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Made in pt
Longtime Dakkanaut




No more Raiders or joined autarchs in transports for harlequins. But they could assault of out a wrecked starweaver. Move + flat out to be as close as possible to enemy units on the first turn might be the best way to play them (unless someone can flame the starweaver before wrecking it of course…).
I'm pretty happy that they FAQ'ed it so quickly.
   
Made in ca
Violent Space Marine Dedicated to Khorne



Someplace someplace Darkplace

Holy heck. Rowboat is pretty much the "i win because SPHESSSS MEHREEEEEN!!!" Button. freaking ridiculous. How many points is that craziness?

As for the FAQ transport stuff.... what the holy feth?!? The only reason I was excited about this book and got it was because it allowed me to field bits of all 3 factions as one. Let me use my partial and smaller eldar armies as one - so I could use transports and whatever without having to do fething idiotic allies shenanigans.

But nope. Can't have that!!! Freaking gw.... bait and switch bs...


Something ...... something .... Dark side.... 
   
Made in us
Regular Dakkanaut




Caedes wrote:
Holy heck. Rowboat is pretty much the "i win because SPHESSSS MEHREEEEEN!!!" Button. freaking ridiculous. How many points is that craziness?



Well, that "I win" button is 350 points that can't join other units. Since he'll be alone (unless formation BS happens) he shouldnt be too hard to focus down.
   
Made in ca
Violent Space Marine Dedicated to Khorne



Someplace someplace Darkplace

He's 350??? Talk about dirt cheap. I would have expected at least 600. Considering the 30k forgeworld version is 400. And this guy is much better.

Oh well. Looks like imperium armies have the auto win against me. Show me the model and your list with him in it - and you win. I won't even deploy against that gak.

Freaking seriously.

Something ...... something .... Dark side.... 
   
Made in us
Damsel of the Lady




He's 400 points. Comparatively, a Wraithguard bomb is 255. 355 if you want a Farseer to twin-link it. The bomb would likely kill him too I think.

I'd say the Aeldari are a lot stronger thanks to SfD. We'll have to see what/any detachments the Imperium gets but I'm pretty sure Ultramarines won't be unseating Eldar's top 3 tournament status just because of Roboute.
   
Made in us
Hellion Hitting and Running






It also looks like he has no movement bonuses or abilities, so unless he can hop into a drop pod he will just be lumbering up the board moving 6" at a time.
   
Made in us
Tunneling Trygon





NJ

TBH I know we haven't seen everything about his rules but I am rather underwhelmed so far. Really nothing I'm worried about. Even if he can deploy alternatively, I'm still playing "catch me if you can" with my army against him (hint - he can't)

And even if he could, so what? A dedicated CC deathstar (like equivalent points worth of thunder puppies, for example) hit harder and are more durable against everything except str 10. An equivalent amount of Scatbikes would wound him 3 times a turn (although he might have FNP so maybe only 2 times).

He just reeks of distraction carnifex to me.

On that topic, I would like Tyranids to be able to field that Carnifex please.
   
Made in au
Devastating Dark Reaper




Australia

GW reaaally don't want Crawftworlders to get assault vehicles, huh? How many editions has it been? I just want to run viable Howling Banshees come ooon
---
The Yncarne is actually such a beast. Much better than the other two characters imo. Being able to turn up anywhere a unit is destroyed during the enemy turn is such a powerful ability considering she can immediately assault next turn... Its especially powerful if one of your units is destroyed in the enemy assault phase, she can turn up immediately for a counterattack & will face no shooting retribution
   
Made in us
Tunneling Trygon





NJ

Oh and for a mere 275 points of death (str d bloodthirster) you can whoop his butt without even rolling the 6. Charging in gives you 7 attacks, 4.66 hits, 4 wounds, 1.3 failed invulns and 2.7 wounds (after d3 for each d wound). And when you have 4 wounds, that's 4 chances to roll a 6.

