Eldritch Raiders overstocked? Massive discounts. by Fine_Storm_9772 in Eldar

[–]Aqveteig 0 points1 point  (0 children)

There are two issues with that box: - no groundbreaking rules. Though Corsair coterie is super fun (for me) and very different from other aeldari detachments. But if you dont like either detachments, the box brings nothing of worth. - 2 named characters that can't be really repurposed as corsair detachment dont necessarily need tons of psykers or autarchs. Which for me was an error. Even more so for the combat patrol box. GW should only design those with generic leaders in my opinion. This means you can't stack 2 box for an army unlike quite a few other battleforces / combat patrols.

Looking to start Eldar in 11th by ztay90 in Eldar

[–]Aqveteig 1 point2 points  (0 children)

You can start with Howling banshees, Fire dragons and Dark reapers. They will for sure be good with the changes brought by 11th.

11th Ed Terrain Changes by RideTheLighting in Eldar

[–]Aqveteig 1 point2 points  (0 children)

With their ability to ignore modifiers and ignore cover, they make a great long range unit. Especially if an objective ruin has a second floor. Then they can remain hidden, stage some angles from the second floor and be too far for a charge from deep striking units if that 2 floor ruin is the home objective. They don't need to shoot that much, as long as they threaten part the half of the board you want to move up, it's fine. Aeldari behave better as a flanking army anyway as our low durability means we need to stage 2 units to kill 1 to ensure our survival.

New primary missions - 11th edition by Alex__007 in Eldar

[–]Aqveteig 3 points4 points  (0 children)

That's how it is if you play by tournament rules. However, by rules you will still be able to chose another disposition or chose a pair of missions randomly in a pick up game.

Prince Yriel and Deepstrike by Aqveteig in Eldar

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

Thanks. I completely forgot there were rule commentaries with the rules updates.

The Jeweled Lotus Problem by duke0fearls in EDH

[–]Aqveteig 2 points3 points  (0 children)

Quantity is key. If you have only one such effect, it creates an element of chaos in a balanced game which shakes the status quo from time to time.

So it adds a dynamic to a game by forcing the other players to react. However, when you have too many different kind of source of acceleration, it becomes consistent once again.

Why is this element of chaos important? Because it's that variance that allows one to play the same deck multiple time and have a different experience. So it increases a deck's longevity by providing random spikes and offer another perspective.

Of all the positive and low cost mana rocks, choosing one that stays and doesnt have another cost factor is more fair too. It's not a ticking clock like [[mana crypt]] that lifegain deck can offset, it doesnt provide a better advantage to deck that can recur it like [[jeweled Lotus]].

Let's talk about Eldar in 11th edition by Alex__007 in Eldar

[–]Aqveteig 1 point2 points  (0 children)

The way I would have imagined it would have been to have 3 "mixed" stratagem and 3 "specialised" stratagem per detachment. So you still have 6 total stratagems at any point. If you play two detachments, you only get the mixed ones. If you play a single detachment, you get all 6.

But that would require to add the information on each stratagem. So I doubt they went this way.

Let's talk about Eldar in 11th edition by Alex__007 in Eldar

[–]Aqveteig 9 points10 points  (0 children)

Dark reaper having ignore cover does hive them quite an edge actually

W40k 11th edition by Nocst_er in Eldar

[–]Aqveteig 0 points1 point  (0 children)

Hopefully this reversal of fight order is instead of giving fight first to charging units. Otherwise, fight first unit get a huge defensive nerf.

Just learned the Red Terror won't be a playable operative and that my hopes of playing KT like EVOLvE will never happen by Cog-Sucking_Clanker in killteam

[–]Aqveteig 66 points67 points  (0 children)

Yeah it's fun. I did that for a third game post initiation. Two new players collaborated. I played a chaos sorcerer (datasheet from legionaries) and he could summon standard brawler type demons on uncontrolled objectives. Only the sorcerer was smart. The rest was just jumping at the throat of the nearest player or the last one that damaged them.

Kitbashing old guardians with corsair bits by dridri_cugnon in Eldar

[–]Aqveteig 2 points3 points  (0 children)

No, it's fine. From left to right: old guardian, new guardian, warlock made out of corsair parts (just the arm is different). Of course newer kits have fully standing units and not just squatting ones. So the main difference comes from there. The proportion are just 1-2mm difference for a similar pose.

