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Made in fi
Locked in the Tower of Amareo





 Galef wrote:
Mixing and matching abilities (Saim-Hann using the Biel-tan trait, Iyanden using Ulthwe trait, ec) is going to be fairly common, but Alaitoc stands out because is can apply to any CW from a fluff standpoint AND it's a strong trait.
You cannot say the same about the other traits (Iyanden trait makes no sense for Alaitoc or Biel-tan, for example)

-


For biel-tan howabout that with war-centric craftworld not only they build their vehicles extra strong, knowing very well how brutal it is, and are used to the horrors of war so don't run away. Elite troops tends to be better than conscripts in morale side and biel-tan is craftworld where even basic guys are well versed in war thus giving them morale boost over craftworlds who are less experienced in war.

2024 painted/bought: 109/109 
   
Made in us
Shas'ui with Bonding Knife






 MechaEmperor7000 wrote:
Would this apply to the Wraithseer or is an all-Wraithlord Army still boned because it's warlord is worse than the line troops?


The wraithseer does not get the +1 Toughness nor the <WRAITH CONSTRUCT> keyword. Atleast not until FW FAQs it. (I would assume anyway)

But wraith armies have a great HQ now. Spiritseer joins the ranks of spamming smite builds. Here is an approximate list based losely off points so far.

11 Spiritseers
15 wraithguard
30 guardians
4 wave serpants.

This is aiming at a 2k build.. but still has points left over. It was just quick math estimates

Take a look at my painting blog! Always looking to improve, please feel free to comment with thoughts and advice!

Play TE or FSE, check out my useful guide for New players! 
   
Made in us
Fixture of Dakka





@hoodwink - the standard Wraithlord comes with 2 Shuriken Catapaults. The typical Wraithlord, though, is probably what you meant.

The Wraithlord can take 2xHeavies without dropping it's CCW. It also degrades. The Dread has to drop it's CCW, but one of it's heavies match 2 of the Wraithlord's heavies:
TLLC vs 2xBrightlance: Same number of shots, +1 S, +12" range
AC vs 2xSC: AC has innate -1AP, SC has -3 on a 6, otherwise the same

Storm bolters are similar to 2xShuriken Catapaults.
Heavy Flamers are a little worse than 2xFlamers
Melta Guns and MultiMeltas - the Wraithlord doesn't have an analogue.

So if the Dread could take 2xHeavies *and* a CCW, it'd clearly outclass the Wraithlord. With the changes, the Wraithlord is more durable but degrades.

Seems rather fair to me.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Grizzyzz wrote:
 MechaEmperor7000 wrote:
Would this apply to the Wraithseer or is an all-Wraithlord Army still boned because it's warlord is worse than the line troops?


The wraithseer does not get the +1 Toughness nor the <WRAITH CONSTRUCT> keyword. Atleast not until FW FAQs it. (I would assume anyway)

But wraith armies have a great HQ now. Spiritseer joins the ranks of spamming smite builds. Here is an approximate list based losely off points so far.

11 Spiritseers
15 wraithguard
30 guardians
4 wave serpants.

This is aiming at a 2k build.. but still has points left over. It was just quick math estimates

What's the deal with the Spiritseers? Smite spam can be rather effective.
But how can this army be decomposed into detachments?

This message was edited 1 time. Last update was at 2017/10/27 17:37:52


Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Longtime Dakkanaut




UK

 wuestenfux wrote:
 Grizzyzz wrote:
 MechaEmperor7000 wrote:
Would this apply to the Wraithseer or is an all-Wraithlord Army still boned because it's warlord is worse than the line troops?


The wraithseer does not get the +1 Toughness nor the <WRAITH CONSTRUCT> keyword. Atleast not until FW FAQs it. (I would assume anyway)

But wraith armies have a great HQ now. Spiritseer joins the ranks of spamming smite builds. Here is an approximate list based losely off points so far.

11 Spiritseers
15 wraithguard
30 guardians
4 wave serpants.

This is aiming at a 2k build.. but still has points left over. It was just quick math estimates

What's the deal with the Spiritseers? Smite spam can be rather effective.
But how can this army be decomposed into detachments?



