Thursday, June 3, 2010

Last post

I am archiving this old blog, and my new location has seen several rss updates since my last post. If you wish to still follow my red Eldar project,

please google friend connect at dzer0.com/

or add this to your rss aggregate: http://feeds.feedburner.com/Dzer0Warblog

Thank You,

dzer0

Wednesday, February 3, 2010

Moving Blogs!

Moving!

I am consolidating all of my blogs into one central location and enabling my friends to post their armies and insight as well. I appreciate everyone that “Friend Connected” me at one point, and would ask that you do so on my new blog. This new location will enable me to make more posts with less editing and expand my direction as a gamer of six rather large armies.

I think we all understand how far encouragement will take us in this hobby, and I want to say thank you for your comments and feedback.

Join me at my new location:
dzer0.com

Tuesday, January 19, 2010

Eldar Formations in Apocalyse?





This past Sunday I was able to partake in a rather large game of Apocalypse with nine other people spanning over 60k worth of points. When setting up for this game I reached out to the Eldar community but didn't find much for Apocalypse besides the use of our awesome super heavies. This being my third Apoc game with 4 – 7k of my own I would simply like to examine the formations I took, what worked, and what I would like to try in the future. Maybe this will help a fellow Eldar player when trying to decide what to use with our precious points. Pictures of our game can be found HERE (look for my red Eldar)


My Eldar Formations:

Aspect Assault Wave
Need: Autarch + 3 Aspect Squads (10 each in Wave Serpent)
Get: Energy Shields downgrade to STR:7, Tsunami wave lets you give up shooting to Pin.

This is always a given. Every Apoc game they have been hit with a bombardment of some sort and it goes down to a Str7 against side armor. In one game I lost 1/4 Serpents and the other times nothing happened. My only problem using this formation is the lack of desire to manage troops in big games. Tstunami Wave is lame, I would rather shoot or Star Engine.


Cloudstrike Squadron
Need: 3+ Falcons, each upgraded with Holo-fields
Get: give up shooting to fly, pulse lasers gain Lance rule on next turn

This has some serious potential. Flying in Apoc is already a huge advantage with letting you move anywhere on the map and only vehicles with an A.A mount can hit you with normal BS, everything else needs 6's. Also, you either use 4th Apoc rules and every hit moves to a glance, or 5th and you always get a cover save. Use this to move deep into enemy territory and drop 9 Lances on a super heavy. You could also drop a squad of Fire Dragons, or even suicide one falcon with a cheap unit to deliver a Vortex Grenade.


Shadow Walker War Walker Host
Need: 3+ Squadrons of War Walkers
Get: secret deployment, fire all weapons twice

This is three squads of War Walkers (I put one walker in each squad) that are NOT put in Strategic Reserve (Beacons have no effect) and can be deployed in any of your turns (well past turn 3) anywhere on the map up to 12" away from an enemy. the turn they come in they can fire all of their weapons twice. I outfit mine with Scatter Lasers which means I get 16 shots per model or 48 shots for the formation aimed at up to three separate targets. You could easily try Bright Lances for 4 shots per model or 12 Lances per formation. They won't last long, but they eat foot soldiers pretty quick.


The Seer Council of Ulthwe
Need:
Eldrad, 3+ Farseers, 5+ Warlocks
Get:
Ambush, Careful Planning, Strategic Redeployment; Warlocks can take Augment

I love/hate this formation. You get three extra Strategic Assets but you have this huge level of redundancy and no default transport option. I like to take Dark Reapers and pay for the transport to pass onto these guys. This means they will be standing on the table turn one out in the open which is obviously very scary in Apocalypse. If you have a super heavy, stick these guys within range and fortune, guide, etc everything you can. Our super heavies get the Titan Holofield option for free which gives a 4+ save every time it takes damage (NOT a cover save). Fortune on this will be your favorite thing in the world as you light up the sky with D weapons and make enemies all over the place. Augment enables your Warlock to take a psychic test to double the range on a single Farseer for that turn.


Spirit Host
Need: 3+ Spiritseers, 3+ Formations of Wraithlord and/or Wraithguard
Get: Everything within 12" of any part of the formation is Fearless, basically a bigger Avatar bubble.

