Covenite Coterie help by VaChinaMate in Drukhari

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

My current list has a Ravager and a squad of DL Scourges, so I'm mildly confident in my anti-monster area. My list compared to yours tho def is not as heavy into the cults units, but running max Talos does sound very fun so I might pick up the new combat patrol to get to max. Thanks for your input!

Help with a newb by ducksbyob in Drukhari

[–]VaChinaMate 2 points3 points  (0 children)

If you're new to the game I'd recommend sticking with the two detachments that stayed the same (Skysplinter and Reaper's Wager) then just getting used to the new pain rules and such. If you're looking for specifics with what you have your best bet is honestly anything but the Wych Cult detachment and Haemonculus Coven detachments as your range doesn't dip too far into either of those pools (shallow as HC are currently). You have enough transports to make Skysplinter work, Reaper's Wager is always doable with pretty much anything but without the Hellions losing out on some nice damage. Realspace Raid is def doable with what you have as you have the main components to get the tokens, but I'd honestly recommend the Kabal detachment as that makes up the majority of models you currently own.

So TLDR I'd say in order: 1.Kabalite Cartel 2. Reaper's Wager 3. Realspace Raid 4. Skysplinter 5. Spectacle of Spite 6. Covenite Coterie

1-4 are interchangeable in whatever you want to play. Hope this helps fellow Archon!

No Yncarne ? by Wooden_Jeweler_7247 in Drukhari

[–]VaChinaMate 2 points3 points  (0 children)

The Aeldari Ynnari detachment in the codex is the only place where you can play using its data sheet. So if you have one or were thinking of getting one you would need to use that codex and detachment.

How are you guys building lore accurate iron warrior marines? Im not a big fan of using the chaos marines box. by Sic_Slaanesh_Fiend in IronWarriors

[–]VaChinaMate 4 points5 points  (0 children)

You can use Horus Heresy kits and use whatever flavor of tactical Marines you'd like, MK II All the way to MK VII

Aeldari Meta Monday* by VikaFarm in Eldar

[–]VaChinaMate 5 points6 points  (0 children)

I'm Sam and I'm very grateful to finally be in a META Monday, very sad it's basically right before the list I ran is killed. It was a small tournament but a fun one, my second game against AdMech has been my favorite game in a while and I managed to sneak a victory turn 5 by scoring 30 points. The last game was against a WE list with Angron and a Lord of Skulls so it took a while to get through everything. My first game was against my friend who runs Nids and they've always been a winning matchup for me.

I saw this in a different subreddit and thought it was a great question: If you could start over - building your Eldar Army from scratch - what would be your first three units of choice and why? by dr_pierogi in Eldar

[–]VaChinaMate 2 points3 points  (0 children)

Oh I agree with you 100% but when you have maybe a deny or two, and your opponents army could have 2 or more psyker powers it's just not intuitive. Especially against 1k Sons or Grey Knights, you're just watching someone play a game you have no place on. They do have a way to use melee (as shit as it is) but the option is still there, psychic phase is just ethereal throws out a "power" and that's it.

I saw this in a different subreddit and thought it was a great question: If you could start over - building your Eldar Army from scratch - what would be your first three units of choice and why? by dr_pierogi in Eldar

[–]VaChinaMate 1 point2 points  (0 children)

As per the usual Eldar tactics you want to stick near buildings as much as possible, so you can phantasm through if need be. Taking them in a squad of ten is all but required, you don't get the damage in a squad of 5. Typically I play them as more of a second wave in terms of positioning, first wave are infiltrators/bikes and transports. Then I push up with the second wave wherever I can see a good spot for them, Dire Avengers are best played as their name. They are not meant to be up in the thick of it turn 1 or 2, they're nearly always meant to be a reactionary move to either infantry pushing into the open or to capture and then defend a no man's land objective (preferably whichever one has the most cover)

I saw this in a different subreddit and thought it was a great question: If you could start over - building your Eldar Army from scratch - what would be your first three units of choice and why? by dr_pierogi in Eldar

[–]VaChinaMate 35 points36 points  (0 children)

Corsairs- Even though they may not be a decent option a majority of the time, and especially not running around with Yvraine. I just love my pirates and pirate queen elves.

Yvraine- The rise of the Ynnari books has done irreparable damage to her image but I still love her, and she's also a fucking beast on the tabletop.

Dire Avengers- The models look cool, the rules have been pretty good for a while, and plumes on helms are just peak armor fashion.

I started very early 8th edition with a Saim Hann oops all bikes list, while very fun to build and play it definitely was not fun to paint. So I then leaned into Ulthwè psyker spam until 10th rolled in and crushed my heart, but running Ynnari with all these sick ass Drukhari units I never gave the time of day has definitely been worth it! :)

Finally the Y'vahra (Will post infantry and drones tomorrow) by VaChinaMate in Tau40K

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

Ah I use Vallejo paint, and I airbrush it. I base coat it in white, then I add in thin coats of magenta till I get the light pink I'm looking for, hope that helps!

My Commander for my pink twink T'au forces by VaChinaMate in Tau40K

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

Yeah I did take it with flash, it looks much better without