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Topics - mcphro

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1
Discussion: Eldar / Eldar 8th Tips and tricks
« on: November 18, 2017, 08:56:38 PM »
As you come up with first little ideas and tricks.. put them here for debate and sharing.

Idea: Own the center!
Army: Aliotoc
Notes: So it seems you can use celestial shield on guardian units (ok we know that). But what if you put a 1-2 ranger units wrapped in a circle ready for 2 deep striking units.

Unit 1:
A 20 man storm guardian squad  on the outside of the ranger bubble. They are there to stop things getting through. With celestial shield in cover(all of this is in cover), they will be resistant and force the opponent to use a lot of firepower to remove them. Why would the opponent care at this stage about them at all?

Unit 2: 3 x Dcannon Support weapons Deep strike into the center of the rangers. Now you have a unit that really cannot be ignored, will be -1 to hit, (add spirit seer within 18" to give conceal and another for Protect), and if they focus on your support weapons, you can celestial shield them as well being guardians (so I understand... or do i now need to apologize?)
Effect: A support weapon battery free now to put out 3 x D3 shots of Str 12 -4 D6 goodnees, in the center of the board, wrapped in rangers with -2 to hit wrapped in Storm guardians with -1 to hit, 4++ celestial shield (depending on their target of course).

Basically its a big distraction carnifex that if the opponent had charging land raiders etc, now has to take these guys into account. Normally support weapons only threaten the charging army who comes to get you, but this way, you can threaten the army that wants to stay back like imperial guard.

How much firepower to remove this blob (that can do things like choose to run and charge closing units to tie them up), resilient to firepower due to hard to being hit being aliotoc with celestial shield goodnees.

The guns only have to kill 220 points to make their points back. And, for opposing units like baneblades, they wont see this coming and the opposing player had better hope you cant DS within 24" of one.

In addition, I would buy a Hemlock fighter as well for the 2 more auto hit Heavy D-Sythes that add to this party as well.

2
Hi guys. I think also im going to put this page here, dont have to use it... but if you have ideas around army lists, im going to post some initial ideas or lists here to see what poeple think...

Idea for tonight
--------------------
Leverage the Craft worlds +3 Army CP

Alaitoc Craftworld Battalion - 3 CP (-1 to hit over 12")
---------------------------------
HQ
----
Illic Nightspear
Warlock with singing spear (Conceal/ Reveal)

Troops
---------
5 x Rangers
5 x Rangers
5 x Rangers

Fast Attack
-------------
6 x warp spiders inc exarch with twin Deathspitters (-1 to hit with Flickerjump)

Heavy Support
-----------------
1 x Fire Prism with Spirit Stones
1 x Fire Prism with Spirit Stones
1 x Fire Prism with Spirit Stones

Craftworld Saim-Hann Outrider Detachment - 1CP
----------------------------------------------------------
HQ
-----------------
Warlock Skyrunner with singing spear (Enhance/Drain) OF Farseer Skyrunner with DOOM and executioner and 1 less shining spears unit.
--------------------
Fast Attack
-----------------
3 x shining spears with laser lances inc Exarch with Star lance
3 x shining spears with laser lances inc Exarch with Star lance
3 x shining spears with laser lances inc Exarch with Star lance
3 x shining spears with laser lances inc Exarch with Star lance
3 x shining spears with laser lances inc Exarch with Star lance
3 x shining spears with laser lances inc Exarch with Star lance

Craftworld Detachment - Beil-Tan
---------------------------------------

HQ
----
Farseer (Guide/ Doom) but I really want Fortune (WARLORD)

Heavy Support
-----------------
5 x Dark Reapers inc exarch with reaper launchers
5 x Dark Reapers inc exarch with reaper launchers
1 x war walker with shuriken catapults

Strategy
-----------
Warlord - Is the Beil-Tan farseer with "Natural leader" - pick a friendly Biel-Tan unit within 3" of your warlord. You can reroll all failed to hit rolls for that unit in that phase. The idea is to deploy the Farseer, usually hidden with a Dark reaper unit best to keep both dark reaper units off the table and you can bring them in with a strategem. One dark reaper unit gets the FREE guide and the other gets guide cast on it. 10 reapers all guided every round and untouchable in 1st turn if your not going first.

The warwalker is the tax to get the spearhead detachment.

Illiac nightspear and the 3 ranger squads deploy to help deny ground and cover objectives. But with the Alaitoc craftword -1 to hit, the rangers and illiac should be a pain, especially with the warlock around to cast conceal to be even more of a pain. The warp spiders also take advantage of the extra -1 to hit with flickerjump and if they warp into cover, you get the cover bonus, flicker jump and alaitoc attribute all stacked. they should be an annoying unit. Even enemy within 12" will have -2 to hit (got to check that).

