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Discussion: Astra Militarum / Combined Squad Stratagem
« Last post by Cognis Cowboy on November 19, 2017, 01:16:15 AM »
two issues came up when using this stratagem in a tournament today, First when falling back out of close combat with a infantry squad I joined them to another infantry squad and they where no longer falling back and could shoot... "I had a infantry squad fall back into another infantry squad and used the combine squad stratagem". From a narrative perspective I think this makes sense and as a gaming mechanic I believe it is a valid tactic. Second when I combine a squad victory points awarded for kill points should be counted as 1 for the combined squad but the TO said no go,I completely disagree with this... The combined squad should be counted as one squad and only award 1 kill point.

Any feedback is appreciated.
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Discussion: Astra Militarum / Re: chimera
« Last post by Cognis Cowboy on November 19, 2017, 01:09:15 AM »
YES! The chimera has 12 transport capacity letting you transport characters or even 4 Orgryn/Bullgryn. Another benefit is being able to issue orders with the command vehicle stratagem. This is great especially if your warlord is in a hot mess and you don't want to expose him to small arms fire.   
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Discussion: Eldar / Re: Eldar 8th Tips and tricks
« Last post by The Mattler on November 18, 2017, 11:31:20 PM »
It cn be done using the cloudstrike ability. It just means you cant deep strike the infantry unit. But thats ok since you can still used rangers for it
Cloudstrike only works on Asuryani vehicles that can fly, and Support Weapons do not fly.  They don't meet the criteria for Webway Strike either.
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Discussion: Eldar / Re: Eldar 8th Tips and tricks
« Last post by mcphro on November 18, 2017, 11:21:42 PM »
It cn be done using the cloudstrike ability. It just means you cant deep strike the infantry unit. But thats ok since you can still used rangers for it
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Discussion: Eldar / Re: Eldar 8th Tips and tricks
« Last post by The Mattler on November 18, 2017, 09:14:29 PM »
How are you deep striking the D-Cannons?
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Discussion: Eldar / Re: 2000 pts Alaitoc Brigade
« Last post by mcphro on November 18, 2017, 08:59:02 PM »
I really like this list and is something I am more likely to use.

I think the dark reaper/ Fire prims combos are making it into a LOT of Eldar lists too. They are just really good long range firepower.
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Discussion: Eldar / Eldar 8th Tips and tricks
« Last post by mcphro 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.
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Discussion: Eldar / 2000 pts Alaitoc Brigade w/3 Fire Prisms, 20 Dark Reapers
« Last post by The Mattler on November 18, 2017, 07:47:30 PM »
I recently watched a couple of 2000 pts games on the Warp Charged Gaming channel on YouTube, in which the Aeldari player struggled against Chaos lists featuring Obliterators, Brimstone Horrors, Malefic Lords, and Alpha Legion Khorne Berserkers, plus some combination of Daemon Princes and Magnus/Abaddon (depending on the game).  So, I tried to think of an Aeldari list that should grind such a Chaos list into dust. Here goes...

ALAITOC BRIGADE
Farseer w/Doom, Guide, Faolchu's Wing (Warlord: Seer of the Shifting Vector)
Spiritseer w/Protect/Jinx
Spiritseer w/Conceal/Reveal
5 Rangers
5 Rangers
5 Rangers
5 Rangers
5 Rangers
5 Rangers
5 Howling Banshees w/Exarch, Executioner
5 Howling Banshees w/Exarch, Executioner
5 Howling Banshees w/Exarch, Executioner
5 Swooping Hawks w/Exarch, Hawk's Talon
5 Swooping Hawks w/Exarch, Hawk's Talon
5 Swooping Hawks w/Exarch, Hawk's Talon
10 Dark Reapers w/Exarch, Tempest Launcher
10 Dark Reapers w/Exarch, Tempest Launcher
Fire Prism w/Crystal Targeting Matrix
Fire Prism w/Crystal Targeting Matrix
Fire Prism

101 PL
1998 pts
12 CP

The idea is simple: leave no room for enemy reinforcements, then use long ranged firepower to rip apart anything that wanders into line of sight. 

Obviously, the Prisms and Reapers (accompanied by the Farseer) are the back line.  You can protect either the Prisms or the Reapers with Cloudstrike or Webway Strike as desired.  There's a case to be made for leaving the Reapers on the table near the Farseer during deployment if your opponent has threatening reinforcements, then use Forewarned on the Reapers to vaporize one such unit as it is set up (even works on Alpha Legion Forward Operatives AFAIK).  I chose Faolchu's Wing over the Shiftshroud of Alanssair specifically because I wanted to preserve my ability to use Forewarned ASAP; extra shots with a full squad of Reapers is too strong to pass up.  Between the Reapers and the Prisms, there's nothing you can't kill in one turn, especially with Linked Fire.  Don't be afraid to move your Reapers and Prisms to claim objectives, since the former suffer no hit modifiers and two of the latter have CTMs.  Just be mindful of enemy reinforcements that might drop into any gaps you make in your denial network.

