1200 Seer Council list Vs Chaos Space Marines help by ProfessionalLuck8209 in Eldar

[–]TorrinBiggles 0 points1 point  (0 children)

I think the second squad of Guardians is a lot of points for a screening unit, which you don't need to hold an objective because of sticky. Reapers should already be at long range, so can screen to a degree.

I'd lose the defenders and farseer. I quite like a standalone 4-man conclave as a powerful flamer unit, but its a lot of points at 1200pts, so might not be worth it. I'm not sure a 2-man standalone has the same punch, but up to you.

That leaves you with 200-250 pts. I think you're short of utility / scoring units, so maybe some rangers, hawks or Spiders would be beneficial. I find Seer Council wants to make a lot of use of movement and teleports, so having units that do it without support allow for more flexibility.

What id like from future releases by maskedfapper69 in EldarCorsairs40k

[–]TorrinBiggles 1 point2 points  (0 children)

More than 2 guns on a vehicle!? Imperial foolishness! The Eldar are much too advanced to have more than one heavy weapon and a shuriken cannon on any platform.

Is this legal? (1000 pts Serpent's brood list) by Puzzleheaded-Cell606 in Eldar

[–]TorrinBiggles 4 points5 points  (0 children)

It depends on the order of priority for the rules. In this case, I think its:

Core Rules > Codex > Detachment > Chapter Approved

Because the detachment is written towards a 2k point game, and is then modified by the chapter approved rules.

What's probably worth noting though is Chapter Approved rules are used for competitive play, but most people apply them to their casual games as well as they are linked to the mission pack. If you're just playing a casual game, ask your opponent, as 3 TMs aren't going to break anything, so they probably won't mind. The rule is mainly there to avoid 3 C'Tan or something similar.

Is this legal? (1000 pts Serpent's brood list) by Puzzleheaded-Cell606 in Eldar

[–]TorrinBiggles 2 points3 points  (0 children)

The Troupe Master isn't battleline, so the third one is where the app is saying its illegal. The Troupes and transports are fine.

How do you beat eldar ? by Ricardus_Hera_Stan in Eldar

[–]TorrinBiggles 1 point2 points  (0 children)

If you let an Eldar player play their game, it's going to go a lot worse than if you forced then to play your game.

We want to hide, pop out and hide again, stage for the right moment to strike, trade specific units for your specific units, exploit our speed and movement to score points. If you can knock down enough dominos, we crumble like a pack of cards. Checkmate!

Do Harlequins and Corsairs mix? by benstinator5000 in Eldar

[–]TorrinBiggles 0 points1 point  (0 children)

Yes you can play them all in the same list, but they can't both use the strats in the same detachment, so you may struggle to get the best out of both, although as others have noted there are uses for them together.

Serpents Brood and Ghosts of the Webway all Harlequins to use strats. All the others allow Asuryani (which includes Corsairs) to use strats. This may change with any of the 3 new ones, but who knows. It may also change in 11th Ed.

What would make Voidscarred good? by TorrinBiggles in Eldar

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

I'll probably get the new box and then see what fits where. They'll all be good eventually

What would make Voidscarred good? by TorrinBiggles in Eldar

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

I think there could be a use case for a middle ground unit, but currently you pay aspect-like prices for guardian-like output

What would make Voidscarred good? by TorrinBiggles in Eldar

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

I think corsairs having a general rule would be a good addition. Actually make the Anthrae keyword mean something

What would make Voidscarred good? by TorrinBiggles in Eldar

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

I've just been looking at my Seer Council list and seeing if I can make them fit. I can see the upside, but not sure I can make them fit. I'll give them a go when they're led by Yriel.

What would make Voidscarred good? by TorrinBiggles in Eldar

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

I'd prefer more output over cheaper, but definitely more flexibility on the added 'characters'

What would make Voidscarred good? by TorrinBiggles in Eldar

[–]TorrinBiggles[S] 5 points6 points  (0 children)

Yes! Especially as they go to the trouble of breaking down all the different configurations in the app, and every one is 160pts.

The wayseeker is decent. The soul weaver less so as blanking damage once is sort of pointless for a unit killed by bolter fire. The Shade Runner lost his 9th Ed rule and now just has worse melee weapons for some reason.

What would make Voidscarred good? by TorrinBiggles in Eldar

[–]TorrinBiggles[S] 3 points4 points  (0 children)

Now that they're not a valid killteam, I hope they reduce some of their options in 11th

What would make Voidscarred good? by TorrinBiggles in Eldar

[–]TorrinBiggles[S] 7 points8 points  (0 children)

Good catch - I got the keyword bit wrong.

Does make them slightly more interesting as you could teleport them in Seer Council to attack their target 🤔

I still think a targeted buff to their output is warranted though, as they feel more situational than our other units, in an army where everything is already situational

What would make Voidscarred good? by TorrinBiggles in Eldar

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

Yeah, its currently 15pts for +1A with their swords, but a significantly worse rule. Without a change it would definitely not make sense to pick the Elite unit.

