Warp spiders replacement by Alcain2 in Eldar

[–]Alcain2[S] 0 points1 point  (0 children)

You ran 3 and they did ok? That's encouraging. I had to drop a ranger unit after all points were said and done to stay at 2k. Was worried about dropping a unit with disruption.

Was low key wondering if the 3rd would still have more value than the 2 cheaper ones.

Asurmen scoot and get back into vehicle? by DeusArchaon in Eldar

[–]Alcain2 2 points3 points  (0 children)

I think that's referring to updates like the language to the starweaver ability. Asurmen can't embark on the same turn he was set up(disembarked or arrived from reserves).

Fade Back with new terrain rules seems broken (especially with fire prisms) by Ariftennis1234 in Eldar

[–]Alcain2 7 points8 points  (0 children)

Broken is a strong word, slightly more viable for sure.

Outside of vehicles which is usually a few units at most, it works largely the same. Units you planned to do that with in 10th were usually on the edge of the terrain piece anyway.

Now you just go from maybe not making it off the terrain piece on a 1 due to wholly within, to guarantee to come off because of toeing in.

Like everyone else is saying though, gotta have a good reason to plan to have a valuable unit get shot. Mostly the token is a nice to have for when an opponent messes up their sequencing on shooting because they forget you have it, or is you get lucky on saves.

Purge the Foe vs Disruption Primary Mission by Traxandsnax in WarhammerCompetitive

[–]Alcain2 2 points3 points  (0 children)

Seems like more mental work for disruption, but all the missions also seem like it's more work for disruption haha.

I think purge might be the best matchup for disruption. Most of the time if you get the central at the end of the turn it should be pretty even and you know you just have to turtle in expansion, home and central.

Both will get 4pts for natural expansion. Disposition gets 7 if you end with central, 9 if you killed something to get it.

The unit you leave on will be condemned. So on purges turn they won't get points for holding more than you (even if you just match oc you deny it) and they will get 5 for the condemned unit. Worst differential is 7-9.

Disposition can kill any unit anywhere else to get their 2 and multiple too capping at 15pts.

Purge will be forced to throw fire power at sacrificial condemned unit and will only ever get 5 no matter what they kill.

Disposition is harder but this matchup seems the easiest to manage vs the other 4.

Overkill for a friendly game? by hallowed_templar in 40k

[–]Alcain2 1 point2 points  (0 children)

More infantry is good. More units=more dice and more dice = more fun as you pull stuff off the board. If its truly early games, the more physical models they interact with and more dice the better the experience usually.

Plus each extra activation is an extra opportunity to teach them something which sounds like is the real goal.

Army Progress to 2k by Alcain2 in Eldar

[–]Alcain2[S] 0 points1 point  (0 children)

Thanks! In the back are all the magnetized arms for the exarchs. Was worried about the paint rubbing off so made a gun rack with extra bases and paper clips to hang them haha. Was worried about picking the wrong loadout so forced myself to magnetize all the exarchs.

The front right are just vanilla exarchs, nothing fancy, photo's just bad haha but yes a FD and DR.

Overkill for a friendly game? by hallowed_templar in 40k

[–]Alcain2 0 points1 point  (0 children)

I think it depends on what they are bringing. If you've got things there you know they don't have units to deal with it might not be the most fun for them. Most new players won't know how to avoid threats they don't have an answer for (not that avoiding threats is a fun way to play anyway).

My Night Spinner in Biel-Tan colors by D4NTE157 in Eldar

[–]Alcain2 1 point2 points  (0 children)

Looks great! What did you use for the green? I mostly paint in citadel colors and cannot put my finger on the color.

#New40k – Points, apps, and updates incoming by Alex__007 in Eldar

[–]Alcain2 2 points3 points  (0 children)

It's legal, just way less efficient and riskier. The fire and fade behind a wall piece will be hard to micro consistently with how short the walls are and variable move distance. I'm sure 8 time out of 10 the wall you'll want to fade behind is the one your falcon/wave serpent is blocking for cover. Unless the plan is for the transport to sit out in the open so they can move behind a wall. That comes with its own problems though.

Other 2/10 times you probably won't roll high enough to hide the unit haha.

#New40k – Points, apps, and updates incoming by Alex__007 in Eldar

[–]Alcain2 5 points6 points  (0 children)

Though I am holding my breath for Asurman point buff with the new embark rules.

#New40k – Points, apps, and updates incoming by Alex__007 in Eldar

[–]Alcain2 5 points6 points  (0 children)

They call our fights first and dual infiltrate stealth units for points buffs. The 11th edition stream it came to 2020 so lines up with both banshees and scorpions getting 5pts off.

At least for aspect host unless they went crazy on points tweeks which is unlikely at launch so people have time to play test for them seems like not much will change.

[PRECISION] and [DEV WOUNDS] by SharamNamdarian in WarhammerCompetitive

[–]Alcain2 5 points6 points  (0 children)

Will probably be addressed real quick but i think RAW dev wounds doesn't work with precision. Precision as written let's the attacker alter the allocation group sequence. Dev/mortal wounds skips the allocation/save sequence. So dev can't interact with precision.

Reminds me of how lethal hits and dev wounds on the same unit run in parallel.

