its been a while since posted but ive been mega busy!! iv posted my dark eldar then the new codex came out I didn't like it initially so decided id rush my eldar for January and then decided after talkin 2 some friends of mine what the best lists are for the new DE so I bought what I needed to do it and im back painting to finish these for January and here's my list
HQ
archon
clone field
Troops
warriors x5
venom
canon
night shield
x4
FA
razor wings
necro missiles
x3
sourges x3
haywire blasters x4
HS
void raven
necro missiles
x2
allies
HQ
autarch
bike
Troops
bikes
the main things ill need 2 kill are wave serpents/knights/MC and I think this list does it. at the minute its had no play testsing but the play is reserve scourges n bikes n autarch
survive till turn 2 then bring on the scourges and bombers with a 2+ reserve roll and leave the eldar stuff off the board
venoms and warriors will either hide VS eldar and mech and chip away at MC if its nids or ork or lots of troops
Thursday, 18 December 2014
Wednesday, 29 October 2014
first game with necrons
so after trading my orges for necrons I spent a few weeks prepping them and buying more bits for them to boost them up to be a super awesome fighting force and iv had my first game with them.
I used this list
HQ
szeras
elites
death marks x7
scythe
death marks x8
scythe
troops
warriors x9
ghost ark
warriors x10
ghost ark
FA
wraiths x5
3 coils
HS
barges x2
I would like to add another barge and destroyer lords to this list and boost up the death marks for a 1750 list
thoughts overall the av13 wall worked really well and with necrons being skimmers they can jink and it doesn't really effect their shooting as a 6 is 3 hits lol the death mark bombs worked really well and will be even better with destroyer lords to make them re-roll 1's the only down side is they got focussed hard after their initially volley and against d scythes they didn't last long lol :D
overall I like the army its not as fast as my eldar or dar eldar but it has a lot of solid shooting that is hard to ignore.
I used this list
HQ
szeras
elites
death marks x7
scythe
death marks x8
scythe
troops
warriors x9
ghost ark
warriors x10
ghost ark
FA
wraiths x5
3 coils
HS
barges x2
I would like to add another barge and destroyer lords to this list and boost up the death marks for a 1750 list
thoughts overall the av13 wall worked really well and with necrons being skimmers they can jink and it doesn't really effect their shooting as a 6 is 3 hits lol the death mark bombs worked really well and will be even better with destroyer lords to make them re-roll 1's the only down side is they got focussed hard after their initially volley and against d scythes they didn't last long lol :D
overall I like the army its not as fast as my eldar or dar eldar but it has a lot of solid shooting that is hard to ignore.
Wednesday, 22 October 2014
eldar lynx here!!!!
iv got the lynx finally and its far easier to put together than the titan as its just a big serpent LOL
the main pieces are
both halves of the body
a piece that joins them 2gether underneath
then the gun is in 2 pieces
the engines all fit into back nicely
now as mine is from alie express their are a few things slightly mis cast with it their are quite a few mould lines which is to be expected but their is a side that has some bits taken out of it but apart from that it was only 50 dollars that's 30 quid ish for the UK people with free postage its a amazing price
my next purchase will be 3 hornets as a bundle price for 60 dollars n they'll have 2 pulsars for bigger games but that away off yet
the next big thing is clean up and then green stuff and glue it all together
on a side note the necrons now both have ghost arks im doing the ribs where the necrons sit at the moment then I need 3 destroyers to make lords and 3 more wraiths and 1 barge and necrons are done
the main pieces are
both halves of the body
a piece that joins them 2gether underneath
then the gun is in 2 pieces
the engines all fit into back nicely
now as mine is from alie express their are a few things slightly mis cast with it their are quite a few mould lines which is to be expected but their is a side that has some bits taken out of it but apart from that it was only 50 dollars that's 30 quid ish for the UK people with free postage its a amazing price
my next purchase will be 3 hornets as a bundle price for 60 dollars n they'll have 2 pulsars for bigger games but that away off yet
the next big thing is clean up and then green stuff and glue it all together
on a side note the necrons now both have ghost arks im doing the ribs where the necrons sit at the moment then I need 3 destroyers to make lords and 3 more wraiths and 1 barge and necrons are done
Sunday, 12 October 2014
malifaux 101
iv had my intro game of malifaux and its very gd the system its self is very different from warmachine/hordes GW; these are my examples for differences as these are my other games. ill try and do it in order of play ish lol
firstly their is no dice the entire mechanics revolve around a deck of cards called the fate deck which is a 54 card deck like a playing card deck. this is used to set up determine schemes and use abilities etc while playing.
