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19/06/2013

Eldar Codex Review: Heavy Support


The Eldar codex review is slowly coming to end. This post will be covering the heavy support units, the last bit of the FoC. Special characters will round up the review. If you missed the last part here is the link: Eldar Codex Review: Fast Attack

Dark Reapers


The Dark Reapers are another one of the Eldar units taken a points cost; they have dropped by 5 points. They now get slow & purposeful, which is very handy for moving about without having to snap fire and they get reaper range fire - this ignores jink saves! Yikes!

The reaper missile launcher got an upgrade and can now take starshot missiles, these are basically krak missiles with the pinning rule. This would work extremely well with terrify psychic power.

You can add an Exarch to the unit who can take an eldar missile launcher with flakk missiles. In total this would cost 30 points and while the Exarch hits on a 2+ I am not sure if it worth it, especially as still snap firing at flyers. The fast shot ability though is nice for the Exarch and allows you to get another shot, costs 10 points, so isn't too bad.

Summary

Dark Reapers are much better in this codex and I can see them having an important role on the battlefield as their S5 AP3 heavy 2 guns will murder Space Marines and monstrous creatures, which is great as 6th ed has a lot of hybrid (foot and mech) lists. You can give them extra utility by giving them the starshot missiles, though this can make them costly, but will make them roughly the same points as a Space Marine Devastator squad - just a much better one!

Rating: 8/10

Vaul's Wrath Support Battery


Vaul's Wrath Support Battery aka Support Battery has not only taken a name change but has taken a 10 points increase, but when you factor in this comes with the shadow weaver included while previously the weaver was 10 points all is the same. A big change for the Vaul's Wrath is BS4 thanks to the Guardian change and or course the rules change for artillery.

You can switch the shadow weaver for a d-cannon or vibro cannon, the latter is free while the former is 25 points. Previously both cost 30 points a pop. The d-cannon has the distort rule and comes in S10 AP2 blast form. The vibro cannon is pretty cool as if a enemy unit is hit by two or more vibro shots from the same unit then the strength is increased and AP is reduced for each one over the first - so if three vibro cannons hit they could be S9 AP2. They also cause pinning, which could stack nicely with other abilities, but I feel the vibro cannon is left best at light armour as it is only a single shot - a unit of triple vibro cannons could knock out 3 x S9 AP2 hits if they all hit, awesome for dismantling Rhinos and a-like.

Summary

The Vaul's Wrath is pretty cool and I can see units of triple batteries dishing out the pain in vibro form; getting bonus strength and ap from just hitting is just wicked, on average should hit two shots so will be S8 AP3. However, if you go on value for points there are other units which are better, but I can see Vaul's Wrath being used in foot lists or jet bike lists.

Rating: 6.5/10

Fire Prism


The Fire Prism is one of my favourite units in the Eldar codex - nothing like dropping templates on stuff and blowing them to kingdom come. Looking at the Fire Prism in the new codex is has taken a 10 point increase, though that's not too bad.

The prism cannon has taken a change (which makes up for the points increase) as the large blast shooting attack has changed to AP3 (previously AP4) while the small blast has decreased to S7 AP2. It isn't all bad as the Fire Prism gets a new shooting attack in the form of S9 AP1 lance.

You can add vehicle wargear to the Fire Prism, holofield is an excellent bit of kit as you could get a nice bit of cover for a Fire Prism and drop it behind it and get a nice +1 thanks to the holofield. Makes the Prism to be 140 points, but I think it is worth it and will be a very useful bit of kit.

Summary

I've got much love for the Fire Prism and you could say heavily biased as I like it so much. While the Prism has got slightly expensive I think that points increase is justified for the better large blast and new lance shooting attacks.

The down side to the Prism is the same as all single shot vehicles and that's you're at the mercy of the scatter dice. Even when you can fire a straight shot you can only fire one and 140 points is a lot if you're just knocking out lance shots.

Rating: 7.5/10

Night Spinner


The Spinner is sort of new for the codex but at the same time isn't. The Spinner wasn't in the previous Eldar codex, but was a Forge World unit which was then later introduced for the Planetstrike expansion I believe.

The Spinner costs 115 points, which frankly isn't too bad at all. Though all you get is the doomweaver weapon, which is a monofilament weapon in S7 AP6 large blast pinning form or S7 AP1 template torrent. Keep in mind monofilament have the rule if firing at initiative 1 or below models or models with no initiative then counts as +1 strength - so that could be S8. In addition 6+ to wound counts as AP1.

Vehicle upgrades are available, holofield is pretty mandatory on vehicles. Star engines maybe useful on the Night Spinner if you intend to use the template attack. Other wise it has 48" range so sit back and mince up infantry.

Summary

Not a too bad unit though I cannot see it being the most popular. You need a Hemlock to work with this or Spiritseers and Warlocks so you can access the terrify power and pin units. It's an alright unit, not great but not suck ass. You will probably see it in lists for those who like to take something different.

I also think the weapons look like to giant man tackle with clawed ends - wtf Eldar gay boys?

Rating: 6.5/10

Falcon


Like the Fire Prism, the Falcon has taken a 10 points increase though comes with a shuri cannon as standard while previously you had to pay 5 points extra, so really only taken a 5 points increase.

You can switch the shuri cannon for a starcannon, bright lance, scatter laser or eldar missile launcher. You can also switch the underslung shrui catapult for another shuri cannon.

Vehicle wargear is available though only one I would consider would be holofields, really awesome if the Falcon can sit back partly hidden behind some terrain, particularly a ruin.

Summary

With the pulse laser, scatter laser and shuri cannon you can make a S6 gun twin-linked gun boat which is excellent at transport hunting. Add in the trusty holofield and you have a good ranged transport hunter - Rhinos beware!

I have never been a massive fan of the Falcon so the final rating my reflect this. I find that the pulse laser along with additional weaponry aren't suited too well; pulse laser for cracking vehicles while shuri cannon or scatter laser can just about help at a push. The eldar missile launcher is too expensive to add and while the bright lance suits the Falcon as a transport hunter, the scatter laser is just way too good to pass on. Once you add all the bells and whistles you're talking a fair chunk of points.

Rating: 7/10

War Walker


The War Walker like other heavy support choices has taken a points increase and a whooping 30 points increase at that! But, do not let that points increase piss on your chips. The War Walker now comes with dual shuri cannons while previously you had to pay 5 points a pop for these. It also still has the scout rule too.

War Walkers get battle focus and ancient doom. Battle focus is extremely wicked for War Walkers as they can play peek-a-boo and pop out from terrain, open a barrage of shots and then hide back into cover. If that wasn't awesome enough they also now get fleet so you can re-roll those run distances if you do not disappear far enough :)

Now I am not going to complain about this, but for some reason the War Walker got a 5+ inv save - awesome!

As War Walkers are piloted by Guardians they got a +1 to weapon and ballistic skill - now hitting on a 3+ for shooting.

Oh, all War Walkers are now dirty cheap, except the eldar missile launcher, though that has taken a small points decrease, every little helps.

* Genuine question, would a scatter laser twin-link another scatter laser? If it works for other weapons I do not see why not.

It's not all smiles though, the War Walker did get open topped and as it is av10 all the way around it is pretty easy to cause some damage. But considering the buffs the War Walker got from the previous codex I do not think you can really complain.

Summary

The War Walker is the golden child of the heavy support choices and is without a doubt the best unit in this slot. I think you would be crazy to pass over War Walkers and really you only wouldn't take them because you like the look of another model.

Rating: 9.5/10

Wraithlord


The Wraithlord was a seriously messed up unit in the last Eldar codex and really needed fixing to make it viable. It has now taken a 30 points increase, which lets face it 90 points for a big ass monster was very cheap. It has also taken a drop in strength down to S8, but that isn't too bad as it has smash attacks. Speaking of attacks the Wraithlord gained an additional attack.

Thankfully the annoying wraith sight rule is gone, which is a massive bonus for the Wraithlord. You also do not have to arm it with additional weaponry like previously, which by the way are cheaper in points. Also if you take two they do not become twin-linked, another stupid thing from the previous codex.

