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Made in ca
Regular Dakkanaut




Since kill team threads are popping up left and right I thought I'd make one for the Craftworld Eldar.

Units:

Dire Avenger Exarch
- 1x Avenger Shuriken Catapult
- 2x Avenger Shuriken Catapult
- Shuriken pistol and Diresword
- Shuriken Pistol and starglaive
- Starglaive and shimmershield

Dire Avenger
- Avenger Shuriken Catapult

Ranger
- Long Rifle and Shuriken Pistol

Guardian Defender
-Shuriken Catapult

Storm Guardian
-Aeldari blade and Shuriken Pistol
-Chainsword and Shuriken Pistol
-Flamer
-Fusion Gun

Hevavy weapons Platform (requires nonshaken defenders to use)
-Heavy Shuriken Cannon
-Scatter Laser
-Bright Lance
-Aledari Missile Launcher
-Starcannon

This message was edited 2 times. Last update was at 2018/08/05 16:55:20





 
   
Made in us
Unshakeable Grey Knight Land Raider Pilot




I've not played with Eldar yet, but from what experience I have already I'd say a Hvy weapon platform in an overwatch position is almost mandatory.

2W 3+ save and a gun that will outrange most other enemies, as well as our only source of ranged AP (outside 6's to wound). I would run a starcannon at first glance, the D3 injury rolls is too good to pass up.

Other than that though, Guardian defenders seem useless with only 12 inch range. Avengers and rangers decent, but still meh compared to most power armoured offerings. I would be interested to see how the dramatically increased mobility of battle focus can be leveraged, perhaps offsetting the ranged disadvantage. I imagine playing Eldar will involve mostly dashing through cover onto objectives Turn 1 & 2 and forcing the opponent to come to us.
   
Made in ca
Regular Dakkanaut




Spartacus wrote:
I've not played with Eldar yet, but from what experience I have already I'd say a Hvy weapon platform in an overwatch position is almost mandatory.

2W 3+ save and a gun that will outrange most other enemies, as well as our only source of ranged AP (outside 6's to wound). I would run a starcannon at first glance, the D3 injury rolls is too good to pass up.

Other than that though, Guardian defenders seem useless with only 12 inch range. Avengers and rangers decent, but still meh compared to most power armoured offerings. I would be interested to see how the dramatically increased mobility of battle focus can be leveraged, perhaps offsetting the ranged disadvantage. I imagine playing Eldar will involve mostly dashing through cover onto objectives Turn 1 & 2 and forcing the opponent to come to us.


Main issue i see with the overwatch platform is you need to spend 7 points for a guardian to babysit it (18 points total) and most likely not do anything unless the opponent somehow crosses the board however many turns later. Depending on the layout your either going to have a limited field of fire or the opponent will snipe out the otherwise useless guardian and make the very scary platform dead weight.

I really like the avengers personally. With 18" assault 2 your able to fire at near full ability (run one with comms to mitigate 1/2 range for 18 inch bs 3+ while most infantry will have their rapid fire output halved befor factoring in the range penalty and potential obstruction. To me the exarch is a must have running either 2 catapults or the glaive and shield to give avengers an invulnerable save. and given the hit penalties in game it could be very useful if your facing a lot of plasma or melta, though the exarch loadout would depend on how many avengers you take.

Though short ranged i wouldn't count out storm guardian gunners with their 12 inch melta for anti armor

I personally see eldar as a mid to long range shooting army that works best in a tight knit fireteam built around an exarch supported by long ranged elements like platforms or rangers

This message was edited 1 time. Last update was at 2018/08/03 23:48:36





 
   
Made in fr
Fresh-Faced New User




I wonder why rangers are so expensives when you compare them with scouts (with gun and cameleolin, the scouts costs one point more and have crack and frag grenades, better armor, strenght and thoughness and better capacity (TSKNF and transhuman VS a capacity that you cannot use with heavy weapons).
   
Made in us
Unshakeable Grey Knight Land Raider Pilot




Dreyf wrote:
I wonder why rangers are so expensives when you compare them with scouts (with gun and cameleolin, the scouts costs one point more and have crack and frag grenades, better armor, strenght and thoughness and better capacity (TSKNF and transhuman VS a capacity that you cannot use with heavy weapons).


Not sure, but I was pretty dissapointed with how they turned out tbh, especially after painting up a big batch of them lately in anticipation of KT. With the changed cover rules and no need for character sniping they don't work as a straight port.

Single shot, no AP guns just won't cut it with all the - to hit modifiers around. I expected them to get some sort of extended range or something at least.

This message was edited 1 time. Last update was at 2018/08/04 05:11:52


 
   
Made in ca
Regular Dakkanaut




Came up with this for a list. Thoughts

++Kill Team List (95 points++

+Leader+
Ranger (11 pts)

+Specialists+
Dire Avenger Exarch (Combat), glaive & shield (16 pts)
Guardian Defender (Comms)
Storm Guardian Gunner (Scout), Fusion Gun

+Non Specialists+
Dire avenger (10 pts)
Dire avenger (10 pts)
Dire avenger (10 pts)
Dire avenger (10 pts)
Heavy Weapons Platform, Starcannon (11 pts)

Idea is close knit DA squad with the fusion gun staying nearby in cover to pop out and hit dangerous units with overwatch from ranger and platform. Debating if I should swap the starcannon for the missile launcher




 
   
Made in ch
Devastating Dark Reaper



Rovaniemi

Are so few people playing a Craftworlds kill team or are they just so boring to build a team that there is no actual tactic to discuss?
   