winning malifuax is purely based on VP's so tabling an opponent is not an auto win like in other games it jus stops the game quicker. which is different from standard wargames like GW n PP.
so set up
1. board set up this is played on a 3x3 its not true line of sight this is done from base 2 base like PP .
2. next is encounter size ie pts etc. in malifuax the currency is soul stones a number is agreed and this is the pts limit; soul stones are also used in game ill discuss this later.
3. announce factions unlike GW n PP the lists aren't generated before u start which means that their is much more flexibility to create a list that works best for u.
4. their are 4 deployment styles in malifuax determined by a card draw from the fate deck.
5. next is strategies and schemes their are 5 strategies to choose from determined by a draw and 19 schemes available determined by a draw again which means ull have atleast 6 ways to score victory points
6. now u kno wat the missions are u can take the models that will best help u win which is done now up to the agreed limit of soul stones. these stones are used to hire the crew the leader is either a henchmen or master who is free. masters can also buy up 2 3 upgrades and henchmen can buy 2. soul stones can be spent to add to the soul stone pool during the game up to a max of seven, all masters/henchmen add a set value.
7. now players choose 2 of the schemes that are available from those generated. schemes can be revealed for more points but this is optional
8.now its time to deploy this is done by a draw highest card chooses.
now its time 2 play!! players draw 6 cards from their deck to make their hand these cards are used to cheat during actions
models generate 2 action points and masters generate 3. u cant score pts in turn 1 so generally this turn is used to move and set up for turn 2.
the turn itself is 1 model per player their are special abilities that let u move more than 1 but generally ull move 1 model perform all actions (like warmachine) then its the opponents turn.
the main benefit of this is that u don't have 2 take a pummeling and then retaliate with wat u have left u can make quick counters and their is a lot more depth compared to a full turn.
melee shooting and magic all use a duel mechanic and this is done with the cards and the stats of the models for example
a melee u draw a card add this to ur melee stat and have 2 beat their def the opponent does the same. after this u have a chance to cheat so u can win.
the difference in this score will also determin the amount of damage that is done with modifiers so the greater the amount the more damage u will do.
that's quite a simplified overview of malifaux the next thing is the models are mainly plastic so those that don't like metal will be happy and the models are quite dynamic as well.
the price is also very reasonable a crew deck and rulebook can be as much as 40 quid which makes start up costs very cheap compared to GW PP is only 30 quid ish for a starter set but u don't get a full rulebook..
firstly their is no dice the entire mechanics revolve around a deck of cards called the fate deck which is a 54 card deck like a playing card deck. this is used to set up determine schemes and use abilities etc while playing.
winning malifuax is purely based on VP's so tabling an opponent is not an auto win like in other games it jus stops the game quicker. which is different from standard wargames like GW n PP.
so set up
1. board set up this is played on a 3x3 its not true line of sight this is done from base 2 base like PP .
2. next is encounter size ie pts etc. in malifuax the currency is soul stones a number is agreed and this is the pts limit; soul stones are also used in game ill discuss this later.
3. announce factions unlike GW n PP the lists aren't generated before u start which means that their is much more flexibility to create a list that works best for u.
4. their are 4 deployment styles in malifuax determined by a card draw from the fate deck.
