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Made in us
Screaming Shining Spear





USA

No he DOES NOT have to use the Forwarned stratagem. So if you bring in your Rippers. He don't have to use Forwarned. If he does then the rest of your reserves is safe to bring in.

If he don't use it....then consider waiting til next turn to bring in the next reserve unit.

That Immediately part I was playing incorrect for a while.

Just this past game I looked and say that my Ghost Helm ONLY works once on Deny the Witch Rolls. I assumed it worked on all of them. Not sure if I ever did it wrong in past games.....but now I know and I wont make that mistake again.

It is little things on the Strategems/Gears that players overlook and then bang you screwed someone.


Automatically Appended Next Post:
Oh other Strategems that get misused are the Fire And Fade...it is right after that unit shoots....don't forget that.

I also think some of the defensive strategems are at the beginning of the opponents shooting phase. Which means before they even select a unit, before they target a unit....you have to burn the CPs.

That leads the opponent to decide not to shoot that unit that turn perhaps. You cannot do it after the opponent has selected to shoot at that unit....that is kinda cheating.


Automatically Appended Next Post:
I think PathFinders and Lightning Fast Reflexes both may fall into that category.....don't have the cards in front of me.

This message was edited 3 times. Last update was at 2018/01/23 00:30:35


 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 ru
Screaming Shining Spear




Russia, Moscow

Just this past game I looked and say that my Ghost Helm ONLY works once on Deny the Witch Rolls.

Er, what? You mean Runes of Farseer?

Not sure what defensive stratagems you're talking about either.

This message was edited 1 time. Last update was at 2018/01/23 00:34:15


 
   
Made in es
Swift Swooping Hawk





Pathfinders must be declared at the beginning of the enemy shooting phase, Lighting fast reflexes only when a unit is selected as target in the shooting phase.

As per the Ghosthelm it works always vs Mortal wounds, just with extra bonus vs perils of the warp ones.
   
Made in us
Screaming Shining Spear





USA

Yes I meant Runes of the Farseer. is used only ONCE per psychic phase.

And Lord Pervesor clarified the others

thanks


Automatically Appended Next Post:
And Concordance of Power seems to be used after you made the casting roll...BUT prior to the Deny the Witch roll from your opponent.

Potentially losing a CP with his success.....so try to do that Strategem only when no enemy pyskers are within 24"

This message was edited 1 time. Last update was at 2018/01/23 03:43:08


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




 Ovechkin8 wrote:
Kdash great detailed feedback on your results.

This helped me a great deal!

I've used the Guardian blob (mine are Biel Tan) a couple of times and while on paper they are great I guess I'm not using them correctly. What type of targets did you go after?

I have 1 hemlock (Alaitoc) but he gets done pretty quick if you go against jump infantry since his weapon range is so short and overwatch just can't kill enough. Again I need to use it better.


Mine were Alaitoc, simply because of the battalion - otherwise they prob would have been Biel-Tan, in which case i wouldn't have deployed the Farseer with them most of the time as they'd be re-rolling 1's anyway. Target wise, i was generally going for basic infantry squads first. Might not always be the "best mathhammer" targets, but it applied pressure on their side of the table. 1 unit of 20, with Guide, can often take out 2 units of 10 GEQ, or a couple of units of Marine Scouts. If i was targetting a MEQ squad i'd just put everything into them.

To be fair, the only time my Hemlocks died, was either due to a re-rolling hits and wounds Leviathan and when one that was already low on wounds got charged by a Daemon Prince or Mortarian. I agree though, the overwatch can sometimes feel very lacklustre, but against most 5 man squads they are a big deterrent. For example, game 1 vs the Blood Angels, he decided to turn 1 deep-strike his 8-man Sanguinary Guard and then charge one of my Hemlocks... Needless to say, 4 died, i survived and just flew off after.

Another option for Hemlocks which i don't see people doing often, is extra deployment screening. If you're likely to get turn 1 charged, putting the Hemlocks in the way to begin with means your opponent has a massive amount of extra space to get around before they can get into your lines. But, i tended to find that taking Recon and 2 flyers is easy points.