Spiritseers are basically Warlocks, but with full strength smite and double the wounds, all for a paltry 10 points more. A spiritseer on foot vs a warlock on foot, the Spiritseer is just better in every possible way, under every circumstance. GW really messed up the points on Warlocks, they should be about 20 points at most.

The only time you'd consider a Warlock, is if you want them on Jetbikes, as Spiritseers can't take jetbikes.

   
Made in gb
Lethal Lhamean




Birmingham

 wuestenfux wrote:
 Grizzyzz wrote:
 MechaEmperor7000 wrote:
Would this apply to the Wraithseer or is an all-Wraithlord Army still boned because it's warlord is worse than the line troops?


The wraithseer does not get the +1 Toughness nor the <WRAITH CONSTRUCT> keyword. Atleast not until FW FAQs it. (I would assume anyway)

But wraith armies have a great HQ now. Spiritseer joins the ranks of spamming smite builds. Here is an approximate list based losely off points so far.

11 Spiritseers
15 wraithguard
30 guardians
4 wave serpants.

This is aiming at a 2k build.. but still has points left over. It was just quick math estimates

What's the deal with the Spiritseers? Smite spam can be rather effective.
But how can this army be decomposed into detachments?

Easy, 3 Spiritseers, 3 units of 10 Guardians, 3 units of 5 Wraithguard and 4 Wave Serpents make a Battalion and the 8 remaining Spiritseers can be split into two Supreme Command detachments giving you a total of 8 comman points.
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

Autarchs probably usually took the same loadout each time, but limiting the weapons on each type is silly. Buy a couple of each if you want to mix loadouts. But no, no options.
Also, where did the Warpjump autarch go? Lost in the warp, and the back of the storeroom, I expect.

This message was edited 1 time. Last update was at 2017/10/28 15:48:09


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Made in us
Screaming Shining Spear





USA

 Skinnereal wrote:
Autarchs probably usually took the same loadout each time, but limiting the weapons on each type is silly. Buy a couple of each if you want to mix loadouts. But no, no options.
Also, where did the Warpjump autarch go? Lost in the warp, and the back of the storeroom, I expect.


It is now the favorite Autarch btw. Since there is no new datacard they get to use the index. With the index rules they can choose the reaper launcher for a weapon unlike the others. With the rules and point changes of the codex they are permitted to take the sniper warlord trait, use the lower point costs and still get a banshee mask.

Now there is a nice chance for this autarch to kill most characters in one shot. or to use his mask to prevent overwatch and let a melee unit charge in without fear.

 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 nl
Been Around the Block




Zaandam Netherlands

got my codex today. overall i already knew everything...but has been a nice surprise to find out havy weapon platform have the "guardian" keyword, the ulthwe' stratagem is gonna work on them




 
   
Made in es
Swift Swooping Hawk





Niiru wrote:
 wuestenfux wrote:
 Grizzyzz wrote:
 MechaEmperor7000 wrote:
Would this apply to the Wraithseer or is an all-Wraithlord Army still boned because it's warlord is worse than the line troops?


The wraithseer does not get the +1 Toughness nor the <WRAITH CONSTRUCT> keyword. Atleast not until FW FAQs it. (I would assume anyway)

But wraith armies have a great HQ now. Spiritseer joins the ranks of spamming smite builds. Here is an approximate list based losely off points so far.

11 Spiritseers
15 wraithguard
30 guardians
4 wave serpants.

This is aiming at a 2k build.. but still has points left over. It was just quick math estimates

What's the deal with the Spiritseers? Smite spam can be rather effective.
But how can this army be decomposed into detachments?



Spiritseers are basically Warlocks, but with full strength smite and double the wounds, all for a paltry 10 points more. A spiritseer on foot vs a warlock on foot, the Spiritseer is just better in every possible way, under every circumstance. GW really messed up the points on Warlocks, they should be about 20 points at most.

The only time you'd consider a Warlock, is if you want them on Jetbikes, as Spiritseers can't take jetbikes.



