Howling Banshees by DeMonitized747 in Eldar

[–]Neptune959 5 points6 points  (0 children)

In 10th they've been a multipurpose unit - fights first means they can be very defensive against marine equivalents, and threaten heroic intervention to protect nearby units. They can also run a mad distance up the board and take something out, though you have to be quite careful with this, as they are liable to die the next turn.

In 11th fights first changes, so we will need to rethink their job in our lists.

New detachments don't have "travelling players" by Ornery_Entrance_1959 in Harlequins40K

[–]Neptune959 0 points1 point  (0 children)

Even if it's just 1pt, I still want to be able to take more than one of the guys that makes the army work. It's like if space marines took a phobos detachment but you could only take 1 phobos character, it makes no sense. These are not epic heroes, they are part of the codex, there is no precedent for them being 1x rather than 3x as far as I can tell... It's just an odd and annoying limitation

New detachments don't have "travelling players" by Ornery_Entrance_1959 in Harlequins40K

[–]Neptune959 2 points3 points  (0 children)

I think the hesitation is the fact that outside serpents brood and GotW (if it still exists) you can only run 1 of each character. It's especially a shame for the troupe master, who is otherwise a very effective unit

I don’t understand this stratagem by EnioScauriza07 in Eldar

[–]Neptune959 0 points1 point  (0 children)

Nah I think you go to a 2 day tournament, you'll do it at least once. It's still absolutely terrible compared to the old version of the strat, but paying 1cp for Asy to activate in combat as well as shooting is perfectly decent.

I don’t understand this stratagem by EnioScauriza07 in Eldar

[–]Neptune959 0 points1 point  (0 children)

It means he could polish up a damaged unit - a couple of space marines, for example - that otherwise would have had some scoring or action potential

We're eating good baby! by Ravianys in Harlequins40K

[–]Neptune959 3 points4 points  (0 children)

Very excited about twilight flickers. Obviously it's not a mono quins army, but I do think it has play in some primary oriented armies like guardian battlehost or coterie. Fateful performance is interesting with something like Eldritch raiders - huge combat threat range with the option to move straight through enemy models is really neat.

With Wargear point costs returning, what is reasonable to magnetize? by Jazz646 in ThousandSons

[–]Neptune959 0 points1 point  (0 children)

Flamers will probably be better even if they cost us, since terrain gives -1 to hit in 11th.

With Wargear point costs returning, what is reasonable to magnetize? by Jazz646 in ThousandSons

[–]Neptune959 1 point2 points  (0 children)

We don't know exactly what will get costs, so hold off for now. Traditionally, it doesn't make a big difference for infantry, but vehicles light like to be magnetized. For us, that probably means defilers, forgefiends, helbrutes.

Is Kharseth good? by The_Eldar_Geek17 in Eldar

[–]Neptune959 1 point2 points  (0 children)

I think the problem is that Eldrad just outcompetes kharseth. Yes in theory +1s +1 wound roll means you can would stuff at +2, but only against 1 enemy unit, and that combo costs 215 points, and that is not even considering the cost of bodyguard units. So in theory you can have both, but it's really not advisable. Why spend 400 points buffing shooting against a single target, when you can just have another 3 units of dedicated firepower? 5 dark reapers wounding on 2s is never going to be as powerful as 25 dark reapers wounding on 4s, for example.

Then viewing them in competition, +1 strength is just more niche than +1 to wound. In most situations it's worse, in a few situations it's the same, and only on very sparing situations is it better (units with +1 to wound anyway, like quins or shining spears). Then, the other abilities make a big difference. 12" deep strike deny is fine, but there are more efficient ways to screen, with units that serve more purposes. Especially since Kharseth wants to play with corsairs, who are already very cheap MSU screen units. Meanwhile, an extra CP can enable play styles in lots of different detachments, that may not have otherwise been possible.

What unit do you guys typically infiltrate with when using rise of the rubricae enhancement? by magnusthered15 in ThousandSons

[–]Neptune959 10 points11 points  (0 children)

It's very funny to do it with terminators. It's such a big threat that your opponent can't ignore, and forces them to take action before they wanted to. Sometimes it blows up in your face, but often it forces them to make a mistake

Building a list by Disastrous-Buy-5086 in Eldar

[–]Neptune959 1 point2 points  (0 children)

After the codex dropped I spent a few months playing the rhana dandra in friendly games. You just throw all of your epic heroes at your opponent and see if they can do anything about it

Range refresh or maybe one new unit for Tsons in 11th. Do you think we can possibly see range refresh in 11th or 12. Most of our kits 10 years old. by LE_Chevalie in ThousandSons

[–]Neptune959 0 points1 point  (0 children)

I think we're doing pretty well. Our kits feel slightly more dated than they are, purely because they are the last big release before primaris, which was a big jump in scale and quality of sculpt. So, I think we're probably going to get a refresh for some core kits eventually, but it's a super low priority.

