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2022/09/05 12:08:19
Subject: Re:Codex Aeldari: No longer a dying race!
HOWEVER, the battlefocus rules are worse than those for a standard advance roll (for moving over terrain purposes) so if you don't plan to shoot, just do an advance roll.
If my understanding is correct though, the point is to move a farseer into smite range and cast, then use Battlefocus to move back to a more protected spot. This should also work for moving into position for a Psychic Action and then retreating to a safer spot.
2022/09/05 15:01:20
Subject: Re:Codex Aeldari: No longer a dying race!
HOWEVER, the battlefocus rules are worse than those for a standard advance roll (for moving over terrain purposes) so if you don't plan to shoot, just do an advance roll.
If my understanding is correct though, the point is to move a farseer into smite range and cast, then use Battlefocus to move back to a more protected spot. This should also work for moving into position for a Psychic Action and then retreating to a safer spot.
Exactly. Smite from 18” away and then battlefocus away.
I have found that going around area terrain is better than trying to go into it.
I’ve played against my friends Space Wolves 3 times now and after swapping out Guide for Executioner, it has worked well. 2D3 mortal wounds plus a free strands mortal wound with the rangers was very scary.
Battlefocus is proving less useful than I expected. It’s great on paper but in practice it’s hard to align all the factors to shoot at a distance and also get back into a safe position. Fire and Fade is excellent, but for 2cp and a limit to once per phase makes it harder to rely on.
I do really love all the effects that go off on 6s.
In my last game, I saved a 6 for my rangers to deal a mortal wound, then I rolled 3 6s to wound and ended up dealing 4 mortal wounds with 5 rangers and felt really bad about it.
Automatically Appended Next Post: ok. when I look at wraith lords I want to build around them. 9 wounds behind t8/-1 dam and possibility to buff through core. with all sorts of things from obsec to doom.
With the glaive and 2 scatters they are 125. with the shurikens Thats a lot of shots and more than decent melee.
Full strands setup would give a few sixes for saves each turn rather often and the one you bait with can have 5++ through fortune. also, lightning fast.
you could fit one with twin bright lances and dont take the glaive, maybe.
i want to run 4.
any experience with similar things?
Automatically Appended Next Post: what about this?
1. Rule of 3 - Cannot run more than 3 wraithlords as they are individual slot choices.
However you can run 3x wraithlords and 3 x wraithsaeers. ( dont rememebr if wraithseers got FAQ's to be -1D or they have the ignore -1 AP rule still)
2. Although WL get core - They are limited in what starts/psychic powers they can utilise. You'd need to read carefully.
3.I think you can give Obsec to maybe 1 but not all
4. Lack of battle focus sucks
Last game I played I used 3x WL and 2x Wraith seers.
I used Bright lance, shuri cat and sword combo.
I love the wraith lord/ seer models so ive always used them and I think I got it to work. The main tactic was to hold them back initially and hiding using terrain. But then the downside is their moevement hold them back and you end up sacrificing shooting for advance.
I really liked them with Ulthwe CW trait. With a nearby autarch they rerolled 1's to hit and a wound roll per model which made them put out a lot more firepower than expected especially with a Strands of fate.
Also, if you manage to get an odd 6 for strands of fate they can deflect some hefty AT which would otherwise kill them making them far more survivable. (but relying on 6's is never a sound tactic)
So you need to present a more juicy/critical target that cant be ignored. (Like a wave serpent full of Dire avengers holding a forward objective for example)
I really like the unit as a platform. Probably not the most efficient and wraith seers suffer a bit from lack of secondary heavy weapon but make up for it in psychic output for actions and VP.
This message was edited 1 time. Last update was at 2022/09/08 11:56:16
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 ? "
what you describe is exactly what I've been building for. I went for 8 wraith axes for that unit your opponent has to react to. Normally I always play avengers in serpent over that. Maybe I should just go back to that.
what you describe is exactly what I've been building for. I went for 8 wraith axes for that unit your opponent has to react to. Normally I always play avengers in serpent over that. Maybe I should just go back to that.
Id love to see the rest of your list!
Pretty much all wraithlords/ wraithseers some dire avengers and guardians and vibro canon squadron.
