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Eldritch Horror - Leadership Bomb - Mixed Aeldari


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#1
ambit

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While the Aeldari Leadership Bomb involves a lot of maneuvering and synergy to pull-off - it doesn't require a lot of shooting, combat or use of a ton of psychic powers. By just MOVING near a target unit, you can potentially destroy it, allowing you to pour firepower, assaults and psychic powers into other enemy units. It can be very hard to counter as it bypasses invulnerable saves, doesn't require a lot of psychic tests and removes chaff and hyper durable units with equal ease when you can pull it off.

 

One of the critical issues facing the Aeldari Leadership Bomb is your opponent burning CP’s to prevent losing additional models via the Insane Bravery strategem that is available to all armies via the main rule book. This is a big threat, but one that can be mitigated mainly by going all in with the leadership modifiers and targeting multiple units at the same time... also using Agents of Vect if the damage done is worth 4CP.

 

With the new Ynnari rules, there are even more leadership based shenanigans available and I wanted to attempt a list that can make the best use of them. If you can see opportunities to refine the strategy or list, please let me know?

 

 

++ Battalion Detachment +5CP (Aeldari - Craftworlds) [30 PL, 594pts, 8CP] ++

Craftworld Attribute: Alaitoc: Fieldcraft

Battle-forged CP [3CP]

Detachment CP [5CP]

 

+ HQ +

Farseer Skyrunner [7 PL, 137pts]: 2. Doom, 6. Mind War, Shuriken Pistol, Singing Spear, Twin Shuriken Catapult

Warlock Skyrunner [4 PL, 67pts]: 2. Embolden/Horrify, Shuriken Pistol, Witchblade, Twin Shuriken Catapult

 

+ Troops +

3x Rangers [3 PL, 60pts]: 5x Ranger

 

+ Flyer +

Hemlock Wraithfighter [10 PL, 210pts]: 2. Embolden/Horrify, Spirit Stones

 

 

++ Battalion Detachment +5CP (Aeldari - Drukhari) [34 PL, 519pts, 5CP] ++

Detachment Attribute: The Dark Creed

Detachment CP [5CP]

 

+ HQ +

Haemonculus [5 PL, 78pts]: Scissorhand, Splinter Pistol, The Nightmare Doll, Warlord (Haemonculus): Fear Incarnate

Haemonculus [5 PL, 78pts]: Scissorhand, Splinter Pistol

 

+ Troops +

Wracks [5 PL, 54pts]
. Acothyst: Haemonculus tools
. 5x Wracks

2x Wracks [3 PL, 45pts]
. Acothyst: Haemonculus tools
. 4x Wracks

 

+ Dedicated Transport +

Raider [5 PL, 85pts]: Disintegrator cannon, Grisly Trophies, Phantasm Grenade Launcher

2x Venom [4 PL, 67pts]: Grisly Trophies, Splinter Cannon, Twin splinter rifle

 

 

++ Battalion Detachment +5CP (Aeldari - Harlequins) [46 PL, 887pts, 3CP] ++

Masque Form: Ynnari

Detachment CP [5CP]

Artefacts of Death [-1CP]: One Extra

Exalted of Ynnead [-1CP]

 

+ HQ +

Shadowseer [7 PL, 125pts]: 3. Word of the Phoenix, 5. Shield of Ynnead, Fear of the Grave, Shuriken Pistol, Song of Ynnead

The Visarch [6 PL, 120pts]

 

+ Troops +

3x Troupe [5 PL, 100pts]
. 5x Player: Harlequin's Caress, Shuriken Pistol
 

+ Elites +

Death Jester [3 PL, 45pts]

 

+ Dedicated Transport +

3x Starweaver [5 PL, 99pts]: 2x Shuriken Cannon

 

 

++ Total: [110 PL, 16CP, 2000pts] ++

 

 

Deployment

 

The Drukhari and Harlequin infantry are in transports. Death Jester, Shadowseer and The Visarch are split among the Starweavers. Both Haemonculus are in the Raider with the 6 man Wrack unit. Rangers are initial objective holders.

