Friday, October 16, 2009

Eldar: Prince Yriel

This is an update of a couple articles I wrote for Warseer's Eldar Tactica a while back. My original blog plan was to only recycle them here whenever I hit writer's block or got busy with real life. However, Master DarkSol of All Things 40K decided to write up a nice review on Eldar Autarchs. The one version he didn't cover was the special character, Prince Yriel...

Prince Yriel, Corsair Prince and Autarch of Iyanden Craftworld:
Prince Yriel is a touch more expensive than a tooled-out Autarch and is even with the Avatar in cost. This makes him the lowest priced Named Unit in the Eldar Codex. By background he's supposed to be unique to the Iyanden Craftworld, but his usefulness on the battlefield has spawned a number of "counts as" likenesses. He's basically a cross between a Warlock and an Autarch and this is supported by both Fluff and rules.

Stats: Yriel has the same stats as a normal Autarch, but at +1 Attack and Initiative. The biggest item worth noting that he is only T3; he's not too hard to wound and will Instant Death against anything S6 and above.

Skills:
Master Strategist: Taken straight from the Autarch's rule, this gives any army he is with an optional +1 to any Reserves rolls. Additionally, this entry and his army list name are the only non-background places that mention him as an "Autarch". This is important to remember if you want him to benefit from Exarch Powers.
Doomed: At the end of every game he takes an auto-wound from his weapon but gets a 4++ save against it. This rule is really just an annoyance and many players tend to forget about it. I find Yriel rarely ends a game with only 1 wound left; typically he's either unscathed or died gloriously around Turn 4.

Equipment:
Forceshield: Gives a 4++ Invulnerable save to go with his 3+ armour.
Plasma Grenades: Allows him to charge into cover.
The Spear of Twilight: One of the biggest problems with Eldar CC is that they're usually S3, don't ignore armour saves, or don't hit at Initiative (especially charging into cover). Yriel with his Spear of Twilight is one of the few exceptions. Running a WS of 6, hitting at I7, carrying plasma grenades, throwing 5 attacks on the charge, wounding anything on a 2+ and ignoring armour saves... Wow. Yriel is happy chewing through Marines or cutting down the biggest of monstrosities. The weapon is also decent in CC against tanks and Dreadnaughts as it hits at S9. The downside is that this is serious overkill against light targets and horde players will probably be unfazed.
As if the CC weren't enough, it can also be thrown in the Shooting Phase like a normal Singing Spear. This is commonly Yriel's best way to drop a mobile tank due to his higher chance to hit.
The Eye of Wrath: This weapon is a hold-out bomb for when he's surrounded by the enemy. Being S6 and AP3, it is most effective against basic Marines. Note that it hits everyone in the area, be they friend of foe.

Basic Tactics:
Yriel's biggest drawback is that he's a mainly CC unit that's stuck on foot. Since you can't always rely on the enemy coming to you, he's best served with a bodyguard that both protects him and wants to close with the enemy.
On foot, he is well suited with Wraithguard, Harlequins, or a Warlock Bodyguard. His presence can be a great way to attract extra enemy attention, especially for a fire sponge like Fortuned Wraithguard.
Running a Wave Serpent offers extra mobility as well as protection. Complimentary units include mech Wraithguard, Scorpions, Banshees, Dragons, Storm Guardians, or Warlock Council. It's also possible to run him with Serpent of Fury Dire Avengers, but not optimal as they tend to prefer a bit more distance from the enemy.
In either of these cases he can provide a nice bit of normal CC power. However, The Eye of Wrath has created an amusing tactic known as "Yriel Bomb". Yriel is escorted by his bodyguard towards the enemy similar to a Goblin Fanatic. When close enough to charge he disengages from his bodyguard, charges in solo, lets the enemy surround him with Defenders React, and then sets of his explosion.
This will typically kill off the majority of any target squad. Downside is that the return fire is often an angry Marine Sergeant with a powerfist. Yriel has a good chance of weathering this on his own, but Fortune can minimize his risk of Instant Death. Then he'll often see the rest of the unit off with No Retreat! wounds. But even easier? Just Doom the target. A 2+ to wound with re-roll and no saves rarely leaves survivors to hit back.
Just be warned... opponents WILL remember a tactic that causes this much carnage. Expect Yriel and his unit to be a priority target or avoided by anyone who knows better.