This is not the best formation, but I always play with 2 - 3 Wraithlords and one full unit of Wraithguard anyway. The Fearless option is just a little bonus, but coupled with the Seer Council and Strategic Redeployment, you are putting Wraithguard in a nice spot somewhere on the table. I think the best option is to simply place the host spread out slightly behind your precious tanks to buffer Flank March assaults. I tend to keep the Avatar close to my Spirit Host for the MC trio.



My Dark Eldar Formations

Ravager Titan Hunter Squad

Need: 3+ Ravagers
Get: Shadow Beam (Turns off Void Shields, Power Shields, and Holo-Fields for the rest of this squads shooting)

This has some serious potential if you are going against Super Heavies. Stompas have Power Shields, Warhounds have Void Shields. The problem is how weak the vehicles are compared to how much threat they cause. If you can stick them in reserve until the right time these will be useful. 9 Dark Lances is never a bad idea.


Spinter Raider Force
Need: Archon in Raider with Retinue and 3+ squads of Raiders or Reavers
Get: Deploy anywhere, count as flying turn 1

This formation is nasty. I kitted mine similar to how I use them in a normal game but I think I may go super cheap next time. The entire formation is a suicide squad sacrifice so keep it cheap. the beauty of this is the 3 man Reaver Jetbikes with 2 Blasters per squad deployed anywhere on the table. Going up against a super heavy? Shields are ignored if you are within 12" range! 3 Dark Lances from the Raider, and 2 more lances per every 3 jetbikes. They are weak units deployed thick behind enemy lines but the first turn of flying should let you shoot them at least twice before they are dealt with or tied up in close combat. The amount of commotion these will cause first turn is just too good to ignore. You could also use a bit of psychology to bait for their target location in conjunction with a scheduled bombardment. Keep them out in the open, let them draw out prized assault units that people want to show off, and let the scheduled orbital bombardment blow the area to bits on turn 3.



My Eldar List

Scorpion Type II
Nightwing Interceptor

Aspect Assault Wave
Autarch/Banshees/Dragons/Avengers (All powers, Executioner, Pike, Shimmer)
3x Serpents (B Lance/Cannon + full upgrades)

Cloudstrike Squadron
3x Falcons (B Lance/Cannon + full upgrades)

Shadow Walker War Walker Host
3 separate squadrons of 1 War Walker (2 Scatter Laser + Stones per Walker)

Spirit Host
3x Spiritseer (Enhance/Embolden/Conceal)
10 Wraithguard +Spiritseer(Enhance)
2x Wraithlords (2 Flamers, B Lance/EML)

The Seer Council of Ulthwe
Eldrad
3x Farseer (All Doom/Fortune/Guide, ROW, SS, Witchblade)
5x Warlock (Augment, Augment, Conceal, Embolden, Enhance) mix of Blades and Spears

Misc
The Avatar //with Spirit Host//
Fuegan //with Aspect Assault Wave//
Baharroth //Vortex Grenade//

Fire Prism (Cannon + full upgrades)
Dark Reapers
+Wave Serpent ( B Lance/Cannon + full upgrades) //for Seer Council//



Dark Eldar Allies:

Ravager Titan Hunter
3x Ravagers (3 D Lances + Nightshields per)

Splinter Raid Force
Archon (Agoniser/Pistol, Shadow Field, Drugs, Haywires)
Warrior Retinue (2 D Lances, + D Lance on Raider)
3x Reaver Jetbike Squads:
2 Blasters
Succubi (Punisher/Tormenter Helm, Drugs, Haywires)
one squad has Goblet of Spite another Nightmare Doll

Friday, January 1, 2010

Coastal Assault





All efforts have been shifted towards my 1850 list for the upcoming Coastal Assault tourney later this month.
I am making a few upgrades to old models and moving forward with highlighting and better paint jobs.
I hope to use the Dark Art lava bases I purchased previously but we shall see how much time I have left.

There is one more Apoc game in January and I have been getting more vehicles ready.
+ Scorpion Type II Superheavy
+ Nightwing
+ Falcon x2 (Total of 3)
+ Fire Prism
+ Wave Serpents x2 (Total of 6)

I will be putting up pictures of my 1850 list as I work on them. 4 weeks to go!