 

The Farseer, Warlock and Hemlock are there to support the other close combat detachments. Hemlock can be right in amongst it to maximise the Mindshock aura, the other 2 only need to be within 18" of their Mind War target.

 

 

Available Leadership Modifiers / Abilities

 

Farseer - Mind War = Once all modifiers are in place, Mind War a key character. 18" range, D6 + leadership for Farseer and target, difference is MWs

Warlock - Embolden = 18" range, add 2 to the Farseer's Leadership (LD11)

Hemlock - Horrify = 18" range, target unit has -1 Leadership

Hemlock - Mindshock Pod = -2 Leadership for all enemy within 12"

 

Drukhari Units - The Dark Creed = -1 Leadership for each unit with this obsession that is within 6" of theirs (to a maximum of -3).

Drukhari Units - Mantle of Agony (Battle Round 5) = -1 Leadership for enemy units that are within 6" of any units with this bonus in the Morale phase.

Haemonculus Warlord - Fear Incarnate = Roll 2D6 for each enemy unit in 3" at the start of the Fight phase. 1MW if greater than Leadership.

Raider - Phantasm Grenade Launcher = -1 leadership to units hit by a Phantasm Grenade Launcher.

Raider - Torment Grenade [1CP] = When Phantasm Grenade Launcher hits, also roll 3D6. D3 MW if it's higher than leadership.

Raider/Venoms - Grisly Trophies = Roll a D6 each time a model flees a unit within 6" of any grisly trophies. On a 6, one additional model flees.

 

Shadowseer - Hallucinogen grenade launcher = When it hits, also roll 2D6. D3 MW if it's equal or higher than leadership.

Shadowseer - Fear of the Grave = -1 leadership to units within 6". -2 Leadership if Shadowseer killed a unit this turn.

Shadowseer - Song of Ynnead = -1 leadership to unit, each time it loses a model to this weapon. Pistol 3, 18" range.

The Visarch - Sword = -1 leadership to any units that lose model/s to this sword

Death Jester - Shreiker Cannon = Kill an INFANTRY model, its unit suffers D3 mortal wounds. If any models are killed, unit gets -2 Leadership.

Death Jester - Death Is Not Enough = If any models flee after this model attacks, you can choose the first model to flee (like a Seargent, etc).

Ynnari Units - Whispering Spirits [2CP] = -2 leadership when enemy unit takes morale test within 1" of a Ynnari unit

 

 


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#2
Karhedron

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Interesting concept. Another unit that can work well here are Swooping Hawks to further buff the Farseer's leadership. They are mobile so can keep up with the rest of the force quite easily.

A can forsee a few tough matchups for this list though. Armies which have built-in ways of ignoring Morale tests like Nids will be tricky. I am not sure the list has the weight of fire to chew through hordes like this.

At the other extreme, Knights will be tricky as they don't take Morale tests per-se so you will be reliant on one casting of Mind War per turn to pile MWs on them.
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#3
ambit

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Interesting concept. Another unit that can work well here are Swooping Hawks to further buff the Farseer's leadership. They are mobile so can keep up with the rest of the force quite easily.

A can forsee a few tough matchups for this list though. Armies which have built-in ways of ignoring Morale tests like Nids will be tricky. I am not sure the list has the weight of fire to chew through hordes like this.

At the other extreme, Knights will be tricky as they don't take Morale tests per-se so you will be reliant on one casting of Mind War per turn to pile MWs on them.

 

Good point re: the Swooping Hawks, not sure what to drop to fit them though.

 

Yes definitely not ideal if the opponent fully ignores morale, killing all the Synapse units first wouldn't be easy.

 

Yeah Mind War, Fear Incarnate, Torment Grenade, Hallucinogen grenade launcher all dish out Mortal Wounds to knights. Would also rely on the Hemlock, Skyrunners and I guess the Shadowseer and Harlequins. So would be a tough matchup against multiple knights.


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#4
Slasher956

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Isnt the swooping hawks only buff Aspect warriors only?

 

In which case the Farseer wont benefit from it.


Dyspraxic & Dyslexic  - So I might not write/explain what I think I have as clearly as intended to.... 

 

I'm confussed... what side of the fence am I on???

 

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