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popisdead wrote: Are Hemlock Wraithfighters bad? I've owned one nicely painted up since it came out and I happily used it a bit last edition but I've heard no one mention it this edition.
Did it go up in points so much it became unusable or the lack of stacking modifiers? I'm playing casual competitive and found it was fine before.
Thanks kindly.
Everything has gone up in points.
the hemlock is currently sitting at 240pts.. with a single -1 to hit it has the survivability of a tadpole in a shark tank.
Im sure you could still use it casually though but dont expect it surviving T1.
Might be worth deepstriking it in.
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 ? "
-1 to hit alone isn't worth much anymore in a marine reroll to hit meta, no stacking modifiers and no way to hide.
A Falcon might be even more survivable with T7 instead of -1 to hit for ~'half' the points.
The output is okish and the psychics are a nice addon but in my opinion its way too expensive for its survivability.
The inability to hide is a big blow for all the planes, possibly more so than the minus to hit nerf. An inability to even hide turn one is a big blow.
One could work from deepstrike though if you take enough firepower down to allow the hemlock to come on say turn two without just being blown away.
"The inability to hide is a big blow for all the planes" - yeah this is the issue. The Hemlock is still a great unit but rules and points changes have hurt it a bit. With access to so many other powerful psyker units in the roster there just isn't the need for this plan, especially as the board has shrunk, and so its USP (dropping a jinx on any target you please) is less of a big deal.
That and a single warlock unlocking the seer council strat means that the Hemlock has to be doing a very specific job for you. I wouldn't write it off by any means, but it's a high priority target with no way of defnding itself T1.
Yesterday i had the opportunity to play a 1k game against Grey Knights.
First off the new missions are really good and 1k feels like a proper game with its own missions and decision making instead of just a 2k game with too few points.
Played a Ynnari patrol to give the Yncarne a try in the new edition and hell that lass is a blast to play. The mobility is awesome and multiple times she tricked the enemy with their teleport.
When the Shining Spears tried to assasinate the enemy Warlord Terminator Psyker and whiffed their attacks they got removed in a counter charge next turn only for the Yncarne to take their place and in my next round finish the job.
Later a falchion strike squad lined up for a charge only for the Yncarne to jump away when a Wraithlord died in the shooting phase.
The Yncarne was without doubt the MVP of that game. Think she not only scored/denied a lot of points through her jumps
but also killed most of the enemy force. Her kill count was the Warlord Termi Psyker, a Terminator Squad, a Strike Squad and a Rhino.
What successes and/or challenges are you all facing? So far, I've only played against Space Marines and it has been a real uphill battle for myself.
The secondary "Bring It Down" is yielding my opponent nearly/all points. Craftworld vehicles perform reasonably well, but by turn 4, they are generally crumbling.
I have had little success with Witchcraft secondaries. I've found the Craftworld psychic powers critical or getting within range to cast for the secondary gets the psyker promptly eliminated.
Dire Avengers are ok, but nothing special. Objective Secured is critical, but they fall apart very quickly once exposed.
I've had luck with 2x5 Warp Spiders to garner secondaries such as Engage on All Fronts or Line breaker. The innate-1 to hit ability does help as well as the ability to move anywhere on the table once per game.
All in all, it has been much more challenging than 8th and ITC missions.
Every opponent I have faced indicated the unit of 2-3 Hornets is a significant threat. It stands to reason facing Marines with Hornet Pulse Lasers.
I've utilized a 2 strong Warlock Conclave and have had success with casting , but it has generally been for Jinx (extending its range via stratagem).
Controlling the Primary Objectives has been quite a challenge against Marines. They wreck whatever is on the objectives prior to my next command phase.
Some ideas was to use 3 Nightspinners and pick the secondary, While We Stand, We Fight. But, I could not have Wave Serpents in the list, which seems like a bad idea.
Right now, I'm definitely facing significant challenges against Marines (lots of folks on the bandwagon atm).
Thoughts?
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.
Sarigar wrote: What successes and/or challenges are you all facing? So far, I've only played against Space Marines and it has been a real uphill battle for myself.
The secondary "Bring It Down" is yielding my opponent nearly/all points. Craftworld vehicles perform reasonably well, but by turn 4, they are generally crumbling.
I have had little success with Witchcraft secondaries. I've found the Craftworld psychic powers critical or getting within range to cast for the secondary gets the psyker promptly eliminated.
