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Made in us
Tzeentch Veteran Marine with Psychic Potential





So now that the Codex is only a few days away from general release and there is enough on the internet to start discussing lists etc. I thought I would start a new Aeldari tactics thread. I am super excited for this codex, I have watched a few battle reports on the internet and they look fun to play with all the movement nonsense. Anyway a couple of thoughts on what people might be planning......

How do people intend to use shining spears? I use to use them in 9th as a 6 man squad, but now I feel that might not be the best approach. Even in 9th with the more generous engagement range, I found that getting all 6 into combat could be a bit of an issue due to their base size. Also, they are hard to hide with that larger base, and now hiding is their main defense due to their ability to move over terrain without restrictions. Plus they are much more expensive now. It is a shame that there is no longer an Autarch on bike or no Phoenix lord for them as four models would probably be the best size in terms of hiding + number of models in engagement range. How do people intend of running them?

For war-walkers, I think that a mixed load out it probably the best now. They use to be all about dual brightlances, but with the ap de-buff they get, I think split fire with either shuriken or scatter, then use the BL to support some damage either to finish a vehicle, or set up the spears for an easier time killing the bigger target by putting some wounds on first. I think at least one unit of two is going to be in every list.

I also plan on putting an Autarch in the my warp spider squad. I don't own the PL for them, which is better, and probably won't for a while (her model is so beautiful however, I do want it just for that reason), but I think an Autarch can bring some interesting power to them, especially in warhost. His free strat is useful for the return to reserves, -1 to hit, move shoot move, or fall back and shoot all being great on them. Also you could just use it for free overwatch with their "flamer" weapons. I also plan on giving him a deathspinner so he can contribute to the "flamer" fire, as I don't think he will get a lot out of the melta with a single shot, that will likely be out of melta range due to wanting the spiders to engage a softer target. I plan on using the star glaive for the d3 in CC, so enemies will have to think twice about charging them

I also plan on using lots of shuriken, like on the war-walkers and on my bike squad. In 9th I used the detachment that basically gave [Lethal Hits] to shuriken weapons and it but in work on the d2 cannons, even against heavier stuff.

Once I get the book and get a game in, hopefully before the end of the month, I will post the list and the break down. In the mean time what are people really looking forward to putting on the table?


Automatically Appended Next Post:
Edit: Also here is the new FAQ and Points

https://assets.warhammer-community.com/eng_wh40k_faqs&errata_codex_aeldari_faq_fev25-fhtxno4bci-sntjn9huvm.pdf

https://assets.warhammer-community.com/eng_wh40k_munitorum_field_manual_fev25-hanyzvdeqv-labwtlebbx.pdf

And just for reference, the new section in the balance data slate just states "none".

This message was edited 1 time. Last update was at 2025/02/05 19:10:30


 
   
Made in us
Longtime Dakkanaut




Never ever going to have the models, but I like the all-in-ness of this list.

Windrider Host:
Farseer Skyrunner
2xWarlock Skyrunners
6x6 Windriders all with Shuriken Cannons
3x3 Shroud Runners
2x3 Shining Spears
3x2 Vypers with Bright Lances

2k points on the nose.
You might ditch 1 of the warlocks for 45 points on enhancements. Extra CP is especially nice - but it being up to dice whether you get it isn't so hot. You might rejig things and shove in Eldrad, even though its very off-theme.

I'm not sure the Vypers are worth it even at 65 points each - and certainly not enough to take 6 of them. But it fits the theme rather than slotting in boring Dark Reapers/War Walkers even though those are probably better.

On Shining Spears - I guess it depends on whether 3 is enough to cut it. On paper there's a good chance to bounce into a lot of big stuff. But then why are you expecting a 120 point unit to delete something that's say 200+ points on its own? I'm finding some of the internet coverage a bit odd - because you'll have people declaring Reapers to be the stand out S-Tier aspect warrior - and then declaring Spears to be soft/unreliable. And I'm left thinking "but... its the same sort of stat line? 3s to hit, 2s or 3s to wound, AP-2, 3 damage?"

