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Messages - Chmmr_X

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Discussion: Eldar / Re: New codex 8th ed incoming... share the gossip
« on: October 16, 2017, 09:20:28 PM »
Rymor is ynaari rules dont change...  so i read...

The rules don't change no doubt. But I referring more to the faction rules like Biel Tan, Iyanden, Cult of Strife (when they get their own codex), etc.

Discussion: Eldar / Re: New codex 8th ed incoming... share the gossip
« on: October 16, 2017, 06:33:00 AM »
Nice read Mcphro

I think Eldritch Storm may work similar to how Vortex works, in that it causes mortal wounds to the nearest target or something like that. Gaze of Ynead is another good example to look at.

I wonder though, with all the craftworld rules and all that... how will it work with Ynnari? Ynnari is going to combine Craftworld with Harlequins and Dark Eldar after all. Will they lose all that?

Discussion: Eldar / Re: Ynnari question for a friend
« on: October 11, 2017, 09:39:50 PM »
Doh! Ignore me I'm being blind. Sorry. :(

No worries. We understand that you're blind since you're reading as a spirit stone. And you need help from a spiritseer to help you read properly. And we cannot ignore you because you are our ancestor after all... it'll be rude to ignore you (since you're in a spirit stone and all... means you must be much older)  ;D ;D

Bonesinger stats so I can run him proper vs. playing the model as a generic farseer.

Perhaps the bonesinger will be Eldar's version of a Techpriest on the table. Haha

Discussion: Eldar / Re: Ynnari question for a friend
« on: October 08, 2017, 10:26:30 PM »
Got a question from a friend which I'm not sure how to answer. He was playing Ynnari.

" If a transport vehicle gets destroyed does the unit inside get to use their power from death rule? I believe that they are not on the board at the time of its death so they cant get the soulburst just the same as they cant be effected by the vehicle exploding before they disembark"

I assume not because as I understand it they aren't considered on the table at the time. Any help?

It is clarified in the FAQ that the unit inside don't benefit.

Discussion: Eldar / Re: IG Blob squad
« on: October 04, 2017, 10:45:24 PM »
It's not just the blob squads, it's also all the supporting units behind it. The blob squads will stop you from targetting their hard hitters through area denial or range. So while you're targetting the blob squads, your entire army is dying. The problem with the IG Army is that their stuff is insanely cheap compared to Eldar. 3 squads of 20 Guardians (Equivalent to  480 pts) is hardly equivalent to 120 guardsmen (4 pts per guardsmen) or 160 conscripts (3 pts per conscript).

Note: The points are based on index. I don't know what are the new point costs for IG.

General wishlist:

1) Point reductions for:
Wave Serpent
Dire Avengers
Fire Prism
Wraith Knight
Wraith blades
HQ units

Although the codex in general needs a general point reduction especially when compared to the likes of Space Marines and IG, the units listed above are the main problems

2) Striking Scorpions' Mandiblasters and Swooping Hawk Grenade pack rule changes - I feel that on a 6 to deal mortal wounds a serious oddity especially in the way it is supposed to work. Very very odd.
3) Vehicles being able to move and shoot and full BS as it is supposed to be the Eldar specialty instead of crutch
4) Lower psychic power casting/higher success chance for psychic power casting - the Eldar powers are generally quite high to cast compared to other factions. For master of psychics, they should be much better and their smite somewhat better for the Warlock, although not as strong compared to the normal smite
5) If possible, some penalty to hit them due to their speed (since pretty much every faction now has something that make it harder to shoot them now)
6) Wraith seer!!! (although this is doubtful since it's a FW thing...)
7) Phoenix lords for Warp Spiders and Shining Spears
8) More named characters (eg. Iyana and other craftworld special characters)

Craftworld specific wishlist:

1) Bonus to their psychic powers
2) Some way to create a seer council or make it very very viable (able to cast the same power more than once?)
3) Webway ambush (similar to what they had in Fracture of Biel-Tan)