I would consider dropping 2 spiritseers for a Farseer the Acess to runes of Fate, plus the Stratagem that allows to re-roll wounds result of 1" at all units near Farseer can make the already Deadly Wraithguard weapons shine at full potential.
   
Made in gb
Regular Dakkanaut




 Marfuzzo wrote:
got my codex today. overall i already knew everything...but has been a nice surprise to find out havy weapon platform have the "guardian" keyword, the ulthwe' stratagem is gonna work on them


I noticed that too. However it is somewhat limited by the fact that if you get a unit of 3, once deployed they are all treated separately so only 1 can. Benefit from the Stratagem rather than all of them.
   
Made in nl
Been Around the Block




Zaandam Netherlands

Drake003 wrote:
 Marfuzzo wrote:
got my codex today. overall i already knew everything...but has been a nice surprise to find out havy weapon platform have the "guardian" keyword, the ulthwe' stratagem is gonna work on them


I noticed that too. However it is somewhat limited by the fact that if you get a unit of 3, once deployed they are all treated separately so only 1 can. Benefit from the Stratagem rather than all of them.


that'right, and sucks




 
   
Made in us
Morphing Obliterator




The Void

What are people's thoughts on Iyanden lists? Their trait is good for Wraithlords/Knights and massed infantry, but doesn't really help Wraithguard/Blades. Is a mix of all wraith units worthwhile, or should Iyanden be Infantry+Wraith lords, and Wraithguards better as Ulthwe or Alaitoc?

Also, are warp spiders worth using? Under what circumstances?

Always 1 on the crazed roll. 
   
Made in es
Swift Swooping Hawk





 Drudge Dreadnought wrote:
What are people's thoughts on Iyanden lists? Their trait is good for Wraithlords/Knights and massed infantry, but doesn't really help Wraithguard/Blades. Is a mix of all wraith units worthwhile, or should Iyanden be Infantry+Wraith lords, and Wraithguards better as Ulthwe or Alaitoc?

Also, are warp spiders worth using? Under what circumstances?


Iyanden should work well with large units with degrading stats (vehicles, Wraith Lords and Wraithknight) but i feel Ulthwe outshines it with the Warlord Trait ( another deny the witch for Iyanden, a chance to gain free CP for Ulthwe) and the reworded Fortune wich can affect now units with a save vs Mortal wounds unlike the Index one.

I think Warp Spiders are pretty much useless with current stats Windriders are almost better in every sense even more with Battle focus for just 5 points more you get extra T and W, with similar move and weapons vs normal infantry. Unless you really need a Deep Strike unit (but i would choose Swooping hawks for such duty )

I seriously miss they didn't made the Spiders the anti-Horde spec unit they was on 2nd Edition when i fell in love with them.
   
Made in us
Morphing Obliterator




The Void

Lord Perversor wrote:
 Drudge Dreadnought wrote:
What are people's thoughts on Iyanden lists? Their trait is good for Wraithlords/Knights and massed infantry, but doesn't really help Wraithguard/Blades. Is a mix of all wraith units worthwhile, or should Iyanden be Infantry+Wraith lords, and Wraithguards better as Ulthwe or Alaitoc?

Also, are warp spiders worth using? Under what circumstances?


Iyanden should work well with large units with degrading stats (vehicles, Wraith Lords and Wraithknight) but i feel Ulthwe outshines it with the Warlord Trait ( another deny the witch for Iyanden, a chance to gain free CP for Ulthwe) and the reworded Fortune wich can affect now units with a save vs Mortal wounds unlike the Index one.

I think Warp Spiders are pretty much useless with current stats Windriders are almost better in every sense even more with Battle focus for just 5 points more you get extra T and W, with similar move and weapons vs normal infantry. Unless you really need a Deep Strike unit (but i would choose Swooping hawks for such duty )

I seriously miss they didn't made the Spiders the anti-Horde spec unit they was on 2nd Edition when i fell in love with them.


I'm interested in running a Wraithlord centered list, but I'm not as interested in Wraith Guard. What do you think would go well with multiple wraith lords, and could it actually be good?

