First of all, thanks for the feedback. I'll see your wall of text, and raise you one.
mortis wrote:
Individuals:
Removed Gate of Vaul. Replaced with option to upgrade Wraithgate to a Spiritgate (allowing passage of all AVs, not just those with walker) for +50.
This I thought was needed, while I never actually used one. I did have some joke lists ideas and I chatted to friends about it, Having a Warlock Titan running out of one in the opponents face while sounds awesome I just could not see the viability in doing it, based on local meta.
Just to clarify, did you feel that the Gate was needed or it's removal?
I happen to agree that the Gate of Vaul sounded a lot scarier than it probably was. However, a smaller and easier to balance gate is probably better for the list anyway. Certainly there were enough concerns to make it prudent to remove.
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Removed Avatar.
Seriously? I would like to know why, They are a craftworld and have one no reason why they should not. Due to their combat doctrine they would apply the Avatar differently than other craftworlds, this can translate to unique tactical options the player can try. I know using the current list I have used the Avatar in ways I would never use with other craftworld lists purely due to the different way this list works, catching opponents unawares. Please put him back. In some games having him there would have changed the game in my favour. Not in an over the top way but just enough to tip the odds better, That said using the previous list I used him in an engagement to defend the blitz, He missed all his hits and failed all his saves for the round. So sometimes you get what you pay for.
His removal was primarily to focus the list's theme more towards tanks. I've always had trouble making him work in Mechanized lists due to the difference between his engage range and that of the Farseer's formation, but I can look closer at reintroducing him.
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Swords of Vaul Warhost
For me this is the meat and potatoes of Yme-Loc, I try to run at least 2. Love the farseer changes, means I can use my Eagle command tanks unless the viper farseer was intended but I hope I am correct in my assumption. Love the idea of running Scorpions etc but I feel they are more a hinderance to this formation than an assistance with the fliped options in the EoV formation.
The Falcon Command Tanks were the intended use here.
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...The other problem is while this formation has options to buy, you are pigeon-holed in what you can take, as Prisms have no transport your limited to adding a WE only even then It would only be a scorpion. It could be the wording but it seems I can take either all falcons or prisms, so at this point I am assuming you can’t have a mix of either, not that I would. All falcons on the other hand, while I can still take a WE as mentioned before tactically there is no point, so that leaves infantry. Aspects would almost be an auto include just to have an Autarch there but I have done some nasty tricks 2 stands of fire dragons.
The intent was to allow mixing, though I didn't include the standard wording to make that explicit. Good catch.
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One thought I had was for 200 points just added as (and/or) with the WE would be 3 night spinners. Originally I speculated 2 for 200 but at 3 you get the same as 1 WE in the sense of 3 tanks vs DC3 of the WE but with the added bonus of being the same speed as the falcons/prisms. It also adds tactical flexability. Or instead of Scorps, Cobras and Storm Serpents you had a Lynx instead, they are quick enough to keep up with the unit.
The more I have thought about this the more I like the idea of instead of WE have for X pts, 2-3 Night spinners or 1 Lynx. This way you can give back WEs the 1+ activation and have a unit where all models move at the same speed.
More exotic units like the Lynx will probably remain the domain of Mymeara. Making sure the models are widely available needs to take precedence with recent events in mind. Including Warp Hunters would be an option, but not a preferred one. I wouldn't have included the Hornet if it weren't already there.
As for Night Spinners, the list already includes a very good barrage option. Make use of it and you shouldn't need them in the core formations, which seems rather un-Eldar anyway. I'm not sure what the comment on WE 1+ activation is getting at? Only Titans and Aspects get that.
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Support:
Removed War Walker Troupe.
So we are left with 1 garrison unit type. This I did not like, odd as it may sound having a choice or rangers or walkers gives options in some games where I prefer one over the other. especially if You are running Titans they can provide an escort and offer some protection against waves of teleporting terminators, Necrons etc.
War Walkers don't synergize with the focus of grav tanks, Hornets do. Hornets have a lot of potential to be abused as Garrisons. This is something that needs looking at in the future, but until I get more feedback on the current changes in the Big Five, I'm reluctant to add more potential abuses.
Frankly in a list like this you're better off making sure your units are supporting each other properly to defend against teleporters - termies are of limited use as you can choose to FF, and because of this they are as vulnerable to massed supporting fire as Necrons. You might not want to castle, but keeping your units in support range, but out of intermingling range, will be useful.
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Added Hornet Troupe.
I think hornets are a waste of space here and only for 3. That’s one killed and the formation is broken. Main reason is while a Hornet is not bad in its own right in this list there are other choices that can do the same and in some cases better, Given the structure of building a list also. Ie: 3 troupes per warhost, means I need to take multiple formations to be effective but in a 3000pt game the cost blowout and you become forced to sacrifice formations I feel are more useful to the list over all. This is not the only formation to be a victim of this problem.
Another idea, Instead of putting war walkers back. Have hornet formation with 3 at a base with option to increase number, and make them able to garrison for this craftworld. But I do prefer the war walkers.
Have you tried them? Look at it his way: with a 40cm Move and 45cm range you can Hit and Run against targets 85cm out with 6x AT4+ shots and no chance to retaliate for 175 points. This is also the reason I'm wary to have them garrison. I'd rather have Hornets as dedicated tank hunters and let the falcons do the engaging and heavy work.
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Replaced old version of Guardian Troupe with the Saim-Hann version.
Two things I don’t like about this, first they have manditory transports which I feel should be optional so I can use them in more flexible ways.
Second, Like to have an option to include support weapons.
Having some units starting on foot adds flexibility so sometimes I could deploy them as blitz defence, Have them in a Vampire raider, have another option for Storm serpents to be taken besides the windrider troupe. With a farseer available as well to even have a summon point for the Avatar to make some rethink about taking that objective. having the transports as options does not take away the point of having a completely mounted force.
It's a tank list. Requiring foot troops to mount up should be the norm. The formation in it's basic form retains the core attributes of low cost and FF utility, with an optional buff. This increases commonality between lists, decreasing testing required (which is unfortunately proving prescient) and focuses the theme of the list. I actually had the Aspects required to be mounted too, but left that out to allow them to gate and airdrop.
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Aspect warriors
At just 4 stands in the formation makes it next to useless from my experience, shining spears completely a waste of time as a windrider host has more survivability. I can assume the train of thought was move 2 units from this formation and pop them as a SoV option. Again like Hornets they are needed to be taken multiple times to be of any use and in smaller games its a bit of a gamble. Normally I run with 2 formations if points will allow. One is a unit of shining spears, which can work well independently or if set up with some SoV formations nearby for FF(from the SoV) assist, A decent 1-2 punch. The other formation is often Striking scorpions in a Vampire for surgical strikes, or emergency support etc.
These are engagement support formations in my experience. They won't get much done alone, but as part of a rolling assault they have the punch required - I commonly use a Reaper Exarch, three Dire Avengers, and a pair of Wave Serpents for this purpose - it can lay BMs, has 2x 3+ and 8x 4+ FF attacks, a 50cm engage range, and costs only 300pt. It's true Shining spears won't last long in fours, but then I'm not sure they're the best choice for this list anyway - it's got plenty of speedy AT already. Striking Scorpions will do the same damage against RA4+ on average, and far better against anything below that which is far more useful in a list packed with 2x AT4+ weapons.