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Video Battle Report 1500 Eldar Vs Ultramarines

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I'm trying a small experiment about, essentially to see if I can create a narrative from mostly random opponents.  To kick it off I've set up for a scouting force at 1500 pts to act as a prologue to the story.  I crafted a scouting force and my opponent opted to play along and designed an armored column.

If you like the additional close-ups I've been trying to splice in and other changes I've made please comment.  I think it would surprise most people to find out that even now the level of editing involved to improve sound and add in cut-a-way shots it actually takes more time to edit and finalize the video than it does to play the game.

***

Aaravynn pressed dirt between his finger and thumb.  Once a verdant and beautiful maiden world, Myrddin's rich soil had been processed and compacted to the point that it was little more than ruddy clay.  Given time they would simply pave it over.

"Filthy-" before he could finish his slur the audio unit in his ear barked into life.  The War Walkers, maneuverable and responsive as they were, given their size, made excellent reconnaissance vehicles, but were far from stealthy.  A small group of initiate space marines had been patrolling the flanks of the noisy tank column and, through dumb luck, had stumbled upon the walkers and alerted their well trained battle brothers to the Eldar presence.

He quickly called in reinforcements as a squad of marines armed with heavy ballistic arms took up a defensive position with a vantage almost as good as his.  The short, loud bursts of jump packs filled the air as a unit of assault marines, laden with decorations, took a forward position.  One of them, clearly the officer in charge, started to direct the trundling tanks to take up forward positions and take the fight to the enemy.

Retreat was no longer viable.  If they tried to melt away into safety then the marines would run them down before they could find sanctuary.  They had to hold the line long enough to make the marines withdraw in order to regroup and reinforce.

Then Aaravynn could order they retreat like shadows from the dawn.





Second Wraithknight Completed

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With the growing acceptance of larger models, most specifically the imperial knight, I find myself less worried about running a second Wraithknight occasionally.

I've got the second game (opening chapter) of the Myrddin campaign filmed, but I haven't edited it, and I'm thinking the games could lead me in a direction that has me hold off one one of the knights, as it could be a plot point to introduce it. In the mean time here are the pics:



As an added project, people that read this blog regularly will know I have been revamping bases in my army an occasionally I've been moving some really significantly unorthodox aspect shrines closer to their more common color brackets at the same time. I've just started to do this with Warp Spiders:


The process is in its early stages, but I'm hopeful I can get them done within 2 weeks.





A Classic Unit Revamped.

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It's been a few weeks since I posted, but that does not mean I've been dormant.  I have a number of big projects I'm working on that will be revealed at the right time.  For now, they shall remain in the dark.

One of those projects is now done, the re-vamp of the Warp Spiders.  When I first came up with this color scheme it was in 2nd edition and I thought it would be cool to give them a scheme that made it look like they were frost based, since they had template weapons but weren't firing fire.  The scheme was ok at the time, but hasn't held up.  Now that i'm working to redo the bases for most of my force I took the chance to also redo their paint scheme to something more related to the classic colors, and to add two more members to the unit.

I've included a pic of what they used to look like:


And the current look:


One exarch has gone dormant and his shrine returns to rest, yet another shrine awakens once again.  They are the Shrine of Khaine's Wrath, and the rune on the banner represents Isha, Khaine, and Vaul, in that drama which resulted in the crippling of Vaul.  I'm hoping the new, brighter colors will mean I remember to move them in both the movement and assault phases now, as it has often been something I forget about with this unit.


40K Scale Storm Serpent

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This project has been in progress for a while.  For people that weren't following my old plog on Warseer, this has been a project in the works for a little over a year.  When I ordered the Cobra there was an issue.  It arrived badly chipped and FW responded remarkably by sending a replacement hull. This left me with a spare Cobra hull that I started to convert to a Storm Serpent.  However, I was never happy with my plasticard work, and the project was shelved until I finally decided to get the parts I needed by buying a Scorpion kit and mixing the two to complete the conversion.  I've also tried something new by painting the cockpit.  This was actually because the canopy has to be glued on and filmed up the inside and looked horrible.  I'm sort of ok with it, but now I have to consider if this is something I want to run with or not.  If only GW still sold the canopies separately I'd get a handful of them to swap out old cracked canopies and such.  Below there are photos of the completed conversion and rules for using it in game.


Storm Serpent          475 Pts

Type 
Super-Heavy vehicle (Fast, Skimmer, Transport)

Wargear
Pulse Laser (See Codex Eldar)
Shuriken Cannon (See Codex Eldar)

Transport Capacity
Up to six units with the infantry, jetbike, skimmer (that is not also a tank), or walker unit type may be embarked upon the Storm Serpent at the start of the game.  No units may embark upon the Storm Serpent once the game has started.

Special Rules
Eldar Titan Holo-fields (See Warhammer 40,000 Apocalypse)
Wraithgate: Each turn up to 3 embarked units may disembark from any point along the front or sides of the Storm Serpent's hull.  If the Storm Serpent is destroyed the embarked units suffer no negative effects and are instead immediately placed into ongoing reserve.

Options
The Storm Serpent may replace its turret mounted Shuriken Cannon with a:
Scatter laser ...................10 pts
Eldar missile launcher ...15 pts
Starcannon .....................20 pts
Bright lance ...................30 pts

The Storm Serpent may take the following upgrades:
Vectored engines............40 pts
Star engines....................30 pts



Video Battle Report 2000 pts Eldar vs Chaos Space Marines

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I'm continuing my Myrddin Campaign experiment to create a narrative string that runs through random opponents.  My idea behind the current list is that it's thematically a strike force of Autarchs leading aspect warriors.  This is at the initial stages of the war, before any Eldar forces have been marshaled to hold ground or make up for the lack of bodies the Eldar generally bring to battle.  It's essentially the special forces leading the way.

***

Eskalia prepared the Dire Avengers under her command for their work.  They would strike the flank of the Space Marines and retreat, leading them in to combat with the true enemy.

"This will not be a prolonged engagement.  Strike, retreat, and leave a trail for them to follow.  The forces of Chaos are masking their presence from their unsullied brethren, and we must correct this."

Before she could complete her orders she could feel the disturbance of a warp tear nearby.  Her brother Elthelio had appeared, accompanied by Khaine's Wrath, the Warp Spider shrine to which he had once been a member.

"I do wish you would stop risking your soul in such a manner," she said.

"Neither of us have time for your reprimands," he responded.  "Things are worse than we feared.  We do not have the luxury of re-directing the mon-keigh.  They would be slaughtered against this foe and the fears of our seers would come to pass.  They are not ready," he said.  He was her twin, yet they were so dissimilar, two ends of a spectrum.