If you're upset about the strength loss you can take a ghostglaive for cheapo points which gives +1 strength and master crafted. For some reason it is AP2, though all monstrous creature attacks are AP2 because monsters have the smash rule.

Summary

The Wraithlord has certainly improved by a great measure and those are much needed improvements. I can say that is it viable again, but I think it will be over shadowed by the more cost effective War Walkers - a single Wraithlord with dual scatter lasers would be 150 points while two War Walkers with dual scatters each would be 10 points less. Of course the Wraithlord has better close combat abilities and can take a lot more punishment.

Rating: 6/10

Wraithknight



The Wraithknight is the new big kid on the block and makes the Wraithlord look like a little baby. The Wraithknight is basically a super size Wraithlord but comes in at S10 and an impressive 6 wounds. This big boy is also jump monstrous creature, yes, jump!

Standard weapons are two wraithcannons, which are cracking guns, though have a short range. The range shouldn't be an issue thanks to jump infantry. You can switch the wraithcannons for a suncannon and scattershield, which gives the Wraithtitan triple blast shots and an invulnerable save. The ghostglaive is utterly pointless.

You can also add a shuri cannon, scatter laser and starcannon, though the later two are pretty expensive. Considering that a monstrous creature can only fire two weapons then you would be wasting points IF you keep the wraithcannons.

Summary

I think the Wraithknight will be attractive because it is big, new and shiny, but don't be fooled by it. It's just a super size Wraithlord which can contribute just as much. As much as it is a cool model I don't think I would bother with the Wraithknight. Unfortunately there's better heavy support choices available. And for those of you who say it can absorb fire, this is true but spending 240 points just to attract fire isn't a good use of points. Dark Eldar Beastmasters absorb fire for a lot lot less :)

Rating: 5/10

While the Eldar have some nice heavy support choices I feel it is perhaps the weaker area of choice in the codex as majority of the units are nothing more than reasonable. 

The star of the show without a doubt are the War Walkers. Fire Prism and Falcon duke it about and are about equal while everything else kind of lags behind or whatever they can offer can be done better by other units.

What is your thoughts on the Eldar heavy support units? 


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Rant: Reading fail is fail


**This is a bit of a moan, so if you're not interested then Autobots roll out.

I admit that sometimes I miss things and read things too quickly. It's an honest mistake and shit happens. Other people do this too, we're all human. What annoys me is when people read things wrong and then bitch  about me and slag me off. I was made aware of these posts on Whingeseer aka Warseer.

Fable wrote:

If anyone would like a good laugh, Imperius Dominatus posted his Fast Attack grades for the Eldar Dex. At first I agreed with his scores when I saw things like Warp Spiders 6.5 or Wraithfighter 4, until I noticed he was rating out of 10 instead of out of 5. That said it is interesting to see the ramblings of a player that obviously 1 ) does not play the race and 2) does not understand how they play on the table top.

If his review is the type of thing that passes for the collective internet wisdom of non-Eldar players when viewing our dex I think we'll have a good 8 months of opponents making poor target priority decisions.


He also disregards Vypers because he prefers Land Speeders with dual melta? Whereas I tend to grab 3 with dual shuriken cannons every time I can because they're just THAT good.

Gwyidion wrote:

Imp. Dom. basic discarding of Swooping Hawks was pretty funny.

How hard is it to understand the power of a unit which gets a S4 AP4 ignore-cover large blast and up to 30 BS4 S3 shots for (pretty cheap)?

thats basically half a combat squad. Everytime. No scatter. No reprisals. You get to just choose.

Also, a 6.5 for a unit with a max move of 36" - still being able to fire at full BS, in which every guy carries what amounts to an autocannon vs. vehicles.


In case you missed the fast attack review or didn't read it properly here is a link: Eldar fast attack

Fable, I gave Warp Spiders a 8/10 rating, not a 6.5/10 - that was Swooping Hawks.

If you bothered to look further you would see I used to play Eldar.

At no point did I say I preferred the Land Speeder to a Vyper. This is exactly what I said "Vehicle wargear is available, holofield maybe an interest, but bumps the points up. However the Vyper with double shuri cannons and holofield is about the same points cost as a dual multi melta Space Marine Land Speeder."

So, I never said I preferred it at all, extremely bad paraphrasing my friend. I was just comparing the Land Speeder with dual meltas to a more survivable and more dakka Vyper. 

And for Gwyidion, it looks like you fail to read as well. Swooping Hawks, I mentioned about the large blast, which I distinctly mentioned because you need SIX models for it - so half a combat squad isn't correct. I also mentioned about no scatter. 

As mentioned already, I didn't give Warp Spiders a 6.5/10.

Seriously, amigos, you both need to read better and not slag and bitch about people when YOU are wrong. You both look like prize internet troll buffoons. Though thanks for the extra traffic, much appreciated :) 

Please people, lets read a little more and not whine at people for your own failings. It really isn't cool or very fair. 




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18/06/2013

Eldar Codex Review: Fast Attack


Fast Attack for Eldar today, here is the elites if you missed it: Eldar Elites Review

Swooping Hawks



Swooping Hawks have taken a massive point decrease from 21 points a model down to 16 points, that's a serious point drop!

Swooping Hawks get a new rule called herald of victory which allows a unit consisting of entirely of models with this rule to deep strike without scatter.

The sky leap rule remains the same, though this can be done before regroup tests - handy if the Swooping Hawks are falling back and close to the table edge or use sky leap to get them out of harm's way if going to eat fire power.

Swooping Hawks still have the grenade pack, though it has changed to AP4 now, but it has been nerfed as now a 24" range shooting weapon instead of being placed any where on the table after the Hawks have arrived via deep strike. Another bonus is the grenade pack ignores cover and if the unit has at least six models then the grenade pack uses a large blast instead of small blast.

Speaking of grenades, remember these guys have haywire grenades, so when you deep strike you could land near a tactic vehicle i.e Predator and then next turn shove haywire grenades down the exhaust :)

The Exarch may take a sunrifle (like a lasblaster but assault 3, blind) or a hawk's talon which is S5 assault 3.

Summary

Swooping Hawks have taken a much needed points decrease, however they are still Guardsmen with wings, really and only offer anti infantry (not that awesome either) abilities. I guess you could take an Exarch with a talon, but that's some points just to rear armour vehicles.

On a good note the Swooping Hawks will be extremely useful for linebreaker, especially if you go second as you can sky leap them turn 4 and auto arrive back on in turn 5.

Rating: 6.5/10

Warp Spiders



Warp Spiders have taken a 3 point decrease in the Eldar codex and are now classed as jet pack infantry. They also get hit and run as standard while previously you had to take an Exarch to be able to do that, which would cost another 27 points.

The Warp Spiders weapon, the death spinner has also been improved. When firing at enemy models with initative 3 or below the weapon gets +1 strength. In addition a 6+ to wound counts as AP1 - groovy!

You can take an Exarch in the unit who can take a twin-linked death spinner (not worth it as Exarch is BS5) or a spinneret rifle, which is S6 AP1 rapid fire, pinning - for the cost of the Exarch and rifle I probably wouldn't bother.

Summary

The Warp Spiders are a much improved unit and will be one of the top choices in the fast attack section. Their warp jump ability allows them to move 6" + 2D6" (roll a double one dies), that's roughly 13". They then can run and can re-roll this thanks to fleet. Because they are jet pack infantry they can move 2D6" in the assault phase. So you're talking about a 24" movement! Excellent for getting into side/rear armour on vehicles. I think Warp Spiders will make excellent distraction units and 10 x S7 shots against a vehicle is no laughing matter.

Rating: 8/10

Shining Spears



Shining Spears are jetbikes in the fast attack section and have taken a whooping 10 points decrease! In addition they also get outflank and skilled rider included, previously had to use an Exarch to get these abilities.

The laser lance has taken a change and now is AP3 when used as a range weapon. In combat it has taken a nerf in line with power weapons from 5th ed rules to 6th ed and now is just AP3. Keep in mind the +3 strength bonus from a laser lance only works when charging.

An Exarch can take a power weapon for free or a star lance, which is a S8 AP2 version  of the laser lance.

