<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Considering the tactical viability of autarch"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/69.page</link>
		<description><![CDATA[Latest messages posted in the thread "Considering the tactical viability of autarch"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Considering the tactical viability of autarch</title>
				<description><![CDATA[ So I'm working on some list theroy - and in other threads it seems an autaurch is a suggested purchase. Often times it's advised to grab a banshee mask and other kit usually a bike for mobility. Obviously the banshee mask helps the unit he's attached to by denying overwatch when they charge. However: even with no other kit, just the mask he comes in at over 80 points. What I'm wondering:<br /> <br /> Is that a fair price to pay to deny overwatch? If you are using a generally tough unit (like wraithblades) - I would say no. The overwatch is unlikely to hit, and if it does the odds of wounding are small, unless it's a really lucky high <span class="glossaryitem" onmouseover='gp(123);'>str</span> weapon. And even then you still get a 4++. <br /> However for a weaker unit like scorpions, incubi or wychs - this obviously becomes more worthwhile. And against Tau it has a further benefit in stopping supporting fire. <br /> <br /> So here is my conclusion. Please correct me if I'm wrong. <br /> <br /> 1: attached to wraithblades vrs non tau, not worth it. <br /> 2: as above but vrs tau, situational and possible if points allow. <br /> 3: attached to average eldar <span class="glossaryitem" onmouseover='gp(19);'>cc</span> unit (scorpions, incubi, harlequin troupe, wychs etc) - a possible top choice but situational. <br /> 4: as above but vrs tau - a good choice, as it negates upgrades and special abilitys the tau almost rely on. <br /> <br /> This is also considering that the ynari forces have a very crowded and competitive <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> selection. I would argue the autarch is competing with <br /> - visarch<br /> - yrvaine<br /> - farseer<br /> - archon (<span class="glossaryitem" onmouseover='gp(541);'>wwp</span> or not) <br /> - eldrad <br /> <br /> All of which can only have 2 of. (Unless taking multiple warhosts or cards or being unbound, but then comes additional troop tax .. and for mid range games that adds up and gets pricey fast) and for those 2... a farseer or eldrad is almost a must take. The visarch and yrvaine are also great and arguably do more. (Either in combat or psychic) and the <span class="glossaryitem" onmouseover='gp(541);'>wwp</span> archon is also a solid pick if not dealing with tons of interceptor. <br /> <br /> So... is the banshee mask autaurch worth taking? Is he an auto include? At what point does he get benched for something else?<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/721453/9268735.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/721453/9268735.page</link>
				<pubDate><![CDATA[Thu, 23 Mar 2017 09:01:30]]> GMT</pubDate>
				<author><![CDATA[ Caedes]]></author>
			</item>
			<item>
				<title>Considering the tactical viability of autarch</title>
				<description><![CDATA[ Not an auto include.<br /> <br /> But he has potential.<br /> I like the idea of giving him swooping hawk wings and sending him with a bunch of swooping hawks (deployed in a wide formation) and using their 18" move to get within charge range and multi-assaulting a bunch of Tau units.<br /> <br /> No supporting fire, and a LOT less shooting heading your way until the Tau can get rid of them.<br /> (Even better if their aspect host Swooping hawks, pick to increase <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and cut the amount the Tau can hit back by 1/3)]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/721453/9268825.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/721453/9268825.page</link>
				<pubDate><![CDATA[Thu, 23 Mar 2017 10:04:58]]> GMT</pubDate>
				<author><![CDATA[ Jbz`]]></author>
			</item>
			<item>
				<title>Considering the tactical viability of autarch</title>
				<description><![CDATA[ You take an Autarch for the +1/-1 reserve ability.  The Banshee mask is a secondary bonus.<br /> So if you plan any reserves, the Autarch is indeed an auto-include.  If you do not have reserves or a squishy melee unit than a Farseer if probably better.<br /> <br /> Also do not underestimate the Auratch on Jetbike in a unit of WraithBlades.  Ignoring overwatch is nice, but getting extra movement to make a charge is worth the ~100pts he costs.<br /> The <span class="glossaryitem" onmouseover='gp(279);'>WBs</span> move only 6" so having a character that can move 12" out of the unit (while staying in coherency) can add about ~5" to your charge.<br /> Even when not assaulting Tau, that can be the difference between making the charge, or getting shot to pieces in the opponents turn.<br /> <br /> Also, the Autarch is the only melee <span class="glossaryitem" onmouseover='gp(67);'>IC</span> that can join fast units effectively.  All other <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> are either not melee, or are Infantry (thus slowing down your melee units)<br /> <br /> -]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/721453/9269236.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/721453/9269236.page</link>
				<pubDate><![CDATA[Thu, 23 Mar 2017 14:20:12]]> GMT</pubDate>
				<author><![CDATA[ Galef]]></author>
			</item>
			<item>
				<title>Re:Considering the tactical viability of autarch</title>
				<description><![CDATA[ There is no one single build for the autarch as his versatility is his strength. I really like dark eldar khymera right now. They are fast cheap and pretty tough to take down. With words of the phoenix they can easily assault turn 1  moving 12" then 12" again and assaulting 7-9" with fleet. The autarch offers a little extra bit to their attack. The autarch has grenades which a surprisingly large number of units lack. s6 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3 attacks with a laser lance or s4 ap2 power axe hits can really take a chunk out of the enemy. No overwatch is just icing on the cake.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/721453/9269541.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/721453/9269541.page</link>
				<pubDate><![CDATA[Thu, 23 Mar 2017 16:45:21]]> GMT</pubDate>
				<author><![CDATA[ lambsandlions]]></author>
			</item>
			<item>
				<title>Considering the tactical viability of autarch</title>
				<description><![CDATA[ My personal favorite build is Skyrunner with Laser lance & Banshee mask.  I don't always have a good unit for him to roll with, but when used tactically, he can split off from a WIndrider unit and go solo.  He can be a cheap but useful way to deny Slay the Warlord by having him stay in Reserves as long as possible then turbo-boost to a safe spot.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/721453/9269549.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/721453/9269549.page</link>
				<pubDate><![CDATA[Thu, 23 Mar 2017 16:49:55]]> GMT</pubDate>
				<author><![CDATA[ Galef]]></author>
			</item>
			<item>
				<title>Considering the tactical viability of autarch</title>
				<description><![CDATA[ So I guess it all matters on your overall game plan. <br /> <br /> Personally I don't plan to reserve anything, my core units are wraith (cause I like the models) so high T and good saves counter overwatch and aside from adding charge range-which to date I haven't needed, I don't see much use. Now the list that I'm working with is 1500 so I also don't have a ton of points to spend, but with everything else in army ... I don't have the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slots or points to spend on him. <br /> <br /> <br /> Now: if I was making a dark eldar reserve style list, he would be first to be added, given a bike mask and lance and attached to some reavers. Would also have a few bombers or fighters, a bunch of venom units and a few big beast packs. Alternately he could take just a fusion gun and join a group of trueborn with blasters for some extra anti tank fun. <br /> <br /> 3rd option, load up with a reaper gun, or just keep stock and camp out in the backfield with an aegis line gun or other fortification. Take advantage of reserve roll modification and good <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. Maybe even attach to a few weapons batteries?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/721453/9269944.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/721453/9269944.page</link>
				<pubDate><![CDATA[Thu, 23 Mar 2017 19:56:12]]> GMT</pubDate>
				<author><![CDATA[ Caedes]]></author>
			</item>
	</channel>
</rss>