"Our plan is flawless.  What madness could cause us to deviate?" she asked brusquely.

His words echoed in her head, "Daemon machines already walk this world."


One Year On - Unit Review: HQ

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Well, due to an injury I'm a bit behind some of my painting and modelling projects.  That said I thought I'd use the time I have recovering to discuss the units available, section by section, and how they have transitioned to 7th edition.

HQ:

The Avatar of Khaine

The Avatar was a unit I used often since the release of the new codex.  With the notable exception of the invulnerable save it pretty much just got a ton of buffs.  Higher BS, more wounds, higher Initiative, fleet, more attacks, and access to a number of exarch powers.

Game Play - The Avatar is a key piece in a foot based force.  I like to use mine to anchor foot lists.  Placing it between 2 full size foot units of Dire Avengers with shimmer shield helps make the most of his fearless bubble, and he'll either draw fire that would otherwise go to more precious units or your opponents can ignore him at your peril.  One thing I would have liked to see is for the wailing doom to be +2 str and have armourbane in CC as it would have been thematic to the shooting version of the weapon.

In 7th: The changes to smash took some of the sheen off the Avatar for me as it really limits what I'm willing to throw him against, but he's still a beast overall, and with Fast Shot he's worth taking, but you really need to design a build around him from the beginning.  Aggressive play is key to getting the most out of the Avatar so have a plan to use him at the start of the game and hold true to it.  Do not be disturbed when he takes a couple wounds and worry about protecting him.  Throw him forward and force the enemy to respond to his threat and pressure.

Autarch

Initially billed as the Eldar take on Batman in 4th edition the Autarch lost some stock with me in the new codex.  Not much has changed for the Autarch itself, however some of the wargear available, such as mandiblasters, substantially changed, thus altering, and in many ways reducing the Autarch's usefulness.  The requirement for the Autarch to replace a weapon to get a Remnant of Glory isn't a big deal, but the fact that he only comes with a shuriken pistol is.  It means if you want the bonus attack for having two close combat weapons you must, at the very least, add a 3 pt tax on to your model.  3 points might not seem like much, but it can make adding the Autarch in to your list a real pain in the but for rounding out your army totals.  In the prior codex the Autarch had a rule that allowed him to benefit from unit rules outside of infiltrate.  The loss of that rule was also a loss of synergy for the Autarch as his inclusion is a negative for Swooping Hawks and Howling Banshees, and that's a shame really.

Game Play - The build you choose can really define the roll the Autarch plays.  For instance I really like giving an Autarch a banshee mask and shard of anaris.  the banshee mask paired with plasma grenades means you're all but guaranteed to go first on the charge.  Add in the shard and you have a good chance to ruin the day of any character through a challenge.

In 7th - The Autarch has real appeal for me in 7th, in part because the bonus to reserves makes the null deploy list that much more potent, though it requires careful deployment and planning for the units that start on the table as they have to survive.

Farseer

As an Ulthwe player saying the Farseer was my go to choice was a bit of an understatement.  I'd often run two.  The new codex not only boosted their mastery level from a possible two to three, it also made the farseer dirt cheap.  The points I invested in farseers essentially dropped in half, though part of that was that runes of warding and runes of witnessing were nerfed to garbage.  If they were 5 pts each I think they'd be more reasonable, or if they weren't one use only they'd be really tempting at their current cost.

Game Play - Farseers are a premier support unit for the Eldar and their use can really change quite a bit based upon what powers you get.  The ability to alter your gamestyle to get the most used out of whatever combination the farseer gets is paramount if you play very different lists from game to game.  If you're playing the same list all the time you're most likely hoping for the same spells as often as possible.  I wish they'd give Farseers a second base attack, but alas, GW seems deaf to my longing here.

In 7th: The changes to the psychic phase has pulled some of the rug out from under Ulthwe armies.  In the past I'd all but guarantee three powers per Farseer.  Now I have to be much more selective.  When I first heard about the new psychic phase I was fairly unhappy because I saw how it would limit my force.  With only a single D6 getting added on to the total WC I figured it would scale really poorly, and I still feel this is the case.  That said, it means I need to be much more strategic with the powers I choose to cast and can lead to a cat and mouse scenario when facing down an opponent.  7th has also opened up Daemonology powers, of which I've found Santic works very well for Eldar.  Not to mention the option to get a bonus power through Psychic Focus.  I don't use Farseers as much now, but when I do I back them up much more at the army building stage and I keep each one to a single discipline, which means I'll have as many powers as possible to choose from and keep myself flexible, and it means if I get a power I won't cast it feels less damaging to my overall selection of powers.  I feel I should also make a special note here about the Runes of Fate, as only Farseers can take them.  the Runes of Fate were harsh to have so many powers at WC 2 in 6th, but in 7th, because I can get additional psykers to act as batteries for warp charge it makes having a Farseer dedicated to Runes of Battle less problematic.  However, Death Mission, which was the worst power in the game in 6th, has actually become worse in 7th.  With the addition of a new phase to the game it means there are now 8 rolls between castings, which means with average rolls you will only have a CHANCE of casting it a second time (ie living through a single turn) 1/3 of the times you cast it.  I don't find the benefits in any way meet the ludicrous costs of the spell.  Another special mention is the GhostHelm, which in 7th only ignores a wound caused by perils... and until a FAQ hits to say it fully ignores perils it will have some wonky interaction (lose a power, but not a wound, etc).

Spiritseer

The new kid on the block is a step between warlock and farseer.  It comes stock with a witch staff (which I would have liked to see as an option for Farseers), but is mostly a warlock with plus one wound and leadership.  It also has the spirit mark ability that on first read seemed like a throw away ability tossed on to the model, but I've used it to such good effect (and surprisingly don't often forget it) that I really respect it now.  It doesn't require LoS, or a roll to hit, or a leadership test to work.  It's a really cool passive ability for those of us that tend to roll 1's when shooting wraithcannons.

Game Play - The spirit seer is the only way to get conceal into a Wraithguard squad.  It also has access to telepathy, so most folks will probably hope for invisibility.  Note that if you go full Runes of Battle it means the Spirit Seer has an impressive 6 powers to choose from.  If you're using a spirit seer you're probably running Iyanden, so there's a good chance you're giving up conceal for twilight voice, which does not have a mirror power, but is impressive in a wraith list.

In 7th - Like Farseers they have accesss to Daemonology, which once again means access to Santic.  Sactuary can give a Wraithblade unit with axes a 3++, which makes for a seriously tough unit.