Summary

Much improved from last edition and still handy for tackling basic troop units and vehicles. I can see Shining Spears being very popular in Windrider lists. The addition of skilled rider gives them that little more survivability as they do not have to worry about moving into cover in order to claim those cover saves.

One thing to remember is that Shining Spears have eldar jetbikes so can turbo boost a serious distance or move in the assault phase; great for getting close to enemy units or line breaker.

Rating: 6.5/10

Crimson Hunter



The Crimson Hunter is one of the two new flyers in the Eldar codex. If you think Dark Eldar Razorwing Jet Fighter, then you cannot go wrong. It costs 170 points.

The Crimson comes with two brightlances and a pulse lasers as standard; lots of S8 death. You can switch the brightlances for starcannons if you want, though I wouldn't bother.

It also has the vector strike rule and skyhunter, this rule lets you re-roll hits which failed to glance or penetrate on other flyers.

You can take an Exarch who makes the Crimson Hunter BS5 and gives precision shots on a 5+. This makes the Hunter expensive and as it is pretty weak you're investing points into something which probably won't last that long. However, it a job is worth doing it is worth doing right and perhaps worth milking the Hunter before it goes down. Plus the precision shot ability isn't mega useful as this vehicle is a primary anti vehicle unit, but the precision shot does give the ability to instagib Space Marine characters.

Summary

An expensive weak flyer and has no real defence apart from jink, which means snap fire and will be a waste of points if you take the Exarch. The mass S8 means it's only really good for normal transport vehicles and you'd have to get lucky with the lances to take down something serious. Expect this to be a one trick dead pony.

Rating: 6.5/10

Vyper



Unlike other fast attack units, the Vyper has taken a slight points increase by 5 points. But for that points increase you do get extra ballistic skill, a shuriken cannon and a shuriken catapult. So really the points cost are about the same once added the cheapest upgrade from the old codex.

Vyper can be taken in squadrons of 3 max. Can have brightlance, scatter laser, starcannon & eldar missile launcher. You can switch the standard shuri catpault for a shuri cannon and have a cheapo 3 x S6 annoying little nat zooming about.

Vehicle wargear is available, holofield maybe an interest, but bumps the points up. However the Vyper with double shuri cannons and holofield is about the same points cost as a dual multi melta Space Marine Land Speeder.

Summary

A nice little unit though I can see other choices will be taken over this i.e Warp Spiders, Shining Spears and probably the Crimson Hunter. Still for the points you cannot go wrong and if you add a scatter laser on it you are going to get some twin-linked goodness. Be careful what you throw on though as the Vyper can get pretty expensive for what you get. Something else to consider is the Forge World Hornet, which costs a little more points, though is slightly tougher.

Rating: 6.5/10

Hemlock Wraithfighter



The Hemlock is the second new flyer available to Eldar and has the same chassis as the Crimson Hunter.

Like the Crimson Hunter, the Hemlock also has the vector dancer rule, though that is all they share between them.

The Hemlock is an anti troop unit in aerial form. It comes with two heavy d-scythes (S4 AP2 blast distort), spirit stones (like living metal) and mindshock probe - this forces all successful morale and pinning tests within 12" have to re-roll. I'll note it says ALL units, so does this include Eldar?

Something unusual for flyers, the Hemlock is a psyker which has the terrify psychic power. To make the most out of this power you would need a few Hemlocks and then Wave Serpents and/or Night Spinners to take advantage of those pinning tests.

Summary

The Hemlock is more expensive than the Crimson Hunter and if the Hunter doesn't cut the mustard then the Hemlock certainly doesn't. Eldar really don't need anti troop fire power what they need is more anti air and something more durable. Correct me if I am wrong but I believe Forge World Eldar flyers are cheaper and better for the points. Still, you can have that combo with Wave Serpents and Night Spinners and you know you're going to get the terrify power, which is usally randomly rolled for.

Rating: 4/10

Another part of the Eldar review is done. Warp Spiders are a strong choice for fast attack and Vypers offer some attraction. Shining Spears will have a place in jetbike armies and for people who want a close combat bite. Swooping Hawks aren't a bad choice for the points. Unfortunately both new flyers come in last.

What are your thoughts on the Eldar fast attack? Have you used any of these units?

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Chaos Marines for sale; Rhinos, CSM & Heldrake










All of the above is for sale; I can sell together or split.

I have six Rhinos, which I have started painting Emperor's Children. All have greenstuff mutation.

Two nicely painted Vindicators in Emperor's Children, also have greenstuff mutation.

16 x Chaos Marines painted as Iron Warriors. Mid changing them to Emperor's Children so they have possesed bits and Kromlech fraternity shoulder pads and heads.

14 x Chaos Marines painted as Iron Warriors, some have the Kromlech fraternity shoulder pads and heads.

Unpainted Heldrake with hades autocannon. Had to do a bit of greenstuff on the wings as the wings were glued on backwards. No baleflamer.

If you are interested drop me an e-mail imperiusdominatus@live.co.uk
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17/06/2013

Battle Report: Eldar vs Blood Angels - 2,000 points

I decided to give Eldar a whirl yesterday against Rich and his Blood Angels. I've got a list in mind which I am interested to see if works before I start shelling the cash. I used to play Eldar back in 5th, and now I've made up my mind that fast and shooty is my play style I think I'll enjoy them more than ever :)

No pics I am afriad as proxy mayhem while both of us are testing lists; sorry, amigos.

Eldar - 2,000 points

HQ

Farseer - eldar jetbike & mantle of the laughing god
Spiritseer

Troops

5 x Wraithguard w/ Wave Serpent - Serpent w/ twin-linked scatter lasers & holofield
5 x Wraithguard w/ Wave Serpent - Serpent w/ twin-linked scatter lasers & holofield
5 x Dire Avengers w/ Wave Serpent - Serpent w/ twin-linked scatter lasers & holofield
5 x Dire Avengers w/ Wave Serpent - Serpent w/ twin-linked scatter lasers & holofield
5 x Dire Avengers w/ Wave Serpent - Serpent w/ twin-linked scatter lasers & holofield
3 x Windrider Jetbikes

Fast Attack

Vyper - shuriken cannon
Vyper - shuriken cannon

Heavy Support

2 x War Walkers - 4 x scatter lasers
2 x War Walkers - 4 x scatter lasers
2 x War Walkers - 4 x brightlances

Blood Angels - 2,000 points

HQ

Gabriel Seth
Reclusiarch - jump pack

Elite

2 x Sanguinary Priests - jump packs
7 x Sternguard Veterans w/ Rhino

Troops

5 x Assault Marines w/ Razorback - meltagun
5 x Assault Marines w/ Razorback - meltagun
5 x Assault Marines w/ Razorback - flamer
10 x Assault Marines - 2 x meltaguns - sgt w/ lightning claw
10 x Assault Marines - 2 x meltaguns - sgt w/ lightning claw

Heavy Support

5 x Devastators - 4 x missile launchers
5 x Devastators - 4 x missile launchers

Fortifications

Aegis Defence Line - quad gun
Aegis Defence Line - quad gun

Game: we're playing a custom mission which I wrote which is centre about a volcanic planet. The mission has special rules which units in terrain roll a D6 and result of a 1 that model takes an initiative test, if fails then dies. Also at the start of the turn roll a D6 for every unit, if a 6+ is rolled then that unit is hit by D6 S8 AP3 volanic debris. Deployment was short edged tables 12" from the edge and mission was whoever holds the most table quarters.

Deployment

I won the roll off and took the short edge to my right. Rich dropped his ADLs spread across his deployment zone.

I deployed first placing Lance Walkers on the left flank (on my long table edge), then in the centre behind a ruin all other units while the two Vypers took refuge behind a ruin on the right flank.

Rich deploys and puts a Dev unit on each quad gun, then on the right flank both jumper units while all vehicles park up in the gap between the ADL with the Sternguard Rhino at the back with Seth and Corbulo inside.

* Tactical Notes

The Devastators and Sternguard are the most problem for me in this game; Devs can reach out and blast my Serpents and other vehicles while Sternguard will be a problem for my Wraithguard with those hellfire rounds and vengeance rounds. 

If I can deplete Devs first turn and use the large ruins in the centre to block LOS I should be ok. 