Friday, December 18, 2009

2010 New Year Resolution


General

1. I will not buy a new army 40k or Fantasy
I currently have 6 armies, 3 for each system (8k Eldar, 4k Dark Eldar, 6k Space Marines, 8k High Elves, 4k Dark Elves, 4k Wood Elves). I do not need a seventh army, no matter how awesome Daemons look, or the fact that I can use them for both fantasy and 40k.

Eldar

2. I will finish basing my Eldar up to 3k
I bought the Dark Art Miniature Lava Bases and they have been sitting in a box unpainted for about 6 months. About 60 troop bases, and 6 large bases for Wraithlords and War Walkers.

3. I will finish painting my Eldar List up to 3k
Everything is 3 color tournament qualified, I just need to highlight all of it.

4. I will finish painting my Scorpion Super Heavy. Even if it will only see 3 games in the next year.


Dark Eldar

5. I will finish modeling/painting/highlighting my Dark Eldar up to 3k
I am currently playing jetbikes with no riders, or riders with no heads/arms, etc. I have been slowly modifying Dark Eldar with Dark Elf parts and I need to just finish it. About 50% is painted to a three color standard, the rest primed black


Space Marines

6. I will finish building my Blood Angel List up to 3k
I have 6k worth of hand me down Space Marines I want to turn into Blood Angels. No Drop Pods, no Baal Predators, no Rhinos, no Attack Bikes, and only 5 Assault Marines. I do have 30 some odd scouts, and 20 devastators, and 20 old school small based terminators that I will never use. If GW does drop a new Blood Angel’s codex in 2010, I would love to have this ready to go. I guess this is like buying a new army if you consider all the vehicles I need to find.

Sunday, November 29, 2009

5k Apocalypse

I am getting my 5k apocalypse list together and I want to see what you guys think.
Unfortunately, I do not own any Imperial Armor stuff but here is where I am so far.



Aspect Assault Wave


Autarch (Mandiblaster; Warp Jump Generators; Scorpion Chainsword; Fusion Gun) //Fire Dragons//

Dire Avengers (Bladestorm ; Defend ; Power Weapon; Shimmershield)
Wave Serpent(Star Engines; Shuriken Cannon; TL Bright Lances)

Fire Dragons (Crack Shot ; Dragon's Breath Flamer)
Wave Serpent (Star Engines; Shuriken Cannon; TL Bright Lances)

Howling Banshees (Acrobatic; Executioner)
Wave Serpent (Star Engines; Shuriken Cannon; TL Bright Lances)


Spirit Host

Warlock (Destructor; Spiritseer Upgrade; Witchblade)
Warlock (Destructor; Spiritseer Upgrade; Witchblade)
Warlock (Enhance; Spiritseer Upgrade; Witchblade)

10 Wraithguard
Warlock (Enhance ; Spiritseer Upgrade; Witchblade)

Wraithlord (Flamer x2; Bright Lance; Missile Launcher)
Wraithlord (Flamer x2; Bright Lance; Missile Launcher)
Wraithlord (Flamer x2; Bright Lance; Missile Launcher)


The Phoenix Court of Khaine

Avatar
Asurmen
Baharroth
Fuegan
Jain Zar
Karandras
Maugan Ra



Other

Falcon (Holo-Field; Spirit Stones; Star Engines; Vectored Engines; Scatter Laser; Shuriken Cannon)
5 Dire Avengers (basic)

Fire Prism
(Holo-Field; Spirit Stones; Star Engines; Vectored Engines; Shuriken Cannon)

Eldrad Ulthran
//with Banshees//




The debate

Now, for my last 500 or so points I am trying to decide what would be more beneficial


1. I could beef up the Assault Wave with Scorpions

Striking Scorpions (Stalker; Scorpion Chainsword; Scorpion Claw)
Wave Serpent (Star Engines; Shuriken Cannon; TL Bright Lances)


2. I could add another formation, but I only own 3 War Walkers so 1 in each squad
The Cloak of Shadow and Web of Twilight formation rules makes this a tempting option

Shadow Walker War Walker Host
War Walker (Spirit Stones; Scatter Laser; Scatter Laser)
War Walker (Spirit Stones; Scatter Laser; Scatter Laser)
War Walker (Spirit Stones; Scatter Laser; Scatter Laser)


3. I could add more Farseers


4. I could add a beefy Harlequin Troupe to run with the Phoenix Court

Sunday, November 1, 2009

Wave Serpent: Cannon vs Catapult

I hear this conversation all the time, and my true motive for posting this here is only to bring another idea/use for the Shuriken Cannon out. I bring it to every game and pop pesky vehicles/dreads in the side/rear constantly.


