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Messages - mcphro

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1
Discussion: Eldar / Re: 8th Ed Eldar. MAIN MENU.
« on: February 11, 2018, 03:23:50 AM »
Updated... I just don't have the time to write reviews and I've found the frontline gaming ones excellent, so here is their reviews that they have done for the Eldar so far.

2
Discussion: Sisters Of Battle / Re: List i'm taking tomorrow
« on: January 31, 2018, 04:22:48 AM »
Considering its popularity... maybe they will make another model? maybe...

3
Discussion: Sisters Of Battle / Re: List i'm taking tomorrow
« on: January 30, 2018, 02:43:07 PM »
I use a program called blender.  It is free.

Unfortunatly i can't sell the models or plans because it would breach gw... but also put me in jeopardy at work where in print them. I'm allowed to print my own for my own purpose but i can't sell etc.

If you go to a website called thingyverse and type 40k in the search bar you can find all sorts of models. 

I used one that was a rhino and all i did was build a top for it to resemble a repressor... and it's petty close.

Rhino model i use
https://www.thingiverse.com/thing:788180


I made my own but here is a dozer blade some one has made for the repressor.
https://www.thingiverse.com/thing:2541799

If you got those printed... i bet all you would have to do is make a top for it out of what ever you like and there you go... a repressor.

I dont know if this world work because it's for 6mm 40l. But here is a repressor that someone had made.  I'm not sure if can be scaled up to 28mm.

https://www.thingiverse.com/thing:2518846


4
Discussion: Sisters Of Battle / Re: List i'm taking tomorrow
« on: January 30, 2018, 02:47:11 AM »
I am pretty good with 3d modelling. So I've actually 3d printed  mine.

I just about have 4 repressors now. Ill try to organise a pic of them.

But yes... dominions in repressors charging 12 plus d6 free move then 12 d6 move again is brutal when you can shoot out of them hitting on 4s.

Put 2 cannonesses in them to and you hit on 3s.

They will certainly be a fire magnet.

5
Discussion: Sisters Of Battle / Re: List i'm taking tomorrow
« on: January 29, 2018, 03:54:03 PM »
Hey sorry, it took so long to get back. We didn't get an even roll out at the club that weekend, and 5 of us decided to have a 2 on 3 game and reduced our lists to 1250 points. So I loaded up on Celestine and 2 dominion squads.

As a brief summary, WOW dominions rock,

We went first and I was able to power forward with Celestine and the dominion squads in repressors and while had -1 to hit, they did very well, almost taking out a flier and causing their whole army to freak out because I was able to put pressure on their line. Saying that, Celestine was bouncing everywhere taking out or putting pressure on all sorts of stuff.

I certainly did my job in the game.

6
Discussion: Sisters Of Battle / Re: List i'm taking tomorrow
« on: January 12, 2018, 09:04:40 PM »
Ive decided to drop one retributer squad and imagifier and add a forth exorsist. I feel i need more to deal with vehicles in my meta.

7
Discussion: Sisters Of Battle / Cannoness Bomb - Thoughts?
« on: January 12, 2018, 06:37:53 AM »
I've seen this one getting around on the internet, but it turns out that a cannoness kitted out with a Eviscerator and an inferno pistol is 66 points. A REALLY good price for what you get. In addition to this, dont forget all the ways to buff them.

Add a priest and a Hospitaller to a unit of 4 Cannonness and you have the makings of an really interesting unit. (Add a unit of Celestians and they actually have a role to play).

All this fits with a unit of Dominions so they can get a lift up the field REALLY quickly.

Cannonness - Inferno pistol + Eviscorator
Cannonness - Inferno pistol + Eviscorator
Cannonness - Inferno pistol + Eviscorator
Cannonness - Inferno pistol + Eviscorator
Minisorum Priest
Hospitaller

What do you get?