Clearly there's issues with assault versus potentially shooting from 48" away (LOS permitting). But equally assault allows you to seize objectives in a way hiding right at the back doesn't. The argument is that they'll get deleted - but frankly that applies to Dark Reapers unless they are so out of the way nothing but extreme long range can hit them (and then on a lot of tables I feel you'd have LOS issues.) But maybe I'm completely wrong.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Tyel wrote:
Never ever going to have the models, but I like the all-in-ness of this list.

Windrider Host:
Farseer Skyrunner
2xWarlock Skyrunners
6x6 Windriders all with Shuriken Cannons
3x3 Shroud Runners
2x3 Shining Spears
3x2 Vypers with Bright Lances

2k points on the nose.
You might ditch 1 of the warlocks for 45 points on enhancements. Extra CP is especially nice - but it being up to dice whether you get it isn't so hot. You might rejig things and shove in Eldrad, even though its very off-theme.

I'm not sure the Vypers are worth it even at 65 points each - and certainly not enough to take 6 of them. But it fits the theme rather than slotting in boring Dark Reapers/War Walkers even though those are probably better.

On Shining Spears - I guess it depends on whether 3 is enough to cut it. On paper there's a good chance to bounce into a lot of big stuff. But then why are you expecting a 120 point unit to delete something that's say 200+ points on its own? I'm finding some of the internet coverage a bit odd - because you'll have people declaring Reapers to be the stand out S-Tier aspect warrior - and then declaring Spears to be soft/unreliable. And I'm left thinking "but... its the same sort of stat line? 3s to hit, 2s or 3s to wound, AP-2, 3 damage?"

Clearly there's issues with assault versus potentially shooting from 48" away (LOS permitting). But equally assault allows you to seize objectives in a way hiding right at the back doesn't. The argument is that they'll get deleted - but frankly that applies to Dark Reapers unless they are so out of the way nothing but extreme long range can hit them (and then on a lot of tables I feel you'd have LOS issues.) But maybe I'm completely wrong.
Eldar can Move and Shoot, right? With the new 'Dex.

So Dark Reapers can be in cover, step out, shoot, and step back in. Not a PERFECT defense, but not bad at all.
Shining Spears, on the other hand, have to be exposed. Even if they obliterate whatever they charge, you're gonna be having them right in the line of fire for the rest of the army.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Longtime Dakkanaut




 JNAProductions wrote:
Eldar can Move and Shoot, right? With the new 'Dex.

So Dark Reapers can be in cover, step out, shoot, and step back in. Not a PERFECT defense, but not bad at all.
Shining Spears, on the other hand, have to be exposed. Even if they obliterate whatever they charge, you're gonna be having them right in the line of fire for the rest of the army.


Worried I've missed something obvious - and hands up if so - but I don't think so? Or at least not automatically.
Fade Back lets you move a unit D6+1 but only after its been hit in the shooting phase (after that unit's shooting is completed).
Clearly this helps - as you can't chip them down with multiple units. (For 1 unit anyway).

But they are still just T3 3+/5++ 1 wound elves. Its not as if you need an avalanche of fire to gut even a unit of 10. And if you are running a unit of 10 for 180 points, that's not a trivial loss.

There's some armies that may struggle to engage with that - but I think others can pop out and if not delete the unit, certainly gut it for a considerable return to the points before it jumps back behind some LOS blocking terrain. Silly example, but 6 Wind Riders with Shuriken Cannons expect to kill 6 or something. More if they are on an objective or you pop stratagems etc.

Sure this probably goes just as much for T4 3+/5++ shining spears. But I think fast assault is useful. I guess my view is that they are probably going to die - its whether they achieve something in the game before that happens.
I think this is why I'm a bit suspect on the unit of 6 for 240 points. That's a big liability as it might get jumped and just die. But I may be too MSU brained.

I can maybe see it in a Ynnari list where a combination of Yncarne+6 Shining Spears+Yvraine/Archon and 10 Incubi gives you some threat saturation plus the rest of the list.

To be clear - I don't think Reapers are bad. I just don't know if they are S-Tier to everything else being lower.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Ah, okay. I don’t own the Codex, so I’m operating off limited info.

Still much more likely to be safe from return fire than Spears, but not absolute.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

I know there is at least one strat that lets you move after shooting. Without being shot, just click move. There might be more ways to jink around back into a transport or out of LoS.

   
Made in us
Longtime Dakkanaut




 Nevelon wrote:
I know there is at least one strat that lets you move after shooting. Without being shot, just click move. There might be more ways to jink around back into a transport or out of LoS.


