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Games Workshop - Warhammer 40,000 - Combat Patrol: Aeldari

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The Vyper moved forwards to target the scouts, killing all except the sergeant, who passed his panic test. The War Walker vaporized the last scout, and in the assault phase, the biker managed to kill one of the Reapers, who failed their morale check and were destroyed. War Spiders can hit monstrously hard, especially with the Exarch power “Surprise Assault,” as can a 10-elf unit of Dire Avengers in the Webway with the Exarch Power “Shredding Fire” and the stratagem, “Bladestorm”. At only 45 points with 6 wounds ,T5, and a 3+ save, Vypers are a little less that 8 points per wound with solid defensive stats. Like usually, we’ll leave some points left over for you to spend on whatever wargear you might need later.

All of them are viable at 500 points, although I think Baharroth, Asurman, and weirdly Jain Zar are probably the best.

The most obvious solution SEEMS like a robust melee unit of your own that can take a punch and hit back, like a Wraithlord with a Ghost Glaive, FORTUNE, and at least one Strands of Fate die set aside for an armor save. If you more or less table your opponent by the end of turn 4, which most Eldar lists will want to do, you can easily hold the chosen objective for the last two turns of the game giving you nine points without taking any actions or doing anything that you would not do anyway. Consider also picking some secondary objectives that will pose a significant challenge for you at the table. This tray can hold up to nine Aeldari Shining Spears, Shroud Runners, and/or Skyweavers off their base in any combination needed. matches are over so fast that once you get the hang of 40k you can play three in an evening, so knowing you have blown one of the them with a single stupid move doesn't matter.

They are being marketed as a quick way to get a small force on the table and play some small games right away. The best option if you have to lean that way is “Grind Them Down,” but only if your opponent has lots of cheap units and you went with relatively few survivable ones. Inside you’ll find ten Guardians, a Heavy Weapon Platform, six Windriders, a Farseer, and a Wraithlord. It felt like a really dodgey choice at the time, but the reality of my bad decision was made manifest three minutes later when my Spears were completely annihilated in a single round of combat after my opponent sensibly rerolled the failed charge.In melee against infantry it can choose to use the Ghostglaive as standard, in which case the Wraithlord essentially doubles it’s attacks to 8 ( Ghostglaive grants two hit rolls per attack). Feel free to share your army lists, strategies, pictures, fluff and fan-fic, or ask questions or for the assistance of your fellow Eldar! If you can deal a blow so hard that your opponent doesn’t have enough left to retaliate in kind, you can win the primary objective game that way too. In this series we’re going to revisit the older Combat Patrols, breakdown their points, and talk about where to build from that box. Your Rangers can halt the enemy melee advance, giving you a turn to blast the interlopers or counter punch them with your own melee heavy hitters, like Banshees or Shining Spears.

The ranks of the Drukhari are filled with fleet and agile warriors, each armed with weaponry designed to inflict maximum pain and, through their innate poise, they raise their torturous form of war into a gruesome artform. Formed around a core of redoubtable, objective-grabbing Guardians , this Combat Patrol offers a force that embodies everything the Aeldari are famed for – speed, psychic abilities, and withering firepower. A: In Hail of Doom lists GUIDE is objectively better against most targets if only one unit is targeting them. Although this particular roster is not as highly competitive as others you might build with access to the full range of models, the Combat Patrol box set is by far the most cost-effective way to get into Craftworlds, and its contents are more than sufficient for midrange competitive play.

The point is that in some cases you will be better off letting your opponent have the objectives early and figure you can do most of your own primary objective scoring after you have largely tabled the opposing force. If you’re looking for something that’s going to be complicated yet rewarding to play this might be for you. You might have to count on doing some damage to the opposing force before making a big play for objective control. The lone soldier emerged unscathed from the explosion and consolidated into cover, out of sight of the War Walker. You can still make "Engage on All Fronts" viable, but you really have to build your list around it to do so, and even then you may struggle to score points as you inevitably lose one or two units early on.

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