Biel Tan
1) Deepstriking Transports to represent their strike from the skies rules
2) Aspect warrior synergy bonuses
3) Court of the Young King

1) Ranger disruption table to represent their units being completely held up by the Rangers and them chasing ghosts
2) Ranger/pathfinder bonuses
3) -1 to hit if shooting from beyond 12"

1) Bonus to hit for all wraith units (or some other bonuses)

1) Bonus to speed and penalty to hit them

1) It'll be interesting to see something for this, since it has been featured a little more heavily recently

My 2 sen worth

Discussion: Eldar / Re: Oh my godsh... Harlequins are the bomb!
« on: July 16, 2017, 09:37:35 PM »
The mix is better but I think those that are moving in the Starweavers should carry fusion pistols as well for that extra punch. ONly 5 pistols in an army may really not be enough at all. Even with 5 troupe masters fighting an IK, it'll be more of a stalemate than anything else. Remember: You are wounding on rerollable 5s and it has a 5++ save with 24 wounds. Your caress and embraces only deal 1 damage each. You're gonna inflict 24 unsaved wounds to kill it. Having said that, it can fall back and shoot you to kingdom come before charging you again because it's titanic.

And against a 3 IK list, high chance you will NOT go first. He is only deploying 3 - 6 units. Your list need to at least deploy 9. That's the problem about MSU lists and as pointed out in a recent article, the alpha strike capabilities in the core rulebook is seriously crippling, especially on a fragile army like Harlequins.

But I do agree with you that the Skyweavers are really not worth it. Too expensive for what they do and their glaive is also just MEH.

Discussion: Eldar / Re: Oh my godsh... Harlequins are the bomb!
« on: July 13, 2017, 10:38:08 PM »
Have your list dealt with 3 IK lists yet? It needs to be able to deal with those lists since 8th Ed makes 3 IKs very usable.

Discussion: Eldar / Re: Oh my godsh... Harlequins are the bomb!
« on: July 12, 2017, 10:10:26 PM »
I only played 2 squads in my last game with harlies and no doubt they hit very hard but they die very quickly as well. If you play against a flamer heavy opponent, your harlies will run into some problems. In your case, you're better off with playing a Harlequin army than a Ynnari army. The rising cresendo special rule will serve you very well.

I not too sure having all of them equipped with Embraces is very wise. I'd think some Carress in there would be great especially to deal with those T8 vehicles and walkers. Otherwise, you'll have some problems dealing with the heavy vehicles other than using the fusion pistols.

Try more games with it and see how they fare. Though the Starweavers are quite resilient, make no mistake that they are still paper planes. Don't overestimate their resilience. Do keep us updated on how they work!

Discussion: Eldar / Re: Thoughts on 8th Edition Aeldari/Ynnari
« on: July 10, 2017, 10:35:49 PM »
Hey Guys

Just for more opinion from you guys, how have you guys thought of the 8th Edition Aeldari thus far? As a whole, I just find our hitting power is too lacking compared to our staying power. In many respects, I find that I am unable to pump out enough damage unless I use soulburst to the maximum. If I am dealing with very tough units, that makes soul burst less effective because of less people dying.

But all in all, I do not want to rely on the soulburst mechanic to win games as it's more of a bonus (esp since Asuryani don't have Soulburst). Somehow, i feel that soulburst is the only thing keeping the Ynnari alive and kicking.  Perhaps not because of individual units per say but perhaps because of the very expensive point costing and odd point imbalance as a whole.

What do you guys think?

Discussion: Eldar / Re: Thoughts on 8th Edition Aeldari/Ynnari
« on: July 06, 2017, 10:38:32 PM »
Hey all you Aeldari players. Here are some updates on my latest games with new units:


Tried him out just for fun and found that he is a bit lacklustre. One of the main reasons you would want to bring him is to give the Fire Dragons around him a reroll of 1. If this is your primary reason, you're better of bringing an Autarch instead. It's far cheaper and it benefits all Asuryani units, not just Fire Dragons.