Theory
The Eldar Wave Serpent is our transport/tank hybrid vehicle and personally, I think it is by far the best vehicle in the game. It is my opinion that it should maximize both roles to be completely effective. I understand Eldar players may often want to move more than 6” in a turn thus voiding the Shuriken Cannon’s effectiveness for the majority of the game. The difference here is the potentiality now exists where you CAN shoot at vehicles and blow them up on the few turns you NEED to, instead of always shooting your two garbage shots that NEVER do anything worthwhile. Also when/if your main weapon is destroyed, you are STILL a threat.

Turn 1 – 3 Wave Serpent is a transport vehicle
Turn 3 – 6 Wave Serpent is a tank


Shuriken Catapult – 12” Range, S4, AP5, Assault 2, Twin-Linked

These will always hit with the TL, but will only wound 50% of the time against MEQ who will get a 3+ armor save anyway. If you fire this gun every turn (which you wont due to 12" range), you may realistically kill 2-5 troops in an entire game. They need 6’s to glance AV10 vehicles and are honestly not a threat to anyone.


Shuriken Cannon – 24” Range, S6, AP5, Assault 3 +10 points

With the BS: 3 you will only hit 1 – 2 shots each turn but your target completely changes. AV10/11 Vehicles become juicy possibilities, especially later in the game. If you fire this gun 3 times in a game, you may realistically penetrate 1 – 3 vehicles in a game, combine this with a Bright Lance and your target priority becomes much stronger.


Paired with Bright Lances
If you decide to shoot at a vehicle with a single Bright Lance, you have one shot to make it happen. If you hit, and you penetrate, and they do not have a cover save, and you actually roll on the chart they still have a 1-6 shot of nothing really happening. If you can combine this with 3 more shots at the same vehicle that you are already shooting at anyway, you have 1-3 more rolls to make that puppy blow up.


Eat Vehicles
I want to show you some of the vehicles you can pwn with Shuriken Cannon’s that you can’t touch with Shuriken Catapults. And you know just as well as I do how awesome Serpents are at moving into position when you need them to.

S6 vs AV10 = 4+ to Glance, vs AV11 = 5+ to Glance


AV 10 All around
Vypers
Land Speeder (These taste the best)
Raiders
Trukk

Side 10, Rear 10

Chimera

Front 11, Side 11, Rear 10
Looted Wagon
Whirlwind
Razorback
Rhino
Piranha Light Skimmer
Immolator
Penitent Engine

Side 11, Rear 10
Predator
Vindicator
Ravagers
Rhino
Killer Kans
Devilfish
Excorcist

Rear AV10

Dreadnought (These taste pretty good too)
Defiler
Hellhound
Lehman Russ Battle Tank
Battlewagon
Hammerhead Gunships
Sky Ray Missile Defence Gunships
Deff Dread

Rear AV11
Soul Grinders
Lehman Russ Demolisher

Saturday, October 17, 2009

Eldar: Local Tourney List

2k point Local Tourney List

this is what my evolved list has become
, separated by units


Passing Team

Elite: Howling Banshees/Eldrad

HQ:Eldrad Ulthran
9 Howling Banshees
Howling Banshee Exarch (Executioner)
Wave Serpent (Shuriken Cannon; Bright Lance)

Troops: Dire Avengers
9 Dire Avengers
Dire Avenger Exarch (Bladestorm; Defend; Power Weapon; Shimmershield)
Wave Serpent (Shuriken Cannon; Bright Lances)

Troops: Dire Avengers

5 Dire Avengers
Falcon (Holo-Field; Shuriken Cannon; Scatter Laster)



Running Team

HQ: Avatar (Eater of Worlds)

Heavy Support: Wraithlord
(Flamer x2; Bright Lance; Missile Launcher)

Troops: Wraithguard

10 Wraithguard
Warlock (Enhance; Spiritseer; Witchblade)

Heavy Support: Dark Reapers
4 Dark Reapers
1 Dark Reaper Exarch (Crack Shot ; Reaper Launcher)

Total Roster Cost: 1997

Saturday, August 8, 2009

3,500 Point Eldar vs Dark Angels on Sunday

VS
We are going to take the first 6 missions from the Ard Boyz and D6 it.