Sternguard, as their Rhino is at the back I have got myself some time. If I can cause some damage to the front Rhino it will cause a traffic damage and Rich will have to go around and over the ADL. The way to tackle this is just mass fire power.

I also will need to keep my distance because the Assault Marines will close on me with those dual meltas on the jump packs. Hopefully I can doom a unit and let them have it while Farseer does mind war on the Priests/Reclusiarch.

Turn 1

Rich attempts to seize and fails.

Eldar; I move the Windriders back and they hide behind a terrain piece, I will use them to score a table quarter. Farseer casts fortune on a Wraithguard Serpent, both Serpents move down the left flank while all Serpents move down the centre using a large shrine ruin in the centre to block LOS or get cover. Vypers remain in position as can draw LOS through the windows in the ruin. War Walkers move out from behind the ruins (I have War Walkers on left and right flank as well as a unit in the centre).

Shooting; Lance Walkers open fire on the front Razorback and take a hull point off it - they only hit once to very poor, they run and hide back behind the ruin. Wraithguard Serpents fire scatter lasers only into the same Razorback - I want their shield active so I can get them close next turn. The scatters fail to damage. Both War Walker units in the centre and right flank along with both Vypers and two Serpents fire into the Devs on the right - only Sgt remains - passes morale. Last Serpent fires into Devs on the left flank and kills a single Blood Angel.

Blood Angels; Razorbacks move out with one moving 6" and the Assault Marines bailing out in the ground floor of the shrine ruin. Jump Assault Marines bound forward and come down at me.

Shooting; meltas from one jump Assault Marines blow up an Avenger Serpent; one Eldar dies and squad passes pinning. Single Sgt fires quad gun at another Serpent though holofields save me. Devs on the left fire at the none fortuned Serpent and score two pens and a glance - I manage to make a single pen into a glance and save both glances though the other penetrating hit goes through and causes stunned.

Assault; Assault Marines try to assault the exposed Avengers, overwatch and bladestorm kills the front Assault Marine and Rich is now out of assault range.

* Tactical Notes

Not a too bad first turn; I have depleted a Dev unit though still got the Sgt manning the quad gun and that is seriously annoying. The other Dev unit has only lost a single model. I will be honest and was hoping to cause more damage and really wanted to take out that Razorback I fired at.

Rich has managed to tackle a Wave Serpent and stunned another, so that's a little less fire power coming at him this turn. Though he is right on my doorstep now so I'll move away or else he's going to get some assaults off.

Next turn I'll move up both Wraithguard Serpents and bail one unit out to blast the Razorback I already shot at. I should get some side armour shots on the Sternguard Rhino too. Remaining Serpents will move back to avoid oncoming Assault Marines, I'll doom the closest unit and let them have scatter-shuri death, though that will still leave another unit in my grill.

Turn 2

Eldar; both Wraithguard Serpents move up, one unit bails out to tackle the damaged Razorback/Devs while the other Serpent uses a ruin to get some cover. Farseer casts doom on Reclusiarch's unit, goes off, though mind war fails, does fortune the Dire Avengers on foot though. Farseer then falls back 12" along with all Serpents. War Walkers come out to play while Vypers also fall back.

Shooting; Wraithguard fire into the damaged Razorback and take it out, their Serpent fires into the Sternguard Rhino and it goes boom - single Sternguard dies. Supporting stunned Serpent fires into the other Devs and kills three of them with good shots thanks to twin-linked. Lances fire into the last Razorback and it's gone if I remember right. Scatter lasers, shuri catapults and cannons waste the Reclusiarch's unit - just Reclusiarch remains with a single wound. The War Walkers did do the run thingy, though the Lance Walkers only get a 1" run :(

Blood Angels; empty Razorback which dropped off Assault Marines last turn moves 12" and stops on a hill while jump Assault Marines move up to support it and get in on assault. Reclusiarch joins the last jump Assault Marine unit. Assault Marines on foot who bailed out in the shrine come out in the open ready to blast some Wraithguard.

Shooting; Devs on the left flank fire into the now empty Wraithguard's ride and even with holofield saves it is gone. Quad gun manned by lone Sgt takes out a Lance Walker. Bolt pistols and meltaguns from the jump unit waste Avengers, one left who holds. Sternguard rapid fire hellfire rounds into the Wraithguard and I get 7 saves which I only fail 2, so not so bad.

Assault; Reclusiarch batters the lone Avenger and unit consolidates a mighty 1" and now ready to be shot in the face.

* Tactical Notes

That's another Serpent up the creek and a War Walker gone, but I am still holding on ok. I feel I've done more damage to Rich this turn as he has lost a doomed Assault Squad, three vehicles and some Devs in a single turn. All in all I cannot complain.

The Assault Marines on foot by the shrine I'll gun down with the depleted Wraithguard, they are out in the open and only five of them left. Not sure what I'll do with the other Wraithguard though. I'll put a bucket of fire power into the Sternguard and cast doom on the Assault Marines and blast them up. Hopefully I can take out the last Razorback too.

Turn 3

Eldar; once again my units fall back and I am loosing ground for table quarters, but I have to fall back to keep the Assault Marines at arms length and I still have speed to move forward. Farseer casts doom again, fortunes the Wraithguard and does mind war on the Reclusiarch - who denies again! All units then fall back while War Walkers once again come out to play. Other Wraithguard bails out, I'll use them to shoot and charge an Assault Squad from the first wrecked Razorback.

Shooting; Wave Serpents, War Walkers and Vypers fire into the Reclusiarch's unit and the entire unit is wiped out. I put some remaining shots into the Assault Marines who are out in the open, two die and then the unit gets polished off by the depleted Wraithguard. Other Wraithguard fire into the remaining Devs and I wipe them out. Last Razorback comes under fire from the last Lance Walker and scores weapon destroyed - so no more shooting :)

Blood Angels; Seth splits from the unit and goes towards the depleted Wraithguard. Flamer Assault Squad who got wrecked out the last Razorback move up and take use of the quad gun while supporting melta unit moves through terrain to blast the last Wraithguard Wave Serpent.

Shooting; Sternguard fire into the full strength Wraithguard, I get lucky and only one drops. Melta from the Assault Squad near the flamer unit blasts the empty Wraithguard Serpent and scores stunned again. Quad gun from lone Sgt fires at Serpent but fails to damage. Other quad gun fires into Lance Walker and force field saves.

Assault; Seth charges the Wraithguard and chops one to bits with rending, Wraithguard fail to even hit.

* Tactical Notes

Going well now and I think I have this game in the bag. Rich has two scoring units left and they are in the same quarter, so if I can tackle one of those with the remaining Wraithguard I'll be ok. I'll then use Windrides to claim one quarter while Serpents can take out everything else and then on turn 5 go for remaining table quarters.

Turn 4

Eldar; Wave Serpents move up with Vypers as the coast is clear. Farseer is out of range to cast any powers.

Shooting; Lance Walker fires at the Razorback and fails to damage it, I am hoping to blow it up so can fire at the lone Sgt, though only manage to wreck it with a Wave Serpent, ah well. Vypers move flat out to gain 4+ cover. Wraithguard fire into melta unit, terrain saves one and Wraithguard are ready to assault. Sternguard get shot up and about 4 remain with Corbulo.

Assault; Wraithguard assault the melta Assault Marines, both sides lose a model. Seth chops down another Wraithguard.

Blood Angels; flamer Assault Marines have a table quarter claimed, they stay on the quad gun. Sternguard move up.

Shooting; quad guns fire at Wave Serpents, one is fine and one is the already stunned one and it goes down.

Seth chops down the last Wraithguard and is free while the Assault Marines lose combat, but get caught by sweeping advance and stay locked in close combat.

At this point we agree to call it a game as I can easily kill those remaining Sternguard and Seth as well as claiming two table quarters. It is also possible I could get a third table quarter if I could kill the lone Sgt.

Eldar victory!

Summary

I don't think we should both playing a special mission if using proxy armies as we totally forgot about the mission special rules! Ah well, maybe next time.

Eldar really suit my fast and shooty play style. I've got some more play tests to do with them, but I think I have made my mind up about them.