That was my impression about Warp spiders too. I really like them from playing lots of Dawn of War 2, so it's a shame.

Always 1 on the crazed roll. 
   
Made in us
Shadowy Grot Kommittee Memba






So, as it stands my Eldar are something of a side project, my list in 7th was a Guardian Stormhost formation with the Avatar.

I have three units in each slot but only 4 troops - 5 dire avengers and 3 squads of storm guardians.

So i need 2 more troops to make a Brigade - what's looking like the best option in the codex? Rangers? More DAs?

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Powerful Phoenix Lord





Guardians are nothing more than wounds to soak up and protect a grav platform (sadly...). They received a minor buff with Craftworld traits and stratagems but are still perilously fragile Tough 3 models which need to get in close to enemies. At least the Storm Guardians get access to flamers and fusion.

Dire Avengers are an okay choice. Still pricey but good defense (Overwatch) and vaguely capable range if you add in Battle Focus. Still crumble under anything, including lasfire. Some new Shuriken rules can make them shine a bit?

Rangers are now 60% of their previous cost which is much better and sniping is always a decent thing to try. They're still Tough 3 and perish to a strong wind, but hopefully you get some shots off first. Despite their -1 to hit and benefits in cover they are still tissue paper.

Personally, given what you have? I'd say get some scouts.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Drudge Dreadnought wrote:


I'm interested in running a Wraithlord centered list, but I'm not as interested in Wraith Guard. What do you think would go well with multiple wraith lords, and could it actually be good?

That was my impression about Warp spiders too. I really like them from playing lots of Dawn of War 2, so it's a shame.

Well, Wraithlords are meh. Too slow and too low damage output.
Wraithguard with D-scythes is one of the best units in the game.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Longtime Dakkanaut




UK

 Elbows wrote:
Guardians are nothing more than wounds to soak up and protect a grav platform (sadly...). They received a minor buff with Craftworld traits and stratagems but are still perilously fragile Tough 3 models which need to get in close to enemies. At least the Storm Guardians get access to flamers and fusion.

Dire Avengers are an okay choice. Still pricey but good defense (Overwatch) and vaguely capable range if you add in Battle Focus. Still crumble under anything, including lasfire. Some new Shuriken rules can make them shine a bit?

Rangers are now 60% of their previous cost which is much better and sniping is always a decent thing to try. They're still Tough 3 and perish to a strong wind, but hopefully you get some shots off first. Despite their -1 to hit and benefits in cover they are still tissue paper.

Personally, given what you have? I'd say get some scouts.



Rangers can easily become -3 to hit though. They might be tissue paper, but they're side-on tissue paper. They die fast, if you can hit them.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Niiru wrote:
 Elbows wrote:
Guardians are nothing more than wounds to soak up and protect a grav platform (sadly...). They received a minor buff with Craftworld traits and stratagems but are still perilously fragile Tough 3 models which need to get in close to enemies. At least the Storm Guardians get access to flamers and fusion.

Dire Avengers are an okay choice. Still pricey but good defense (Overwatch) and vaguely capable range if you add in Battle Focus. Still crumble under anything, including lasfire. Some new Shuriken rules can make them shine a bit?

Rangers are now 60% of their previous cost which is much better and sniping is always a decent thing to try. They're still Tough 3 and perish to a strong wind, but hopefully you get some shots off first. Despite their -1 to hit and benefits in cover they are still tissue paper.

Personally, given what you have? I'd say get some scouts.



Rangers can easily become -3 to hit though. They might be tissue paper, but they're side-on tissue paper. They die fast, if you can hit them.

Everything that can hit them automatically will annihilate them.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Longtime Dakkanaut




UK

 wuestenfux wrote:
Niiru wrote:
 Elbows wrote:
Guardians are nothing more than wounds to soak up and protect a grav platform (sadly...). They received a minor buff with Craftworld traits and stratagems but are still perilously fragile Tough 3 models which need to get in close to enemies. At least the Storm Guardians get access to flamers and fusion.

