicles and many infantry) but they got a pretty huge durability buff in their new blink away ability. I like the rule however as it makes playing with and against them a much more tactical experience, which is cool. Hopefully they FAQ it to only work once per turn.
If you have other units in mind you think are easier to compare with and are more valid then I'd be glad to hear them. I've proposed a fair number of pairings that I think fill similar roles, but I'm open to other options. I feel like there can almost always be an argument made that "such and such comparison is invalid" because no two units have the EXACT same rules and options available to them and it's quite difficult to get agreement on things like "how much is ATSKNF worth?" so do share if you have suggestions.
To points 1 and 2, I don't think of CSM as worse than the standard troop choices in other armies either though. I just chose CSM because they're 13 points each. I personally like to field a unit or two of them in rhinos when I play chaos, but I'd take DA in a wave serpent any day that I had the choice. I've definitely never used mine as wounds for an HQ because I've found Chaos HQ's are typically riding on juggernauts/bikes or are daemon princes.
To point 4, maybe you're expecting a different sort of list from the Eldar than I am. I'm expecting lists built like the following:
CAD
Autarch/Farseer on jetbike
Couple windrider jetbike squads with scatter lasers
Squadron of 3 grav tanks
Wraithknight
Maybe a squadron of wraithguard
Supported by some combination of the following formations
Aspect Host formation (3x fire dragons) mounted in the 3 grav tanks for precision deepstrikes
Crimson Death formation for air dominance and more anti-armor
Dire Avenger Shrine in wave serpents for shredding anything with toughness values
More Aspect Hosts with some mix of Warp Spiders and Dark Reapers
It seems it would be pretty easy to adjust the formations according to local playstyles and I don't rate the objective secured that highly for the infantry because I think in general the windriders will do it far better.
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![[Post New]](/s/i/i.gif) 2015/05/03 05:15:21
Subject: Re:The Path of Command: An Eldar 7th Guide
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Executing Exarch
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lessthanjeff wrote:If you have other units in mind you think are easier to compare with and are more valid then I'd be glad to hear them. I've proposed a fair number of pairings that I think fill similar roles, but I'm open to other options. I feel like there can almost always be an argument made that "such and such comparison is invalid" because no two units have the EXACT same rules and options available to them and it's quite difficult to get agreement on things like "how much is ATSKNF worth?" so do share if you have suggestions.
JohnHwangDD wrote:Exactly! Which is why I really hate these kinds of arguments, because they really don't "prove" anything.
I agree that these cross comparisons with very different purpose units rarely accomplish anything constructive. CSM can be compared to SM TAC squads very easily as (and CSM are pathetic in comparison) but most of the xenos races are tougher to compare to imperial units as the imperial (and CSM) units always tend to be about the special weapons they can take.
I think comparison units should have a similar purpose in the list and probably be measured against this purpose rather than each other (ie a rapier battery vs a lascannon blobb squad is a ridiculous example of this). The closest equivolent I can think of from IoM armies would be storm bolter inquisitorial acolytes (6 ppm) which are semi mobile anti infantry firepower, perhaps DE scourges who in their army can be good mobile anti infantry, or Sslyth. Ironically there are not really that many close range anti infantry options that are not taken for the ObjSec status or special weapons (both of which are almost impossible to compare to the dire avengers). In reality dire avengers in formation's real competitors are things like; DE - empty venom (65 pts), IG - 20 conscripts w/ priest + wyvern (150 pts), or Imperial Fists - Centurion Devs w/ HB and Hurricane Bolters (190 pts). Most of these occupy relatively free slots in their army and have similar focuses.
lessthanjeff wrote:To points 1 and 2, I don't think of CSM as worse than the standard troop choices in other armies either though. I just chose CSM because they're 13 points each. I personally like to field a unit or two of them in rhinos when I play chaos, but I'd take DA in a wave serpent any day that I had the choice. I've definitely never used mine as wounds for an HQ because I've found Chaos HQ's are typically riding on juggernauts/bikes or are daemon princes.
CSM can very easily be compare to SM TAC squads as they share many of the same load outs and options. What you learn is that apparently ATSKNF and Chapter Tactics is worth 1 ppm? The funniest part about this being that there is a thread pretty much every week claiming SM TAC squads are junk (they are actually really good with the right chapter tactics and drop pods but that is a completely different talk).
lessthanjeff wrote:To point 4, maybe you're expecting a different sort of list from the Eldar than I am. I'm expecting lists built like the following:
CAD
Autarch/Farseer on jetbike
Couple windrider jetbike squads with scatter lasers
Squadron of 3 grav tanks
Wraithknight
Maybe a squadron of wraithguard
Supported by some combination of the following formations
Aspect Host formation (3x fire dragons) mounted in the 3 grav tanks for precision deepstrikes
Crimson Death formation for air dominance and more anti-armor
Dire Avenger Shrine in wave serpents for shredding anything with toughness values
More Aspect Hosts with some mix of Warp Spiders and Dark Reapers
It seems it would be pretty easy to adjust the formations according to local playstyles and I don't rate the objective secured that highly for the infantry because I think in general the windriders will do it far better.
