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First time here, so be gentle
A good old fashioned "look at my army!" post. Well here's the background, I love aspect warriors, I try to fit as many in as I can into an army lately, and get them of varying types too so I can fidle around with all their little specials etc.
The following is what I am using lately, no it's not mechanised, yet it lacks long-range firepower, and yes it is hugely vulnerable to things like Hammerheads and heavy bolters. I'm using this list mainly because it's a fun challenge, and a good laugh to use. So, keeping in mind the theme, how would you use this list, and would you change anything? Sadly I couldn't fit in reapers, and without them I think it actually frees up the army somewhat so I dont feel too bad about that, but maybe you can come up with a way for it to work?
Farseer - Spirit Stones, Doom, Fortune, Runes of Witnessing
8 Striking Scorpions - Exarch with Scorpions Claw, Stalker, Shadow Strike
8 Howling Banshees - Exarch with Executioner, Warshout, Acrobatic
6 Fire Dragons - Exarch with Firepike
10 Dire Avengers - Exarch with 2 shuriken catapults, Bladestorm
10 Dire Avengers - Exarch with power weapon and shimmer sheild, Defend
8 Swooping Hawks - Exarch with sunrifle, Skyleap, Intercept
8 Warp Spiders - Exarch with 2 web spinners, power blades, Withdraw
3 Shining Spears - Exarch with starlance, Withdraw
So, thoughts, opinions and tactics?
Fine.Farseer - Spirit Stones, Doom, Fortune, Runes of WitnessingI usually try to avoid putting to many abilities on my exarchs, elder squads work best with one main purpose in mind.8 Striking Scorpions - Exarch with Scorpions Claw, Stalker, Shadow StrikeSame as above.8 Howling Banshees - Exarch with Executioner, Warshout, AcrobaticI always take the same. Works marvelously in the back of falcons, because no vehicle in their right mind would go near these guys.6 Fire Dragons - Exarch with FirepikeGood.10 Dire Avengers - Exarch with 2 shuriken catapults, BladestormGood.10 Dire Avengers - Exarch with power weapon and shimmer sheild, DefendHide them in terrain and travel with the warp spiders, use them as as cover. Be careful not to deepstrike these guys and leave them stranded alone.8 Swooping Hawks - Exarch with sunrifle, Skyleap, InterceptCant help you here. I dont have any, because I dont like the way they look.8 Warp Spiders - Exarch with 2 web spinners, power blades, WithdrawGet Skilled riders if you can free up the points. Sitting in difficult terrain until opportunity arises is one of my favorite tactics for these guys.3 Shining Spears - Exarch with starlance, Withdraw
Thoughts - This army would look awsome on the table top with almost all the aspects. Should strike some fear in to your enemy.
Opinions - I would drop one asspect to fill out the rest, especially when less than half can take the battle to the front. Just take out your least favorite.(I know, easier said than done)
Tatics - Maybe start your shining spears and Swooping hawks in reserve. Sheild your Banshees, Scorpions and Dragons with Avengers and Spiders. Just prior to reaching assault range bring the Shining spears out of reserve (turbo-boost) and deep strike the swooping hawks(in a place of opportunity but close to the rest of your army). Kill Kill Kill.
This is how I would play your army, by no means is it the best or the only stategy available. Just experiment with it.
Last edited by severi87; November 7th, 2006 at 23:43.
Thank you for your comments!
I agree with the "dont go overboard on skills" with the Exarchs, I just can't resist with the new codex I'll have to have a fiddle in places and see what I can come up with. I very rarely infiltrate Scorpions now I think about it, so perhaps removing that power would be wise, and the points shifted to Skilled Riders for the Shining Spears. As for Stalker, I think that is a HUGE bonus to the Scorpions. Their biggest disadvantage compared to the rest of the army is their speed, Stalker gives them an added edge in Cities of Death and other dense terrain. The Banshee's powers are a tricky one, Acrobatic I think I could probably do without, but I think warshout is amazingly good value for points against the foes it will work against. Against a marine squad that means if they fail the Moral test the Banshees suddenly all hit on 3's and the marines need 5's to hit back. That possibility is very good in my opinion, and when it works could save the Banshees lives.
The Fire Dragons are a tricky issue, expensive and fragile when on foot. In a more well-rounded army I would indeed do the Falcon tactic, I've done it before plenty of times, the trick is that a pure aspect infantry force doesn't actually have that much anti-tank unless you duplicate units. I find that if I'm wise with them the Firepike alone, with an effective reach of 24" with the squads movement, can be a good deterant to Dreadnoughts and other big meaty things that might cause havoc in amongst the other infantry.
The Dire Avengers I love, combined with Doom they can do some serious dammage to an enemy.
Warp Spiders are just too good for words really, if you dont like the sculpts I really do feel kind of sorry for you! Personally I love them (have done since 2nd Ed), and the current rules are simply gorgeous. Really, give them a go, they're like super modile, harder hitting, better armoured Dire Avengers in a way.
I have been thinking about Skilled Riders alot for the Shining Spears, it's a tricky one though as the last thing you want is to loose them through Dangerous Terrain rolls, and I get the horrible feeling that if I had the power I'd risk them more often and likely loose them to it more often too! I'll have to give it a shot some time though, if only to truly give it a fair go.
Hawks are always a tricky one, against Marines and other similarly tough foes they are pretty dire, but their new grenades and skill mean they can threaten vehicles. I find that Skyleap solves the problem of "What the hell do I do with them against marines with no vehicles?" or similar situations, low cover for example. Skyleap means I can pull them right off the table, make them invincible, and still do some dammage with them.