Obviously, you then have the 3 Fire Prisms. Cheaper, double shots usually firing the second mode, meaning 6 shots with D3 Str 9 shots a piece means a potential 18 shots at Str 9.. wow. Of course your not going to get it, but ill take an average of 12 shots, AP -4 D3 damage. And they can all switch to the 1CP strategem to link fire which maskes them reroll pretty much everything vs a big nasty. Got a Superheavy your facing... np. 26 wound vs 39 = I win. Oh and they have spirit stones with a 6+ FNP.

Lastly, look I just love getting in close. I chose the Saim-Hann Craftworld detachment with a warlock on skyrunner with Enhance/ Drain which is an excellent power to add 1 ti hit rolls in the psychic phase. Better still, I can drain a unit that its -1 to hit. Great for a nasty unit.

Its surrounded by no less than 6 x 3 man shining spear units with exarchs all with the star lances. These weapons are so improved. Str 6 or 8, -4 AP and 2 Dmg. These units are FAST at 16", have a 4++ vs shooting, Can advance and shoot shuriken catapults (I know thats not the main focus of these units, but 18 bikes x 4 is 72 rending shots. They can shoot 1 unit and charge another (as long as they didnt advance of course). If they do have to advance they do so with 6" too if they arnt in charge range.

Then, due to Saim-Hann, they get to reroll charges.

What do you have to deal with. All fire support units from Alaitoc have -1 to hit or more and providing quite a lot of fire support. 2 guided Dark reaper units with a Farseer and a flanking war walker. And a sizable close combat force that can move 16" up the board with all charges rerolled.

You want to hit their fire support thats shooting you from 48-60" away, but you have all these bike units charging your lines, with the simple of not even killing you.. rather just getting into CC and forcing units to retreat not being able to shoot. Of course still getting hammered by 72 shuriken shots supported by warp spiders and being charged by upto 6 untils with huge threat ranges.

If I was going to change anything, id make the farseer be on a bike with doom instead of a warlock with the saim-hann. Even if I had to down 1 skyrunner unit. Dooming a unit is a force multiplier across your whole army.

All with 8 CP as well.


-----------------------------------------
Ok thats my first 8th ed Eldar list after my initial thoughts. Any thoughts on it?

Mcphro


















3
Discussion: Eldar / 8th Ed Eldar - Warhosts of the Asuryani
« on: October 29, 2017, 08:50:28 AM »
Welcome to the guide on war hosts of the Asuryani.

This term is actually important. I would draw your attention to the psychic powers of the Runes of Battle. You can cast the powers on all Asuryani Eldar.\

--------------------------------------------------------
Thank you for your edit and contribution Odras
--------------------------------------------------------
Asuryani is the general term that is applied to what we used to know as Eldar, know known as Craftworld Eldar. It is the equivalent of Drukhari or Harlequin. No harlequins or dark Eldar models have the Asuryani keyword. This is distinct from the <craftworld> keyword which can change for different Eldar models whereas they all have the Asuryani keyword.

When it comes to Ynnari, yes you can cast runes of battle powers on Ynnari Eldar models. The key with Ynnari is they gain the Ynnari keyword in addition to the keywords they already have. This is how the keywords work:

Craftworld Eldar --> Asuryani
Dark Eldar --> Drukhari
Harlequin --> Harlequins
Ynnari Craftworld Eldar --> Asuryani + Ynnari
Ynnari Dark Eldar --> Drukhari + Ynnari
Ynnari Harlequin --> Harlequins + Ynnari
Ynnari Character (Yvraine, Visarch, Yncarne) --> Ynnari

--------------------------------------------------------

I wanted to also draw your attention to the <craftword> keyword. This is very important because with Eldar... you have choices!

Craftworld Attributes
As long as your Eldar is a battle-forged army, then the (up to 3) detachments can be from different Craftworlds. Each Craftworld has access to the Craftworld attributed below. But what I would emphasise, is that the battle reports if already seen on the internet, people tend to take a single craft world. Now, that's fine. You might take Beil tan and a full shuriken army. But what you ARE allowed to do, is take detachments specific to the strengths of your craft world.



For example:
- You might take an Iyanden detachment with a spearhead detachment (or battalion) with some rangers with a couple of fire prisms or other heavy units and just use cheap warlocks to fill your HQ. (This means this part of your army will be -1 to hit at ranges over 12")
- You might add another detachment that adds a Saim-Hann outrider with 3 units of scatter laser jetbikes and Shining Spears (This means this part of your army can move fast and not have modifiers, and... units like shining spears units can get huge movement and reroll buffs to get those charges off!)
- You might add a Beil -tan detachment - choose your warlord from Beil-tan. (All units that are Beil tan with shuriken weapons are rerolling 1's to hit. )

Yes - it appears you can tailor your army to have the Craftworld attribute (see below) that you need to make that part of your army get the BEST attribute that benefits them the most.  I think most people might only use 2 Craftworlds, but a battalion now can be made for as little as 2 warlocks and 3 ranger/ dire avenger units. Eldar players should be walking into games with 12 to 15 command points!

Not only that, but it might be possible to get a 2 brigade army if you can tailor cheap units to fill it. OR 1 brigade and 2 battalions. You could get 18 to 21 command points. I can't wait till battlescribe has been updated!