Advanced Tactics:
Independent Characters don't have to get out of the tank when the rest of the squad does. Because of this, people often forget he's around or assume he's in a different tank. This can be VERY effective to get them to make a bad choice and close within charge range of Yriel.
Put him in with a mech DA or Dragon squad and advance them to a "vulnerable" position. Optimally this will be some place where the unit isn't assaultable that turn, it looks like they are over extended, and/or they would have a hard time getting away even if they got back into the Wave Serpent. Other options for luring the enemy close it to offer up the Wave Serpent as a charge target and/or threatening an objective.
The turn you move the tank, the unit jumps out and shoots while Yriel hides in the tank. Wait for the enemy to close on their turn, spring Yriel out of the tank on your turn, and then sit back and watch the fireworks.
Another fun twist to this is to run a second HQ in the same tank. If a FarSeer jumps out with the squad, people will often presume the tank is otherwise empty.

With Serpent of Fury DA, there's an extra subtlety you can pull against players more experienced with Eldar: don't Bladestorm the turn you get out of the tank. People who play against DA Serpent of Fury tactics often expect to see them jump out, Bladestorm, and then jump back into the tank and fly away. When the DAs don't Bladestorm, it is either because the player forgot about it or the unit is planning on hanging around the area for another turn or two. Since Bladestorm is so integral to the squad's function, most people will figure that you didn't forget it... so they'll close units on the area thinking your DA want to stay there.

Last, try attaching Yriel's with a squad that doesn't want to get out of their Wave Serpent after it moved; such as a CC squad like Warlocks, Banshees, or Scorpions. Move the Serpent into a threatening location like normal. But when the unit get out of the tank the next turn, Yriel doesn't have to stay joined to them. Just deploy him out of coherency from them such as on the other side of the tank. He can then move and assault a completely different target. This can be a great way to hit multiple targets with one Wave Serpent's cargo, especially against players that have given you a bait unit and intend to shoot you with the second. This tactic is little harder though. Most opponents usually want to get away from the unit inside the Serpent, rather than closing like they might for the tempting bait of DAs.

Cheers and hope you've gotten something useful from the read!

**Image grabbed from GW.

Tuesday, October 13, 2009

Space Wolves: Iron Priest

The spiritual zen of Judas Priest, the strength of Iron Maiden, Rockin' with his digi-weapon out... we have the IRON PRIEST! (Yeah, I should have known there'd be a cover band by that name.)

Here is an Elites choice that should give the aspiring Wolflord pause for thought. This guy steps in with a statline equal to a Wolfguard and is packing Runic Armour and a Thunder Hammer. A Wolf Guard with that kit would cost 16% more even without the additional Servo Arm and Battlesmith rule. You're getting a nice little deal on those toys. Downside? He's not an Independent Character... so you can't attach him to a unit. This little item certainly narrows his battlefield role. Additionally, he doesn't get any form of Transport.

What about his other gear?
A Wolftooth Necklace is certainly an interesting item if you're going to get him stuck into CC. It's a little on the pricey side, but might not be a bad idea given the number of attacks he has.
A Wolf Tail Talisman is questionable. The Runic Armour already gives him a 5+ save versus wounds from Psychic attacks. The Talisman just extends this to a 5+ versus any psychic against him or him unit. It's certainly not worth the bother if you have a couple Rune Priests around.
Saga of the Iron Wolf is even more questionable. Note that as a Saga, only one Iron Priest can be upgraded with this. The first thing it does is give +d3" to the move of a vehicle he is inside. But since he's not an IC this vehicle can't have anyone else in it except him and his minions. So the vehicle needs to be a Transport, empty of other units and still something that would benefit from additional move. This might be a cute trick to get a Crusader or Redeemer into position quicker... but you're probably better off putting a real unit inside it instead. So really, the only worthwhile thing the Saga does is give +1 to any Repair rolls. This balances out the same bonus given by a Techmarine's Servo Harness. Still, I'd rather have the flamer and plasma pistol...

