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Messages - Chmmr_X

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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!


Discussion: Eldar / Thoughts on 8th Edition Aeldari/Ynnari
« on: June 23, 2017, 04:43:43 AM »
Hey everyone

After having some games with the new Aeldari codex, below are my thoughts on the units based on my games with them thus far. This is by no means comprehensive... just based on what I've used so far

This has become my go-to must-have HQ unit. I've always given him Guide and Doom primarily because I find those powers to be the most important to support the rest of the armies and to take on those high wound units where you really need to kill fast (eg. Imperial Knight). I personally find Fortune to be badly nerfed as it now essentially give a 5+ FNP to all wounds, which is rather unreliable IMO. The runes have been a really great back-up to make sure my spells are cast. Having a 50% failure (spells being 7 to cast) is quite damaging so far, with only the CP and runes ensuring that the powers are cast. However, I am a bit disapppointed that they cannot get Ynnari powers in any way. The only way to get them is through Yvraine... sigh...

Fairly cheap for what he can do although a bit pricey if you compare him to a generic Farseer. He essentially has all the Eldar Runes of Fate powers and Smite with some better offensive bonus along with better casting possibilities as you cast more powers successfully. The staff gives you some variety in your CC prowess but you don't really want to put him in the front line assault. A good addition to an army if you have the points to spare. Otherwise, sticking to a generic Farseer is good enough.

I have come to love this HQ unit which I never cared about in the past. His ability to wound anything except a vehicle on a 2+ along with a -3 rend makes him really deadly, coupled with his D3 damage. Any character that has no LOS equivalent units near him will definitely have cause to worry. The mortal wounds on a 6 is icing on the cake. On top of this, he only cost 88 pts. But if you take him, it's best to take Rangers along as well to ensure that the character you want dead is actually killed.

A cheap HQ unit to fill up the detachment HQs where needed. Depending on what you bring along, the psychic powers I've found most useful for him so far are Conceal and Enhance. Admittedly, I find Enhance more viable at the moment mainly because I always put him very close to my Banshees. Banshees hitting on 2+ is really deadly and nothing to laugh at. Conceal is a nice power to have to keep your army still alive. A must have for a foot army.

As far as I'm concerned, there's only 1 reason to take her: Ynnari powers. The Ynnari powers are really really good no doubt. Only problem, they are fairly expensive to cast but thankfully, she has the Gyrinx that adds 1 to the power casted so you can cast Gaze of Ynead at 7 instead of the super high 8. I have so far ran her with Gaze of Ynead and Word of the Phoenix. The Word of the Phoenix is really awesome, immediately giving a unit in range soulburst. This will help your deepstriking units get in range for a wholesome charge (eg/ Striking Scorpions) or allows your hard hitting unit to kill/severely damage key enemy units before the shooting phase. If you are lucky, you can even set off a chain reaction of soul bursts.

Gaze of Ynead didn't perform too well for me thus far because of its high casting power need but the potential is there. You can actually target characters and deal potentially 6 mortal wounds if in range. You can then finish off using the snipers. Otherwise, I've not used her in close combat yet as I've been keeping her behind enemy lines to avoid being a target. At 132 pts, she's at least far more usable now compared to how she was in FOBT.

Guardian Defenders
Your go-to troop choice. Cheap at 8 points to hold back lines and any infantry that comes too close. Otherwise, I so far find them not very useful other than a troop choice filler. Their offensive power is fairly limited and anything that points their guns at them will kill them. The heavy weapons being -1 on the move hurt them fairly, makign shuriken canons the most viable if you want to be mobile. If they are going to sit back at base, camping on objectives and providing fire support, the heavy weapons can be viable.

Dire Avengers
Way too expensive. They are quite resilient with the Shimmershield equipped in a big squad but a squad like that can easily reach 200+ points. With that kind of points, you can field 2 10 man guardian squads with weapons. The added range on their guns are a good bonus. I'm going to try running them in 5 man squads supporting the other aspects in transports to see how they fare. Otherwise at the moment, I don't find them all that good.

