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Messages - DCannon4Life

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Discussion: Eldar / Re: Ynnari Strategies Post Nerf
« on: November 17, 2017, 09:16:07 AM »
Ynnari, until (if/when) they get their own codex, will be relegated to filling a small detachment of an otherwise Craftworld army, pushed into the role that Harlequins used to occupy. As Ynnari could only continue to get more and more powerful as Dark Eldar, Eldar, and Harlequins get/got their codices, it makes sense to nerf it.

The out-of-phase actions mechanic was problematic in more than one way, you can expect any future iteration of SfD to NOT allow for acting in the opponent's turn--or maybe just once, for CPs, like an intercept Stratagem or something. This part of the nerf hurts, and it is a massive correction, but it's necessary.

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Keep in mind that Fire Prisms have Fly; so they care not if someone piles into them in combat, so long as they can fall back far enough they can blast away.

Unless you're trying to fill 3 elite slots, save yourself the points and merge the two Fire Dragon units.

Dark Reapers are already really point efficient. They enjoy a 'Re-roll 1's' buff, but don't particularly need Guide. Perhaps consider letting them operate on their own and find a way to get your Farseer on a bike so it can move forward to support the Fire Dragons with Guide/Doom.

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Discussion: Chaos Space Marines / Re: Chaos Relics question
« on: November 02, 2017, 10:07:06 AM »
Actually, the simplest way to demonstrate why this isn't possible is to look at the conditionals for giving a <Death Guard> or <Chaos Space Marine> Relic. You are required to have a <Death Guard> Warlord to take <Death Guard> Relics, and are required to have a <Chaos Space Marine> Warlord to take <Chaos Space Marine> Relics. Since you can only ever have one Warlord, you cannot take Relics from both books, let alone being able to give them both to the same Character.

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Hey mcphro; long time!

Your lists are a bit spammy for my tastes (though redundancy in Fire Prisms is 100% understandable), though anyone that tries to fill out a Brigade will end up spamming in order to meet the requirements.

I haven't fully embraced multi-craftworld armies yet, but the advantages of doing so are clear.

In particular (list number 2), I think one giant unit of Fire Dragons is better than two small ones--keeping in mind that they can split-fire at will, one giant unit is easier to buff and more economical to spend CPs on. To fill out the Elites slot, it would be easy to scrape together enough points for a second unit of Banshees, which still have the potential to be annoying even at minimum sizes.

Cheers!

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Discussion: Eldar / Re: 8th Ed Eldar. MAIN MENU.
« on: November 01, 2017, 11:29:15 AM »
http://thewarmaster.com/index.php?topic=8123.0

War Walkers. Submitted for inclusion.

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Discussion: Eldar / 8th Ed. War Walkers (submitted for inclusion in Guide)
« on: November 01, 2017, 11:28:22 AM »
War Walkers

Stat Line
• Unchanged from Index

Main Playstyles & Loadouts
• In my view, there are two ways to play War Walkers: 1) As scouts, taking advantage of their 8th edition “Outflank” rule to get behind enemy lines asap. 2) As support platforms, leveraging the Alaitoc Craftworld Trait to significantly increase their survivability in conjunction with being an attractive target for buffs (Guide).
• Along with these playstyles, I think there are two clearly superior loadouts: Shuriken Cannons for ‘Scout’ Walkers and Bright Lances for ‘Support’ Walkers.

Weapon Options

Shuriken cannon (ONLY ‘Scout’ Walker loadout)
• The best option for ‘Scout’ Walkers. With the removal of armor facing from the game, there is no longer any significant advantage gained by outflanking the other heavy weapons. Now, the only reason to do so would be to line up parallel to the back edge of the table, where the walkers are likely to have unobstructed views of the opposing backfield (given common terrain placement rules). Shuriken cannons being the only heavy weapon designated as Assault makes them clearly superior on a unit that is intended to move. ‘Scout’ Walkers do not HAVE to start off the board however, given their fast movement and no penalty for Advancing, they can be placed on the flanks and move well up the board on turn one (not recommended for Hammer & Anvil style deployments, where it’s still better to Outflank). ‘Scout’ Walkers are good, perhaps even best, as Biel Tan, where they put the Craftworld Trait to good use.

Scatter laser (Not Recommended)
• The Scatter Laser did not transition to 8th edition very well. The Heavy tag and lack of AP (They used to be AP6, right?) mean that they don’t perform well. If they had been moved into the Assault category, there would be potential for debate between their range and volume of shots compared to the Shuriken Cannon’s ‘magic sixes’ rule. Alas, they did not, and so are the least attractive of the weapon options.

Star cannon (Not Recommended)
• The Star Cannon is…in an awkward place. You want it on a platform that is either not going to move, or that has access to the Crystal Targeting Matrix. Regardless, Star Cannons seem over-priced compared to their performance; balancing and point-costing D3 damage weapons is difficult. I would not argue that Star Cannons are unplayable, they’re just not competitive.

Bright lance (Primary ‘Support’ Walker Loadout)
• The Bright Lance is THE weapon to use on support walkers. If you’re concerned about alpha-strikes, then you can still Outflank them, but just bring them on into your backfield, where they can be buffed (Guide) to make up for the movement penalty they incur. Otherwise, make sure they are Alaitoc, in cover (and Obscured) and plink away.