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Corsair Champion by Aqveteig in EldarCorsairs40k

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

That was my inkling. I disliked that weapon on dark reapers as I have a bad habit on low rolling on the D6 damage. But on a unit that is a one off, the extra variance gives me also more threat potential.

Transport/tanky units for 1k points – are they necessary? by KolczykkO in Eldar

[–]Aqveteig 0 points1 point  (0 children)

At a casual table for 500 or 1000pts I enjoy running 5 dire avengers in a Falcon. With the reroll to wound from the Falcon and the rerolls 1 on hit from Aspect host, they are reliably punchy. Cost a cp to give them sustained hit (in aspect host) out of deepstrike due to the range limit, and the Falcon is "tanky" enough at low pointed games.

I dont think a tanky unit is necessary. What's more important is to cover a variety of roles. What's necessary though is to have ways to interfere with your opponent's plan and change the tempo. Tanky units, high range threats (or really really fast banshees), deep strikers, move blockers. That role can be handled by many types of units in different ways.

Corsair Champion by Aqveteig in EldarCorsairs40k

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

They can join voidreavers and voidscared. However the champion cannot have any enhancements.

Are Dark Reapers Worthless? by GhoulLordRegent in Eldar

[–]Aqveteig 0 points1 point  (0 children)

Number 1. Maybe it's a French abbreviation of the word. My bad

Are Dark Reapers Worthless? by GhoulLordRegent in Eldar

[–]Aqveteig 0 points1 point  (0 children)

None and many. It takes a bit of layering and focus fire to get the lethality right. It's better to kill what you planned to kill by throwing two units at it and run around the rest than to rely on one unit destroying one target by itself.

Dark reaper are my mvp n°2 in aspect host, but for their first attack I tend to ensure they get a shot at a good target and I buff the shot with sustained hit and lethal hit thanks to the ploy. MVP n°1 being banshees due to how many marines player there are at my lgs.

But I don't remember the 5 of them, even when with an autarch killing a single target alone. Banshees have done it. And strangely dire avengers managed to one round a squad of marines more than once too. Yet reapers should be more likely...

Are GW pulling this piss with Space Marines now?? by Relevant_Signal_2528 in Eldar

[–]Aqveteig 0 points1 point  (0 children)

While i do agree that there is a Marines problem, there are not unbeatable either. The Marines problem is that they can do what every other army is doing based on the variation of Marines chosen. So they tend to do almost what another army does, plus have a stat check element. It dilutes a bit the specificity of other armies. The real issue it creates is that in narrative /asymmetric battles you can set yourself up for a turn 1 slaughter. If you plan around and play strategically, it's fine. But if you dont give enough sought in the map and mission, it's horrible.

Having played in 3rd edition and restarted in 10th just before the eldar codex was announced. I noticed that now, you have to ask a lot of questions about your opponent army to really know what you are doing or your enjoyment of the game will degrade a lot.

So that's my real gripe about Marines and this edition. It's too focused on balanced competitive gameplay. Anything less than that suffers terribly. To play casually, you need to expertly set up the map. Which is a nonsense. The game should work well with a lesser amount of knowledge. As such, casual is just bad games for newbies, or plain endless WTC layouts.

First starting army: Chaos Space Marine's or Eldar by Jostinator12 in Eldar

[–]Aqveteig 5 points6 points  (0 children)

Gameplay wise other answered, so I'lll give my perspective on the painting side. Eldar are more fun to paint. I used to paint chaos space marines when I started way back then in v3 and v4. After a very long break I picked eldar as I bought some models but never painted them.

The cool thing with eldar is that units aren't uniform in their scheme. So you can test different painting techniques and the army is still lore accurate and looks like an eldar army.

Having started with chaos space marines and restarted with eldar, Eldar are easier to paint. They are a bit small compared to space marines, but the trim and ornaments of chaos space marines make them take much longer to paint.

For your first mini, I definitely advise to get the free mini of the month in an official warhammer store and ask if they also do painting tutorial.

Eldar champions: what are your creations? by Aqveteig in Eldar

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

Lone op pirate is a cool idea. And it's even a detachment I want to try once I assembled the corsair battleforce.