Automatically Appended Next Post:
 Korlandril wrote:
You said your Shining Spears were -1 to hit but that your Spiritseers were useless, you didn't mix up your craftworld traits I'm hoping?

Also Autarch Skyrunner with Shimmerplume and the +1 wound and 6+ fnp trait is so resilient and so good, but Nova Lance probably better if going Saim-hann


I used the stratagem on them, to make them -1 to hit a couple of times. Expensive when i only started each game with 7 (-1 for 2nd relic) and then spending 3 on webway (but usually getting at least 1 back from the Autarch).

Personally, I think, if I go Autarch Skyrunner, I’d always go Saim-hann. The 12” range on the lance, plus the extra dmg on a 6 to wound, is so nice. It also gives him that little extra small bit of protection over the standard 6” lance.

If I was going to go with the Shimmerplume, I’d prob put it on an Autarch with Wings – but, one of the sole reasons for taking an Autarch is for his abilities when he is the Warlord, and having my warlord likely within 12” of the enemy lines and at T3 kinda worries me. I could deploy him at the back just for the re-roll 1’s etc, but then the Shimmerplume is useless vs everything but snipers.



Automatically Appended Next Post:
 Shadenuat wrote:
My 1st 8th ed event and first ITC event! My list was as follows

Happy you did well with your list. I think something can be evaluated from stripping your list to it's most basic parts to see what exactly plays in it and "carries":

Farseer (Doom & another power)
2 Spiritseers (Protect & Quicken for Spears gamble, maybe Seer of SVector for a re-roll on one of them)
20 Guardians (say you want platforms, so 190 pts)
2x5 DAs
Serpent (3 SC)
2 Hemlocks
9 Shining Spears
2x1 Vypers for objective grabbin or anything else (5 hawks, minimum squads of bikes, whatever - more or less equal price there)
~1485 points.

This looks like quite a brutal list for 1500 points to me. Minimalistic, but with all the right tools. We're even left with some points.

Now, I don't think I would be completely incorrect when I say that that is the real meat here which does all the job, while every extra you added to 2000 pts, like Biel Tan detachment, just weakened the list in my opinion, while squeezing more squads into the list (like serpents with guardians, or an extra flyer) would be a lot better.



I agree, however, I’d argue that the Dire Avengers practically did nothing over the course of the 6 games, and i would take a warlock and farseer on bikes over a standard farseer and spiritseer everyday. The benefit of the Seer Council stratagem is way to big to leave out from what i found in my games. Only once being a real factor in terms of scoring/helping to score points. My idea with them was to hold objectives etc, but I found that they would either die way to quickly, or that I had other units around the objectives anyway, so they kinda felt a little redundant.
Personally, I like the Doom/Executioner combo on a jetbike Farseer. Once the big target had gone down via doom, I found it incredible easy to then move around the map at up to 22” and just pick off units of 1 wound models, essentially scoring 3d3 mortal wounds with Executioner and smite.

For me, the Supreme Command Detachment was all about needing to get enough Psykers into the list. Doom, Executioner and Guide felt like a must for me, so that meant 2 Farseers. Following that up, I wanted Empower, Quicken and Protect at a minimum for the Spears, so that’s another 3 HQ slots. Add in the Autarch and that brings me to 6 HQs, meaning I needed a 3rd detachment to fit everything in. I could easily have dropped the psyker with Conceal though, as I don’t think I cast it once, simply reverting to smite or hiding in the Wave Serpent. I kinda agree with your point about it making the list weaker though. The powers were great to have, and the psykers themselves on the bikes helped score a LOT of points throughout the games, but, they didn’t provide me with any real extra threat. It does make me consider dropping the foot Farseer and not running guide at all.




Automatically Appended Next Post:
 Dynas wrote:
Question for nod Eldar player. How to deal with Dark Reapers and Shining spears. I play nids. Also, can someone explain the interrupt strategem for DS units that shoot out of turn, and how to deal with that.


Nids absolutely destroyed most of the Eldar lists, and prob would have done the same to me (the list that won in the end had like 3 units of 19 genestealers, 1 unit of 17, and a unit of 19 purestrain genestealers, along with a few hive tyrants etc).