So where could he be useful?
Well, he is still a Techmarine. Potentially he could play the Maytag Man and focus on repairing vehicles. But then again, why bother? A regular Marine army gets Troops with Heavy Weapons... making them the superior gunline mech. If that's the kind of army you want, why are you playing Wolves? There is a small case for one bought to babysit a couple Predators or the like, but this is a rather limited use for him. The Battlesmith ability is nice but probably better used on a tactical opportunity rather than considered as part of a strategic plan.
So maybe the above and a bit of fire support? Throw in some Thrall Servitors to get some Plasma Cannon shots and/or repair bonuses. Okay, not bad... but static "move or fire" AND BS 3. Plus your Iron Priest's isn't going to be ripping it up with anything better than a Bolter. This isn't exactly on par with a Conversion Beamer. Yet again, this version is possible, but stock Marines do it better.
But what about a different role entirely? Take his Thunder Hammer to the enemy! The first item to up is a bike. The bonus to Toughness makes him 4(5) and bike mobility lets him zip about the field with impunity. Spiffy! Too bad he's still Lascannon bait and Cyberwolves can't keep up with him.
But wait, there's still hope! For just 10 points more than the bike, you can get a Thunderwolf. This gives him the +1 Toughness, Strength and Attack.* Throw in some ablative wounds ala 4 Cyberwolves and suddenly you're talking a much more interesting unit. It's not THE best unit in the Codex, but certainly up there. It's comparable cost and effect to 3 Thunderwolf Cavalry, but different in Force Org and best-case target. The only glaring weakness to the unit is the lack of an Invulnerable save... but T5, cover, and a guy with a 2+ save go a good bit toward mitigating that. Plus, I don't know about you, but the idea of an Iron Priest and a bunch of Cyberwolves also gives me some interesting ideas for some conversions.

*There's currently a debate about the intended benefit of taking a Thunderwolf Mount and if the bonuses modify the base values or are simple additives. Because the description doesn't specifically say, RaW makes him S4(5) and T4(5). This makes his T-Hammer hit at S9. However, the stats for Thunderwolf Cavalry modify the base values, unlike previous 4(5) units like Bikers. So some interpret this to mean the RaI was to modify the base value. This would make him S5 and T5, causing the T-hammer to hit at S10 and granting immunity to Instant Death from S8-9 weapons. It should be interesting to see how this gets ruled, but until then I recommend playing the 4(5/9) RaW version. If a FAQ/Errata later modifies base value, all the better!UPDATE: The FAQ is in and the ruling is for T5 straight, so carry on my wayward sons!

Cheers and hope you've gotten a few ideas!

Space Wolves: Bjorn the Fell Handed

Space Wolves get a unique (and Unique) HQ choice of Bjorn the Fell-Handed. Now Bjorne (The Emperor luffs you all, ho-ho!) is a Venerable Dreadnaught and then some. He's got better stats, a "I've got better things to do than die" 5+ save against everything, a re-roll for who gets to go first, Saga of Majesty, and a Wolf Tail Talisman and some entertaining rules for when he does get blasted.

First off, there's the Living Relic rule: In a KP mission, he cedes d3KP if you're don't have a living Space Wolf in base with him at the end of the game. Cute, fluffy, and kinda hurts if you screw up or have a bad day. In an objective mission, he becomes a new objective. This is also amusing and can cause headaches for an opponent. I can see some very funky manipulation of objective missions where you WANT him to die, especially something like Capture & Control. However, I don't think I'd want to bank my strategy off a unit this expensive falling... It's somrthing that should be exploited tactically, but not planned strategically.

Now how useful is the re-roll for choosing deployment? Presuming there's no Emperor's Tarot or other modifier, you normally have a simple 50% chance. With Bjorn? A 54.4% chance. Why so little a change? Because you still have to beat their original roll or meet and revert to a 50/50 system again. The formula is a simple (1/36/6*4.5)+(2/36/6*3.5)+(3/36/6*2.5)+(4/36/6*1.5)+(5/36/6*0.5)+(15/36)= 54.3981%. Not exactly a resounding improvement, is it? Of course, you could combine this with your own Emperor's Tarot and get a net effect that's about 68% or so... but that's extreme. It's better to just learn how to play from either side of the turn.

So how about that 5+ save against everything? This is certainly nice, but cover's better. It's only an advantage if he's in CC. Since he's got so many other CC plusses, how about getting him into CC? Well, he can't get a DropPod, so there goes Podding him in first turn as a short-range Dread. How about we run him as a mid-range that favors closing fast? Oh, wait, he can't get Extra Armour either. Better hope he's Shaken and not Stirred... He's going to be relying a lot on Venerable and AV13. With all the melta around, that last 18" is going to be tricky.

But the real kicker? You get all of this for the low, low price of just 270 points. More than a Land Raider. WTF?

Sadly, I give Bjorn the medal for the biggest piece of fail in the new Codex. (There's a "Bjorn the Fail-Handed" joke there, but I'm resisting...) His abilities are nice, but the sum does not warrant this kind of price tag. Still, I guess I can console myself that's he's still better than something from the Dark Angel Codex. :-p