Warlord Traits
- You may have noticed above I choose the warlord from Beil-tan. The reason for this is that while you may have different Craftworld detachments, your warlord must be from 1 Craftworld if you want to access those warlord traits. Beil-tan is incredibly strong because 'at the start of the shooting phase a friendly Beil-tan unit within 3" can get all failed to hit rolls' - You just got a FREE GUIDE (that I think also affects close combat) every turn. So buy a 10 man Dark Reaper squad with the appropriate warlock support so keep them safer (even use web way portal strategem to bring them in the first turn to keep them safe).  As long as it is next to the farseer, then they get 3+ reroll to hit. Now, the best part???? The second Dark Reaper squad you purchased that was hiding in case you didn't get first turn, then moved into view and the farseer casts Guide on the second unit.

You now have 2 guides a turn. This is I think the only psychic power in the game that you get twice (at least in terms of the Beil tan warlord trait). Not only that, you don't have to roll anything to get it. A free guide.

Alaitoc Fieldcraft
-1 to hit rolls that target a unit at a range of 12"

Beil-Tan Swordwind
+1 LD to all Beil-Tan aspect warrior units
Reroll all hit rolls of 1 for all shuriken weapons

Iyanden Stoic Endurance
Can never lose more than 1 model to a failed psychic test
All damage chart attributes are halved for units until their double the number of wounds has been lost. Then the damage chart takes effect.

Saim-Hann: Wild Host
Reroll failed charge rolls
Biker units do suffer penalty for moving with heavy weapons

Ulthwe Foresight of the Damned
6+ FNP for entire army



4
Discussion: Eldar / 8th Ed Eldar - Runes of Battle
« on: October 29, 2017, 06:07:25 AM »
Back to the 8th Ed Eldar Menu - http://thewarmaster.com/index.php?topic=8117.msg62322#msg62322
----------------------------------

Welcome to our article of Eldar Psychic powers - Runes of Battle. The goal of this article is to introduce the basic mechanic of the psychic powers and to link them to possible strategies for your armies. If people come up with more, please write them into the article below as replies and we will add them into the main article at the top.

8th Ed Warhammer relies on the synergy of the characters to buff the units around them. As for Eldar however, the psychic powers of the warlocks can make and break armies.


1. Conceal/Reveal

Conceal
This lets you choose a friendly Asuryani infantry or biker unit within 18". Your opponents must subtract 1 for all hit rolls for ranged weapons that target the unit.

This is magic and you are going to use it every turn. Consider the following:
- Iynaden: -1 to hit for being over 12"
- Conceal: -1 to hit for ranged weapons

At the very least, armies with a 3+ BS are now hitting you on 5's. That is awesome in the current rules set. Have that Imperial knight gunning for your prized unit, it is going to be a LOT less effective.

Reveal:
Choose an enemy unit within 18". It does not gain any bonus to saving throws for being in cover.

This is another awesome power. (How many warlocks do you have?). Imagine facing an opposing army, (even an Eldar one) with a buffed unit receiving 2 or 3 for being in cover. You have to read the wording of the power. It removes ALL cover bonuses, not just the -1. So lets say you have an enemy Eldar 10 man ranger unit in cover receiving a 2 or 3 plus cover bonus. Now it may as well be in the open with its 5+ armour save.


2. Embolden/ Horrify

Embolden
Add 2 to the leadership of an eldar unit within 18".
- This is ok, however, don't forget Iyanden can get immune Guardian units (practically because you only lose 1 to a failed morale test) and Beil tan get both +1 LD across the whole army (and all units get increased leadership if they are near a swooping hawk exarch).

Horrify
- This is probably the real reason you took this power. The opponent must subtract 1 from the leadership of the unit will next turn. Let's consider the possibilities (and people are going to come up with more):
- a Hemlock Wraithfighter with a mindshock pod can already -2 to a unit's leadership. It also is only allowed to use the second power from runes of battle. Now, it hits a character with a further -1 LD making it -3 LD. Now a nearby Beil tan farseer with now Ld 10 uses Mindwar to roll of LD and cause that many wounds.
- Cause a lot of wounds to a 'larger unit' with the resulting loss in LD to make it loose more wounds in the morale phase.

3. Enhance/ Drain

Enhance
Enhance is an awesome power that adds 1 to hit rolls in the fight phase to a unit within 18". Cast this on a unit of Banshees or Scorpions that is about to charge into combat. Now they all hit on 2's.

Drain
An enemy unit must subtract 1 to hit rolls in the fight phase until the next psychic phase.

Consider 2 warlocks with the same power. One casts Enhance boosting the hit chance to 2+ for a banshee unit. The second unit casts Drain on the target unit. Let's say it started with a BS of 3 as well. Now the banshees hit on 2's and the opposing unit hits on 4's. The fact that banshees all hit first if near Jain Zar (further synergy), perhaps the unit is doomed from a nearby Farseer (reroll wounds) against a unit that cant fire overwatch and even beserkers need to think twice.