Dire Avengers are an okay choice. Still pricey but good defense (Overwatch) and vaguely capable range if you add in Battle Focus. Still crumble under anything, including lasfire. Some new Shuriken rules can make them shine a bit?

Rangers are now 60% of their previous cost which is much better and sniping is always a decent thing to try. They're still Tough 3 and perish to a strong wind, but hopefully you get some shots off first. Despite their -1 to hit and benefits in cover they are still tissue paper.

Personally, given what you have? I'd say get some scouts.



Rangers can easily become -3 to hit though. They might be tissue paper, but they're side-on tissue paper. They die fast, if you can hit them.

Everything that can hit them automatically will annihilate them.



Well... yeh. But isn't that mostly Flamer units with an 8" range? If a unit of those has reached your rangers unmolested, then you already have much bigger problems. Unless the opponent has dedicated a super fast transport like a Valkyrie to carrying a heavy flamer squad, just to kill 60 points of rangers per turn... if so, the Rangers have already done their job.

Unless you were thinking of deep strikers, but they can't land within flamer range, so they'd have to spend a turn sitting around getting shot at before they can attack. Or maybe deep striking assault troops? They only have a 50/50 chance of actually making that charge range, otherwise they also get shot at for a whole turn.

And again, the opponent would have to dedicate one of their deep strike units to try and kill 60 points of Rangers.

   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Not the ''normal flamer'', but e.g. the heavy incinerator with 12'' range.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Longtime Dakkanaut




UK

 wuestenfux wrote:
Not the ''normal flamer'', but e.g. the heavy incinerator with 12'' range.


lol, dude, it took me a few minutes of searching to figure out what units can even take a heavy incinerator. I totally thought you'd be talking about Scions, or heavy weapon teams, or something else cheap and spammable that would be a decent unit to throw at cheapo rangers in cover.

Freaking. Nemesis. Dreadknights.

If the opponent decides to send his 250 point + dreadknight against a 60 point unit of Rangers, then those rangers have done their job. Especially as, while the dreadknight is messing around burning small units of Rangers, the Eldar player will completely destroy it in one turn with Fire Prisms, or War Walkers, or Vypers, or anything else that the opponent should be focussing on more than Rangers.

Also, while we are at it, I don't really get your point... is there any 60-point troops choice in the ENTIRE GAME that won't die easily to a Dreadknight with dual heavy incinerators? I mean yeh, concscripts I guess, because you have like 20 of them.

   
Made in us
Kid_Kyoto






Probably work

Hellhounds have a 16" range Inferno Cannon that does something similar, along with 12" movement. 101 points.

Chaos has the Heldrake. There may be others.

Could also be on its way to get at something else too. NDK deepstrikes in, fries the rangers, and then casually assaults at something else.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in gb
Longtime Dakkanaut




UK

 daedalus wrote:
Hellhounds have a 16" range Inferno Cannon that does something similar, along with 12" movement. 101 points.

Chaos has the Heldrake. There may be others.

Could also be on its way to get at something else too. NDK deepstrikes in, fries the rangers, and then casually assaults at something else.



Well... I mean it's still 250+ points that has so far only killed 60 points of Rangers. It can then 'casually' assault something, but it still only has a 50/50 chance of making the charge, and that's assuming there's a decent target within 12" of where it landed in order to kill the Rangers in the first place.

And that's then assuming the Dreadknight even gets that far. If we're taking this wild hypothetical to the full distance, then that Dreadknight has to be -very careful- about this perfect landing spot that is within range of multiple Eldar units, because if it is also within line of sight of Dark Reapers, or possibly a Fire Prism, then it might get wiped off the board before it even gets to shoot.

Again, this is your big plan to kill a msu squad of rangers. This seems incredibly stupid, sorry.

And you have listed multiple other pretty expensive units that are capable of killing 60 points of troops, as if this proves that Rangers are weak. But my previous point still holds true - 60 points of ANY TROOPS CHOICE will die equally as much to any of those options.

It's like saying "omg Imperial Guardmen are so terrible, they just die so easily to Wraithguard D-Scythes". Well, yeh.. Duh.
   
Made in gb
Lord of the Fleet






You seem to have forgotten where you are.