In return, the smurf hits 3 times, wounds 2 times and the thirster keeps on ticking (although not sure about how his sword becomes str d)
   
Made in us
Sinewy Scourge




Boulder, Colorado

So I played a game today against tyranids and it was a very close game, an eldar victory however!

My list was... odd. I had a stupid amount of psychers, but I didn't get the powers I wanted so that kinda sucked.

In the end I had the little star of Yrvraine + visarch and pups, some harlequins on foot (performed admirably actually ) and the yncarne.

Yncarne cut two carnifex's down all by itself, and the mvp was a deathjester who cut a different carnifex's throat open and profeeded to soulburst with his harlies and wipe some stealers' or Yvraine who solo'd the swarmlord. Or the farseer two killed a tyrant with his singing spear... Crazy game

My list was a very combatty list, but I didn't have too many models, and I played very fast and loose, which was my demise in the end.




   
Made in us
Hellion Hitting and Running






How did the khymera star work out for you? Considering how slow the characters are did you have trouble with them tanking wounds? How would the unit have been with just visarch?
   
Made in ca
Regular Dakkanaut





The easiest way to kill the new space marine guy is to charge it with fodder and then soul burst assault it with a D wraith knight, the space marine guy will hit first and kill the throw away unit and then the knight will hit him with D and stomps and wont take any damage back.
   
Made in gb
Lethal Lhamean




Birmingham

chadbrochill17 wrote:
The easiest way to kill the new space marine guy is to charge it with fodder and then soul burst assault it with a D wraith knight, the space marine guy will hit first and kill the throw away unit and then the knight will hit him with D and stomps and wont take any damage back.

Sounds like you're betting on 6's there, with Guilliman's WS9 that's 5 attacks hitting on 5's, and a 3+ Invuln is pretty good for tanking D unless you roll that 6. Same thing goes with the stomps.
   
Made in us
Damsel of the Lady




 luke1705 wrote:
Oh and for a mere 275 points of death (str d bloodthirster) you can whoop his butt without even rolling the 6. Charging in gives you 7 attacks, 4.66 hits, 4 wounds, 1.3 failed invulns and 2.7 wounds (after d3 for each d wound). And when you have 4 wounds, that's 4 chances to roll a 6.

In return, the smurf hits 3 times, wounds 2 times and the thirster keeps on ticking (although not sure about how his sword becomes str d)


It becomes D if he rolls a 6 To Hit. So he probably gets 1 each fight phase. The weapon also has Concussive so Thirster goes to I1, effectively letting Primarch double tap him. I'd put my money on the Primarch in that fight.
   
Made in us
Sinewy Scourge




Boulder, Colorado

 lambsandlions wrote:
How did the khymera star work out for you? Considering how slow the characters are did you have trouble with them tanking wounds? How would the unit have been with just visarch?


Really really well.

The visarch and Yrvraine together are a tough Melee combo, and weight of attacks from the Khymera work very well.

Although it was a melee focussed Tyranid army so really not a force I wanna go against, as theres so much chaff that clogs the table I can't use my mobility for too much of an advantage.

I feel like individual Kymera are a waste. Unless you have stupid amounts of them, 1-2 really didn't help in my game.

I'm headed to the FLGS tomorrow with a slightly different list, wish me luck!

   
Made in us
Longtime Dakkanaut






Chillicothe, OH

Goobi2 wrote:
Caedes wrote:
Holy heck. Rowboat is pretty much the "i win because SPHESSSS MEHREEEEEN!!!" Button. freaking ridiculous. How many points is that craziness?



Well, that "I win" button is 350 points that can't join other units. Since he'll be alone (unless formation BS happens) he shouldnt be too hard to focus down.


He better be more than 350 friggin points.... not while Magnus is 650.....

My Painting Blog, UPDATED!

Armies in 8th:
Minotaurs: 1-0-0
Thousand Sons: 15-3

 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 nintura wrote:

He better be more than 350 friggin points.... not while Magnus is 650.....

