View Full Version : Two games today with the New Eldar
Lost Vyper
06-17-2013, 12:56 PM
Today i faced the Grey Knights in the first game and Blood Angels in the second one. Both matches were 1850p and we had special missions (objectives + FB + SWL + LB).
First game i had :
Illic + 8 x Pathfinders
Asurmen + 8 x DA´s + WS (tlBL,HF)
3 x Windrider Jetbikes
Hornet (SL+BL)
Swooping Hawks x 5 + Exarch (Hit&run,Sunrifle,Night Vision)
War Walkers x 3 (SL+Star Cannon)
War Walkers x 3 (2 x SL)
Wraithknight (SL+Star Cannon,GG+SH)
Second game list :
Autarch (Jetbike,Banshee Mask, Fusion Gun, Shard of A., Mantle of a L.G)
Farseer (Jetbike,SS)
Striking Scorpions x 9 + Exarch (Crushing Blow,Stalker, SC)
2 x (3 x WR Jetbikes)
5 x Rangers
Storm Guardian x 9 + 1 x Fusion Gun
Hornet (SL+BL)
Swooping Hawks x 5 + Exarch (Hit&run,Sunrifle,Night Vision)
War Walkers x 3 (SL+Star Cannon)
War Walkers x 3 (SL+Star Cannon)
Wraithknight (SL+Star Cannon,GG+SH)
I lost the game 4-3 (would have one if it ended on the 5th turn, but, hey...). Second game was a draw (again would have one if it ended on the 5th turn, but, hey...)
Not really bad,but more meh, :
- Asurmen slayed (couple of times) Justicar in a duel, but i only had one Warlord trait for him. Not sure about the 220p cost...
- WS, point cost is high, but maybe i should view it as a battle "tank" and not a transport
- Pathfinders, point cost is just so high, Sharp Shot is nice, but the shots should be AP1 if rolling a 6 and rost like a marshmellow when being flamed
- Wraithknight, EXPENSIVE way of gathering all the incoming fire, lasted two rounds
- Storm Guardians, flamer comes --> puff --> no more guardians
Ok in my books :
- Hornet, 100p, Scatter Laser first and *PIM*, you have a tlBL...still he gets the "Quad-Gun-at-your-face"- prize every time
- Swooping Hawks, better now, S4/AP4 Large blast ignoring cover blasts the "We are a legion of ten sorry-a**-psykers" away nicely. On the second game, the Haywire-assault was great! If i had the brain i would have multi-assaulted and got two Predators for the price of one (next time...)
- Rangers, nice price, good campers
Great! :
- Illic, 140p, and when the PF´s were toasted by two Dreadknights, killed the second (fresh) one with a single Insta-Kill shot...awesome...Sharp Shot two Psycannon termies and caused harassment thro the game
- SS -troops, Exarch with the Claw is NASTY. He was the sole survivor getting me the LB for a draw. Difficult to deliver, but FAST
- Farseer on a bike, great price/value. I dont think, im going to use one without in small games
- Autarch...yes he´s costing a lot, but boy did my opponent watch in a amazement, when he zoomed right over to his side and popped a Predator and he was a second gathering the incoming fire after the Knight. Failed couple of simple saves...
Gods of the arena! :
- War Walkers, yes, they were my favorite in the 5th and are still. Killed troops, Terminators, Dreadknights, you name it! Scatter Laser + Star Cannon is the way i´ll roll...but will switch it to SL+BL in the next game, cos i think im gonna see some Landraiders...
- Windriders...c´mon, 51p for a troop with FAAAAAAAAAAAAAAAASTTT movement...
On thursday, 1650p, three players, everybody against everybody...lets see what happens...:)
Tyrendian
06-17-2013, 01:52 PM
had my first game with them too yesterday... ah hell I'll just jump onto your thread and report what worked and what didn't as well :)
- same here with war walkers: absolutely lethal, gonna go with SL/Star Cannon as well most of the time... got toasted by a gun drone blob though once they proved their worth (annihilated a Missileside team in one go...)
- Warp Spiders: brutal firepower, amazing mobility, one of the better exarchs, not too expensive and a 3+ - what's not to like!
- Wave Serpents: I think you are right in considering them Battle Tanks (with anti infantry firepower on par with most anything - not even shy of a LR Crusader, and way better against light vehicles and especially fliers than those) that also happen to be super fast and transport your guys in comparative safety (4+ jink or the shield first turn is nice - not a Land Raider, but nice)
- Swooping Hawks - had some baaad luck (7" scatter on their "bomb" and target made almost all saves), but I got kind of an idea what might have happened elsewise - so good mark for them as well
- Fire Prism: nice and versatile
- Psykers: Runes of Fate has too many lackluster or straight up bad powers imo... and that Eldrad failed 6 out of 8 attempts didn't help much either...