4. Protect/ Jinx

Protect
TERMINATORS --> FOR EVERYONE!

I love protect. How many times did we used to buy multiple psykers just to get this power. Now we can choose it! NICE! This lets you increase the saving throws by 1 for a friendly infantry or biker unit within 18".

Want 2+ armour save scorpions. Make Wraithblades 2+? how about that Wraithknight? Now stand in cover for the extra +1 armour save (which scorpions like) and you now have a very resilient unit in cover (that gets +1 to hit in cover btw). How about that flier? If a Hemlock casts conceal on itself for a 2+ cover save), and another warlock casts Protect to increase its armour save to 2+ and you quite a resilient unit.

NOTE: Protect improves ALL saves!. This should mean an Avatar has a 2+ save, a 4++ Invun save and id argue for a 4+ ignore mortal wounds. The last question is: is Molten body a 'save'.

Another really good example however - is Wraithblades! Choose the Axe varient. They are now T6, 2+ armour save, 3++ invun save. Pretty resilient!



Jinx
Jinks if you haven't figured it out, does the opposite. Affect a nearby enemy unit up to 18" to reduce its army save by 1.

As you can see by now, if you have a few warlocks/ hemlock/spiritseer etc, you can affect a huge range of dishabilitating conditions while buffing your own units making your units naturally resilient and powerful while you make the opposing enemy units more feeble and weak.

NOTE: Jinx removes some saves!. This should mean an enemy Avatar has a 4+ save, a 6++ Invun save and id argue for a 6+ ignore mortal wounds. The last question is: is Molten body a 'save'. But, it will remove enemy units invun saves.


5. Quicken/ Restrain

Quicken
It has been reported that this is the BEST Psychic power in the game. Use it, use it often and go NUTTS!
Essentially it is warp time from the chaos codex. What does it do? Make a friendly Eldar infantry unit move as if it was the movement phase.

Let's get this straight. Let's use an 'obvious unit'. Howling banshees move 8", advance D6 (Use a strategem to move a full 6" if you wish here too), but let's say you rolled an average of 4". so far you have moved 8 + 4 = 12". You then cast Quicken on your Banshee unit. so you move another 8". Now you have moved 20", almost into the opponents deployment zone with a 15" charge that you can still declare! NICE.

Want to be really nasty. Bring in a 10 man unit of wraithblades with the webway 9" away from the enemy at the end of your movement phase. Use Quicken so they can now move 5" closer to the enemy. Now they only have to make a 4" charge.

(This is why everybody needs screening units now and you really need 1-2 guardian units to screen your own troops from this very tactic).


Restrain
Personally, I think you are likely to use Quicken and since you can only cast 1 power, sometimes you have to choose unless you have more than 1 warlock with the power. Either way, it forces an enemy unit within 18" to reduce its movement by half. Have a huge enemy CC unit bearing down on you, now it's not. But I think Quicken is going to get used a lot.

6. Empower/ Enervate

Empower
This is another excellent power (there is SO many!) that lets a friendly Asuryani infantry or bike unit 'add 1 to the wound rolls in the fight phase'. Wow - Using banshees as an example again - They are only str 3. So vs say a Terminator or marine, they will need 5's to wound. This is the impact of 8th edition and these diminishing returns surprisingly add up badly against your units. There isn't much point getting into combat, only to need 5's to wound your opponent.

Id like to get checked on this next comment, but there is something else...

Let's say in normal circumstances Banshees for into combat with a Wraithlord/knight. Toughness 8 beastie. A normal banshee unit would need 6's to wound. In fact they would need to be Str 8 just to wound on 4's. Is the strength 1/2 or less then the toughness? So even at Str 4, they still wound on 6's. They would need to be Str 5 just to have to wound on a 5+. Now, this psychic power negates that. what this means, is even if the unit is Toughness 20, you will still normally need 6's. However, the writing of the power says - add 1 to the wound rolls. This means it negates all the Str of the banshee or unit, and just gives you a flat -1 to wound. So instead of wounding on 6's you now wound on 5's 'as if you had a strength of 5. Or is the case of a Toughness 20 beast, it just gave you a str of 11. this power negates the Str vs toughness rule and gives the bonus straight out. That is more powerful then it looks.

Enervate
Same again in reverse. An enemy unit within 18" must subtract 1 to wound in the fight phase. This means in the same vein, Wraith units especially benefit from rules like this making them so much more resilient.


-----------------------
Scenario:

Now, let's add some of this up. The scenario to this is a 10 man wriathblades unit that is brought in using webway gate. Let's say it's charging a 10 man space marine unit.