Dire Avengers are ok, but nothing special. Objective Secured is critical, but they fall apart very quickly once exposed.
I've had luck with 2x5 Warp Spiders to garner secondaries such as Engage on All Fronts or Line breaker. The innate-1 to hit ability does help as well as the ability to move anywhere on the table once per game.
All in all, it has been much more challenging than 8th and ITC missions.
Every opponent I have faced indicated the unit of 2-3 Hornets is a significant threat. It stands to reason facing Marines with Hornet Pulse Lasers.
I've utilized a 2 strong Warlock Conclave and have had success with casting , but it has generally been for Jinx (extending its range via stratagem).
Controlling the Primary Objectives has been quite a challenge against Marines. They wreck whatever is on the objectives prior to my next command phase.
Some ideas was to use 3 Nightspinners and pick the secondary, While We Stand, We Fight. But, I could not have Wave Serpents in the list, which seems like a bad idea.
Right now, I'm definitely facing significant challenges against Marines (lots of folks on the bandwagon atm).
Thoughts?
Is there a common theme to the lists you are hitting a wall against ?
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 ? "
Farseer, Dire Avengers, 1- Wave Serpents, 2-3 Hornets, Shining Spears, Wraithblades, Wraithseer, Vypers, Falcons in general.
I tried 2 x 5 Warp Spiders in one game which worked well for primary and secondary objectives. Dire Avengers do ok, but very frail once exposed. Wraithblades (axe and shield) do well. A Warlock Conclave of 2 models do very well for the long distance Jinx/Protect. Shining Spears are good for a powerful charge, but tend to be eliminated soon after.
I've found the Marines seemingly can play aggressive and can overpower my army away from the center of the board. I may need to utilize massed mortal wounds via Farseer and Yvraine with Wave Serpent support (although no reroll for the Serpent Shield hurts).
I've got an event coming up in a couple weeks. It feels a bit like 5th edition with Eldar. I won't win, but if I could go 3-2, it would be a good showing as I expect a large Marine showing.
Its a bit of a waiting game until armies get more in line with 9th edition.
What successes or challenges are folks having?
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.
Controlling the Primary Objectives has been quite a challenge against Marines. They wreck whatever is on the objectives prior to my next command phase.
Right now, I'm definitely facing significant challenges against Marines (lots of folks on the bandwagon atm).
I've found the Marines seemingly can play aggressive and can overpower my army away from the center of the board. I may need to utilize massed mortal wounds via Farseer and Yvraine with Wave Serpent support (although no reroll for the Serpent Shield hurts).
I've been wondering if D-Cannon support weapons can help out with this. A lot of 9th edition seems to be fighting in the center, and there is supposed to be more terrain now on the board and a smaller board size for tournaments. Support weapons no longer get -1 to hit for moving, and can be put into strategic reserves. Overall I feel like they fit in better in 9th edition.
Sarigar wrote: What successes and/or challenges are you all facing? So far, I've only played against Space Marines and it has been a real uphill battle for myself.
The secondary "Bring It Down" is yielding my opponent nearly/all points. Craftworld vehicles perform reasonably well, but by turn 4, they are generally crumbling.
I have had little success with Witchcraft secondaries. I've found the Craftworld psychic powers critical or getting within range to cast for the secondary gets the psyker promptly eliminated.
Dire Avengers are ok, but nothing special. Objective Secured is critical, but they fall apart very quickly once exposed.
I've had luck with 2x5 Warp Spiders to garner secondaries such as Engage on All Fronts or Line breaker. The innate-1 to hit ability does help as well as the ability to move anywhere on the table once per game.
All in all, it has been much more challenging than 8th and ITC missions.
Every opponent I have faced indicated the unit of 2-3 Hornets is a significant threat. It stands to reason facing Marines with Hornet Pulse Lasers.
I've utilized a 2 strong Warlock Conclave and have had success with casting , but it has generally been for Jinx (extending its range via stratagem).
Controlling the Primary Objectives has been quite a challenge against Marines. They wreck whatever is on the objectives prior to my next command phase.
Some ideas was to use 3 Nightspinners and pick the secondary, While We Stand, We Fight. But, I could not have Wave Serpents in the list, which seems like a bad idea.
Right now, I'm definitely facing significant challenges against Marines (lots of folks on the bandwagon atm).