Some thoughts on the list;

Farseer is cool on a jetbike and allows me to get those powers off. I did cheat on the powers as I didn't realise mind war and fortune were both warp charge 2, so I shouldn't have cast one of them, though cast mind war twice and failed twice so I guess no harm. I will in the future switch one power for guide and use that on the Lance Walkers.

Wraithguard I am undecided about. I wanted these as I do not want metal Fire Dragons and I used Fire Dragons previously. They can absorb a lot of fire power which is nice and bring the distort rule.

Avengers are ok in min units.

Windrinders will be useful for min scoring unit, though I could ditch them and use the points else where.

Vypers were ok, but I didn't think they had any real oomph to them. I do prefer Hornets, they may have a little more staying power as av11, but are Forge World so expensive.

War Walkers work nicely with scatter lasers. Brightlances are ok, but need guide. They should take out a vehicle a turn if do average.


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Army Lists: Chaos Daemons w/ CSM allies 'Monster's Ball' - 2,000 points

I still fancy a crack at chaos daemons and got this in mind. Add chaos marines for a bit of spice and extra flyers.

HQ

Keeper of Secrets - mastery level 2 psyker
Daemon Prince - daemon of slaanesh, wings, power armour & the black mace

Troops

10 x Pink Horrors
10 x Pink Horrors
10 x Chaos Cultists
10 x Chaos Cultists

Fast Attack

10 x Flesh Hounds
10 x Flesh Hounds
Heldrake - baleflamer

Heavy Support

Daemon Prince - daemon of slaanesh,  daemonic flight, warp forged armour & 2x greater rewards
Daemon Prince - daemon of slaanesh,  daemonic flight, warp forged armour & 2x greater rewards
Daemon Prince - daemon of slaanesh,  daemonic flight, warp forged armour & 2x greater rewards

I've stuck to pissy troops as chaos daemons troops I think are meh and took culitsts as cheap. All the troops did to do is hold objectives and go to ground.

Everything else will rush up putting loads of flyers on the opponent's door step. Slaanesh Princes blast flyers, infantry and armour and only land if the coast is clear. Black mace Prince will tackle camping units or lay wastes to hordes.

Keeper will piss about, really the weak link in the chain but with so many fast moving threats the keeper shouldn't get picked on too much.

Hounds will beat up troop choices or swarm elite units.  They can also wrap tanks so units inside cannot disembark or if explodes limited numbers of enemy models can be placed.

Let me know what you think :)

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16/06/2013

Tactica: Chaos Spawn


Chaos Spawns are weird and wonderful creatures. Model wise G.W just give you a body and a crap load of bits and say "here, knock yourself out". In game they appear average, time to take a deeper look.

Know your slime bag

Chaos Spawn is a reasonably tough and strong model (S5 T5) with three wounds a piece. Not the fastest initiative wise or the best weapon skill. They are leadership 10, though they are fearless so this doesn't matter a huge amount. The negative for Chaos Spawn is they have no form of armour save and have D6 attacks, so you could roll a 1 or be shit hot and roll a 6.

Chaos Spawn also cause fear and have the rage special rule, so they will get +2 attacks when charging (very nice if you roll a 6 for random attacks) and if a unit fails fear test then those Chaos Spawn will be hitting on a 3+.

Now the lack of cover save is a bit worrying, but Chaos Spawn are beasts which means they can move through terrain without any hiccups getting at least some form of save. Still, it is an issue in close combat.

Mutated puss bags

Chaos Spawn have a cool rule which comes into the effect at the start of assault. You roll a D3 and could get 4+ armour save, 2D6 attacks pick the highest or poison. All are pretty reasonable and nothing to grumble about.

Upgrade yo' drool machine

Chaos Spawn can be given a mark of a chaos god, some are good and some are pretty pointless.

Mark of Khorne - this gives rage and counter-attack. It is pretty cheap, but Spawn already have rage so you're paying 2 points per model to get counter-attack.

Mark of Tzeentch - gives a 6+ save. Considering what you get I would leave this at home.

Mark of Slaanesh - +1 initiative, which makes the Chaos Spawn I4. I would probably leave this as Chaos Spawn has no form of assault grenades and only I3 so doesn't matter if striking last through terrain anyway.

Mark of Nurgle - +1 toughness, so makes the Chaos Spawn T6. This is the best upgrade as Chaos Spawn are almost immune to instant death and only anti tank weapons stand a reasonable chance of wounding themm. Small arms fire and basic close combat attacks will more than likely bounce off them.

Run, Slob Face, run!

Chaos Spawn are best in units of 4-5, 5 if you can afford the points and as mentioned above the mark of nurgle is the best mark out the load and really increases their survivability.

Spawn need to hug terrain like their new best friend due to lack of armour save. Use it to block LOS or get some form of cover save. Should be pretty easy as only need 25% covered. Remember in area terrain models do not need to be 25% covered, so Spawn could race up moving from area terrain to area terrain.

Chaos Spawn are best run in pairs if possible, which I know is tough because Heldrakes conquer the fast attack section. They work well with Rhinos, foot sloggers and other fast moving units such as Maulerfiends. While the rest of the force advances behind the Chaos Spawn can move up and act as a cheap distraction taking off pressure from other elements of your army.

Primary targets for the Chaos Spawn would be small camping units such as Devastators, Grots, Scouts, Combat Squads etc. All these units stand very little chance against a unit of 5 Chaos Spawn lumbering in their face. With Chaos Spawn tackling these units you do not need to worry about missiles coming down your face as those units have been tied up or destroyed or need to be concerned about an objective in the opponent's back field - that's not your opponent's problem, as they thought the had it secured.

As Chaos Spawn are such a fast moving unit they are great for linebreaker too, especially if going after targets mentioned above.

Another valid tactic for Chaos Spawn is monster hunting and tarpit. As Chaos Spawn don't have an AP in close combat they could tarpit something like a Riptide and it will take the Riptide forever to get rid of them as the Chaos Spawn cannot be instagibbed by smash attacks as they are T6 ;)

If infantry isn't available then Chaos Spawn can easily bash vehicles in; they are S5 and most vehicles are av10 on the rear. Remember to block the exits on a vehicle, even against a Rhino this should be possible as Chaos Spawn are on 40mm bases and should be able to cover the doors half ringed around the back of the Rhino. If you do this then the enemy unit has to emergency disembark, so no shooting or moving or assaulting next turn - nothing! If the tank blows up then limited models can be placed as cannot be within 1" of the Chaos Spawn.

If none of the targets above are available then Chaos Spawn are great for mashing up your bog standard troops; the high toughness should keep Chaos Spawn alive while their S5 and reasonable amount of attacks should tackle troop units. You can use this method for them to move up the field and move to the primary targets as mentioned above.

For your information:

5 x Chaos Spawn vs 10 x Tactical Marines -

Chaos Spawn roll a 4 for attacks on 2D6, they are charging so get 6 attacks each (rage) that's 30 attacks.

Tacticals attack with 12 attacks - hit 7.92 - wound 1.26 - that's a wound off a Chaos Spawn.

Chaos Spawn attack back with 30 attacks - hit with 15 - wound 9.9 - 3.36 dead Space Marines.

Overall that's not too bad for the Chaos Spawn. Imagine if the Chaos Spawn got poisoned attacks or even rolled a 6 for number of attacks!

Mutant bros for life

Sometimes Chaos Spawn need a buddy and there's one guy who I think will get along with them nicely; a Nurgle Lord. Give your Nurgle Lord a bike, power fist and burning brand and he can speed up with the Spawn and burn some infantry or split off and do his own thing. As the Chaos Lord has a power fist he would be better for smacking vehicles or small units of infantry so doesn't become stuck in a tarpit.

Chaos Spawn, do you think they are the cool mutants or sad evil ones?