There's the Fire and Fade Stratagem in the Warhost detachment. Which possibly makes that Detachment more interesting if you lean into that every turn.

I hadn't really considered it.

This message was edited 1 time. Last update was at 2025/02/05 21:00:11


 
   
Made in us
Tzeentch Veteran Marine with Psychic Potential





Tyel wrote:
 Nevelon wrote:
I know there is at least one strat that lets you move after shooting. Without being shot, just click move. There might be more ways to jink around back into a transport or out of LoS.


There's the Fire and Fade Stratagem in the Warhost detachment. Which possibly makes that Detachment more interesting if you lean into that every turn.

I hadn't really considered it.


The problem is that the fire and fade is infantry only, so you can't use it on spears. Yea, I think spears are a missile, you throw them at something then they die. However it will be pretty disruptive to have three of them jump out, ignore terrain and hit something and potentially kill something worth much more than them. Or at least weaken it to the point you can finish it with one of the bright lances that will likely be scattered though the list.

I am not the biggest fan of the reapers, partly because I don't care for their models, but i also think fire dragons are much better for killing vehicles (then jumping back into a transport) and dire avengers are better at killing infantry with their ridiculous amount of shooting. I guess reapers have a niche in killing 3 wound models, which are pretty prevalent in the meta, but I am not sold on them either.

What are people thinking of scorpions? I am currently thinking of using 10 in mid field and with weight of attacks they can probably do some real damage, but no PL anymore : ( An Autarch with them rocking a star glaive could be good with them, however that is starting to really raise the cost of the unit.
   
Made in gb
Longtime Dakkanaut




I think Scorpions are going to be in a weird spot determined by your local meta.

The attack profile is okay - but there's quite a lot of things they won't reliably scratch, even with bags of S4 AP-1 hits. They are also (once on the table) quite a bit slower than Banshees or Spears. (I mean they aren't exactly slow but still.) On the plus side they are a bit harder to remove - but not so tough you can rely on that fact.

So really their value is infiltrate and scout 7".

Some more casual lists may just fall apart when faced with a blob sitting in the middle of the table. As they try to deal with it you'd be free to pick them apart. World Eaters also really dislike infiltrators messing up their own scout moves. Various melee pressure lists won't like you interfering with their movement with early blocks causing them to effectively lose movement phases.

But then there are other lists which are probably going to grind forward and mow down scorpions without really caring that much. I guess in that scenario you don't have to chuck them forward - but then I'm not sure they are going to have much impact. Eldar can also be very fast, so these positioning abilities arguably aren't as important as they'd be for other armies that can't just zip units all around the table.

I think they are probably fair for their points, and potentially quite useful, but probably not an auto-take in every list.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Heh. Looking at the new combat patrol on the app it looks like the wraithblades are equipped with WL level ghostglaves. Guessing a copy/paste error, or a bug on my app. If it’s intentional, they will blend.

   
Made in us
Agile Revenant Titan




Florida

Two detachments (Warhost and Aspect) have a stratagem (Skyborne Sanctuary) allowing an infantry unit to embark in a transport at the end of the Fight phase. Dragons or Reapers are an obvious beneficiary. Avengers, with Asurmen gets a movement after they shoot which will allow them to either embark into another vehicle or other advantageous position. Warhost also has Feigned Retreat allowing a unit to move after shooting. Effectively, a Warhost detachment could have three infantry units shoot and get back into transports.

Reapers will definitely be appearing in lists alongside Dragons. Both definitely have utility.

Scorpions appear to be geared to go up against light infantry while Banshees are medium infantry and Spears face off Vehicle /Monsters. We shall see if this is how it shakes out after the masses get in games.

This message was edited 1 time. Last update was at 2025/02/07 11:39:12


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. 
   
Made in fi
Courageous Space Marine Captain






Does anybody else think that it might be a mistake that corsairs don't have battle focus? It is just weird, almost everything else has it. It makes sense that the wraiths don't get it, but there is no sensible reason why corsairs wouldn't.

In any case assuming this doesn't get changed, I understand the corsairs are pretty bad. But assuming one still wanted to include some for aesthetic and thematic reasons (perhaps in the Ynnari detachment as they share the looks with the Ynnari characters) then what would be the best loadouts for them? (Either unit.)