Magnus is also a FMC and a powerful Psyker. GW seems to over value these traits. If Guiliman does not have either, he probably will be less that 400pts

   
Made in us
Longtime Dakkanaut





Guilliman is rumored to be 350pts, which makes sense for a slow-ass unit you can't hide in a unit. YES with Psyker movement shenanigans he might be a good distraction, but he's no Magnus. :-p

So, I have an Ynnari list-building question. Now that I feel confident with ability to remove super-hard targets, thanks to Archon/D-scythe Guardians being so accessible, what do people think about actually taking Suncannons on their Wraith-Knight?

Conventional logic was to debate Wraith Cannon vs. Glaive + Shield, but i'd imagine the value of his D shooting is now negligable, and the value of D-str in combat is less important now, when his innate Str-10 + Stomps still do a LOT.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in ca
Regular Dakkanaut





 Imateria wrote:
chadbrochill17 wrote:
The easiest way to kill the new space marine guy is to charge it with fodder and then soul burst assault it with a D wraith knight, the space marine guy will hit first and kill the throw away unit and then the knight will hit him with D and stomps and wont take any damage back.

Sounds like you're betting on 6's there, with Guilliman's WS9 that's 5 attacks hitting on 5's, and a 3+ Invuln is pretty good for tanking D unless you roll that 6. Same thing goes with the stomps.


Knight is likely to have some kind of powers on him, and it may take more than one round of combat but if the knight gets a whole free turn swinging with D, its likely to win the combat.
   
Made in us
Hellion Hitting and Running






What do you guys think are better shining spears or reaver jetbikes w/cluster caltrops or skyweavers for a close combat jetbike unit? I am thinking about taking three small units of jetbikes, turbo boosting them right into the opponents face, then if they manage to kill one of the units, I can charge with the other two. Hopefully two units of jetbikes would be enough to kill off a unit on their turn (or I can hit and run) then I am in their backfield able to charge on my turn.
   
Made in us
Regular Dakkanaut




 lambsandlions wrote:
What do you guys think are better shining spears or reaver jetbikes w/cluster caltrops or skyweavers for a close combat jetbike unit? I am thinking about taking three small units of jetbikes, turbo boosting them right into the opponents face, then if they manage to kill one of the units, I can charge with the other two. Hopefully two units of jetbikes would be enough to kill off a unit on their turn (or I can hit and run) then I am in their backfield able to charge on my turn.


I've been running my biker-dar army which is pretty much everything on bikes, windriders, skyweaves, reavers, and shining spears. All mostly assault based.

Shining spears are super strong, and tough enough to do multiple rounds of combat, but they actually have to do multiple rounds of combat because they don't have hit and run. They preform well primarily against MEQ, GEQ, and AV<12. They can do really well against TEQ, CEQ, and AV12+ with the inclusion of an exarch with star lance, but at the cost (mathmaticly/pt) of MEQ GEQ performance.

Reavers trade the resilience of the shining spears in melee for the ability to hit and run. Other than that with just the cultrops they do as well as shining spears against MEQ/GEQ, and can try to finishing off TEQ or CEQ stuff with their rending HoW. The blaster adds functionality, but makes it alittle less effective against infantry, but gives it anti tank options.

Skyweavers deal with more elite stuff and 2 are almost enough to take out most anything (out side of high invulln saves) in one round of combat, which is fine because it has Hit & run, or you can take a third and have a runit that can pretty reliably one turn KO many units on the charge. It also does well in multiple turns having ap3 in further rounds of combat.

   
Made in gb
Lethal Lhamean




Birmingham

 lambsandlions wrote:
What do you guys think are better shining spears or reaver jetbikes w/cluster caltrops or skyweavers for a close combat jetbike unit? I am thinking about taking three small units of jetbikes, turbo boosting them right into the opponents face, then if they manage to kill one of the units, I can charge with the other two. Hopefully two units of jetbikes would be enough to kill off a unit on their turn (or I can hit and run) then I am in their backfield able to charge on my turn.

Reavers, all day every day. Shining Spears really suffer from the lack of Hit and Run and Skyweavers are strong but very expensive.


