Thursday, May 30, 2013

My new DE/Eldar list!

Man.. I wish they would redo BFG.

Alright guys, I've been thinking hard on this so let me know if you like it:

1846
18 kp
*Allied Detachment

HQ:
Succubus (Agonizer/VB) = 90
Farseer (Jetbike, Spear, Mantle) = 160*

TROOP:
5x Warriors (Raider NS, Blaster) = 130
5x Warriors (Raider NS, Blaster) = 130
5x Warriors (Raider NS, Blaster) = 130
10x Warriors (Raider, NS/SR, Blaster, SC) = 195
10x Warriors (Raider, NS/SR, Blaster, SC) = 195
3x Jetbikes = 51*

FAST ATTACK:
Crimson Hunter Exarch = 180*

HEAVY:
Ravager (NS) = 115
Ravager (NS) = 115
Ravager (NS) = 115
Wraithknight = 240*

There you go guys, a list built for 1850 play.. although I don't know how much of that I'll be doing that anytime soon (at least 2 weeks).  What you have here is something I want to try.. primarily with the Farseer.  He's Lv.3 now so he'll be taking 1 into Runes of Fate and 2 into Divination every game.  Why?  Because he prays he gets Doom or else he auto-defaults to Guide.  I then roll into Divination and look for Misfortune or Forewarning, or else he just defaults to Prescience.  This essentially gives you 2 Guides to throw on your shooting elements; Ravagers, Wraithknight, or the CHExarch if you really want something to die.

Another thing I wanted to try with the Farseer is give him the Mantle of the Laughing God.  He loses his IC status, but he gains Stealth, Shrouded and the ability to re-roll failed cover saves.  On a Jetbike, this gives him a 2++ re-rollable cover save.  Because his footprint is so small, and the Jetbike takes him to all kinds of crazy places, he can move with the rest of this crazy fast army and apply powers wherever I need him.

I think the big issue with this army so far is the heavy focus on anti-MEQ/Tank with a low focus on killing horde armies.  Personally, I think this is a meta issue (with mine being a lot of MEQ and mech-based armies still).  The 2x units of Warrior Gunboats in there delivers a lot of anti-infantry material so I'm just banking on them for now.  With careful positioning, some good play and of course some luck, I think I'll manage the situation pretty well.  Honestly, the only thing that really changed from this list compared to others I've had is the increase of Eldar presence.  The S10 AP2 shots from the Wraithknight punches through AV12 pretty easily which is something lances naturally suck at.  With 14 Dark Lances on the opening volley and 2 shots from the Wraithknight, I'm really looking to pop open some vehicles and make a big impression on how the rest of the battle will play out.

Sadly, the Succubus will just hang out with one of the Warrior units and the 3x Jetbikes will probably come from reserve to grab some points.  I'm dying to try out the Crimson Hunter Exarch because I'm curious how this "ace" will do when everyone and their mother takes a Quad-gun.  I'm just hoping I kill that thing first before my dude makes his entrance or he's going to be one sad mofo.  If I need to, the Wraithknight can also charge into something and punch it in the face.  With 4 attacks WS4 S10 I5, he's not all that terrible as a MC.

Another tweak of the list would be: Adding a Fire Prism (or Warp Hunter), getting another Gunboat over a Lanceboat (5-man Warrior Raider), and buffing up the Bikes + having the Farseer join them.

What do you guys think?

Armageddon™ invasion starts in 2014

Orks orks orks orks...

On Slitherin's website:

Armageddon™ invasion starts in 2014
Warhammer® 40,000® turn-based strategy videogame details are disclosed