On Dakka a unit from your codex is useless if an opponent can kill it in one turn with a unit that costs twice as much but units from other people's codexes are totally unfair and OP if you can't kill them in one turn with a unit that costs the same.

This message was edited 1 time. Last update was at 2017/10/29 19:25:49


 
   
Made in us
Omnipotent Necron Overlord






 Elbows wrote:
Guardians are nothing more than wounds to soak up and protect a grav platform (sadly...). They received a minor buff with Craftworld traits and stratagems but are still perilously fragile Tough 3 models which need to get in close to enemies. At least the Storm Guardians get access to flamers and fusion.

Dire Avengers are an okay choice. Still pricey but good defense (Overwatch) and vaguely capable range if you add in Battle Focus. Still crumble under anything, including lasfire. Some new Shuriken rules can make them shine a bit?

Rangers are now 60% of their previous cost which is much better and sniping is always a decent thing to try. They're still Tough 3 and perish to a strong wind, but hopefully you get some shots off first. Despite their -1 to hit and benefits in cover they are still tissue paper.

Personally, given what you have? I'd say get some scouts.

I disagree - gardians have become a pretty stellar unit with the new codex. A 20 man unit in a webway drop can be buffed up to some pretty extreme levels and really become a nusance.

Heres the combo
1CP to drop in the guardians - 1 command point to make them +1 to hit. Then you guide them. Then you hit them with Yvraines soulburst ability and reroll 1's. This is an insane amount of Dakka for 200 points. the bright lances are 3+ reroll ones even though they moved and everything else is just rerolling 76 bladestorm shots and 4 birght lances that only miss on 2's.

If you have a warlock or a hemlock nearby you can hit them with +1 save and then hit them with a 4++ save with another command point - that becomes a 3++. Ulthwe have 6+ FNP too. So They are pretty much forced to ignore them - or charge them to tie them up and then they can just use another command point to fallback and shoot. This is a lot of command point use but with an autarch and ulthwe warlord trait it's possible you are getting some of them back.

Dire avengers in an Ulthwe army also seem to be a great buy. You have to combine with asurman ofc to give them 4++ saves but that stacks great with the 6+ FNP - Beiltan also seem like a good choice but that can just be duplicated by an autarchy. 3 10 man avengers sitting strong with 4++ saves and dishing out blade storm seems like it could even be competitive - that's a pretty cheap screening force for something - maybe...D cannons? Fireprisms? IDK.

The rangers though they dropped a lot I just don't see their value. They have no offense and their defense is easy to override with assault/flamers/and ignore cover. Dark reapers eat them for breakfast.


Automatically Appended Next Post:
 Marfuzzo wrote:
Drake003 wrote:
 Marfuzzo wrote:
got my codex today. overall i already knew everything...but has been a nice surprise to find out havy weapon platform have the "guardian" keyword, the ulthwe' stratagem is gonna work on them


I noticed that too. However it is somewhat limited by the fact that if you get a unit of 3, once deployed they are all treated separately so only 1 can. Benefit from the Stratagem rather than all of them.


that'right, and sucks

Yeah it's really weak. Would have loved to get a unit of 3 D cannons benefiting from the +1 to hit or 4++ stratagem. This does have upside though. It makes them harder to focus down and also lets you cover more area. I still plan on running 6 in my 2000 point army.

This message was edited 4 times. Last update was at 2017/10/29 23:19:03


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
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Locked in the Tower of Amareo




 Scott-S6 wrote:
You seem to have forgotten where you are.

On Dakka a unit from your codex is useless if an opponent can kill it in one turn with a unit that costs twice as much but units from other people's codexes are totally unfair and OP if you can't kill them in one turn with a unit that costs the same.


Not quite.
   
Made in de
Longtime Dakkanaut




 Xenomancers wrote:

I disagree - gardians have become a pretty stellar unit with the new codex. A 20 man unit in a webway drop can be buffed up to some pretty extreme levels and really become a nusance.