5. next is strategies and schemes their are 5 strategies to choose from determined by a draw and 19 schemes available determined by a draw again which means ull have atleast 6 ways to score victory points
6. now u kno wat the missions are u can take the models that will best help u win which is done now up to the agreed limit of soul stones. these stones are used to hire the crew the leader is either a henchmen or master who is free. masters can also buy up 2 3 upgrades and henchmen can buy 2. soul stones can be spent to add to the soul stone pool during the game up to a max of seven, all masters/henchmen add a set value.
7. now players choose 2 of the schemes that are available from those generated. schemes can be revealed for more points but this is optional
8.now its time to deploy this is done by a draw highest card chooses.
now its time 2 play!! players draw 6 cards from their deck to make their hand these cards are used to cheat during actions
models generate 2 action points and masters generate 3. u cant score pts in turn 1 so generally this turn is used to move and set up for turn 2.
the turn itself is 1 model per player their are special abilities that let u move more than 1 but generally ull move 1 model perform all actions (like warmachine) then its the opponents turn.
the main benefit of this is that u don't have 2 take a pummeling and then retaliate with wat u have left u can make quick counters and their is a lot more depth compared to a full turn.
melee shooting and magic all use a duel mechanic and this is done with the cards and the stats of the models for example
a melee u draw a card add this to ur melee stat and have 2 beat their def the opponent does the same. after this u have a chance to cheat so u can win.
the difference in this score will also determin the amount of damage that is done with modifiers so the greater the amount the more damage u will do.
that's quite a simplified overview of malifaux the next thing is the models are mainly plastic so those that don't like metal will be happy and the models are quite dynamic as well.
the price is also very reasonable a crew deck and rulebook can be as much as 40 quid which makes start up costs very cheap compared to GW PP is only 30 quid ish for a starter set but u don't get a full rulebook..
Tuesday, 7 October 2014
gd game gd game
so I tried out dark elder n ergh!!! I need to look at making some significant changes to the list im not sure what tho
I only used models I had n while wyches are troops they didn't do much this game so I think rather than make them such a huge point sink ill make em cheap n get sumthin else
my main changes will be bikes for scourges at 120pts for a unit of 5 with haywire blasters its awesome id also back them up with my farseer casting guide/prescience for the much needed re-rolls to boost their output
I think ill keep the ravagers for now but I am also mightly tempted to change these for reapers as more haywire is better for anti tank which should balance out with 5 venoms for anti infantry and blasters for 2+ save guys
I started malifaux on a side note another lil skirmish game like warmachine but most models are plastic yay!!
so im kinda readin the rules for that n got a crew which ill finish buyin stuff for in the next few weeks as it can be done quicker than the necrons
im doing intro games 2moz so ill post up thoughts etc after that
I only used models I had n while wyches are troops they didn't do much this game so I think rather than make them such a huge point sink ill make em cheap n get sumthin else
my main changes will be bikes for scourges at 120pts for a unit of 5 with haywire blasters its awesome id also back them up with my farseer casting guide/prescience for the much needed re-rolls to boost their output
I think ill keep the ravagers for now but I am also mightly tempted to change these for reapers as more haywire is better for anti tank which should balance out with 5 venoms for anti infantry and blasters for 2+ save guys
I started malifaux on a side note another lil skirmish game like warmachine but most models are plastic yay!!
so im kinda readin the rules for that n got a crew which ill finish buyin stuff for in the next few weeks as it can be done quicker than the necrons
im doing intro games 2moz so ill post up thoughts etc after that
Saturday, 4 October 2014
despair in the carnival of pain!!!
so iv mainly been sustaining my DE with despair as each rule that reinforced this glass hammer was slowly but surely taken away
but low and behold like many a bland codex we have a supplement that is worth of the architects of despair!!!!!!!!!!!
the covens are far superior to the standard dex chiefly becoz they have 7 formations that can be taken OR u pile them all into 1 super formation the carnival of pain!!!
