Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
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 ? "
He is ok. I have not used him since his points reduction. He needs additional sniper support to kill characters, though. I never had much luck killing characters on his own: using Rangers as actual snipers were necessary (as opposed to using Rangers as speed bumps). Not sure how I would fit him into a current list while I personally use the Craftworld Traits as opposed to Alaitoc.
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.
This part is bit cheesy because mixing craftworld ... But I'd also a wraith seer in a custom craft world (crafters/concealment) detachment with the mark of hunter warlord trait. Although I'm in two minds about what weapon to run. I think a star cannon would be best for the job but also going the whole hog on a D-cannon or AML is tempting. The only problem is the range.
Its a bit telegraphed and also gives away warlord easily so I can imagine anyone worth his salt will just focus on the wraith seer.
Alternatively I'm thinking about using the AOK with hunter trait instead as back up close range sniper.
Does AOK get the craft world traits ? I cant remember. Remember FAQ saying he's not a named character so can get warlord traits.
This message was edited 2 times. Last update was at 2020/01/14 22:40:38
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 tried illic recently? He seems like a decent, cheap sniper.
I was thinking about a spearhead with him and 3 prisms in a separate detachment. Alaitoc may not be what it was but -1 to hit still isn't bad, especially when linked fire is so good. Nice little plug in detachment, illic is unusual in that he's not a support character and hitting on 2, wounding on 2 with a -3 ap flat 3 damage gun seems pretty tasty.
Havent tried him yet. Got one built and primed. Im thinking of slotting him into alitoic battalion with rangers plus maybe warp spiders/shadow specters backed up by wraith seer with mark of hunter.
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 ? "
Well, I want to add some support weapons to my Eldar army.
In the current tournament meta, the armies contain either vibro cannons or shadow weavers.
What is your pick?
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."
I've only used vibro cannons and they're very good, especially with expert crafters.
I think shadow weavers are overshadowed by night spinners but that's just my guess since I don't use either at the moment.
kingheff wrote: I've only used vibro cannons and they're very good, especially with expert crafters.
I think shadow weavers are overshadowed by night spinners but that's just my guess since I don't use either at the moment.
Sounds reasonable. I'll go with 6 vibro cannons atm.
Spoiler:
My Roster (Warhammer 40,000 8th Edition) [124 PL, 1,998pts]
Battalion Detachment +5CP (Aeldari - Craftworlds) [28 PL, 559pts]
No Force Org Slot
Craftworld Attribute
*Custom Craftworld*
Selections: Expert Crafters, Masters of Concealment
HQ Autarch Skyrunner (Legends) [6 PL, 127pts]
Selections: 5: Mark of the Incomparable Hunter, Craftworlds Warlord, Laser Lance, Reaper Launcher, Twin Shuriken Catapult
The Phoenix Gem
Heavy Support
Dark Reapers [7 PL, 160pts]
4x Dark Reaper
Selections: 4x Reaper Launcher
Dark Reaper Exarch
Selections: Tempest Launcher
Exarch Power
Selections: Crack Shot
Dark Reapers [7 PL, 160pts]
4x Dark Reaper
Selections: 4x Reaper Launcher
Dark Reaper Exarch
Selections: Tempest Launcher
Exarch Power
Selections: Crack Shot
Support Weapons [9 PL, 105pts]
Support Weapon
Selections: Vibro Cannon
Support Weapon
Selections: Vibro Cannon
Support Weapon
Selections: Vibro Cannon
Support Weapons [9 PL, 105pts]
Support Weapon
Selections: Vibro Cannon
Support Weapon
Selections: Vibro Cannon
Support Weapon
Selections: Vibro Cannon
Looks good, fairly similar to a list I've used a few times recently. I don't have the reapers or walkers in mine but a lot of that is down to the fact I run 1500 pt lists at the local store. I've tended to go with a star cannon and twin cats on my falcons but two cannons with hail of doom could be interesting. I'd love to hear how they perform.
How have Masters of Concealment worked for you? I ended up facing a lot of Marines and Iron Warrior armies of la te and there was so much `ignore cover ` in those armies, it felt wasted. Curious to see if it is just a local area thing.
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.
I haven't played against anyone who can ignore cover yet.
The armies that don't ignore it certainly works really well a wave serpent with a 2+ is amazing.. thrown in a bunch of wraith lords etc... it mounts up to pretty resilient force.
The main trait I build around is expert craters though.
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 ? "
wuestenfux wrote: Well, I want to add some support weapons to my Eldar army.
