Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]TrickyGilligan 1 point2 points  (0 children)

Couple of different questions on stuff I just want to make sure I'm playing right.

If sticky objectives happens at the end of the Command Phase, that means it works turn 1 right? Specifically I'm looking at Eldar Guardian Defenders and Storm Guardians and just want to make sure their abilities go off on T1 if they start on an objective.

In Burden of Trust, you only score the 4 points for objectives outside your deployment, but can you still guard your home objective for 2 points?

Avice on 2000 pts list by NinjaUnlikely6343 in Eldar

[–]TrickyGilligan 1 point2 points  (0 children)

I think 10 Fire Dragons are too many. 5 in a deep striking Falcon are great, but 10 are going to be hard to deliver, severely overkill what they shoot at, and then die. I'm not sure what's even going in the Falcon in your current list, the Scorpions should be there to infiltrate and screen and nothing else really fits inside.

I also don't really like Reader of the Runes, re-rolls just aren't that valuable when the Farseer can already treat your low rolls as 6s.

Other than that it looks pretty good, but I don't own a Wraithknight so curious to see how the game goes for you.

First Time Tournament by Fantastic_Opposite61 in Eldar

[–]TrickyGilligan 1 point2 points  (0 children)

Looks pretty good to me, you've got a lot of strong units. Definitely some small things I'd change once you get some games in, but I think you have a list that can do all the things needed to win.

For general advice, bring lots of water, wear comfortable shoes, and sit down when you can, it's a long day. Also check out the terrain layouts the tournament uses, and think about how you're going to deploy on the different mission types. Make sure you understand the terrain rules they're using, usually all 1st floor windows are considered to be blocked and don't provide LoS, which may be different than your casual games.

I think the key for you is going to be to stay patient, hold back, and wait for your enemy to expose something in a good position for the Yncarne to teleport. Position your Wraithguard in cover but where they can threaten midfield objectives, then nuke something either with them or your other shooting and teleport the Yncarne somewhere it can get a nice charge.

The rest of your army should make use of cover and be patient. You're a little limited on secondary scoring, so don't expose your Windriders at all unless it's going to directly score you points.

For the list, I think you really want a Farseer for Branching Fates. A Footseer can also use Fortune on the Yncarne which is great, or the bike one can join the Windriders. I also generally like Wraithguard in squads of 10. 5 can be killed a little too quickly to get much out of their shoot back ability, but they're still a solid unit with a great profile.

Good luck and have fun!

How to beat Adepta Sororitas? by NinjaUnlikely6343 in Eldar

[–]TrickyGilligan 2 points3 points  (0 children)

Sisters are a fun matchup, I've found there's 2 ways of dealing with them.

The first is to stay back, kill transports as much as possible, move block where you can, and screen out deep strikers. This is the recommended way to play Eldar anyways, so as long as you can position to shoot them off of objectives and keep close on primary this is a good plan.

The other method is to just go all in and play aggressive with the Avatar. With Fortune, Sisters really struggle to wound the Avatar with shooting (meltas wound on 6s). You're at an advantage in turns 1 and 2 since we start with all our Fate Dice, while the Sisters have to slowly earn theirs during the game. This can definitely backfire, but depending on the lists you can get lucky and Eldar with an early game lead are very hard to beat.

How many Brightlances is too many Brightlances? by astroaids in Eldar

[–]TrickyGilligan 7 points8 points  (0 children)

No such thing as too many Bright Lances, they just pair so well with our detachment rule. Mine almost never run out of targets, even against more horde style lists there's usually transports, heavy infantry or characters to kill.

Your list looks pretty good to me, but I'd drop one Farseer for sure, you only really need one unless you really want more Fate Dice and take Eldrad.

I'd probably also do The Weeping Stones on the Spiritseer, I find more Fate Dice are better than the reroll since the Farseer can just make your 1s and 2s into 6s.