The dire avenger shrine is a really cool alternative take on dire avengers. What you have is a unit with the same name but a very different purpose. CAD Dire Avengers are a cheap scoring unit that can be shoved in durable transports (making them ObjSec) and fulfill the minimum troop requirements. Windriders are very good damage but they are much less durable than a waveserpent and dire avengers. CAD Dire Avengers are an alternative to ObjSec windrider units.
Alternatively you can take the Dire Avenger Shrine instead or warp spiders or D scythe wraithguard units to provide infantry murdering and some anti MC firepower. They are as useful as a venom to claim objectives but they can hit like a ton of bricks when used well. Just like whether CAD Dire Avengers are worthwhile in comparison to Windriders there is a question of whether Dire Avenger Shrine is worthwhile in comparison to D scythe wraithguard or warp spiders.
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![[Post New]](/s/i/i.gif) 2015/05/03 05:22:58
Subject: The Path of Command: An Eldar 7th Guide
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Decrepit Dakkanaut
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The DA Shrine is indeed how people should be taking DA, if they were taking them in any quantity. The thing is, it's a rather inflexible blob, with exactly 1 Exarch for exactly 3 squads.
It also flips the DAMU / DAVU concept, because the DA become competitive in their own right, rather than as a minimum tax to get a "good" Transport on the board.
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![[Post New]](/s/i/i.gif) 2015/05/03 07:22:28
Subject: The Path of Command: An Eldar 7th Guide
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Killer Klaivex
Oceanside, CA
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JohnHwangDD wrote:The DA Shrine is indeed how people should be taking DA, if they were taking them in any quantity. The thing is, it's a rather inflexible blob, with exactly 1 Exarch for exactly 3 squads.
It also flips the DAMU / DAVU concept, because the DA become competitive in their own right, rather than as a minimum tax to get a "good" Transport on the board.
Only 1 squad may have an exarch. You could run the formation without any, as you aren't required to have 1, you're just prevented from having more than one.
Since you're already BS5 and LD9, I'd skip the exarch anyway.
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![[Post New]](/s/i/i.gif) 2015/05/03 08:00:41
Subject: Re:The Path of Command: An Eldar 7th Ed. Guide
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Regular Dakkanaut
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I just don't see a reason to take a Dire Avengers formation though. You're not getting Obj. secured. You're not as good as the other ranged aspects. The only real benefit is the once per game Assault 3 which can either be worthless or amazing, but not nearly as competitive as spiders, hawks, reapers, or dragons. You're paying 13 points for glorified defenders without a weapons platform. T3 with a 4+ isn't going to stand up to much pressure, and a 24" range isn't that great. I feel like if you're taking this formation it's a preference for casual play.
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![[Post New]](/s/i/i.gif) 2015/05/03 08:14:12
Subject: Re:The Path of Command: An Eldar 7th Ed. Guide
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Purposeful Hammerhead Pilot
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Goldphish wrote:I just don't see a reason to take a Dire Avengers formation though. You're not getting Obj. secured. You're not as good as the other ranged aspects. The only real benefit is the once per game Assault 3 which can either be worthless or amazing, but not nearly as competitive as spiders, hawks, reapers, or dragons. You're paying 13 points for glorified defenders without a weapons platform. T3 with a 4+ isn't going to stand up to much pressure, and a 24" range isn't that great. I feel like if you're taking this formation it's a preference for casual play.
um, and the bs5 on a basic troop, and the rerolling essentially all leadership based tests, and the auto run 6" even if firing, can damage any unit in the game with bladestorm, overwatch at bs2, extra shot for 1 turn for all units in formation, all for a 13 point troop
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![[Post New]](/s/i/i.gif) 2015/05/03 09:36:24
Subject: Re:The Path of Command: An Eldar 7th Ed. Guide
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Regular Dakkanaut
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notredameguy10 wrote:
um, and the bs5 on a basic troop, and the rerolling essentially all leadership based tests, and the auto run 6" even if firing, can damage any unit in the game with bladestorm, overwatch at bs2, extra shot for 1 turn for all units in formation, all for a 13 point troop
Aspect host is BS5. Warp spiders can auto pass them. Everyone gets 6" run. DA can't hurt vehicles, spiders can. BS2 over watch is okay, and the assault 3 is pretty good, but warp spiders do all of that way better for 19 points. In the formation being a basic troop means nothing. Your either obj. secured or not.
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![[Post New]](/s/i/i.gif) 2015/05/03 09:48:44
Subject: The Path of Command: An Eldar 7th Ed. Guide
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Regular Dakkanaut
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Having played a few games with the new dex I'll say I'd much rather have obsec.