Positives
----------
WS/BS 2+ (But hits with the Eviscerator on 3's)
5 attacks each instead of 4 due to the Priest
Can revive a Canonness back to 1 wound if it has even been slain
Each individual model has 5 wounds.. 2 more than Grey knight paladins or Custodes
All weapons reroll hits of 1
NONE of the characters can be targetted if they are with other units. NOW add Celestines to tank ANY wounds on a 2+.
66 x 4 + 30 + 35 = 329 points for the unit.
20 attacks hitting on 3's at Str 6, AP -4, D3 Damage each - all rerolling 1's to hit.
You could also add a unit of Crusaders to tank wounds in front with their 3++ inv save too.

Negatives
-----------
Yes you have issues with Toughness 3, but you also have a 6+ Inv save
Custodes have T5 with 2+ save and 3++ Invun save due to Storm shield - very durable.
= 285 points for 5 Custodians = 15 wounds


Thoughts???

8
Discussion: Sisters Of Battle / List i'm taking tomorrow
« on: January 12, 2018, 06:18:26 AM »
I thought id post my list that im taking tomorrow.

Battalion
----------
HQ
---
Canonness - with power sword + blade of admonition and storm bolter
Celestine + 2 gemini

Troops
-------
Battle Sister Squad - Heavy Bolter + 2 Storm bolters
Battle Sister Squad - Heavy Bolter + 2 Storm bolters
Battle Sister Squad - Heavy Bolter + 2 Storm bolters

Elites
------
Imagifier

Fast Attack
------------
Dominion Squad - 5 meltas
Dominion Squad - 5 meltas
Seraphim Squad - Plasma pistol + 2 Inferno pistols

Heavy Support
-----------------
Retributer - Storm Bolter + 4 heavy bolters

Dedicated Transport
-----------------------
Repressor with 2 storm bolters
Repressor with 2 storm bolters

Spearhead Detachment
---------------------------
Cannoness - with chainsword and stormbolter

Elites
------
Imagifier
Imagifier

Heavy Support
-----------------
Exorcist with storm bolter
Exorcist with storm bolter
Exorcist with storm bolter
Retributer - Storm Bolter + 4 heavy bolters
Retributer - Storm Bolter + 4 heavy bolters
Retributer - Storm Bolter + 4 heavy bolters


Notes:
I agonised over this list swapping in everything from grey knights, assassins and even inquisition... but in the end settled on this. Its my usual...

Back field
-------------
4 x Retributer squads with heavy bolters with 3 imagifers and 3 exorcists are the long range fire support. With each retributer squad able to pump out upto 24 shots with reroll 1's on a good turn (im actually happy to sacrifice my army AOF, if the situation calls for it (e.g. fighting an ork horde). If I roll well, its actually possible to get 96 Str 5, 1-, Dmg 1 Heavy bolter shots all rerolling 1's - YES PLEASE!

This is in addition to the 3 sister squads with another heavy bolter in each.

The 3 Exorcists are another link, all rerolling 1's due to the second cannoness targetting the obvious threats. You get luck with them. Should on average get 9 - 12 shots a turn with them.

Front field
------------
This in the 2 repressors with dominion squads with the Seraphim squad and Celestine all attacking the same part of the line, depending on needs. If im the one being assaulted, they will be a fast reactionary force to deal with the incomming.

thoughts?

I'll let you know how I go.


9
Ok, list Mk 2... List first, strategy later.

Battalion (Biel Tan)
-------------
HQ
----
Asurman
Farseer (Doom, Executioner, Smite)

Troops
-----------
5 x Dire Avengers with Exarch with Twin Shuriken Catapults
5 x Dire Avengers with Exarch with Twin Shuriken Catapults
5 x Dire Avengers with Exarch with Twin Shuriken Catapults
5 x Dire Avengers with Exarch with Twin Shuriken Catapults
5 x Dire Avengers with Exarch with Twin Shuriken Catapults
5 x Dire Avengers with Exarch with Twin Shuriken Catapults

Outrider Detachment (Saim Hann)
-------------------------------------------------------------
HQ
----
Autarch on bike with Laser Lance