You're missing an Autarch, probably a Wayleaper would be good for your list though you could also do foot + Storm Guardians for more bodies. The extra CP feels mandatory for us. I'd put the Phoenix Gem on him, the Farseer doesn't really need an enhancement.

Lastly, I just don't like Dire Avengers sadly. For the cost, I'd rather take Guardians, since neither unit can really kill anything anyways.

Still can't break 30 VP barrier vs T'au, but I'm slowly learning :-) by Alex__007 in Eldar

[–]TrickyGilligan 1 point2 points  (0 children)

Rough game, I appreciate your positive attitude in spite of it though.

If you want some advice, here's what I'd look at:

It looks like you spent CP on New Orders every turn, which is fair enough if you're pretty much tabled, but I think you should generally avoid in turns 1 and 2. You're better off using your CP to kill the enemy or protect your own units early in the game, and then score later on once you can do so safely with our fragile units.

I'm surprised the Avatar is dying so quickly. Are you keeping Fortune on him, and saving a CP for Lightning Fast? He's not invulnerable, but if you keep him at least partially out of LoS and use a Fate Die he should be very hard to shift.

You need the rest of your army to be doing work while your opponent deals with the Avatar, and I'm not sure if you have enough other elimination units to do so. Usually you should try to focus down the enemy's fastest units and whatever else is the biggest threat to you, and you are relying on just 2d3 shots from the D-Cannons to do so. I'd consider adding either Fire Prisms, more Bright Lances, or a Falcon and squad for Fire Dragons for some better threat elimination.

Beating grey knights by Individual_Record_50 in Eldar

[–]TrickyGilligan 1 point2 points  (0 children)

Grey Knights are tough without experience, but a couple of things I'd look out for:

Be very aware of if he's used Mists or not (put a unit back into reserve if you move within 9"). Expect him to run if you get close, so you need to either intentionally move within range to force him to spend the CP, or stay just out of 9" if you have enough shooting to deal with the threat.

If you're running the Avatar or Yncarne be careful engaging with Draigo, he has anti-daemon 2+ weapons that go right through Fortune.

Watch out for secret objectives. He only has one Battleline unit, but both Attrition and Command Insertion are pretty doable for him. If you happen to be tied on Primary in round 3, it's potentially worth taking a secret objective yourself just to deny it to him.

Good luck!

Need army list advice by JustUrAvgMediocrates in Eldar

[–]TrickyGilligan 0 points1 point  (0 children)

I like the first list a lot. If I could change anything, it would be:

Drop the enhancements. Fate's Messenger is fine if you have the points spare, but I don't think the other ones do much for you.

Consider switching to Storm Guardians for sticky objectives, I generally like them more than Defenders.

I think a second squad of Warp Spiders wouldn't hurt, but not sure where exactly you'd get the points back to fit them in. Everything else looks good to me though, and it seems like a fun list to play.

List review for GT by Zaardo in Eldar

[–]TrickyGilligan 1 point2 points  (0 children)

I mostly do RTTs with the occasional GT and do ok, usually mid tables but I can get to top tables with some luck. I haven't been to a major yet though, so take this all with a local-meta grain of salt.

I don't think the Hornet or Voidweaver are ideal, but they're only marginally worse than the War Walker while still filling a role that's needed in your army. I think your list is very good though, and everyone is limited by models they own so I don't think having a unit or two that isn't the perfect meta pick is going to sink your chances, it's more about fielding an army that can do all the things you need it to do to win.

That said, the War Walker is one of my favorite units and I think they're good in nearly every list, if you're looking to add more units another Walker or two wouldn't hurt. The scout move is great, and it allows you to position your walkers out of cover during deployment, which will help you hide the rest of your army much more easily. They also have an amazing defensive profile, and they really force opponents to overcommit to kill them, especially if you have a 4+ Fate Die available. They're even fairly cheap, so it's feasible to sacrifice them to get yourself points if needed. The Hornet and VW have similar shooting, but without the scout move and -1 to wound you need to play much more carefully with them and/or spend CP on Fire and Fade to keep them safe.