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15/06/2013

Army Lists: Chaos Space Marines 'Abaddon Chosen Rhino Rush' - 2,000 points


I've got a Rhino CSM army so I want to make use out of it. I've been trying to get CSM sorted since Oct and this is a last attempt before I ditch them:

HQ

Abaddon the Despoiler

Troops

5 x Chosen w/ Rhino  - 2 x meltaguns
5 x Chosen w/ Rhino  - 2 x meltaguns
5 x Chosen w/ Rhino  - 2 x meltaguns
5 x Chosen w/ Rhino - 2 x plasma guns
5 x Chosen w/ Rhino  - 2 x plasma guns
5 x Chosen w/ Rhino - 2 x plasma guns

Fast Attack

Heldrake - baleflamer
Heldrake - baleflamer
4 x Chaos Spawn - mark of nurgle

Heavy Support

5 x Havocs - 4 x autocannons
5 x Havocs - 4 x autocannons
5 x Havocs - 4 x autocannons

Total: 2,000

Plan is the Rhinos move up 12" and pop smoke or rush up the extra 6" moving flat out, either way they should be in range to unleash double specials next turn or get out and unleash some bolters as well. With them moving only 12" Abaddon could deploy in the middle and give pref enemy: space marines to all units. Havocs would lay down fire support from a distance.

The above list is minimum cost to me, in fact I have all models and just need to get a Chaos Lord for Abaddon, a few plasma guns and meltas and convert some Havocs up.

What do you think this Rhino Rush is viable for CSM in 6th ed?
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14/06/2013

Eldar Codex Review: Elites


The Eldar codex review continues with the elites. Last part was Eldar Troops in case you missed it.

Howling Banshee


The humble Howling Banshee has dropped a single point in the new codex, which considering Banshees get ancient doom and battle focus that's not too bad.

Howling Banshees get the acrobatic rule (previously only an Exarch could get this), which has changed to run additional 3" - previously it gave counter-attack, which is very handy if your assault unit has just chopped something up and standing there ready to be assaulted by an enemy unit.

The wargear banshee mask has also changed, all enemy models in combat suffer -5 initiative to minimum of 1. Previously the mask allowed Banshees to strike at initiative 10 and negated any bonuses by cover or grenades.

The squad can be given an Exarch who can take a triskele or executioner; the triskele has been nerfed to AP3, used to be AP2. The executioner has changed and now is +2 strength, AP2 and is a two handed weapon.

Summary

Howling Banshees suffer the same problem as previously and that's getting to the fight intact. They could go into a Wave Serpent, though of course cannot assault out. Another option is running across the table, however numbers will be depleted and bogged down in terrain. If you're going to run Banshees across the table then you may as well take the superior Striking Scorpions.

Rating: 5/10

Striking Scorpions


Striking Scorpions are one of the most improved units in the Eldar codex. They have taken a bump up in points, but considering what you get you really cannot complain.

Scorpions at last got fleet and now also get move through cover, infiltrate and stealth. Previously you had to take an Exarch to get the last three special rules, which would work out a lot more in points than the new points cost.

The staple wargear of the Striking Scorpions, the mandiblaster, has taken a change and inflicts a single S3 AP- hit and I10 - basically it's like hammer of wrath. This is a slight nerf as the mandiblaster used to give the Scorpions +1 attack, which was +1 strength thanks to scorpion chainsword.

Exarch can take a biting blade, chain sabres or a scorpion claw. The biting blade gives +2 strength, AP4 and is a two handed weapon. Chain sabres give +1 strength in assault, AP5, rending and also work as a shuriken catapult. The scorpion claw has received the most beneficial change and not only comes with a shuriken catapult shooting attack put still works like a power fist though is now a normal melee weapon - so +1 attack with pistol and will strike at initiative.

Summary

Striking Scorpions have massively improved and are one of the must have units in the codex. They will work very nicely in any Eldar list as the infiltrate ability will allow them to get some early assaults in and both a nice distraction while the remained of the force lays down fire power and moves up. I can see them particularly working in a Footdar list.

Rating: 8/10

Fire Dragons


Fire Dragons are a staple in any Eldar list as they can deliver the ultimate tank destruction. In the new codex Fire Dragons have taken a large increase, though I do not think anyone can really complain as the Fire Dragons were previously seriously under costed.

A benefit to Fire Dragons is battle focus and the addition of a 3+ armour save. The 3+ armour save will allow Fire Dragons to take a punch or two better and battle focus will let them move out of LOS or into cover.

Exarch may take a dragon's breath flamer or a firepike in exchange for fusion gun, the fire pike adds a little bit of extra range while the flamer just brings a flamer, which doesn't match the Fire Dragon's hard hitting destructive nature.

Speaking of Exarch, the Exarch abilities of tank hunter and crack shot are no longer available.

Summary

Fire Dragons will still be a choice in the Eldar codex even though they have increased in points. I think they will have competition on their hands in the form of Wraithguard, who offer same destruction abilities and come in plastic unlike Dragons who come in finecast or metal.

Rating: 8/10

Harlequins


Short and sweet for the Harlequins, points cost and special rules have remained the same.

The biggest change for Harlequins is the Shadowseers ability (roll 2D6 and see if unit if within distance to shoot at the Harlequins) is now a psychic power and the Shadowseer is LD9. This is a big nerf as the ability previously was something what just happened.

Summary

Unlike all Eldar units who have improved some way or another, Harlequins remain mostly unchanged except for the Shadowseer's psychic ability. With the elite slots in such competition with Wraithguard, Fire Dragons and Striking Scorpions I can see Harlequins been really used.

Rating: 5/10

Wraithguard


Like many other Eldar units, Wraithguard have taken a drop in points and now cost a reasonable 32 points per model.

Thankfully Wraithguard have lost the silly wraithsight rule, so now you do not need a Spiritseer to baby sit them. This was an extremely annoying rule in the previous codex.

The standard weapon of the Wraithguard is a wraithcannon, this is now a S10 AP2 assault 1 weapon with the distort rule - 6+ auto wounds is instant death. If a 6+ is roll for armour penetration it automatically causes a penetrating hit. This is a slight change from previously as a 3-4 would score a glancing hit against vehicles and a 5-6 would cause a penetrating hit. Against lower av vehicles the new weapon profile is going to be more effective.

You can switch the wraithcannon for a d-scythe, which is a S4 flamer weapon with AP2 and the distort rule.

Summary

Wraithguard will be an popular choice in the elite section and will be competition for Fire Dragons. They do not have battle focus like Fire Dragons, but are T6 to harder for small arms fire to wound. Unlike Fire Dragons they can offer anti infantry fire power in the form of the d-scythe, which can be effective against vehicles too if you roll a 6+. The instant death rule is another bonus which makes them more dangerous monster hunters than Fire Dragons.

Rating: 8.5/10

Wraithblades


Wraithblades are a new addition to the Eldar codex and are basically Wraithguard in close combat form and cost the same points.

Wraithblades come with a pair of ghost swords as standard which give +1 strength and will easily cut down power armour thanks to AP3. The Wraithblades will also get a nice 3 attacks on the charge.

You can switch the swords for a ghost axe and forcefield, basically a ghost sword in axe form. Doing this will give your Wraithblades an answer to Terminators and the forcefield will keep them alive a little bit more survival thanks to 4+ invulnerable save.

Summary

As cool as Wraithblades are, I cannot see them being the strongest choice in the elite section. Scorpions are a far better is weaker assault unit while Wraithblades need some kind of transport to get them close, though their high toughness, 3+ armour and 4+ inv will keep them alive.

Rating: 7/10

Elites have been nailed; Striking Scorpions stand out as probably the best unit in the elite slot with Fire Dragons and Wraithguard competing against one another, though I think the Wraithguard offer more utility thanks to the distort rule.

What do you think of the Eldar elites? Have your say in the comment box. 
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13/06/2013

Random Hobby Updates!

Well, life has still been busy, so I've failed to get a game in in the last few months. This is frustrating, but I've taken the time to make some progress on hobby projects. Below are some updates:

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Using a bits bag find (I think its a Cold One), I built this Slaaneshi Lord on mount, outflank time!

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I purchased 30 of the Dreamforge Storm Troopers, I am going to turn them into veterans for my Tyrant's Legion. I am using Pigiron heads, and experimenting with ways to make them look close enough to the Cultists I am using as my Guardsmen. The plan is for them to wear tattered shrouds that partially cover their improved armor. With these guys built, I should be closer to having a small IG army, I need to get a second Vendetta and some other things before that's really possible, definitely a back burner project.

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My Storm Raven with the Chapterhouse Extender kit. I bought 2 of these kits, so I am just waiting for some budget space to buy another one!

