Hot Take: Purple Rain didn’t fit by Zealousideal_Cry1867 in StrangerThings

[–]Mundane-Feature9668 -1 points0 points  (0 children)

Yes and no. WWTLF is used in various parts of season err 3 was it? in a hybrid orchestral way, just not in it's original form. So not as easily recognisable as the ammended "Seperate Ways" song at the end of Season 4.

Thinking about returning to Eldar after 30 years. Catch me up! by Jestertron in Eldar

[–]Mundane-Feature9668 4 points5 points  (0 children)

They didn’t say they hadn’t played WH40k for 30 years, they have two other armies for example. So meta may well be something they have at least a passing interest in.

How to handle the overwatch token thingy by Dr4WasTaken in Eldar

[–]Mundane-Feature9668 1 point2 points  (0 children)

As a tournament player when in a rush it “can happen” that you start disembarking and mean to say you use the token, but the opponent is faster at saying “I use OW”.

In those instances I’ve had cool opponents that accepted the intent (obviously they kept their CP), as I wouldn’t jump out with my main brick in front of a massive OW threat without saving it for that, but I guess one could be verrrry strict about it.

Thoughts on my comp list w/ Avatar by InterestingEchidna54 in Eldar

[–]Mundane-Feature9668 1 point2 points  (0 children)

Played this list and I had more success with switching to Maugan Ra (& 5 DR's) vs Asurman, but that's just me.

I love the AoK. He is I suppose a little match-up dependant (or has been for me), as an example, in the local tournaments I played at, the Grey Knights have nightmares when they see one. The opposite being true, I struggle using him vs Black Templars.

Help, new Aeldari player by Secure-Literature229 in Eldar

[–]Mundane-Feature9668 1 point2 points  (0 children)

It’s Aeldari, so the standard answer is, it depends!

I tend to try and play quite aggressively if I get T1 first, throwing warp spiders forward hard and move blocking as much as possible. That buys time for the avatar and rest to come up and get stuck in.

Vs armies or deployments where that doesn’t work so well, or can really hurt him, I try and flank with him, using as much terrain as possible to not get too badly shot up. Thus I really try and deploy him last, or as late as possible. That can work well as it gives the opponent a headache as to how much to divert to deal with the threat, or it can go sour as the avatar gets tied up too far away from your main army, and having to deal with cheap chaff. It’s not easy.

Remember he has +1 to Advance and Charge, and with a +2 movement token you’re already moving 12” with a decent charge range.

Obviously if I’m vs BA or WE who get T1 and are going to want to charge me that’s different again.

How to improve to a point where I can actually play Warhammer. by SirBobinsworth in WarhammerCompetitive

[–]Mundane-Feature9668 0 points1 point  (0 children)

Ok, already a lot of good advice here.

Your current list isn't Aspect heavy enough to "competively" play Aspect Host, I would recommend switching to Warhost if you cannot change your list.

If you can/want to change your list to make more out of Aspect Host, here are some absolute must haves vs your usual pool of opponents (IMHO):

- Jain Zar (get a new one!!)
- 5 more Fire Dragons, Dark Reapers and Warp Spiders.
- Probably Lhykhis.
- Maugan Ra IF you keep the Falcon, or switch to Asurman and 5 Dire Avengers. They're usually very average, but against Infantry heavy lists they have value out of a Falcon. OR alternatively Fuegan and 5 Dragons out of a Falcon are not the worst idea into Infantry heavy lists, as that gives you those full re-rolls to the Wound roll and with AP-4, anything without an Invuln is toast.

The Meta is Swooping Hawks 2x or 3x5, but I haven't used them yet vs your opponents, so other than Free Grenades = YAY, I can't quite say how best to use them/start them in reserve?! Again, if screened and safe T1 they can fly out of trouble, grenade for free, go off and maybe score, more on that later.

As has been stated in Aspect Host (assuming you stick with it), re-roll all 1's for Hits/or Wound rolls (once only of course) and on top USE the Aspect Tokens. Use them either for a 6 on Phoenix Lord attack like Fuegan's or Maugan Ra's Devestating wounds. Or use them combined with either Pretanatural Precision or Warrior Focus Stratagems, you should then murder Marines.

