Thursday, September 13, 2012
Incubi Aspect Warriors! Here we go!
40k Online
Now I don't intend to replace my Banshees with Incubi but incorporate them fluffwise into my army as a Biel Tan only aspect. I can even take Drazhar (A total of 8 Phoenix Lords wooo! Yea they suck but something else to paint and play with is always good).
To take allies I'll need to take a troops choice. Simple enough - converted warriors. I'm thinking of calling them "Thorn Guardians". Currently Im thinking simply Guardians with a weapon swap and possibly painting their colours inverted to my normal guardians. I'm not sure if I'll run them using a Dark/Brightlance on a weapon platform or if I'll have him holding it like the DEldar Warriors do. I don't want to run weapons other than the Lance as giving the Thorn Guardians splinter weapons is pushing it enough as it is.
Onto the Incubi. I think the only work that needs to be done is greenstuff the crack in the spirit stones upon their breast.
Drazhar. Such a dated model. Do I want to convert my own?
Raider conversion. This bit will be the hardest I think. How to make a Raider look like an open topped Wave Serpent? Maybe something like an elongated Venom/Vyper? I'll have to go hunt background sources to see what kind of images I can find. Very excited.
Edit: This conversion of Drazhar is awesome! Look at possibly emulating this.
Friday, August 24, 2012
Twin Linked 2012 this weekend!
Originally I asked my rival Chris if he wanted to go, being the best player I know but he has no interest in doubles matches so I asked Wade, even though he cheats every chance he gets he wins often (... wait maybe it's the cheating?). With 3 months warning he didn't even consider it just said "no, working". Now it turns out he's coming to watch. *sigh* So we (mostly I) built Tristan's army from the small Imperial Guard force that belongs to Scott, could just scrape together 1000pts, whilst there is a lot of fire power it's all in squishy heavy weapons teams so I designed my force in mind with having a few offensive elements (Warp Hunter, Dark Reapers)whilst providing big juicy distractions (Avatar and Wraithlord) to hopefully draw fire away from said heavy weapons teams.
Here's what I'll be using as my objective markers.
Some close ups
And because Im in love with them a pic of my Scorpion and Cobra. Still not entirely finished.
Wednesday, August 1, 2012
New Jain Zar
I'm pretty happy how she turned out, she looks a lot more weathered than any of my other Eldar who are all spotless and a bit cartoon looking.
Here is her previous look.
Now I'll just have to bring Karandras up to the quality of the rest of the Phoenix Lords, but Im not really sure where to start with him.
Friday, July 27, 2012
Rules lawyering for 6th - Taking RAW to the max
The first one that came to my attention is the Dire Avenger exarch power "Bladestorm", the key wording in the rule says "may not fire in the subsequent shooting phase". Thus it is entirely legal to bladestorm in your own turn, then if you get charged in your opponent's next turn you can bladestorm again as it isn't the subsequent shooting phase.
Main Rulebook, Page 45:
“Bike and Jetbike riders benefit from the
protection offered by their bike, which
increases their Toughness characteristic
by 1. If the Bike or Jetbike is part of the
model’s standard wargear, this bonus is
already included on its profile.”
While one can argue that Eldar Jetbikes are not defined for Warlocks or Farseers, the rules have been upgraded to define Eldar Jetbikes (aka Guardian Jetbikes) so these apply. Note that Shining Spears are not Eldar Jetbikes (read the unit entry, they have jetbikes…nice fail still going on years later, thankfully, no one uses them so who cares, and this does NOT apply to them because the bike IS included in their standard wargear).
Eldar FAQ:
“These have twin-linked shuriken catapults;
they increase their rider’s Toughness by 1
and confer a 3+ armor save to the rider.
Finally, they change the rider’s unit type to Eldar Jetbike.”
Hmmm. Regular Guardian Jetbikes remain T4.
However, since Eldar Jetbikes are not part of my model’s normal wargear on the farseer or warlock, I get both bonuses.
This means Warlock squads on bikes are T5, as is my Farseer on a bike.
Finally I heard this during a batrep from Frontline Gaming. To shoot a flying MC you can only fire Snap Shots unless you have Skyfire. Assume the MC gets hit and wounded they now must take a "Grounded Test" where they have a chance to fall out of the sky and become "Grounded" (not the use of capital letter). It then details the Grounded rule which explains how it moves in subsequent movement phases, losing jink and may be assaulted, the rules make no mention of losing "Swooping" or "Hard to hit" Thus by RAW you may still only fire Snap Shots at it unless you have Skyfire... whilst it's on the ground.
All these arguments are correct even if common sense tells you otherwise.
Saturday, July 14, 2012
Ch-ch-ch-changes
Farseer
Doom
Guide
Spirit Stones
Runes of Warding
Farseer
E.Storm
Mind War
Guide
Spirit Stones
Runes of Warding
Fire Dragons x 6
Wave Serpent
TL Shuriken Cannon
Shuriken Cannon
Fire Dragons x 6
Wave Serpent
TL Shuriken Cannon
Shuriken Cannon
Dire Avengers x 10
Exarch
Bladestorm
Dual Catapults
Wave Serpent
TL Shuriken Cannon
Shuriken Cannon
Dire Avengers x 10
Exarch
Bladestorm
Dual Catapults
Wave Serpent
TL Shuriken Cannon
Shuriken Cannon
Dire Avengers x 10
Exarch
Bladestorm
Dual Catapults
Wave Serpent
TL Shuriken Cannon
Shuriken Cannon
Hornet
Pulse Laser x 2
Hornet
Pulse Laser x 2
Warp Spiders x 5
Exarch
Dual Spinners
Withdraw
Warp Hunter
TOTAL 2000
So it's spammy but what's the point of not running optimal builds? Speaking of optimal I would like to upgrade all my Avenger exarchs with Defend and PW/SS but not really sure where I'll get the points from, I could drop the chin cannon's off all my Serpents but that is a big loss of fire power for something I'm not sure will be that useful. I also would like to take a nightwing but that'd require dropping something very large to afford.