The biggest bonus you can have vs spears making sure you charge them. In my game vs Necrons, everytime he charged me to try and do something i really struggled to deal the damage back that phase due to being str 3 - however, just be aware that they can be very tough to take out and can leave combat, shoot and then charge with a 2cp stratagem.

As for Reapers, i agree with the post below yours. Flying Tyrants can cause them some real problems if you can get into range. They will also suffer if you do go something like Genestealer spam as they won't be able to clear enough in the 1 or 2 turns before you get everything in combat.

Deep strike stratagem is 2CP, needs a farseer within 6" of the unit, and the Craftworlds unit can then shoot at the unit that just arrived from reserves as long as they have LoS and range.


Automatically Appended Next Post:
 Dynas wrote:
 admironheart wrote:
 Dynas wrote:
Question for nod Eldar player. How to deal with Dark Reapers and Shining spears. I play nids. Also, can someone explain the interrupt strategem for DS units that shoot out of turn, and how to deal with that.


The Forwarned Strategem only works if the Farseer is within 6" (not much you can do) AND the unit shooting (Reapers/Bikes/Vypers most likely) MUST have los. So try to come in from reserves where your unit is on the other side of some los blocking terrain.

Remember they can do this stratagem only once per turn.....so lead with a 'bluff' unit. They must use Forwarned IMMEDIATELY. So either they waste the shots on a unit not so dangerous or you drop it in and wait another turn to bring in your reserves so that they did not get the extra round of shooting.


Yeah he had a Farseet camping with a giant blob of Deathreapers. he burned forwarned and the strategems that rerolls hit or wounds or something. 4 cp in total.

The IMMEDIATELY part....Son of a... so if I DS any other unit first, like say a unit of rippers, and they are within LoS, he has to use it then or not at all? If so, then this guy totally cheated me...




Shining Spears are tough in CC but only when they charge. If they fail to wipe the unit they are less of a threat the next round.
With that in mind do as many heroic interventions that you can. Try to consolidate as many units as you can into them on his turn. Then on your turn they will do marginal damage at STR 3 and you can whittle them down.


Yeah and they are fast, a unit of 9 took out 2 carnifex in one turn.


So, the only stratagem I can think, is that he used Runes of Witnessing, which is 2CP and allows the unit to re-roll wound rolls of 1.

The only way Eldar can re-roll all failed hits and wounds, is with psychic powers – guide and doom. An additional power can provide a +1 to wound, so, at str 8 he’d be generally wounding on 2’s or 3 with the +1, re-rolling 1’s with the 2CP stratagem.

Yeah, Spears can do that, but, they can be a massive glass cannon. My 9 man squad went in and killed a Redemptor, Hellblasters, Scouts and a Tac squad in 1 round of combat, but then got completely destroyed straight after by BobbyG. Always remember, that their Invuln only works vs shooting as well, so, the 2 Wound, 2+/3++ might seem scary at first, but can be worked around.

This message was edited 4 times. Last update was at 2018/01/23 09:04:37


 
   
Made in us
Been Around the Block





Good stuff.

I struggle with my DA as well. They just don't seem to do enough but maybe I'm expecting too much for their points.

I also find that I need a lot of HQ (Autarch, 2 Farseers, 2 spirit seers at minimum). With my 2 wave serpents I run that is a ton of Mortal wound output along with the Hemlock.

I'll try out my Guardians as a distraction even if they don't go after the most optimized target (sometimes against certain lists there are no great targets for them ...vehicle heavy, bike heavy - ravenwing with invuln etc).

I also have the skyrunner with Doom Executioner but that's my only one on bike. The spirit seer Smite is why I take them over Warlocks. Also with warlocks I'm scared Perils will kill them and some of my units around them. With Spiritseer at full strength they can't die with one perils.

I run dual battalions lately. One Biel tan (DA, Guardians, Wave serpents, Autarch with guide type warlord trait and wings) and One Alaitoc (rangers, hemock, hawks, reapers)
   
Made in ca
Lone Wolf Sentinel Pilot






Texas

Good stuff thanks all. I feel better.

