| Best Aeldari AI | |
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+17Bugs_N_Orks Jimsolo Hellstrom masamune Painjunky Barrywise dumpeal Mppqlmd mightydoughnut Kantalla Seshiru RedRegicide attackdrone |Meavar CptMetal Count Adhemar lcfr 21 posters |
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Hellstrom Wych
Posts : 515 Join date : 2014-11-24 Location : South Central England
| Subject: Re: Best Aeldari AI Tue Jul 25 2017, 15:11 | |
| As horrible as it is, I think Eldar Rangers (lots) to kill the commanders is the only way. Once they are gone, it's easy. | |
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Jimsolo Dracon
Posts : 3212 Join date : 2013-10-31 Location : Illinois
| Subject: Re: Best Aeldari AI Tue Jul 25 2017, 17:15 | |
| If you surround a model you can prevent retreats. | |
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lcfr Sybarite
Posts : 456 Join date : 2013-10-20 Location : Toronto
| Subject: Re: Best Aeldari AI Tue Jul 25 2017, 17:33 | |
| There's no way we're surrounding infantry blobs.
Sinking CP into re-rolling Wych No Retreat roll-offs is something I'm up for. I dunno, I'm not set on this strategy either but if people say it's working for them I'll give it a shot I guess. I don't think Rangers are wildly more effective either, they're unlikely to kill a character in even two rounds of shooting. | |
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Jimsolo Dracon
Posts : 3212 Join date : 2013-10-31 Location : Illinois
| Subject: Re: Best Aeldari AI Tue Jul 25 2017, 18:00 | |
| You don't need to surround the blob--just one model. | |
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Bugs_N_Orks Kabalite Warrior
Posts : 198 Join date : 2011-12-09
| Subject: Re: Best Aeldari AI Tue Jul 25 2017, 18:24 | |
| - Jimsolo wrote:
- You don't need to surround the blob--just one model.
And pray your opponent doesn't have the foresight to pull the surroundable models when you kill stuff. If we're dipping into the other types of aeldari, a farseer to doom a blob a turn goes a long way towards making those poison shots count. | |
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Jimsolo Dracon
Posts : 3212 Join date : 2013-10-31 Location : Illinois
| Subject: Re: Best Aeldari AI Tue Jul 25 2017, 19:09 | |
| You get the opportunity to move multiple times. So long as the combat ends with even a single model locked in, (preferably one with an upgrade so he's loathe to pull it) you prevent the entire blob from fleeing. | |
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lcfr Sybarite
Posts : 456 Join date : 2013-10-20 Location : Toronto
| Subject: Re: Best Aeldari AI Tue Jul 25 2017, 19:19 | |
| I run a Doom Skyrunner Farseer and it's pretty awesome, highly recommend. | |
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Dawnstone Hellion
Posts : 30 Join date : 2017-06-10
| Subject: Re: Best Aeldari AI Thu Jul 27 2017, 13:23 | |
| Aeldari flat out do not have a cost efficient answer to 50 Conscripts + Commisar. Our closest to cost efficient option, Wyches, is banking on the roll off, and that's if it even makes it to cc against the game's strongest gunline army. Wait for a nerf and hope you don't run into Astra Militarum in the meantime? | |
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mynamelegend Kabalite Warrior
Posts : 225 Join date : 2015-04-05
| Subject: Re: Best Aeldari AI Fri Jul 28 2017, 02:30 | |
| We are very light on good AI. Wyches are not the most cost-efficient, however. The most cost-effective aeldari unit at pure anti-conscript murder is Harlequins. The second most cost-effective is Incubi. Neither hold up particularly well against the weight of melee attacks per model that conscripts can put out with Fix Bayonets and a nearby priest.
The best play is probably damage mitigation while focusing down the rest of the army, rather than slaughtering them outright. Swooping Hawks with a Sunrifle are able to flat halve the damage output of a unit of Conscripts, and may be worth considering. Drain, combined with some bloodbrides, may keep them stuck in and unable to kill the ladies. Sunrifle + Drain, for that matter, make conscripts as helpless as babes in close combat. Now if only we had an actually reliable way to keep them stuck in there... For a far cheaper and less focused method, playing the empty-transport-assault shuffle after that will reduce them to using their Get Back in the Fight order and losing out on half their shooting or being stuck flailing against the transport and hoping to chop it down with Fix Bayonets. Then just "play the objectives", as the saying goes. Bonus points if you can have a haemy standing near the transport (or using a Craftworld one) to get dat T6.