   
Made in gb
Long-Range Land Speeder Pilot




UK

 Crimson wrote:
Does anybody else think that it might be a mistake that corsairs don't have battle focus? It is just weird, almost everything else has it. It makes sense that the wraiths don't get it, but there is no sensible reason why corsairs wouldn't.

In any case assuming this doesn't get changed, I understand the corsairs are pretty bad. But assuming one still wanted to include some for aesthetic and thematic reasons (perhaps in the Ynnari detachment as they share the looks with the Ynnari characters) then what would be the best loadouts for them? (Either unit.)
Squads of 5 Voidreavers are the cheapest battleline unit available, so they have some utility in point scoring - for them I'd run swords and a blaster for scrapping over objectives.

Voidscarred don't really strike me as having that much going for them, mainly as the specialist models are locked out of the smaller squad, the unit rule seems less useful than Voidreavers', and less OC per model.

Both units can be led by the Ynnari characters though, and they have battle focus, so I guess there is a way to access the rule on Corsairs.
   
Made in fi
Courageous Space Marine Captain






 Insularum wrote:

Both units can be led by the Ynnari characters though, and they have battle focus, so I guess there is a way to access the rule on Corsairs.


Good catch, I guess it works like that... Too bad they lose the scouts then.

   
Made in gb
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






Just got me book and flicked to the often maligned Support Weapon Platforms.

First, being able to embed in a Guardian Squad is nice, as it makes them a good bit trickier to get rid of. But, as I can only field up to three of each weapon? Vibro Cannons lose out to the D-Cannon (re-roll D1 and all Damage against Titanic is nice, as is Indirect Fire) and Shadow Weaver.

That being said? I’m yet to really stop and think about how they might interact with the other weapons in a Guardian Squad. There may be some nice tie up combos right there, elevating both units together.

Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Hopefully I’ll grab my book later today. Right now still using leaks and points from the app.

With them being broken out into separate datasheets, the Vibro doesn’t need to be equivalent to the D cannon, it can just cost half the points. D-cannon/weaver/vibro are125/75/60 per the app at the moment.

D-cannon obviously melts big things, at close range. This has basically zero overlap with the small arms in the squad. You could bright lance the platform to double up on AV, pick an lighter weapon to fire along with the troopers, or a ML to flex between them and not be as good as a specialist

The weaver has indirect. So of the support guns it can care the least about what its squad is doing. If you do want a squad gun that matches, it feels that it wants to be shooting a hordes/light infantry. I might go with a ML or scatter laser. Worth noting that the ML is the only option to match the 48” range. (also for the Vibro)

Vibros are odd with their growing statline. d6 shots at S9, AP-1 D2 for the first one is not bad, but not all that. But you have two in you list, and they can shoot at the same thing, the second one is hitting S10 AP-2 and D3. This is getting kinda mean. I think hunting elite infantry is going to be their role, so maybe pair with a starcannon?

knee-jerk impressions here, not backed by mathhammer.

   
Made in gb
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






I’m thinking that a third Vibro-Cannon getting S11, AP-3 and D4 is perhaps a lot nicer than I’m currently thinking. Because D4 is solid and reliable.

That the points are well cheap definitely helps it.

D-Cannon also has Indirect, and with everyone able to split fire there’s definitely an appeal there.


Automatically Appended Next Post:
Apologies if what follows is Old Hat, but I’ve not seen the spoilers and leaks.

Autarchs, eh? Nice range of equipment open to them. And pleasing to see the Wayleaper and Footslogger otherwise enjoy the same suite of weapon options. Whether I want to make them a Swiss Army Knife or armed sympathetically to a given squad I need to properly ponder.

Skyrunner Warlocks allowing its unit to Ignore Cover feels pretty nice. Not up on the core rules, so I don’t know if the Jetbike prevents such a Warlock joining footslogger.


Automatically Appended Next Post:
Aspects all seem to be useful in their roles too, which is nice.

Wraithguard in particular seem to be super Killy if there’s a Spirit Seer and Farseer nearby, letting them hit on a 2+.

This message was edited 2 times. Last update was at 2025/02/08 14:52:13


Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

You can only join units at the start of the battle, and it will tell you who you can join. For skyrunner warlocks, that’s only windriders.