Warlocks

While not technically an HQ I'm including Warlocks.  They are the backbone of an Ulthwe force.  They are the same cost or slightly cheaper than in the prior book, depending on the power you purchased and with random powers they're not as dependable as before.  The randomization of powers has really altered the unit's dependability and they are no longer a separate unit and a unit upgrade.  They now work similarly to the 3rd edition book, being broken off from the squad and attached to another unit.  They also lost access to a wave serpent, which makes them extremely vulnerable at the start of the game.

Game Play - I don't have any experience with a squad of bike mounted warlocks, and on foot they are capable, but the unit requires Farseers to back them up and make them truly formidable.  Without that synergy they are a point sink.  Knowing that it means they must be used aggressively.  A unit of three Farseers and ten warlocks are approaching the point totals of a titan, so they have to be used just as aggressively.  force your opponent to deal with them.

In 7th - There is some win/lose for Warlocks.  For instance they can't attempt to cast the same spell more than once in a unit.  I used to love having three warlocks with destructor.  At the start of 6th that took a hit because it could suddenly be denied.  Then with the new codex it took another hit because it became random.  Occasionally I'd end up with more copies of destructor, but most of the time less.  In 7th it's now flat out not allowed and is a bit sad.  I don't think I've cast destructor a single time since I've moved to Australia. Then 7th disallowed units in a transport to cast powers on themselves, so they are forced to stay on foot.  That said, they have access to Santic, so once again that +1 to invul save is a possibility, but more important to them (considering invisibility can be an adequate replacement for Sanctuary + Fortune) is the possibility of Infinity Gate.  Deep Striking the unit makes them a terror for any army to deal with once they are tooled up (Gate of infinity plus prescience or guide on a unit all armed with singing spears is absolute nightmare fuel).  Powers like Jinx or Misfortune also make opponents quake once they've been on the receiving end of a full on council charge.  With the restriction to one attempt per unit it means you will most likely have many redundant powers in your warlock squad, which ultimately makes the other members important because they'll be warp charge batteries for your most potent spells.

OVERALL:

Without covering Special Characters, the Eldar have a rather strong selection of HQ choices.  Most of them are fairly utilitarian, but give you access to force multipliers.

BUILDS

My two favorite builds centered around generic HQs are as follows:

1) 2 CAD including 3 farseers, 1 unit of 10 warlocks, 1 unit of 3 warlocks, Hemlock.  Disseminate 3 warlocks among guardian squads and when all your units are on the table you've got 23 WC.  Most of my lists are designed to own one aspect of the game and otherwise be as flexible as possible and this build is designed to own, as much as Eldar can, the psychic phase.  Some armies can still dominate this build, but they can't casually do it, they need to build their force from the ground up to do so.

2) 1 CAD including 2 full size units of Dire Avengers with shimmer shield Exarchs and an Avatar.  A Farseer can be added for taste in this build (fortune can make that 5++ extremely potent), but ultimately I use it for position control.  Keep marching forward and take the ground you need.

I hope people found this enjoyable and maybe informative.


One Year On - Unit Review: Elites

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First off, I'd like to say I'll be covering the Wraithguard and Wraithblades in troops as I think they are nearly always taken with a spiritseer in order to convert them to troops.

I may be alone in this belief, but with the WraithKnight in Heavy Support I'd like to see the Wraithlord moved to Elites.  It would reduce the burden of Heavy Support, keep it more slot appropriate (compared to a dreadnought) and could see Wraithguard simply moved to troops.

None of that really influences my thoughts on these units, but I think over this whole review it's important to disclose my thought process in regards to the dex overall as I go.

Howling Banshees

This is a unit that, at first, felt like a missed opportunity, but after actually using them I find them quite good.  They're incredibly fast thanks to the acrobatic rule.

Game Play - Other players WILL underestimate Banshees in a serpent... why?  Because they'll forget about Bladestorm.  Any time you can deny the enemy an armor save you'll start putting real pressure on them.  Bladestorm has made the Eldar pretty much the masters of short range firefights, second only to the Tau.  Deploying them out of a Wave Serpent gets them across the board insanely quickly.  However, using them requires precision and thought.  They are not ideal for sending in to dug in opponents and clearing objectives.  However, they will tear through a unit trying to cross the board or units that are threatening to assault your units in your deployment zone.  Banshees tend to benefit more from other units providing synergistic help.  For instance Jinx on terminators makes them fear the charge of banshees (not to mention that they should be wary of any unit with a shuriken weapon).  While it may be tempting to put a Spiritseer that can boost their strength in the unit, or an Autarch to give them a combat cornerstone to build on, but doing so will lose you Acrobatic, so I would advise against it.

Phoenix Lord - Jain Zar is nasty with AP2 attacks and shred, but the Triskele makes her buff the units shooting considerably, not to mention her warlord trait giving them an extra inch on the run, and believe me, every inch counts and let's not overlook her ability to tank wounds with her 2+ save.  Her mask gives her the best chance at dominating on the charge, and she's generally not afraid to issue a challenge, though be aware the true monsters of combat, like Lysander, or any Chapter Master with a storm shield and thunder hammer will probably win out in short order.  Use your mobility to pick your fights carefully.

In 7th: Banshees in a Wave serpent have lost 2" from their disembark, but they're now a scoring unit, which makes them flexible, but capable of quickly sprinting to an objective.  In an edition that is more geared towards shooting the banshees can hold up pretty well in part because they can do some damage with shooting and are likely enough of a threat in combat that the unit you want to assault won't assault you first.

Fire Dragons

A lot of people freaked about the leap in points for Fire Dragons, but they needed a raise in points, and I think the return of their 3+ save makes them really worth it, and their firepower is still impressive and reliable

Game Play - I've seen people use them on foot alone, but I find they're such a threat they need some type of transport to get to the biggest threat priority.  When tanks explode they have a real chance to survive the blast now... assuming they don't take a D to the face from blowing up a super heavy... but, really, in most cases it's worth the sacrifice.

Phoenix Lord - I have not used Fuegan in the new book, but I have one friend who refers to him as "boss" and absolutely loves him.

In 7th:  AP 1 is even more valuable and the dragons are reliable.  They can do quite well on their own, as aspect warriors should, but Guide and Doom can help them all but guarantee to liquify whatever target you throw them against.

Striking Scorpions

This is the unit that brought me into the game and in the new codex they received had a lot of the old upgrades that were all but required to make them usable built in from the start.  The mandiblasters operate a bit closer to older versions, and while the loss of the bonus attack might make me frown it's well worth the trade off for them being so all around good.  Also... powerfist that strikes at initiative!