Nearby prepositioned warlocks on jetbikes cast:
Horrify - On the enemy unit giving -1 LD
Enhance - To give the wraithblade unit +1 to hit, It's not hitting on 2's
Drain - The opposing unit is -1 to hit. Its now hitting on 4's.
Protect - The wraithblades are now 2+ around save (with a brand new shiney T6 to boot)
Jinx - The enemy unit also now only has a 4+ save
Quicken - The wraithblades now move 5" to only b4 4" away from the space marine unit
Empower - The wraithblades now add 1 to their wound roles
Enervate - The space marine unit -1 to any wound roles that they do themselves.

Ok ok.. I know you are not likely to have that many warlocks. I have highlighted 4 you ARE likely to use, however.

Wraithblades that only need to charge 4" on a 2+ save with a 3++ invun save if you took the axe and shield version, that hit on 2's and add 1 to their wound roles. This doesn't add a nearby farseer that can DOOM your opponent either.















5
Discussion: Eldar / 8th Ed Eldar. MAIN MENU.
« on: October 29, 2017, 04:58:04 AM »
For those of you have been part of the forum for a while, some of you will remember we made a 6th and then a 7th guide and tactics page. In a sense, it was a menu that covered articles that everyone on the forum contributed to. I'm going to restart that Forum and ask Fritz to place the menu at the top of the page.

Essentially, this will turn into a 1 stop shop for unit reviews, tactics, strategies and links to good write-ups from the internet. This is a guide for you by you contributed by everyone.  Sometimes its mathhammer, sometimes people write stories but if you have feedback on how to make the reviews better, please do so. But even better... contribute an article. In all honesty, Reecius has already written fabulous articles with a lot of tactics already, but over time more (especially rude tactics are going to come out as people delve into the codex and come up with more things).

A word of guidance: This is Fritzs page. While it is a place to discuss the rules etc, you cannot place point values down. Fritz may like to give more guidance on what he would like to see this page contain, but we don't want GW coming down on him asking him to take the sight down either. Be careful what you post. The idea is to talk more about the strategies but not the reprint the codex .


Good articles:
Reecius from frontline gaming as we all know are some of the main testers of the armies before they are released. They also help write the FAQs as well.

- Reecius (Frontline Gaming): Review Craftworld Eldar - Part 1 of 3 - https://www.frontlinegaming.org/2017/10/26/review-of-8th-ed-40k-codex-craftworlds-aka-eldar-part-1-of-2/

- Reecius (Frontline Gaming): Review Craftworld Eldar - Part 2 of 3 - https://www.frontlinegaming.org/2017/10/27/review-of-8th-ed-40k-codex-craftworlds-aka-eldar-part-2-of-3/

- Reecius (Frontline Gaming): Review Craftworld Eldar - Part 3 of 3 - https://www.frontlinegaming.org/2017/10/28/review-of-8th-ed-40k-codex-craftworlds-aka-eldar-part-3-of-3/

Menu:

Craftworld Attributes - http://thewarmaster.com/index.php?topic=8119.0



Units
HQ's
Eldrad Ulthran
Farseer/ Farseer Skyrunner
Warlock Conclave, WarlocYriel
Autarch/ Swooping Hawk Wings/ Skyrunner
Avatar of Khaine
Illiac Nightspear
Spiritseer
Phoenix Lords:
Asurman
Baharroth
Fuegan
Jain Zar
Karandras
Maugan Ra


Troops
Dire Avengers
Rangers
Guardian Defenders
Storm Guardians

Elite
Howling Banshees
Striking Scorpions
Fire Dragons
Wraithblades
Wraithguard

Fast attack
Windriders
Vypers
Swooping Hawks
Warp Spiders
Shining Spears

Heavy Support
War Walkers - http://thewarmaster.com/index.php?topic=8123.0
Wraithlord
Support Weapons - http://thewarmaster.com/index.php?topic=8120.0

Dark Reapers
Falcon
Nightspinner
Fire Prisms

Dedicated Transport
Wave Serpent

Fliers
Crimson Hunter
Crimson Hunter Exarch
Hemlock Wraithfighter

Super
Wraithknight


Tactics


Psychic Powers
Runes of Battle - http://thewarmaster.com/index.php?topic=8118.0

Runes of Fate

1. Guide

2. Doom

3. Fortune

4. Executioner

5. Will of Asuryan

6. Mind War

Strategems


Warlord Traits


Wargear






6
Discussion: Eldar / New codex 8th ed incoming... share the gossip
« on: October 16, 2017, 02:20:44 AM »
Wow here comes the new dex. Im going to post more on this when i get home, but they cant get more obvious then this..

The old 'codex eldar is the spiritual successor to this codex... plus more'....

Makes sense by that statement that a lot of what's in here is going to be in the new codex... in one form or another...

Could all of our dreams come true?

https://www.warhammer-community.com/2017/10/15/coming-soon-a-new-codex-for-the-craftworlds/

I think this is a link to the old codex

https://www.google.com.au/url?sa=t&source=web&rct=j&url=https://cdn.preterhuman.net/texts/gaming_and_diversion/Warhammer_40K_Collection/Warhammer%252040k%2520-%2520Codex%2520-%2520Craftworld%2520Eldar.pdf&ved=0ahUKEwjAs8H6v_TWAhULpJQKHWjcB08QFggcMAA&usg=AOvVaw07uI8sOdB7NZG6-tKa0g6d

7
Discussion: Sisters Of Battle / Got stomped today!
« on: October 14, 2017, 06:14:42 AM »
Simple..

I had celestine, 3 troops with immolators, 2 dominions with repressors, 2 seraphim squads, 3 retributer squads with 2 imagifiers.

vs...

