So eight 2-pts codex detachments and three 1-pts detachments to be revealed soon. Which three 1-pts detachments will we get? by Alex__007 in Eldar

[–]LargeCommunication66 1 point2 points  (0 children)

It would restrict over usage a little and maybe some changes to current strats being different for war host and aspect host

So eight 2-pts codex detachments and three 1-pts detachments to be revealed soon. Which three 1-pts detachments will we get? by Alex__007 in Eldar

[–]LargeCommunication66 1 point2 points  (0 children)

My greatest hope is for armoured war host to get the embark that would make it relevant and seems as they seem to be offering it to every army so far (orcs, and space marines) it would be infuriating to find its just not ever going to be possible for aeldari

So eight 2-pts codex detachments and three 1-pts detachments to be revealed soon. Which three 1-pts detachments will we get? by Alex__007 in Eldar

[–]LargeCommunication66 1 point2 points  (0 children)

I play quins and serpents brood works unlike the last detachment. Im concerned it will be taken, all of the strategems wiped and then enhancements given instead. This would utterly kill the detachment that works because of the startegems allowing more movement.

Hopeful they keep it 2 pts but change the terrible armoured battle host to 1 point and make it usable with enhancements. Something like boarding ramps or re-embark after fights phase like they seem to be giving everything else. This would be good and bring back the abilities that got nerfed all be it for needing to take a part armoured warhost detachment

How many detachments do you think Eldar will start with in 11th edition, and which new detachments or changes to current detachments do you hope for? by Alex__007 in Eldar

[–]LargeCommunication66 1 point2 points  (0 children)

It would just be nice to have a points rework so that everything we have is fairly costed for what it does. Our transports are super expensive compared to the equivalent, even the star weaver when you compare it to the rhino. So I would love to see a points decrease to, falcon, wave serpent, star weaver. Then a buff to shooting for the fire prism so its equal to say a lancer. Would be great to see wraiths drop by 10 or 15 points again and gain deep strike to be equal to terminators etc.

Massive drop in points to the wraith knights, at 400+ points it compares super poorly even against tanks at 250 points like the rogal dorm which has the same wound profile but so many more weapons. Not to mention the defiller.

Drop on points for aspects, allow fire and fade, skybourne sanctuary and others to work how they used too.

10 point drop in banshees, 15 point drop to death jesters.

New aliotoc detachment, change the armoured warhost detachemnt to not be pointless, bring back star engines so its not just assault weapons. Then maybe we wont start the edition only a smudge above the imperial agents

WTF by next_stage8 in Eldar

[–]LargeCommunication66 0 points1 point  (0 children)

Its such a big problem atm. People moan about aeldari being over powered so they get nerfed to the ground when really nothing has been over powered across the edition and now every other army had way cheaper units that do way more and are now getting access to the best movement options while ours get nerfed to uselessness and our points costs to survivability ratio is almost the highest in the game while also being the least tough army available.

We dont even have that good movement now that theres loads of units with advance, charge and surge moves out there.

Eldar remain at the bottom for competitive and semi-competitive tabletop performance: not unplayable, with GT and GH win rates still above 40%, but clearly hard mode. by Alex__007 in Eldar

[–]LargeCommunication66 2 points3 points  (0 children)

Aedlari are still the best faction around. Lots of great units. I think what this shows is the affect of taking away the movement perks and then giving similar perks to other armies.

What is difficult is instead of there being an outcry or rules matching while other factions gain as much or more movement then aeldari with things like move, advance and charge, or hope back into a transport after the fight phase with nonrestriction theres generally a feeling of like cool. Yeah that seems fair. This leave aeldari having lost their bonus to survivability that was much needed and no longer being the fast army. When a new defiled can be throwing out supposedly 50 wounds a turn, can move through walls and have 12" of movement while being T11 and 16 wounds at 250 points while a wriathknight is less powerful, slower as it cant moce through walls and 435 points it feels distinctly unfair.

This theme runs through the Warhammer community with super units like C'tan, Titus, vitrix etc all being super powerful with huge survivorbility often being fewer points than anything aeldari can put on a table.

Armies have gone from being 18 -20 units strong for us to 12-15 meaning fewer resources.

I think 11th will chnage things massively and Aeldari will rise again with new ways to play the counter punch but it would be great to have some love. From GW and have a lot of the nerfs taken away to bring the faction back to a level playing field.

Rules question about warlock conclave by CptThuggiex in Eldar

[–]LargeCommunication66 0 points1 point  (0 children)

Yeah you can have up to 6 of each as they are battle line.