Thoughts?
Thought I'd drop my experiences after a few games. I am one win (vs Dark Angels), one loss (vs Custodes). Both games I went second.
For the first game against Custodes, I basically brought my 8th edition list Mechdar without roughly 300 or so points so tweaked it a bit to fit.
Like you, I have found that giving away all points for "Bring it down" is somewhat unavoidable, the likes of Wave Serpents and Falcons are necessary for protecting the squishy guys inside. This brings me onto Dire Avengers, I have tried them both with a shimmershield and without, and the results ended up with 5 dead avengers should anyone decide to focus fire them. They remain hidden in tanks but they don't survive holding primaries for very long. They could be useful to use on backfield objectives like raise the banners, but I mainly take them as a tax unit. Guardians I see have potential, hiding 10 of them on an objective is useful with the potential to screen thanks to the size of the unit. 1CP for a 4++ isn't bad either.
War Walkers for me have been the big performer in both games, their cheap body and double star cannons work very well coupled with expert crafters and masterful shots. The custodes player mentioned he found them very pressuring as single units, being able to flank the board and effectively force him to deal with denying me secondary points with 70 point models. They were very useful in screening his dreadhost bomb and in the game against DA, their drop pods and DW Knights. They also easily net points for line breaker or the engage on all fronts secondaries should they be chosen.
I used 3 fire prisms in my first game and they actually performed well, hiding and moving around to link fire proved to be pretty useful. Not entirely sure how effective these would be in a game against marines though, so replacing them with Falcons in future games.
My gameplay tended to focus on rushing down objectives early game to net full primaries in turns 2 and 3 while limiting what my opponent can shoot at by keeping things in deepstrike in the case of the war walkers. I tried striking scorpions and they were okay but not stellar by any means and I brought some swooping hawks who did better, their fire rate made them a distraction and they're an okay screen/charge preventer with the supressing fire ability.
As far as I see, it's gonna be tough playing Eldar for a while without souping in Harlequins.
This message was edited 2 times. Last update was at 2020/08/25 13:16:10
So, I've taken my previous list and just gone all out for firepower. I figure I should have enough to hold a couple of objectives and then I just blast away pretty much anything that pokes it's head out before trying to max primary turns four and five.
Vibros still hold the backfield, walkers and avengers start off the table, vypers and the characters push out.
Nothing fancy or clever really, just lots of dakka , speed and cheap moderately tough wounds. I'm thinking over 150 T5+ wounds with 3+ or 2+ saves at over 12" should be pretty annoying to remove, I can make one squad of vypers 1+ save with protect and another -1 to hit for extra annoying factor.
Leo_the_Rat wrote: What would you want the Harlies to do for you and, if you don't mind explaining why?
Fast, Combat units to go with shining spears, great screens, troupe masters are strong and big squads of skyweavers are reasonably reliable for the points you pay.
I don't play them personally as I'm a bit of a purist, but I know a few that do and they're getting good success from them.
kingheff wrote: So, I've taken my previous list and just gone all out for firepower. I figure I should have enough to hold a couple of objectives and then I just blast away pretty much anything that pokes it's head out before trying to max primary turns four and five.
Vibros still hold the backfield, walkers and avengers start off the table, vypers and the characters push out.
Nothing fancy or clever really, just lots of dakka , speed and cheap moderately tough wounds. I'm thinking over 150 T5+ wounds with 3+ or 2+ saves at over 12" should be pretty annoying to remove, I can make one squad of vypers 1+ save with protect and another -1 to hit for extra annoying factor.
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 ? "
Masterful shots, instead of masters of concealment, has proven to be beyond valuable for me especially against marines. I don't see the point in making our poor resilience mediocre when we can make our offence even stronger. I do believe my meta and how we do tables skews me down that road and it might not be the same for others.
With expert crafters I would be looking to throw some bright lances in those squads to take full advantage of it and provide considerably more AT. Again I understand this may be due to a vehicle heavyish meta that I'm in. And also the fact that I've had tremendous luck with mine due to it. I don't find starcannons with doom and/or guide to be enough for consistent vehicle kills.
Vibro-cannons. I just don't see what the fuss is. I take it it's a more is better thing with them? Can anybody tell me why they seem so popular?
kryczek wrote: I like it as well apart from a few things.