12 AM tanks...

5 lemus russes, 1 manticore, 2 basilisks, 3 hellhounds and something else... open terrain = DEAD.

I conceded turn 2.. only halfway through his shooting.

He had 12 tanks (Toughness 8, 60 wounds) new AM codex with catachan rules (twice the number of shots if a lemus Russ goes less then half movement)

So it was like fighting vs 12 of the mothers....

What was GW thinking... AM didnt even need an upgrade... OW

8
Ok so simple yet complex question.

With the new eldar codex coming soon..

1. What should be the new stratagems that make each craftworld unique?

E.g. if beil tan is the swordwind... how do you think the army will look?

2. What new units or changes to units do you see coming?
I bags a wraithseer as a hq unit.

3. My main question.

I think we agree eldar units are a bit expensive for what they do.  Sure we got hit the nerfbat in  8th... but now they would be getting feedback... what needs to change with eldar... points wise...

9
Discussion: Eldar / Oh my godsh... Harlequins are the bomb!
« on: July 12, 2017, 12:47:06 PM »
Ok my quick review of harlis playing with them... HELL YES!

My last game I took harlies with fusion pistols and caresses. 30pts a model is very expensive. But i found out, ALWAYS put them in a starweaver.. .always. But I can tell you I pulled off some amazing charges.

My Solitaire charged a 22" charge out of a vehicle... and murdered an opposing character, It was glorious!

I could be wrong, but I dont like sky weavers. only 3 attacks each isnt that much for what they are worth. I found in a 2000 point game, this is what id take. Keep it really easy and simple. The list may seem boring, but wow will it do damage.

Battalion formation +3 CP
HQ
1 x troupemaster (embrace, fusion pistol)
1 x troupemaster (embrace, fusion pistol)

Troupes
5 x harlies (5 embraces, 2 fusion pistols)
5 x harlies (5 embraces, 2 fusion pistols)
5 x harlies (5 embraces, 2 fusion pistols)
5 x harlies (5 embraces, 2 fusion pistols)

Dedicated transports
Starweaver
Starweaver
Starweaver
Starweaver
Starweaver

Battalion formation +3 CP
HQ
1 x troupemaster (embrace, fusion pistol)
1 x troupemaster (embrace, fusion pistol)

Troupes
5 x harlies (5 embraces, 2 fusion pistols)
5 x harlies (5 embraces, 2 fusion pistols)
5 x harlies (5 embraces, 2 fusion pistols)


Elite
Solitaire

Dedicated transports
Starweaver
Starweaver
Starweaver

Tactics
---------
Are very simple. Charge up the board with your 4+ save... SWAMP 1/2 of their army. You have 7 vehicles which are very resilient and next turn, they all get out and deploy 3", move 8", Then they get to charge ONLY AFTER your starweaver has charged in the first.

I wreaked carnage with only 3 units of harlies doing this. I cant imagine 7 doing it. Very hurty!

10
Discussion: Sisters Of Battle / MCPHRO - 2000 points
« on: July 10, 2017, 02:10:57 PM »
Ok, I've finally settled on my 2000 points

Spearhead detachment

HQ
-----
Canonness (stormbolter, powermaul)

Elites
--------
1 x imagifiers
1 x imagifiers

Heavy support
------------------
Exorcist with storm bolter
Exorcist with storm bolter
2 x Penitent Engines
2 x Penitent Engines
Retributer squad with 4 heavy bolters
Retributer squad with 4 heavy bolters

Outrider Detachment

HQ
----
Celestine with 2 gemini

Elite
-----
1 x imagifiers
1 x imagifiers

Fast attack
-------------
5 x Seraphim with superior with powersword/ plasma pistol and 2 girls with inferno pistols
5 x Seraphim with superior with powersword/ plasma pistol and 2 girls with inferno pistols
5 x Seraphim with superior with powersword/ plasma pistol and 2 girls with inferno pistols

Heavy support
------------------
Retributer squad with 4 heavy bolters
Retributer squad with 4 heavy bolters
 
Tactics
-----------
Celestone and the searphim always operate as a unit with 6" of her to gain the 5+ rerollable invun save (and 12 inferno shots and 3 plasma shots and combined assault

2 x 2 unit penitient engines squads are EVERYBODy's nightmare and are the "distraction carnifex", who are quite capable of taking down any number of bad guys. Deal with them in your face or reap the assault!

2 exorcists and 4 retibuter squads are the fire support (retributers affected by the imagifiers and the cannonnes for the reroll of 1's to hit and free shooting AOF attack per turn.