He is quite the close combat monster after suffering a wound (+2 strength and attack) and is fairly tough with the 5+ to ignore wounds rule. However like all Phoenix Lords except Asurmen, he suffers from a lack of invulnerable save. This would not be that big a problem if he charged first most of the time as you'd want him to charge other characters but if you're fighting Genestealers, you'd better be sure that you kill them all off, otherwise you're gonna have trouble keeping him alive.

Otherwise, I feel that Fuegan is a little lacklustre for his points. His buff is nothing to shout out about and his combat prowess is just above average. Not really worth the points IMO. Otherwise, fun to play with.

Harlequin Troupe
Naked, they cost the same as Banshees but after upgrades, they can be in the 22 pts price range. So far, I've equipped them mostly with Embraces and Carress. The Kisses are too exp just for that D3 damage compared to the Embrace I feel but at the moment I equipped my squad with at least one kiss just in case. This treatment is a bit sad given that the Kisses are the signature weapons of the Harlequins.

I find the Neuro Disruptor pointless to have. Sure it  has high damage and AP but the S3 is a big turn off for such an expensive weapon. I'd be better off using the Fusion Pistol. It has a shorter range but a far higher strength, AP and damage value. Therefore, paying 1 point less is so worth it. If you put the Troupe into a Starweaver transport, getting into 3" of a vehicle is quite easy due to your speed and ability to shoot out of the transport. So you got a pretty mobile fusion weapon in the form of troupes in Star Weavers.

I only played the clowns once so far and they hit surprisingly hard. The weapon upgrades almost ensure most units will die with S4/S5 with -1 or -3 modifiers. Having 4 attacks each makes it all the more devastating to engage these clowns in a fight. Having 4++ save, an upgrade from their usual 5++ is a big boon for them but don't expect them to survive bolter rounds in the face. They are still fragile as heck to the point that taking overwatch shots can be very devastating.

What I did was to charge my Starweaver into the squad I intend to charge to soak up all the overwatch fire before I charge the clowns in. They die to Flamers very easily.... so becareful when dealing with flamer heavy armies. and becareful of heavy invul save units too (eg. Wraiths and Assault Terminators). Your high number of attacks and negative AP will count for little against them.

Between the banshees and clowns? I find the clowns hit far harder but have smaller unit sizes (and therefore lesser wounds to distribute around). They could be somewhat cheaper however because of their cheaper transport/delivery system.

Troupe Master

Only reason to have him is to buff your Harlequin units around him and it's almost mandatory to have him. S4 and S5 is nothing to really shout about and that reroll will really ensure what you hit will almost certainly die. I equipped him with a fusion pistol and caress and he did quite well otherwise. Pair him up with a solitaire, and you got quite a combination. If you're playing any Clowns, it's almost mandatory to have a Troupe Master with him.


At first look, I kinda felt that his damage output rather lacklustre. Sure he has 8 attacks that hit on 2+ but having weapons that are only S5 AP-2 and S4 AP-1 D3 damage makes it rather lacklustre. May not be as great as I thought as it's still only S4 and S5. In the 2 games i used him so far, he murdered characters (including Chaos Lords) with his high number of attacks and the S5 makes it quite useful against Power armour, wounding on 3s. Even with just 1 damage per attack, it is still quite a lot if you accumulate it together.

However when I charged the Wraiths, it performed horribly. Not even a single unsaved wounds (telling me that the Wraiths are super duper tanky and should be avoided at all costs from combat...).

At the moment, the verdict is still up for Solitaire. I not sure if he is worth his point or even worth a place in an army yet.