Masterful shots, instead of masters of concealment, has proven to be beyond valuable for me especially against marines. I don't see the point in making our poor resilience mediocre when we can make our offence even stronger. I do believe my meta and how we do tables skews me down that road and it might not be the same for others.
With expert crafters I would be looking to throw some bright lances in those squads to take full advantage of it and provide considerably more AT. Again I understand this may be due to a vehicle heavyish meta that I'm in. And also the fact that I've had tremendous luck with mine due to it. I don't find starcannons with doom and/or guide to be enough for consistent vehicle kills.
Vibro-cannons. I just don't see what the fuss is. I take it it's a more is better thing with them? Can anybody tell me why they seem so popular?
Cheers.
Its because each one acts as a single unit once deployed so that you end up with 9 MSU weapon platforms each benefiting from the EC re rolls. This used to infuriate me due to not being able to cast guide on the all 3 at once but now it works as a benefit.
They took bit of a points hit as well as suffering from the cap. They used to get +2 to the wound roll for subsequent shots but thats capped at 1 now. Also, they prevent advancing from any wounded unit which can be significant.
Ive stopped 20 strong horde of pox walkers in their tracks by a single vibro hit per shooting phase before wining me a game on its own as they were unable to screen ahead of the remaining DG army as was their purpose...
I really rate master of concealment. Especially on wave serpents and wraithlords. It adds up to make a difference over all of the wounds you have to churn through.
With the smaller board sizes and the prevalence of having a lot of cover to work with, masters of concealment is a bit redundant and it makes more sense to actually negate cover through using masterful shots. The difference between a starcannon causing 5+ saves or 6+ saves to an intercessor is huge and when facing a lot of infantry, concealment isn't the way to go. You want to be killing things so they don't shoot back, not shoring up on the hopes of being 12" away for a little bit of extra survivability.
I'm personally not sold on the vibrocannons, or any support weapons for 9th edition, it is way to easy for them to be countered with strategic reserves being a factor and unless you're hanging guys back, you can't screen for them.
Kingeff, I like the list, especially the vypers and war walkers, but I am not seeing the best synergy with expert crafters. I know you have a guide/doom seer to help, but it might be worth thinking about fortune instead of guide to make a unit really hard to kill instead of MoC route.
I still think vibros in crafters lists are extremely good.
I know they got limited to +1 to wound but that's not enough of a nerf to worry me too much. They still wound T6 and below on 2's, so great on light vehicles, bikes and heavy infantry. T7 on threes, T8 on fours after the first gun shoots. Flat 2 damage is always solid. With the crafters bonus working on each platform they're super efficient.
They're still cheap at 9 points per wound, they screen out pretty much the whole deployment zone with not much effort leaving the rest of the army to push forward.
Against marines the ability to stop advance moves for things like white scars is a great ability too.
I was running min squads of vypers and walkers to maximize the crafters benefits but I wanted to spam the wounds so moved away from the single vihicles. It also allows more guns even if the individual guns lose some efficiency.
Regards the ignore Vs always in cover I think 9th suits always in cover more because terrain can't be on objective markers though there may be some overlap. But on the whole the list is designed to blast opponents off objectives to deny them points whilst surviving as best I can. A 2+ is a pretty good place to start since between that and the T5+ profiles I'm trying to nullify small arms as much as possible and just using weight of wounds to survive anti tank firepower.
This message was edited 1 time. Last update was at 2020/08/26 13:25:35
So, I've taken my previous list and just gone all out for firepower. I figure I should have enough to hold a couple of objectives and then I just blast away pretty much anything that pokes it's head out before trying to max primary turns four and five.
Vibros still hold the backfield, walkers and avengers start off the table, vypers and the characters push out.
Nothing fancy or clever really, just lots of dakka , speed and cheap moderately tough wounds. I'm thinking over 150 T5+ wounds with 3+ or 2+ saves at over 12" should be pretty annoying to remove, I can make one squad of vypers 1+ save with protect and another -1 to hit for extra annoying factor.
So I was playing around with a similar list more themed around maximum Starcannons and what I think is good is taking Pulse laser Hornets instead of Vypers, each Hornet is equivalent to 3 Vypers in firepower. Also I would recommend fitting this into a patrol detachment and a Vanguard, that way you don't need to take so many troops which at the moment are not very good and can instead spend it on swapping out some of your Vypers for Hornet Squadrons
~500pts Asuryani painted new colour scheme
~7500pts Asuryani assembled some with old colour scheme
So, I've taken my previous list and just gone all out for firepower. I figure I should have enough to hold a couple of objectives and then I just blast away pretty much anything that pokes it's head out before trying to max primary turns four and five.
