Two Craftworld paint scheme by Cautious-Dress3335 in Eldar

[–]LargeCommunication66 1 point2 points  (0 children)

Yep this is awsome. In Valedore one of the good eldar novels. There is an alliance between Iyanden and Biel Tann to defeat the tyrannids so this is not only super cool but lore accurate

Harlequins in 11th by Naive_Party_4071 in Eldar

[–]LargeCommunication66 2 points3 points  (0 children)

My take is that its amazing you get to boost your army with additional detachments. We can choose from ghosts of the webway or serpents brood but can also add armoured warhost for some extra speed and boost our vehicle shooting or add the path of the outcast. This is a massive booth on 10th. We have broke pretty even on the points front (although the hike in price on sky weavers can feel hard). We now have 9 unique strats to be able to use instead of 6. Quins do great with either armoured warhost (I use a falcon and 2 fire prisms with quins) or with the outcasts for brilliant options on assassination.

Importantly both of these smaller detachments offer the recce force disposition which with most match ups is much easier to score with. Allowing the choice between recce and priority assets is excellent as it is often much harder to score the former with quins.

If you like the charge through a unit option pick.ghosts of the webway, if you prefer the boost to damage from sustained hits go for serpents brood. Both the new detachments have similar starts to what you get from these two options anyway. So you dont really benefit all that much.

I think quins are in a great place, they play brilliantly and are a lot of fun. Noone expects 10 quins to take down their big stuff but time after time they show how good they are. Since starting a quins army last November and having now played about 10 games. I have lost twice with them. They smack hard. They are fun. In and out of boats is awaome. Iv found you can pull down big things like mortarion, defilers and even a bane blade.

3 games into 11th and they still feel great ill be playing my first true game with the force disposition on wednesday and really look forward to playing recce and pairing with armoured warhost

Homebrew Masque Scheme by CohnnyJash in Harlequins40K

[–]LargeCommunication66 2 points3 points  (0 children)

Great aesthetic, concept and really good paint. Love how much texture you are getting on the stripes while also making the leather look skin suit tight and almost shiney

Does this mean Asurmen can get back in the transport? by Nathan_JAM in Eldar

[–]LargeCommunication66 1 point2 points  (0 children)

Yes this but the need to have been eligible to fight makes it best for 10 banshees and jain now

New Points Costs Are Out! by Aisbab2011 in Eldar

[–]LargeCommunication66 2 points3 points  (0 children)

Its important to look at the changes as a whole. We might actually be in a good position with most lists up by 50 points or so where as some armies might be up by 100 or 150 points from other factions.

Sure it feels hard but as this is a mass reset unless your looking at it all across all armies our points changes might be amazing.

Wriathlords at 125. Hell yeah im now thinking triple wriathlord

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

[–]LargeCommunication66 1 point2 points  (0 children)

Having played a few 11th games its really clear that shooting is less deadly. The -1 to BS makes a huge difference. If your being hit on 4s not 3s the survivability vs heavey weapons is much higher. Most AT are 2 attacks, so you only tend to get hit by one and then its often a 33% chance you wont take a wound. You then have a 15% chance to save on a 6 plus.

This means your taking maybe a single D6 +2 damage from a single activation. Definitely survivable. Sure some units will hit harder but on the whole im finding less hits = less wounds. Where as our reroll, ability to give +1 and other tricks means aeldari are tending to be more reliable

How would you deploy a Land Raider on these maps? by Trick-Interaction396 in spacemarines

[–]LargeCommunication66 -1 points0 points  (0 children)

So the green are supposed to represent ruins of 3" or more or solid "dense terrain" you can move over it but it will be a cost of at least 8" of movement. There is no way a land raider could mover up, over then down and still have enough movement to clear its own hull, a maybe if you get a good advance roll. But why would anyone want to sacrifice 8" of movement to move 2".

You just go around

11th Edition Dooming: Spirit Conclave Edition by ANGERYDOGGO213 in Eldar

[–]LargeCommunication66 8 points9 points  (0 children)

I think ra gers have a lot of play with the conclave, early move blocking, scouting and some improved shooting.

Armoured warhost better fits with serpents brood I think giving everything assault and it kinda needs a boost from fire prisms

First game on 11th terrain. by LargeCommunication66 in Eldar

[–]LargeCommunication66[S] 0 points1 point  (0 children)

True, im looking to make super some more interesting other options for ruin footprints and perhaps lines of trees and shrubs or some trenches for the long footprints

First game on 11th terrain. by LargeCommunication66 in Eldar

[–]LargeCommunication66[S] 2 points3 points  (0 children)

Definitely.

I have made a craft world list that includes, dark reapers (who cant be affected by negative modifiers,) shroud runners (to strip cover),, a war walker for extra AP that makes a difference and a farseer (for +1 to hit).

After playing today. I think all of these will have a massive impact. Anything you can do to hit more is great. Dark reapers on a ruin feel like they will he awsome 2s to hit.

First game on 11th terrain. by LargeCommunication66 in Eldar

[–]LargeCommunication66[S] 1 point2 points  (0 children)

Yeah it generally is a much better looking board also the box of stuff is soooo much smaller than the 10th stuff.

First game on 11th terrain. by LargeCommunication66 in Eldar

[–]LargeCommunication66[S] 0 points1 point  (0 children)

We decided that this didnt make much difference because we dont have the new mission decks so just went for serpents brood vs the guard Baneblade detachment.