Fast Attack
---------------
3 x Shining Spears with exarch with Star Lance
3 x Shining Spears with exarch with Star Lance
3 x Shining Spears with exarch with Star Lance
3 x Shining Spears with exarch with Star Lance
3 x Shining Spears with exarch with Star Lance
3 x Shining Spears with exarch with Star Lance

Spearhead Detachment (Aliatoc)
--------------------------------------
HQ
----
Maugan Ra

Heavy Support
-----------------
3 x Dark Reapers with Exarch with Tempest launcher
3 x Dark Reapers with Exarch with Tempest launcher
3 x Dark Reapers with Exarch with Tempest launcher
3 x Dark Reapers with Exarch with Tempest launcher
3 x Dark Reapers with Exarch with Tempest launcher
3 x Dark Reapers with Exarch with Tempest launcher

Strategy
----------
Each part of the list again supports the idea to use 100% of my army vs 50% of theirs. This has a LOT of units, so your opponent is likely to get the +1 to who goes first.

A couple of points to note. This army has a LOT of shooting!
- The Dire Avengers add 6 x 12 = 72 Shuriken shots
- The shining spears = 76 Shuriken shots
- The shining spear speed 16" and charge or 22" and still shoot with no penalty and the ability to reroll failed charges being Saim Hann.
- The Dark Reapers add = 12 normal Str 5/8 shots and 12 x D6 Str 4, AP -2, 1 Damage shots. (Avg 48 shots that you don't need line of sight for.)
- this doesn't count for Doom from the Farseer on enemy key units, 8 Command points for the army that the Autarch can have a chance of getting back

The armies potential
------------------------

That's a potential 196 shots *** a turn and any unit. In addition:
- 72 of those shots from the Dire Avengers reroll 1's being Beil Tan
- 12 shots + average 48 tempest launcher are all rerolling 1's due to Maugan Ra's Ability
- The Shining spears all reroll 1's to hit due to travelling with the Autarch
- The Dire Avengers have a 4+ inv save and the Shining Spears all have a 4+ Inv save vs shooting and reroll all wounds vs vehicles and monstrous creatures and the Dark Reapers all have a -1 to hit over 12".
- 148 shots all rend at -3 AP, and all the dark reaper shots will be wounding at -2 AP or better.
It gets better... I didn't add any of the Shining spears shooting attacks with their lances if need beyou'reSo you're looking at 12 x Str 6 -4 shots and 6 x Str 8 -4 shots, then the charge on top of that. Add 2 wounds and an extra attack and Toughness 4 and they are doing really well.

- This means the entire army reroll 1's no matter the weapon or craftworld trait, 3/4 of the army has a 4++ save, a HUGE number of shots rend with -3 AP, and 12 of the 18 units are all anti-vehicle or able to take on Infantry easiliy as well.

- Autarch - I would also consider spending the command points for the strategy to add another remnant of glory to the aurtach. Perhaps the SHIMMERPLUME OF ACHILLRIAL which makes him harder to hit, or the special Saim Hann lance so he does 4 wounds on a 6+ not 2 wounds.

'whew'

Then to protect the warlord (Farseer), The warlord trait will be Fates Messenger: FATE’S MESSENGER --> Add 1 to the Wounds characteristic of your Warlord. In addition, roll a dice each time your Warlord loses a wound. On a roll of 6, your Warlord does not lose the wound. Then, they also take the Phoenix Gem and only keeping 1 of the Dire avenger units (he travels with Asurman and the Dire Avenger Blob. This means the Farseer is back to 6 wounds, has a 4+ save with a 6+ FNP, and then finally if he is killed, he is coming back so long as 1 mortal wound was done with a unit nearby.

*** Question for this edition - Seems silly, but since units can shoot multiple weapons... Can a shining spear fire their spear AND their twin-linked Shuriken Catapults in the same turn? If any other unit can fire all of their weapons now as well???


10
Good
I don't have the book with me at the moment, but I'm pretty sure that you can't webway strike the Avatar. It is restricted to infantry or bikers.