In the current tournament meta, the armies contain either vibro cannons or shadow weavers.
What is your pick?
I've had very good results with D-cannon. They're a bit terrain-dependent, but since battlefields in my area tend to have lots of LOS-blocking terrain in the middle (I think this is an ITC thing?) the D-cannon usually have a nice place to hide. Combine a battery with a Warp Hunter or two and your LOS-ignoring guns can sweep heavy units off the table.
Vibro cannon are good, too. Four or more is the way to go. I've played with up to six, which do decently good work, especially for the points. They do like being screened or otherwise covered by your army; if you just leave them hanging out on the flank they risk being mobbed in melee.
Madness is however an affliction which in war carries with it the advantage of surprise - Winston Churchill
Vibros generlly, they are a lot cheaper and have better range.
The best thing is you can mix and match. I'm thinking of running 4 vibros and 2 D-cannons. You really need them to camp down on an objective and have a nice piece of LOS blocking terrain. But if I was going full tilt I'd probably take all vibros.
Tip - When you build them, make sure you file out the weapon slot and have a lot of space either side to prevent the gun scraping against the turret part and you can just swap them out.
wuestenfux wrote: Well, I want to add some support weapons to my Eldar army.
In the current tournament meta, the armies contain either vibro cannons or shadow weavers.
What is your pick?
I've had very good results with D-cannon. They're a bit terrain-dependent, but since battlefields in my area tend to have lots of LOS-blocking terrain in the middle (I think this is an ITC thing?) the D-cannon usually have a nice place to hide. Combine a battery with a Warp Hunter or two and your LOS-ignoring guns can sweep heavy units off the table.
Vibro cannon are good, too. Four or more is the way to go. I've played with up to six, which do decently good work, especially for the points. They do like being screened or otherwise covered by your army; if you just leave them hanging out on the flank they risk being mobbed in melee.
They have a coherency of 6" so if an enemy commits so far into the backfield just to take out a 35 pts unit its done its job by then I think.
Mine have always been ignored as they have more pressing concerns such as chargin wraith lords and wraith guard wave serpents and dark reapers..
This message was edited 1 time. Last update was at 2020/01/20 07:15:32
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 ? "
Tip - When you build them, make sure you file out the weapon slot and have a lot of space either side to prevent the gun scraping against the turret part and you can just swap them out.
Nice tip. I've ordered 6 of them but they are not on stock atm.
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."
Argive wrote: I haven't played against anyone who can ignore cover yet.
The armies that don't ignore it certainly works really well a wave serpent with a 2+ is amazing.. thrown in a bunch of wraith lords etc... it mounts up to pretty resilient force.
The main trait I build around is expert craters though.
Interesting. I've either faced Centurions in Marine armies or Imperial Fists. Other armies, although few in number, had difficulty against Masters of Concealment. It may be my local area. I appreciate the reply.
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.
Tip - When you build them, make sure you file out the weapon slot and have a lot of space either side to prevent the gun scraping against the turret part and you can just swap them out.
Nice tip. I've ordered 6 of them but they are not on stock atm.
UKGW sold out as well I got 2 more on ordder making a pack of 6. I guess everybody is jumping on the bandwagon. I played them before it was cool though Yeah ill be runing 6, I think 9 is just taking the cheese to a whole new level so I won't go full 9 personally Probably would If I was tournamenting
This message was edited 1 time. Last update was at 2020/01/20 16:00:39
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 had very good results with D-cannon. They're a bit terrain-dependent, but since battlefields in my area tend to have lots of LOS-blocking terrain in the middle (I think this is an ITC thing?) the D-cannon usually have a nice place to hide. Combine a battery with a Warp Hunter or two and your LOS-ignoring guns can sweep heavy units off the table.
Vibro cannon are good, too. Four or more is the way to go. I've played with up to six, which do decently good work, especially for the points. They do like being screened or otherwise covered by your army; if you just leave them hanging out on the flank they risk being mobbed in melee.
They have a coherency of 6" so if an enemy commits so far into the backfield just to take out a 35 pts unit its done its job by then I think.
Mine have always been ignored as they have more pressing concerns such as chargin wraith lords and wraith guard wave serpents and dark reapers..
That's what I mean by "covered by your army." I usually don't literally screen mine; I force the enemy to deal with aggressively advancing Wraith(nouns), while the support weapons loiter behind the battle line. You do have to be careful about them getting pinned down by land speeders, outflanking troops, or what have you -- that's something you can usually counter with careful planning, but you need to devote at least a little thought to it.
