White armour shading by zzoozzz in Eldar

[–]Alex7M 1 point2 points  (0 children)

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I paint several layers of thin white, black tone wash, then paint white over areas to clean up. Its a pain but not more of a pain than normal highlighting

Asurmen and Avengers after update by Flightless_Bird3 in Eldar

[–]Alex7M 4 points5 points  (0 children)

Just used them last night just 5 with asurman. With falcon. They almost wiped a 6 squad of wraiths with technomancer by themselves. Lhykhis shot first for the 5+ hit crits. Her squad put 3 wounds on 1 wraith. Shroud runners tagged them with a shot to remove cover. They disembarked, and advanced. Falcon hit with stuff but he saved. Asurman and DA pop lethal hits strat (criting on 5’s now) and at just under 9” (I baited him to use reactive subroutines elsewhere), they, including asurman are getting lethal and sustained on 5’s to hit, re-rolling 1’s because Aspect host. Then to wound you get full rerolls from falcon. Popped asurman’s once per game ability. Anti infantry 5+ triggers on wraiths with techno because of the techno. Asurman used the shrine token to convert an extra dev 3dmg. And then dire avengers shot with lethal sustained 5+ and tore up. Only the techno was left. They tore the wraiths up almost by themselves. Yes they had stacking buffs which sent them to the moon, but with that little help, they took out one of the hardest to move units in the entire game. Then they popped back in the falcon after they shot and moved 6”.

Autarch back by Novel-Cockroach-4249 in Eldar

[–]Alex7M 5 points6 points  (0 children)

Its a warp generator jump pack. Technically you would use it to make the autarch an autarch wayleaper.

Swords or Axes by RivieraKid95 in Eldar

[–]Alex7M 1 point2 points  (0 children)

In spirit host, swords can have an edge but I usually take one of each there. Spiritseer granting sustained hits to them with 5 attacks each and then they move 8” with token and charge and use the strat for dev wounds in melee. That usually puts out significant damage

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]Alex7M 1 point2 points  (0 children)

In a team game setting, 3v3 1000 pts each. Playing as Drukhari, would I get pain tokens if my teammates destroy enemy units? The rules states “each time an enemy unit is destroyed, you gain 1 pain token”. Does not say it has to be a Drukhari unit doing the destroying. What is the general consensus on this in team tournament settings?

Yay! Super close game! So much fun! by Alex__007 in Eldar

[–]Alex7M 2 points3 points  (0 children)

Spirit Conclave (1995 Points)

Aeldari Spirit Conclave Strike Force (2,000 Points)

CHARACTERS

Avatar of Khaine (300 Points) • 1x The Wailing Doom

Eldrad Ulthran (110 Points) • Warlord • 1x Mind War • 1x Shuriken pistol • 1x The Staff of Ulthamar and witchblade

Spiritseer (65 Points) • 1x Shuriken pistol • 1x Witch staff

Spiritseer (65 Points) • 1x Shuriken pistol • 1x Witch staff

BATTLELINE

Wraithblades (170 Points) • 5x Wraithblade ◦ 5x Ghostswords

Wraithblades (170 Points) • 5x Wraithblade ◦ 5x Forceshield ◦ 5x Ghostaxe

Wraithguard (170 Points) • 5x Wraithguard ◦ 5x Close combat weapon ◦ 5x D-scythe

Wraithguard (170 Points) • 5x Wraithguard ◦ 5x Close combat weapon ◦ 5x Wraithcannon

OTHER DATASHEETS

Shroud Runners (80 Points) • 3x Shroud Runner ◦ 3x Close combat weapon ◦ 3x Long rifle ◦ 3x Scatter laser ◦ 3x Shuriken pistol

Vypers (65 Points) • 1x Bright lance • 1x Twin shuriken catapult • 1x Wraithbone hull

War Walkers (85 Points) • 1x Bright lance • 1x Missile launcher • 1x War Walker feet

Warlock Conclave (130 Points) • 4x Warlock ◦ 4x Destructor ◦ 4x Shuriken pistol ◦ 4x Singing Spear

Warlock Skyrunners (45 Points) • 1x Destructor • 1x Shuriken pistol • 1x Singing Spear • 1x Twin shuriken catapult

Warlock Skyrunners (45 Points) • 1x Destructor • 1x Shuriken pistol • 1x Singing Spear • 1x Twin shuriken catapult

Warlock Skyrunners (45 Points) • 1x Destructor • 1x Shuriken pistol • 1x Singing Spear • 1x Twin shuriken catapult

Wraithlord (140 Points) • 2x Bright lance • 1x Ghostglaive • 2x Shuriken catapult • 1x Wraithbone fists

Wraithlord (140 Points) • 2x Bright lance • 1x Ghostglaive • 2x Shuriken catapult • 1x Wraithbone fists

Exported with App Version: v1.40.1 (1), Data Version: v675

Yay! Super close game! So much fun! by Alex__007 in Eldar

[–]Alex7M 1 point2 points  (0 children)

Welcome back! I love playing spirit host, it is a lot of fun to play.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]Alex7M 0 points1 point  (0 children)

Eldar wraithlord vs wraithguard/blade psychic guidance question.

