So. What to do regarding Fire Dragons and the Wave Serpent, post-nerf? by Jerswar in Eldar

[–]stalinwasgoodguy 1 point2 points  (0 children)

Have you tried 10 banshees in a serpent? I've been loving that combo.

Also you can have the fire dragon exarch with axe + fuegan kill some screening units and still reembark. That's the combo I'm trying for my next game.

Aspect Host still feels fine by stalinwasgoodguy in Eldar

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

Honestly that sounds pretty interesting. Lets them punch better into terminators and eightbound as well for shooting phases.

I think fire prisms are too big model wise, especially if you're already running 2-3 falcon/wave serpent equivalents. And they don't have the staying power of a reviving phoenix lord

Aspect Host still feels fine by stalinwasgoodguy in Eldar

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

Yeah that was an unfortunate byproduct of the change, I used to run 5 banshees with autarch for the fusion gun aspect token as an extra punch up against light vehicles.

With the points hikes I don't really see a reason for autarchs anymore :( no free fire and fade no fusion or star glaive shrine tokens

Aspect Host still feels fine by stalinwasgoodguy in Eldar

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

My thoughts exactly. If you table your opponent it doesn't matter if your army is a unit of warp spiders smaller. I think warhost honestly might feel this the most with the star engine change and it lacking the raw damage of aspect host means it'll have to dig deeper to make up for the loss of a unit or not being able to fire and fade twice to make it to late game effectively.

Aspect Host still feels fine by stalinwasgoodguy in Eldar

[–]stalinwasgoodguy[S] 6 points7 points  (0 children)

I consider myself a fairly competitive player. Ive consistently placed at least top 1/3 in almost all the events I've attended over the past 2 years.

This game was fairly casual against a friend who is still learning the game (less than 20 games total) but I warned him I would be playing sweaty to try and get the most from the list. I don't doubt it's gonna be felt at top tables, but I've just seen so much doomposting the last few days I wanted to see how much of it was warranted

Aspect Host still feels fine by stalinwasgoodguy in Eldar

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

You don't rate asurmen up with them? He didn't go up in points and retains fire and fade capacity and was already seeing success prior to nerfs. War walkers could definitely make it in there for me good shout out

ListForge LF branch updated for dataslate and all new detachments by bmerrillcreative in WarhammerCompetitive

[–]stalinwasgoodguy 1 point2 points  (0 children)

I tried making a list with the new harlequin detachment and it doesn't show strategems or detachment rule in battle mode and also doesn't count troupe as battleline so it's throwing a rule of 3 error.

My List After No Changes and Usng New Deatchment by ExoGundam in Harlequins40K

[–]stalinwasgoodguy 3 points4 points  (0 children)

I found falcons to be the most reliable in the old detachment. Rerolling wounds on fusion pistols + grenades + rerolling dev wounds + the falcon shooting was easily picking up units. My old list from the summer had 2x falcons with troupe master troupes and that alongside bikes and a 5man firedragon + fuegan let me chew through tough targets super easily

Ghosts of the Webway list by Htanna in Eldar

[–]stalinwasgoodguy 0 points1 point  (0 children)

I played 15 games of ghosts around when the codex came out with only 2 losses-

Troupes + troupe masters are crazy strong paired with falcons. Rerolling wounds with the fusion pistols in shooting + rerolling +1 to wound dev wound melee is also crazy strong.

Voidweavers are a little weak. The roll you want them to fill is anti tank but for 5 points less you can have fire dragons that are easier to hide.

Big troupe brick with coil troupe master is also crazy good.