10000+
10000+
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3000+
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3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in us
Screaming Shining Spear





USA

 Ovechkin8 wrote:
Good stuff.

I struggle with my DA as well. They just don't seem to do enough but maybe I'm expecting too much for their points.


I run dual battalions lately. One Biel tan (DA, Guardians, Wave serpents, Autarch with guide type warlord trait and wings) and One Alaitoc (rangers, hemock, hawks, reapers)


I use Dire Avengers as screening units. I have one for my Autarch, one each for my Reaper units. No one charges any of those. The avengers bubble wrap good and a nice OverWatch.

If they don't charge those they do well on cleaning up on reserves that come in. I rarely use them for hitting the enemy line but rather a defensive role. The CC units are behind them so I dictate who is in hth on my turn.


Question about the 2 different army traits. Do you find that the Reapers miss the Autarch's reroll?

I always take 2 army traits...but everyone in my gunline is the same as my Autarch and the other army trait are for units that are grabbing objectives/charging the enemy/etc that would not benefit from the Autarch anyway.

How do you do it?

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





 admironheart wrote:
 Ovechkin8 wrote:
Good stuff.

I struggle with my DA as well. They just don't seem to do enough but maybe I'm expecting too much for their points.


I run dual battalions lately. One Biel tan (DA, Guardians, Wave serpents, Autarch with guide type warlord trait and wings) and One Alaitoc (rangers, hemock, hawks, reapers)


I use Dire Avengers as screening units. I have one for my Autarch, one each for my Reaper units. No one charges any of those. The avengers bubble wrap good and a nice OverWatch.

If they don't charge those they do well on cleaning up on reserves that come in. I rarely use them for hitting the enemy line but rather a defensive role. The CC units are behind them so I dictate who is in hth on my turn.


Question about the 2 different army traits. Do you find that the Reapers miss the Autarch's reroll?

I always take 2 army traits...but everyone in my gunline is the same as my Autarch and the other army trait are for units that are grabbing objectives/charging the enemy/etc that would not benefit from the Autarch anyway.

How do you do it?


Interesting take on the DA! I actually thought of that but with 5 dudes I didn't think they could create much of an impediment to onrushing enemy (outside of deepstrike denial that is)

What I have started doing is using my farseer on foot, giving him guide and fortune and letting him hang back with the Dark Reapers.

Currently I use my winged autarch to give his free "guide" to my Fire Dragons.

For the Dark Reapers I DEFINITELY want a full reroll not just a 1. I only have one unit of 9 (I'm not much of a spammer) so I want to make every shot count!

EDIT: I also keep one of my spirit seers with Conceal back to give more protection for the Reapers.

This message was edited 1 time. Last update was at 2018/01/23 16:01:25


 
   
Made in ru
Screaming Shining Spear




Russia, Moscow

I know it's technicality, but I just realised how funny it sounds:

This model can transport 12 PHOENIX LORD models

Guess everyone is in, including err Slicing Orbs of Zandros and everything

This message was edited 1 time. Last update was at 2018/01/24 08:36:52


 
   
Made in us
Screaming Shining Spear





USA

 Shadenuat wrote:


This model can transport 12 PHOENIX LORD models



Its a Donut run!!!

 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 ar
Fresh-Faced New User




So i just adquired 3 vault wrath platforms, and I was hoping to field them with a farseer to keep em guided and use forewarned. But now i MUST split them into 3 diferent units every time? does that mean I cant buff em all at the same time?
   
Made in us
Been Around the Block





Pilvento wrote:
So i just adquired 3 vault wrath platforms, and I was hoping to field them with a farseer to keep em guided and use forewarned. But now i MUST split them into 3 diferent units every time? does that mean I cant buff em all at the same time?


You are correct unfortunately.

I had 2 Dcannon platforms I broke out sometimes in previous editions that are now just excellent pieces of art
   
Made in es
Swift Swooping Hawk





Pilvento wrote:
So i just adquired 3 vault wrath platforms, and I was hoping to field them with a farseer to keep em guided and use forewarned. But now i MUST split them into 3 diferent units every time? does that mean I cant buff em all at the same time?


