Monday 7 May 2018

Quick Hits - May 2018 Craftworlds

It's best to start the Quick Hits with the Asuryani, as you can compare the format to my big review. I can also outline how the changes from the Big Spring FAQ have affected them since the Codex came out.


Special Rules

Ancient Doom
How prevalent is Slaanesh for you as an opponent? When you face them, this puts in work. The downside is marginal, but something to be aware of.

Battle Focus
This is really good for mobility without losing firepower, especially as Shuriken Catapults are short ranged.

Path of Command
Combining a re-roll aura and the ability to regain Command Points, there is little reason for your Warlord to not be an Autarch.

HQ

Eldrad Ulthran
A compelling reason to build Ulthwe, few Psykers in the game are as good as him. Knowing and Casting 3 powers from Runes of Fate is phenomenal, especially when each one after the first gets +1, and Runes for a built-in re-roll.

Farseer
Access to the best psychic tree in the game and reasonable stats. You will always want at least one.

Farseer Skyrunner
As above, but on a bike. Worth the extra points if you want the added mobility.

Warlock Conclave
Requires a lot of models and points to be effective. Would not recommend.

Warlock Skyrunner Conclave
Costs more points to make a not good unit mobile. Would avoid even more.

Warlock
The cheapest option for the Path of Battle, but far too fragile for the cost.

Warlock Skyrunner
 I feel that the price increases benefit this unit, as you gain a mobility that the Spiritseer lacks. Possibly the only viable Warlock.

Prince Yriel
Not much better than the regular Autarch for more points. Even as an Iyanden player, I can't bring myself to use him.

Autarch
Cheapest access to Path of Command. A solid HQ for the cost.

Autarch with Swooping Hawk Wings
Pay for mobility and the ability to start in Reserve, just bear in mind you can't regain Command Points while your Warlord is off the table.

Autarch Skyrunner
Mobile and looking for assault. A great unit to lead the charge.

Avatar of Khaine
A literal monster, but expensive. The buffs are respectable in the right build though.

Asurmen
A must include if you are heavy on the Aspect Warriors to give them an Invul.

Baharroth
Great when paired with his Aspect as an extra Autarch. His grenade pack is ok, but I wouldn't rely on it.

Fuegan
Great with Fire Dragons, marginal without.

Jain Zar
A great melee assassin.

Karandras
Another great assassin, this one aimed at back-field artillery units.

Maugan Ra
Great at clearing out screen units before you open up with better firepower or charge.

Illic Nightspear
You probably don't need to snipe the targets he's good at killing when you can either remove them via assault or remove the units they are buffing.

Spiritseer
A better unit than the Warlock for not many more points, unless you want the mobility of the Skyrunner. More survivable and has full Smite. Don't forget the buff for Spirit Host units.

Troops

Guardian Defenders
Mass Shuriken Catapult fire is so nasty, especially when combined with Doom. Cheap access to your heavy weapons too.


Storm Guardians
Surprisingly effective in large numbers, use the Black Guardians Stratagem to make them nasty (Ulthwe only, terms and conditions may apply).

Dire Avengers
Crowded out by Guardian Defenders. Great on defence though with their better save and enhanced Overwatch.

Rangers
A good source of Sniper weapons, while also Infiltrating. Great to help control the board.

Elites

Bonesinger
A very niche unit, good with Vehicles and Wraiths to heal. Not essential to those armies though.

Howling Banshees
Terrible at actually killing things, but great at tying up opposing units. Awesome against gunline armies.

Striking Scorpions
Aimed at taking out Infantry, leave them in Reserve until the opportune moment.

Fire Dragons
Is there a better unit in the game at killing Vehicles and Monsters?

Wraithblades
Hurt a little by the datasheet limits, as the Ghostsword and Ghostaxe units are the same datasheets. Expensive and probably not worth the points when there are other units to do their job.