Game Play - Scorpions are incredibly flexible, but for me I tend not to put them in vehicles as it drives the cost of the unit so high.  Using them to infiltrate, usually in ruins, can force your opponent to either cede ground to them or move to deal with them.  Either through board control or directing your opponent's hand it is a potent option.  The ability to outflank should also not be overlooked.  Much like the banshees their firepower can really surprise people, and don't forget they have plasma grenades, so they can get a Str 4 AP 4 blast in that volley as well.

Phoenix Lord - Karandras is my favorite.  He has a power fist that slams down at Str 8 at initiative and gets a bonus attack for a second weapon.  Well worth the loss of the ability to go to ground.

In 7th:  They're still awesome and they can now score, which should not be overlooked on a unit with stealth and a 3+ save.  If you don't have Karandras they can infiltrate to a mid board objective in ruins and just go to ground for a 2+ cover save on a unit that most people won't want to charge to try and clear out.

Harlequins

This unit is a missed opportunity, not in that they are a bad unit, but in that they don't feel particularly up to snuff compared to the standard units and I feel that keeping them in both the Eldar and Dark Eldar dexes has prevented them from being appropriately moved into the new edition as GW strives to keep the unit the same in both books, thus making them stagnate, however the bladestorm rule was a boost that eased some of the restriction from the unit rules being unchanged.  The addition of Battle Focus makes Harlequins feel a little odd because they feel like a unit that doesn't have the same personality of either of its parent dexes.

Game Play - This unit is incredibly fragile, but they're not slowed by difficult terrain, and can be the unit that takes on those 2+ save units or 3+ save units in cover that your banshees shouldn't be charging.  Always, Always take a Shadowseer.

In 7th:  Like the other Elite selections the Harlequins are scoring now.  Ultimately the change to the psychic phase has quite the impact on them.  When the unit is in combat he provides spare warp charge to the rest of your force, and if you cast on a single die there's no chance your Shadowseer will perils, and even on two dice you are half as likely to perils now that double 1's don't force the perils, and when it does happen it doesn't automatically kill your model.

OVERALL

Eldar elites are much more tempting in 7th now that they can score.  it really hindered them in the past.  

BUILDS

Banshees: 10 in a Serpent (vectored engines) with Jain Zar and an Exarch.  Throw them head long at a vulnerable part of your enemy's lines.

Fire Dragons: 6 in a Serpent with an Exarch with Fusion Pike and Fast shot in a Falcon (vectored engines).  Throw them head long at a unit that absolutely, positively has to die.

Scorpions: 10 with Karandras and an Exarch.  Infiltrate and control a portion of the board, or outflank if you can attack a vulnerable enemy up close and personal.

Harlequins: 10 with a Shadow seer and a handful of Harlequin Kisses.  Keep them in cover every moment you can and get them in combat with a priority target as quickly as you can.

St Kelly's Day Massacre

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For GW's Birthday celebration in Australia the shop ran a special game wherein all the shop regulars got to partake in a bring and battle, setting up a pack of Imperial Knights to take on a Phantom Titan in a 2 out of 3 clash to see if they could destroy the monstrosity.  What resulted is what one of my friends referred to as the St Kelly's Day Massacre.  It was an absolute riot of a game.

As a bonus rule any knight that wore a party parasol got a special rule, once it had been destroyed the player got to roll 2D6 and in the event of doubles the Knight miraculously survived with a single hull point remaining!

While at the shop I mentioned that I kind of felt like I was in Aliens, attempting to gun down Xenomorphs before they got to me, and any game where Imperial Knights are being compared to Xenomorphs for their numbers and relentlessness is a uniquely fun experience.

The music is a shortened Dual of the Fates from The Phantom Menace and the quotes are from Henry V, Macbeth, Hamlet and King Lear respectively.

Enjoy the frivolity!




One Year On - Unit Review: Troops

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I've been recovering from my injury, but it has considerably slowed all my hobby work.  Hopefully I'll have some big things to show off soon, but it's all slow going right now.  In the mean time, here's the next part of my review:

As I've said before, I'll be covering the Wraithguard and Wraithblades in troops as I think they are nearly always taken with a spiritseer in order to convert them to troops.

I may be alone in this belief, but in the future I'd like to see Wraithguard simply moved to troops.

Guardian Defenders

This is a unit that, prior to the release of the dex, I expected to become about 6 pts a model. GW went a different way and boosted their BS, WS and Ini to a standardized elf level, and gave the bladestorm buff to catapults, and battle focus rule all for a single point. For a T 3 model with a 5+ save I'd say they got the unit right, and the change to allowing full size squads to have a second heavy weapon felt like it was too slow in coming, but was a welcome change nonetheless.

Game Play – I tend to use this unit one of two ways. My preferred style is a full 20 models with 2 heavy weapons that can unleash a hellish amount of firepower to units brash enough to deep strike nearby. With battle focus they actually have a prayer of getting in range to shoot despite being on foot. If I need them to remain steadfast on an objective a model with a Shard of Anaris backs up the unit well. When I attach a warlock I enjoy giving them a singing spear, for some dreadnought threat, or for synergy with a dual bright lance unit, dropping some serious threat to transports considering getting close. Alternatively a minimum squad or squad with heavy weapon and warlock make for a good unit in a Wave Serpent. Not quite the same threat range as Dire Avengers, but their speed can catch a foe off guard. Don't forget the unit now has Plasma Grenades so if you're close enough it's good to throw one for that blast. The T5 of the weapon platform will generally make no difference to the unit, but the 3+ save can be a life saver against small arms fire. I can think of more than one occasion it's been able to tank 5 or more wounds on a unit, all but nullifying incoming fire.

In 7th: They are essentially unchanged in their performance and use for 7th edition, though in a standard combined arms detachment they gain Objective Secured, which, of course makes them a difficult nut to crack when placed on an objective in cover.

Dire Avengers

The frontline unit for the eldar and most common aspect, this unit got a bit of a price bump, but also got some noticeable buffs battle focus, bladestorm (a vast improvement over their old power), counter attack, changes to wargear such as the improved shimmer shield.

Game Play – A lot of players like to use a 5 man squad with no upgrades as a Wave Serpent tax. I didn't like that tactic to make scoring falcons in 5th (stupid that units could score sitting in a vehicle) and I like it just as little now. My preference is to use a full squad of 10, occasionally in a serpent, but generally I prefer them holding the front line, or pressing forward on foot, under the protection of a shimmer shield. I'll often run them with an Autarch that has a shard to make them fearless, or two units with an Avatar supporting them. All those 5+ invul saves can be a tough nut to crack.

