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Eldar

Hi all, welcome back to another edition of the floorhammer paintstation. As mentioned previously I got a lot of painting done whilst I wasn’t blogging/8th Ed was dropping, so sharing more of that today.

There isn’t too much to say about these models other than they were a blast to paint. The lines are interesting and I wanted to highlight that as much as possible by having the dark base colours with the contrasting edge highlight. I haven’t done the bases yet of the Trueborn as I needed a little more time to decide how I wanted to do them.

I will probably have a battle report up today or tomorrow with the first Fate of Konor campaign battle completed over the weekend.

Enjoy!

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Wow, so its been a while since I have been able to sit and breathe. Sadly I have neglected the blog, partly because of work but also because I didn’t want to comment too much on 8th Ed 40k without trying it first. Spoiler season was just crazy so whatever I had wrote would probably have been lost to the warp the very next day.

Alas, I managed to get two games in over the weekend (using modified ITC) with my Craftworld Eldar. The event was Save vs Summer at Camp Zama, Japan. The restrictions were 1250 pts using only 1 detachment. Also models had to be as close to WYSIWYG as possible. I had a patrol detachment (3 command points, CP) and my list was as follows;

Avatar of Khaine
Autarch with Warp jump generator and Death Spinner
Guardians (10) with Shuriken Cannon platform
Wraithguard (5) with D-Scythes
Wave Serpent with Twin Bright Lance
Warp Spiders (6)
Vyper with two Shuriken Cannons
2 War Walkers each with a Scatter Laser and Star Cannon

Not very powerful or efficient but I wanted to try out things. I had never used Wraithguard or a Wave Serpent so I was interested in their resilience. The Avatar was an experiment also, mobility hurt him last edition so I wanted to see if this still existed. I knew this list was better in midrange distances, and I didnt have much high strength weaponry as I would like. S6 is ok, but not vs many T7 vehicles. Overall, my aim was to have fun, try new units and get to grips with the rules- these were my first games of 8th!

I won’t go into too many details of the games but I played vs Tau (Longstrike) and codex Marines. I lost vs Tau and table the Marine player (who I think was fairly new to 40k). A word about CPs, I only had 3. I would have loved more especially in a tight game. So I clearly made an error choosing the patrol detachment instead of the Fast Attack detachment for an extra 2 CP (duh!). The CP’s I used didn’t change a huge amount, but they at least gave me or my opponent a chance to change the odds. For example I needed a 3+ to kill a crisis suit but rolled a 2 then a 1. Or a hammerhead doing an extra 3 damage. Having the chance is better than not having the chance at all.

So I lost vs Tau. Now I can accept losing, however I made things difficult for myself by not taking the chance to move the 1 piece of LOS blocking terrain we had before the game started. Therefore, my opponent (Julian) could castle up at the back with a large killing field in front of him. This really affected how I deployed and acted in turns 1 and 2 as I didn’t know how deadly things were- I was too conservative and didn’t put pressure on when I should have. Even then I had a couple chances to steal it had a couple rolls went my way. The final score was 5-11 mission points which was perhaps a fair reflection of my naivety, but overall an enjoyable game given how close it was.

Game two was a bit of a blow out. I played vs Bruce who had a Marine army consisting of two Rhinos filled with dudes, a Dreadnought, then a large assault squad and terminator squad to Deep Strike. Now there is nothing wrong with Deep Strike, but you have to be sure that it will pay off otherwise the counterstrike will be hard as your army is now split. Unfortunately for Bruce he only succeeded in heavily damaging the Wave Serpent. In my turn I deleted both his deep strike units, was fortunate with the maelstrom to go ahead. It didn’t get better for Bruce as by turn 5 he was table and I had only lost a couple Wraithguard and a Vyper. I am certain we was new to 40k so I chatted with him at the end about little things he could have done differently to break up my army better. This game we had LOS blocking terrain and it made a huge difference to me- crucial part of 8th Ed I feel.

This comes to my first unit review. The Avatar of Khaine. This guy is a bruiser. He chops stuff up easily in combat, has a meltagun, a 12″ fearless bubble and is extra resilient. However, he is still slow. Vs Bruce I couldn’t get him where I wanted because I cannot Advance and Charge meaning he can only move 7″ plus 2d6 if you want to charge (re-rollable). Therefore for him to work well the enemy has to come to you. Is this a guarantee in a tournament setting? No, as he got blasted off the table vs Tau thanks to my poor positioning and bad saving dice. If a tournament had a side board then I would consider taking him but otherwise he will be relegated to casual games vs an army I know.