He is right about the Avatar. Mcphro the problem is that they would still need to make a charge longer than 9 inches, which is unlikely at best even with rerolls. The gap between deployment zones is 9-12 inches. Shining Spears move 16 inches, which means that they could just move and charge a unit turn 1 depending on deployment.

Wow... shows how much i know huh! LOL.

OK.. I guess 6 units of spears instead then.  I will say this.  I think having a reactionary unit that can strike at a section of their line or onto their deepstrikers can make your opponent think twice about their deployment.

Ive always liked getting into the enemies face.  For a start,  people make their armies to some sort of plan.  By being able to get stuck into them throws a spanner into their plans.  Second... if you use shining spears then nobody expects them to move how far they do.  I have another game on friday and im thinking of giving this a try.

Thanks heaps guys.

11
Awesome feedback.

The only reason I chose scorpions (besides I love them of course) is simply that they can infiltrate 9" close to the enemy units. If you chose the shining spears, wouldnt you have to choose 2 very large units, use command points to deep strike them in and make them saim hann so they can reroll their charges?

What suggestions do you have to place that threatening unit/s in line with my idea?

12
Discussion: Eldar / Eldar Tactic Idea - The Eldar Close combat Assault
« on: January 07, 2018, 12:22:32 AM »
I'm sure some people are going to disagree with me on this, but I tend to find I LOVE Eldar close combat assault. There is just something about Banshees and Scorpions especially that I love that I somehow feel (sometimes foolishly) that Eldar have an actual chance in close combat!

Now, saying that I've been playing around with a strategy lately, and it is part of a larger army wide strategy that Ill explain later. Don't get me wrong, my playstyle is to pit 100% of my army vs 50% of my opponents, but gee is going in hand to hand 1) Fun, 2) a very large distracton carnifex. In my last game I was able to usea 5 x banshees to take on a wraithlord in hand to hand, tying in up for 2 turns cutting its wounds in half. a 68 point unit taking 150+ points out of the game right when my opponent needed it.

Ok, enough guff. Onto my Eldar Alpha strike close combat idea.

It requires a Vanguard detachment.

Idea: Strike with lots of units in 1 location giving lots of chances to get into combat. The other thing, is while your oppoent is spending a portion of their time and army trying to defeat yours, it leaves the restof your army time to get on with business.

HQ
----
Avatar
* Not essential, but you could place a warlock or SpiritSeer down in your deployment zone and string a unit so it can reach with quicken, and then cast in to help a unit move.

Elite
------
10 x banshees with exarch with the executioner
5 x Striking scorpions with exarch and scorpion claw
5 x Striking scorpions with exarch and scorpion claw
5 x Striking scorpions with exarch and scorpion claw
5 x Striking scorpions with exarch and scorpion claw
5 x Striking scorpions with exarch and scorpion claw

Step 1
--------
Use Webway strike to place the banshees and the Avatar into reserve to bring them out when you deep strike
Place all striking scorpions into reserve.
Place warlock on your 12" start line with the rest of your armies units.

Step 2
--------
On the turn you wish to use it, bring the banshees in and the avatar 9" away from the enemy screen/ enemy units. Bring into the same location the 5 x striking scorpion units as well. You now have 7 close combat units all supporting each other close with the avatar. Move the warlock up 7" and run. Cast Quicken from the warlock on a scorpion unit if in range so it gets a free move.

Shooting phase: you now have 35 shuriken pistols that can now shoot at your unit of choice within 12".

Charge phase: Because the avatar is there, you now have some cool abilities. First, any unit that charges can re-roll the charge if within 12" of the avatar. (If you wanted wraith blades instead, that's ok if that's your poison, it's just more expensive an I had other plans for the rest of the army). The banshees can charge adding 3 to the roll. They charge first. They are trying to multi-charge enemy units leaving space for the scorpions to stop the possibility of overwatch if possible. Next, you get to charge the Avatar because if he fails, you want to use command dice to reroll the charge if need be. (But since he is an asuryani unit, he should be able to affect himself giving him a reroll charge). Once he is in combat, he is safe because youll make them all beil tan, you can use 3 command dice to bring him back to life. You now get 5 x striking scorpion units to try to get into combat, rerolling the charge for each unit. You should get a few in.