Phoenix Lord - I have not used Asurmen, but I have faced him multiple times from multiple players. All but I think one or maybe two times he managed to get that reroll 1's on the save, effectively giving him a 2+ rerollable. It required low AP weapons to take him down as he was all but immune to small arms fire. He is no joke, and to have a “remove model from play” weapon can occasionally shock cahracters like Lysander, and synergizes with terrify and horrify.

In 7th: Counter Attack is automatic now, which is a blessing for me because I always forgot to test the LD until after. I can't imagine I was the only one. Otherwise, the CAD bonus rule makes them a unit to be reckoned with and they're as reliable as ever.

Storm Guardians

This unit is certainly solid, but they just don't fill enough of a stand-out role for me to use often. They can support better units in combat, but they can't do too much on their own. In the prior book I loved the unit in a Wave Serpent, with two flamers and a Warlock with Destructor. In 6th the unit took a bit of a hit when DTW made Destructor unreliable. Then it became a randomly acquired power, and then harder to cast. However, the bump to BS made the fusion gun a more tempting option, plus the bladestorm rule means they can be flexible enough to do some extra damage to units with good armor.

Game Play – I have a friend that uses a unit of 20 to support his wraithguard, but units like the wyvern or phoenix bomber just erase them from the board. I use 10 in a wave serpent, nearly exclusively with dual flamers. The idea is to hit as hard as I can with a round of shooting against a unit in cover, and then tie up said unit.

In 7th: The same as 6th really.

Wind Rider Jetbikes

A unit I liked at the launch of 6th because they got that wonderful 5+ jink meant I could give the warlock leading the unit destructor. At the new book's release I often defaulted to conceal because they could get a meaty 3+ cover save or 2+ going flat out.

Game Play – I like using units of 6 with two Shuriken cannons and the firepower they put out is gross. I usually take a Warlock with singing spear to give the unit the option of conceal and a singing spear. They have the speed to get around to the weak armor on a vehicle and any opponent that ignores them is mad.

In 7th: Jink has changed, which means they can often have their firepower reduced (thankfully their weapons are twin linked), but it means with conceal they're pulling in a 2+ save and their speed means they're a beast in Maelstrom missions.

Wraithguard

A dependable unit when shifted to troops in the old book, but then they got Str 10 weapons back (thrilling in that they can more reliably splat characters) along with a price drop. They also got the option for D-scythes. I have used scythes, but have been horribly unlucky with them. That said I have heard them described by some as “pure wrongness.” No ability to mix weapon types is kind of a bummer.

Game Play – I feel like smaller units are too fragile to get the job done when on foot, so I tend to use units of 5 in a Serpent, and almost exclusively so for scythes. Send them after a specific, high priority target and try to devastate it. Be warned, thanks to the bladestorm rule mirror matches are especially punishing to Wraithguard units.

In 7th: The same as in 6th, but a unit this tough is a pain when they have objective secured.

Wraithblades

A new variation for 6th it finally created a close combat variation for Wraithguard. I do wish you could mix and match weapon types.

Game Play – I play with 5 of either variations, but I have come up against 10 strong squads of both, and the Axe version is incredibly survivable.

In 7th: The same as in 6th, but a unit this tough is a pain when they have objective secured.

OVERALL

Eldar have some of the best core troop options in the game. It can make for very difficult decisions when building an army, and even though the Storm Guardians are roughly the worst option of the bunch, there really aren't any bad options.

BUILDS

Guardians: 20 on foot with two bright lances. Sit back and hold an objective.

Dire Avengers: 10 on foot with an Exarch with power weapon and shimmer shield. If at all possible give them fearless and take the centre of the table.

Storm Guardians: 10 in a Serpent with two flamers. Go after the most vulnerable units.

Windrider squads: 6 with two cannons. Attach a Warlock with singing spear. There is virtually no wrong way to use this unit other than sacrificing them for no gain.

Wraithguard: 5 with D-scythes in a Wave Serpent. Fly them out towards their target quick. Don't take the chance of getting stranded with an immobilized vehicle. If you can get on an opponent's victory spot in cover people will NOT want to charge you to clear you out.


Wraithblades: 5 with axes on foot. Hold them back and use them to counter the opponent's units that make headway into your deployment zone.

Gaming Aid for Psyker Units

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As an Ulthwe player I was a big fan of the old GW psychic app, which helped me keep track of my psychic powers.  Once 7th launched they killed the app, changed and expanded the powers, so the old app doesn't really assist all that much.

That being the case I've created a handy sheet to help me for larger games.  I have a draft of the Farseer one in progress, but this is the Warlock/Spiritseer sheet.  It's a sheet with pictures of all my models with check boxes and I laminated the page so that I can use it  over and over again.

All in all it should make book keeping during a game that much quicker, and speed up my game.  Feel free to use this idea to make your own.


Spring Thaw

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7 months to the day that I completed revamping the Guardian Defender unit Winter's Wrath, I have completed revamping and expanding Spring Thaw.  I've sized up the unit to a full 20 man squad, revamped the highlighting and basing and changed the breastplates to be bone white to make the unit visually stand out more.  In two weeks time I have an Apocalypse game scheduled, and I made two lists... one that worked entirely with models that are painted, and one that forced me to finally complete my work on this unit and also paint two more Farseers.  I still need to get the Farseers done, but this unit, which has been hanging over my head for quite some time, and had been put aside for shinier projects, is done.  Below I have an image of the original way they looked for comparison to the revamped look.

Even though my horde of infantry will probably die very fast I hope it looks truly impressive on the table before getting churned to little pink clouds of mist.









40k Scale Void Spinner.

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I finally finished it.  I'd been working on it off and on for a few months, mixed with some other projects, but now she's finally done.  The void Spinner.  I'd been inspired to try and track down an old Forgeworld Night Spinner kit and convert one of these for over a year, but it wasn't until a couple months ago that  I saw the parts come up on ebay and snatched them up as quickly as I could.

Below I have pictures of the finished conversion next to my other painted Vaul's engines, and next to its smaller cousin the Night Spinner.  The flash blows out the layering in the yellow on the void spinner array, but it looks quite nice in person.  once I get a basic Scorpion done and dusted I'll have the entire quartet of Vaul's engines.