Sadly yes Vaul's sufer from being split after deployment so they lose a lot on this edition.

On the other hand they can be surprising when fielding them in pairs (stratagem use gives them rerolls for hit and wounds i think) and it's worth to remember they have both guardian and vehicle keyword so you can take advantage from celestial shield or black guardians (if playing ulthwe).
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Ovechkin8 wrote:
Pilvento wrote:
So i just adquired 3 vault wrath platforms, and I was hoping to field them with a farseer to keep em guided and use forewarned. But now i MUST split them into 3 diferent units every time? does that mean I cant buff em all at the same time?


You are correct unfortunately.

I had 2 Dcannon platforms I broke out sometimes in previous editions that are now just excellent pieces of art

All is not lost. You can either use an Auratch or the stratagem that gives the Farseer re-roll 1s to nearby units. It's not as good as Guide, but it certainly buffs every unit in range, thus can affect all the platforms at once.

No luck on Forewarning though. Better stick with Reapers for that, although hopefully they get Chapter Approved to a max unit size of 5 soon. It would certainly help minimize all the complaining.

-

This message was edited 1 time. Last update was at 2018/01/24 16:35:04


   
Made in us
Been Around the Block





 Galef wrote:
 Ovechkin8 wrote:
Pilvento wrote:
So i just adquired 3 vault wrath platforms, and I was hoping to field them with a farseer to keep em guided and use forewarned. But now i MUST split them into 3 diferent units every time? does that mean I cant buff em all at the same time?


You are correct unfortunately.

I had 2 Dcannon platforms I broke out sometimes in previous editions that are now just excellent pieces of art

All is not lost. You can either use an Auratch or the stratagem that gives the Farseer re-roll 1s to nearby units. It's not as good as Guide, but it certainly buffs every unit in range, thus can affect all the platforms at once.

No luck on Forewarning though. Better stick with Reapers for that, although hopefully they get Chapter Approved to a max unit size of 5 soon. It would certainly help minimize all the complaining.

-


I'll def be taking them in my friendly apoc game upcoming and see how they work!

But 1cp to reroll 1s to wound and another to reroll 1s to hit feels a bit lackluster competitively at least.

D Cannons are still scary tho just like Demolisher cannons. They can create a nice killing zone in the middle where your opponent will think twice about moving to. I don't know about Vibro cannons and spinners tho.


Automatically Appended Next Post:
A thought that probably has been brought up before on here...

I would think twice about putting my Dark Reapers in the webway!! Counter logic I know! Here is why:

I set them up in a nice big unit on top of a nice piece of terrain with good sight lines and stick my farseer right near them (within 6")

That way you can use Forwarned BEFORE the battle even starts if your opponent has units which act like "rangers" OR if you go second and your opponent deepstrikes you get to knock one unit out at least.

If you do use it BEFORE the battle begins remember you can use the stratagem over and over again (at least to my understanding)

If nothing else it will make your opponent limit the areas where he puts units like "Rangers" or deep strikers.

Obviously this won't always be the case depending on what army you fight. If you fight one with no deep strikers and a bunch of long ranged attacks you wont do it!!

This message was edited 1 time. Last update was at 2018/01/24 16:48:23


 
   
Made in us
Screaming Shining Spear





USA

Nice Call about prior to battle reserves. I will have to look that over some more.

I had Death Guard charge my D Cannon. With T5? and 5 wounds.....he underestimated. He thought the unit would just fold. He did zero wounds in hth. Shooting is far easier to take them out.

As for Vibro Cannons they have their use. But you need to keep them 48" away from most targets.
If you have 3 or 4 of them then you get some good attacks.
D3 attacks. The first cannon is standard str 7 -1 2 damage.
The second will get d3 more attacks at str 7 -2 and 2 damage but now wounds on +1 die roll. That means most tanks will be wounded on 3+ and Land Raiders on 4+
The 3 and later Vibro Cannons now get:
d3 attacks , str 7 -3 and 2 wounds but with +2 to the wound roll will now wound most tanks on 2+ and even Land Raiders on 3+.

It is almost like a free Doom-lite for them when targeting the same unit.