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This is a greenstuff/cork base that I made for my Sorcerer, I am working on basing my whole CSM army, and am using bases from Ironheart Artisans that are a ruined temple. along with some that are infested ground. This all leads into a display board I am working on...

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My Sorcerer on the base, he's not perfect but I am planning to get everything else to this standard before I go back and really work on details.

Untitled

Well here it is, my planned 1850 army (with some of the models missing but their bases present). The back Heldrake and some of the open spots at the rear of the board will have removable trees, as the idea is that the temple is located in a thick tropical jungle. Inside (I am going to build some removable walls as well so I can position the army as needed) there is a warp incursion that will be present in a centralized pool, but also spreading to form the chaos star on the ground. I started with greenstuff, and will do some greenstuff detail work, but I switched to largely using white glue to create the pool, It will be painted a swirling chaotic rainbow of color. BTW, the best part of this table is the other side is my main display board, which is based as a desert. Two in one, you can't go wrong!
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Eldar Codex Review: Troops


Continuing on from the Eldar HQ, here are the troops. Here's the Eldar HQ review if you missed it.

Dire Avengers



The humble Dire Avenger has had a cheeky single point increase in the new codex, but considering the Avenger gets battle focus and anicent enemy in that I do not think that's too bad. Also do not forget that the avenger catapult has the bladestorm special rule.

As well as getting the new army wide special rules, Avengers gained plasma grenades and counter-attack. Having counter-attack is a bit bizarre as they have 18" range guns and with battle focus could easily run out of the way. But hey ho it is a nice bonus so I not going to complain too much.

The Avengers took a nerf by losing the former bladestorm rule (let them fire an extra shot in the shooting phase in lieu of shooting next turn), I personally wasn't a huge fan of this power, though I know some other people liked it.

Summary

The Avengers are still the cool guys and having that little extra oomph for only a single point more makes them really worth it. However they now have competition in the form of Guardians.

Rating: 8/10

Guardians



Guardians have increased by a single point and now cost 9 points per model, considering you get bladestorm on the shuriken catapults, anicent doom, battle focus and plasma grenades I do not think you can really complain.

You can add additional Guardians to the unit to make Guardian blobs, this will be handy when doing Footdar supported by Avatar and some of the big Elfzilla monsters.

Guardians still have the options to take a weapon platform (this was mandatory before), the shuriken platform has seen a massive 10 points increase while the other weapons have gone up and down though all now sit at 20 points, except the eldar missile launcher which is 10 points more.

Storm Guardians

I thought I would cheat here and slip in Storm Guardians even though they are a seperate troop choice. Reason for my cheating is they are basically Guardians who have a pistol and chainsword instead. Two Guardians can change their weapons to either a flamer or fusion, both have seen points changes and cost respectively compared to imperial counter parts. A new addition is that two Guardians can switch their chainswords for a power weapon, which probably isn't worth it on a S3 model.

Summary

Like all BS3 Eldar, Guardians have seen an increase to BS4, which makes them a lot better at shooting than previous. You then have all the additional new rules and wargear as mentioned above. For 90 points for a base unit they are extremely cheap and you can create a wicked Footdar army for low points.

Rating - 7.5/10

Windrider Jetbikes



The Guardian Jetbikes have taken a funky name change and also dropped 5 points per model. You really cannot complain about that considering they have the shuri weaponry (bladestorm), ancient doom and battle focus, though battle focus won't effect them as bikes cannot run. Like all BS3 Eldar units they got boosted up to BS4 - happy days.

Windriders can take a shuri cannon per every three bikes for 10 points a pop. A unit of six Windriders would cost 122 points and put out 6 x S6 shots and 8 x S4 shots, all of these have the bladestorm special rule by the way.

Remember that Eldar jetbikes can move 2d6" in the assault phase even if they do not assault and can turbo boost boost a whooping 36", though cannot do both.

Summary

For an ultra cheap, survivable and fast unit you cannot go wrong. I can see mass Saim Hann lists coming about with Warp Spider or Vyper support with the odd Wraithtitan or two. If not used in mass jetbike lists expect to see them hiding away and boosting down the board to get linebreaker or holding back and manning a quad gun.

Rating: 7.5/10

Rangers



Like many other Eldar units, Rangers have taken a nice drop in points (7 points decrease) and gain the Eldar army rules battle focus and ancient doom.

Rangers have remained mostly unchanged except the points cost, though have taken a nerf; previously a 6+ to hit counted as AP1, this rule is no longer available. Also Rangers can no longer be upgraded to Pathfinders, who on a 5+ to hit counted as AP1 also had scout and a rule which conferred +2 cover save with stealth instead of +1 cover save.

However, all it not too bad. If you take Illic Nightspear you can get shrouded and sharpshot (all shots count as precision shots) for your Rangers. Bad bit is this costs 13 points per model!

Summary

The Rangers have taken a hit in this new codex and while they are cheap the 6+ to hit counts as AP1 was excellent joined with precision shots from snipers. I can see them being used as cheap objective campers or quad gun holders, though Windrider units can do this job for cheaper and have additional movement and better toughness and armour save.

Rating: 5/10

Wave Serpent



The Wave Serpent has taken a slight points increase when you factor in the cheapest weapon option from the previous codex. On a good note all weapon options become incredibily cheap and while the eldar missile launcher remains the most costly (triple other points cost) is has still halfed in points from previous points cost.

The serpent shield has taken a radical change from the last codex, now any penetrating hit can be downgraded to a glancing hit on a 2+. This ability is extremely useful if Eldar are going second and Wave Serpents come under fire first turn. Shield can also be used as a 60" S7 D6+1 shot weapon with the pinning rule. However if you use the shield in this manner you cannot use it to downgrade penetrating hits until next turn. The serpent shield works extremely well with scatter lasers (laser lock rule - if scatter lasers hit all weapons on the model are twin-linked).

You can take vehicle wargear for the Wave Serpent. Holofield is an extremely cool piece of kit which gives +1 cover save if previously moved. Spirit stones can ignore crew shaken results on a 2+ and crew stunned on a 4+. Star engines allow the vehicle to move 24" flat out - that's extremely quick!

Summary

The Wave Serpent has become an extremely survivable dakka war machine thanks to the addition of holofield and scatter lasers. It can move extremely quick as it is a fast skimmer (can move total of 30") and can take a beating if the shield isn't used as an shooting attack. I can see Dire Avenger Serpent spam ruling the tables.

Rating: 9.5/10

Troop choices done. There's some cracking ones in there and only the Rangers let the team down. All of them are viable choices and so far the Eldar codex is offering a good strong variety, which can lead to some cracking but varied lists.
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12/06/2013

Eldar Codex Review - HQ


Kicking off with the Eldar codex review is the HQ, lets see what tasty little leader elves we have:

Avatar of Khaine



The Avatar has increased in points, though is now BS10, gained an extra wound and attack along with becoming I10 - for the Eldar god of war that's not too bad.

The Avatar also now gets fleet, which is an awesome ability to have as it allows units to re-roll run distances.  Avatar also gets the Eldar army wide special rules battle focus (allows to shoot and run or vice versa) and ancient doom, -1 for fear tests against  Slaanesh models which cause fear and also hatred against Slaanesh models. If I remember correctly fearless isn't effected by fear anyway in the last FAQ.

Still gets fearless special rule, the fearless 12" bubble along and the meltagun weapon, which also gives AP1 in close combat. Speaking of melta, any form of melta weapons, flamers, pyromancy and soul blaze weapons/attacks do not harm the Avatar.

You can give the Avatar Exarch powers, though you can only choose two. Fast shot fires a extra shot, two melta shots from the wailing doom isn't too bad, that's worth considering. Monster hunter maybe useful too and perhaps disarm if you're worried about power fists or close combat weapons which cause instant death.

Summary

In a foot army supported with Wraithtitans, Wraithlords, Guardians and maybe Warp Spiders, the Avatar would be pure awesome. The 12" fearless would stop all those who are not fearless running away such as Guardians and Warp Spiders.

Still pretty costly for the points though and has taken an nerf as the daemon special rule gives 5+ inv instead of the 4+, so expect krak and lascannons to own the Avatar. Still, use ruins well and you're getting a 4+ cover which could be used with fortune psychic power or even invisibility on the telepathy discipline.