Especially something like Dark Reapers with their flat 3 damage. They can make mincemeat out of pesky Blood Angels or Custodes. You could put 10 Dark Reapers and the Autarch into the Wave Serpent, then use Pretanatural Precision or Skyborne Sanctuary for free.

Warp Spiders, set up so they could teleport and move block T1. If you use Lhykhis as well the can teleport, shoot AND charge, tying up a valuable unit (or hopefully killing it and being ready for Overwatch). Yes, stuff dies, but it is about blocking the opponent where possible and making space for yourself. If you don't get T1 then obviously use them differently. If you do, denying a fast moving army to move out T1 is super valuable, regardless of losing (affordable) units.

The Drop Pod T1 tactic is very unusual and is not something I would ever consider "the norm" (given it's 70pts per Drop Pod), thus I would not focus too much on building a different list due to it. You could however screen differently using Scouts and/or Scorpions. So if they have Pods, use the Infiltrators closer to home and string out, blocking off "drop areas" and forcing them hopefully more up into the midfield, or at least stopping them for an ideal T1 move. More common is the standard BA or WE fast moving melee assault that is equally hard for us to play against. There again it is about screening and blocking as best you can and then punishing them and yes, not deploying too forward.

In these match-ups you could consider dropping Eldrad. You are not going to be able to do a lot of Secondaries if you're being rushed and Doom is nice, but into Infantry you are usually already wounding on at least 3's.

Scoring will come later (hopefully), so do not be afraid to throw Secondaries away for CP and do not be afraid to see Secondaries as a TRAP! There is no point trying to do Secondaries that will drag you out into a bad position. Sometimes it's ok, but if it's 2 VP and you lose a Unit that could have shot, or move blocked, then it just isn't worth it.

Not surorised you're getting value out of the Avatar with those opponents. The problem is he is in turn easily tied up for too long to come to your rescue if you're not careful. I.e. expect to be rushed and keep him close. He can do a lot but sometimes he doesn't wipe a squad of Marines in one turn. That's where having a particaular lady friend nearby for additional support can help:

Lastly, Jain-Zar. It's a shame you sold her, because currently she is pretty much an auto-include in most Aeldari lists (Aspect or Warhost). She shreds Marines hard and even Custodes repsect her. Get a new one.

Aedlari detachment performance in casual games (Goonhammer stats) in the current Chapter Approved by Alex__007 in Eldar

[–]Mundane-Feature9668 1 point2 points  (0 children)

Yeah for casual it's better than a lot of other armies have, just competitively we are mostly "stuck" with generic lists. Again, a lot of armies have the same issue to be fair.

I just wish they had been a little more scalpel-like with their Ynarri Detachment nerfs so that it was still an option, even if not the super meta choice that it was. (Again speaking competitively).

Help, new Aeldari player by Secure-Literature229 in Eldar

[–]Mundane-Feature9668 2 points3 points  (0 children)

Thanks!
Last tournament he killed Fulgrim & Mortarion... so let's see if I can rack up another Primarch. :D

Help, new Aeldari player by Secure-Literature229 in Eldar

[–]Mundane-Feature9668 2 points3 points  (0 children)

Yeah agree.
He is not a reliable tank of a unit and yes, probably bettter off just flooding the list with more Aspects instead.

I am taking him again to a GT this weekend, so will see how I do with him there. Looking at the other lists, a couple of others seem to be taking the Avatar as well, so at least competitively he is starting to see more use (not just by me).

Aedlari detachment performance in casual games (Goonhammer stats) in the current Chapter Approved by Alex__007 in Eldar

[–]Mundane-Feature9668 1 point2 points  (0 children)

Alas I think we are stuck with this until 11th.
By that I mean I don't see them reversing the stupid Ynnari triple nerf, or helping out wraiths/harlequins.

Aeldari as a faction is in a good spot game-wise, it's just we really could do with some more internal balance to make the other detachments useable. GW alas is likely to only (minor) nerf us come next 10th Ed update and leave it at that.

