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bullyboy wrote: Suncannon might be swingy, but you're taking it so that you get the invuln and are more active in the shooting phase. 60pts is relatively cheap for the gun.
I agree. The Suncannon is a bit naff compared to most IK weapons but it is a lot cheaper. I would take Suncannon and dual starcannons and shoot at Doomed targets on the way to tap-dance on something. For under 400 points you can get something that is just a bit too fast and dangerous to ignore.
I stand between the darkness and the light. Between the candle and the star.
In the ever evolving list since the Psychic Awakening and CA 2019 points adjustments, I'm going to get a few games with the following. Of note, I am a big fan of Eldar vehicles due to aesthetics and am happy they have been performing well in my lists.
I am close to getting the Yncarne finished and really want to see what shenanigans can be pulled.
I've had a lot more success with multiple msu personally.
War Walkers, vibro cannons, vypers, mini-spears, wraithlords and wraithseers, backed up by a few conservatively played CHEs. Great board coverage and complex target priority too.
grouchoben wrote: I've had a lot more success with multiple msu personally.
War Walkers, vibro cannons, vypers, mini-spears, wraithlords and wraithseers, backed up by a few conservatively played CHEs. Great board coverage and complex target priority too.
I like the concept behind it. It reminds me a lot of successful Dark Eldar builds from 5th edition. With so many units across the table, it creates a lot of challenges with target priority as well as not having any lynchpin unit. It possesses a large amount of medium and high strength weapons, counter assault, and mobility. Currently, I do not have all the various models in my collection and/or unpainted to files such an army. Otherwise, I'd try it out.
No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby.
Just been reading the FAQ to clarify in my own head how Quicken interacts with Matchless Agility, and found something else really intriguing:
Apparently, Swooping Hawks can drop their grenades after using Quicken, AND after Fire-And-Fading... does this mean they can potentially drop bombs 3x per turn? If so, that’s potentially amazing the the Exarch power that increases the successes to 5+ per Hawk, or am I missing something?
NuhJuhKuh wrote: Just been reading the FAQ to clarify in my own head how Quicken interacts with Matchless Agility, and found something else really intriguing:
Apparently, Swooping Hawks can drop their grenades after using Quicken, AND after Fire-And-Fading... does this mean they can potentially drop bombs 3x per turn? If so, that’s potentially amazing the the Exarch power that increases the successes to 5+ per Hawk, or am I missing something?
No according to RAW and according to the FAQ answers you can indeed be able to use the ability up to 3x times per turn (albeit it takes a bit of psyker and cp support) it can be situational and net you some free wounds in a pinch over otherwise durable units.
P.S: i personally believe RAW wise we should be able to pull a similar trick with Warp Spiders (since the ability is worded equal) with fire and fade and their warp jump generator ability.
I played a game last night vs dark Angel's, very one sided in eldar favor, but something I learned that may be of value.
6x5 man dire avenger squads swapping out the exarchs 4++ for always AP-3 running 2 catapults all surrounding asurman to keep their 4++ becomes a very tasty front line setup. Vs the enemies infantry (marines and intercessors) my dire avengers were giving more than they were taking. I really like the phonix awakining exarch swaps makes for a completely different design choice on what was just a normal option before
NuhJuhKuh wrote: Just been reading the FAQ to clarify in my own head how Quicken interacts with Matchless Agility, and found something else really intriguing:
Apparently, Swooping Hawks can drop their grenades after using Quicken, AND after Fire-And-Fading... does this mean they can potentially drop bombs 3x per turn? If so, that’s potentially amazing the the Exarch power that increases the successes to 5+ per Hawk, or am I missing something?
No according to RAW and according to the FAQ answers you can indeed be able to use the ability up to 3x times per turn (albeit it takes a bit of psyker and cp support) it can be situational and net you some free wounds in a pinch over otherwise durable units.
P.S: i personally believe RAW wise we should be able to pull a similar trick with Warp Spiders (since the ability is worded equal) with fire and fade and their warp jump generator ability.
Yes, the thing to bear in mind with this combo is the restrictions of the grenade launcher. In a perfect scenario you avg. about 10MW from a 10 Hawk sqaud, which is nice, but here are are the conditions which must be met:
- Your target needs to be pretty close, Hawks have a big movement but you need to fly over them as per rules, so they need to be within about 12-14 inches or so at the start of your turn for the first jump, to be more than one inch away after your move.
- Your target(s) need to be 10 man or larger squads so that every Hawk gets a roll each time.
- Your Hawk squad needs to be at full strength when you kick it off, or you rapidly lose value from the investment.
-Your last move will be a paltry 7 inches, which will likely leave you extremely close to the enemy, meaning that you're likely to lose your fragile squad immediately after pulling the trick.
These were the things I was thinking about when deciding whether or not to try this, and especially number 2 convinced me that it would be a waste of time. Thinking of my opponents, the only units of 10 or more models I see regularly are basically chaff things like guardsmen, Tzaangors and poxwalkers, and all that investment for a chance at 10 MW on them wasn't worth it in my book.