Dire Avengers dont do much for me anyway. Other option kill things just as well or better on faster and/or more durable platforms. I would rather take squads of ANY fast attack over the formation Avengers. Without the formation Avengers still have a solid leadership which will do the job most of the time. They also have fleet to reduce the need for a guaranteed 6" run (assuming you are running a warhost). They get the BS 2 overwatch without it. The extra shot and BS is nice but not worth risking objective denials. Not to mention the obsec Serpent you can get outside the formation.
While Serps arent quite as powerful now, they are still a really durable transport that can easily swipe objectives away from opponents.
The Aspect Host is a much better formation all around, especially because you dont have to select units that give up such a solid buff like obsec in a CAD. Its works well for the warhost as well as for standard CADs. If you were going to run a warhost and wanted to run several DA squads for personal taste, sure use the specific shrine formation. That's going to be several points in squishy but reasonable anti infantry before you even get to the Avengers. So, you will miss out on a little bit of list balancing.
Avengers are good infantry. But they serve a better role as a threatening troop than as a kill squad.
------
Side notes: 1. scatterbikes will die quickly to some pressure, and Ld 8 is not nearly as reliable as Ld 9. Also, misses obsec for late game steals.
2. Hawks are crazy fast and put out good shot output from a solid range. Blind is very helpful against potential troubles like Necrons.
3. The Wraithknight is very durable and much scarier in assault even while running double D. His gun killing can still vary wildly from amazing to meh.
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![[Post New]](/s/i/i.gif) 2015/05/03 11:56:29
Subject: The Path of Command: An Eldar 7th Ed. Guide
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Regular Dakkanaut
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What do you think of the missile launcher in the new codex? Sure, it's the most expensive choice, and it's less effective anti-tank than the bright lance and worse anti-infantry than the scatter laser, but it outranges them, and has skyfire as well. With the loss of laser lock I'm considering them on pretty much everything, especially since I don't have any aircraft of my own. Even Vypers might be decent if the can stay 48" away and snipe at things.
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![[Post New]](/s/i/i.gif) 2015/05/03 11:59:03
Subject: The Path of Command: An Eldar 7th Ed. Guide
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Towering Hierophant Bio-Titan
UK
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Okapi wrote:What do you think of the missile launcher in the new codex? Sure, it's the most expensive choice, and it's less effective anti-tank than the bright lance and worse anti-infantry than the scatter laser, but it outranges them, and has skyfire as well. With the loss of laser lock I'm considering them on pretty much everything, especially since I don't have any aircraft of my own. Even Vypers might be decent if the can stay 48" away and snipe at things. EML on mobile vehicles, that can reserve and deploy and beta strike after enemy fliers arrive - can be a great thing.
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2015/05/03 12:18:53
Subject: The Path of Command: An Eldar 7th Ed. Guide
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Sister Oh-So Repentia
Norway
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Okapi wrote:What do you think of the missile launcher in the new codex? Sure, it's the most expensive choice, and it's less effective anti-tank than the bright lance and worse anti-infantry than the scatter laser, but it outranges them, and has skyfire as well. With the loss of laser lock I'm considering them on pretty much everything, especially since I don't have any aircraft of my own. Even Vypers might be decent if the can stay 48" away and snipe at things.
Crossposting this from another thread where I had this discussion. Feel free to check my math, because I often make mistakes.
Acidian wrote:Posting the math here so you can look it over and see if I am wrong.
Chance to score a hit with TL scatter laser on flyer: 4*(1/6) + ((4-4*(1/6)) *1/6)= 0,667 + 0,555 = 1,222
Chance to score a hit with TL EML: 1*(4/6) + ((1-1*(4/6))*4/6) = 0,667 + 0,222 = 0,889
So you actually have a higher chance to hit with SL than EML against a flyer.
Then against Flyrant or AV10
SL: 1,222*(3/6)= 0,611
EML: 0,889*(4/6)= 0,593
So the SL then does more damage against AV10 and Flyrant on average. Too bad the missiles aren't AP3 so you could ignore the armor on the flyrant and/or give it a reason to Jink.
Against AV11:
SL: 1,222*(2/6)= 0,407
EML: 0,889*(3/6)= 0444
Against AV12:
SL: 1,222*(1/6)= 0,204
EML: 0,889*(2/6)= 0,296
At this point the difference in chance of scoring a wound is so small that you might as well ignore it. 9% better chance of wounding an av12 for 10 points extra and 2% worse chance of wounding a flyrant.
The EML blast will seldom hit more than 4 models anyway (assuming you play with people who spread their models as much as they can). If it was AP3 or large blast it would have been a more interesting choice.
The starshot would only be better if you are fighting AV13 models.
So you are spending 10 points extra on each Wave Serpent on a gun that is usually worse but which in certain situations is incrimentally better, and only better if you don't have any other S8+ weapons in your list (which you can also guide/priescence with farseer).
FlingitNow wrote: As the maths tells you the EML is useless and should never be taken. I never understand why they cost AA weapons at a point where you're usually just better off taking a non-skyfiring volume fire unit. Like in the last dex you got more S7 hits on a flyer from Warp Spiders than EML war walkers point for point.