Made in gb
Dakka Veteran





I've built a team of nearby all Storm Guardians. 5 with Pistols and swords, 2 special weapons, 2 Defenders and a heavy platform, led by an Avenger Exarch. Haven't used them yet, and honestly don't expect them to be much cop, but I wanted to customise a box of Dark Ark Corsairs. I've a couple spare Kabalite bodies that I might do up similarly to my Exarch for more Dire Avengers, but honestly, the options for vanilla Eldar are pretty uninspiring rules wise. I've gone with conversions as a trial run for another project so at least visually I like them.

Take a look at what I've been painting and modelling: https://www.dakkadakka.com/dakkaforum/posts/list/0/725222.page 
   
Made in it
Fresh-Faced New User





Just back into 40k universe with the release of the new kill team. Running Asuryani (missing Eldar so much...) and they feel pretty consistent in performance. They aren't shiny and don't run crushing combos, but they bring to the table a very effective attrition game.
Very few games played so far, but after the fist loss (orks swarm), I nailed a serie of 5 solid wins (astartes, astartes, GK, TSons, Tau).
   
Made in es
Swift Swooping Hawk





I just noticed a pretty decent combo the Asuryani can pull off not game breaking but can make quite a difference in the right situation.

1st thing it's that Weapon platforms can't be specialist and due the ruling Specialist can't affect them in any way (the rules says it's the weapon who shoot not the model near it)
So the only way to boost the weapon platform it's with a comms Specialist that can boost the weapon platform shooting so good so far.

Then we get our trusty ranger and instead making him a Sniper specialist we make him a Demolitions one why because we need to boost his wounding rolls way more than his shooting.

The thing is Rangers hit on 3+ they ignore long range malus and vs an obscured enemy they get a -1, put a comms near and we can get that 3+ hit again wich it's good enough.

Now for wounding our weapon Ap is lackluster but we should be wounding at 3/4+ vs most of enemies if they are obscured our Specialist ability gives +1 to wound so 2/3+ add the Specialist tactic and we can boost that wounding roll with another +1 wich also reveals the real trick here. Boosting our wounding roll with +2 we also get mortal wounds on 4+ wich while not truly game breaking allow us a decent chance to get a bypass any armor and start forcing injury rolls in enemy key models.

This message was edited 1 time. Last update was at 2018/08/19 19:12:29


 
   
Made in it
Fresh-Faced New User





Sadly we have no access to demolition...

Another 2 wins against Tau, 7W-1L not bad.

Right now I'm running:

Leader: DA exarch, 2xavenger shurikens
Veteran: stormguardian gunner, fusion gun
Scout: stormguardian gunner, fusion gun
Comms: guardian
7x guardians
HWP, brightlance

Polishing the combat roster, but other picks are:
Leader: guardian
Veteran: DA
Scout: DA
Medic: DA
Combat: DA exarch, power glaive+shuriken pistol
DA
stormguardian gunner, fusion gun
HWP, scatterlaser
   
Made in es
Swift Swooping Hawk





Damn here goes all my planning, just forgot we had limited specialist selections on this edition Kill Team

Btw Lord_Randall did you considered a Scout Storm guardian with flamer? the 2'' extra move plus free advance re-roll may come handy to work as a mobile reaction unit to put pressure against some horde Kill teams.

This message was edited 2 times. Last update was at 2018/08/19 21:33:51


 
   
Made in it
Fresh-Faced New User





Shuriken weapons are more then enought against hordes. And gunners are a precious source of AP and multi-damage... things hard to get for us.
If you are in dire need of volume of fire you can pick some DA or a scatterlaser. But you want them mostly for necrons and harlequins, were quality guns aren't useful.

Flamers auto-hit wich is good, but in the end you will end rolling one injury roll. Even against numberous opponents knocking out of game reliably models is valuable.
Melta-type weapons are underrated right now.
   
Made in us
Shadowy Grot Kommittee Memba






My asuryani setup has been the following

Dire Avenger Exarch with glaive+shield (Combat)
Dire Avenger (Medic)
Dire Avenger
Dire Avenger
Storm Guardian Gunner w/melta
Storm Guardian Gunner w/melta
Storm Guardian (Leader)
Guardian (Comms)
Guardian
HWP w/Starcannon

Bear in mind that where I'm playing mostly, elite teams seem to be the thing everybody is doing, so I'm maxing out on the melta guns and taking the heavy weapon. Lots of Grey Knights, Deathwatch, Primaris Marines, Death Guard etc. Ironically, my Eldar seem to be running kind of a "russian WW2 military from Enemy At The Gate" strategy.

Two men with the melta gun. One man with the melta gun gets shot, the other man shoots the melta gun.

Two men on the HWP. One man on the HWP gets sniped, the other man shoots the HWP.

Since the HWP is technically its own model, and can't take a specialism, it seems totally natural to have your guardian gunner take the Comms specialism and boost his BS every turn. The other guardian takes up a "stand around and fend off enemies trying to get the other guy in melee" type stance, and he's never been out of work in the games I've played. Everyone has the idea of murdering that HWP guardian.

The dire avengers kind of form the line troopers here, and most often they get bogged in melee and the game becomes a strategic shell game of falling back from one combatant so meltas/starcannons can toast them, engaging another combatant with the exarch to try and hurt them in melee, etc. The leader kind of hangs back from this cluster waiting for an opportunity to charge into an ongoing melee and pop the leader tactic to get my DA exarch to fight before the enemy combatant gets to swing. His primary job is staying alive and continuing to supply me with CPs however.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
 
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