Rating: 6.5/10

Autarch



The Autarch has remained the same and costs a reasonable 70 points, not going to complain about that considering what you get.

The Autarch comes with a pistol, haywire and plasma grenades and also still has the 4+ inv save. Has the Eldar army rules battle focus and ancient doom. Still has the reserve bonus rule, which is useful if you want an ADL with quad gun - Autarch helps your reserves and takes stuff out with the quad gun for cheap as chips.

Not only is the Autarch the cheapest HQ choice (except Warlocks, but they do not take FOC slot), but also the most customisable. Like in the old codex, you can give the Autarch aspect wargear, though the Autarch can also access the remnants of glory wargear, which gives the Autarch some unique builds.

Summary

Personally I prefer the Autarch with remnants of glory wargear as with aspect gear the Autarch feels just like a juiced up Exarch. I have got an eye on an Autarch with eldar jetbike, fusion gun, mantle of the laughing god and firesabre. The mantle gives stealth, shrouding and hit and run and can re-roll failed cover saves. You do lose I.C though. I am thinking can move up and take out transport vehicles and then assault the weaker troops inside using the firesabre, which is +1 strength and AP3 and also has the soulblaze rule, which spreads to other units within 6" on a 6+ if the unit takes a wound from soulblaze.

Rating: 9/10

Farseer



At first glance the Farseer has increased in points from 55 to 100 and while this is partly true, you get mastery level 3 for those extra points, keep in mind that previously you paid points for each psychic power and they minimum cost 20 points and then you would need additional wargear to be able to cast multiple powers.

The Farseer has the battle focus and ancient doom rules along with previous wargear. New addition to standard wargear is the ghosthelm, which if the Farseer takes a wound from perils of the warp then can expend a warp charge point to prevent it.

Runes of witnessing and warding are still available to the Farseer, though both have changed massively. The former now lets the Farseer re-roll psychic tests, which is handy. The latter gives +2 to deny the witch rolls, lets face it runes of warding was going to get hit hard with the nerf bat, however one use is a little too hard I think. Both abilities are single use and for the points I am not sure if they are worth it.

The Farseer can generate powers from divination, telepathy and runes of fate. I am not going to talk about divination and telepathy as they are in the core rulebook, though runes of fate offer some interesting powers:

Guide is the primaris power and offers re-roll to hit to a single unit within 24".

Executioner is a focused witchfire power with a 24" range and suffers 3 hits with the Farseer's strength with the fleshbane rule. If the model is slain, then another model in the same unit suffers the same but with two hits, if slain then a third model with a single hit.

Doom re-rolls to wound and armour pen on enemy unit within 24" - excellent, this power got better.

Eldritch Storm changed and is a 24" S3 shooting attack with fleshbane, large blast, pinning and haywire - damn this is awesome. Does cost two warp charge points though.

Death Mission is a blessing which targets the Farseer. You place D3+2 death mission counters by the Farseer, while the counters are in effect the Farseer gains fearless and rampage rule along with +5 to WS, BS,I and +2 attacks. At the end of each phase roll a D6 on a 1-3 a counter is lost. If there's no death counters next to the Farseer or the game ends the Farseer is removed from play and awards victory points. In addition cannot manifest other psychic powers either...

Fortune effects a friendly unit within 24" and that unit can re-roll all failed saving throws - wicked.

Mind War is 24" range and target model and Farseer roll a D6 and add leadership; is target model gets higher than Farseer's weapon skill and ballistic skill are reduced by 1. If drawn the target model's weapon skill and ballistic skill are reduce by 1. If the Farseer's score is higher then then the enemy model suffers wounds equal to difference lost with no armour or cover saves and still has weapon and ballistic skill reductions by 1.

The Farseer may take an eldar jetbike and wargear from remnants of glory; perhaps mantle of laughing god and then have the Farseer zip around giving out psychic buffs?

Summary

The Farseer seems a cool HQ choice for what you get for the points. Pretty much all the powers are useful, though death mission seems a bit meh as you're not getting a psyker any more and getting a tuned up combat monster. Execution and mind war powers will be very good for sniping too, particularly mind war against models which carry banners etc as they generally have a lower leadership than the Farseer.

Rating: 9/10

Spiritseer



The Spiritseer is a new HQ addition to the Eldar codex and is a cheaper Farseer who has a single less wound and mastery level.

Spiritseer has the same wargear as the Farseer though has a witch staff instead of a witch blade and doesn't have the ghosthelm. The staff is pretty cool as it has armourbane, fleshbane and soul blaze.

To make up for the lack of three mastery levels and less wound over the Farseer, the Spiritseer can make Wraithguard and Wraithblades troops. In addition has a rule called spiritmark, which any point during movement phase the Eldar player can make an enemy unit within 12". All Wraithguard, Wraithblades, Wraithlords, Wraithknights, and Hemlock Wraithfighters re-roll 1 to hit against the enemy target.

The Spiritseer can generate powers from runes of battle and telepathy. Runes of battle tend to have two effects, a buff for the Eldar i.e shrouding with conceal power and then a negative in the form of the opposite so conceal/reveal for example takes away shrouding and stealth from enemy units effected. Here's the powers available:

Conceal/Reveal - Conceal targets the psykers and gives the shrouding special rule, while reveal removes stealth and shrouding from an enemy unit within 18".

Destructor/Renewer - Destructor is a nice shooting attack in heavy flamer form which also has the soul blaze special rule. Renewer targets a single friendly model within 18" and the model immediately gains a wound back. It cannot return a slain model to the table however.

Embolden/Horrify - Embolden is a blessing which effects the psyker and gives the fearless special rule. Horrify is a nice power which does a -5 modifier to leadership tests on a single enemy unit within 18" - the Wave Serpent bow shield has pinning, hit the enemy unit with this and they will probably be pinned.

Enhance/Drain - Enhance targets the psyker and his unit and gives +1 weapon skill and initiaitve. Drain targets a single enemy unit within 18" and does -1 weapon skill and initiative.

Protect/Jinx - Protect effects the psyker and his unit and gives +1 armour save, 2+ armour save Wraithlords you say? Jinx does -1 armour saves to an enemy unit within 18", 3+ armour save Terminators?

Quicken/Restrain - Quicken targets the psyker and his unit and gives an additional 3" to run while restrain effects an enemy unit wihtin 18" and that unit cannot run - you want an objective but don't want the enemy to get close, then this power is for you.

Empower/Enervate - Empower gives the psyker and his unit +1 strength while enervate effects an enemy unit within 18" and does -1 strength.

Also has access to remnants of glory, though unfortunately no eldar jetbike.

Summary

The Spiritseer is another cool HQ choice and offers something extra from the Farseer, which is making Wraithguard and Wraithblades troops. The spiritmark rule is cool as it allows ALL wraith units to re-roll 1 to hit, this power can be used each movement phase and if used correctly you can use it with battle focus.

Rating: 9/10

Warlock Council



Long story short, the Warlock has increased by 10 points to 35 points a model and profile remains the same. However, Warlocks now work like Necrons Royal Court, so you can have psykers in each unit - the way it should be!

Warlocks have the usual Eldar army special rules and are mastery level 1 psykers, they generate powers from runes of battle. They can take an eldar jetbike or a singing spear; the singing spear has a 12" range and is S9 with fleshbane rule, though will mostly wound on a 2+ anyway. In close combat is has the armourbane and fleshbane rule.

Summary

Warlocks are nice if you still want to take an Eldar jetbike council, which works out to be slightly more expensive. They are also LD8 (unchanged from previously) so may have issues getting those psychic powers off. I think the question you need to ask is do you need Warlocks as a mastery level 3 Farseer is pretty cheap for the points and should be enough for an Eldar army.

Rating: 7/10

That's the Eldar HQ out the way, though will be coming back to special characters later in case you are wondering. The Eldar book offers some really nice choices; the hulking Avatar which works nicely in Elfzilla lists; Autarch with extreme sneakyness; Farseer for Eldar pimping; Spiritseer for more pimpage and Wraithguard and Wraithblades as troops and Warlocks for additional psyker funnies.
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