Automatically Appended Next Post:
chadbrochill17 wrote:
 Imateria wrote:
chadbrochill17 wrote:
The easiest way to kill the new space marine guy is to charge it with fodder and then soul burst assault it with a D wraith knight, the space marine guy will hit first and kill the throw away unit and then the knight will hit him with D and stomps and wont take any damage back.

Sounds like you're betting on 6's there, with Guilliman's WS9 that's 5 attacks hitting on 5's, and a 3+ Invuln is pretty good for tanking D unless you roll that 6. Same thing goes with the stomps.


Knight is likely to have some kind of powers on him, and it may take more than one round of combat but if the knight gets a whole free turn swinging with D, its likely to win the combat.

Except of course that Guiliman is going first, hitting better, almost as hard and with more attacks. And if your going to start throwing Psychic powers into the mix, whats stopping a Librarius Conclave throwing Invisibility on him?

This message was edited 1 time. Last update was at 2017/03/05 22:49:02


 
   
Made in us
Fixture of Dakka






Or dont kill him, b.c he moves 6" a turn.

Im playing with 5 Khymeras, 6 bike units as trash, so I can just throw something at him for a turn (on there turn) and not care.

   
Made in us
Sinewy Scourge




Boulder, Colorado

I'm not gonna be seeing him in my meta at all.

Theres only 1 or 2 marine players, and they already said that they won't be including him in their lists.

But yeah I'd just ignore him. He's a nice force multiplier though.

   
Made in ca
Violent Space Marine Dedicated to Khorne



Someplace someplace Darkplace

So I played a 1000 pt game vrs a chaos army.
My list:
Yrvaine
Farseer on jetbike

5 warriors /venom
3 scatbikes with warlock

Shadowseer lvl 2 mask of secrets
5 wraithblades

Wraithlord, 1 flames, 2 lance, glaive


It went pretty well. A few things I noticed.
1: scat bikes are DIRTY good. I know now why people hate them. Happy I didn't take more. That would have been cheesy. As it was, those bikes inflicted a ton of pain, wiping out close to 3 whole units. (Flesh hounds, bloodletters and cultists)

2: venom squad is a good support for the bikes. Just be careful of deepstriking flame templates. Ouch.

3: the amount of psychic dice .... holy heck. This army can go crazy with psychic shenangigans. My next list will probally actually reduce it a bit. But having the shadowseer in unit with yrvaine is a nice backup. If the seer dies yrvaine has chance to compensate. Not too bad.

4: wraithblade bunker for yrvaine is win. She's not as choppy as the visarch, but her instant death sword is not too bad either. She made quick work of enemy warlord in a challenge, and was able to tank wounds for her squad nicely.

Something ...... something .... Dark side.... 
   
Made in us
Fresh-Faced New User




Brand new to this whole hobby.

Decided to go Eldar back when i first started..because I like elves and was told Eldar are the elves of space... only to find out that half the community hates me and says im cheesy/op whatever.

ANYWAYS wanted to know what people thought about Ulthwe Strike Force as it pertains to War Walkers.

I was told they werent that great cause they were slow. And Glass cannon-y. Which i guess is kind of the whole Eldar thing, but the rest of Eldar are fast least.

But with deep strike on Turn 1 possible with War Walkers, it seems like this kinda addresses all of their weaknesses? I mean dropping 3-?? double scattle laser War Walkers seems like it could really ruin someone's day.

I was originally thinking something like 2 units of windriders, 2 of walker(s), but it seems a lot of people feel like windriders are so fast that deepstrike isnt really necessary for them.

TLDR: Was curious what everyone thought about WarWalkers as they pertain to Ulthwe strike force.
   
Made in us
Regular Dakkanaut




War Walkers are great in an USF! Then again, the USF is amazing. I have tried units of 2, and they worked out great. Units of 3 would give more punch against units.

Bikes don't need the added DS as much, but it will still help find early side armor and/or hiding spots.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Goobi2 wrote:
War Walkers are great in an USF! Then again, the USF is amazing. I have tried units of 2, and they worked out great. Units of 3 would give more punch against units.

