So I finally got to give my revamped list a test run at 1750, had an interesting time.
Am practicing for a tournament that allows unrestricted D weapons, but does not allow superheavies or gargantuans, so no WK.
My friend recently acquired an imperial knight, so I let him rock it out anyway.
Eldar list:
Farseer - jetbike, stone
Farseer - jetbike
5 D-guard > had to try them!
Wave serpent - holo-fields
5 Fire Dragons + Exarch
Wave Serpent - holo-fields
10 Guardians
4 Scatbikes
3 Scatbikes
3 Jetbikes
Hemlock Wraithfighter
Aspect Host:
4 Dark Reapers + Exarch
6 Swooping Hawks + Exarch
8 Warp Spiders + Exarch
1750
Sisters of Battle + IK
HQ squad - cannonness w/ eviscerator, priest, 8 sisters, heavy flamer
Repressor Rhino
5 sisters - 4 melta
Immolator - melta
5 sisters - 4 melta
Immolator - melta
5 sisters - Flamer, heavy flamer
Immolator - melta
5 sisters - Flamer, heavy flamer
Immolator - melta
5 sisters - heavy bolter
2x Exorcist
1x Imperial Knight - 2x stubber, 1x anti-air gun
Mission was BAO scenario 2, Vanguard strike, KP primary, Maelstrom secondary. Eldar won DZ and chose a side with a nice big ruin in the corner, a huge LOS-blocking ruin on the right flank, and a tall broken ruin on the far left.
Warlord traits -- Eldar: Master of Ambush; Sisters: Warlord gets Rage
Psychic powers - Warlord: Guide, Executioner, Mind War, Eldritch Storm (haha, all 3 witchfire powers!); Farseer: Guide, Executioner, Doom, Fortune. Not great, not bad.
Sisters deploy first, lining up along the DZ edge with a squad of melta sisters, then regulars, the Knight in the middle, HQ squad, regular squad, melta squad. Excorcists in the back with 5-lady squad with heavy bolter.
Eldar group up in the three different ruins, dark reapers in the far cover out of LOS, guardians up front hugging ruins to draw fire. Jetbikes on the left, farseer & swooping hawks on the right behind LOS-blocking ruin. Infiltrators sees the Dragons infiltrate in their serpent in the far left ruin, warp spiders infiltrate out of LOS on the right, along with D-guard in their tank behind ruins on the right.
Sisters scout up melta squads on left and right, then take first turn, racing forward then dropping out to ace the wave serpents on either side. When the dust settles, both tanks have lost a few HP but are still kicking! Holo-fields are great, as even against cover-ignoring shots you get a save, very nice! Meanwhile, the exorcist and battle cannon shots shoot one unit of jetbikes off the table, and make the other fall back at half strength. First blood to sisters!
Eldar bounce back, the D-guard dropping and destroying an immolator, a rhino, and a squad of melta sisters. The swooping hawks bound forward and take the knight in the rear arc, stripping 1 HP. Warp Spiders jump forward and destroy the Repressor rhino (which was a bit of a mistake), then run to screen the D-guard.
Reapers blow up another immolator, and the dragons on the left pretty much whiff against the melta squad. Hawks take no casualties to overwatch, charge in against the knight, and strip another 2 HP with Haywire. Was hoping for more!
Turn 2 the Cannoness and squad had their ride destroyed last turn, so are free to assault this turn (should have let them sit it out), so they move up on the D-guard with some battle sisters as a screen. Flamers targeting the wraithguard also take out 3 warp spiders (can't flickerjump if you're not the target!), and assault only kills 2-3 d-guard to 1-2 sisters, although the d-scythes did take out a sisters squad on the overwatch. On the left, the wave serpent is destroyed, and a reaper is killed. In combat the hawks fail to do much if anything to the knight, which was a bit worse than I had expected, and end up getting mulched.
Eldar Turn 2 sees the Hemlock come in, hiding behind some ruins - Interceptor shooting from the Knight strips 1 HP, but the Hemlock drops two D templates on the big robot and makes it go thermal. Jetbike shuriken catapult shooting puts the leftmost melta sisters down to one model, who the 3 jetbikes then assault. She makes her armour save, strikes back, kills one jetbike, they fail their morale, roll a 1 for initiative, and are run down for their pains! Wow the jetbikes have not been pulling their weight this game! In other areas, a couple straggler squads are picked off by the spiders and wave serpent, the reapers puts1 HP on an exorcist, stunning it.
Sisters Turn 3 is looking grim, as their mobility is severely limited at this point, and the quick loss of the knight removed their midfield presence entirely. The cannonness and squad is almost at full strength, but too far out on the right to be useful without getting torn up by the reapers and guardians first. The rest of the game sees the wraithguard get finished up, a few more spiders killed, but the hemlock goes on to kill both exorcists, the warlord farseer casts a brutal couple of eldritch storms to pin and kill some sisters, and by turn 5 only the cannonesss is left skulking behind a wave serpent wreckage.
Thoughts on new codex:
1. Aspect hosts with
high BS & re-rolling LD are really effective!
2. Really happy with the new warp spiders, they are sneaky, dynamic, powerful, and resilient too.
3. D-guard are brutal. I'm not a big fan, but they so compelling I am going to keep playing them for the near future.
4. 18" movement for hawks is really crazy, I am going to model up some new hawks and try them out more. That extra 6" is huge!
5. As long as you can avoid jinking, the Hemlock can do horrible things to MCs and vehicles. As soon as you jink its a bit of a lame duck.
6. Scatbikes were not super useful for
x pts each. Either I need to pad their units with extra bodies to take casualties, or leave them in reserve to alpha-strike when not going first. Either way, their footprint is quite big, making staying out of the line of fire very difficult. Getting a cover save is OK, but with
only Marine toughness you will still take a lot of wounds from concentrated shooting, and with
just above average leadership they are not that reliable. I will keep the laser bikes in the list for a bit, but think some more about how they actually play out, and how best to combo with other units. Attaching a farseer helps with Ld, but also makes them more of a target priority...
Anyway, thought I would share my initial thoughts.
Cheers
Ibushi
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