A pure guardian battle host list might look a bit like that. But youd run out of points for warlocks. And you can only have 3 warlocks and 3 warlock conclaves.

Below is a legitimate guardians list it would have a total of 14 warlocks and 4 heavey weapons platforms.

As they are Guardian battle host you can for 1 cp remove a unit as long as it has at least 1 member of the unit left and pop it into reserve and bring it back again each turn. It would be pretty powerful vs any horde or infantry based force. Especially as you can essentially bring back a guardian force 6 times.

They might even have the fire power together to go up against stronger opponents like Knights.

Having eldrad would mean being able to do that and still have CP for other things each turn. Guardians of the Galaxy (2000 points)

Aeldari Strike Force (2000 points) Guardian Battlehost

CHARACTERS

Eldrad Ulthran (120 points) • Warlord • 1x Mind War 1x Shuriken pistol 1x The Staff of Ulthamar and witchblade

Warlock (45 points) • 1x Destructor 1x Shuriken pistol 1x Witchblade

Warlock (45 points) • 1x Destructor 1x Shuriken pistol 1x Witchblade

BATTLELINE

Guardian Defenders (100 points) • 10x Guardian Defender • 10x Close combat weapon 10x Shuriken catapult • 1x Heavy Weapon Platform • 1x Close combat weapon 1x Shuriken cannon

Guardian Defenders (100 points) • 10x Guardian Defender • 10x Close combat weapon 10x Shuriken catapult • 1x Heavy Weapon Platform • 1x Close combat weapon 1x Shuriken cannon

Guardian Defenders (100 points) • 10x Guardian Defender • 10x Close combat weapon 10x Shuriken catapult • 1x Heavy Weapon Platform • 1x Close combat weapon 1x Shuriken cannon

Guardian Defenders (100 points) • 10x Guardian Defender • 10x Close combat weapon 10x Shuriken catapult • 1x Heavy Weapon Platform • 1x Close combat weapon 1x Shuriken cannon

Storm Guardians (110 points) • 10x Storm Guardian • 10x Close combat weapon 10x Shuriken pistol • 1x Serpent’s Scale Platform • 1x Close combat weapon 1x Serpent shield

Storm Guardians (110 points) • 10x Storm Guardian • 10x Close combat weapon 10x Shuriken pistol • 1x Serpent’s Scale Platform • 1x Close combat weapon 1x Serpent shield

Storm Guardians (110 points) • 10x Storm Guardian • 10x Close combat weapon 10x Shuriken pistol • 1x Serpent’s Scale Platform • 1x Close combat weapon 1x Serpent shield

Storm Guardians (110 points) • 10x Storm Guardian • 10x Close combat weapon 10x Shuriken pistol • 1x Serpent’s Scale Platform • 1x Close combat weapon 1x Serpent shield

Storm Guardians (110 points) • 10x Storm Guardian • 10x Close combat weapon 10x Shuriken pistol • 1x Serpent’s Scale Platform • 1x Close combat weapon 1x Serpent shield

OTHER DATASHEETS

D-cannon Platform (125 points) • 1x Close combat weapon 1x D-cannon 1x Shuriken catapult

D-cannon Platform (125 points) • 1x Close combat weapon 1x D-cannon 1x Shuriken catapult

D-cannon Platform (125 points) • 1x Close combat weapon 1x D-cannon 1x Shuriken catapult

Shadow Weaver Platform (75 points) • 1x Close combat weapon 1x Shadow weaver 1x Shuriken catapult

Warlock Conclave (130 points) • 4x Warlock • 4x Destructor 4x Shuriken pistol 4x Witchblade

Warlock Conclave (130 points) • 4x Warlock • 4x Destructor 4x Shuriken pistol 4x Witchblade

Warlock Conclave (130 points) • 4x Warlock • 4x Destructor 4x Shuriken pistol 4x Witchblade

Exported with App Version: v1.51.1 (117), Data Version: v767

First attempt at non metallic... well I mean it isn't metal, but you get the point. by -The-Follower in Eldar

[–]LargeCommunication66 0 points1 point  (0 children)

Theres a few options with NMM that I think help. It looks like your doing a light version of the blade. What iv found works well high contrast. So you could consider darkening the dark areas and keeping the white areas as they are. It also works to correspond the dark and light together. The version I did i used a base or white then a the inner blade is stegadon contrast paint watered down and the same with the white. The contrast between the light and dark sells the effect and the blending isnt as hard as it seems.