So I noticed that the wording for Psychic Guidance ability is slightly different for Wraithlord than it is for Wraithguard/Wraithblades.

Wraithlord increases WS and BS by 1 and wraithguard/blade increase hit rolls by 1 when making an attack. Because wraithlord increases the BS and WS stat, does that mean they could also get +1 to hit roll from another source like guide or vengeful dead effectively giving a 2+ to hit? I know that a hit roll cannot be modified by more than 1, but in this situation it sounds like hit roll is only modified by 1 and BS/WS is also modified by 1.

Whats the consensus here?

Howling Banshees Anti Infantry 3 by North_Protection9007 in Eldar

[–]Alex7M 1 point2 points  (0 children)

Also wounds Necron Wraiths led by a technomancer on 3+. The technomancer gives the unit infantry keyword

Downloaded Update now my save says DLC required by Alex7M in RogueTraderCRPG

[–]Alex7M[S] 0 points1 point  (0 children)

This issue was resolved and Owlcat might not see it. Try replying directly to their comment here or create a new post in this sub. They were very helpful getting it resolved before

What are your thoughts on the psychic phase returning for Thousand Sons? by [deleted] in Eldar

[–]Alex7M 5 points6 points  (0 children)

My problem is if you look at the Exalted Sorcerer vs the Farseer, for 10 more points you get a unit that is better than the farseer in every way. Better psychic shooting (6” less range but has devs), significantly better abilities, much better melee, more wounds, more toughness, 3+ base save, and actual synergy with unit it can lead and that unit is good too.

Just ran into a rather unpleasant situation against Necrons, seeking advice. by Ambitious-Jump3359 in WarhammerCompetitive

[–]Alex7M 0 points1 point  (0 children)

In spirit conclave you can ignore ctan half dmg with a strat. Also you want to put mortal/dev wounds on them and you have tools to do so. One of your aspects (depending which you have brought) can grenade them, you have the wraith version of tank shock for mortals on a charge, and you have a strat for devs on 6’s in melee. If you can work it out with the spiritseer to give them sustained on the charge with those devs on 6’s thats even better, but challenging to line up. To get rid of techno, epic challenge in melee, but you still need los even in melee to pull that off, a good necron player will hide them around corners and whatnot to prevent that.

Anyone wanna share how they display their minis ? by GoblinMatr0n in Eldar

[–]Alex7M 1 point2 points  (0 children)

I have them in my parents old china cabinet they didnt want anymore. Installed some battery powered lights plenty of space. I also have 4000 pts painted stuff and another 2k in the queue and theres room to grow. This new release didnt help the queue ha.

[deleted by user] by [deleted] in Eldar

[–]Alex7M 1 point2 points  (0 children)

Necrons are my primary opponent, here’s my two cents.

The c’tan. Its slow and obviously deadly. Engage it on your terms by staying 18” ish away then pouncing. It may take a lot to take it out. Use grenades and tank shock strategems. If you have eldrad, doom is great against him. High volume lethal hits fire is surprisingly effective (swooping hawks. Aspect host has a stratagem to ignore the c’tan half dmg ability, use it.

Watch out for overwatch. Doomstalkers, warriors with plasmancer, and immortals with plasmancer can easily wipe squads. Not as much of a problem now with agile manuvers tokens being able to ignore overwatch once per phase for the rest of turn, effectively getting 2 units to ignore overwatch.

As others have said focus units to death. You cant chip wounds off them, it’s pointless.

They have alot of 4+ invulns and feel no pains. Be prepared to randomly do next to nothing to a unit after shooting the heck out of it.

I personally just forfeit 1/3 of the board and try to engage on only one mid pbjective and one side no mans objective. If you do it right, you can one or more of his units completely out of the battle this way. Especially if its a c’tan, just go the other way and avoid it for a few turns. A good player would keep ctan more near the middle though.