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This message was edited 2 times. Last update was at 2015/05/03 12:28:26
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![[Post New]](/s/i/i.gif) 2015/05/03 12:30:07
Subject: The Path of Command: An Eldar 7th Guide
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Dakka Veteran
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Bharring wrote:
Let's assume you let Guardians waltz up to Chaos Marines, while they twiddle their thumbs:
13 Guardians vs 9 CSM (same points)
Guardians (13)(2)(5/27) CSM (counting rends). 4.8 CSM die. 62.4 points worth, or a little better than half their cost.
If CSM instead shot first?
CSM kill (9)(2)(2/3)(2/3)(1) Guardians. 8 Guardians die. 76pts. Substantially better.
So, in the only scenario Guardians can do damage, assuming they are left alone to cross half the field, they do less to CSM than CSM would do to them.
Even with Battle Focus, there is no excuse for a 12" gun to get first salvo
I used defender guardians all through the last dex. They are basically unchanged, so this still stands. You don't use them like this: you take 3 squads in 3 wave serpents and you "pump n dump" you drop 60 str 4 rending shots at BS4 into any infantry you like, usually they are in cover so their cover becomes yours, you utterly anhilate the target so there is no return fire. The wave serpents block the LOS and always absorb any return fire because they engage (the all but inevitable) secondary threats, those secondary threats are fairly mauled too and then they universally shoot back. Then you saddle up and go elsewhere. Automatically Appended Next Post: Okapi wrote:What do you think of the missile launcher in the new codex? Sure, it's the most expensive choice, and it's less effective anti-tank than the bright lance and worse anti-infantry than the scatter laser, but it outranges them, and has skyfire as well. With the loss of laser lock I'm considering them on pretty much everything, especially since I don't have any aircraft of my own. Even Vypers might be decent if the can stay 48" away and snipe at things.
This is emerging as the current meta.. EML.. across the board.. the guardians who get free weapons platforms and wave serps will all carry them now
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This message was edited 1 time. Last update was at 2015/05/03 12:32:00
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![[Post New]](/s/i/i.gif) 2015/05/03 12:32:20
Subject: The Path of Command: An Eldar 7th Guide
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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DanielBeaver wrote:This is a great thread.
The only thing I take issue with in the OP is the Ranger's red rating - I would bump that up to orange. You're right that their shooting potential is basically nil, but they gained Shrouded in this edition (over the previous edition's Stealth), which allows them to get 2+ cover saves in almost any terrain by going to ground. That makes them a very cheap way to camp an objective, with the only reliable way to dislodge them being to shooting them with Ignores Cover, or assault them. They're still a fairly bad unit, but they're quite a bit more durable than they were in the 6th ed codex.
Agreed. This is especially useful as they're pretty cheap, so will be useful for people wanting to stick a CAD onto their Primary Craftworld Detachment.
JohnHwangDD wrote:The DA Shrine is indeed how people should be taking DA, if they were taking them in any quantity. The thing is, it's a rather inflexible blob, with exactly 1 Exarch for exactly 3 squads.
I'm not quite sure what I think about the DA Shrine yet, it's obviously good but I was thinking you need to maximise models to make the most out of it. My plan, as was the case with many of my lists last edition, was to take one unit of 10 with an Exarch with Power Weapon and Shimmershield, attached to a Farseer/Eldrad, an the other two units being 5-6 bare bones in a Wave Serpent. I know the DAs in a WS used to be taken primarily for the Serpent, but they're still good (just not OP) and I hoped the extra DAs would come in more useful with the formation, especially considering that I can get them where I want them more easily.
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![[Post New]](/s/i/i.gif) 2015/05/03 13:21:36
Subject: Re:The Path of Command: An Eldar 7th Guide
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Dakka Veteran
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ansacs wrote:
I think comparison units should have a similar purpose in the list and probably be measured against this purpose rather than each other (ie a rapier battery vs a lascannon blobb squad is a ridiculous example of this). The closest equivolent I can think of from IoM armies would be storm bolter inquisitorial acolytes (6 ppm) which are semi mobile anti infantry firepower, perhaps DE scourges who in their army can be good mobile anti infantry, or Sslyth. Ironically there are not really that many close range anti infantry options that are not taken for the ObjSec status or special weapons (both of which are almost impossible to compare to the dire avengers). In reality dire avengers in formation's real competitors are things like; DE - empty venom (65 pts), IG - 20 conscripts w/ priest + wyvern (150 pts), or Imperial Fists - Centurion Devs w/ HB and Hurricane Bolters (190 pts). Most of these occupy relatively free slots in their army and have similar focuses.
I agree completely. That's why I began with the comparison of blasterborn to fire dragon because I can think of few more identical units in terms of stat line, role on the battlefield, and even slot on the FOC. The comparison goes abysmally for the trueborn, but then I got the same response "that's a flawed comparison". There will always be a complaint raised against any comparison made it seems.