Once again, thanks! I use some similar tactics to what you mentioned. Mostly it's a case of the Scorpions acting like a screen, preferably in some cover. Fortuned they are VERY difficult for most foes to shift, and a forward assault element is actually quite hard for most people to ignore. This gives the Dire Avengers and Fire Dragons time to close with their main targets. I've pulled the Shining Spears into this role as well before, they're less suited to it due to numbers and cost, but turbo-boosting can really give them the edge when the enmy starts throwing plasma. The Hawks I have yet to propperly test, but next monday I should get the chance to face Orks, that should be a better arena for them to shine in. Warp Spiders I've found work well combined with the Shining Spears, two units that can Hit and Run are quite nice, and the Spiders add some toughness to a flank attack that the spears lack due to numbers. The Banshees have been the hardest unit to get the most out of so far, being easier to kill than the Scorpions, and a huge target for almost anyone using moderately good armour, they just get sliced before I can do anything about it. We shall have to see though, I have a feeling they will shine soon enough.
On the whole the army of course does better in dense terrain, where Fleet and short-range weapons mean they can more easily apply their strengths. I shall endeavour to test them in Cities of Death at some point, although the recent change to the Warp Spiders will blunt one of my favourite units somewhat, along with the Spears being particularly tricky in that setup.
I never have had a lot of success with washout. I normally use my banshees on stronger squads and let my dire avengers take care of the easy squads. The stronger squads usually have leadership 9 or 10 and I am a very unlucky roller, so I cant justify the 20 points. Although, I have seen it pulled on a squad of termi's and they dropped like flies.
I look at the spiders stat line and special abilities and I based on those I would feild them, but I am very particular in appearance of my army. Although, it would be fun assualting with the spiders and spears and then withdrawing ASAP, only to do it again the next turn.
I played shining spears back when a squad of three, no upgrades, and no exarch cost you 150pts. They rarely ever made their points back, but I loved their look and play style. I almost cant believe the identical squad now costs 105pts. and is better than before.
Skyleap is awsome. In the old codex, I would deep strike my hawks, they would do their job and then they would die. Now I can do it twice maybe three times a game. In my opinion that means their 2.5 times better than before.
I would like to know the results of your battles if you have the time. My aspects usually always hitch a ride in a wave serpent or falcon. You've made me quite currious about an all aspect no vehicle army.
Let me enlighten you.....Warshout now costs 1/4 of what it used to. You heard me right. The only drawback is now instead of a straight Leadership test, its now a Moral Test. Good for units bellow 50%, but worse against some units with moral test boosts. For it's minimal cost though I think it's worth it.
As for tactics with infantry Aspects? Well it's tricky I'll tell you that much! Most of my experience with Eldar revolves around Ulthwe, Ulthwe Mechanised and the old standard Eldar codex. Ulthwe was lovely fluff wise, but I found it too restrictive so I moved to Ulthwe Mechanised for some variety. That I found to be too powerfull in my circle of fellow gaers though. It was ridiculously easy to win with in most circumstances. So I switched back to the standard codex, and closing on the time before the latest codex release I started using Biel'tan. But not the usual Biel'tan yous ee floating about. I was using a 1000pt mixed aspect army. So six troops choices, and each a different Aspect Warrior squad.
That army was SO much fun, but with the poor performance of some of the other aspects (Shining Spears most notably) was realy hard to make work at 1500+. So I'm continuing making a go of it with the new codex.
Only two games under my belt so far, but from my experiences it's a fun list. By god does it have some weaknesses. Most notably the lack of long-range firepower, and a habit of falling over if the enmy so much as threates it with heavy bolters, but I love it. I dont say this easily, but I am one of the best players at my club (not I have no illusions that I am a great player, just that locally I have an unparalleled understanding of the game and its rules that sadly most other players are lacking in), so this army is actually nice for me in a way as it's more challenging. (One of the reasons my third army is Thousand Sons ).
Anywho I think I babbled there a bit. On the whole I find the infantry aspect army an interesting force, with alot of fun litte bits to play around with, and some very powerfull units. So far I've not been dissapointed with any of my choices in the two battles I've had, with every choice having a use thus far. The Howling Banshees are the exception though, so far I just can't seem to get them to do what I need! I'm hoping few more games should solve that though.
As for tactics? Scorpions, Dire Avengers and Fire Dragons are the core, along with a Farseer. And terrain is your friend. Fortune plus some good cover makes those aspects alot harder to kill, and those three squad types working together cover almost every eventuality the enemy might throw at you. Spears and Spiders are the flankers, and can take down tanks reliably too if needed. The Starlance makes a great anti-tank weapon due to Lance, and 3 S8 attacks on th charge. The Spears mobility gives them a good chance of getting the enemies rear armour. Spiders I've found to be amazing, and these days I never go to a game without them. In facr I've only ever increased their squad size from game to game! Even as an assault unit they aren't too bad if you pick the right target. In some circumstances it can be better to chage into an assault rather than try and run away with their special assault move. Withdraw is vital here, as it allows you to pull them out ready for your turn, and powerblades add the punch that may turn the balance in some situations. Hawks I find are best used to support some part of the army. In many situations Skyleap can be used to ensure they still help the offensive whilst not getting themselves killed, but haywire, and Lasblasters can be damn usefull agains light infantry, or vehicle heavy armies. Plasma could make them good for taking light infanty in cover too. I shall test them propperly against the orks next monday!
I love this army though, it's fast moving enough for me, and in places just tough enough without making me lazy, and if I position it rightly and play smart hits like a brick to the face. It's not a "casual" army though, you can't brainlessly charge headlong towards and enemy, or sit and shoot him whilst he advances. This army pretty much relies upon you the player getting the units in the right place at the right time. I say try it! It's a blast!
P.S. I had just got back from a curry and several pints, so may be a little drunk....forgive any spelling mistakes, or obnoxious answers!