Vibros still hold the backfield, walkers and avengers start off the table, vypers and the characters push out.
Nothing fancy or clever really, just lots of dakka , speed and cheap moderately tough wounds. I'm thinking over 150 T5+ wounds with 3+ or 2+ saves at over 12" should be pretty annoying to remove, I can make one squad of vypers 1+ save with protect and another -1 to hit for extra annoying factor.
So I was playing around with a similar list more themed around maximum Starcannons and what I think is good is taking Pulse laser Hornets instead of Vypers, each Hornet is equivalent to 3 Vypers in firepower. Also I would recommend fitting this into a patrol detachment and a Vanguard, that way you don't need to take so many troops which at the moment are not very good and can instead spend it on swapping out some of your Vypers for Hornet Squadrons
I see where you're coming from, I was using hornets with star cannons previously, they're very good in terms of killing potential but they're getting pretty pricey per wound especially with the pulse laser. I can get two squads of vypers for less than one squad of hornets.
The best thing about the vypers is how cheap they are for such a great platform. They're there to be my screen really so cheapness is really a virtue, to get a 20" fly movement with T5 3+ defensive profile for under ten points per wound is insanely good value.
Plus I think the list still lacks chaff killing shots, swapping out what shuriken I have for more star cannons just isn't a trade I'd feel comfortable with even though the anti power armour would increase even more.
So, I've taken my previous list and just gone all out for firepower. I figure I should have enough to hold a couple of objectives and then I just blast away pretty much anything that pokes it's head out before trying to max primary turns four and five.
Vibros still hold the backfield, walkers and avengers start off the table, vypers and the characters push out.
Nothing fancy or clever really, just lots of dakka , speed and cheap moderately tough wounds. I'm thinking over 150 T5+ wounds with 3+ or 2+ saves at over 12" should be pretty annoying to remove, I can make one squad of vypers 1+ save with protect and another -1 to hit for extra annoying factor.
So I was playing around with a similar list more themed around maximum Starcannons and what I think is good is taking Pulse laser Hornets instead of Vypers, each Hornet is equivalent to 3 Vypers in firepower. Also I would recommend fitting this into a patrol detachment and a Vanguard, that way you don't need to take so many troops which at the moment are not very good and can instead spend it on swapping out some of your Vypers for Hornet Squadrons
I see where you're coming from, I was using hornets with star cannons previously, they're very good in terms of killing potential but they're getting pretty pricey per wound especially with the pulse laser. I can get two squads of vypers for less than one squad of hornets.
The best thing about the vypers is how cheap they are for such a great platform. They're there to be my screen really so cheapness is really a virtue, to get a 20" fly movement with T5 3+ defensive profile for under ten points per wound is insanely good value.
Plus I think the list still lacks chaff killing shots, swapping out what shuriken I have for more star cannons just isn't a trade I'd feel comfortable with even though the anti power armour would increase even more.
That's all true and good points, but with Vypers if you do advance you then can't shoot the Starcannons whereas you can take Crystal Targeting Matrix on Hornets which allows you to do so.
Also you can take Spirit Stones to increase points per wound on Hornets from around 15 to just under 14 on average (with CTM) and you have +1 toughness, +2 movement and can advance and shoot if you over Vypers.
My list has a squad of Vypers and a squad of Hornets as I'm taking one Spearhead so only 2 Fast Attack so fits well for me in this case and I really want to dip into FW Hornets seem like a great place to start when they come back into availability.
~500pts Asuryani painted new colour scheme
~7500pts Asuryani assembled some with old colour scheme
kingheff wrote: [spoiler]So, I've taken my previous list and just gone all out for firepower. I figure I should have enough to hold a couple of objectives and then I just blast away pretty much anything that pokes it's head out before trying to max primary turns four and five.
Vibros still hold the backfield, walkers and avengers start off the table, vypers and the characters push out.
Nothing fancy or clever really, just lots of dakka , speed and cheap moderately tough wounds. I'm thinking over 150 T5+ wounds with 3+ or 2+ saves at over 12" should be pretty annoying to remove, I can make one squad of vypers 1+ save with protect and another -1 to hit for extra annoying factor.