I don't put a lot of stock into claims that tacticals are garbage or "unit-x" is terrible and can't be compared because I think that kind of stuff is too much up to opinion. I know people who say lots of units that I rather like are terrible like necron warriors and maulerfiends. Heck, I even see a lot of people questioning fire dragons because they see wraithguard as strictly better but I think fire dragons are phenomenal.
I'm not too keen on EML myself. Getting free ones from guardian squads is nice, but I don't think I'd take that formation over the other ones myself. If you want AA, I think the crimson hunter formation is fantastic for what it does and its cost. The preferred enemy, rerolls for armor pens, and 4+ save without having to jink are excellent and will solve any flyer problems as well as providing very solid anti armor options afterwards thanks to vector dancer.
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![[Post New]](/s/i/i.gif) 2015/05/03 13:34:47
Subject: Re:The Path of Command: An Eldar 7th Guide
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Sister Oh-So Repentia
Norway
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Anyone tested the new Banshees at all, do you think they are viable? I guess running exocutioner is the best for the exarch, but how many models should the squad take? I assume it would be good to take some extra models since they will lose some on the way to the target.
lessthanjeff wrote: If you want AA, I think the crimson hunter formation is fantastic for what it does and its cost. The preferred enemy, rerolls for armor pens, and 4+ save without having to jink are excellent and will solve any flyer problems as well as providing very solid anti armor options afterwards thanks to vector dancer.
Just sucks that you have to spend 440 points on Crimson Hunters. I usually run 1850 games and it's hard to make room for 3 at that point limit. I ran them in a game last monday, it was refreshing to play a game where all my crimson hunters was alive at the end. However my exarch didn't make it on the table in any of the rounds where I had to roll for reinfocements.
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![[Post New]](/s/i/i.gif) 2015/05/03 13:57:56
Subject: The Path of Command: An Eldar 7th Ed. Guide
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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Yeah, 3 Hunters is overkill. Sure, you'll dominate the air but half the time the opponent won't be taking many (or any) flyers, and so most of those points would have been better spent elsewhere. There's still plenty of units that work well against anti-air as well as ground units in the new book, so, whilst one Hunter may be fine (if you're using a CAD), you're probably better off spending the other points on something more versatile.
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![[Post New]](/s/i/i.gif) 2015/05/03 14:25:26
Subject: Re:The Path of Command: An Eldar 7th Guide
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Preacher of the Emperor
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lessthanjeff wrote: ansacs wrote:Okay guys the CSM vs Dire Avengers arguement started as somewhat pointless and has escalated downwards.
1) CSM are an awful unit. They are overcosted in every comparison so measuring any unit against them gives the same thing. You could compare them to Imperial Guardsmen and IG would come way out on top.
2) CSM's best ability is being able to purchase upgrades and various transports. Ironically their most prevalent and by far and away best use is as spare wounds for a HQ...so you are comparing apples and oranges when you compare CSM to Dire Avengers. In the original comparison it was somewhat strange but when comparing the formation (who loose ObjSec) to the CAD CSM (whose only role in life is ablative wounds and ObjSec) it becomes ludicrous. BTW the loss of ObjSec by one of these formations just lost Reece 250 usd...so I guess ObjSec is worth something.
3) If you are going to try comparing the two units then it should be in configurations that have meaning. Comparing any number of CSM without upgrades to Dire Avengers is like comparing IG vets without upgrades to Necron warriors. The vets are a very good troop unit but they will be laughably bad in this comparison.
4) Ironically in the formation you have veered sharply away from a troops choice and are now talking about damage dealing unit. They are not required to unlock anything and they also lack ObjSec. Thus by all rights they have more in common with a thunderfire cannon or purifiers than CSM.
One the topic of allies. IMO the webway portal and armour of misery alone make DE a premier if not the premier allies choice for CWE. Even if you don't use the WWP for scythe guard it is still devastation just to get fire dragons or a foot seer council in place. In fact you could make an alternative freak show list out of foot seer council formations. What it lacks in Ld modifiers it makes up for in getting 2-3 times the number of powers off.
I am actually very happy to see the buffs to aspect warriors. They were mostly not functional before as they either did to little damage for their price (dark reapers), had been neutered by the AP1 nerf (fire dragons), had no durable assault transport and lacked damage output and even grenades (Banshees and Scorpions), etc. They fixed almost all the problems with aspect warriors that kept them from being meaningful. The warp spiders actually got a sideways movement on their gun profile (better against many MCs and worse against vehicles and many infantry) but they got a pretty huge durability buff in their new blink away ability. I like the rule however as it makes playing with and against them a much more tactical experience, which is cool. Hopefully they FAQ it to only work once per turn.
If you have other units in mind you think are easier to compare with and are more valid then I'd be glad to hear them. I've proposed a fair number of pairings that I think fill similar roles, but I'm open to other options. I feel like there can almost always be an argument made that "such and such comparison is invalid" because no two units have the EXACT same rules and options available to them and it's quite difficult to get agreement on things like "how much is ATSKNF worth?" so do share if you have suggestions.