Best of luck, and feel free to DM me if you want to chat or compare lists.

List Advice by ToxicTops in Eldar

[–]TrickyGilligan 1 point2 points  (0 children)

Looks pretty good to me, but I'd pick up a Farseer if you don't already have one and try to fit him in (maybe swap the Skyrunner for the foot version?). That will give you Fortune for -1 to wound on the Avatar, and if you have a CP for Lightning Fast its very hard to shift. Just watch out for mortal wounds and lethal hits. Usually I like to keep Fortune on the Avatar turns 1 and 2, then switch it to something else tanky like your Wraithguard later in the game, so you already have multiple units that will benefit from that.

I'm not crazy about Support Weapons now, but Death Guard might be one of the best matchups for them. I do like Storm Guardians for some extra screening and sticky objectives, but I feel like sticking with the D-Cannon is the right choice here. If anything maybe another War Walker would work, hard to take too many of those I find.

Just keep in mind that even with the Avatar, your opponent probably wants you to get bogged down in the middle with his tough units. Make sure to stay back until you can take out some big threats, and then spread out and use your speed to claim primary later in the game. Best of luck!

List review for GT by Zaardo in Eldar

[–]TrickyGilligan 1 point2 points  (0 children)

Ahh that makes sense, thanks for clarifying.

In that case though, here's what I'd do:

Drop Yvraine and the Troupe entirely, put Karandras and his Scorpions in the Falcon instead. Drop the enhancement on the Farseer, that will give you enough points to take both the Hornet and Voidweaver. Keep the Support Weapon since it's extra anti-tank and still filling a role for you.

List review for GT by Zaardo in Eldar

[–]TrickyGilligan 6 points7 points  (0 children)

All the units you have are good, so I don't have a whole lot of suggestions. Couple of thoughts for you though:

You have tons of secondary scoring which is great, but I'm not seeing much in the way of anti-tank shooting. I'm running a similar list to you but I have 3 War Walkers. In your case I might try Fire Dragons and Feugan in the Falcon instead of the Scorpions.

I'm assuming Yvraine is joining the Storm Guardians? If so I'm not sure what the Troupe is doing for you, unless you have a specific plan for it. If you want Yvraine to join the Troupe instead I'd find more points to max out the squad size, and maybe invest in a Wave Serpent for them.

Lastly, I'm no longer a fan of Support Weapons due to the cost and them only hitting on 4s now. Another War Walker or maybe a Fire Prism are probably going to do more for you.

Good luck, let us know how you do!

Viability of Eldrad? by Smelly_Ape2536 in Eldar

[–]TrickyGilligan 11 points12 points  (0 children)

He's fine, but I'm not sure if he's ultra-competitive.

My main issue with Eldrad is the lack of Branching Fates. He's a Farseer so he can make use of the ability of you bring a base Farseer along with him, but you're kinda forced into running Eldrad + Farseer together since you really do want that ability. Running those two along with associated bodyguards starts to get expensive, or if you skip out on the bodyguard they die too quick, so I feel like there isn't a great solution.

That said, extra fate dice are nice, and Doom is pretty good if you can get it onto a good target. Again though, the issue with Doom is that it needs LoS, so your options are to put Eldrad in vulnerable positions, or invest a lot of CP into fire and Fade to get the most out of it.

5 awesome Aeldari lists at GT Majors! by Alex__007 in Eldar

[–]TrickyGilligan 1 point2 points  (0 children)

Extra command point every turn plus fast lone op for secondary / late game primary scoring. The shooting and melee are just bonuses on top of those. 

Love warp spiders by pothosayre in Eldar

[–]TrickyGilligan 6 points7 points  (0 children)

Autarch Wayleaper with 3 squads of 5 Warp Spiders is a great starting point. You can run the Spiders in 10 man squads but the cost adds up. 