Admittedly you will probably only get 8 hits and 5 wounds off on average but that is 10 damage to your opponent's tank.
I think you can probably do more with the points but it will take 20 wounds to eliminate the Vauls and it does seem to be consistent.

 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 ru
Screaming Shining Spear




Russia, Moscow

That way you can use Forwarned BEFORE the battle even starts


Was discussed in YMDC, in the thread about Rangers. Short answer: it doesn't work that way.

Long answer: You might have to face that crazy Bacon Bug, and be wary, as (s)he is no easy enemy to be faced for a fellow aeldari.

I wish the whole thing was FAQed though, with what is reserves and whatsnot.

This message was edited 5 times. Last update was at 2018/01/24 23:00:21


 
   
Made in us
Regular Dakkanaut





Was browsing some tourney lists and I have a list building question.

http://bloodofkittens.com/wp-content/uploads/2018/01/Richard-Simms-2nd-Overall-Caledonian-Uprising.pdf

So his list is a ynnari with Alaitoc however he specifically states his shining spears are saim Hann.

1) can he do that in a ynnari detachment.

2) does he keep the benefits

3) if not why do it.

I assume he could take them as an auxillary for -1 cp and use the saim hann strategem or am I missing something. Thanks!
   
Made in fr
Longtime Dakkanaut




Incognito15 wrote:
1) can he do that in a ynnari detachment.

Yes. It's technically not optional, each unit that has the "<CRAFTWORLD>" faction keyword must replace it with a specific craftworld.
2) does he keep the benefits.
3) if not why do it.

Going Ynnari removes battle focus. And since the detachment contains non-craftworld units (Yvraine), none of the craftworlds units in that detachment can get attributes. So no Saim-Hann or Alaitoc attributes for the units in this detachment.
There is however one benefit you get from choosing a craftworld for your Ynnari units, which is related to faction keywords: for instance, the banshees are from Alaitoc, and can therefore embark upon the Alaitoc wave serpents. They don't get the Alaitoc attribute, but they can ride in a transport that does (since the WS are taken in a pure Alaitoc detachment), so it's a decent combo.
Then you have aura abilities, and stratagems. Some stratagems only work on units from a specific craftworld. I think there is a stratagem that can be used on Saim-Hann bikers, and the Ynnari shining spears would be eligible as targets for this stratagem (they have all the right keywords). Of course the stratagem has to be unlocked in the first place (I don't have my codex with me atm, so I can't check if the stratagem is unlocked by any craftworld detachment, or just by Saim-Hann detachments).
   
Made in jp
Been Around the Block




 Tiberius501 wrote:
Is an IG style Eldar list viable? Lots of Guardians and Fire Prisms and such. Seems kind of cool in my head


Go for it. As an Admech player, I generally see Eldar play with at least one group of 20 Guardians, some Dire Avengers with the character that buffs their assault guns to -4 on 6's to wound, a bunch of those rocket guys with 3 different shooting profiles that have absurd range and capabilites with psykers, and last but not least, a huge squad of Harlequins that uses deep strike shenanigans and psyker powers to get first turn charges...while armed with melta pistols.

Huge numbers of troops, super fast, and incredibly hard to deal with since you have to focus fire in a specific pattern that is terrible:

Turn 1
Harlequins make themselves huge threat, shoot and get in CC that ties up EVERYTHING.
Guardians Web Way in and shoot what they can.
Dire Avengers move up, maybe in a Wave Serpent, maybe not. Depends on points. Again, with assault, they shoot what they can.

Opposing player has to focus on the closest units to prevent close combat from tying up more units, and prevent you from essentially getting to shoot twice every turn...with fists.

Turn 2
Harlequins continue their rampage, moving out of combat, shooting melta, and charging again with Rising Crescendo.
Guardians and Dire Avengers blast anything without an invul save, even tanks. With concentrated fire, those -3/-4 AP shots can tear through 10 wounds on a Lehman Russ without trying. CC can then be used to tie up units that can't fall back and shoot.
Psykers are close enough to use Smite and other shenanigans.
Rocket guys kill any DS units that come in to support with their auto 3's to hit.