To points 1 and 2, I don't think of CSM as worse than the standard troop choices in other armies either though. I just chose CSM because they're 13 points each. I personally like to field a unit or two of them in rhinos when I play chaos, but I'd take DA in a wave serpent any day that I had the choice. I've definitely never used mine as wounds for an HQ because I've found Chaos HQ's are typically riding on juggernauts/bikes or are daemon princes.
To point 4, maybe you're expecting a different sort of list from the Eldar than I am. I'm expecting lists built like the following:
CAD
Autarch/Farseer on jetbike
Couple windrider jetbike squads with scatter lasers
Squadron of 3 grav tanks
Wraithknight
Maybe a squadron of wraithguard
Supported by some combination of the following formations
Aspect Host formation (3x fire dragons) mounted in the 3 grav tanks for precision deepstrikes
Crimson Death formation for air dominance and more anti-armor
Dire Avenger Shrine in wave serpents for shredding anything with toughness values
More Aspect Hosts with some mix of Warp Spiders and Dark Reapers
It seems it would be pretty easy to adjust the formations according to local playstyles and I don't rate the objective secured that highly for the infantry because I think in general the windriders will do it far better.
I think you'll find you quickly run out of points by trying to build an Eldar list like that. Here is my current working copy for a null-deployment Eldar at 1850 (currently totals 1804). Its a possible list for ATC so I'm a little stuck on the sources, but the only way to optimize it more would be to move some of the Aspects (lets assume the two Fire Dragon squads and the Warpspiders) out of the CAD and into a single Aspect Host for the +1 BS buff. The buy in cost for the formations is generally high enough that it limits you from stacking too many into a standard game (1500-1850 points).
Scalpel Squadron
5 Wracks, Venom w/ double splinter cannons
5 Wracks, Venom w/ double splinter cannons
Eldar CAD
Autarch
4 Windriders w/ Shuriken Cannons
4 Windriders w/ Shuriken Cannons
5 Dire Avengers, Wave Serpent w/ Scatter Laser, Ghost Walk Matrix
5 Dire Avengers, Wave Serpent w/ Scatter Laser, Ghost Walk Matrix
5 Fire Dragons
5 Fire Dragons
5 Wraithguard, Wave Serpent w/ Scatter Laser, Ghost Walk Matrix
7 Warpspiders
Falcon, Scatter Laser, Ghost Walk Matrix
Falcon, Scatter Laser, Ghost Walk Matrix
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![[Post New]](/s/i/i.gif) 2015/05/03 15:29:31
Subject: The Path of Command: An Eldar 7th Ed. Guide
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Dakka Veteran
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The Shadow wrote:Yeah, 3 Hunters is overkill. Sure, you'll dominate the air but half the time the opponent won't be taking many (or any) flyers, and so most of those points would have been better spent elsewhere. There's still plenty of units that work well against anti-air as well as ground units in the new book, so, whilst one Hunter may be fine (if you're using a CAD), you're probably better off spending the other points on something more versatile.
It's overkill for air dominance, but don't underestimate their impact against ground targets too. MEQ armies pay that 140 points per tri-las predator tanks (with one being twin linked). You're paying the same for 4 str 8 ap 2 shots (2 with lance), much better mobility, and arguably better toughness since they snapshoot at you and you can control positions well with vector dancer as well as hit rear and side arcs. Even if the opponent brings no flyers at all, I'd be pretty happy with that option for cracking hulls.
Panzer, if you cut the ghostwalk matrices (or play around with other numbers a bit like 3 bikes instead of 4 or 5 spiders instead of 7) you could throw in a third barebones Dire Avenger squad to get the dire avenger shrine and just have them come in from normal reserves. Don't forget that this will add bs 5 to the wave serpents they're in as well which I think would make it worth it to find the 65 points.
Edit: Noticing that you had more points to spare, I think I'd actually cut the warp spiders to 5 and take the bikes both down to 3 (4 probably isn't an ideal number since taking a loss still forces a morale check. 5 is good, otherwise I'd stick at 3 and MSU it). This would get you the third DA squad AND another wave serpent to bring in from reserves in addition to giving all 3 of the squads and their vehicles BS 5 and the one time assault 3 bonus for the avengers). Gives you 2 more targets on the table and buffs the other ones you already had.
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This message was edited 2 times. Last update was at 2015/05/03 15:36:58
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![[Post New]](/s/i/i.gif) 2015/05/03 15:38:23
Subject: The Path of Command: An Eldar 7th Ed. Guide
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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lessthanjeff wrote: The Shadow wrote:Yeah, 3 Hunters is overkill. Sure, you'll dominate the air but half the time the opponent won't be taking many (or any) flyers, and so most of those points would have been better spent elsewhere. There's still plenty of units that work well against anti-air as well as ground units in the new book, so, whilst one Hunter may be fine (if you're using a CAD), you're probably better off spending the other points on something more versatile.