Im planing on paying next week and trying out a new list with dropping guaurdian blob for some rangers
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 ? "
Where should I look for my anti tank? I’m wanting to rely heavily on aspect warriors but I’ve been reading that fire dragons and dark reapers aren’t particularly great.
Iggy88 wrote: Where should I look for my anti tank? I’m wanting to rely heavily on aspect warriors but I’ve been reading that fire dragons and dark reapers aren’t particularly great.
Fire dragons should be good for hopping out of a transport and vaporizing something. But they suffer from being frail little elf things, so the odds of them living to kill a second target are not the best.
Classicly I’ve relied on bright lances and pulse lasers for my AV work, but tend to play as a mech list with a number of tanks. YMMV with a more aspect heavy list. But if you are using falcons and serpents, it’s a place to pack some firepower into a list.
I have a list that includes a serpent, falcon, and fire prism, although I cannot afford any upgrades on the serpent. It would be 5 fire dragons, 5 reapers, a falcon, and a fire prism for anti-tank. And then the alternative list removes the wave serpent, falcon, and fire prism for a webway gate and 5 more aspect warriors in most of the squads, but not either fire dragons or dark reapers.
I'm probably better off sticking with the tanks. I really like them, too. They look cool and seem powerful, especially the fire prism.
So, maybe I could get some help on where to go.
I have 1 farseer skyrunner, 5 rangers, and 5 dire avengers. Recently bought the combat patrol box so now I have a farseer on foot and 10 guardians. I’m trying to sell the wraithlord and 6 windriders but if they don’t sell I may end up building them. I also ordered 3rd party warp spiders and striking scorpions.
Discounting the guys I’m trying to sell, I still have some room to reach 1k points. I want banshees but I’d need a 3rd troop to do a battalion to add them. I have no anti tank so perhaps dark reapers or a falcon/fire prism could be a good fit.
This message was edited 2 times. Last update was at 2022/09/09 18:49:09
Rejoice in the coming oblivion!
2022/09/10 02:24:58
Subject: Re:Codex Aeldari: No longer a dying race!
Iggy88 wrote: I'm probably better off sticking with the tanks. I really like them, too. They look cool and seem powerful, especially the fire prism.
The following numbers are based on a Falcon with Bright Lance and Shuricannon and a Fire Prism with Shuricannon.
Falcon into T7 3+ is an expected output of 6.9 wounds for a cost of 26 points per wound
Falcon into T8 3+ 5++ is an expected output of 6.9 wounds for a cost of 36 points per wound
Fire Prism into T7 3+ is an expected output of 7.6 wounds for a cost of 22 points per wound
Fire Prism into T8 3+ 5++ is an expected output of 4.8 wounds for a cost of 38 points per wound
The Falcon is ahead of the Prism for everything lighter than a T7 vehicle in regards to PPW. Fire Prisms are neat and the strat is kinda cool but for raw performance the Falcon will usually be a better choice since it also has the transport and T1 deep strike capabilities.
I’m thinking that 5 reapers might be the best first anti-tank unit to add in my 1k list. They’ve got the range to sit on my backfield objective and their alternate fire profile will be useful when there are no vehicles or monsters in 1k.
Then, the falcon somewhere around 1500 points for a powerful, dedicated anti tank option that can also transport one of my aspect warriors, likely banshees or dragons.
After 1500 points, I’ll put in the fire prism for any very big targets.
And then somewhere in there I can fit my wave serpent. But that won’t be necessary until I’m fielding both dragons and banshees since it seems to me that both of those units need a transport. With both a wave serpent and a falcon I’ll have some flexibility for how I transport my banshees and dragons. I’ll also have 6 extra slots that I may decide to use to transport dire avengers or striking scorpions.
How possible is to magnetize the optional weapons on the wave serpent, falcon, and fire prism?
This message was edited 2 times. Last update was at 2022/09/11 16:44:01
Iggy88 wrote: How possible is to magnetize the optional weapons on the wave serpent, falcon, and fire prism?
Very easy for the serpent/flacon, little harder but still not hard for the prism.
The pegs for the side mount heavy weapons (those on the tanks, rather then the bottom mounts for weapon platforms/WW/WLs) are almost exactly 2mm. I just glued magnets to the surface of the turrets, so the guns stick out little more then normal. I could have trimmed and/or sunk them but it’s not a huge deal.