The Force Organization chart is a little difficult to deal with but we did not want to bump up into an actual full fledge appocolypse game. I wanted to use some of the units that I typically leave in the foam but after agonizing over my list all week I still cannot find space for Shining Spears, Warp Spiders, Swooping Hawks, Vypers, War Walkers, etc, etc, etc. I never use any of the Eldar Fast attack options (save a Vyper squad on occasion) and it didn’t really hit me until now that aside from Vypers in a Saim Hann list, Eldar fast attack units are garbage. I could honestly never see a situation where I would be happy that my Warp Spiders or even Swooping Hawks came in on a Deep Strike. I love Scourges in Dark Eldar but the Lasblaster is no Splinter Cannon and the Exarch upgrades seem fun but not actually useful enough to replace anything I already use. If the Warp Spiders had an actual AP value I could see them dominating all over the board but taking close range pop shots are noth worth the mathmatical potentiality of “if you make them take enough saving throws they will fail some of them” Logic.

So, I typically favor Scorpions over Harlequins and Dark Lances over Fire Dragons but they made the list this time around and I will see how that goes. My biggest problem with Harlequins is that the unit does too much and I often find myself underutilizing their potential. I see a lot of horde armies and honestly, what would you rather throw at a mob of boys a full comand of Scorpions or a full comand of Harlequins? I was extremely temped to take two full commands of Wraithguards and Banshees but I think my list is solid enough without the slow pace of even more foot sloggers and a second group of girls might be unnecessary even if I will be up against a Death Wing full of Terminators.

My list is looking like

Farseers, Warlocks
Banshees, Harlequins, Fire Dragons
Dire Avengers, Wraithguards, Pathfinders
Wraithlords, Falcon

I will post my full list after the game with a report on how things went, wish me luck!

Sunday, July 26, 2009

Lately

My game club meets every Sunday and I have played quite a few more games since the last bunch of posts but I tend to work on many units without finishing anything and I hate taking pictures of my 25% - 75% painted models. I figure I am well past due for an update so here are some of my newer projects in process.




Thursday, July 9, 2009

2.5k Ard Boyz List

2500 Pts - Altansar Eldar Roster - Ard Boys

HQ: Avatar

HQ: Eldrad Ulthran

Troops: Dire Avengers
10 Dire Avengers
Exarch(Bladestorm; Defend; Power Weapon; Shimmershield)

Wave Serpent
Spirit Stone; Vectored Engines;
Shuriken Cannon; TL Scatter Laser

Troops: Pathfinders (Rangers)

8 Pathfinders (Rangers)

Troops: Wraithguard
10 Wraithguard
Spiritseer (Destructor; Witchblade)

Troops: Guardian Squad

10 G Defender Squad (Shuriken Cannon)
Spiritseer (Destructor; Singing Spear)

Elite: Howling Banshees
10 Howling Banshees
Exarch(War Shout; Acrobatic; Executioner)

Wave Serpent
Spirit Stone; Star Engines; Vectored Engines;
Shuriken Cannon; TL Bright Lances

Elite: Striking Scorpions
10 Striking Scorpions
Exarch(Shadowstrike; Stalker; Biting Blade)

Heavy Support: Dark Reapers
5 Dark Reapers
Exarch(Crack Shot; Reaper Launcher)

Heavy Support: Wraithlord
Flamer (x2); Bright Lance; Missile Launcher

Heavy Support: Wraithlord

Flamer (x2); Bright Lance; Missile Launcher

Total Roster Cost: 2500

Wednesday, July 8, 2009

Ard Boyz

After looking through the missions for Ard Boyz, specifically the bonus point sections are you guys changing your lists up?

I hesitated taking the Avatar, or at least running him as I normally do because of the HQ point dish out in mission 2. I am only running with 26 KP (10kp from 2 HQ's), but he seems like an easy +5 bonus points and I know I would target him if going against Eldar. Being a distraction unit is kind of the point of the Avatar so it might work even better than normal, but giving extra tourney points can be the kiss of death and I could switch him out for something more survivable.

I beefed up my core units for the same reason, anyone else switching it up to accommodate the scenarios?

Monday, June 15, 2009

2k List, The Way of Altansar...