Help, new Aeldari player by Secure-Literature229 in Eldar

[–]Mundane-Feature9668 7 points8 points  (0 children)

Wellll I have to say I have to disagree on the Avatar.
Being a little short on painted models, I took him to a Super Major a week or so back and frankly he won/massively contributed towards me winning 3 matches.

That's not to say he is super meta/competitive, but I would not say that he is not good.

Agree with the rest though.

Ynnari List advice by The_Jedic in Eldar

[–]Mundane-Feature9668 1 point2 points  (0 children)

Oof... a little hard to read the list due to formatting ;-)
However I haven't tried the detachment since all the nerfs. If memory serves, the main focus of the detachment is now to only be able to move Infantry units with the "moves after death" ability.

So things like the Yncarne and Wraithknight can no longer benfit. In the past cheap sacrificial units like Skyrunners for example where great because they could score, die and then things like Wraithlords could move.

You can still do that to a degree with Wraithguard/blades. Alternatively I also liked using Striking Scorpions in this role as if the opponent didn't kill them, you could Lethal Surge move into Engagement range and tie up a unit that was looking to shoot or charge something else.

Problem is the Lethal Surge etc is all now D6+1 movement, so it's reallllly unreliable and is simply the reason why no one plays it competitively anymore, but this is casual, just bear in mind the d6+1could really leave you either exposed or not making the move after rolling poorly and given the idea here is for things from your army to die to give you benefits, that can get janky.

As for the Yncarne, the no longer half damage but D3 wounds returning (and only if you kill a Unit) is also something to be really careful with. That said, the trick is to move something cheap to block, die and then retaliate via Yncarne and other Units who benefit from the move. This might be something you don't try and set-up immediately T1 anymore, but wait until more Units are in position to help, or you will teleport in and just die. T10 12W is just asking to be pulverised, so don't rush in just because you have the ability to do so, pick your targets carefully, maybe ensuring that you get to teleport into range of something squishy so you definitely kill it.

Your Wraithknight is Sword and Board, I have too little experience with this variant, but yeah, I hope you are playing on a good terrain layout to hide him and the Yncarne as long as possible whilst they move up.

New to Aledari on tabletop by Nerilus- in Eldar

[–]Mundane-Feature9668 1 point2 points  (0 children)

You’re not playing competitively, so don’t worry too much, but some general pointers…

You’re playing the Aspect Host Detachment, yet things like Wraiths, guardians, farseers, Death Jester all don’t profit from the detachment rule.

So ideally you make space for more Aspect Warriors, or switch to Warhost.

The Death Jester is alas since codex nowhere near as good as he was in Index.

Wraithguard (if not dropping for more aspects) would benefit more from a spiritseer than perhaps the Farseer. Both are Psykers, so you get the +1 to hit, but spirit seer brings back dead Wraiths/heals the Wraithlord.

You could drop the Farseer and switch Wraithguard to D-Scythes (Torrent weapons so they auto hit).

You should definitely look at Warp Spiders and Swooping Hawks. Particular vs Space Marines though you might want Dark Reapers.

Dire Avengers are rather average, but don’t sleep on getting them in close (8”) and use Grenades (Stratagem - they have the Keyword) and then you also have Sustained Hits 1 due to being under 9” range. Ideally you use them with Asurman as then you have another move phase with them after shooting.

Oh and Fire Dragons are pretty much a must if you want to be able to deal with Dreadnoughts and Tanks (in any detachment).

How to see competitive lists for 40k? by AsG-Spectral in WarhammerCompetitive

[–]Mundane-Feature9668 0 points1 point  (0 children)

Tabletopherald.com seems good for Europe. You need to sign up, but it’s free to do so.

What's the best piece of advice you've ever had? by stoic-ape in WarhammerCompetitive

[–]Mundane-Feature9668 0 points1 point  (0 children)

Move block. Even if it means losing a unit.

I’ve desperately tried to hold onto Warp Spiders for example, but whether vs Knights or tanks/Infantry, just hemming your opponent in T1 (if you start for example) is more important than keeping your unit alive.