IIRC it took a little more cutting to get the FP/Nightspinner parts, and I probably should have used stronger magents, but it works.
For the chin guns the issue is getting something for them to stick to. I used thumbtacks.
Otherwise you need to build some structure to hold the magnets where they need to be.
Okay, excellent! It’s a bit hard to tell precisely what you did through those photos, but knowing it’s possible is helpful enough. And I’m sure I can find some detailed guides or tutorials when I get my ships.
Iggy88 wrote: Okay, excellent! It’s a bit hard to tell precisely what you did through those photos, but knowing it’s possible is helpful enough. And I’m sure I can find some detailed guides or tutorials when I get my ships.
It’s been a while since I did them, but from memory:
The guns you can basically push-fit a pair of 2mm wide, 2mm deep magnets into the hole the pegs normally go into. If you use larger magnets, you may have to drill them out a bit.
Cut the pegs they should be mounted on flush on the turret, and just surface mount a magnet there. I think I used a larger 3mm magnet.
Be sure your polarities are consistent and everything will be interchangeable.
I’d have to double check the sprues on the prism. I remember it being harder, but it was a while ago and I forget the details.
I’m no expert, but am always glad to answer questions for how I did/do things.
The Falcon is ahead of the Prism for everything lighter than a T7 vehicle in regards to PPW. Fire Prisms are neat and the strat is kinda cool but for raw performance the Falcon will usually be a better choice since it also has the transport and T1 deep strike capabilities.
What is this T1 deepstrike you are talking about?
Thanks in advance
2022/09/13 22:53:16
Subject: Re:Codex Aeldari: No longer a dying race!
The Falcon is ahead of the Prism for everything lighter than a T7 vehicle in regards to PPW. Fire Prisms are neat and the strat is kinda cool but for raw performance the Falcon will usually be a better choice since it also has the transport and T1 deep strike capabilities.
What is this T1 deepstrike you are talking about?
Thanks in advance
The Cloud strike rule of the Falcon let him deepstrike on first, second or third turn, and also let the imbarked unit disembark if you Wish.
2022/09/14 13:07:21
Subject: Re:Codex Aeldari: No longer a dying race!
Iggy88 wrote: I'm probably better off sticking with the tanks. I really like them, too. They look cool and seem powerful, especially the fire prism.
The following numbers are based on a Falcon with Bright Lance and Shuricannon and a Fire Prism with Shuricannon.
Falcon into T7 3+ is an expected output of 6.9 wounds for a cost of 26 points per wound
Falcon into T8 3+ 5++ is an expected output of 6.9 wounds for a cost of 36 points per wound
Fire Prism into T7 3+ is an expected output of 7.6 wounds for a cost of 22 points per wound
Fire Prism into T8 3+ 5++ is an expected output of 4.8 wounds for a cost of 38 points per wound
The Falcon is ahead of the Prism for everything lighter than a T7 vehicle in regards to PPW. Fire Prisms are neat and the strat is kinda cool but for raw performance the Falcon will usually be a better choice since it also has the transport and T1 deep strike capabilities.
Unitcrunch, it's a hell of a drug!
while I totally agree with you here and have gotten unbelievably much mileage out of my falcons, I am actually going more and more over to 2x prisms if its just for anti tank purposes. Thing is, they just remove one thing from the board every turn with the strat. and I really feel that its a super tool for a list to have in its tool bag these days. so many lists have a strong center piece og a key super unit that will just dominate if you dont have an answer like linked fire taking away invulnerable saves.
for example; in my local meta everyone is struggling with the necron castle where silent king just snipes off stuff to score 12+ with the secondary from way back while bricks of obsec hold objectives. that strategy won't work more than once vs twin prisms. if he peeks out he gets either killed or critically crippled if you roll sub par. thats just how it is. same thing with redemptors, caladiusses, 3x custode bikes. Even mortarion could die from a linked volley.
its way better than it seems when mathing it out, imo. Its a different threat than typical antitank because it makes your opponent setup different, play different and think different.