Below are the rules I developed with my friend Saunders, a constant opponent, for the Void Spinner.  I really liked the description in the epic rules about the Void Spinner being another weapon that the Eldar consider somewhat horrific to bring to battle because it mixes their terraforming technology with their most gruesome form of weaponry.

Void Spinner 700 pts
Super heavy fast skimmer tank
Hp 9

Shuriken cannon and upgrades, see scorpion.

Void Spinner Array
Range 60" str 8/7/6 ap 3/5/- primary Weapon, apocalyptic mega blast, barrage, ignore cover, pinning, monofilament, abomination.

Abomination: The bacteria and wraithbone parasites, normally used for terraforming, unleashed in the monofilament salvoes are horrifying to behold as they reduce, metal, stone, flesh, and bone to organic compost. Pinning tests caused by wounds from this weapon are taken at -3 ld.

I'm also reprinting the Storm Serpent rules from a prior post, for those who missed it, since it's visible in the top picture.

Storm Serpent 475 pts
Super heavy fast skimmer tank transport*
HP 9

Pulse laser
Shuriken cannon and upgrades, see scorpion.

Up to 6 units with the infantry, Jetbike, fast skimmer, or walker unit type may be embarked upon the Storm Serpent at the start of the game. No units may embark upon the transport once the game has started.

Wraithgate: each turn up to 3 units embarked upon the Storm Serpent may disembark from any point along the front or sides of the Storm Serpent's hull. If the Storm Serpent is destroyed the embarked units suffer no negative effects and are instead immediately placed into ongoing reserve.



The Stand - an apocalypse scenario

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Well, it's been just over a month since I published something, and that's mostly been because of the holidays, but I also spent a few weeks in Hong Kong.  I've been working on editing a battle report from November, an Apocalypse game I played, but it takes a while.  For anyone that's watched one of my reports, I try to do quite a bit of editing.

As a pre-amble to the completion and eventual release of that video I figured I'd share the scenario that we played.  As a caveat, this scenario was built and agreed to by both my opponent and me.  I used a scenario from Valedor as the foundation for this scenario.  In the Valedor scenario the Eldar go First with no chance to seize.  I also crafted fluff to build this game in to the Myrddin Campaign and it had an effect on the army design.

The Stand

Myrddin is in ruins as the Imperium has become embroiled in a war that rages across the whole of the planet.  The destruction wrought by the forces of chaos, and no available assistance from the Ordo Malleus have forced the hand of humanity to reach out to the Tau Empire for reinforcements.  As a powerful Space Marine Librarium in a nearby strike cruiser scours the ephemeral aura of the planet to divine the location of massive warp incursions they direct a combined force of Imperial Guard and tau in a pincer attack towards a powerful pulse of psychic energy.  Little do they know it is not a nest of daemons they approach, but an Eldar warhost, freshly entered from the webway and empowered with the psychic might of nearly the entire Farseer Council of Ulthwe.

Deployment: The allied forces must set up within 18" of either short edges.  The Eldar player must set up within 12" of the (short) center line of the table.  Infiltrate and scout rules are not used in this scenario.  Allied forces entering from reserve enter from either short edges, decided as if they were outflanking.  Eldar forces entering from reserve enter from either long table edges decided as if they were outflanking.  Units that fall back do so towards the nearest appropriate table edge (short - allies, long - Eldar).

First Turn: Allied forces get the first turn, however Eldar units count as having moved in the prior turn.

Game Length: Random Game Length

Victory Conditions: If the allied forces hold the gate they win.  Otherwise six objectives will be placed as normal and strategic victory points will determine victory.

Advance EMP: At the start of any Eldar Movement Phase after the first turn any Eldar Skimmer or Flyer that is within 12" of an allied force MC with the Jet Pack rule or flyer vehicle type must take a dangerous terrain test.

Masters of Divination: On the first turn of the game the eldar player may cast blessings during the opponent's psychic phase.  These blessings expire at the start of the Eldar player's turn as per usual.

One Year On - Unit Review: Fast Attack

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Oddly there is a rumor of a new Harlequin codex or supplement coming soon, which will hopefully address some of the concerns I mentioned in my post on Elites. I look forward to it, despite my surety the Solitaire will have no rules in the book.

Crimson Hunter

I want this unit to come as a squadron because it would feel right as an aspect. I enjoy this unit.

Game Play - a solid unit, and I use them often. Vector dancer is an amazing rule, but it is a fragile unit.

In 7th: pretty much the same as in 6th, though Jink has improved. One is ok, but two are better. If you roll as poorly as I do you'll also upgrade one to an Exarch, and then probably fail to pen anyway.

Swooping Hawks

This unit received a huge boost in a point reduction and an additional shot per weapon and deep strike without scatter. Also the exarch received the ability to simply purchase a power sword without giving up a good gun.

Game Play - there isn't much not to love about this unit. In a pinch they can finish off a wounded vehicle with a Haywire thrown by an Exarch, and the squad can take down an Imperial knight in a single round of combat. What their guns lack in strength they make up in volume.

Phoenix Lord - I have not used Baharroth, but I like his rules (the addition of the invul is notable) and he makes the unit even faster, capable of repositioning very quickly. blinding units on the deep strike allows them to affect multiple units in a single turn, as can clever positioning compared to where the grenade pack drops.

In 7th:  Scoring is an improvement on a solid unit.

Warp Spiders

This unit was awful in 3rd edition, and has seen steady improvement ever since. It is now, in my opinion, the best unit in the game. Fast, solid save, powerful short range shooting that threatens anything shy of AV 14. The only down spot is the models are over 20 years old and static.

Game Play - If wielded like a scalpel they are brutally efficient. They are flexible enough to target heavy or light infantry, monstrous creatures or light to mid armor vehicles. With deep strike or their insane move distance per turn they can get where you need them when you need them.

In 7th:  The ability to score objectives has boosted them from stars to super stars.

Hemlock

Possibly the most maligned unit in the book at its release I enjoyed its less than direct approach to warfare.

Game Play - be aggressive and keep it close to opponents you intend to force break tests on.

In 7th:  now it can cast psychic shriek and cast on the turn it arrives (and shoot swooping monstrous creatures). 7th has made it a nightmare to units like broadsides.

Shining Spears

Shining Spears received a 10ppm price reduction in this book making them a unit I strongly consider, but they retained the AP3 in close combat.  They also received skilled rider and outflank thrown on.