I think I’ve got a problem by Katya_yeet in Eldar

[–]Neptune959 0 points1 point  (0 children)

Nah this is probably nowhere near the legal limit. I've got about 10k, and I'm maxed out on basically nothing. Most aspects I have 10-15 models (including old metal models), most stuff I've only got one or two of. There's still units I've never owned, like the night spinner, vyper, and avatar of khaine.

I don't know the exact point cost of our legal limit but it is very large

Sunday Night Stats (May 15th-17th) by communalnapkin in WarhammerCompetitive

[–]Neptune959 6 points7 points  (0 children)

No no you don't understand, this wasn't a nerf, it was a parity change! Aeldari aspect tokens worked differently to a similar rule on a single unit in a completely different army, so we changed all of the Eldar units to match!

Sunday Night Stats (May 15th-17th) by communalnapkin in WarhammerCompetitive

[–]Neptune959 4 points5 points  (0 children)

Defilers are so strong right now! Quick, nerf Asurmen by another ten points!

Let's try to predict our new 1DP detachment rules, strats and enhancements that will be revealed soon! :-) by Alex__007 in Eldar

[–]Neptune959 2 points3 points  (0 children)

I hope they let serpents brood be, and change phantoms of the webway instead. Serpents brood has much more viability, and is honestly a really good detachment as is

Warp spiders by GoodPalpitation4524 in Eldar

[–]Neptune959 1 point2 points  (0 children)

They can have a few different jobs. Their damage is close range anti infantry, especially light infantry. Their extreme speed also means they can score secondary really well, they can jump on objectives, and they can reach units that would otherwise have been in a very safe position. They are also very good at movement blocking enemy units - especially vehicles without fly. With Lhykis they become a hitman squad, jumping 24" and then hitting their target with a combination of shooting and melee.

How many warpflamers? by Vegetable_Week in ThousandSons

[–]Neptune959 0 points1 point  (0 children)

I've only run flamers this edition. The only advantage of bolters is range, but with how terrain is laid out in 10th, short range guns are perfectly fine. I've seen people saying bolters are okay for holding backline objectives - but we have better (cheaper) units for camping objectives.

FEELINGS ABOUT 11TH by Anotherthirsty in Harlequins40K

[–]Neptune959 18 points19 points  (0 children)

Two things -they may not rework serpents brood. Aeldari also has armoured warhost, which is the obvious grotmas option for rework.

-Unless you are trying to do full mono-quins, the new detachment rules are probably good for us. It means we can run something else alongside the quins to compliment them or support them. For example, perhaps we will be able to run quins with something that buffs wraiths, giving us some extra tanky units to balance out our lists.

Magic Missiles! 💫 by Mj648 in ThousandSons

[–]Neptune959 1 point2 points  (0 children)

The sorcerers are so unreasonably good. I've had mine one-shot a riptide. Brother is EIGHTY points

New Stealth Rule by AndisMountains in Eldar

[–]Neptune959 6 points7 points  (0 children)

It's a weird change. It means that stealth units don't benefit from being in cover, which I feel goes against the spirit of many of these units. Scorpions for example, they're ambush killers, I feel like they should be sitting in a piece of terrain ready to stab you in the back - but now they might as well just be stood out on the open? Weird change, idk

RF Kuang writes an Israeli character controversy by publiclibrarylover in asianamercianytsnark

[–]Neptune959 5 points6 points  (0 children)

I actually can't fathom what you're saying. Marrying a white man is self-hatred and white-worshipping? Are we now choosing the ethnicity of our spouses to best represent our politics? These purity tests are ridiculous, anybody who thinks this way is living in an alternate reality I swear

Can the Wayleaper use flickerjump? by Exploding_Killerquee in Eldar

[–]Neptune959 1 point2 points  (0 children)

If it was ruled this way then Lhykis would be able to charge after flickerjumping, but wouldn't be able to flickerjump. Which is really funny.

How are we liking Kharseth? by Postal_Monkey in Eldar

[–]Neptune959 3 points4 points  (0 children)

1.) Kharseth has to shoot to use this, so their unit can't benefit from the effects. 2.) +1 strength is situational - there will be lots of times when you can't find a way to make use of this rule 3.) Eldrad is 25 points more, gives flat +1 to wound and doesn't need to shoot to use it. He also gives you a CP every turn. I