I find that the Starweaver generally got an upgrade with its flat 4++ invul saves. THe mirage launchers are also an upgrade with a -1 to hit against it, making the Starweaver not too easy to kill off. Its 16" movement coupled with the clown's natural high movement rate makes it easy to enter combat by the 2nd turn. Being open topped further allows your clowns to fire their fusion pistols into transports for that extra kick and open it up to be ready for the charge by the next turn. 2 Shuriken Canons as weapons is icing on the cake.

Pretty solid choice for your clowns to ride in. Too bad your Aeldari units cannot ride it...

Swooping hawks

I never actually used this unit but I feel the need to mention it. Complete and utter disappointment. No more haywire grenades. The lasblaster becoming Rapid fire 2 is a mixed bag. The SH Grenade pack is just seriously pathetic. It's meant to throw grenades into enemy packs and deal damage to enemy hordes like how grenades should work. But now, if you fly over an enemy unit, you roll a D6 for each model in the unit, to the maximum of the number of Swooping Hawks you have. On a 6, it's 1 mortal wound. That to me, is not only a remote chance but really not worth the effort at all to perform. If you an roll 1 D6 for each Hawk you own, regardless of enemy model count, then it might be worth using. Otherwise just trying to get a mortal wound on normal rank and file troops, it's really too remote a chance to get 6 and in sufficient quantities to warrant the effort put in.

Therefore... I give this unit a major pass.

hope you guys enjoy the update!

Discussion: Eldar / Re: Thoughts on 8th Edition Aeldari/Ynnari
« on: July 05, 2017, 03:19:18 AM »
Ill take it though, after the nerf to star cannons(likely was never supposed to be 3 damage but still was never OP) we get a bone thrown here.

I plan on running ynnari guardian blobs now with avatar and likely 3 war walkers in a separate detachment.

You can use the spearhead detachment and run the Avatar with 3 war walkers. You get 1 CP and your War Walkers can benefit from Battlefocus, since the get no benefit from Strength From Death.

As for Starcanons, it's too expensive and the D3 damage makes it even more unusable. It's only 2 shots, Str 6 and it's heavy. Imperium plasma is far far FAR better. They are plasma tech masters now compared to Aeldari.

Discussion: Eldar / Re: Thoughts on 8th Edition Aeldari/Ynnari
« on: July 03, 2017, 01:42:07 AM »
:o That was a super fast Errata.  It looks like they didn't intend to restrict an Ynnari Army completely.  Any Aeldari unit, not including the exceptions, can become Ynnari and gain the Ynnari keyword and Strength from death.  However, if you take a detachment with any Ynnari in it, all other units in the detachment must have the Ynnari keyword.  Problem solved, take an Ynnari detachment and if you want Craftworlders or Coven etc. just take another detachment.

Hey thanks! We were talking about this in my place as well and because the original wording stated "ARMY", we couldn't do the mix and matching. Now with the new errata wording, this allows Coven units to be part of the army, just not the same detachment. This can have some interesting implications.

Ebomb: You are right. Wind Rider price difference not much.

Otherwise, thanks for all your comments thus far. Will update this thread later on as I've used some new units here and there. What about you guys? What are your experiences with the units like? It would be great to hear from you! That way, it'll also help open up some possibilities for me to try units I would probably have never even considered.

Discussion: Eldar / Re: Thoughts on 8th Edition Aeldari/Ynnari
« on: June 23, 2017, 05:10:12 AM »
Fire Prism
1 word. DISMAL

I had high hopes for the prism but it has disappointed me horribly. The Heavy 1D6, 1D3 and 1  hurt the prism very badly since its shots are too variable, and you still need to roll to hit on top of that. The -1 to hit on the move hurt it even more. It looked good on paper but once tried, it performed badly consistently. I'd suggest to skip it entirely.

Night Spinner
The Night Spinner is another one of those hidden gems that performed better than expected. 2D6 shots at S7 AP Rend-lite and D2, it is actually quite deadly and you dont even need line of sight to shoot your weapon with an impressive range of 48" and at 155 pts. Don't underestimate this baby!