Gameplay - In 4th edition they were a unit I would aim at terminators, but now they're a unit only suited to taking on small units of heavy infantry as they've been reduced to AP 3.  Their actual damage output is very low on the charge because they cannot get a bonus attack, but their shooting is slightly improved with bladestorm.  They need support in the form of an attached Autarch (who now only gives 5 bonus attacks, as opposed to the 6 he could previously give with the scorpion helm.  An exarch is still required (for hit and run and a little oomf), but the overall cost of a unit has thankfully been reduced.  I ran a unit of 5 supported by an autarch, which made them expensive, but deadly.  I haven't run them in 7th, but with the reduced cost I might simply run 5 with no support character and see how it goes.  The ability to run 6 fully tricked out for under 200 pts is an excellent option as well, but they are one of the units that are not for amateur players.  You need to have a plan, and stick with it, and once you've had a good game with them expect they become a priority target for your opponents.

Vyper

Here have some BS4 and bladestorm.  Really that's the only change from the previous book, but if you liked to upgrade your turret weapon the upgrades got cheaper.

Gameplay - This really hasn't changed.  For me I run them in a squadron of 3, each with dual shuriken cannons.  The change to jink does hit their output, but if you focus more on intervening terrain to provide cover rather than jinking you'll get an idea of just how gross their firepower can be.  They hit more and are occasionally AP2, all in a tidy package for 180 pts.  They're flexible enough to take on light to medium vehicles and have a high enough volume of fire (That's 18 BS4 shots at str 6 ap 5 bladestorm) to scare light and heavy infantry alike.  Also, opponents often deprioritize them in favor of other targets, so in the early game you can use them aggressively and force your opponent not to ignore them.

OVERALL

Eldar may have the best Fast Attack section in the game.  Most players will take Warp Spiders in just about every list, and Swooping Hawks finally 

BUILDS

Warp Spiders: 8 with an Exarch with Spinneret rifle and Fast shot.  You can absorb a couple casualties and still be terrifying.

Swooping Hawks: 7 with an Exarch with sunrifle allows you the big blast when you drop, small arms fire that will shock your opponent, and their grenades make them a counter to the ever-present threat that is an imperial knight.

Crimson Hunter: Exarch.  That upgrade is worth it for the bump in BS.  The Marksmen upgrade is solid if you want to surprise your opponent and force some look out sir rolls.

Hemlock: it has no options, but should definitely be run.

Shining Spears: 6 with an Exarch with star lance, hit and run, and monster hunter.

Vypers: 3, each with dual shuriken cannons.

I am Solitaire!

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After more than 15 years the solitaire is back in my army.

Fully painted and ready to slay.

Photographed in natural light:








On Harlequins

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Now that I have a few games under my belt with the new dex I wanted to take a little time and discuss my experience. Firstly, this is going to be a positive review, so I figured I'd warn people about that up front. That said I do acknowledge that Harlequins will not fit in with everyone's play style and those people will simply find them too expensive and noncompetitive.

I have experience primarily with two formations, the Cast of Players and The Heroes Path.  These two formations work well together, but also hold up independently if used correctly.  While the anti infantry shooting is particularly destructive now the most fun aspect of using them is that having them in my force has restored assault to my games.  I don't just mean a little, I mean I'm disrupting opponents and dictating phases of the game by using them to pressure opposing spearheads or vulnerable forces.

Don't discount their shooting.  The Death Jester rule combined with the Mask of Secrets is an enormously mean combo.  The Cast of Players benefits from that combo immensely because it rewards aggressive play.  A unit that is most likely out of charge range can take a casualty from the jester and suddenly launch itself forward all but guaranteeing that your unit will suddenly make the charge.  It means the cast can slingshot across the board far quicker than your opponent expects and this can quickly collapse their line or stall their entire army as they attempt to fend off this new, dire threat.  A supporting Heroes Path jester has the freedom to support the cast with a second chance to break a unit, or fire at a separate threat and stand a good chance at breaking them.

Don't be afraid to add in the occasional fusion pistol or neuro disruptor.  The dependable ap2 can be a shock for opponents, especially when a couple bladestorm rolls go your way.

Psychic Support from a farseer has been integral for me.  Fortune can make even the 5++ a real headache for your opponent.  At other times Guide, Prescience, and Doom have all made drastic differences for the unit as well.  I haven't had much luck with the Harlequin powers themselves, but that's more due to my lackluster dice rolling than anything else.

I still like the Harlequin's caress, but the real money, for me, has been the Kiss.  having a cluster of them is like insurance.  When I first saw the rules I was pretty skeptical about the Kiss, but in play it really won me over.

Warlord trait: I pretty much always give the trait to a Troupe Master now because in general I don't really like the standard Eldar traits at all.  When playing a mixed Harlequin/Craftworld list a farseer becomes far more survivable since he's not worth a point for warlord.

The Solitaire: He gets his own little section because he's such a unique unit.  He's so vulnerable, but so effective... if the dice hold up.  I have had situations where his blitz move had a great roll but duffed his attacks, and the opposite.  I recommend, when you do use the blitz move, that you make certain you've got a unit near enough that you can get in to charge range even with an abysmal roll (an insurance target).  I've become less of a fan of the Deep Strike technique for him, preferring to have him speeding across the board from cover to cover, but it really depends on the opponent and what is in his force.  For all the threat the model embodies, I think there is the danger to try to expect too much from him.  He will excel in most challenges, and if possible he's excellent pairing up with a charging squad of harlequins in order to slaughter or stonewall a combat character that would otherwise tromp through the squad.  Most characters that are forced to give and accept challenges will learn to fear the Solitaire.  

That wall of text is pretty much all for now, but I hope to get some more info up and available as I get some more games played with the new units.  My current preconceptions are that the Voidweaver's Prismatic Cannon will most often be something I swap out for a haywire cannon because I'm not a fan of the lance version, and I'm slightly worried that the Skyweaver bikes won't work like I'm imagining and I'll be slow to pick up their nuances.  I'm looking forward to more testing!




7th edition Eldar Codex: First game impressions

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Yesterday I played a 2000 pt game, my first using the new book.

I had a guardian host, seer council, wraith knight and hemlock.

As far as the Craftworld Warhost goes Matchless Agility is amazing, even more so when paired with something like The Quickening, because a 9" run guaranteed allows you to re-position in ways your opponents will have a hard time predicting. That said, a lot of players will dislike the tax of guardian units it takes to unlock the ability for normal games.  This formation is truly designed for apocalypse games, most likely ones that are well into the 5000 pt + range, at which time it will actually simplify things like Battle Focus because you don't need to spend time rolling for each unit each turn... they just move.  