   
Made in gb
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






Yeah,noticed that after posing.

Gonna start picking through the stratagems and that. Got a fairly eclectic “bought because I liked the models” collection at the moment, and hoping I can find some sneaky synergies.


Automatically Appended Next Post:
Well. God bless 10th Ed? Maybe? Far, far fewer Stratagems to fret about compared to the last time I tried to cobble together an army in my head.

This message was edited 1 time. Last update was at 2025/02/08 15:53:43


Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in us
Fresh-Faced New User




"Steps out of the web way portal" Greetings! Glad to have a proper forum thread! I just got my cards and codex and have some thoughts. I will post more over the weekend as I continue reading.

1st off. I keep seeing talk about the Farseer on foot for its guide ability.
Yes, this ability is good, however, it dose not stack with the +1 granted from the natural +1 to hit wrath units get from a nearby psychic unit.
Also, the guide ability only works on enemy units within 18inch. This is horrible for a Farseer hooked on a guardian squad.
I could "maybe" see him in a storm guardian squad? again, maybe a warlock conclave? I might experiment with Eldrad/Farseer + 4 warlocks because mind war with support seems insane for taking out characters.
But, This is all still happening at no less than 18inch. For Eldar, this ranged just seems too dangerous. We need speed, or wraith units. ((Nothing wrong with making a themed army list though! <3 ))

Thanks for all the discussion about weapon platforms!
I own a full set of 9! back when they were in groups of 3.
Will be experimenting with shadow-weavers and Vibro cannons. D-cannons are nice, but in my experience people just avoid them all game and they never get a shot off.
That being said, the stratagem that lets the support weapons deeps strike looks so freaking cool!! I might make a list focusing on Just this shenanigan!

Back to reading I go!

"steps back into the webway."
   
Made in gb
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






Hold on, and a genuine question? How does the Farseer’s +1 not stack?

Now I type this, there’s something scratching the back of my idiot mind that the core rules prevent stacking such buffs?


Automatically Appended Next Post:
Also, what are people’s thoughts on Exarch loadouts?

I’m looking at my Fire Dragon Sprues, and for a five man unit I think the Exarch’s Dragon Gun is the obvious option.

The Firepike brings range, which on a short ranged unit is welcome. But that Melta (6) just seems delicious to my eyes. Especially as with their Shrine Token I can guarantee a wounding hit, and it’s -4 AP all but ensuring it won’t be saved, short of Invulnerable Trickery.

The Pistol and Axe I’m not at all sold on. The rest of the unit isn’t great in HTH, and despite their short range, I think I’d prefer the greater firepower, figuring if they end up in combat they’re probably toast anyway?

This message was edited 1 time. Last update was at 2025/02/08 17:07:16


Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in gb
Long-Range Land Speeder Pilot




UK

goodman111 wrote:
"Steps out of the web way portal" Greetings! Glad to have a proper forum thread! I just got my cards and codex and have some thoughts. I will post more over the weekend as I continue reading.

1st off. I keep seeing talk about the Farseer on foot for its guide ability.
Yes, this ability is good, however, it dose not stack with the +1 granted from the natural +1 to hit wrath units get from a nearby psychic unit.
Also, the guide ability only works on enemy units within 18inch. This is horrible for a Farseer hooked on a guardian squad.
I could "maybe" see him in a storm guardian squad? again, maybe a warlock conclave? I might experiment with Eldrad/Farseer + 4 warlocks because mind war with support seems insane for taking out characters.
But, This is all still happening at no less than 18inch. For Eldar, this ranged just seems too dangerous. We need speed, or wraith units. ((Nothing wrong with making a themed army list though! <3 ))

Thanks for all the discussion about weapon platforms!
I own a full set of 9! back when they were in groups of 3.
Will be experimenting with shadow-weavers and Vibro cannons. D-cannons are nice, but in my experience people just avoid them all game and they never get a shot off.
That being said, the stratagem that lets the support weapons deeps strike looks so freaking cool!! I might make a list focusing on Just this shenanigan!

Back to reading I go!