By this point, enemy lines are broken, a couple tanks have been destroyed/rendered useless, and effective return fire keeps being diverted the closest and most 'threatening' units - even if that unit is Guardians. CC really bogs down infantry heavy lists like Guard.

Turn 3
Anything without invuls is dead, and it's basically clean up at this point. Unless you're fighting Ultramarines, dedicated close combat units, or something that can fall back and shoot in the same turn...the game is over. You have tabled the enemy.

But I'm just saying all this as AdMech, so...

 ChargerIIC wrote:


A bolter fires and a Necron succumbs. His corpse rises up as a poxwalker much to the horror of his comrades. Then, to everyone's surprise his corpse rises again as a fully functionality necron. The necron and the poxwalker stare at each other, both wondering which of them is the clone.
 
   
Made in ru
Screaming Shining Spear




Russia, Moscow

3) if not why do it.

Transports
Auras
Stratagems, they are avaible as long as you have at least 1 pure Craftworld detachment in the army
   
Made in us
Been Around the Block





 Shadenuat wrote:
That way you can use Forwarned BEFORE the battle even starts


Was discussed in YMDC, in the thread about Rangers. Short answer: it doesn't work that way.

Long answer: You might have to face that crazy Bacon Bug, and be wary, as (s)he is no easy enemy to be faced for a fellow aeldari.

I wish the whole thing was FAQed though, with what is reserves and whatsnot.


Clearly I didn't see that!

But in that FAQ did they address the matched rule play where 50% of your units have to start on the board? In this case do Rangers using the "webway" count as on the board or as reserves??

If I were to build a small army in matched play that had a Farseer on foot, a unit of swooping hawks in reserve and a unit of rangers would my army be "legal"?
   
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Russia, Moscow

I really don't know. RAW Rangers do not count as "reinforcements". But most people assume that what is not on the board is not deployed and thus 50% else must be.
Your army will be legal - you can just set up Rangers normally anyway.
   
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 Shadenuat wrote:
I really don't know. RAW Rangers do not count as "reinforcements". But most people assume that what is not on the board is not deployed and thus 50% else must be.
Your army will be legal - you can just set up Rangers normally anyway.


That's interesting. In our upcoming tournament we had a big discussion about this very same thing and it was ruled the opposite based on how the wording of the rules went.

The tactical reserves rule states that "when setting up your army during deployment for a matched play game, at least half the total number of units in your army must be set up in the BATTLEFIELD, even if every unit in your army has an ability that would allow them to be set up elsewhere"

Rangers say they are set up in the Webway during deployment "instead of placing it on the battlefield"

This will make a big difference as I have 3 units of Rangers in my force that can tilt my army legal or illegal depending on ruling


Automatically Appended Next Post:
 Ovechkin8 wrote:
 Shadenuat wrote:
I really don't know. RAW Rangers do not count as "reinforcements". But most people assume that what is not on the board is not deployed and thus 50% else must be.
Your army will be legal - you can just set up Rangers normally anyway.


That's interesting. In our upcoming tournament we had a big discussion about this very same thing and it was ruled the opposite based on how the wording of the rules went. Obviously I'd prefer to set all my Rangers up in the Webway!!

The tactical reserves rule states that "when setting up your army during deployment for a matched play game, at least half the total number of units in your army must be set up in the BATTLEFIELD, even if every unit in your army has an ability that would allow them to be set up elsewhere"

Rangers say they are set up in the Webway during deployment "instead of placing it on the battlefield"

This will make a big difference as I have 3 units of Rangers in my force that can tilt my army legal or illegal depending on ruling

This message was edited 2 times. Last update was at 2018/01/25 18:05:10


 
   
Made in us
Screaming Shining Spear





USA

I think you can choose to set up a unit on the board anytime instead of putting it in reserve from a special ability.

Just because I can move 20" with my 3 vypers DOES NOT mean I have to move the extra inches.

Same line of thought goes with any special abilities.