The Way of Altansar…

I try to play Altansar as an extremely in your face/assaulty army with units that complement each other very well. My goal is to control the movement phase with strong distraction units that enable my second wave to meet the first. Distract, force route, negotiate pin, and flank; a High Elf/Wood Elf hybrid philosophy.

I started with the Dark Reaper Aspect Warrior and tailored a list to support and use them in the most effective manner I could think of. This being said I humbly present my interpretation of this philosophy with the army list that I have been working on now for several months with ridiculous amounts of success. I hope the years of wisdom this blogroll holds will help mold my list to an even tighter and more successful army.

I usually run Eldrad Ulthran from Ulthwe due to the lack of an Altansar Farseer. The redeploy option optimizes my small unit list to an absurd degree and he adds that punch to the Howling Banshees. My story takes place at the beginning of the Eye of Terror when the Craftworlds where being engulfed by chaos. Altansar readies itself for the inevitable destruction:


2000 Pts - Eldar Roster - Altansar: Farseer/Avatar


HQ: Eldrad Ulthran (1#, 210 Pts)

HQ: Avatar (1#, 155 Pts)



Elite: Howling Banshees
5 Howling Banshees @ 283 Pts
1 Howling Banshee Exarch @ [43] Pts (Executioner)
1 Wave Serpent @ [160] Pts
Spirit Stone; Star Engines; Vectored Engines; TL Shuriken Catapult; TL Scatter Laser

Elite: Striking Scorpions

5 Striking Scorpions @ 138 Pts
1 Striking Scorpion Exarch @ [58] Pts
Shadowstrike; Stalker; Biting Blade (BB)

Troops: Wraithguard

10 Wraithguard @ 399 Pts
1 Spiritseer (Warlock) @ [49] Pts
Conceal; Spiritseer Upgrade; Rune Armour; Singing Spear

Troops: Dire Avengers
9 Dire Avengers @ 342 Pts
1 Dire Avenger Exarch @ [69] Pts
Bladestorm; Defend; Power Weapon; Shimmershield
1 Wave Serpent @ [165] Pts
Spirit Stone; Vectored Engines; TL Shuriken Catapult; TL Bright Lances

Troops: Pathfinders (Rangers)
5 Pathfinders (Rangers) @ 120 Pts

Heavy Support: Dark Reapers

4 Dark Reapers @ 197 Pts
1 Dark Reaper Exarch @ [57] Pts
Crack Shot (CS); Reaper Launcher (RL)

Heavy Support: Wraithlord

1 Wraithlord @ 155 Pts
Flamer (x2); Bright Lance (BL); Missile Launcher (ML)

Total Roster Cost: 1999

Wednesday, June 3, 2009



Custom Dice, what do you guys think?

Wednesday, May 13, 2009

Modular Painting

I was actually planning to post this several weeks ago, but with an awesome military exercise, I completely forgot about it until FTW posted the “painting a model…in pieces?” bit.

My mantra in life is: “I strive for greater levels of efficiency”. I find a pattern in everything I do, a subtle way of doing things in a more lean, organized, and effective manner to create maximum output with minimum input. I move the things I need closer to me and organize by order of importance, extent, and length of use. It is an over thought engineered lifestyle, but when actual free time is a precious commodity, the benefits pay off immensely.

We as hobbyists already understand that when painting a mass of models that require the same color, an assembly line approach is worthwhile. We have logically concluded that to minimize changing colors on a paintbrush and to gain momentum with a defined and effective stroke repeating the same action numerous times is more efficient than say painting one models arm blue and immediately painting another models legs red. A step further than this becomes obvious when you examine your assembled models. Sure, you can dart the brush in and around arms and legs with ease. A skilled painter can use a micro brush with the precision of a scalpel and dazzle onlookers with extra effects, zig zag trims, runes, and other decorations all the while avoiding the pieces that overlap. This approach is not worth the time it takes to concentrate and avoid the obstacles. If even one time you slip and have to swap colors just to correct a mistake, you have wasted minutes of your precious time. The time you spend being surgically careful to create an exceptionally neat job is worthless if you could simply relax and remove the obstacles. Think of the time you waste picking one model up just to put him back down and pick a second model up when you could hold a sprue of arms and paint them all at once. The brush leaves the painting area to refill on paint and that is it. Keep the sprue and brush close to your paint and that is even less time you are wasting. Imagine how less careful you need to be if you use the sprue as a handle (instead of cramping your fingers around a tiny hand) and fly through the basics.