Modifications
-----------------
You can lose 2 retributer squads with 2 imagifers to gain a 3rd Penitent egine unit, but buy having more back field units you prevent more deep strike units getting closer and TBH, the retributer squads will put out an intimidating amount of fire, where the engines have to get up close. Either is fine as the engines are everbodies night mare now. Id use hammer and anvil tecniques now. The engines are the hammer and Celistine is the anvil.

11
Below is a reply to an email I received from frontline gaming in regards to Acts of faith and if it was possible to shoot at characters in the Acts of faith (as it was perceived that it wasn't the shooting phase)
-------------------


Frankie Giampapa <frankiegiampapa@gmail.com>

  Reply|
Today, 2:22 AM
You
Hello Roy,

  The sisters shoot as if it were the shooting phase so would not be able to shoot the character.

  You do not receive cover if 1 model is outside of the cover.

Frankie

On Sat, Jul 8, 2017 at 4:32 PM, <contact@frontlinegaming.org> wrote:

Rules and sisters of Battle Question


Question 1 - Sisters of battle attacking characters at will
Is it intentional sisters of battle can attack characters using ACTs of Faith at the start of the turn outside of the shooting phase?.



From the FAQ...
Q. When can I target an enemy Character that has a Wounds characteristic of less than 10? A. Such a Character can only be targeted in the Shooting phase if it is the nearest visible model to the firing model. You can target enemy Characters without restriction in the Psychic phase*, Charge phase, Fight phase, etc. You may also make shooting attacks at enemy Characters which occur outside the Shooting phase (i.e. when resolving Overwatch in the Charge phase). *Note, however, that some psychic powers, such as Smite, do not target units but instead affect the nearest enemy unit.

e.g. Turn 1 - Retributer squad uses an Act of Faith to fire 12 heavy bolter shots at a character in the opposing army within 36" range.

Did retributer squads just become the Sisters of Battle Sniper teams? Buy 3 Retributer squads, 2-3 imagifiers and a cannoness in the Spearhead detachment EVERY time!

is this right?

12
Had my first game the other day wth Sisters in 8th, 1500 pts vs Space marines.

First, my opponent is the nicest guy to play against and we always have fun and this game was no different.

1500pts
----------
Elite choice: Vindicare Assassin

Outrider Detachment
-----------------------
HQ
Cannoness - No upgrades

Fast attack x 3

Dominion squad
Superior - Combi-melta
4 x Dominion with melta guns

Transport: Repressor

Dominion squad
Superior - Combi-melta
4 x Dominion with melta guns

Transport: Repressor

Seraphim squad
Superior - Plasma Pistol, Powersword
2 x superior with inferno pistols
2 x seraphim

Spearhead Detachment

HQ
Celestine + 2 geminis

Elite
1 x imagifier

Elites x 3
Exorcist with storm bolter

2 x Penitent Engines

Retributer Squad
superior - stock
4 x retributer with 4 heavy bolters

----------------------------------------------------
Tactics
----------------------------------------------------

First the result: I tabled the Space marine opponent (Lysander, tactical squad in rhino, interessors, centurians, scouts, librarian, landraider)

Tactics of the army:

First, the army is really split up into 2 sections

Section 1: Fire support

Exorcist + imagifier
Canonness
Retributer Squad

Role: Army wide 2+ Act of faith is on Retributers to fire, then fire again in their normal shooting phase for 24 points (not bad for an 85 pt unit)

4+ Act of faith is used by the Imagifier to (RAW) act on the Exorcist to fire, then fire again in its shooting phase (less reliable, but when it works is great)

Canonness: Gives a reroll 1's to both Retributers and Exorcist :-)

Section 2: Assault force

Seraphim squad
Celestine
2 x dominion squads in repressors
2 x penitent engines

Role: This worked AMAZING!!!!
Step 1:

Dominion squads:  Even if they go first, Repressors move forward 12" before the game begins into cover orinto assault depending on if you win first turn or not. If you win first turn, you move forward 12", then in your movement phase, move forward 12" and melta anything in 12" range. This gives your dominions a 36" threat range. It took both repressors, but 10 melta shots took the Landraider down to 1 wound (retributer squad finished off the landraider with 1 wound left)

MAJOR TACTIC: When you move the repressors forward, do it in this manor:
1. Move behind Ruins cover giving you -1 to hit
2. Pop smoke: giving a further -1 to hit
3. When you do this, position if possible so the attack coming from the unit that is liekly to attack them with heavy weapons doesnt have a good LOS. If they have to move with their heavy weapons, that will give them a further -1 to hit in a lot of cases. Now, you should be able to pull off at least -2 to hit doing this, and between both vehicles, thats 24 wounds, 10 Meltagun shots, 4 Heavy flamers and 2 storm bolters.... just count up how many hits that is!

24 (possible flamers) + 10 melta gun + 8 stormbolters (if within 12") = 40 shots from 2 vehicles. Then even if they blow one up, get our and coninue running.