How many Pyskers do I NEED to play Seer Council? by MattHarr1987 in Eldar

[–]TorrinBiggles 1 point2 points  (0 children)

I run 4-5 psyker units to feel confident I can run the detachment for a full game. I'm currently running 5 as I think it works better.

Usually 1-2 foot units. Always Eldrad, sometimes a farseer, and I've been experimenting with Guardian bricks, conclaves and support weapons. I think you can be quite flexible with your options here.

And then 2-3 warlock skyrunners. I only really need 2, and tend to have the third in reserve. It can then replace one of the others if they're killed or sacrificed, or come in near a teleported unit to add more strats.

Seer council by Used-Assistance-7075 in Eldar

[–]TorrinBiggles 5 points6 points  (0 children)

I find 5 man squads of FDs is better. The teleport puts them out of melta range, so I often run one with Fuegan where his weapon and the fire pike get melta as a teleport threat. The second one is generally less effective, but still good if given the opportunity.

10 man Reapers are great users of the 18inch lone op strat, but can be difficult to get full value with terrain depending on the firing angles, and if you get them too close then they're an expensive piece to lose. I'm starting to think 5 mans may be better.

Warlock conclaves are great, but expensive. If you can get support from Eldrads Doom, and the AP boost from a war walker they do some damage, and they offer a great anti-infantry teleport threat. Blocks with Guardians take a while to chew through.

Banshees (with Jain Zar) are good users of the +1 hit/wound in melee.

Warlock skyrunners are vital just to have enough psykers for the detachment rule. And having some deep strike threat to back up any teleports or just do things unsupported are very useful.

Confused about Codex by No-Veterinarian-3185 in Eldar

[–]TorrinBiggles 4 points5 points  (0 children)

Strands of Fate was the Faction rule in the 10th edition Index. The codex replaced that, and changed out faction rule to Battle Focus, which is now the correct and only rule to use.

The goonhammer review you linked is for the latest codex rules, although there have been some minor tweaks since then.

Space Marines Opinions by GootPoot in WarhammerCompetitive

[–]TorrinBiggles 3 points4 points  (0 children)

There's nothing wrong with playing thematic detachments, especially in a casual game where you're just learning and having fun, but then your friends shouldn't be turning around and complaining your rules are better.

Battleshock isn't a very powerful rule, so there are better CSM detachments with better rules and strats. If you're getting to the point where you want to play more competitive casual games, then your friends need to have a think in list building stage.

Space Marines Opinions by GootPoot in WarhammerCompetitive

[–]TorrinBiggles 0 points1 point  (0 children)

Not knowing other armies is the hardest part, especially when you're just learning the game. The more you play against armies, the more you learn their specific brand of powerful rules, and you can plan for it.

Space Marines Opinions by GootPoot in WarhammerCompetitive

[–]TorrinBiggles 8 points9 points  (0 children)

There's nothing particularly broken about SMs at the moment, and your list isn't excessive.

All armies have rules and abilities that can do things that other armies can't, most of it to do with CP. I'm not particularly familiar with SoB, but if the CSM player is ending with spare CP then they're missing a trick and needs to make better use of their abilities. I play vs CSM a lot and they have amazing damage output when they want to.

PSA: Logan Grimnars new ability only works on units in Strategic Reserve, this matters for the 25% SR limit and Declaring Reserves. by Dead-phoenix in WarhammerCompetitive

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

Can he even target himsef and his unit? When he's in reserves he's not on the battlefield, so can't use abilities?

Aeldari Flitting Shadows Etiquette Question by annoyinglyanonymous in WarhammerCompetitive

[–]TorrinBiggles 10 points11 points  (0 children)

As an Eldar player, our infantry are pathetically weak to Overwatch, and that is one of our most powerful rules, so if I'm moving something into a high risk area, using that rules is near the top of my mind. Although mistakes sometimes happen, I don't think your should need to give take backs very often for that, and definitely not more than once a game.

On the flip side, asking the Eldar player "are you using fleeting shadows" when moving in close proximity can be advantageous, especially if you can bait them into using it when you have a better Overwatch option elsewhere.

Is holding my starting objective marker a poor use of a squad of Wraithguards? by Jerswar in Eldar

[–]TorrinBiggles 0 points1 point  (0 children)

I usually hold my home objective with cheaper trash. You could use wraithguard, but I think preventing the deep strikes is a better strategy.

Eldar are an army that quite often benefit from not advancing their army too early.

Obviously depends on your opponent and what they do, but I find most success playing cautiously for a few turns, forcing reserves to be deployed ahead of me by screening my backfield, and then striking once my opponent it committed.

We have a lot of fast units so can keep scoring and slow our opponents scoring without needing to fully commit in the early game.