So I was playing around with a similar list more themed around maximum Starcannons and what I think is good is taking Pulse laser Hornets instead of Vypers, each Hornet is equivalent to 3 Vypers in firepower. Also I would recommend fitting this into a patrol detachment and a Vanguard, that way you don't need to take so many troops which at the moment are not very good and can instead spend it on swapping out some of your Vypers for Hornet Squadrons
I see where you're coming from, I was using hornets with star cannons previously, they're very good in terms of killing potential but they're getting pretty pricey per wound especially with the pulse laser. I can get two squads of vypers for less than one squad of hornets.
The best thing about the vypers is how cheap they are for such a great platform. They're there to be my screen really so cheapness is really a virtue, to get a 20" fly movement with T5 3+ defensive profile for under ten points per wound is insanely good value.
Plus I think the list still lacks chaff killing shots, swapping out what shuriken I have for more star cannons just isn't a trade I'd feel comfortable with even though the anti power armour would increase even more.
That's all true and good points, but with Vypers if you do advance you then can't shoot the Starcannons whereas you can take Crystal Targeting Matrix on Hornets which allows you to do so.
Also you can take Spirit Stones to increase points per wound on Hornets from around 15 to just under 14 on average (with CTM) and you have +1 toughness, +2 movement and can advance and shoot if you over Vypers.
My list has a squad of Vypers and a squad of Hornets as I'm taking one Spearhead so only 2 Fast Attack so fits well for me in this case and I really want to dip into FW Hornets seem like a great place to start when they come back into availability.
They're also good points, there's definitely good stuff with hornets but in this list I need the cheapness of the vypers.
I think I'd have to redo the list to squeeze in the hornets, probably at the expense of the vibros if anything. But then I lose the backfield screen.
Hornets are great models, no comparison to the vypers there, although it's only the riders that look dated, the bike part of the vyper still look decent to me.
This message was edited 1 time. Last update was at 2020/08/28 17:22:04
Here's a list I put together with a squad of hornets as an alternative to the other list, the nice thing about this is that I can use ignore cover and count as in cover in a single battalion which is nice.
- Shining Spears -
Ynnari: Occasionally first strike or +1 to hit in cc. Access to advance and charge strategem. Lack of fortune and protect.
CWE: More attacks with hunters of ancient relics and either expert crafters or headstrong for easier charge rolls. Defensive buffs.
With Ynnari i'd tend to run them in small squads as they lack protection and it helps to activate SfD.
Multiple squads are harder to hide in the webway though and Ynnari lack the charge bonus of CWE.
With CWE i would take large squads. Fortune and protect for durability and doom for better damage.
They can hide in the webway and appear with +4 to charge with Ghostwalk, Headstrong and Swooping Dive.
Don't forget that with CWE you can take a Warlock with Quicken and yolo them ahead 28 inch in one turn, or move after coming in from deepstrike. It makes charging incredibly easy. You can only do it on one unit, of course.
- Shining Spears -
Ynnari: Occasionally first strike or +1 to hit in cc. Access to advance and charge strategem. Lack of fortune and protect.
CWE: More attacks with hunters of ancient relics and either expert crafters or headstrong for easier charge rolls. Defensive buffs.
With Ynnari i'd tend to run them in small squads as they lack protection and it helps to activate SfD.
Multiple squads are harder to hide in the webway though and Ynnari lack the charge bonus of CWE.
With CWE i would take large squads. Fortune and protect for durability and doom for better damage.
They can hide in the webway and appear with +4 to charge with Ghostwalk, Headstrong and Swooping Dive.
Don't forget that with CWE you can take a Warlock with Quicken and yolo them ahead 28 inch in one turn, or move after coming in from deepstrike. It makes charging incredibly easy. You can only do it on one unit, of course.
Both is not correct:
1. If you use quicken on Shining Spears you can move up 44 Inches (without being able to charge) or 32 inches (while stil being able to charge). 2. and more importantly: A unit arriving via deepstrike can NEVER move for any reason with the exception being a charge move. So no: you cannot drop in a unit from deep strike and them quicken than for a guaranteed 2 inch charge move.
This message was edited 2 times. Last update was at 2020/08/31 13:28:49