These guys have become quite the gem to me. The character killers, a S4 AP0 weapon seem lackluster, until you add in the possibility of mortal wounds on a 6, which can be a major big deal. Remember, characters are generally force multipliers now. When you take them out, the enemy army becomes significantly weaker due to loss of synergy. They are fairly resilient too being -1 to hit and +2 armour for being in cover. 20 pts for a model makes them fairly expensive but quite worth it if they managed to do what they are supposed to do. As a result, they have become quite the target.

Ever since they have been moved to fast attack, scatter lasers being -1 to hit and their point being almost doubled for naked bikes, I actually gave this a miss. However, I tried them recently and found them to be really good in a different way. I ran them with Shuriken Canons instead of Scatter laser for more reliable shots and possible rends in squads of 3. They have performed quite well, especially as character snipers. How did I do so? By using their speed, I put them in a position where the character is the nearest enemy. Once that is achieved, I pour all my shots onto the character to kill it. The windriders are really superb at doing this, which was quite the hidden gem I've found.

D-Scythe Wraith Guards
These guys are surprisingly more resilient now with their 3 wounds, despite the T5 nerf. It takes a fair bit before their power is decreased. As for their gun, i was first not too impressed by the 1 damage dealt by the D-Scythe. I was hoping for Damage 2 but I realised even with 1 damage, it can be fairly damaging. I've ran them in squads of 6 (to fit an entire wave serpent) and even with rolling a 2, that's 12 auto hit shots at Strength 10 with almost no saves. That's A LOT of damage. Killed a Dark Angel Captain with a single salvo despite the 3++ invul save. When you pair this with soulburst, things get ugly really REALLY fast. These guys can become your airplane killers quite well. Even vehicles with high wounds will get at least badly maimed by a salvo from these guys, if not destroyed, unless of course you rolled a 1.

Howling Banshees
These girls have improved really significantly now that you can assault out of vehicles. As usual, Doom support is almost mandatory. Being able to always hits first is very crucial and dangerous. Becareful though, they are very fragile but they hit really hard. The -1 to hit if the Exarch is alive is really good to keep you alive in close combat. So far I've been equipping my Exarch with Executioner despite the -1 to hit (making it a 4+ to hit) for that extra punch. This is where the Enhance power from the Warlock becomes very important. The +3 to advance and charge is really good for the banshees of course.

Wave Serpents
Wave Serpents are back and with a vengeance. No doubt that they are still heck of a lot more expensive compared to Space Marine Rhinos and Razorbacks, they had been the only things that are keeping my infantry alive and they are quite resilient. The Serpent Shield's -1 to damage actually really keeps the serpent alive for fairly long, long enough for you to deliver your packages. I've so far kept them cheap by just equipping them with twin Shuriken Canons, of which the firepower can be quite devastating as it is. For some extra points, I give a Wave Serpent Twin Brightlances for the extra anti-tank punch. If I do so, I normally give them crystal targetting matrix to ensure that they shoot at full BS instead of -1.

To be continued...

Discussion: Eldar / Re: Everyone Ready?
« on: May 23, 2017, 10:16:05 PM »
Honestly, i expect the worst for Eldar since everyone had been unreasonably ---ing about Eldar for years. But somehow with the latest Death Guard, we see that they are even more resilient than ever and possibly get a lower point cost, as if they are not superbly tough and nigh indestructible as they already are after the Traitor Legions book came out (especially with Nurgle Bikers).

Discussion: Eldar / Re: Eldar 8th preview
« on: May 21, 2017, 09:39:58 PM »
Transport and Starweaver rules are teased. Starweaver seem quite squishy to me... being only T5 (effectively AV9 instead of 10 in the past... now even lasguns can kill it) and 6 wounds. It has 3 3+ to hit attacks at strength 5 though... which is quite funny. 16" move is really fast.

I look forward to see how Wave Serpents are. And Rhinos... especially on their pricing. I hope the point pricing won't be 110 to 35 pts again...

Discussion: Eldar / Re: Eldar 8th preview
« on: May 16, 2017, 05:44:16 AM »
Too many unknowns at the moment. We got to see how our transports work, our characters (Warlocks and Seer Council), Guardians, etc. Right now Thousand Sons for one would be getting 2+ saves in general from small arms fire. We got to see how our weapons work... just because you can target Characters may not mean much if your weapons can hardly harm them to begin with.

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