It's overkill for air dominance, but don't underestimate their impact against ground targets too. MEQ armies pay that 140 points per tri-las predator tanks (with one being twin linked). You're paying the same for 4 str 8 ap 2 shots (2 with lance), much better mobility, and arguably better toughness since they snapshoot at you and you can control positions well with vector dancer as well as hit rear and side arcs. Even if the opponent brings no flyers at all, I'd be pretty happy with that option for cracking hulls.
That's very true, but I find that anti- MEQ/ TEQ and, to a lesser extent, anti-armour is something that the Eldar Army does very well anyway.
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![[Post New]](/s/i/i.gif) 2015/05/03 16:20:01
Subject: The Path of Command: An Eldar 7th Ed. Guide
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Haemonculi Flesh Apprentice
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Best two units to compare currently are Scourge and Swooping Hawks. Both cost 16 points, both are FA yet look at the differences between them even when you disregard an aspect shrine.
Scourge movement: 12" with fleet
Hawk movement: 18" fleet, battle focus,
Scourge gun: assault 3 18" poison
Hawk gun: assault 3 24" s3
additional gear Scourge: Plasma grenades
Additional gear hawks: Plasma grenades, HAYWIRE grenades, Grenade pack
Additional rules Scourge: 6++ power from pain
Additional rules Hawks: Skyleap, Herald of Victory (exarch), intercept fliers
Yea that's incredibly even....
Taken in a shrine those hawks can be BS5 or if facing Imperial knights why not go for WS5 for lol's so you can hit with haywire grenades on 3's after you engage one from 27" out on average (18" move plus 9" assault with fleet, turn 1 any one?). Not bad for a 170 point unit against a 375.
Scourge were ever so slightly worse before and now that margin is blown so wide it's idiotic because that 18" move is insane, now I'd take hawks over any other aspect since they do it all. They kill armor, they sweep objectives, they last turn contest.... it's incredible.
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![[Post New]](/s/i/i.gif) 2015/05/03 16:40:47
Subject: The Path of Command: An Eldar 7th Ed. Guide
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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Red Corsair wrote:Best two units to compare currently are Scourge and Swooping Hawks. Both cost 16 points, both are FA yet look at the differences between them even when you disregard an aspect shrine.
Scourge movement: 12" with fleet
Hawk movement: 18" fleet, battle focus,
Scourge gun: assault 3 18" poison
Hawk gun: assault 3 24" s3
additional gear Scourge: Plasma grenades
Additional gear hawks: Plasma grenades, HAYWIRE grenades, Grenade pack
Additional rules Scourge: 6++ power from pain
Additional rules Hawks: Skyleap, Herald of Victory (exarch), intercept fliers
Yea that's incredibly even....
Taken in a shrine those hawks can be BS5 or if facing Imperial knights why not go for WS5 for lol's so you can hit with haywire grenades on 3's after you engage one from 27" out on average (18" move plus 9" assault with fleet, turn 1 any one?). Not bad for a 170 point unit against a 375.
Scourge were ever so slightly worse before and now that margin is blown so wide it's idiotic because that 18" move is insane, now I'd take hawks over any other aspect since they do it all. They kill armor, they sweep objectives, they last turn contest.... it's incredible.
Yeah, Hawks are ridiculously good now, but don't forget the weapons that Scourges can take, which makes them put out a lot of firepower that can be effective against a large variety of targets. Yes, it's more points, but still useful and a different role to Hawks. They're similar, and Hawks probably are better overall, but Scourges still have a place!
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![[Post New]](/s/i/i.gif) 2015/05/03 16:45:03
Subject: Re:The Path of Command: An Eldar 7th Ed. Guide
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Decrepit Dakkanaut
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notredameguy10 wrote: Goldphish wrote:I just don't see a reason to take a Dire Avengers formation though. You're not getting Obj. secured. You're not as good as the other ranged aspects. The only real benefit is the once per game Assault 3 which can either be worthless or amazing, but not nearly as competitive as spiders, hawks, reapers, or dragons. You're paying 13 points for glorified defenders without a weapons platform. T3 with a 4+ isn't going to stand up to much pressure, and a 24" range isn't that great. I feel like if you're taking this formation it's a preference for casual play.
um, and the bs5 on a basic troop, and the rerolling essentially all leadership based tests, and the auto run 6" even if firing, can damage any unit in the game with bladestorm, overwatch at bs2, extra shot for 1 turn for all units in formation, all for a 13 point troop
The auto-run comes from the 500-ish points of Guardians, not from the DA Shrine.
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![[Post New]](/s/i/i.gif) 2015/05/03 18:06:35
Subject: The Path of Command: An Eldar 7th Ed. Guide
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Haemonculi Flesh Apprentice
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The Shadow wrote: Red Corsair wrote:Best two units to compare currently are Scourge and Swooping Hawks. Both cost 16 points, both are FA yet look at the differences between them even when you disregard an aspect shrine.