Let’s face it, we all know how completely convoluted these models with their unique poses and extra bits can be. All these extra seconds you spend being unnecessarily careful, moving around obstacles, picking up and putting down models, touching up minor slipups all add up to extra models painted. I also cannot express to you how satisfying it is to cut all of your painted bits out at one time, and within 5 minutes have completed units.

Does anyone else have any time saving advice?

Tuesday, April 28, 2009

2k Eldar vs Ork Skirmish.



I spent a lot of time trying to place my terrain pieces in the center to slow the horde down as much as possible; when I lost the option to pick a starting position I realized just how scarce my cover was going to be. I wanted to protect myself from the defcoptas so I made a cover shield with the Harleys and put some scorpions out as bait. Harry has a tendency to kamikaze his coptas into taking out the biggest thing possible, and with his scout move and him going first, I wanted to bring everything in tight. The tanks in the back, the reavers behind cover, the monsters blocking them and the tanks, and the giant harley wall for the avengers. The scorpions where all dead by turn 2 (with my sorry rolls) but put 6 wounds on the copta squad and held them into position for the Dark Reapers on my second shooting phase. The Death Jester managed to pin a unit of bikes and the WraithLord took out the Ork Wagon all on turn 1, we had to cut this short after aggroing my wife. I need to learn a snare or debuff for when I grab that hate. 2k rescheduled for Saturday, time to revamp my list.

Wednesday, April 22, 2009

Dire Avenger Grenades?


Dire Avengers at about 85%. I need to retouch the faces, base them properly, and add the accessories. I washed the red a shade darker to create a distinct difference between the Dire Avengers and the Guardians; I think the color turned out rather well. One thing that rather irritates me here are the grenade packs and Predator style over the shoulder laser gun bits that are included. I wish these guys had grenades or some sweet shoulder gun in the codex; I almost don’t want to attach them because it’s unsupported altogether. I am still working on the banner for the Exarch but frankly, I am not sure what to do with it. A fatty Altansar logo for sure, but these guys are too pimp to leave it at that.

Tuesday, April 14, 2009

Practice: Eldar vs Chaos Space Marines

The practice game was mediocre at best. I stole all the 6’s leaving only 1’s for Larry’s dice for the first two entire turns making the match one sided from the get go and ruining any chance of really seeing either lists potential. My first turn immobilized a Rhino, destroyed the Defiler, and killed 3/5 of the Havoc team, not to mention put my units in a strategic position for the rest of the game. Larry’s turn was shortchanged when his left over Havoc shot a 14 at my Falcon and rolled a 6 (Destroyed – Explodes) on the chart but was quickly disregarded for a 2 (Crew – Stunned) due to the Holo-Field upgrade, and that was reverted to “Crew Shaken” because of Spirit Stones. His Dreadnought refused to cooperate four turns in a row creating unnecessary casualties, the Demon Prince never showed, and even the Terminators did not come out until the fourth turn. The other highlights where my harlequins being spanked by Possessed, a really badly placed Fire Dragon squad being stomped by Berzerkers, and me finally realizing what the fuss over terminators is all about. So what did I learn? Vehicle upgrades are worth it, Dire Avengers are better than I had imagined, and I need some sort of visual markers to keep from forgetting Doom and Fortune.

-BAX-

The List: 1.1

As far as my list goes I feel solid over the three heavy choices (Falcon, Wraithlord, Dark Reapers), and the two troop choices (Dire Avengers, Pathfinders), but the rest is negotiable. The Harlequins are exceptional but do they fill the slot better than Scorpions or Banshees? I am honestly not so sure, they have better survivability but the attention is on the immediate threat of the heavy’s. The Fire dragons seem great for anti heavy but I have yet to actually use/need them in any game with the rest of my list more than compensating for their role. I think I will swap them out for a fast attack unit to harass and dwindle while casting dispersions elsewhere. Swooping Hawks actually sound like a great antimob unit with the added bonus of tank stunner but their effectiveness seems somewhat shabby. Warp Spiders always have me feeling as if I am simply not clever enough to use them properly, and Vypers just sound too cheesy/glass to add to this heavy list. I think the Avatar is awesome but it may be unnecessary serving as a minor distraction at the most while my heavy’s seem to be the major focus. A few people refer to the Avatar as a great unit to simply suck up attacks and inspire core choices, which is great, but not if all the commotion is on the heavy’s. The Farseer is great, Doom and Fortune are must haves but I am worried I will face the same problem in fantasy with High Elves that I do here. I always take Teclis, or a generic High Elf Mage to fulfill a support role and never feel satisfied with the use of points. The mages are never in the right place or have to decide which unit to save while another dies and I am constantly worrying about how to best use them. I think the Eldar Farseers are better than High Elf Mages, Doom alone seems completely absurd and the potential makes it more than relevant if not a requirement.