But Repressors get better... If you can charge with the repressor, each attack becomes 3 attacks as per their rules (9 attacks) due to their dozerblade. Not bad if you must get into combat (like a 500 point knight), just to tie it up for a turn or 2.

In this game, however, I didnt win first turn, so they moved forward with their pre-game move into LOS blocking terrain, then use same tactic above.

Celestine: Used her act of faith to move forward 12", then she moved forward 12" and assaulted the Intercessors (wiped them out). I used the warlord trait that gave her an act of faith whenever she charges.

The penitent engines moved forward with Celestine in the middle and flamed the librarian and scouts and seraphim to assault  the middle of the board. With their range, Celestine kept the focus on her while the Penitent engines did their work.

... and man... did they do the business! 4 Heavy flamers and 8 attacks in assault meant they owned anythng they charged. No unit made it (even lysander) passed the first round for them to try their 4+ attack ability.

Everyone at the club went.. whoo watch for them in future...

Army had: 3 acts of faith, double shooting retributers and exorcists rerolling on 1's and and large assault force that had both the movement,toughness and flamers to hurt bad. I could take on close combat, could make double shooting or movement which meant you dont have a 1500 pt sisters force, you have a 2500 pts sisters force. I know people think units like the imagifier are not reliable, but if they only work 50% of the time (on their 4+), thats like having another exorcist you didnt have to pay for. Units like an 85 pts retributer squad, if you use your 2+ act of faith, reliably shoot 24 times. Against say a 250 point terminator unit, they will wound on 3's, and the terminator unit saves on 3's... they will own it!

(simple math hammer)
24 shots at 3's to hit = 16 hits. and 10.67 wounds to a terminator unit (in the open). On a 3+ armour save 6 will be saved with 4 wounds done. = 2 dead terminators. They almost just paid for themselves (85 points). Now that mathhammer didnt take into account ANY rolled 1's from the canonnes.








14
Discussion: Eldar / Eldar Leaks 8th Ed - moved to here
« on: May 30, 2017, 10:13:25 AM »
Ok ive moved this to be a new thread. as more leaks occur ill add them up to the list. This is based on: http://natfka.blogspot.com.au/2017/05/misc-army-rules-for-new-edition-of.html

New rules:
 Wraithscythes: Str 8 Assault D3 S10 AP-4

Eldar Battle focus: no -1 to hit when shooting when advancing (This is important as assault weapons can be shot after Advancing (normally at -1)
This means if our shuriken weapons are "assault weapons: You move 7" + Advance D6" (avg 4") = 11" movement, then add the probable 12" from a guardian weapon (2 shots normally) and you are looking at 23" range with a 2 shot (probable rending weapon) that you dont take any modifiers for advancing. This fits into our armies theme of "fast"

Scatterlasers are 36" Heavy 4 AP 0


Units

HQ

Elite
Wraithguard/ Wraithblades
MWSBSSTWALdSv
*"3+3+5531*3+
Wraithcannon: 12" Assualt 1 Str 10 AP -4 D6 damage

Dsythes: 8" Assult S10 AP-4

Howling Banshees
MWSBSSTWALdSv
8"3+3+331194+
Banshee Mask: Howling banshees strike first in the fight phase, even if they didn't charge this turn. +3" to charge or advance
Special rule -1 to hit banshees in melee if with Exarch
Executioner S+2 AP-3 D3 Damage (but with a -1 to hit)


Striking Scorpions
MWSBSSTWALdSv
7"3+3+331193+
Masters of Stealth: Can deploy everywhere more than 9" away from the enemy
Mandiblasters: At the beginning of the fight phase, roll a D6 for every skorpion within 1" of an enemy troop. On the roll of a 6, the mandiblasters inflict a mortal wound.
Special rule +1 to hit a unit in cover
Exarch: gives unit extra attack on 6 to hit
Chainsaber is the same as chainsword but +1 str

Fire Dragons
MWSBSSTWALdSv
7"3+3+331193+


Troops
Waveserpent
MWSBSSTWALdSv
16"***713*93+
Serpent Shield Reduce damage by 1, minimum 1

Dire Avengers
MWSBSSTWALdSv
7"3+3+331194+




(this one is a guess till we see it)
Guardian Defenders
MWSBSSTWALdSv
7"4+4+331185+



Fast attack

Warp Spiders
MWSBSSTWALdSv
7"3+3+3311*3+
Warp jump: can choose to move 4D6 and get "fly" but you cannot advance or charge
Flickerjump gives enemy -1BS but yuo roll 2D6 and on a 2 you loose a warp spider
Death Spinner: 18" rapid Fire S6 Ap-4 (assuming AP-4 is rending)
Exarch: reroll failed morale tests



Heavy

Fliers

Lords of War
Wraithknight
MWSBSSTWALdSv
*"3+3+8824**3+
Wraithcannon Assault 2, S10, AP -4 D6 Damage
Wraithsword Sx2 AP-4 6 Damage
https://www.instagram.com/p/BUvgDgTAta8/


















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