- Wraithknight: certainly not bad, just expensive... too much so in smaller games methinks, especially with how points hungry Wave Serpents are...
- Crimson Hunter: survived intercepting Quad Gun, so can't complain :) didn't do too much though...
Asuryan
06-17-2013, 06:08 PM
- Psykers: Runes of Fate has too many lackluster or straight up bad powers imo... and that Eldrad failed 6 out of 8 attempts didn't help much either...
the psychic powers are exactly the same as in 5th ed. with new Death mission and Executioner which i agree aren't great, and the prescience vs guide issue is still on going. Then with warp charges the only power i don't like is Eldritch Storm with a 2 but it did win me a game once so i cant really complain.
Asurmen is a beast in the games i have used him but i also haven't gotten only 1 warlord trait
Eldrad with ML 4 almost guarantees you to get the powers you want
Dire avengers are demigods for me and just kill everything
Wraithknight w/ suncannon and SL is hilarious as a bullet magnet and troop killer. i have only played 4 games and it died in 2 of them, played the same person twice at different pts and he's the only one to kill it.
Sainhann
06-17-2013, 07:31 PM
I think that you could have gotten the Autarch on the bike for 80 points less and he would have still taken out that vehicle.
Consider giving him just the Bike and a Laser Lance and give take some Shining Spears 4-5 (I think four is a good number) plus some Guardian Jetbikes (like 6).
With this you got a hard hitting Hand-to-Hand unit and Firepower support from the Wild Riders, all for under 300 points.
Lost Vyper
06-18-2013, 12:34 AM
I think that you could have gotten the Autarch on the bike for 80 points less and he would have still taken out that vehicle.
Nope, failed enough of those 2+ saves...and now as i look at the Mantle, i had re-rolls...DAMN IT! New codex curse, forgetting stuff. That would have won me the game me thinks...well, live and learn...maybe shed away 45p (no Shard/Banshee Mask), if just zooming around popping vehicles...
Tyrendian
06-18-2013, 01:50 AM
the psychic powers are exactly the same as in 5th ed. with new Death mission and Executioner which i agree aren't great, and the prescience vs guide issue is still on going. Then with warp charges the only power i don't like is Eldritch Storm with a 2 but it did win me a game once so i cant really complain.
no they are not the same - precisely because you roll for them, and 2-3 are meh at best (also that Eldrad failed all his tests and didn't regenerate a single Warp Charge all game didn't help me casting Eldritch Storm very much, so no comment on that one yet :) )
DrLove42
06-18-2013, 02:01 AM
I played a 1650 game on Friday, against the guys i usually lose to
Kill points, Hammer and Anvil. Deployment not good for me ever
He went first. I lost a fire prism, 5 reapers and my warlord in turn 1. I was practically 5-600 points down before I got to move.
I nearly tabled him by turn 6. A single wraithguard squad with Scythes in a Serpent killed nearly 1200 points of his army. So i'm taking two of them from now on
DA did good, they killed a whole marine squad with their rends alone, not counting their normal wounds.
Wraithlords, still good and stompy.
Rangers, a bit lacklustre now, dropped for a second wraithguard squad
Wave Serpents, awesome. A star engines/CTM combo means delivering a squad 24" in a turn and still shooting a gun? Awesome
Fire Prism and Reapers never lasted long enough to see if they were good :(
Lost Vyper
06-18-2013, 02:27 AM
Wave Serpents, awesome. A star engines/CTM combo means delivering a squad 24" in a turn and still shooting a gun?
I don´t think you can disembark after flat out...With CTM shoot yes...
DrLove42
06-18-2013, 02:48 AM
Yeah not get out that turn. But even if the enemy destroy your vehicle, you can flame the crap out of them next turn
cebalrai
06-18-2013, 06:03 AM
Rangers, a bit lacklustre now, dropped for a second wraithguard squad
(
Yeah the adjustment has been weird for me. They're worse than last edition but so much cheaper that they're more worth their points. They're actually better now, we just have to change how we look at them.
Asuryan
06-18-2013, 07:01 AM
no they are not the same - precisely because you roll for them, and 2-3 are meh at best (also that Eldrad failed all his tests and didn't regenerate a single Warp Charge all game didn't help me casting Eldritch Storm very much, so no comment on that one yet :) )
The Powers are the same if not better, the generating of powers is different. which I agree between the rolling for psychic powers and not getting 3d6 take the 2 lowest Eldar took to much of a nerf in the psychic department. and I would also agree that the recharging warp charges doesn't seem to work out in our favor most of the time.
Defenestratus
06-18-2013, 08:14 AM
Yeah the adjustment has been weird for me. They're worse than last edition but so much cheaper that they're more worth their points. They're actually better now, we just have to change how we look at them.