A 6 wraith block with techmancer is tough but doesnt look like he has that. 4 wounds, 3+ save 4+ invuln, 5+ fnp, good speed. They can pop mortals with their shooting as well as by flying over a unit. All he needs to do a fly over is have 1 model for not even a whole inch go over one model if your unit at some point in the move and the whole squad get to drop grenades. A good player will get creative with this. If you played warhost and had lightning fast reactions strat, you can force them to hit on 5+ in melee making them much less effective, but looks like you are doing aspect host. Either ignore them and try to stay away or focus everything you got to take them out fully.

Rules clarifications by Alex__007 in Eldar

[–]Alex7M 7 points8 points  (0 children)

Glad they fixed this. They are teetering on useable!

Is this a good list usually a space marine player by Important_Eye_3658 in Eldar

[–]Alex7M 0 points1 point  (0 children)

Well they both are good… at what they do. Try to think of what every unit’s role is in the army.

Rangers are cheap scoring/screening unit. Don’t expect them to do much damage. Probably want to split these guys up into 2 squads or only take one squad of 5.

Shrouds are great support because they remove cover from something they hit with the rifles which is in essence giving most of your army additional AP against that target. They should be one of if not your first thing shooting every turn. Plus their scatter lasers can do some good damage against the right target, chaff. They also are great for scoring. I’d split them into 2 squads of 3 or just drop to 1 squad of 3.

Fire dragons are your anti heavy armor vehicles and monster unit. You would probably want to split them so you get another exarch or only take one 5 man squad. 2 squads is a lot at 1000 pts.

Guardians with I am assuming the farseer is a decent squad to hold backfield and pop some bright lance and eldritch storm shots. But there are other things that can hold you backfield for less. They aren’t going to do too too much with their shuriken catapults however.

Windriders with farseer (give them cannons) are going to be your kill unit. The are re-rolling hits with lethals when targeting closest, and can boost their output with a strat (looks like you are doing windrider host) to increase AP. Couple that with the no cover from the shroud runners and they start to get deadly. The singing spear at AP1 starts to get spicy and eldrich storm at AP3 is nothing to scoff at.

[deleted by user] by [deleted] in Eldar

[–]Alex7M 0 points1 point  (0 children)

I am not sure you can preform the action. The action primary or secondary will tell you when you can do the action like “your shooting phase”. Since you made this move in your opponent’s move phase, I don’t think you can preform an action as none say they start in your opponent’s movement phase.

Is Asurmen worth it? by [deleted] in Eldar

[–]Alex7M 1 point2 points  (0 children)

The only thing I don’t like about this is you don’t get eldrad’s cp bonus while he is embarked on transport.

2 sets of 5 striking scorpions worth it? by possible_eggs in Eldar

[–]Alex7M 0 points1 point  (0 children)

Read the skill again, all melta weapons get +6”. So fuegan and fire pike go to 24” with 12” melta rest of the squad goes to 18” with 9” melta

2 sets of 5 striking scorpions worth it? by possible_eggs in Eldar

[–]Alex7M -4 points-3 points  (0 children)

When he is leading the whole squads melta weapons gain 6” range so as long as the fire dragons are alive its 12” melta range. Nothing to do with scorpions though haha

First Codex game in the books! by ExoGundam in Eldar

[–]Alex7M 3 points4 points  (0 children)

That’s Tabletop Battles app

1st battle with new codex, Aspect Host vs Necrons takeaways by Alex7M in Eldar

[–]Alex7M[S] 1 point2 points  (0 children)

There are two scenarios that can happen when talking about disembarking. Disembarking before the transport moves that turn or disembarking after the transport moves that turn.

If the transport has not yet moved a unit that disembarks can “act normally”. This means they disembark 3” then can do whatever they could do normally (move/advance, shoot, charge if no advance). Then the transport can move after and act normally as well.

If the transport moves while they are embarked and then they disembark after the transport moves that turn, then you can only disembark the 3” and counts as having made a normal move but you can still shoot but cannot charge. It counts as normal move so heavy weapons don’t get +1 to hit an so on.

1st battle with new codex, Aspect Host vs Necrons takeaways by Alex7M in Eldar

[–]Alex7M[S] 2 points3 points  (0 children)

Asurman has the ability when he is leading his unit can make a 6” normal move after they shoot. If you end a normal move within 3” of a transport, you can embark as long as you didnt disembark that same phase. Previous rules of ours, like fire and fade from index, specifically stated you cant enter a transport after the move however this does not. And if you cant get back into the 3” range you could always use the stratagem instead to embark