"steps back into the webway."
The 18" limit is for the Farseer, not all units benefiting from the +1 to hit, so I don't think it's that big of a deal (especially if you were running a Farseer/Guardian/D-cannon blob that would want get into cannon range anyway). Also, Wraithlords' version of the psychic guidance rule does stack with Farseers as they are getting +1BS - you could have the above Guardian blob and a couple of Wraithlords all hitting on 2+ with a nice selection of bright lances and d-cannon.
   
Made in nl
Been Around the Block




 Mad Doc Grotsnik wrote:

I’m looking at my Fire Dragon Sprues, and for a five man unit I think the Exarch’s Dragon Gun is the obvious option.


I think it depends on Fuegan. If Feugan -> fusion gun. Else -> firepike. The extra range for the pike makes it much easier to get that into melta range to maximise melta shots while also making it easier to stay in range for Skyborne Sanctuary. I feel that flexibility is worth more than that juicy melta. Unless you're going after multiple targets at once, it seems unlikely that you're going to miss out on the kill by exactly that 3 damage. And if you do, getting that chip damage in should be easy enough with the rest of the army.
   
Made in gb
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






I’m also thinking inevitable unit erosion.

I can probably wangle a full squad of shooting once per game, particularly if I rely on a transport. But once I’ve started taking casualties, doing 7-12 Damage really appeals.

But I do take what you say about the Firepike’s range. 3” may not sound like much, but when it’s 50% more than usual Melta range it definitely has an appeal.

Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in gb
Long-Range Land Speeder Pilot




UK

 Mad Doc Grotsnik wrote:
Hold on, and a genuine question? How does the Farseer’s +1 not stack?

Now I type this, there’s something scratching the back of my idiot mind that the core rules prevent stacking such buffs?


Automatically Appended Next Post:
Also, what are people’s thoughts on Exarch loadouts?

I’m looking at my Fire Dragon Sprues, and for a five man unit I think the Exarch’s Dragon Gun is the obvious option.

The Firepike brings range, which on a short ranged unit is welcome. But that Melta (6) just seems delicious to my eyes. Especially as with their Shrine Token I can guarantee a wounding hit, and it’s -4 AP all but ensuring it won’t be saved, short of Invulnerable Trickery.

The Pistol and Axe I’m not at all sold on. The rest of the unit isn’t great in HTH, and despite their short range, I think I’d prefer the greater firepower, figuring if they end up in combat they’re probably toast anyway?
On stacking buffs to hit rolls, the total modifier cannot exceed + or - 1 so they only stack when they are cancelling each other out. +1BS and +1 to hit rolls can stack just fine though as they are affecting different things (the characteristic and the roll).

Autarch wise, I think just about anything can work as the leader rules they have are good enough, but obviously building them for a specific unit is probably going to be best - I think either Fire Dragons or Dark Reapers get the most out of an Autarch as most of the good stratagems are either shooting phase buffs or the "get back in your transport" type that suit shooting units better than combat ones. For casual games though, I think I'll end up kit bashing a Scorpion themed Autarch to take Karandras' place.

I've had a go at some rough maths on the Dragons Exarch weapons, and it doesn't make too much difference really - the main issue is pretty much always going to be range. If you have Fuegan attached, the pistol will perform just as well as an ordinary unbuffed fusion gun and Fuegan is a good fighter anyway, but without Fuegan I think everyone is going for one of the real guns over the pistol. I think a lot of people are going to try big units of Dragons in Wave Serpents using the re-embark stratagem, the Fuegan and pistol/axe Exarch version of this I think has some viable play, because if the unit survives the first turn of move transport/jump out/shoot something/jump back in the transport, the next turn you should be fine to jump out of the transport before it moves, speed forward on foot (with the transport following), shoot something, then charge something else, then jump back in the transport again if it's still alive. Fire Dragons do also have grenades - so I don't think I'd underestimate their close quarters capability.

Another note on Fuegan - he likes eating shrine tokens on the sustained hits 2 profile of his gun. Awesome overwatch, or solo-ing a squad of marines.
   
Made in us
Tzeentch Veteran Marine with Psychic Potential





You know what seems spicy. Conclave in a falcon. 4D6+8 torrent shots re-rolling wounds. All at S7 so wounding on 5s even against tough targets. I am going to try them out my first game. You might not even want a farsear with them to save points.
   