The Autarch was great, he flew across the table thanks to the jump generator (so did the Warp Spiders), and the re-rolls of 1 was an excellent bonus. The Wave Serpent was tough, and Twin bright lances are good, the S8 -4 AP did a lot of good work. The Wraighguard were great, so tough, great weapons (unless you roll a 1 or 2), but underwhelming in combat with only 1 A. The Vyper and War Walkers were solid as they are fast, but the mass S6 weapons wasn’t that good. On the Vyper 2 Shuriken Cannons was good as there are no penalties to moving and advancing thanks to Battle Focus, and the -3 AP on a 6 to wound is nice. The War Walkers can be a little tricky, -1 to hit if they move, and with S6 weapons they are suited to killing infantry/T6 vehicles. Maybe I will try Missile Launchers or more Bright Lances.

Overall Craftworld Eldar are solid and fun to use. The army list should be built to take advantage of Battle Focus. I will try to get a couple more games in with a similar list to really get the hang of Eldar- and use the correct detachment!

Thanks for stopping by, and I will try to get all the painting updates on here in the next few days.

 

Floorhammer 40k fans, we are back with another battle report! This past Saturday saw me take the forces of the Ynnari vs the Dark Eldar under the control of my good friend Will. I have probably mentioned before that Will is a good player, and so I needed to be at my best. I didn’t go into the details last time, but his Tau whooped me 8-0 on the maelstrom two weekends ago on my first outing with the Ynnari. Though I came close to tabling him, the maelstrom points is what counted on that day.

Thus, I wanted to try the Ynnari again, and Will wanted to give his Dark Eldar a spin so the game had a nice little fluff thing going on. We upped the points a little to 1500pts to give our lists a little more flexibility. Will’s army consisted of a CAD and a Real Space raiders detachments; comprised of something like 3 raiders filled with Kabalites and Wyches, Archon, Succubus, 3 units of Scourges, a unit of mandrakes and a heaps of MSUs of Reaver jetbikes. A mobile, close quarters army.

I had predicted something like this so went with a shooty Reborn Warhost with an Aspect host. Pretty dirty as they all fall under the Ynnari faction, benefitting from Strength from Death. Furthermore, I wanted plenty of units to benefit from Strength from Death.

Reborn Warhost;

Autarch; Shard of Anaris, Lost Shroud, Hawk wings and Banshee mask.

Farseer; Singing spear, Spirit stone relic (powers; guide, prescience and psychic shriek)

Guardians (10); Shuriken Cannon platform

Kabalites (5); Blaster, Venom with Splinter cannon upgrade

Vyper; 2 Shuriken cannons

Falcon; Pulse laser, Scatter laser, Shuriken cannon

War-walker squadron (2 walkers); 2 Scatter lasers

Avatar of Ynnead (Rolled on Revenant; Spirit hook, Word of the Phoenix, plus two others I didn’t use)

Aspect host; +1 BS selected (of course)

Dire avengers (7);  Exarch with diresword and pistol

Warp spiders (7); Exarch with Spinnert rifle

Dark reapers (5); Exarch. Starswarm and starshot missiles

Two crucial things went my way; 1 deployment was Hammer and Anvil, and 2, I had first turn (if Will didn’t seize the initiative). I deployed deep in my zone knowing Will would want to bomb up the board on the first turn to get his combat units into range. Alas, Will failed to seize so the Ynnari went first. The scenario was tactical escalation.

The main thing I had to was eliminate any fast threats; the Reapers and Falcon exploded a Raider each, a huge result. The war walkers softened up a unit of scourges (4/5 dead). This meant Will’s mobility was crippled and could only advance in pieces to my castled up force. However, I only scored 1st blood with my maelstrom card being useless. Even though the Dark Eldar took a beating in turn 1, they were not out of the fight with so many jetbikes that could get into my face. Will was a little shocked at losing his transports so quickly, and could only harass a couple units on his turn. However he managed to score his maelstrom card, 1-1.