Slitherine and Games Workshop® are pleased to announce Warhammer® 40,000®: Armageddon™. Having announced an exciting partnership with Games Workshop a few weeks ago, Slitherine are delighted to release further details. Slitherine have acquired the exclusive rights to Games Workshop’s “Battle for Armageddon” setting in order to create a series of amazing multiplatform, turn-based, hex-based games. Warhammer 40,000: Armageddon will make full use of Slitherine's expertise in creating compelling and challenging strategy gaming experiences. The initial game is set during the Second War of Armageddon and players will lead the Imperial forces of the Armageddon Steel Legion and Space Marines® from the Ultramarines, Blood Angels and Salamanders Chapters against Ghazghkull Thraka’s massive Ork Waaagh! invasion through over 30 scenarios, on the hostile terrain of the planet and its gigantic Hive Cities.
"It is very exciting to see a game like this come alive - I just can't wait to play it!", said Iain McNeil, Development Director of the Slitherine Group. "It's been almost 15 years since a turn-based strategy game set in the Warhammer 40,000 universe has been released and we think it is now time to deliver that experience to all fans around the world".
“The Battle for Armageddon is a classic event in the lore of the Warhammer 40,000 universe, having been detailed in games, models and novels over the past 20 years.” said Jon Gillard, Head of Licensing at Games Workshop. “Slitherine's masterful use of their classic digital wargame style applied to this seminal setting will delight fans of both.”
The game is currently in development for PC and iOS and will release in the first quarter of 2014.
Main features of the game include:
  • The game portrays the Second War for Armageddon™ in great detail, from the initial Ork landings to the final liberation of the planet;
  • It contains a large branching campaign with 30 major scenarios, plus additional 5 tutorial scenarios that explore the story in detail;
  • A complex plot, which can develop during a mission, right in the middle of battle, creating an engaging story line with unexpected twists;
  • Players lead Imperial troops of the Armageddon™ Steel Legion, with supporting assets from a number of Space Marine chapters against the ferocious Orks;
  • Fight alongside Commissar Yarrik and Commander Dante against the cunning Ork Warboss Ghazghkull Thraka;
  • Carry over battle-hardened veterans from scenario to scenario, using their experience and upgrading their equipment;
  • Detailed combat model with terrain, weather and morale effects;
  • Extensive modding options delivered through a powerful and easy-to-use game editor.
Some numbers:
  • Over 35 scenarios;
  • Over 100 unit types, with unique roles, stats and special abilities;
  • 20 different units stats;
  • A separate set of maps are designed and balanced specifically for multiplayer via Slitherine's PBEM++ system.

Tuesday, May 28, 2013

Alright, we got some Eldar rules

Looks like Scorps got better!

I'm not going to post it here and attract any attention, but some people from 4Chan has been spilling stuff all over the place.

Check it out yo:
http://pastebin.com/ywUhvAyV

And on 4Chan:
https://boards.4chan.org/tg/res/25098359#p25098359

Monday, May 27, 2013

Dark Eldar and Eldar

Pop goes the Leman Russ.

I'm going to outline my thought process how I'm going to incorporate Eldar in my Dark Eldar force.  Work's been really busy, so I doubt I'll be able to get this list on the table until another few weeks.  Thank goodness I have Vassal to try my lists out despite the fact that the meta is a lot different than what I'm used to.

Well, let's take a look at my Dark Eldar skeleton list.  It's basically a solid army list as the primary detachment, but it's missing a lot of support elements.  That's where the Eldar come in.

HQ:
Succubus (Agonizer/VB, Haywire) = 95

Just another layout that I'm using on my Succubus.  The Agonizer and VB allows me to customize my Succubus in combat vs. high toughness, crappy armor saves, or vs. MEQ without 2+ TDA.  She goes in my only unit of Wyches geared out with roughly the same thing.  The Blast Pistol has been cut in both cases to save on points.

TROOPS:
5x Warriors (Raider NS, Blaster) = 130
5x Warriors (Raider NS, Blaster) = 130
10x Warriors (Raider NS/SR, Blaster, SC) = 195
10x Warriors (Raider NS/SR, Blaster, SC) = 195
9x Wyches (Raider NS, Hekatrix/VB, Haywires) = 193

I've decided to play with even numbers for now simply because of the need to double up.  Right now I'm sporting two lanceboats, two gunboats and a single Wych boat to go with the Succubus.  The lanceboats gives me extra lances for cheap, as well as scoring bodies that I can throw somewhere last minute.  Fully-loaded Gunboats gives me plenty of ranged poison shooting and the Wyches are just solid units.  While I dislike what they've become in 6th Ed., for the points I can't really complain because of their flexibility.

HEAVY:
Ravager (NS) = 115
Ravager (NS) = 115
Ravager (NS) = 115

Due to the fact that my only AA source will come from an Eldar craft, I think for now I'll play around with 3x Ravagers.  My meta around here doesn't believe in flyer-spam.  While it is a realistic concern that I have when someone takes a crap ton of air, my focus shifts in destroy his ground support and scoring elements before the aircav wipes me out.  That's where having a ridiculously fast army comes into play:  It allows you to rapidly change the momentum of the game and capitalize on whatever mistake (either list building or bad play) your opponent makes.

Wednesday, May 22, 2013

How will Eldar work with Dark Eldar?

Fast Attack option yes?!