Aeldari missile launcher (Secondary ‘Support’ Walker Loadout)
• Missile launchers, in general, are in an odd place in 8th edition. In my opinion they could all stand to be 2 points cheaper than they are. LasCannons are easy to understand and clearly worth their points. Missile launchers seem to be paying a ‘utility’ tax that just doesn’t come into play often enough to warrant the extra cost. Aeldari missile launchers are worth consideration because Doom exists. If it didn’t, then only Bright Lances would be a valid option. Doom boosts the Aeldari missile launcher’s performance to near Bright Lance levels, meaning that the secondary function (“Sunburst”), with its AP-1, also becomes interesting. Without additional support from a Farseer, the Aeldari missile launcher is not as attractive as the Bright Lance. If you want flexibility in your weapon system, and are willing to invest the extra points to support the unit, the Aeldari missile launcher is for you.

Abilities
• Outflank is back! Thank goodness for this. The Index iteration of the Craftworlds was very light on ways to put units in reserves. I got rather tired of seeing my War Walkers shot off the table before they got to do anything. Now, as with all glass cannon units, they are able to engage, at least once, on their own terms. Just remember that even if you are running ‘Support’ Walkers, you can, and sometimes should, still hold them off the table. They will be high-priority targets, so taking a -1 To Hit for a turn will always be worth having them around for longer.

Synergies & Best Craftworlds
• Guide and Doom are obvious synergies, particularly for ‘Support’ Walkers. One of the BEST synergies, also requiring a Farseer, is the Forewarned Stratagem! Another excellent Stratagem is Fire and Fade.
• ‘Support’ Walkers are, unsurprisingly, best played as Alaitoc, with Ulthwe coming in second. ‘Scout’ Walkers are best played as Biel Tan, as they can and will often be operating on their own.

8
Discussion: Chaos Space Marines / Re: Chaos Relics question
« on: November 01, 2017, 10:13:17 AM »
No.

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Discussion: Eldar / Re: 8th Ed Eldar. MAIN MENU.
« on: October 31, 2017, 10:26:41 AM »
http://thewarmaster.com/index.php?topic=8120.0

Support Weapons. Submitted for inclusion.

10
Support Weapons

Stat Line
• Unchanged from the Index

Weapons

D-cannon
• With a short range and variable number of shots, the D-cannon will not make your opponent quake in fear. And given that you cannot buff more than one support weapon at a time (due to Support Weapon deployment rules), the D-cannon is not going to be worth the points in competitive lists. However, given its small footprint, no-look shooting (what a difference that makes!), improved strength and reasonable cost per D-cannon (~3 LasCannons), it is still a solid, playable choice. On a table with more than an average amount of terrain, an Alaitoc D-cannon could be a nightmare (Alaitoc is clearly the best option, with Ulthwe coming in second).

Shadow weaver
• The Shadow weaver, a favorite of mine in 6th and 7th edition due to its low investment cost and capacity to over-perform (particularly with Guide), now serves as the cheapest way to unlock a Brigade, though not the best choice, point-for-point (I think the War Walker wins out). Previously, the ability to stack templates on elite units (and fish for 6’s) was the way to go. Now, due to the fact that you cannot buff, except via auras, support weapons, the Shadow weaver has lost most of its offensive appeal. Still, it is useful as a cheap backfield objective-holder that is hard to shift (Alaitoc, in cover, and out of Line of Sight) and still able to reach out to other parts of the table (chipping away at your opponent’s backfield objective holders throughout the game).

Vibro cannon
• Ah, the much neglected Vibro cannon is back (in a relative way)! While the Vibro cannon does not enjoy the advantage of no-look shooting that the D-cannon and Shadow weaver have, it does, without question, have the most interesting (and verbose) Ability description of the three. This version of the support weapon is the only one it makes sense to take three of straightaway, as they are now a variable shot AutoCannon that improves in AP and To Wound rolls for each successive Vibro cannon that hits the same target, up to two more. That puts the third Vibro cannon on 2’s To Wound versus T7, at AP-3. Not unimpressive, for less than a 200 point investment. And, as a final perk, any unit that suffers a wound (has damage inflicted on it) from a Vibro cannon cannot Advance in its next Movement phase (with an exception for units that can Fly). None of this makes the Vibro cannon a competitive choice for tournament play, but it certainly does make them more viable than they’ve been in a long time. It’s even more vital for Vibro cannons to be Alaitoc than anything else, as they have to have Line of Sight to their targets.

Synergies & Best Craftworlds
• Unfortunately, due to 8th edition rules for artillery-style units, there are no synergies worth capitalizing on, other than perhaps a re-roll 1’s aura. Fortunately, support weapons seem to be priced with this in mind.
• Alaitoc is, hands down, the best Craftworld for support weapons. Even if you’re not taking an entirely Alaitoc army, you should consider taking an Alaitoc Heavy Support detachment if you plan on using support weapons. Ulthwe is a reasonable alternative.

11
Discussion: THE LIST / Re: CSM 2k Brigade
« on: September 29, 2017, 11:24:59 AM »
Abbadon leads from the back, by buffing the preds and brutes and keeping the Cultists in check (holding the backfield).

If you want Chaos Lord-style support out front, then you should work a Daemon Prince back in. Difficult choices, I know.

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Discussion: THE LIST / Re: CSM 2k Brigade
« on: September 28, 2017, 03:33:34 PM »
I'd swap out the Chaos Lord for a Sorcerer (maybe with a Jump Pack). You have Abaddon for the re-rolls, a Sorcerer can give a unit or two a little boost.

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Discussion: THE LIST / Re: CSM 2k Brigade
« on: September 28, 2017, 08:53:04 AM »
Suggest you run Black Legion and look to get Abbadon into your list. This is a general recommendation for any time someone runs Helbrutes + Predators + Cultists.

14
Discussion: 40K Rumors / Re: Codex Releases?
« on: September 22, 2017, 12:50:40 PM »
The next 3 codices to be released after AdMech will be Tyranids, Eldar, and Astra Militarum.

Source?
It was announced at NOVA Open.

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Following.

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