1500 Pts - Eldar Roster - Altansar

HQ: Avatar (1#, 155 Pts)
1 Avatar @ 155 Pts
Unit Type: Monstrous Creature; Fearless; Deamon; Inspiring; Molten Body; Wailing Doom (WD)

HQ: Farseer (1#, 188 Pts)
1 Farseer @ 188 Pts
Psyker; Doom ; Eldritch Storm ; Fortune ; Mind War ; Fleet; Ghost Helm (GH); Rune Armour (RAmr); Runes of Warding (RofWard); Spirit Stones (P:SpStn); Shuriken Pistol (Sp); Singing Spear (SSpr)

Elite: Fire Dragons (5#, 105 Pts)
4 Fire Dragons @ 105 Pts
Fleet; Fusion Gun (Fg); Melta Bombs
1 Fire Dragon Exarch @ [41] Pts
Fleet; Crack Shot (CS); Firepike; Melta Bombs

Elite: Harlequin Troupe (7#, 206 Pts)
5 Harlequin Troupe @ 206 Pts
Fleet; Flip Belts; Furious Charge; Hit & Run; Holo-Suit (H-S); Harlequins Kiss (Hkiss) (x5); Fusion Pistol (Fp); Fusion Pistol (Fp); Shuriken Pistol (x3); Hallucinogen Grenades
1 Harle Death Jester @ [28] Pts
Fleet; Flip Belts; Furious Charge; Hit & Run; Holo-Suit (H-S); Harlequin Shrieker Cannon (HSC); Hallucinogen Grenades
1 Harle Shadow Seer @ [48] Pts
Psyker; Veil Of Tears ; Fleet; Flip Belts; Furious Charge; Hit & Run; Holo-Suit (H-S); Close Combat Weapon; Shuriken Pistol (Sp); Hallucinogen Grenades

Troops: Pathfinders (Rangers) (5#, 120 Pts)
5 Pathfinders (Rangers) @ 120 Pts
Fleet; Infiltrate; Move Through Cover; Stealth; Ignore Difficult Terrain; Pathfinder Stealth; Scouts; Pathfinders; Shuriken Pistol (Sp) (x5); Ranger Long Rifle (RLRifle)

Troops: Dire Avengers (10#, 162 Pts)
9 Dire Avengers @ 162 Pts
Fleet; Avenger S-Catapult (ASC)
1 Dire Avenger Exarch @ [54] Pts
Fleet; Bladestorm (BS); Power Weapon; Shimmershield (Sshld)
1 Shimmershield @ [0] Pts

Heavy Support: Dark Reapers (5#, 197 Pts)
4 Dark Reapers @ 197 Pts
Reaper Launcher (RL)
1 Dark Reaper Exarch @ [57] Pts
Crack Shot (CS); Reaper Launcher (RL)

Heavy Support: Falcon (1#, 215 Pts)
1 Falcon @ 215 Pts
Holo-Field (Vehicle) (H-F); Spirit Stone (V:SpStn); Vectored Engines (VE); Starcannon (StrCan); Shuriken Cannon (SCan); Pulse Laser (PL)

Heavy Support: Wraithlord (1#, 150 Pts)
1 Wraithlord @ 150 Pts
Unit Type: Monstrous Creature; Fearless; WraithSight; Flamer (x2); Bright Lance (BL); Scatter Laser (SctL)

Total Roster Cost: 1498

Sunday, April 12, 2009

Dire Avengers

Things are moving right along, I was able to finish the Blood Red primer, Blood Red/Water coat, and black detailing of the middle Dire Avengers. I started on the heads and arms but I could not help start a Dark Reaper just to break the monotony. I was hoping to have the heads on at least for today's game but oh well.