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Discussion Starter · #1 ·
Hi, sorry for the long post. This is my first list here. The idea being that Jain Zar at least one farseer and one Warlock join up with the scorpions asap to troll around as an assault trope with some limited shooting. But Jain will help them move faster hitting their charges, while the farseer and Warlock add to their survivability drastically. Then the spiders and dragons add their typical sociology at plus 1 bs. The rangers and dire avenger are just there to secure objectives.
Oh Jain also adds up to 5 extra attacks to the scorpion exarch who has str 6 ap 2. So all up the exarch will make 11 hits vs on the charge after shooting the claw. Oh and the enemy all get initiative -5 so we should always be hitting first. Unless I'm missing something?

+++ Assault (Warhammer 40,000 7th Edition v2012) (1244pts) +++

++ Formation Detachment (Eldar Craftworlds: Codex (2015) v2008) (440pts) ++

+ Formation (440pts) +

········Aspect Host (440pts) [+1 Ballistic Skill]
········Rules: Rites of Battle, Shrinekeepers
············Fire Dragons (120pts) [4x Fire Dragon (88pts)]
················Fire Dragon Exarch (32pts) [Fusion Gun]
············Fire Dragons (120pts) [4x Fire Dragon (88pts)]
················Fire Dragon Exarch (32pts) [Fusion Gun]
············Warp Spiders (200pts) [9x Warp Spider (171pts)]
················Warp Spider Exarch (29pts) [Death Spinner]

++ Combined Arms Detachment (Eldar Craftworlds: Codex (2015) v2008) (804pts) ++
Rules: Ideal Mission Commander, Objective Secured (Troops)

+ HQ (490pts) +

········Farseer (105pts) [Singing Spear (5pts)]
········Farseer (105pts) [Singing Spear (5pts)]
········Jain Zar (200pts)
········Rules: Acrobatic, Ancient Doom, Battle Focus, Disarming Strike, Eternal Warrior, Fear, Fearless, Fleet, Independant Character, War Shout, Warlord Trait: Falcon's Swiftness

············Warlock with Singing Spear (40pts) [Singing Spear (5pts)]
············Warlock with Singing Spear (40pts) [Singing Spear (5pts)]
············Rules: Bladestorm

+ Elites (176pts) +

········Striking Scorpions (176pts) [7x Striking Scorpion (119pts)]
········Rules: Ancient Doom, Battle Focus, Fleet, Infiltrate, Move Through Cover, Shadowstrike, Stealth
············Striking Scorpion Exarch (57pts)
············Rules: Stalker
················Sword and Weapon (30pts) [Scorpion Chainsword, Scorpion's Claw (30pts)]

········Dire Avengers (78pts) [6x Dire Avenger (78pts)]
········Rules: Ancient Doom, Battle Focus, Defense Tactics, Fleet

········Rangers (60pts) [5x Ranger (60pts)]
········Rules: Ancient Doom, Battle Focus, Fleet, Infiltrate, Move Through Cover, Shrouded

+ Primary Detachment +

········Primary Detachment

++ Roster Rules ++

Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table. (BRB)
Objective Secured (Troops): A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule. (BRB)

++ Selection Rules ++

Acrobatic: A unit that consists entirely of models with this special rule adds 3" to its maximum move distance when it Runs and when it makes charge moves. Furthermore, models with this special rule do not suffer the Initiative penalty for charging enemies through difficult terrain. (Codex: Craftworld Eldar (2015))

Ancient Doom: A model with this special rule has the Hatred special rule against Daemons of Slaanesh or models with the Mark of Slaanesh. Furthermore, when making Fear tests, a unit containing at least one model with this special rule suffers a -1 penalty to its Leadership if it is engaged in combat with a unit that contains at least one model with the Mark of Slaanesh or the Daemon of Slaanesh special rule. (Codex: Eldar Craftworlds (2015) p148)

Assured Destruction: Models with this special rule have a +1 modifier when rolling on the Vehicle Damage Table. (Codex: Eldar Craftworlds (2015) p119)

Battle Focus: A unit comprised entirely of models with the Battle Focus special rule can either shoot and then Run, or Run and then shoot, in the same Shooting phase. The unit must complete both actions before you move onto the next unit - otherwise the chance to make the second action is forfeit.

