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Games Workshop - Warhammer 40,000 - Combat Patrol: Aeldari

£44.25£88.50Clearance
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Combined with Craftworld Saim-Hann’s bike-buffing sensibilities , these agile Aeldari can reach just about anywhere you need them from turn 1. We’re taking a closer look at the Aeldari Combat Patrol to determine the points inside and where to go next. Brightlances and D-Cannons can be highly efficient here, but so is high volume small arms fire if you cast DOOM on the target or GUIDE in a list making use of the custom Craftworld trait, “Hail of Doom. That was one kill point, Slay the Warlord and First Blood to my enemy, as well as one of my better units gone.

A hobbyist, player, and collector of miniatures and games, Adam's current obsession are his Death Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, and his ever growing Arkham Horror: The Card Game Collection. The killy secondaries tend not to be great options in low point value games simply because there aren’t enough models on the table for them to score well even if you table your opponent. With so few models on the table, it is very difficult to spread out and prevent deepstrikers from appearing in your backfield or within charge-distance of a vulnerable unit. You will need to slant your list towards dealing with the armies you are mostly likely to encounter in your local play group. Let us know in the comments of our Facebook Hobby Group, or our new Discord server, and make sure you enter the latest monthly giveaway for FREE today!

It opened up with both weapons and managed to score a glancing and a penetrating hit, taking it down to its last hull point.

In fact with a shooting phase followed by a combat phase this can down most single model HQ’s should they stray to close.I’m honestly a little hesitant to include them for our theme… but a unit of 3 isn’t too much of a break from theme. Yes, 40k is narratively about goofy science fiction carnage in the grim darkness of the far future, but it is also a game that tells a story about rival commanders participating in a battleplan that may be much larger than the micro-engagement depicted on the actual table. This tactic requires a highly mobile force with brutal fire output and might be unreliable if your opponent is running an army with lots of invulnerable saves. Before the Aeldari get their turn, the Thousand Sons and Grey Knights are taking to the field with boxes of their own, both of which will be here in March.

One of my favorite secondary objectives for Combat Patrol play is "Behind Enemy Lines" if my opponent has a ‘forward’ list as you can deepstrike a reasonably cheap infantry squad into an obscure corner of your opponent's backfield and race in there with a fast attack unit to rack up 4 points per turn. Against of 500pt list that relies on one or two very powerful close combat threats, your opponent has to choose between just letting you have the objective or punching out the Warwalker with an expensive melee unit that is then subject to a powerful counter attack by the rest of your army. It won’t be long until the next wave is knocking on our door (and the Avatar of Khaine has a very strong knock ), so let us know which craftworld you’re preparing to take on Crusade at the Warhammer 40,000 Facebook page . As a result, 500 point games frequently have the mental intensity of a good chess match, which generally only happens in 2000pt play if both players are veterans with encyclopedic knowledge of one another's units. I already mentioned earlier some of my own favorite secondary objective options, so I will not do so again here- just be sure you have a plan for how you can reliably get to at least 30 points for secondaries.Because turns happen so rapidly and because consequences are so significant, it's easy to identify what works and what doesn't; these games will make you a better player. The point is that in some cases you will be better off letting your opponent have the objectives early and figure you can do most of your own primary objective scoring after you have largely tabled the opposing force. Vypers and Warwalkers fight just as well with 1 wound remaining as they do with 6 wounds remaining, which makes them especially strong when you only have a small handful of heavy weapons. The same is true of Warwalkers which, although a little more expensive, come with T6 and a 5+ invuln to fall back on.

This meant that in my turn, the tank could move and turbo-boost towards the objective, claiming it at the last second. With its Cloudstrike ability it can arrive from reserve an deliver it’s deadly cargo 9″ away from the enemy. Honestly, I’d like to run two of them but instead of doing a second I want to bring out one of my favorite units — not because they are broken but because I just like the look: Vypers. They can score “Warp Ritual” or “Psychic Interogation” with fair reliability and spend a CP to either provide a defensive buff, debuff, or do some real damage with EXECUTIONER. I kept the scouts in cover, as they couldn’t assault this turn anyway, and would be cannon fodder if they went into the open.This means that if you can control at least 2 objectives on turns 2 and 3 while knocking your opponent off at least 1, you will win the game except in the most bizarre of circumstances.

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