The Banshees and Spiritseers form a small mop-up/spearhead in the midfield.  Their job is to finish off any weakened units that aren't worth shooting anymore, and to tie up big/fast threats for a turn if you just don't have time to deal with them at the moment.  If an enemy unit is a particularly tough nut to crack, the Spiritseers can either Smite it or lower its saves, but in the first turn or two they will probably be focused on keeping your Dark Reapers alive.

The Rangers are mainly for extending your reinforcement denial network well into the midfield, but they're great for camping objectives anywhere on the table.  Since there are 30 of them, they're also a reliable means of picking off irritating support characters, especially The Changeling, making your primary damage dealers much more effective.

This list has amazing weaponry, but it could use more efficiency against particularly numerous and squishy targets (especially Brimstones with their invulnerable saves!), and Hawks provide that efficiency with both their Grenade Packs and their Lasblasters.  The Hawks are also excellent for grabbing distant objectives once nearby enemy units get reduced to ash and mist by your heavy firepower.

I'm glad I was able to squeeze the list into a Brigade because it's going to be using a lot of CPs.  Even if you don't use Cloudstrike, Webway Strike, or Phantasm, you can easily burn all of your CP by Turn 2 on some combination of Forewarned, Linked Fire, Lightning Fast Reactions, and maybe even Runes of Witnessing and Pathfinders.  Don't do that!  You have a redundant Fire Prism, so try to save Lightning Fast Reactions for your Reapers, use Linked Fire each turn, and try to use Forewarned to get extra shots on the units most likely to threaten your ranged firepower (especially Slaanesh Obliterators if they can drop close enough).  Remember, you have Banshees, Hawks, and Spiritseers as a rapid response to threats, plus a lot of dispersed, small units that you won't miss if several of them die.  If you consistently address the threats to your Reapers and Prisms, you should win the war of attrition easily and still have enough units when it comes to claiming objectives.
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So, the following list is, as far as I can tell, is complete cheese. I came up with it while doing some math-hammering. I would like to start a discussion on its merit and on how best to combat it with various armies. Maybe it isn't as cheesy as I think and I need to rethink my approach to the game.

Vanguard Detachment
HQ
- Captain
-- Jump 19 pts
-- Thunder Hammer 21pts
-- Combi-Plasma 15 pts
- Captain
-- Jump 19 pts
-- Thunder Hammer 21pts
-- Combi-Plasma 15 pts
ELITES
- Vanguard Veterans x10 160 pts
-- Jump 20 pts
-- Storm Shields x10 50 pts
-- Thunder Hammers 160 pts
-- Melta Bomb 5 pts
- Vanguard Veterans x10 160 pts
-- Jump 20 pts
-- Storm Shields x10 50 pts
-- Thunder Hammers 160 pts
-- Melta Bomb 5 pts
- Vanguard Veterans x10 160 pts
-- Jump 20 pts
-- Storm Shields x5 25pts
-- Plasma Pistols x15 105 pts
-- Melta Bomb 5 pts
- Vanguard Veterans x10 160 pts
-- Jump 20 pts
-- Storm Shields x5 25pts
-- Plasma Pistols x15 105 pts
-- Melta Bomb 5 pts
- Vanguard Veterans x10 160 pts
-- Jump 20 pts
-- Storm Shields x5 25pts
-- Plasma Pistols x15 105 pts
-- Melta Bomb 5 pts

Grand total of 1993 pts

The general strategy is to run the plas-pistols and captains along the ground, then drop 4 5-man thunder hammer squads at key locations. I know that one critical failure is the low CPs, only 4. I do think that is out-weighed by the overwhelming power this force can bring, as well as the speed at which it delivers. Another problem is its range, but I think that is countered by the invulnerable saves granted by storm shields. While I have the captains to rebuff overcharge deaths, with 15 plasma shots flying with each volley of each plasma squad, overcharge may not be necessary.
Fast, durable, and it hits like a truck. What am I missing, or am I down playing the faults that I already determined? Maybe it can be even more cheesy? Thank you in advance for your participation in this thought experiment.
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Discussion: Eldar / Re: Ynnari Strategies Post Nerf
« Last post by Odras on November 17, 2017, 11:05:48 PM »
so let me get this right. Since you can only do (1) of the 4 strength from death powers. You are better taking a patrol detachment with Yvaine , cheap troop and wraithguard, run them up in a wave serpent. Hop out, and you get to shoot normally first once, kill a unit, use strength from death again, to shoot again. Then pretty much thats it a turn. As long as its a wrathguard type unit thats probably still ok, but you just cant do it army wide anymore.

am i correct?

Not quite, with the FAQ you are now limited to one of each soulburst action in your turn, therefore you can soulburst up to 5 times but you can only do each of the allowed actions once. So one soulburst and shoot, one soulburst and move, one soulburst and fight, one soulburst and psychic power, one soulburst and charge.

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.
Why do you think this correction was necessary? To me it was completely unnecessary, both on the internet and locally where I play I saw very little complaint about soulburst. Yea sure if you were able to set up a nice combo then it could destroy half of someones army, but there is so many of those combos in this game that this one doesn't feel any worse than.
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