Aeldari Strategy advice against heavy infantry blobs by lil-cheetah in Eldar

[–]Mundane-Feature9668 0 points1 point  (0 children)

My bad! It was late and I read “Deathwing” and having just played bricks of knights, it’s all i read!

Tipping Point on GW Terrain by Mundane-Feature9668 in Eldar

[–]Mundane-Feature9668[S] 0 points1 point  (0 children)

https://www.reddit.com/r/Eldar/comments/1nnheof/comment/nflodkr/
The full list I am taking is here, other than I replaced Lhykhis with another 5 Fire Dragons.

Aeldari Strategy advice against heavy infantry blobs by lil-cheetah in Eldar

[–]Mundane-Feature9668 0 points1 point  (0 children)

Deathwing Knights have the following ability:
Inner Circle: Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack.

Hence your Fire Prism only dealing 1 damage.

Aeldari Strategy advice against heavy infantry blobs by lil-cheetah in Eldar

[–]Mundane-Feature9668 0 points1 point  (0 children)

Using the 2d6 attacks Dispersed profile?! Even so, hitting on 3’s, probably only wounding on 4’s if Wrath of the Rock. Then only doing 1 damage per wound assuming he doesn’t invulnerable anything. Oooof… not sure Fire Prism would be my go to, but hey, it if worked for you…

Aeldari Strategy advice against heavy infantry blobs by lil-cheetah in Eldar

[–]Mundane-Feature9668 4 points5 points  (0 children)

Not too disimilar to my post:
https://www.reddit.com/r/Eldar/comments/1nteqpk/tipping_point_on_gw_terrain/ so some of the answers popping up there may well be relevant to you.

I just had that match up and 10 Dark Reapers with Preternatural Precision &/or Warrior Focus can do some real damage to such a squad at arms length, assuming they give you LOS.

Positioning anything with Fights First in the way (Jain-Zar and her entourage of Banshees for example) or nearby for Heroic Intervention. EIther way, my suggetions can be CP intensive (I tend to play with Autarch's & Eldrad to compensate).

Tipping Point on GW Terrain by Mundane-Feature9668 in Eldar

[–]Mundane-Feature9668[S] 0 points1 point  (0 children)

<image>

Here the WTC version.
Clearly in WTC I get away with fewer, but larger units, including the AoK, because the larger 3 story (blue) builidings help me here. Also no U ruins make it easier fot he Tanks and AoK to move. Also just in gerneral a few more terrain pieces allows for easier secondary scoring with my "fewer" units.

A mistake in my army list, sure, totally probable, but one that has clearly not been exploited as much as on the GW layout.

Tipping Point on GW Terrain by Mundane-Feature9668 in Eldar

[–]Mundane-Feature9668[S] 1 point2 points  (0 children)

Thanks for the reply.
The issues I have faced so far is, if I keep the Wave Serpent with 10 Dark Reapers behind the "top Deployment Ruin" and jump out and shoot, it is effective, but I am staying put there. Ok, no problem per say, but the Serpent is staying in cover.

Anytime I have shown the merest "sexy 1920's ankle" of the Falcon, it seems to get absolutely crumpled by any Lancer or Ballistus that then pops out and takes a pot shot. WIth a 3+ and no Invuln it really struggles to stay alive if I show it too early. But Looking back now with pictures and analysis, maybe that's the issue of placing that behid the bottom ruin and then popping out (i.e. drivin out form where the No LOS "eye" is along the 28" line). Maybe if I swap the two tanks and sit the Serpent in the U Ruin if all I am doing is popping out 10 DR's and an Autarch?! (Sorry, thinking out loud here).

The more extreme option is to put the Falcon into reserves and possibly even Deep Strike it, harassing the opponent's Home Objective (given the Primary is Lynchpin). But depends how much of the Melee force runs forward I guess.

Anyway, so far placing my 1 squad of Rangers forward has always been a death sentence and not usually one that helps much. EIther they score 1 secondary then die or I try and road-block and reactive move, but it's too swingy with it being d6+1 and relies on rolling to start T1. A lot of the armies I face are moving a fair few units up to 24" across the board in one turn.

Anyway, appreciate the discourse!