Note: If you are shooting at vehicles that are covered by ruins (at least 50%) from the night spinner, it still gets cover bonus of +1. However, Infantry only get this benefit if they are INSIDE cover. So if they are standing under a building is fully or partially covered by a building, they get no bonus whatsoever but the vehicle next to it gets cover. Weird? Yes it is...

Dark Reapers
They are awesome. Their 2 firing modes make them quite versatile. Heavy 2 S5 AP-2 D2 or Heavy 1 S8 AP-2 D3 is really damaging, especially when the entire unit shoots. They are very accurate too, needing a 3+ to hit at all times despite any modifiers except for overwatch. If everyone else have to hit at 5+, Dark Reapers still hit at 3+. AWESOME!

Having said that, they are fairly expensive. I played them in squads of 5. Furthermore, everyone knows how crazy deadly the Reapers are. Therefore, everybody and their grandmother are going to target their heavy weapons at the Dark Reapers and most likely kill them. Make no mistake, Dark Reapers are FRAGILE.

I'm gonna try running them in Wave Serpents to at least protect them from the Alpha strike so that they can take some time to neutralise or minimize the damage that will come their way later. Or i might even bring them forward along with my other elements to provide close fire support, although I think that this might be suicidal. Worth a try!!

Crimson Hunters
I was at first conned by their 2+ to hit stat only to remember that when they move (which they must), their weapon gets a -1 modifier. Their 2 bright lances and pulse gives you some much needed and realiable anti tank weaponry or hard to dislodge space marines that must be cleared from a ruin. Their reroll to wound against units that can FLY Is a nice icing on the cake. What makes this unit great is that it can get into position because of its speed. The Vector dancer like rules allows you to stay on the board and not be blocked. Like the Windriders, you can even position them to snipe enemy characters. Have a ball doing it!

These guys have improved a lot! Their weapons are heavy D3 auto hit weapons now but rolling 2 1s so far is NOT FUN. I've had the Hemlocks in almost all of my games so far and it's performed quite ok. Even after heavy damage, they still perform fairly well because of the auto-hit nature of its weapons. It's a psychic unit too! I would think Embolden/horrify would be the best combo for it but so far I've not been able to fully utilise this since I've been fighting a lot of vehicles, on top of the fact that whatever I shoot at most of the time dies completely to get its soulburst bonus.

The verdict on the Hemlock is still a head scratcher but I still have hope for its performance.

Wraith Knight
I've only used him once and it performed mediocre, but it's not a fair assessment of it because it was heavily damaged by 1st turn charge of Genestealers thanks to Swarmlord, and it was only my 2nd game. The 2 heavy wraithcanons are very deadly now against other high wound targets since you get 4 shots out of them now.

Other thoughts
Generally, I've found that the point increases for Eldar hurts Eldar quite a lot. I'm rather bitter by the fact that Eldar is being encouraged to sit still and shoot at full efficiency when in the past they are able to move and shoot everything fairly comfortably, which is really against the Eldar way of war. They had always been supposed to be very mobile shooting on the move. Was rather pissed off when a bunch of Imperial players suggested that you are "supposed" to sit still and shoot as it makes more sense to do so to be accurate. Such mon-keigh talk that know nothing about Eldar way of war!

I've found Psychic powers rather hard to rely upon now also because of the 50% failure rate. Chaos and other factions can cast some good powers at lower psychic costs. So much for Eldar being masters of psykers...

Finally, foot Eldar is just very very VERY hard to play. THey die in droves, which is so not the Eldar way of war. Some suggested using Eldar Guardians as meatshields... but such notions are so against Eldar way of fight. At the meantime, I find that a mechanized force for Eldar is the way to go for a competitive list with a fair balance between anti-horde and anti-mech weaponry.

That's it folks. My assessment thus far. Will have more games with different units to see how it works. Post your comments below on your thoughts and your own experiences!


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