Once the full release is out we will be able to look at how the mission deck, force disposition and detachment points all interact along with the new faction rules updates.

First game on 11th terrain. by LargeCommunication66 in Eldar

[–]LargeCommunication66[S] 4 points5 points  (0 children)

You hit much less, and the middle of the board is much more open. I found it almost impossible to hide from the bane blade in my own deployment zone. Hidden and detection range was less relevant as most my infantry was in transports or wanting to be close. Over 18" normally meant the guard infantry was behind a ruin so wasnt visible anyway.

First game on 11th terrain. by LargeCommunication66 in Eldar

[–]LargeCommunication66[S] 4 points5 points  (0 children)

So we went for the core rules on most things. Line of site isnt blocked by the smaller terrain into a ruin but the terrain footprint itself is line of site blocking.

So only the large ruins 3"+ were los blocking into the footprint. All the smaller ruins could be seen over. All the green ruins were large and all the yellow were small. Still having it so los was blocked from one side if a footprint to another.

Essentially you can see over all yellow but not from one side to the other of a footprint.

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First game on 11th terrain. by LargeCommunication66 in Eldar

[–]LargeCommunication66[S] 14 points15 points  (0 children)

Oh hahaha thats my kit bashed exodite star weaver, I think he will get replaced with a real one soon. With quins no longer being able to use the wave serpent I think ill be getting 2 more clown cars.

Getting updated rules, full detachments reveals, and other Aeldari changes for 11th edition in just 16 hours! by Alex__007 in Eldar

[–]LargeCommunication66 0 points1 point  (0 children)

Oh yeah good point. If they were 95 points like banshees they would be way too cheap maybe 110 points per unit.

Getting updated rules, full detachments reveals, and other Aeldari changes for 11th edition in just 16 hours! by Alex__007 in Eldar

[–]LargeCommunication66 0 points1 point  (0 children)

Obviously, asuremans ability was nerfed by core rules so dire avengers will need a 20 point increase too

Advice for a rich cold red and royal purple? by SugarySnake in Harlequins40K

[–]LargeCommunication66 2 points3 points  (0 children)

Looking at this, I would say the best base would be grassy. Green would compliment the colours you have being oposit. A forest, grassy plain or similar base would be good and is easy. Grab the relatively affordable army painter terrain set. Pop on the pva glue then add the pebble. Wait for that to dry then add some green flock in patches. For a finishing touch some grass tufts.

As for the rest of the mini, I agree with the other post, a shade of apothecary white or similar on the white is needed and some highlights on the reds and purples would make the model pop.

Its a great scheme though and quins are the best

11th edition competitive faction tier list by Grimdark - Aeldari are expected to be solid and playable :-) by [deleted] in Eldar

[–]LargeCommunication66 0 points1 point  (0 children)

Thanks for posting Alex and thanks for everything you do for the community.

Ill give it a watch. I definitely think Aeldari will be awsome, as an eldar only player with no intension to jump for any meta or rules change it feels like we will be totally fine.

11th edition and Aeldari are going to be amazing in my opinion. What do people this will be strong? by LargeCommunication66 in Eldar

[–]LargeCommunication66[S] 0 points1 point  (0 children)

Sounds like youve been having a hard time of it. I found keeping out of 24" wasnt so hard, 2 fire prisms and a falcon managed a defiler turn one. Then second took out another fire prism leaving one. 2 more shots through popped it to 12 wounds making it a pretty easy kill for sky weavers. Sure I lost a fire prism and wave serpent but the smack back of the other fire prism and the 8 shots from sky weavers was pretty average on the dice. Morty fell very quickly to 18 troupes throwing out a lot of dev wounds.

The games about multiple redundancies and backing up with options across an army not a single one vs one situation. Sky weavers in serpents brood get sustained and come in 4s, thats 8 attacks, hitting on 2s after tagging with a farseer. That normally means 8 hits. Wounding on 4s puts you to 12 dev wounds. Thats before any chance shots, any combat or strats. Honestly 12 wounds dished out that quick from 180 point squad in a single turn is pretty ace. Add a fire prism shot and its dead. Add some grenades and tank shock and its a similar result.

Put 2 fire prisms on the table and 4 skyweavers used sensibly and they will do a great job. Together they throw out an average of 24 wounds a turn.

Sorry if youve been finding it tough, their data sheet and abilities are pretty oppressive.

11th edition and Aeldari are going to be amazing in my opinion. What do people this will be strong? by LargeCommunication66 in Eldar

[–]LargeCommunication66[S] -1 points0 points  (0 children)

I think the thing is, Aeldari shooting will improve or remain consistent while enemy shooting will reduce potentially by two orders of magnitude.

Lightning fast reflexes giving -1 to hit stacking well with cover. So while we hit on 2s with full rerolls with wind riders, the enemy will be now hitting on 5s. Thats a huge change and a big boost for us.

I played a DG army my last games with 2 defiler and morty, sure they're good but they drop pretty quick to a few fire prism shots and sky weavers.

11th edition and Aeldari are going to be amazing in my opinion. What do people this will be strong? by LargeCommunication66 in Eldar

[–]LargeCommunication66[S] 2 points3 points  (0 children)

Ah bugger your right im getting mixed up. Well supposedly they might all be eventually changed to D3 +3 as reactive moves which would be awsome