The strange limit on Hawks grenades was most likely a erring on the side of caution regarding MW or maybe character sniping (whilst handing out cheap Smite to nearly everyone bar the wizard race...)
But as a cheap distraction Chickens bouncing a big unit across the table whilst nibbling at units early might be fun, using Fire/Fade to get further away rather than try for the third bombing might be a thing with that reduced charge Exarch power
edit, keep forgetting its standard Exarch ability plus another for the strat, not pick two, kind of limits the above a bit
This message was edited 1 time. Last update was at 2019/12/23 23:02:17
"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED."
Hope folks had a great Holiday Season. I've been able to get in quite a few games as I had some time off. I played several variations of a vehicle heavy army with some Ynarri and Harlequins added. A few things I observed over the games.
-I do not run the Yncarne very well. It seems to have so much potential, but I never quite was able to pull off any Heroic Interventions, of follow on turn assaults after his `teleport` maneuver.
-All three factions have closest visible unit and a sniping type mortal wound psychic power. When all three faction models are in a single army, it creates a dangerous mortal wound battery. A Farseer, Yvraine, and Shadowseer can punish nearly anything that tries to claim the center of the table. Each model has at least two Mortal Wound generating powers and can clear out quite a bit. The biggest piece is to ensure to measure against Deny the Witch. Toss in a Hemlock and a Wave Serpent shield for additional Mortal Wound generation. I think this has been my real damage dealer.
-I have not been able to outplay a competitive Iron Hands list. It has fared too resilient. I don't see many Iron Hand armies, so I don't get to face them as much as I would like. However, I think most players are struggling to find answers against Iron Hands.
-I run a cheap Harlequin Vanguard Detachment, and Death Jesters are great for objective holding allowing me a bit more movement flexibility in a vehicle heavy list. These models can be tucked out of LOS and have the Character keyword.
-Using Expert Crafters has changed my view on CTMs. They became a nice to have if I have points to spare rather than a must have. A reroll to hit and to wound has proven to be so good. I often move Nightspinners with out fearing any real reduction in shooting.
-I have been slowly adding some Harlequin models into the army mainly because I like the models. I enjoy having a Solitaire to assist as a counter assault element or as a turn one disruption element. I think he is a bit underpointed. Of note, they probably require a lot more CP than I build into my lists. If I try to include more of them, I likely need to completely reconstructmy army to get more CP.
-Phantasm is still very strong. I've used this ability since the codex was first released and it still provides great utility. It is nearly a `fun sponge` with my opponents who are not overly familiar with its utility. I've been able to create fairly devastating turn one alpha strikes, or reposition in such away to mitigate any real damage if going second. Repositioning units after the seize the initiative roll is ridiculously good. Harlequins have a similar ability, but can move only a single unit.
-I was disappointed the the Bonesinger went to Legends. I'll get some play from him, but he will likely get shelved for good in 2020 as I expect ITC events around me to begin banning Legend units. He fit well in my list as a cheap mortal wound generator or use the new Psychic powers tree in PA. He is an Elites choice, which I have space for in my current build.
-I am now painting three support weapon batteries. They are cheap enough points wise to try them out, and appear to synergize with Expert Crafters. We shall see.
- I am seeing online a few trying out the big Warlock Conclave. It looks interesting, but I don't have the time to build and paint 9 more Warlock Skyrunners in the near term.
This message was edited 3 times. Last update was at 2020/01/01 14:00:49
No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby.
As far as iron hands go I have found eldar have a few good answers to them.
Banshees - no overwatch, tie their units up in cc that dont want to be there. Thunderfire guns, whirlwinds, any tank that doesn't fly will get stuck falling back and not doing anything for a turn which can change things quickly.
Halriquin bikers - 6 bikers using strat to become -2 to hit with haywire cannons should be able to blink a dreadnought and not even worry about it.
Guardian bomb - jinx+doom+guide = now you see it now you dont, especially vs t8 stuff
Asurman + many 5 man dire avenger squads - iron hands infanty i have found typically go with intercessors with the 36" range stalker bolt rifles, so your talking 5 str 5 ap-3 2dmg guns. They dont want to shoot them at 5 man dire avengers who all have a 4++ save because your taking away the 2 main advantages of that gun, namely the ap and dmg. However the avenger exarch will be able to hurt them back with 4 str 4 ap-3 1dmg guns, every one of his you kill is worth it in this situation and 6 squads of 5 properly set up with asurman can do some serious work.
Crimson hunter exarchs- 2 bright lance loadout has been doing serious work for me, I have been taking 2 of them. I am torn between giving them a 5++ save or dont count as moving to fire (so hitting on 2's) but if my opponent doesnt target them they will pop a vehicle.
These are just some things I normally take in my eldar lists that would seem to be good matchups vs iron hands. I have an iron hand player I normally play and he has had trouble with my eldar everytime. Win/lose rate is around 50/50 so I dont know what that tells you but just trying to help with what I have seen work on the tabletop.
I appreciate the reply. I use CHE extensively. I've used all the others (minus the Banshees) with mixed results. Definitely worth trying again as I have been playing a vehicle heavy list for the past two months.