Now that we've seen some rules floating around, we can get a better idea of what we want in our armies.  First thing's first:  Who will be the primary army and who will be secondary?  I honestly think the amount of lances and poison weaponry available to the Dark Eldar will make them a better primary army.  Eldar, because they bring in a lot of specialized and powerful support options, will be a better secondary.

With that said, I plan on rocking a Dark Eldar primary and Eldar secondary force.  Let me know what you guys will be running and why!

Who will lead this primary army?  Probably a cheap Succubus because I've been running with one for quite some time now.  I will probably be looking at cheaper lanceboat options because I want to run a Wraithknight in my army.  The model is quite nice, it's basically a mini-Titan and I'm hoping the rules are great.  So what does this mean really?  Well.. that means most of the anti-tank work will be left for my Heavy Support Ravagers and the Wraithknight.  This kind of rags on the need for Wyches and instead, more lances will be added for support.

My train of thought right now is:  Drop the Wyches, or just limit them to 1 for CC and tank.  Close combat has taken a bit of a hit in this new shoot-tastic edition and I want to be able to maximize my shooting.  Shooting in general works better with Psychic powers, and now with a Farseer to work alongside my Dark Eldar, I want to be able to utilize his abilities as much as possible.  According to the rumors, Eldar powers will no longer specially state Eldar units.

So what does this look like in the end of the day?
Wyches are out.
Cheaper Lanceboats to make up for troop choices.
We're looking at a lot of 130 point 5-warrior, Blaster, Raiders, and maybe other stuff.
Let's take 2 full gunboats for now because I want to be able to utilize their firepower in combination with Doom, Guide or Prescience or whatever.

Let's work with this as the skeleton:

HQ:
Succubus (Agonizer/BP, Haywire) = 105

TROOPS:
5x Warriors (Raider NS, Blaster) = 130
5x Warriors (Raider NS, Blaster) = 130
5x Warriors (Raider NS, Blaster) = 130
10x Warriors (Raider NS/SR, Blaster, SC) = 195
9x Wyches (Raider NS, Hekatrix/VB, Haywires) = 195

HEAVY:
Ravager (NS) = 115
Ravager (NS) = 115
Ravager (NS) = 115

Depending on how powerful the Wraithknight is at making up for my AP or AT needs, we're looking at roughly 770 points to play with in a 2k point game.

That should be enough to buy a Farseer on a bike + some scoring Eldar Jetbikes as troops, and a Wraithknight at least.  Depending on the points of all of this, I'll be able to take one of those new Eldar Crimson Hunters for AA duties in Fast Attack.

What about you guys?  What you plan on doing with your Dark Eldar/Eldar force?

PS - Baron, Wraithguard, new Conceal.  Tempting.. yes?

Some Eldar rules rumors!

Eldar Wraithknight!

Here are some of the rules floating around the web:


via Dakka Dakka 5-21-2013
- From what I saw all the non Wraith infantry have the run/shoot shoot/run ability (the rule was called Battle something). Avengers definitely do (from the report) and Rangers definitely do (from tiny printed profile in the WD) as well. Not sure if its just for Shuriken weapons (Rangers do have Pistols I guess).

- It looks likes all Eldar have the 'Ancient Foe' special rule, no idea what this does but I suspect its something like Hatred Daemons of Slaneesh (don't think it was Necron related as the report was against Crons) since all Eldar appear to have it (including the Wraith units).

- There are 14 Eldar specific psychic powers from 2 different charts, Runes of Battle and Runes of Fate. However it looks like several of the powers are 2 in 1, i.e they have a buff mode and a debuff mode, so there are actually HEAPS of powers. I.e the Primaris for Battle is Conceal/Reveal (as a single card/roll etc), Conceal gives you Shrouded and Reveal removes Shrouded from an enemy. The 1 on the Battle Chart was Destructor/Renew(?), Destructor being the same as before with Soul Blaze added and Renew allowing you to restore a wound to a friendy model within range (18" I think). Primaris for Runes of Fate was Guide, which is now 24" range but is otherwise the exact same as before. Very surprising to see this as aside from the range it is far worse than the Divination Primaris (although I guess you could take both and effectively Guide two units). The 1 on the Fate Chart was a terrible Focuses Witchfire power. Fortune and Doom are still options (the Farseer in the report had them) and appear to have the same effects.

- The Avatar has Fleet. Also one of the psychic powers increases your movement speed/charge range somehow

Tuesday, May 21, 2013

More Eldar pictures!

Looks like Latios and Latias.

Check it out guys!