Ok, let's tally it up, you have an avatar, 10 banshees and 25 striking scorpions right in front of someone's army, with a few units in close combat. You are therefore preventing them from firing next turn, you will now do (and you conveniently tell your opponent how striking scorpions can do so many mortal wounds etc.) Seriously, they should be crapping themselves just because your Avatar (be very deliberate) is rolling 2 dice for every WOUND taking the highest dice. Simply, you can loose the whole force. You WILL do damage and you WILL give your opponent a lot of things to have to deal with for at least 2 turns while you are going to town. You are immune to morale (they aren't), and you will have 5 powerfists/ executioner doing damage as well, along with mortal wounds from the scorpions.

What about the rest of the evail army, where does this all tie in?

Ok I wanted feedback on this list, but the above was to showcase how to tie in a strategy as part of it. This is the army.

2000 points.
-------------

Vangard Detachment
-------------------------
HQ
----
The Avatar of Khaine

Elite
------
10 x banshees with exarch with the executioner
5 x Striking scorpions with exarch and scorpion claw
5 x Striking scorpions with exarch and scorpion claw
5 x Striking scorpions with exarch and scorpion claw
5 x Striking scorpions with exarch and scorpion claw
5 x Striking scorpions with exarch and scorpion claw

Spearhead Detachment-(Alaitoc)
--------------------------
Hq
-----
Maugan Ra

Heavy Support
------------------
3 x Dark Reapers with Exarch with Tempest Launcher
3 x Dark Reapers with Exarch with Tempest Launcher
3 x Dark Reapers with Exarch with Tempest Launcher
3 x Dark Reapers with Exarch with Tempest Launcher
3 x Dark Reapers with Exarch with Tempest Launcher
3 x Dark Reapers with Exarch with Tempest Launcher

Note: This unit gives you 12 D6 Str 4, AP -1 Dmg 1 shots a turn at 36" and 12 normal reaper shots.

Battalion
-----------
(EITHER Choice 1 or Choice 2) *** Ok this 3rd choice,m is whatever you feel would really go well here to support your army. It doesnt have to be either of these choices.

Choice 1 (Is to give you more bright lance and heavy support for antitank if needed)
HQ (BEIL TAN)
----
Farseer (Guide, Doom)
SpiritSeer (Quicken)

Troops
-------
10 x Guardian Defenders with Brightlance
10 x Guardian Defenders with Brightlance
8 x storm guardians

Heavy
-------
Wraithlord with Brightlance


Choice 2 (Simply about having lots of 4++ shuriken weaponry taking beil tan)
----------
HQ ( BEIL TAN)
----
Asurman
Spiritseer or Warlock with quicken

Troops
--------
5 x Dire Avengers with exarch and twin avenger catapults
5 x Dire Avengers with exarch and twin avenger catapults
5 x Dire Avengers with exarch and twin avenger catapults
5 x Dire Avengers with exarch and twin avenger catapults
5 x Dire Avengers with exarch and twin avenger catapults


This army has a few things going for it.
1. A huge distraction carnifex that if not dealt with do its best to deep strike, shoot and close combat into the opponent, taking out units that can react to your Dark Reapers.
2. An Anti-vehicle component in the dark reapers whose whole goal in life is to 1) pile on wounds to units out of LOS, and long-range fire support.
3. A large moving infantry blob that can put out lots of anti-infantry rending AP-3 shots. I personally like the Farseer choice 1, simply because of Doom (which make the guardians shuriken catapults a lot more dangerous. You also have some T8 toughness AND 3 bright lances in this vehicle heavy meta.


I really see the army played as 3 Blobs, not spread out over the table. 1 blob is the CC distraction carnifex. 1 Blob is the shuriken guardian/ Dire avenger blob targetting units with Doom and lots of shuriken shots The 3rd blob is the Dark Reapers with Maugan Ra. All hitting on 3's, rerolling 1's. What can your opponent do about them? When they have 2 blobs of close combat (with an Avatar) and shuriken catapults all running at them?

my 2 cents. Thoughts?