Made in us
Agile Revenant Titan




Florida

Played my first two games with the actual book (app) in hand. Quickly built Asurmen which was my one unpainted mini but it is what it is.

Faced Blood Angels. This codex feels designed to face Marines. I played a buddy who I've games with for 20 years and we both felt the same way. He'd been enjoying superior movement vs my DA or EC. Aeldari changed all of that.

Wave Serpents. Do not underestimate Star Engines. Incredible movement which unloads fantastic shooting.

Asurmen. Anti Infatry 3+, Devastating Wounds at 3 damage and Sustained1; even at once per game it is punishing. Unit of Sanguinary Guard and Dante destroyed by Asurmen alone.

Reapers. A unit of 10 is super solid. Using Aspect Host allowing a move back into the Wave Serpent is really solid.

2 Wraithlords and 5 Wraithguard with D Scythes. This was my outside the norm pick. To be honest, I really like this brick that threatens midboard. My opponent did not want to risk my overwatch and respected the Wraithlord shooting and close combat ability.

Dragons in a Falcon. This unit combo is scary efficient and you have to be very careful to screen out Deep Strike.

Crimson Hunter. It has the Aspect keyword allowing rerolls of 1 to hit (or wound). A bit of a niche pick and I don't expect to see many of them. However, true LOS with an Aircraft is dangerous vs vehicles, especially when you strip cover and/or add AP. I'll try this out a few more games vs other armies to better get a feel for it.

War Walkers. Auto include. I took 1 Birghtlance and. 1 Star Cannon on each of my two. I think it needs one weapon to shoot for the AP bonus and the other, well, is a Brightlance.

Banshees are designed to remove Marines.

Scorpions. I'm hit or miss with them. I need something cheap for early secondary draws but they go down pretty quick if you aren't careful (which I was not in both games). I need to learn to use this unit more efficiently.

I had to build an army with the expectation of indirect fire in the game. I know it is a bit out of fashion but there are some solid options out there and I fully expect to see more with the new IG. This is a big reason I didn't run Hawks or Spiders. Kinda bummed but that is what I face. YMMV.

I definitely felt the loss of the old detachment rule, but knew it was busted back in 8th edition when it was first introduced. Brightlances obviously are not as efficient on the hit and wound bit stripping cover and increasing AP helps to offset what wounds they do cause.

Only slight changes going forward. Add in a Spirit Seer to make my Wraithlords more efficient and will try a Voidweaver for a bit more anti tank. My opponent indicated he will need to adjust and add more fire support due to Wave Serpents.

This message was edited 1 time. Last update was at 2025/02/09 14:11:59


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. 
   
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






Seems to me the name of the Eldar game is ensure the annihilation of whatever you’re targeting in a turn, as even desultory return fire can really damage our infantry.

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The Marine Standing Behind Marneus Calgar





Upstate, New York

 Mad Doc Grotsnik wrote:
Seems to me the name of the Eldar game is ensure the annihilation of whatever you’re targeting in a turn, as even desultory return fire can really damage our infantry.


There are some debuffs we can toss around as well. As someone who favors bikes, the jetbike farseer (misfortune, -1 to wound from a unit) and Vypers (-1 to hit) looked like they might be worth including for the things we can’t kill

   
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






I’m feeling pretty happy about Aspect Warriors in this Codex. Whilst not exactly Win Buttons, they all have some kind of utility, and should have a decent chance in any one on one fight.

As noted above, Banshees should be deleting Marine units in good order. Striking First, able to Move, Advance, Charge and Anti-Infantry 3+ is really nice. A2 may be a bit risky for small units though. But that Aspect Token can at least help out. And Jain Zar is just utter filth in combat, able to shred units and give characters a pretty reliable kicking.

Striking Scorpions may suffer due to Karandras being the aptly named Sir Not Appearing In This Codex. But, A4 a piece, Sustained Hits (1) on a 5+ when they charge should see them massacre hordes of light to medium infantry. And I think the sheer volume of attacks might let them be a credible, if perhaps risky, threat to heavy infantry.

Shining Spears I’m really liking the look of, but again like Scorpions the lack of Phoenix Lord and no Autarch means they’re on their own. I’m also not entirely sure if Anti-Vehicle and Anti-Monster 3+ stacks with Lance. If it does? They seem useful all the same. Spesh as we get that lovely flat D3.

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