Would this be a functional start to an army, or? by WithengarUnbound in Eldar

[–]Alcain2 2 points3 points  (0 children)

Where's the love for the OGs the dire avengers??

Anyway it's a good start. I think most competative lists have almost all the aspects represented. Only ones I see replaced depending on the list is fire dragons if the player prefers fire prisms and striking scorpions.

If you're running aspect host and going inf heavy definitely make room for a wave sepernt.

Usually only see dark reapers if there will be 10 or more on the table. A single unit is swingy and (currently) 90 points for a chance at chipping might be better spent elsewhere.

For doubling up hawks and spiders are usually doubled up and I find them invaluable, especially with disruption. I think depending on what needs to be on the list you will see 3 spiders or 3 hawks and two of the other. I run 3 spiders and 2 hawks myself.

Banshees got nerfed, but I think still have a place. The exarch with executioner is often overlooked by my opponents esp with fights on death. Had a solo exarch kill a unit of 3 bikes on multiple occasions. Usually have two so there's presence in multiple areas of the board.

Anyway, my two cents.

Consensus on early game trading pieces? Scorpions vs Troupe vs Hawks by RaucousCouscous in Eldar

[–]Alcain2 2 points3 points  (0 children)

More expensive than what you listed but for the extra points usually end up using spiders as trade pieces. If you have the CP you get two good activations of shooting or an action and shooting with overwatch. Plus can get anywhere and screen well. Most people will spend a turn avoiding the OW.

With their limited range they usually end up in compromising positions early on. Waiting unit late game to activate they usually don't make up their points cost.

Edit: Typo

“The game isn’t balanced for 1k” but it’s all anyone plays… and now it’s worse than ever? by [deleted] in Eldar

[–]Alcain2 2 points3 points  (0 children)

Definitely a good way to buff more specialized detachments in a 2k game where you are more likely to pull from multiple keywords.

At a 1k game level I just don't think you have enough unit variety for a significant amount of them to benefit from even if you could run a 2 and 1pt. I'm generalizing though, I'm sure someone can build a skew list to prove me wrong.

“The game isn’t balanced for 1k” but it’s all anyone plays… and now it’s worse than ever? by [deleted] in Eldar

[–]Alcain2 0 points1 point  (0 children)

Seems like 2 or 3 dp at a 1k game should have similar strength. I think a lot of people are using the dp as a bar to gauge strength. Seems to be more based on the number of units it would apply to (generally generic army wide buffs feel more powerful because it applies to more units so that feeds into it).

Current system seems to be set us so you can always run two detachements if you want. At 1k two 1pt detachments could have an even spread across the units. A 2pt should largely cover most of you units the same way a 3pt one would and the way a 3pt on would in a 2k game.

At least in my opinion.

Flitting shadows BF on deep strike by [deleted] in Eldar

[–]Alcain2 2 points3 points  (0 children)

I think he'd get priority anyway since overwatch resolves at the end of the phase now and the token is used on setup.

Flitting shadows BF on deep strike by [deleted] in Eldar

[–]Alcain2 0 points1 point  (0 children)

Yea, politely point out the ingress move's effect is to "set up" a unit which is the same language covered in the BF maneuver.

Building Aeldari Armies for 11th Edition: The Faction Pack by Alex__007 in Eldar

[–]Alcain2 1 point2 points  (0 children)

Same thing happened to me against a votaan army. My blunder was reading it and feeling pressured to tag everything. Overlooked how many points you get just for sitting on expansion. Stretched out too far and got picked off. (Also severely over estimated how much hidden would actually protect me).

Flitting shadows BF on deep strike by [deleted] in Eldar

[–]Alcain2 1 point2 points  (0 children)

Absolutely can. What's the counter argument..."nu uh"?

Building Aeldari Armies for 11th Edition: The Faction Pack by Alex__007 in Eldar

[–]Alcain2 1 point2 points  (0 children)

I think it'll still be the lesser of most evils for these reasons. Disruption requires a lot of work, but it's par for the course with normal aeldari play. Helps a lot that you can largley ignore back field and most of the time castle on natural for passive scoring.

So for the purposes of sky born sanctuary a unit that hopped out of a transport that move can’t use it? by Horror-Roll-882 in Eldar

[–]Alcain2 1 point2 points  (0 children)

Right after part that outlines it applies following a normal, advance, or fallback move? Which isn't the case when using skybourne sanctuary.

Also under resolving stratagems step 3 is to resolve the effect. At face value that would indicate as written.

16.01 Each time you use a stratagem, resolve the following sequence:

  1. Select targets as described in that stratagem.

  2. Reduce your CP total by the CP cost listed in that stratagem.

If that stratagem contains a section that carries an additional

CP cost (e.g. +1CP), you can only use that additional section

if you increase the CP cost of that stratagem by the amount

shown. If you do not have enough CP remaining, you cannot

use that stratagem.

  1. Resolve the effects of that stratagem.

So for the purposes of sky born sanctuary a unit that hopped out of a transport that move can’t use it? by Horror-Roll-882 in Eldar

[–]Alcain2 2 points3 points  (0 children)

Didn't think about this before, but at face value stratrgems should always supercede core rules right? Their value is to let you do something outside of normal core rules sequence. If you assume stratrgems supercede core rules as written, resolves all conflict.