You are NOT forced to roll to save CPs with Path of Command....not sure why you wouldn't...but hey


Automatically Appended Next Post:
Ravemastaj wrote:
 Tiberius501 wrote:
Is an IG style Eldar list viable? Lots of Guardians and Fire Prisms and such. Seems kind of cool in my head


Go for it. As an Admech player, I generally see Eldar play with at least one group of 20 Guardians, some Dire Avengers with the character that buffs their assault guns to -4 on 6's to wound,


Well I think you are referring to the Warlord Trait ....Ambush of Blades.

The first time I used it, I misread it and thought it applied to shooting...IT DOES NOT. the extra -1 on 6's is only for CC attacks. The most Guardians/Avengers can get is -3 with shuriken fire on a roll of 6+

This message was edited 1 time. Last update was at 2018/01/25 19:00:57


 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.
 
   
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 admironheart wrote:
I think you can choose to set up a unit on the board anytime instead of putting it in reserve from a special ability.

Just because I can move 20" with my 3 vypers DOES NOT mean I have to move the extra inches.

Same line of thought goes with any special abilities.

You are NOT forced to roll to save CPs with Path of Command....not sure why you wouldn't...but hey


+


True. What I was getting at is (in my example above) would I have a legal army if I had a farseer on the board, swooping hawks in reserve and Rangers in the webway?

IE If Rangers are in the webway then they are not counted on the board. If they are not counted on the board then they are Tactical Reserves. If they are Tactical Reserves then they are vulnerable to stratagems like Forwarned.

If they ARE counted on the board (assuming you want them in the Webway) then you fufill the 50% rule and your army is legal and you are NOT vulnerable to stratagems like Forwarned since you would not be considered Tactical Reserves.

In other words there can be only 2 designations for a unit:

1) Starting on the Battlefield

2) Tactical Reserves

You can't be both and you can't be neither

EDIT: hahahha...Ironically I am just listening to the Perferred Enemies Podcast and someone had these exact same questions!

Rules on sidebars on pages 177 and 178. "Sequencing" and "Reinforcements" covers all the Forwarned and Ranger situations.... DUH! Now I feel stupid

This message was edited 2 times. Last update was at 2018/01/25 20:18:25


 
   
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Been Around the Block




 admironheart wrote:

Well I think you are referring to the Warlord Trait ....Ambush of Blades.

The first time I used it, I misread it and thought it applied to shooting...IT DOES NOT. the extra -1 on 6's is only for CC attacks. The most Guardians/Avengers can get is -3 with shuriken fire on a roll of 6+


Huh. Guess I have to buy a Craftworld Codex just to prepare against cheesiness and see RAW. Still, tanks getting a 6+ save against a handgun is pretty powerful, on a unit that only needs 1CP to become a 4++ invul save. Dark Reapers (the rocket guys) are also extremely good, since they always hit on 3's, and can target whatever unit you need them to with a big enough group.

All I know is when I see Eldar, I see shenanigans. Every unit has an "I ignore this rule" clause somewhere in it's individual rules.

 ChargerIIC wrote:


A bolter fires and a Necron succumbs. His corpse rises up as a poxwalker much to the horror of his comrades. Then, to everyone's surprise his corpse rises again as a fully functionality necron. The necron and the poxwalker stare at each other, both wondering which of them is the clone.
 
   
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Ravemastaj wrote:

Huh. Guess I have to buy a Craftworld Codex just to prepare against cheesiness and see RAW. Still, tanks getting a 6+ save against a handgun is pretty powerful, on a unit that only needs 1CP to become a 4++ invul save. Dark Reapers (the rocket guys) are also extremely good, since they always hit on 3's, and can target whatever unit you need them to with a big enough group.

All I know is when I see Eldar, I see shenanigans. Every unit has an "I ignore this rule" clause somewhere in it's individual rules.

You may also need to get the codex to see how weak it is then. Because it isn't as good as almost every other codex.

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

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


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





UK

 DarknessEternal wrote:
You may also need to get the codex to see how weak it is then. Because it isn't as good as almost every other codex.

Seriously? I have only lost one game since the codex dropped and that was because I played badly and ignored the objectives until too late in the game. Craftworlds are one of the stronger codices IMHO. Possibly not right up with the very strongest but definitely upper tier if not top tier.

I stand between the darkness and the light. Between the candle and the star. 
   
 
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