Turn two saw more of the same pain with scores of Dark Eldar being felled from all the heavy weapons I had. The amount of S6 shots was frightening, but this turn Will saved tons of models thanks to being in cover and going to ground with Mandrakes, Scourges and Warriors. Again the maelstrom wasn’t kind to me so the score remained 1-1, but I Deep struck the Avatar into my lines to give me a Feel no Pain bubble. On his turn Will changed his tactics a little by turbo-boosting some jetbikes to get in close to me. We was also able to score two more maelstrom cards taking the score to 1-3 in favour of the Dark Eldar.

On my turn 3 the Autarch moved into assault range of one jetbike unit, the avatar and kabalites closed in on another, and the Falcon took on the final jetbike unit in my lines. Two bikes squads were reduced to 1 bike, with one holding morale, and the other falling back. The last jetbike unit lost 1 member to assault with the Autarch. The Autarch wiffed a huge amount of rolls. The bikes hit and run closer to the Venom. Will decided to charge the Falcon with the Caltrops biker, charge the Venom with the other unit (still had caltrops) and fell back with the final biker. The Falcon lost 2 hull points, and was very lucky not to have been wrecked. However, the venom was wrecked (only wrecked) and the Kabalites shot at the aggressors for their Soulburst action. The Avatar tried to charge but rolled 1 short of what was needed. The score after turn 3 was 6-3 in favour of the Dark Eldar. Will kept drawing objectives in his deployment zone.

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At this stage the flow of the game was clear. The Ynnari were blasting anything off the board that came close. I had only lost a Venom at this point whereas Will was reduced to 1/3 or less of his whole army. The best thing about the game was that Will was still winning the maelstrom and playing tactically given how a lot went against him in the early turns.

Turn 4 for me was about trying to get maelstrom points. I wrecked the Raider with the Archon in it, the remaining bikers in my lines were cleaned up (he still had another unit plus the 1 biker in his deployment zone). The Autarch was in a position to finish off the Mandrakes. In the shooting phase I wiped some scourges allowing the Avatar to pop up beside the Autarch. In assault the Autarch wiffed again so was locked in combat for the turn. On Will turn he could only shuffle a few units around to capture some objectives, including Hold the Line. He was set to achieve this until we resolved the combat, and Soulburst action from the Autarch prevented him from doing so. Dirty. The end of the turn the score was now about 6-6.

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Turn 5 was crucial. I scored two more points (including Linebreaker and First blood) to take my total to 8. In my turn, the Farseer suffered a Perils on a 1, but past her leadership test to only suffer a wound. Will turbo boosted his last bike unit to get Linebreaker for himself. Now if the game ended, it would have been a draw. However, luck truly had deserted Will and the game continued. At that point if the game had ended, I would not have been disappointed. Given how the game went, Will gave himself a fighting chance to win the game given both the Linebreaker and Perils situations). It was a huge effort by him.

The cards I drew on turn 6 was the god draw I had been waiting for all game. I could get 6 points minimum, putting the game well out of the Dark Eldar’s reach. At this point Will had only killed the Venom, the Vyper and a Kabalite warrior so he conceded the game to me. The final score was 15-8 to the Ynnari.

We felt the game scenario, deployment and first turn all went against the Dark Eldar. Will couldn’t get close enough with all his combat units to trouble my lines, and I had castled up in the event he did manage to break through. I had Dire Avengers and Warp Spiders on hand in case he did. Alas they did nothing all game. My strategy was to keep my distance from his units, and chain my units along so that I could always Soulburst. This definitely affected the way Will thought out his moves. Having actions on my opponents turn is truly dirty. My list wasn’t exactly OP, but I can imagine Windriders and Wraithknights would be oppressive. Going forward as I add more to the army, I have to be careful not to ruin my opponents day with some Soulburst shenanigans. Else, they play much more powerful armies.

Will said that he wanted to try a CC DE army to shut me down, but on this showing we both felt that the shooty version of DE are much better. Ravagers are decent, lots of shots with the extra bit of armour makes them much more appealing than the paper boat Raiders. Will didn’t get the best out of the Reavers in this game, but when used well they are so hard to deal with. I’m sure once Will has regrouped, he will be handing me a kicking again!