So yeah. It's an unideal situation right now. And it's not one that'd be magically fixed by the return of blast markers, either. | |
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CptMetal Dracon
Posts : 3069 Join date : 2015-03-03 Location : Ruhr Metropolian Area
| Subject: Re: Best Aeldari AI Fri Jul 28 2017, 10:32 | |
| What about Grotesques with an Haemonculus? T6 should be relativ immun o the conscripts. | |
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Count Adhemar Dark Lord of Granbretan
Posts : 7610 Join date : 2012-04-26 Location : London
| Subject: Re: Best Aeldari AI Fri Jul 28 2017, 11:21 | |
| - CptMetal wrote:
- What about Grotesques with an Haemonculus? T6 should be relativ immun o the conscripts.
That's pretty much the whole problem - nothing is immune to Conscripts (or anything else). This whole "anything can hurt anything" approach is responsible for the epidemic of cheap spam because it has turned quantity into quality. | |
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Scrz Sybarite
Posts : 378 Join date : 2015-01-23
| Subject: Re: Best Aeldari AI Fri Jul 28 2017, 13:40 | |
| Yeah they should have made some kind of drop off point where the probability of damage really started getting low. Like <if T is over double of attackers S> = 7+ required to wound. Or at least the "roll a 6 followed by a 5", system they had for unlikely stuff in previous editions.
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Count Adhemar Dark Lord of Granbretan
Posts : 7610 Join date : 2012-04-26 Location : London
| Subject: Re: Best Aeldari AI Fri Jul 28 2017, 13:43 | |
| It comes back to the inherent problems of a D6 system. When you have, at worst, a 1 in 6 chance of success or failure it really isn't that unlikely to occur. Especially in a game that throws buckets of dice. | |
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dumpeal Hekatrix
Posts : 1275 Join date : 2015-02-13 Location : Québec
| Subject: Re: Best Aeldari AI Fri Jul 28 2017, 14:09 | |
| - Count Adhemar wrote:
- It comes back to the inherent problems of a D6 system. When you have, at worst, a 1 in 6 chance of success or failure it really isn't that unlikely to occur. Especially in a game that throws buckets of dice.
I'll play with D20's. NOW, my dark lances won't always miss. Nah, I'm kidding. It's dark lances. They will miss anyway. | |
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Count Adhemar Dark Lord of Granbretan
Posts : 7610 Join date : 2012-04-26 Location : London
| Subject: Re: Best Aeldari AI Fri Jul 28 2017, 14:20 | |
| LOL. In our D&D game this week, one of our guys first 5 rolls were 20, 20, 1, 20, 1. | |
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aurynn Incubi
Posts : 1626 Join date : 2013-04-23
| Subject: Re: Best Aeldari AI Fri Jul 28 2017, 14:44 | |
| Well about a year ago my friend rolled his character for DnD... 4d6, remove highest... 18, 18, 16, 18, 15, 18... Since then we swapped to points buy. | |
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masamune Sybarite
Posts : 445 Join date : 2017-06-22 Location : Paris
| Subject: Re: Best Aeldari AI Fri Jul 28 2017, 15:22 | |
| To come back to the original topic (even if I really like D&D stories *-*) Note that you can also multi charge / or most likely with wyches have a unit charge another unique unit, but getting in melee with multiple units.
This way you can - suffer only one overwatch - lock mutiples units in melee, forcing them to fall back/test for no escape, giving more chances to stay in combat.
It's all pretty well explained in miniwargaming 8th edition tutorials on youtube (melee & melee advanced) | |
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|Meavar Hekatrix
Posts : 1041 Join date : 2017-01-26
| Subject: Re: Best Aeldari AI Fri Jul 28 2017, 15:42 | |
| Jeah I remember a party like that. I said let's do point buy but the rest wanted rolling. After one guy had 2 18s and a 16 (end the rest around 14) I had an average penalty on my stats so they led me reroll, then I still ended with 2 stats above 11 so they let me have my points buy XD
I do not mind that everything has 1 in 6 chance to do damage. It actually is quite nice in my mind. Although to mitigate the effect of those small chances you need a lot of wounds on some things (which they sort of did), but the main problem stems that the points are not enough for cheap stuff. The problem is not that everything can hit everything, the problem is that some weapons are actually good against some things. Thus those weapons become expensive, but if tha t weakness cannot be used because your opponent does not have it, you "wasted" points. Thus cheap options that always suck become better, since they are more relyable. maybe not good, but you can always use them. Which is why the grenade launchers are all just as expensive as lascannons, even though their maximum damage versus vehicles is less, and they are way more expensive then mortars (even if they were priced correctly) and will not do more damage against infantry.
Yes getting wyches into melee with multiple units is nice, but wyches die way to fast. They cost only a few points less then a marine, have no shooting, a worse save (no save outside cc) which means that a unit that can fight them will hurt them. Even guardmen will kill a few, so getting multiple units in combat is also painfull for us. Although sometimes still the best option. | |
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