I've come to the same conclusion. They're no longer the murderers they used to be but the fact that you can get a squad of 5 of them for the cost of a few wargear upgrades is really nice. When I have 50 points to spare, Its great to have a scoring unit I can squeeze in after dropping a worthless upgrade on an exarch.
I like the idea of a CTM/StarEngine/HF serpent with TWL BL's or Scatter Lasers... 3+ jink save while moving flat out but its also REALLY expensive for a tank that will get mauled in close combat.... and it WILL need to get near nasties turn one in order to drop off the WG in order to be in range of flamer templates.
The smarter opponent will move out of range of those nasty flamer templates. I think you'd need about what, 18-20" from the wave serpent's end-of-turn-1 position in order to avoid the range of the flamer?
DrLove42
06-18-2013, 08:16 AM
I like the idea of a CTM/StarEngine/HF serpent with TWL BL's or Scatter Lasers... 3+ jink save while moving flat out but its also REALLY expensive for a tank that will get mauled in close combat....
Just gotta be sensible where they boost to :P
Its one of my biggest gripes with 6th ed. You hit a moving vehicle on a 3+ always, from a rhino moving 1" or a Skimmer moving 36" in a turn...
Lost Vyper
06-18-2013, 09:24 AM
Yep! We were considering a house rule, which would require at least 4+ to hit flat out vehicles...it´s just not fluffy thing to hit fastest transports in the universe with a single chop of a powerfist
Learn2Eel
06-18-2013, 09:40 AM
It wouldn't surprise me if that was introduced to fix a major issue with Tyranids in regards to vehicles. Still, there's nothing Hive Guard can't fix when it comes to non AV14 vehicles.....
Biely Apakoha
06-19-2013, 12:50 AM
Had my first game with the new codex a week ago against my brothers Tau in a 1500 pt game.
Farseer with 5 DA in WS with eml star engines
10 Gaurdian with EML and warlock conceal/reveal
6 SS exarch with claw, monster hunter and crushing blow.
6 SS exarch with claw, monster hunter and crushing blow.
6 SH exarch with sunrifle, hit and run.
5 WS exarch power blades spinneret rifle marksmans eye fastshot.
5 DR starshot missles exarch EML fastshot marksmans eye.
3 War Walkers sl/eml sl/bl bl/eml.
my bro went first and I lost my farseer in the beginning of turn 2 but I still won the game 12 - 4
my bro kept failing his reserve rolls and couldn't get his riptide and crisis suits in until turn 4 and by then I'd annihilated the rest of his army.
I was surprised at how well my SH did, took out 10 fire warriors and Cadre Fireblade in the turn they arrived and blew up a hammerhead gunship and a transport in turns 3 and 4.
DR took out 6 stealth suits and a hammerhead, WS killed 10 fire warriors and an ethereal.
Really happy with them so far.
cebalrai
06-19-2013, 04:05 PM
Had my first game with the new codex a week ago against my brothers Tau in a 1500 pt game.
Farseer with 5 DA in WS with eml star engines
10 Gaurdian with EML and warlock conceal/reveal
6 SS exarch with claw, monster hunter and crushing blow.
6 SS exarch with claw, monster hunter and crushing blow.
6 SH exarch with sunrifle, hit and run.
5 WS exarch power blades spinneret rifle marksmans eye fastshot.
5 DR starshot missles exarch EML fastshot marksmans eye.
3 War Walkers sl/eml sl/bl bl/eml.
my bro went first and I lost my farseer in the beginning of turn 2 but I still won the game 12 - 4
my bro kept failing his reserve rolls and couldn't get his riptide and crisis suits in until turn 4 and by then I'd annihilated the rest of his army.
I was surprised at how well my SH did, took out 10 fire warriors and Cadre Fireblade in the turn they arrived and blew up a hammerhead gunship and a transport in turns 3 and 4.
DR took out 6 stealth suits and a hammerhead, WS killed 10 fire warriors and an ethereal.
Really happy with them so far.
I'm also doing well against Tau - I'm 3-0 against them and two of those victories were fairly large.
I gotta ask though, a Farseer with 5 Dire Avengers?
deinol
06-19-2013, 06:13 PM
J
I'm also doing well against Tau - I'm 3-0 against them and two of those victories were fairly large.
I gotta ask though, a Farseer with 5 Dire Avengers?
I think the key is cheapest way to get a wave serpent. I'm guessing he never leaves that.
Biely Apakoha
06-20-2013, 03:15 AM
J
I think the key is cheapest way to get a wave serpent. I'm guessing he never leaves that.
That and a cheep meat shield for my farseer unfortunately didn't help against a s6 ap3 large blast, got taken out in the second turn after guiding my Dark Reapers and taking the cover save from a squad of stealth suits taking cover in some ruins.
DarkLink
06-20-2013, 11:26 AM
You can't cast psychic powers from inside a transport (on a unit other than the Farseer and the transport itself, anyways).
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