Bikes don't need the added DS as much, but it will still help find early side armor and/or hiding spots.

It's not the DS that the bikes want (although it's nice). It's the ability to stay off the board away from retaliation, come in turn 1 and guarantee to be exactly where you want to be.
All of this even makes Vypers a good choice. If I had to rank the Black Gaurdians as they fit into the USF, I'd say this:

1) War Walkers - They are slow and pack the most firepower, so the USF benefits them the absolute most
2) Bikes - see my earlier comment
3) Vypers - ditto. Also, they are cheaper than WWs, which are still paying points for Scout that they aren't using
4) Gaurdians - Honestly these might rank a bit higher, but since most of their weapons are short range, they can be a bit of a suicide unit. Plus, I have a think about they Eldar's feet touching the filthy Ork and Mon-keigh infested ground. My Fire Dragons are typically the only ones to set foot on the ground and they enjoy burning their boots after the battle.

-

This message was edited 1 time. Last update was at 2017/03/07 02:21:57


   
Made in ca
Regular Dakkanaut





 Imateria wrote:
 lambsandlions wrote:
What do you guys think are better shining spears or reaver jetbikes w/cluster caltrops or skyweavers for a close combat jetbike unit? I am thinking about taking three small units of jetbikes, turbo boosting them right into the opponents face, then if they manage to kill one of the units, I can charge with the other two. Hopefully two units of jetbikes would be enough to kill off a unit on their turn (or I can hit and run) then I am in their backfield able to charge on my turn.

Reavers, all day every day. Shining Spears really suffer from the lack of Hit and Run and Skyweavers are strong but very expensive.


Automatically Appended Next Post:
chadbrochill17 wrote:
 Imateria wrote:
chadbrochill17 wrote:
The easiest way to kill the new space marine guy is to charge it with fodder and then soul burst assault it with a D wraith knight, the space marine guy will hit first and kill the throw away unit and then the knight will hit him with D and stomps and wont take any damage back.

Sounds like you're betting on 6's there, with Guilliman's WS9 that's 5 attacks hitting on 5's, and a 3+ Invuln is pretty good for tanking D unless you roll that 6. Same thing goes with the stomps.


Knight is likely to have some kind of powers on him, and it may take more than one round of combat but if the knight gets a whole free turn swinging with D, its likely to win the combat.

Except of course that Guiliman is going first, hitting better, almost as hard and with more attacks. And if your going to start throwing Psychic powers into the mix, whats stopping a Librarius Conclave throwing Invisibility on him?


Except of course you clearly didnt read what I typed.
   
Made in ca
Violent Space Marine Dedicated to Khorne



Someplace someplace Darkplace

So thinking it over - a few ways we can deal with gurlyman.

1: the same way I always deal with big scary MC. LOTS of ranged poison. Aim a few venom squads his way and empty the clips. Yea he's gots all the saves, and they are full of special snowflake win. But we can dish ALOT of poison, and it cares not for his high toughness. Eventually he WILL fail some saves, and eventually go down. Add guide/doom and scatbikes for help.

2: Tie him up and bring him down with the visarch, and a bunch of wraithblades. The blades 4++ will help keep them alive, and the str 7 attacks will wound him on 3s. The visarch can also dish out some decent hurt on him, especially if buffed up by nearby psykers. Throw in some cheap warrior squads with sybarites and agonizers to help. If they die - they just feed and fuel the visarch, and his unit otherwise cares not if they die. (Fearless)

3: sounds dumb - but wraithgaurd. Drive by in a wave serpent, hop out 6 of em and fire away with the D. Have a second unit shoot something else close by and if anything dies they can soulburst and do it all over again.

4: ranged D cannon wraithknight. About the same points, but faster, better at range then gurlyman and if you get that lucky 6 he's just DONE. if he gets back up smoke him again.

5: refuse to play against that broken cheesy gak of silliness supreme and go have a refreshing "non alcoholic" beverage. It's win win! Or if you're in a tournament - lose win. Either way the day ends with winning so..... yay?

Something ...... something .... Dark side.... 
   
 
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