A model cannot Run if it fired a Heavy weapon during the same Shooting phase unless it has the Relentless special rule. Similarly, a model that has Run cannot then fire a Heavy weapon in the same Shooting phase unless it has the Relentless special rule. Models that cannot Run gain no benefit from the Battle Focus special rule. (Codex: Eldar Craftworlds (2015) p148)

Bladestorm: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target's Toughness, and is resolved at AP2. (Codex: Eldar Craftworlds (2015) p150)

Crack Shot: A model with this special rule can re-roll one failed To Hit or To Wound roll, or Armour Penetration roll, per turn. (Codex: Eldar Craftworlds (2015) p119)

Defense Tactics: When chosen as the target of a charge, a unit that consists entirely of models with this special rule can either choose to fire Overwatch at BS2, or gain the Counter-attack and Stubborn special rules until the end of the phase (in which case it cannot fire Overwatch). (Codex: Eldar Craftworlds (2015) p116)

Disarming Strike: Before rolling To Hit whilst in a challenge, Jain Zar can choose to nominate one of her opponent's melee weapons. Her opponent counts as not being equipped with that weapon until the end of the phase. If Jain Zar does this, she makes one less Attack than normal this phase. (Codex: Eldar Craftworlds (2015) p103)

Eternal Warrior: If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0. (BRB)

Fear: At the start of each Fight sub-phase, a unit in base contact with one or more enemy models that cause Fear must take a Leadership test (called a Fear test) before any blows are struck. If the test is passed, all is well and there is no effect. If the test is failed, the unit succumbs to fear ? all models in the unit have their Weapon Skill reduced to 1 for the remainder of that Fight sub-phase. Note that a model that causes Fear is not itself immune to Fear, and will still need to take a Fear test if it is base contact with any enemy models that cause Fear. (BRB)

Fearless: Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear, Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit has Gone to Ground and then gains the Fearless special rule, all the effects of Go to Ground are immediately cancelled. (BRB)

Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example). (BRB)

Flickerjump: When a unit with this special rule is chosen as the target of a shooting attack, it can immediately make a Warp Jump, moving 2D6" instead of 6+2D6", so long as it is not Falling Back. The firing unit cannot choose a different target, even if the target unit is now out of range or line of sight. A unit that makes a Warp Jump in this way cannot make a Warp Jump in its following Movement phase. (Codex: Eldar Craftworlds (2015) p124)

Hit and Run: A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.

If the test is failed, nothing happens and the models remain locked in the fight.

If the test is passed, choose a direction ? then roll 3D6. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 3D6 result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate D6".

A Hit & Run move is not slowed by difficult terrain, but takes Dangerous Terrain tests as normal. It may not be used to move into base or hull contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead. (BRB)
Independant Character: Independent characters can join other units. They cannot, however, join units that contain vehicles or Monstrous Creatures. They can join other Independent Characters, though, to form a powerful multi-character unit! Independent Characters pass Look Out, Sir rolls on a 2+. A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbres, but instead tests as if it had at least 25% remaining.

Full details in BRB. Rule too long to copy verbatim. (BRB)

Monofilament: When rolling To Wound for a weapon that has this special rule, use the target?s Initiative instead of its Toughness (note that the model?s Toughness is still used to determine whether an attack has the Instant Death special rule). In addition, if a 6 is rolled To Wound when attacking with a weapon that has this special rule, the Wound is resolved at AP2 unless the weapon is AP1. (Codex: Eldar Craftworlds (2015) p150)

Move Through Cover: A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests. (BRB)

Rites of Battle: Immediately after determining Warlord Traits, choose either Weapon Skill or Ballistic Skill. All units in this Formation add 1 to the chosen characteristic. (Codex: Eldar Craftworlds (2015) p142)

Runes of the Farseer: Once in each Psychic Phase, a model with this special rule can re-roll any number of dice used in a single Deny the Witch test or Psychic test (potentially negating Perils of the Warp in the process). (Codex: Eldar Craftworlds (2015) p109)

Shadowstrike: If a unit that consistes entirely of models with this special rule infiltrates, it has the Shrouded special rule. If the unit shoots (including Overwatch) or fights in combat, it loses the Shrouded special rule. (Codex: Eldar Craftworlds (2015) p118)

Shrinekeepers: Models from this Formation can re-roll failed Morale, Pinning and Fear tests. (Codex: Eldar Craftworlds (2015) p142)

Stalker: In the first round of a challenge, this model makes 1 bonus Attack for each point that its Initiative is higher than its opponent's Initiative characteristic. (Codex: Eldar Craftworlds (2015) p118)

War Shout: Enemy units locked in combat with a model that has this special rule subtract 2 from their Leadership. (Codex: Eldar Craftworlds (2015) p117)

Warlord Trait: Falcon's Swiftness: (Codex: Eldar Craftworlds (2015) p148)

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