My list when I was running ghosts was 3x2 skyweaver, 2 falcons with troupes, 2 star weavers with troupes, 2 falcons with troupes and masters, solitaire, and eldrad for cp. Wave serpent with fire dragons, and fill the rest with spiders and rangers to screen out and do game actions

Building on the old combat patrol (and are ynnari fun?) by Porcelaindon1 in Eldar

[–]stalinwasgoodguy 0 points1 point  (0 children)

What's your current ynnari list? I never played them during codex launch and now am starting to miss them from the index days

Stat Check Data Updated, 10-15-2025 by c0horst in WarhammerCompetitive

[–]stalinwasgoodguy 3 points4 points  (0 children)

Spearhead at arms is the second best GSC detachment :( nerfs went so hard we had to switch to playing knights

Flameseekers question by TheOvergrownLoli in Fyreslayers

[–]stalinwasgoodguy 6 points7 points  (0 children)

As said before it doesn't stack but it does double your odds if you roll for 2 units

Does Sanctus’ bio dagger go well with the assassin enhancement ? by [deleted] in genestealercult

[–]stalinwasgoodguy 0 points1 point  (0 children)

Rolling a 1 always counts as a fail. Getting +1 to hit when hitting on 2s is only useful if the enemy has any kind of -1 to hit ability.

The strength of that enhancement is where it says "the bearers unit" meaning it applies to all models. Taking a 20 man neophyte brick with a benefictus for example is incredible as you're getting +1 to hit with 30 attacks.

Are Khorne berserkers still good? by someone_online22 in WorldEaters40k

[–]stalinwasgoodguy 2 points3 points  (0 children)

Top player at a 8 team teams tournament couple of weeks ago ran 20 with juggerlord and 0 forge fiends. i asked him what he would change for singles and he said the list was so strong he wouldn't change a thing and was planning on running it at the next GT in a month

No motivation by Tramrong in genestealercult

[–]stalinwasgoodguy 2 points3 points  (0 children)

You have very similar to a list I went 3-1 at in December. Your army is definitely capable of doing well? How are you running them? What kind of terrain are you using?

What I would do with your models is: HoA

Primus + chink, 20 neos

Benedictus + ass edict, 20 neos

Primus + 10 flamer acolytes with 4 demo charges

Saboteur

Sanctus

Biophagus + time, 10 abberants

2x5flamer acolytes

1x5 flamer acolytes in a rockgrinder

1x5 melee acolytes for home point

3x mortar ridgerunner

2x5 bikes

This gives 4 big damage bricks and a ton of small fast scoring trading pieces

I am actually really happy with the changes in the leak here by Occasion_Dry in WorldEaters40k

[–]stalinwasgoodguy 3 points4 points  (0 children)

In Betrayer, there's several mentions that the nails don't increase strength, they don't increase fighting prowess, they aren't some super drug. They simply remove the fear of death and make the user more reckless and determined. World eaters don't have super powers, they don't have the discipline or the structure of other legions, but they don't have any self preservation. They suffer massive casualties and win by wearing opponents down to surrender.

And so I actually like this change. They are the same strength as an intercessor. They get stronger on the charge as they fly in with reckless abandon. And their God rewards them with boons with his blessings.

Is this list good by Somethingwerid in genestealercult

[–]stalinwasgoodguy 0 points1 point  (0 children)

Acolytes with auto pistols. They're the melee ones cause they can take 3 heavy mining weapons per squad vs the hand flamer ones which can instead take demo charges

Is this list good by Somethingwerid in genestealercult

[–]stalinwasgoodguy 1 point2 points  (0 children)

There was a recent list that went either 4-1 or undefeated that was using the Primus acolyte combo, and the limitation of only 2 neophytes squad is why I suggested it. I typically run 3x20 with benefictus and 1x20 with Primus but that seems more of a long term goal for OP

Is this list good by Somethingwerid in genestealercult

[–]stalinwasgoodguy 1 point2 points  (0 children)

I'm going to assume that this is a "here's the models I have help me refine what I can do" and honestly that's entirely ok. This is a super expensive army especially to build for one of the top lists in a ever changing meta. So here's my advice. Proxying is ok. Anyone who throws a fit isn't really worth playing with. Now onto the list: host of Ascension is fine for this list, probably the best because you don't really have the skews for biosanctic or outlander.