Some specific points about my army. The Avatar of Ynnead was good, but acted more as a buffing/Soulburst unit than a combat monster. I was able to perform at least 3 more Soulburst actions thanks to the Word of the Phoenix psychic power. Given that the Autarch can move 18″, it was silly. Plus the ability to pop up is powerful, but has to performed with care. Like any monster, it could go down in a volume of fire. A word on the Autarch, the Lost Shroud proved again to be amazing, with the Autarch growing back 2 wounds. At this stage the Autarch has consistently been one of my best units.

I had mentioned the Ulthwe strike force last time, but I hadn’t built the models I needed to be able to run a Reborn warhost with an Ulthwe strike force. As a separate detachment they  don’t get Strength from Death, but Battle Focus. Its an interesting choice to make but with the correct support, they can compliment the Ynnari very well.

In the future I will try to take a photo of the armies before the battle, just helps the readers understanding a little more. But until next time, happy wargaming!

Happy wargaming all!

This past weekend I got my first couple games with the new Gathering Storm 2 book, the Ynnari faction. I played 1200pts vs Tau, and 1000pts vs Chaos. Here I won’t go into any details about the games (I didn’t really record much of those games). So today I am going to talk about my first impressions of the book, and some highlights/tactical points. Bare in mind that I’m not a fantastic player, or look to use only the most powerful combinations. This is just one gamers opinion 🙂

Firstly, the Reborn warhost detachment is very powerful, especially if you meet the requirement of 7+ units. This is super easy to achieve, even at 1000pts. One of the main benefits having 7 units has is that it gives you 2 Soulburst activations rather than 1. This very powerful at any stage of the game. In the early turns, you can get extra shots with your long range firepower, or extra movement with fast units such as Warp Spiders, Windriders etc. In my case, I was running an Autarch with Banshee mask, Fusion gun and Hawk wings; being able to wreck a vehicle, then move 18″ was hugely advantageous. As well as the second unit’s Soulburst action. In later turns, it was great as I was able to perform some shenanigans. For example, I finished off some Kroot with my Dire Avengers, had the Autarch charge a Firewarrior squad (with no Overwatch), and then Avengers shoot another unit. Fantastic.

What I really loved was that I was able to interact with my opponent on their turn. It definitely influenced their strategy on how to deal with my army. Furthermore, it gave me a chance to answer a problem before it got out of control. In a Maelstrom game, the cards can still wreck you, but Soulburst can give you a fighting chance to table your opponent given how good eldar shooting etc can be. I think when I get the hang of positioning my units better, I wont miss out of any activations -it is criminal if you do! Make sure your units are buddied up in case the worst happens. I made this mistake a couple times, but only hurt me once.

This book is great, but where does it fall apart? Of course there are some restrictions and issues. Well the fact you have to be within 7″ of the destroyed unit means either your stuff is dying, or you are up close with the enemy. Perhaps a little too close, especially if you are in a meta that features close combat armies or about to be smashed by 20+ rapid firing Pulse rifles. Generally, being close to the enemy isn’t necessarily a bad thing, but requires you to have sufficient support to take advantage of Soulburst. I’d also say that in Maelstrom games, objectives win the game. Being in bubbles within 7″ of each other really hamstrings your ability to capture objectives unless you have a list that has this problem in mind. Therefore, you are in a bit of a tug-of-war between maximising Strength from Death and the mission objectives.

Another issue was that Strength from Death only activates for non-vehicle units. Eldar and Dark Eldar have some really nice vehicles that would love to be able to move, Flat Out or shoot etc that cannot take advantage of this rule. Don’t get me wrong, if one of your vehicles is destroyed your units within 7″ get to Soulburst. However, I feel this will influence the way you build your Reborn warhost to maximise the number of units that have to opportunity to Soulburst. In addition, it could lead you running units that you might not necessarily think is optimal. I could be a little paranoid and will have a play a few more games before my verdict is truly out.

Finally, there is no Ob. Sec. This I think will not generally be an issue, but certainly something to consider, especially competitively against Battle Companies with their 1 million Ob. Sec. units.

In summary, the book is a heap of fun- and iv not even scratched the surface with the special characters and formations. If you get the chance to try your Eldar/Dark Eldar/ Quins with this book then leave comment below as I would love to hear what your experiences have been like so far. Now I am eying up the Ulthwe strike force as that looks like it will cause most people many headaches.

Chris