No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby.
Hey guys, I was hoping I could get some constructive advice on how to integrate some dark eldar into my eldar army (and how the mechanics would work). I am not a tourney player, I do enjoy playing and trying to win, but I just dont keep up with the arms race anymore. Anyhow, my eldar force focuses around a 20 man blob of guardians, I also have another 10 man squad and Ill add in squad of rangers to get my 3 troops choices. I usually run some shining spears, wave serpents and I have a unit of shooty wraithguard (also have a wraithknight, wraithlords).
Anyways, I couldnt pass up a good deal, I bought 3 venoms, the codex and a Getting Started box set for $100. My thought was to run 3 5 man squads of warriors in venoms for another battlion. It would give my more static eldar some movement and cheap objective grabbing. So my questions, do I want to use the raider? As the warrior squads are 5 man and the venoms only hold 5, what about the HQs? I would bet I just take 2 archons correct? What equipment? And I want to take the bloody rose right to give my venoms a 6+ FNP? Any advice would be appreciated. I would guess Ill get rid of the 3 bikes and possibly the raider as I want to keep my Dark Eldar force fairly cheap pointwise so I dont lose out on too many eldar models.
You may have better luck on the de section but I will put my 2 cents in.
Keep the raider. Its cheap and good. Put a disintigrator on it and call it a day.
Run black heart, they give your vehicles the 6+++. Plus they give you access to agents of vect strat.
Venoms are great, just give them 2 splinter cannons and use them as a harassment force.
Bikes are good too but I dont care for just 3, that's not enough to do much other than die. But a large squad of them with grav talons isn't very expensive and can do mortal wounds on the charge. Put a few blaster pistols in there and use them as harassment anti tank.
I run my warriors in 10 man blobs with a splinter cannon, cheap and effective. I put wyches in my venoms and keep them small and cheap, they are a great annoyance force.
The Aeldari meta has shifted slightly (better significantly if complared with 7th ed).
Have a look into the recent winner (places 1-4) armies at 40kstats.com.
Here are the lists:
Yes! Vibro Cannons and Falcons have even more life in them after the point drops that came after those lists. Expert Crafters is great for them, masters of concealment also. Here is a list I had great success with locally, though it could be improved with the loss of Jain Zar (included for a bit of the boxset theme in one game).
Let's talk about where Crimson Hunter Exarchs stand compared to Falcons, Nightwings, Wraithlords, War Walkers, and Vibro Cannons.
For the price of 2 CHE's you can take 3 missile Falcons. CHE's still seem much killier against Fly targets but against everything else their damage output is similar.
36 T7 Falcon wounds is of course much better than 24 T6 CHE wounds. -2 to hit Alaitoc CHE's are significantly weaker with all the marine re-rolls everywhere, so both Falcons and CHEs will probably be running Masters of Concealment for a base 2+ save, I think?
Falcons have been useful all edition but the PTS drop and expert crafters have pushed them over the edge, same with vibro cannons. Cheap, dependable firepower is never a bad option, falcons have the speed and flexibility of the grav tanks in their favour too, I've even managed to snipe the odd character with them against sloppy or overaggressive players.
Dire avengers in falcons are definitely the base of my lists at the moment, phoenix rises was a good buff for eldar, chapter approved was the sugar on top.
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
zerosignal wrote: Are Imperial Fists now a hard counter for the expert crafters/masters of concealment lists?
Are the support batteries vehicles?
Ye sit does have the vehicle keyword.
Interetsingly, it also has the Guardian keyword interestingly enough. Meaning you can use the celestial strat shield on one of them in a pinch if you have nothing else to spend CP on and want to annoy an opponent. Or black guardians if you play them as ulthwe (because you might take a cheap spearhead of these for eldrad)
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
I've thought going with expert crafters and masterful shots might be a good counter meta pick for a while, lots of marine successors seem to go for stealthy/master artisans too I think.
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
Has anyone considered running a mixed Craftworld Detachment?
The benefits being you can use relics and characters from different Craftworlds from your main detachments with the drawback that they won't benefit from Craftworld traits. Anything with abilities that don't effect <Craftworld> exclusively are good candidates like psychic powers and Phoenix Lords.
~500pts Asuryani painted new colour scheme
~7500pts Asuryani assembled some with old colour scheme
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
But chances are if you going ulthwe thats only because you want eldrad and black guardians and youd take a warlock for seer council anyway.
I like to run an ulthwe battalion with Eldrad + warlock, 2x 5 rangers and a 20 man Guardian unit with Shuri cannons goon squad. CO battery with a lot of utility.
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
I took a list of five squads of five avengers with dual wielding exarchs supported by asurman in my last game which was against custodes. All in transports, three falcons and a serpent, to keep them safe.
I'd previously used shredding fire on the exarchs but swapped that out for bladestorm. Wow, combined with hail of doom dire avengers are a bit scary to even custodes!
I'm hoping to try them against marines soon, probably of the chaos variety since no one seems to run loyalists at my local store, I think they should put in real work against marines.