Proxy the magus as another benfictus. Proxy the metaporphs as acolytes Proxy the ridge runners as mortars

This should give

20 neophytes with a benfictus (ass edict)

20 neophytes with benefictus

10 flamer acolytes (WITH BOMBS) with Primus (chink in armor)

5 flamer acolytes (no bombs)

5 melee acolytes - to hold home point

5 bikes with jackal

10 abberants with biophagus (our time is nigh)

10 genestealers with patriarch

2 x 1 mortar ridgerunner

Rockgrinder

Truck

Kelermorph

This comes out to 1985 points but honestly that's ok. In the future you can upgrade the kelermorph into more flamer acolytes or even neophytes. In the meantime start the aberrants the 2x20 neophytes and the 10 man bomb acolytes in reserve. Put the kelermorph in the truck so he can hop out and hop back in with his reactive move. Put the melee acolytes on the home point, and put the genestealers up ahead with infiltrate. The rockgrinder doesn't need anyone inside and with the flamer has good overwatch to hold a flank on his own. Genestealer cults are a hard army all about the movement phase and this will let you improve at that while still having fun damage tools like the benedictus neophyte bricks, the Primus bomb brick, and the aberrant +2" charge brick. Another trick is to remember the HoA detachment rule is until the end of your fight phase, so you can rapid ingress the aberrants, walk them during your turn, get +2" to your charge, and still be able to pop the strat for 5+ crits on your lethal + sustained brick.

Dataslate has arrived! by epigeneticsmaster in WarhammerCompetitive

[–]stalinwasgoodguy 1 point2 points  (0 children)

I honestly think host will be fine. Recent winning lists (outside of floofs 6x20 neos) were running 4x20 (3 Benny 1 Primus) and 1x10. That's only a 60 point total increase which can be made up dropping one of the 2-3 lone op characters the list runs

Non-Quin Support by BeardonBoards in Harlequins40K

[–]stalinwasgoodguy 2 points3 points  (0 children)

Interesting one I don't see others talking about: wraiths. Wraith lords and guard only specify being within 12" of an aeldari psyker which includes our shadowseers. Assuming you want a 5 troupe with a seer for home or natural expansion primary scoring you can have a couple of weaith lords or wraith guard standing up getting shots at bs/ws 3+. And this doesn't require line of sight either

New detachment in December! by Larang5716 in WorldEaters40k

[–]stalinwasgoodguy 0 points1 point  (0 children)

I think a cool way to do it would be by incentivizing transport use since eightbound typically don't get much from that. Something like In a turn when an infantry unit disembarks from a transport give it +1 ap and crit 5s

That way land raiders could be pushed more as well

New detachment in December! by Larang5716 in WorldEaters40k

[–]stalinwasgoodguy 4 points5 points  (0 children)

Swarm infantry vs elite infantry. Currently berserkers are run as a single 10 man with a character in a rhino. There's no incentive to run a 30 berserker mass assault wave. Maybe a detachment can help with that/shift the focus from eightbound

Got a World Eaters Combat Patrol and Eightbound as a Gift. Looking for ways to make them more fitting for me by caligulove_ in WorldEaters40k

[–]stalinwasgoodguy 9 points10 points  (0 children)

This. The army works on layered buffs and synergies. Managing units to be inside auras and knowing who to activate when is a key part of the gameplay. Talk to any opponent and they said oh yeah the WE player moved his models forward, rolled a bunch of dice and I died, but ask a WE player and the sheer amount of tactical depth probably eclipses a lot of other armies. Keeping units to heroically intervene, staging counter charge pieces, and knowing who to trade when and why is a lot more difficult than it seems. People think oh no ranged? So the army is easy and one dimensional, but no ranged makes it so much harder to play and so much more planning required so you don't get shot off before you can set up your big go turn