13
Discussion: Eldar / Re: Wraith list. Help please!!!!
« on: December 18, 2017, 08:25:28 AM »
I love the idea. I think when I watch a lot of games, it all depends on how well people bubblewrap their armies. Im finding that more balanced armies have some sort of cheap wrap.

Lately, I'm buying 15 - 20 Storm Guardians with 2-3 ranger squads. When you place than out in a 15-20 man string on your deployment line, then add 3 ranger squads 8" out from that (depending on terrain), and you shut down generally all deep striking units 90% of the time. Of course, the rest of your deployment matters to stop deep strikers IN your deployment zone, but all I'm saying is just to consider it.

Lets say you come in, burn your use once only effect on a 120 point squad of guardians, you've got a dangerous unit close to their army so at the very least it isn't wasted. But you also could lose 1/4 of your army right there if they counter and blow them away.

Now saying all that, by having them sit in reserve, they might come in next turn in turn 2 etc. But the turn they come in will hurt. And if they DONT have a bubble wrap, they are really going to hurt. Not only that, but having a tough resilient unit like that with a 4++ save is like having a huge unit of bulgrins in your deployment zone. If you can wipe out the unit and consolidate 3", you get to do it again all over again next turn and keep going. Do you consider a warlock on a bike (eww I know), but with protect as well perhaps???

As always, I say try it. It'll be fun and I wait to see how you sent to report back how it performs.


-my 2 cents

14
Discussion: Eldar / Re: Using Aeldari in 8th Edition
« on: December 18, 2017, 06:02:34 AM »
If you really want to be a prick... and... if we are talking any units are allowed... then 2 detachments.

1. eldar spearhead detachment.  Warlock and 6 fire prisms for the anti everything.

2. Detachment 2. Dark eldar spearhead.  Arckon and 5 to 6 ravagers with dark lancers.  Each ravager has 3 dark lances.

This gives you 15 to 18 dark lance shots with a 5+ invun save. And 12 fire prism shots perhaps twin linked with a 6+ invun save.

This fights fire with fire. 11 vehicles with invun saves and their choice is to engage the fire prisms hoping to take out your double shot guns,  or get hit with upto 15 -18 dark lances which are essentially bright lances. 

If they try to take out your ravagers you have a better 5 ++ save and you can use your command points to twin link your fire prisms and have more of a chance to take out tanks each round.

Either way... if you go second start half your force off table and hide the rest.  Come on and shoot ...

My 2 cents

15
Discussion: Eldar / Re: Using Aeldari in 8th Edition
« on: December 16, 2017, 02:37:13 PM »
I think i would try 3 prisms and 2 fire dragons plus some large squads of jet bikes. 

You must get first turn or start off the table.

Use web way portal to drop fire dragons to attack 2 russes.

If you don't get first turn start your prisms off table in reserve and drive them onto your edge in your turn. Then open fire. Same with dark reapers. You want to drop in on a russ army.

Terrain... insist in los blocking terrain. If they can shoot across the table...the table is set up wrong.  We are too used to open tables. Front line gaming said in 8th ed tables terrain need to be closed down.

I'd also consider more fire dragons in 2 wave serpents driving them up the table... serpents will be resilient.

Next... 3 large jet bike squads... move forward and charge any closer russes.  You arnt trying to kill them just make them fall back and not be able to shoot.


Don't be offended anybody by the next statement...
I only say 3 fire prisms because any eldar player who owns more then that had bought the gw hype.  Same with russ player.  It's a unfair silly list...12ish russes and in this meta vehicles are hard to kill.

Best defence vs russes army is... no be there. 

Drop in... drive on... and lock them into combat till they cant shoot.

If you can... not allow them clear shots at your army in any way. easy to say but lock them up... focus fire them down.


...and... above all that... play the mission...

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