In my game I used the defender host so I learned that preferred enemy on the Vypers and war walkers came in massively handy, converting some abysmal rolls to deadly fusillades (two times I rolled 4 1's in my shooting and converted 3 of the 4 to hits).  In addition the free heavy weapon (they should have made it free per 10 guardians in the unit to encourage larger squads) will probably often be missile launchers, not only because it's the most expensive weapon, but because the anti-air missiles are included, which gives the Eldar a lot of casual access to anti air.  

The seer council is bonkers. I used a full squad with Eldrad and they pretty much had their way with the board.  Runes of fate is a very powerful tree now. That said, fortune being random is still a major detriment for regular use of the foot squad, because without it or invisibility the unit would have crumbled. Also sanctuary was massive. Without the sanctuary/fortune combo I would have lost 8 out of 10 warlocks in 2 turns, so they are very fragile, even if they were the cost of a Titan.  For competitive players I don't expect you'll see the conclave outside of small jetbike squads and even then it will have a lower mastery level and provide fewer warp charge.  Fortune + Protect will still be powerful, but far less likely to occur than previously given you're not getting a roll per warlock on runes of battle anymore.

The Wraithknight wasn't particularly impressive. Neither were any of the D weapons. Much ado about nothing. The only real difference between the old gun and the new was when I 6'd out a chaos lord so that he didn't get a 4++ that in the prior book he would have received against an instant death hit. The Hemlock's best effect was attained through psychic shriek rather than the scythes, and I think once players get used to the altered rules they'll find they're going crazy over fairly expensive  units that are very good at specific jobs.  The only time we'll probably see them be truly outrageous is in apocalypse where a unit of 10 can be paired up with an Archon and deep strike without scatter and quite likely wipe out any titan in the game in a single volley.  I doubt there's an appropriate counter outside of Interceptor Tau, but you are unlikely to see that in anything outside of Apocalypse, and it probably won't be the only insane unit on the field.

I think the Eldar will be maligned for extreme lists like mine (at max strength it's 24 warp charge prior to the bonuses) in competitive play, but there will be a large number of players that ultimately will build flexible lists that incorporate a single formation to support a CAD.

In the long run I think opponents will adjust, but it will take time. Until then there will be much complaining and gnashing of teeth. Death Star builds in particular seem to be hard countered by Space elves, so expect many more complaints from players that depend on those lists than from MSU style lists.  In my game my opponent made some early miscues, had a moment of bad luck with a failed charge (needed 5 or higher and rolled a 3 and a 1), yet because we were playing maelstrom at the point he surrendered in turn 4 the score was 5-3 in my favor.  It was still close, despite most of his army being gunned down.  If you're facing this codex do NOT try to take it on in waves.  You will be eaten alive.

One thing is clear, the tournament scene is going to have a lot of soul searching in how it wants to handle 40k as a whole.  In general the playstyle of the Eternal War missions versus the Maelstrom missions is totally different, and it's clear the designers are not setting balance based on Eternal War missions.  If those are the foundation of your game good luck.  Some armies have ridiculous bonuses in that play style.  Maelstrom actually evens things out quite a bit making the game a mixture of army design, skill, luck, and adaptability over the course of an entire game.  

I look forward to testing more builds and seeing what other combos this book has up its sleeve.

Skyweavers

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When the Harlequin codex came out I nabbed a number of new kits, including 2 boxes of sky weavers. Tonight I finally got around to putting one box together.  It was only one because it was incredibly difficult. They are definitely not a beginner kit. I'll need a lot of free time and patience to get around to a second unit.

I had been planning to get a third box and run them in 3's, but after building some it will probably be a while before I talk myself in to that.

That said the cannon is designed to be easily swapped out, which I appreciate, and even before paint the models look great.


Considering how many projects I have going at the moment, I don't expect to get through them all before the end of 2015, but I keep picking up more stuff anyway.

I'm not 100% certain how this unit will actually play on the table, but I look forward to trying them out.

The Cast Conundrum

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Historically one of the traits of an Eldar army is the emphasis on synergy. At the time of the Harlequin release the prevailing theory was that a redone Eldar book would compliment the Harlequin book.  In some ways this was very wrong.

With the ability to reflect upon the compatibility of the two new books we can see that the big loser is the Cast of Players. At the time of release it was a way of nearly guaranteeing a substantial run roll for Eldar and Dark Eldar, considering two dice with rerolls give exceptional odds for a quality roll (nearly 80% chance you'll get a 5 or 6).  Unmatched Agility makes the bonus to Eldar all but moot.

This tells me The Cast was likely a throw-a-way formation to carry over players that already had a unit painted and ready for play. The real bonus comes from larger formations, but to play this means you're probably using Harlequins as a whole force, or using them as a section of an apocalypse force in a mega battle. They operate on their own in the theatre of war, and have one of the better special rules a formation gives, specifically Rising Crescendo. 

All things considered the Harlequins are a tremendously effective boost for Dark Eldar, making some some of their units just that much more effective at crossing the table reliably.

That said I would not be surprised if The Cast became a formation that saw common use in tournaments that allow two or three formations, partially because of the troll aspects o the Harlequin Warlord traits and partially because in the hands of a good player they can bring an assault element that most opponents aren't ready for.

Valedor, while less than a year old, now feels heavily outmoded by Harlequins and Craftworld Eldar. More strikingly it stands out as a missed opportunity to have an umbrella formation that includes the three branches of the Eldar faction. Now, more than before, the Dark Eldar book feels like a false start, with only a single, very restictive detachment included. It also currently appears to be the end of supplements, considering no book released since is a supplement, instead what would previously have been a supplement is released as a stand alone book. I'm curious to see what happens going forward, and how it inspires me to adapt my Ulthwe war host.

Wraithguard - Blending Old and New

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Shortly after the fourth edition codex came out I revamped my lowly Ulthwe wraithguard unit to bring them back to prominence with their then new rules. Part of this included putting them on larger, terminator-sized, bases. I was particularly happy because, at the time, it made them much more stable.

5th edition came and went, but in 6th new wraithguard models finally came out and the bases fit. At that time I was fitting out new plastics for close combat and swapping half my classic squad for d-scythes. I then received another box of 5 as a gift and figured I'd fill the basic cannon unit back to full. This revealed a problem, the old unit looked weird mixed into the new unit.

The height was similar, and swapping out gun barrels was an obvious step, but they just looked out of place, and the problem was the shoulders. The classic wraithguard don't have pauldrons and it means they lose that exaggerated triangle torso shape that Jes replicates throughout the army. To rectify this I've added the hip plates from the plastic models as pauldrons to the metal, and overall I'm very happy with how it blends the old unit with the new one.


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