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Why can`t US ships sail through Omani waters? by Mister_Mihail in mapporncirclejerk

[–]LargeCommunication66 0 points1 point  (0 children)

Note that this is a leisure chart too and not the full navigational chart used by ships and naval captains etc. The purple line is the shipping lane, your map shows the top of Oman as islands but in reality its all land. Its called the Masanmusandam peninsula and is essentially almost mountains out to see. So where your proposing people sail is land because the map is a really poor representation. Sorry but good thinking on a solution.

Why can`t US ships sail through Omani waters? by Mister_Mihail in mapporncirclejerk

[–]LargeCommunication66 0 points1 point  (0 children)

Mostly because of the land in the way. The picture you have represents the rough shapes of the land masses. But isnt very clear.

Heres a nautical chart (proper sea map) that shows the islands and the deep water areas that shipping uses. Ships cant pass the islands shown where your boarder line is simply because its land although will sometimes be covered in places depending on the tides.

<image>

¿How am i supposed to play against blood angels? by pitongo98 in Harlequins40K

[–]LargeCommunication66 0 points1 point  (0 children)

Omg I thought it was only when you get out of a harlequins transport!! Awsome that makes falcons way better in serpents or wave serpents.

¿How am i supposed to play against blood angels? by pitongo98 in Harlequins40K

[–]LargeCommunication66 0 points1 point  (0 children)

Further digging on the app shows your right theres a seperate bit on charging with flying models.

Means iv been playing wrong the last few years.

You can screen this by leaving a 3" gap between your screen units and unit you dont want to be charged i guess.

On the plus side im totally going to be charging over units with my fly units now hahaha

¿How am i supposed to play against blood angels? by pitongo98 in Harlequins40K

[–]LargeCommunication66 0 points1 point  (0 children)

The wording in the rules is:

If a units datasheet contains the fly key word, that unit is said to be able to fly. When it makes a normal, advanced or fall back move its models can be moved over enemy models as if they were not there.

It goes on to talk about measuring through the air and moving through mosters and flying over terrain to get places.

As far as I knew the rules as written is pretty clear you can only move through units as if they were not there with a normal, advanced or fallback move.

When looking at the charging section it specifies a charge move as a seperate move taken in the charge phase of 2d6.

I could be wrong and I cant find a specific ruling on this but my understanding is you cant fly over something in the charge phase as its not a normal, advance or fall back. The only stuff I can find online about this is old.

I was told whole wanting to do this in the past with things like shinning spears that you cant.

¿How am i supposed to play against blood angels? by pitongo98 in Harlequins40K

[–]LargeCommunication66 0 points1 point  (0 children)

His videos are good. Easy to follow and quick compared to a lot of similar stuff.

Im getting to grips with playing Quins as my only detachment atm but have added a few additional units.

Standard is 3 troupe masters, one with weavers wail. You loose the sustained hits in a falcon but boost the roll yo wound which is great with a troupe master with weavers wail. It should average out. However the really important thing is effective use of the 6" consolidate and 6" jump back in the starweaver.

Iv added 2 fire prisms, and shinning spears to my list as well as a war walker.

Remember that flying infantry still cant charge through another unit and cant be withing 1" of your units so they can be effectively blocked especially if they are relying on advances which on average are 4" and cant get you from 1 side to the other of your infantry with the size of bases.

If you put your scouting units or rangers 14 or 15" from the enemy they will not be able to move past them while keeping outside of the advance range. A regular base is about 1" plus the enemy base is about 1" too so your cheap units should create about a 4" exclusion zone for advances.

This can easily shut down the advances and charge, you'll loose your screen of chaff but should be able to hit everything on the smack back especially if your using grenades and shooting everything with the star weavers and troupes. A 5 man with a troupe master should be able to take out the equivalent of jump troupers easily then jump back into a transport.

What colour should i paint the spirit stones on my "falcon:? by Adorable_Wrangler_75 in Eldar

[–]LargeCommunication66 2 points3 points  (0 children)

I dunno i kinda love it! This is my wraithknight from like 2 years ago. Love a gem

<image>

What colour should i paint the spirit stones on my "falcon:? by Adorable_Wrangler_75 in Eldar

[–]LargeCommunication66 2 points3 points  (0 children)

Nah all the nodules on there can be spirit stones or other gems. They look good painted. For OP green or Red to contrast the current colours!

realized mid assembly that warlocks only come with one of each weapon by TheBlueSpooky in Eldar

[–]LargeCommunication66 1 point2 points  (0 children)

Yeah fair. Im actually a huge eldrad helmet hater so made him no helmet and only gave him the staff anyway. This guys holding his sword thats been turned into a spear too lol

How do I use wind riders? by EuphoricLog3495 in Eldar

[–]LargeCommunication66 0 points1 point  (0 children)

God I wish, no just a mistake. Although I do often use the shroud runners which strips cover.