Scourge movement: 12" with fleet
Hawk movement: 18" fleet, battle focus,
Scourge gun: assault 3 18" poison
Hawk gun: assault 3 24" s3
additional gear Scourge: Plasma grenades
Additional gear hawks: Plasma grenades, HAYWIRE grenades, Grenade pack
Additional rules Scourge: 6++ power from pain
Additional rules Hawks: Skyleap, Herald of Victory (exarch), intercept fliers
Yea that's incredibly even....
Taken in a shrine those hawks can be BS5 or if facing Imperial knights why not go for WS5 for lol's so you can hit with haywire grenades on 3's after you engage one from 27" out on average (18" move plus 9" assault with fleet, turn 1 any one?). Not bad for a 170 point unit against a 375.
Scourge were ever so slightly worse before and now that margin is blown so wide it's idiotic because that 18" move is insane, now I'd take hawks over any other aspect since they do it all. They kill armor, they sweep objectives, they last turn contest.... it's incredible.
Yeah, Hawks are ridiculously good now, but don't forget the weapons that Scourges can take, which makes them put out a lot of firepower that can be effective against a large variety of targets. Yes, it's more points, but still useful and a different role to Hawks. They're similar, and Hawks probably are better overall, but Scourges still have a place!
How is it a large variety of targets? They get AT weapons which don't synergze at with their shard carbines all while making them more expensive. Actually, as soon as you start throwing At on them they jump to 26 ppm and as a unit become 120 for only 4 weapons while say fire dragons all have AT weapons AND and exarch for that same price. They are optimal in a transport but with battle focus the speed becomes less of an issue their as well lol.
Love my DE, but when you look at units between the two it is insanely out of whack. Hellions 13ppm, jesus, even blood brides are 13 ppm lol.
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![[Post New]](/s/i/i.gif) 2015/05/03 20:47:39
Subject: The Path of Command: An Eldar 7th Guide
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Killer Klaivex
Oceanside, CA
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ConanMan wrote:
I used defender guardians all through the last dex. They are basically unchanged, so this still stands. You don't use them like this: you take 3 squads in 3 wave serpents and you "pump n dump" you drop 60 str 4 rending shots at BS4 into any infantry you like, usually they are in cover so their cover becomes yours, you utterly anhilate the target so there is no return fire. The wave serpents block the LOS and always absorb any return fire because they engage (the all but inevitable) secondary threats, those secondary threats are fairly mauled too and then they universally shoot back. Then you saddle up and go elsewhere.
330 points of transports, and 270 points of infantry.
Point for points, DA are better at the pump and dump.
Dire Avengers can do it with 220 points of transports and 260 points of infantry.
Pump and Dump, land 2 units, fire the 3 shots at BS5, and you've got 6" more range.
This means while guardians might of had to run forward to get into range, the DA can fire and then run backwards.
Guardians overwatch for ~10 hits, while dire avengers over-watch for 13.
Avengers also get better Ld (with re-rolls), and better armor.
People will be surprised at how stupidly good that shrine is.
I saw a shrine drop TWO wraith knights turn 1. (6" move, 6" disembark, 6" battle focus, 18" range). 90 BS5 shots + 9 BS4 twin-linked and 9 S6 BS4 shots (averages something like 15 AP2 wounds).
Warp spiders would be my choice if you didn't want to go mech. 6" move + 2D6 jump, 6" battle focus, 12" gun range. Averages 31 inches, to the DA 36".
Warp spiders do risk a low jump leaving them out of range, and once they start to flicker when shot at, their movement is fairly gimped the following turn. That said, they are more durable (3+ armor) and can hit a wider range of targets.
On the other hand, Spiders are typically ending a move fairly close to the enemy, and are in trouble of being assaulted. The extra range of the DA might let them stand off better.
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![[Post New]](/s/i/i.gif) 2015/05/03 21:48:00
Subject: The Path of Command: An Eldar 7th Ed. Guide
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Regular Dakkanaut
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Shrines are stupid good for using 700+ points to nearly kill 600? (you need 16 AP2 wounds to kill 2 WK after FnP, depending on averages) Warp Spiders can do similarly well just by wounding the Knights on 3's.
Spiders also don't have to rely on getting first turn in case their transport comes under fire, thanks to Deep Strike.
Spiders can continually make use of fast movement to hit a new foe, whereas Dire Avengers lose out after deployment.
Spiders may end the shooting phase closer to the enemy, but in the assault phase they can move out to roughly the same distance that the DA were firing from.
Spiders assault move also provides better movement for objectives nabbing/denying, even if they jumped in the enemies shooting phase.
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![[Post New]](/s/i/i.gif) 2015/05/03 23:24:25
Subject: The Path of Command: An Eldar 7th Ed. Guide
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Araqiel
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What's the chances of shadow spectres being used now  i painted mine all ready but now they just seem so outclassed now, do you think FW will update them for the new eldar dex, such as being avaible in aspect host, free exarch powers, 2W exarchs?
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