So I'll try this list out and see how it goes, see how effective vehicles are. My theory is after a while people will stop taking so many vehicles, and anti tank weapons will drop in number thus armour saturation will be a viable tactic (or is it strategy in this case?) still.
Sunday, July 1, 2012
Unit break down after initial 6th ed read
Saturday, June 30, 2012
6th ed – the rumours and what they mean for your army.
First up thinking about my wych cult as this is a very basic army without many variables to playstyle. And I think it’s going to take a swift knee to the vulva for the following reasons.
* FNP is 17% less effective.
* The average charge range under 5th when assaulting out of a raider is 23.5” (12” raider move, 2” deployment 3.5” fleet, 6” charge) under 6th edition this drops to 13” (6” vehicle move, 7” charge).
*Snap shot at my charging wyches
* Agonisers AP3
* IC challenges (no T3 character wants to fight the Emperor’s finest, that’s what the shardnet wych is for).
* No charge bonus for multi-assaulting
* In shooting, casualties are taken from the front meaning Im further away from CC
* Cover dropped to 5+
So how does my army benefit?
* Dark Eldar night vision completely sees through the darkness
* Haywire grenades can be thrown and en mass can really mess vehicles up!
* AP 2 (dark lances) gain +1 dmg on the vehicle dmg table.
* Fast skimmers I believe are faster
See a trend? Assault nerfed, shooting buffed.
So how do these rumours affect my CWE? As my CWE are a much more dynamic force I’ll have to look at each unit individually.
Farseer: As long as I can still BUY powers from my codex I think 6th will be a buff for this guy. I think lots of armies will take Eldar as allies just to get Runes of Warding, everyone’s going to be wanting to use the new powers and blowing peoples brains out via RoWarding is just funny. Also the Ghosthelm will be the ONLY item that prevents a wound from Perils (no more invul saves). I think I’ll be taking 2 farseers, one using Doom/Fortune from codex the other taking the Divination school as there is some pretty brutal combos with those two. (not to mention 2 RoWarding on the table).
divination
primary target unit rerolls failed hits - Eldar guide power now for everyone!
psycher and unit gain counter attack and get full BS for overwatch
target unit gain 4++
target unit must reroll passed armor saves - Inverse Fortune? Could be good!
psycher and unit ignore cover - Good against dug in units...or fast vehicles
psyker rerolls failed failed hits, wounds and armor saves - And Eldar fortune+
psyker roll 3 dicechoose the result you want when rolling for reserves, outflank and mysterious terrain - WINNING!
http://www.lounge.belloflostsouls.net/showthread.php?t=22709
Imagine combining the 4th power in that list with doom. I get to re-roll failed wounds and you have to re-roll successful saves. Somebody pinch me!
Howling Banshees: These girls suffer the same way wyches do but have less redeeming qualities.
* Average charge out of a vehicle under 5th 11.5” (2” deploy, 3.5” fleet, 6” charge) under 6th it will drop to 7” (average of 2D6 charge).
* Power weapons AP3
* Snap fire
* No charge bonus for multi-assaulting
* In shooting, casualties are taken from the front meaning Im further away from CC
* Cover dropped to 5+
Dire Avengers: These guys see a few buffs
* Able to snap fire
* In shooting, casualties are taken from the front meaning Im further away from CC
* Cover dropped to 5+ (it hurts my DA’s as well but generally I have more small arms shooting orks etc than there is Ap4 weapons shooting my Avengers.. I hope.).
* Random charge length see’s units falling short to assault me
*Pre-measuring gives me guarantee on the two things I want my Dire Avengers doing and that is moving and shooting
Fire Dragons: same benefits the Dire Avengers receive in addition AP1 weapons gain +2 on the damage table.
Wave Serpent: I am still on the fence with how vehicles will operate in 6th. Currently I never anticipate my Serpents being able to shoot due to being stunned so often, if they do that’s just a bonus. So here is the pro’s and con’s as I see it.
Pro: Able to fire 2 weapons at normal ballistic skill when moving 12” – Time to bring back those chin cannons!
Move a total of 30” when going flat out instead of 24”
Glancing hits don’t prevent the vehicle from shooting
“jink” save?
Cons: Every serpent, every game, every turn seems to be shaken but they can see out the entire game this way. Hull points mean 3 glances and they’re down.
Only able to move 6” and deploy – what a jip!
Regardless of how fast I move only 3’s to hit me in CC…
Warp Hunter: Most the same as the Serpent however something more prominent is +5 cover save vs ap2 large blast!
Hornets: Same as above
So what are my thoughts for my CWE? The Banshees are going to live in their box in favour of more dakka, everything else should be fairly ok.
So Im writing this at 3am. I hope it makes sense.