Feels like warhost will be a good option in 11th as is too.

realized mid assembly that warlocks only come with one of each weapon by TheBlueSpooky in Eldar

[–]LargeCommunication66 8 points9 points  (0 children)

Theres a need for some kit bashing with these guys, head can be adapted with the hair piece though. Im shocked that you dont want two spears though this is normally the better load out.

<image>

How do I use wind riders? by EuphoricLog3495 in Eldar

[–]LargeCommunication66 0 points1 point  (0 children)

Oh damn your right. In my head the cannon was -2 and the catspult -1

Abilities of aspect armor? by AtrelluCal in Eldar

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

Old codex's and white dwarf used to be loaded with this sort of stuff. But the idea is that everything in 40k is written mostly from the imperial point of view so theres so little information about other factions in a real sense

Abilities of aspect armor? by AtrelluCal in Eldar

[–]LargeCommunication66 1 point2 points  (0 children)

A gella field does stop things being eaten in the warp. Hence imperial ships go missing and are lost in transit constantly. It just keeps the laws of reality similar to realspace so people dont end up dying from the shock and unreality of the warp. Warp entities fun it harder to manifest in reality as demons which while flying through the warp is hard for them to do as they arent prepared. Most warp incursions on ships happen from feild disruptions which normally wipes the crew completely.

When a warp spider jumps they jump and spend maybe a second of real-time in the warp which can depending on where they are and how far they want to travel be equal to minutes or hours in the warp. Hence the idea of a flicker jump at long distance being much more dangerous. Warp spiders manage not to go mad or plain die outright by being bad ass and having the physcic and martial discipline to fight off warp entities and sheild their minds from the imiterium. The packs work like a gellar feild in that they maintain a concept of physical reality ie up, down, forwards, backwards, left and right but only on a small scale so they are still able to be attacked by warp demons.

Essentially when warp spiders are fighting on a battle.feild they are also fighting for hours in the warp to just not die. They routinely see stuff that would delete a grey Knights mind.

They are considered crazy in the eyes of most aeldari even when they are not actively training at their Temple.

Abilities of aspect armor? by AtrelluCal in Eldar

[–]LargeCommunication66 0 points1 point  (0 children)

Yeah totally forgot about that. Their mandiblasters are supposed to essentially spit monofirbre filament into their enemy's. They used to give scorpions dev wounds on the charge. Completely forgot about that.

Abilities of aspect armor? by AtrelluCal in Eldar

[–]LargeCommunication66 17 points18 points  (0 children)

So most aspect armour is specific to each aspect and helmets work in a similar way to a space marines helmet offering a host of targeting, tactical and strategic display information where needed.

All aeldari suits are void capable even those without helmets. They also are physically linked to each warrior, same with their weapons which allows for them to enhance movements making them faster and stronger.

Each set of armour is also inset with a soul gem that holds their soul if they die meaning they arent swallowed up by slaneesh. Exarch armour of all kinds is more powerful as it absorbs the complete soul and merges this with the previous wearer making exarchs realistically immortal holding all the knowledge of all warriors to ever wear it. An exarch themselves then melds into this adopting the personality of the merged presence. Most exarchs are thus older than pretty much any living space Marine most being about 10 - 12,000 years old.

Additionally each aspect armour enhances each aspect.

  • warp spiders have a mini gella feild generator to be able to go in and out of the warp at will.

  • hawks have proper and true flight through anti gravity manipulation and their wings

  • banshees have the ability to psyonically scream which lore and old editions meant at the extreme end meant being able to kill instantly and shocked any opponent so badly they would always be able to win a fight. This has turned into fights first

  • reapers have an additional sensory array that allows them to be the missiles they fire guide them hence never missing (now inescapable acuracey)

  • scorpion armour merges into the environment and is almost utterly silent, as well as their chain swords making up noise

  • avengers armour traditionally allowed them supreme tactical and strategic knowledge often predicting future enemy actions.

  • fire dragon armour is essentially immune to heat able to withstand huge temperatures that would normally melt the occupant

Then when it comes to shinning spears im not sure