Wraithguard
Really hurt by the datasheet limit, due to really being two units. The Wraithcannon is almost as good against Vehicles and Monsters as Fire Dragons, but with the ability to still shoot when you fall back from combat. D-scythes give some help against really heavy infantry. Wraithguard are also hard to kill (for Aeldari) and strong in combat too. Very expensive though.

Fast Attack

Windriders
Mobile firepower, especially for Saim-Hann.

Vypers
More mobile firepower. I'm not convinced by squadrons though, as each individual one has a chance of exploding when it dies, further weakening the survivors.

Swooping Hawks
Great at clearing out the weak units used for screening, and with a 24" range they aren't as hampered by having to drop into their own deployment zone if they arrive turn one.

Warp Spiders
This is the one unit hurt by the change to Tactical Reserves. I like them turning up on the opponent's flank or back line in the first turn and being a pain to deal with. With Strength 6 on their guns, you can't ignore them either. I suppose the Warp Jump Generator can still allow this unit to be a flanker.

Shining Spears
Good for hunting and killing Monsters and Vehicles via assault. Remember they can assault Fliers too.

Heavy Support

War Walkers
Much like the Vypers, I'm not a fan of putting these in squadrons. They are great weapon platforms though and can come on from any board edge after the first turn.


Wraithlord
Toughness 8 is still a lot. Keep the heavier weapons away from these guys and your opponent will struggle to deal with them. Versatile in how you kit them out too.

Support Weapons
Three odd weapons, probably best treated as a very light tank. Only getting -1 to hit when you move can catch some people out with an otherwise static unit.

Dark Reapers
Raised in points slightly in the FAQ, and they deserved it. Always hit on 3s except during Overwatch and 2 good firing modes. Not a must take, but they sometimes feel like it.

Falcon
Still in an odd place. Not a battle tank, nor a transport but some weird attempt at a hybrid. Needs something to make it stand out.

Night Spinner
Anti-infantry and light vehicle tank. Hampered a little by random shots and random chance of having a save modifier.

Fire Prism
The main Battle Tank of the Asuryani. The cannon has three great firing modes and can fire twice a turn. There is even a Stratagem that makes taking 3 of them better.

Dedicated Transports

Wave Serpent
Carries 12, protects them, has decent weapons and a really good speed. One of the best Dedicated Transports in the game.

Flyer

Crimson Hunter
The Anti-Flyer Flyer, it's loadout is decent, but it requires 4+ to hit them. There is also a better choice in the army list.

Crimson Hunter Exarch
And here it is. Re-rolling 1s to hit helps a lot for not many more points. It also has the option of swapping out the Bright Lances for Starcannons. I wouldn't recommend doing this.

Hemlock Wraithfighter
Possibly too good. Auto-hitting excellent weapons, built in Spirit Stones, leadership debuff and a Psyker to boot. It feels like you need a good reason to not take at least one.

Lord of War

Wraithknight
Still feels too expensive for what it does. This may be due to synergies with the Asuryani Psychic powers. Other armies have better options for this battlefield role though, leaving it feeling outclassed.

Craftworld Attributes

All of these are good. It really feels like you can choose the one that suits your playstyle/army build best.

Stratagems

Stand-out Stratagems
  • Celestial Shield
  • Forewarned
  • Feigned Retreat
  • Linked Fire
  • Lightning-Fast Reactions
  • Fire and Fade
  • Runes of Witnessing
  • Guided Wraithsight
  • Warriors of the Raging Winds
  • Discipline of the Black Guardians
Warlord Traits

The best of these is Fate Reader, but that requires an Ulthwe Warlord. Other than that, the rest are ok choices but nothing that makes the Warlord amazing.

Remnants of Glory


Stand-out Relics
  • Faolchu's Wing
  • The Spirit Stone of Anath'lan
  • Psytronome of Iyanden
  • Shimmerplume of Achillrial
Psychic Powers

Runes of Battle
Two abilities per power doubling the choices. Great support and debuff abilities are here.

Runes of Fate
Some of the best powers in the game. Only one bad power, Will of Asuryan, and it's cheap to cast.

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