Madness is however an affliction which in war carries with it the advantage of surprise - Winston Churchill
kingheff wrote: Has anyone tried illic recently? He seems like a decent, cheap sniper.
I was thinking about a spearhead with him and 3 prisms in a separate detachment. Alaitoc may not be what it was but -1 to hit still isn't bad, especially when linked fire is so good. Nice little plug in detachment, illic is unusual in that he's not a support character and hitting on 2, wounding on 2 with a -3 ap flat 3 damage gun seems pretty tasty.
Illic is good, especially a non-targetable objective camper that can lend some character sniping or do some damage to things like Aggressors or characters without invulns. The big drawbacks to Illic: 1) he locks you into Alaitoc (which may not necessarily be a bad thing if you build around it) and 2) he baits you into wanting to use a CP re-roll when you inevitably roll that one. I find this to be a trap most of the time.
I've found that he's best in the role of sitting on an objective and just adding some damage to minor characters or elite infantry type of units
Chief Filthy Casual at GDFC
https://www.grimdarkfilthycasuals.com
Was hoping to get a feel for how this list would work for a 1k pts level list:
Spoiler:
Vanguard Detachment +1CP (Aeldari - Craftworlds) No Force Org Slot
Craftworld Attribute
*Custom Craftworld*
Selections: Diviners of Fate, Wrath of the Dead
Not really planning on playing this in particularly competitive environments (i.e., not planning on going to any tournaments) but also hoping it doesn't really get rolled. Anything I should tweak?
Without going too in depth I'd say swap out one unit of axes for swords, you are lacking volume of dice somewhat.
I would probably go for double cannons and catapults on the lord's personally, not sure how that works out with the points but having them advance up the table clearing chaff will make holes for the blades and guards to exploit. Are the guard going in the webway?
I think you'd be better off taking a single, larger unit of Wraithblades. Then, give one of your Spiritseers Protect/Jinx, and boost the Wraiths' save to 2+/3++. That unit can really dominate the battlefield and force the enemy to deal with it.
Of course you'd need another Elite choice at that point; maybe drop a Wraithlord and/or a Spiritseer and slip in another unit of Wraithguard or sword-armed Wraithblades?
If you take a Wraith Host from the Vigilus book your warlord can grant rerolls to charges and there's a stratagem that grants extra attacks, both of which seem good for your army.
Madness is however an affliction which in war carries with it the advantage of surprise - Winston Churchill
Saber wrote: I think you'd be better off taking a single, larger unit of Wraithblades. Then, give one of your Spiritseers Protect/Jinx, and boost the Wraiths' save to 2+/3++. That unit can really dominate the battlefield and force the enemy to deal with it.
Of course you'd need another Elite choice at that point; maybe drop a Wraithlord and/or a Spiritseer and slip in another unit of Wraithguard or sword-armed Wraithblades?
Swapping out a spiritseer for a bonesinger would be fluffy and fill the slot. He might get some use patching up all the wraiths.
Ugh. I'd forgotten that rules for stuff are in like half a dozen different locations.
If I were to drop one of the Wraithlords to get more numbers on the table, I'm guessing I should forgo the Ghostglaive Wraithlord in favor of more wraithblades, right?
I think something like this might be quite fun. Its pretty similar to what was suggested.
I think masters of concealment and wrath of the dead are very fluffy traits. Like a an army of shrouded angry ghost constructs charging straight at you.
You'd pay 1 Cp to have the wraithguard in the web way and drop them on top of something big and juicy.
This leaves you 2 CP to play with for either 1 turn of passing the invuln to the DS'd wraithguard if you co-ordinate with your wraith seer who should be pelting it up the board in a wave serpent filled with wraith blades right at the juicy targets.
or 2 rounds of extra attack strategem. you can do it on blades and also add supreme disdain on top to really dice something up... or give it to the big blob of wraith guard who can fall back and shoot and would then have 2 attcks a piece in CC. Their fists are actually really good with being D3 dmg and -1..
I wish you could opt for the axe or sword variant to fight with fists.. lol
Without building around a battalion then this sort of thing is the best we can do probably.
You could potentially change one of the traits to master crafters. Master crafters and wrath of the dead would give a lot of re-rolls but you'd loose on the durability borne from cover.
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 ? "
Are we certain that the Bonesinger is meant to be an Elite choice? The datasheet says HQ, while the points listing says Elite. Has there been some sort of official clarification?
Madness is however an affliction which in war carries with it the advantage of surprise - Winston Churchill