Heres the combo
1CP to drop in the guardians - 1 command point to make them +1 to hit. Then you guide them. Then you hit them with Yvraines soulburst ability and reroll 1's. This is an insane amount of Dakka for 200 points. the bright lances are 3+ reroll ones even though they moved and everything else is just rerolling 76 bladestorm shots and 4 birght lances that only miss on 2's.

If you have a warlock or a hemlock nearby you can hit them with +1 save and then hit them with a 4++ save with another command point - that becomes a 3++. Ulthwe have 6+ FNP too. So They are pretty much forced to ignore them - or charge them to tie them up and then they can just use another command point to fallback and shoot. This is a lot of command point use but with an autarch and ulthwe warlord trait it's possible you are getting some of them back.

It's not that this is weak, but there's a massive opportunity cost here. I would also note that the value of this combo is pretty divorced from the actual cost of the Guardians themselves -- they could cost 9 and it wouldn't be much less appealing or 7 and it wouldn't be much more appealing. Ultimately, you're allocating half of a 100 point Farseer, a ~40 point RoB psyker (and the use of one of the best RoB powers), and the much more valuable of 132 point Yvraine's two psychic powers to this, plus you're paying 50 points for heavy weapons and planning on spending at least 2 CP (including one on a very in-demand stratagem). This is at least 400 points' worth of stuff. Like, for 70 more points you get a full squad of Shining Spears which get just as many catapult shots plus a ton of laser lance attacks if you can make a charge and/or move them closer somehow (Quicken, Soulburst, or Fire and Fade followed by Soulburst), get a 2+/3++ with Protect without having to use another CP, and which are then massively more mobile in later turns while being much less vulnerable to getting tied up in CC.

I feel like you probably only want to be using Guardians cheaply, because once you start adding in the cost of support other options look a lot more appealing. A 20-man unit deep-striking in is pretty good, especially with morale mitigation like the Alatoic warlord trait, but you probably don't want to bother with all the other stuff except maybe the 4++ if they get targeted. Likewise 10-man units in Serpents are decent if unspectacular options. I would certainly put them as the best or second-best Troops pick, with Rangers as the other, but I'm not sure you'd take very many of either if they weren't Troops.

I don't really see the case for Dire Avengers. In your edit you mention Asurmen, but Asurmen is 175 points and is otherwise not that good. This is not a screening force. Even in cover, Dire Avengers near Asurmen are just not that durable in the face of most kinds of anti-infantry shooting, which is what will be used against them anyway and which the 4++ won't even matter for. I think it's uncontroversial at this point that tactical Marines in the open are not very durable. A bolter hit kills 2.17 points of 3+ Marine, and a heavy bolter hit kills 4.33 points of 3+ Marine. Bolter and heavy bolter hits alike kill 4 points of 4+/4++ Avenger, and even if they're in cover the bolter still kills 2.67 points' worth. (Alatoic) Rangers in cover are exactly as durable as Avengers when shot with flamers and are far more durable in the face of (heavy) bolter fire. They also shoot a lot better if the enemy isn't coming to you and are actually not that much worse against MEQs even at close range.

This message was edited 2 times. Last update was at 2017/10/29 23:35:31


 
   
Made in gb
Dakka Veteran





Lots of concern over what you can do to buff cheap troops choices with HQs, psychic powers and stratagems seems kinda silly to me. Sure, you can do it, and forgive me here because I'm not a regular player so my tactical brain might not be that sharp, but wouldn't you be better buffing your tougher, more valuable units? I get that trying to keep every last member of the race alive is very fluffy, but honestly, looking at the stat lines for Eldar, after years off and on of Marine armies, I'm more than resigned to the fact that a bunch of my pointy ears are going to die. I'd rather it be Rangers or Guardians taking us closer to extinction than something actually threatening.

I'll still be looking to get some Rangers, because I can't get over not being able to target characters, so am going to have the option for snipers in any army I build now, but they, and Guardians are going to be list fillers and afterthoughts compared to all the sexy shiny Aspects and Wraiths.

Take a look at what I've been painting and modelling: https://www.dakkadakka.com/dakkaforum/posts/list/0/725222.page 
   
 
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