This message was edited 1 time. Last update was at 2022/09/14 13:09:59
I want to run voidscarred in reavers from dark Eldar so they can shoot out if open topped vehicles. Would I need to run a dark Eldar HQ and troops. So they can be a part of a dark Eldar patrol? Otherwise it seems like I can’t unlock reavers for them to use. Trying not to have to do that but it seems like the only way
If I'm not missing something, the voidscarred have also the Drukhari keyword so they can be included in a detachment but don't count as compulsory so for example if you take a Vanguard detachment you'll need other three élite choice to fill it.
Also, anyone have advice on magnetizing the wraithlord and weapon platforms? There’s no easy way to drill a hole because it’s a thin and long rectangular slit.
This message was edited 1 time. Last update was at 2022/09/18 20:45:58
Iggy88 wrote: Any advice on how to equip a wraithlord?
Also, anyone have advice on magnetizing the wraithlord and weapon platforms? There’s no easy way to drill a hole because it’s a thin and long rectangular slit.
i have had a surprising amount of success with 2xscatter lasers and a glaive. thats 125 points. With AoC on everything I feel ap0 is in a decent place and the glaive makes it so the model works in two phases. You can give it obsec, rerolls and several other buffs. cheap, pretty ressilient and able to put out a lot of shots. I guess 2x bright lance is good too, but actually I haven't played it much.
2022/09/18 21:51:50
Subject: Re:Codex Aeldari: No longer a dying race!
I’m hoping to magnetize it so I don’t have to worry about kitting it out wrong or whatever bs happens with new editions. I plan to try bright lances and the glaive first, likely tonight, just to see how “wasteful” it would be at maximum points. Also because I don’t have a lot of minis yet and I’m trying to reach 1k points.
I’m taking 6 windriders with scatter lasers, so that’ll be a good test of what those weapons can offer me. I do think I agree, though. With AOC the scatter lasers seem like a smart choice. I think 165 points for a model with a 3+ save and no invulnerable is likely a mistake. Thanks for the suggestion!
as you will be playing ulthwe you will have an invuln to match up with those beautiful strands of fate ; )
yeah, i actually feel ulthwe is a must when relying on wraith lords for that reason alone. I feel its even better than iyanden. if you just get 2 sixes your opponent has a much harder time deciding where to put those antitank shots every turn and on how to get mileage out of them.
Iggy88 wrote: Any advice on how to equip a wraithlord?
Also, anyone have advice on magnetizing the wraithlord and weapon platforms? There’s no easy way to drill a hole because it’s a thin and long rectangular slit.
What I did was cut a couple lengths of steel wire and stack them in the slot then fill the remainder with superglue. Then I shaved the post on the weapons and glued two small disc magnets to the flat. So far I don't have any issues.
Iggy88 wrote: Any advice on how to equip a wraithlord?
Also, anyone have advice on magnetizing the wraithlord and weapon platforms? There’s no easy way to drill a hole because it’s a thin and long rectangular slit.
What I did was cut a couple lengths of steel wire and stack them in the slot then fill the remainder with superglue. Then I shaved the post on the weapons and glued two small disc magnets to the flat. So far I don't have any issues.
I cut the tab off and sunk a magnet there, and widened the spot where the tab would fit on the WL with a drill to put a manget in there, and filled the rest of the space with Green Stuff.
Spoiler:
This message was edited 1 time. Last update was at 2022/09/19 13:42:45
What size magnets are those? The ones I have are a little bit bigger, I guess I'll have to see how much smaller I can find. Also, any advice on drilling the holes? Every time I do, the hole doesn't have a flat bottom because the drill is pointed. And then I've been unable to get the magnet perfectly flat. I might have to talk to the guys at my gaming store, because I've been struggling to get this stuff magnetized. I did successfully magnetize the windriders, but not without headache.
Btw, scatter lasers are amazing. The bright lances did very little, I think they killed a single warp talon in my game. But the scatter lasers killed 6 or 7 legionaries, an obliterator, and 3 or 4 warp talons.
Generally I use 2mm or 3mm magnets, I suspect WLs got 2mm.
The sides are snug enough that supergluing the magnets in was fine. Enough contact on the sides.
For other applications (such as putting a magnet in the ball/socket recess of jetbikes) I drop a little ball of GS into the hole, push the magnet into in, and either scrape off the excess that squeezes out or add a little more to fill in the gaps. This works for situations where you basically need to make your own setting for the magnet to be held in.