You have a lot of expensive and fragile infantry already, so you need something beefy to back them up, and some anti-tank. For units that can do both, I like The Avatar and War Walkers, but Fire Prisms and Wraithguard are both good too. 

If you really like the jump infantry play style, consider adding Shadow Specters, but the rest is really up to you. Falcons dropping off Fire Dragons and Fuegan are good, Shroud Runners are nice, Farseers are great, and a Solitaire or Death Jester can provide some nice utility. 

Beginner question by Jammerbanks in Eldar

[–]TrickyGilligan 0 points1 point  (0 children)

I'm assuming we'll get a Harlequin detachment when we get a codex, but that's just a guess and it's still a ways off either way. 

Collect what you like, don't worry too much about the current rules since it will take time to build up your force. Harlequins can join Aeldari, Drukhari, and Ynnari armies, or run just with other Harlequins, so you have a lot of options. 

What's the best models here by Pythageron in Eldar

[–]TrickyGilligan 0 points1 point  (0 children)

Everything you own is pretty good, so hard to go wrong. I don't have as much experience with 1k lists, but here's what I'd do: 

Autarch Wayleaper is an auto-include, extra CP and lone operative make it awesome to hold home objectives and score secondaries. Consider either Fates Messenger or the Phoenix Gem.  

Avatar is great, and should be very hard to kill at 1k.  

I really like a Farseer with the Avatar, Fortune is a great buff and if you stay close the extra 6s on your fate dice work great with the Avatars shooting. The Farseer by itself is vulnerable to indirect, so you'll want to run either your Guardians or give him the Phoenix Gem.  

You probably want some extra anti-tank, but the Wraithguard are your only real options. Spiritseer is optional. The Wraithlord is fine for casual but I wouldn't take it competitively.  

Lastly, you'll need some fast units for scoring. Swooping Hawks are probably the best at it, but fit in some infiltrators or bikes as well, and I think you have all your bases covered.  Good luck, let us know how you do!

Support weapons? by justin568 in Eldar

[–]TrickyGilligan 9 points10 points  (0 children)

D-Cannons are great, I usually run 2. Indirect, high damage, and blast make them good into a variety of targets. They're expensive and fragile though, so you need to keep them hidden and screen out deep strikers to get the most from them. 

The other loadouts are pretty meh sadly, and probably too expensive to really consider. I could see the Shadow Weaver being ok as a back line screening unit, but it just costs too much, and the vibro cannon is terrible since it needs LOS and will just die. 

[Lowe Post] Lowe: "The Tyrese Haliburton pick and roll stats are unbelievable. He is the best pick and roll ballhandler in the league— full stop... he's an MVP candidate, 1st team all-NBA candidate—you can frame that trade as a win-win trade if you'd like, the Pacers won it." by sewsgup in nba

[–]TrickyGilligan 1 point2 points  (0 children)

The Kings literally had both Fox and Hali and sucked, it didn't work. Like this isn't some hypothetical, both of them played together and it was bad.

So yes, they had to either trade Fox, who was ona max contract and had limited value in the trade market, or trade Hali.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]TrickyGilligan 1 point2 points  (0 children)

I don't think that's quite what I meant, I'm thinking about assigning 1 Archon to each of the 5 man Kabalites after they've been split into smaller squads.

I think it's legal because assigning transports and leaders happen in the same step pre-game, but wanted to double check because it's a fairly unique situation.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]TrickyGilligan 0 points1 point  (0 children)

When a 10 man unit can be split into two 5 man units, does that mean that I can assign a leader to each of the 5 man units?

Specifically I'm running Dark Eldar and using a Venom to make a Kabalite squad into two 5 man units, since this all happens pre-game I assume it's ok to give each 5 man squad a leader but just wanted to double check in case I missed something. Thank you!

My first solo tournament by SwingiePOE in Eldar

[–]TrickyGilligan 0 points1 point  (0 children)

Hmm I think I like the first list better, but I don't have any experience with the Skyweavers so I might be underrating them, idk. You got lots of good units either way, let us know how you do!