so my DE will be slowly changing into this
wracks and grotesques and plenty of heamonculus
talos and cronus
and lots of venoms!!!
so I went from the depths of despair back to soaring the main problem is buying all the new bloody models!!!
but low and behold like many a bland codex we have a supplement that is worth of the architects of despair!!!!!!!!!!!
the covens are far superior to the standard dex chiefly becoz they have 7 formations that can be taken OR u pile them all into 1 super formation the carnival of pain!!!
so my DE will be slowly changing into this
wracks and grotesques and plenty of heamonculus
talos and cronus
and lots of venoms!!!
so I went from the depths of despair back to soaring the main problem is buying all the new bloody models!!!
Friday, 3 October 2014
titan!!!!!!!!
ive had the revenant for months now and not bothered to build but here its finally done to add to my eldar collection in time for the lynx coming in 2-3 weeks lol
and here it is
legs im waiting for the hips to set before the body goes on
and the body and arms!!!
ill finish this all off ready for its first outing on sunday :D
and here it is
legs im waiting for the hips to set before the body goes on
and the body and arms!!!
ill finish this all off ready for its first outing on sunday :D
Thursday, 2 October 2014
speed painting eldar
so with DE out soon and most rumours point towards a beating from the nerf bat I need another army 4 January.
the elder are based crystal blue and over the last 2 days iv dry brushed washed and highlighted 7 vehicles and 5 wraithguard
2 keep this quick im using black for the weapons highlighted grey
canopies black n gloss
alternative colour will be purple 4 cloth and heads of wraith guard knight and lenses
the elder are based crystal blue and over the last 2 days iv dry brushed washed and highlighted 7 vehicles and 5 wraithguard
2 keep this quick im using black for the weapons highlighted grey
canopies black n gloss
alternative colour will be purple 4 cloth and heads of wraith guard knight and lenses
Sunday, 21 September 2014
NEARLY FINISHED
so im really excited that iv nearly finished my DE; left to paint I have the following
raider x2
5 beast master handlers for my beast pack
squad markings this will be based on battlefield roles from the rulebook but eldary-fied lol
so here are some pics !!
over view of what ive got painted so far
ravager
bikes
venom
raider x2
5 beast master handlers for my beast pack
squad markings this will be based on battlefield roles from the rulebook but eldary-fied lol
so here are some pics !!
over view of what ive got painted so far
ravager
bikes
venom
Wednesday, 17 September 2014
ready to raid
so my dark eldar are achingly close to being finished im currently working on these at the moment:
the second set of bikes need blood adding to them
the sails need another coat of purple then their done
then I have 5 sponsons that need basing dry brushing highlighting gold and washing
then after that if I chose to take my beast pack ill need 2 finish the handlers but that's it
I then need 2 practice some freehand work for my squad markings as well as battle field role from the rulebook ob I wont follow the rule book pics ill make m own up or look around for inspiration
this is all in time for the new release in starting in 3 days time I cant wait as iv already painted up m warriors and wyches n I think they will have 2 be my troops ill need 2 paint up some raiders to go with them im not sure yet ill be waiting for the codex to come thru.
once this is done and the raiders are finished ill post a completed pic
the second set of bikes need blood adding to them
the sails need another coat of purple then their done
then I have 5 sponsons that need basing dry brushing highlighting gold and washing
then after that if I chose to take my beast pack ill need 2 finish the handlers but that's it
I then need 2 practice some freehand work for my squad markings as well as battle field role from the rulebook ob I wont follow the rule book pics ill make m own up or look around for inspiration
this is all in time for the new release in starting in 3 days time I cant wait as iv already painted up m warriors and wyches n I think they will have 2 be my troops ill need 2 paint up some raiders to go with them im not sure yet ill be waiting for the codex to come thru.
once this is done and the raiders are finished ill post a completed pic
Sunday, 14 September 2014
7th ed tournaments
so I did my first 7th ed tournament it was only a lil one at my local 24 players 3 rounds and finished 6th so well im pressed heres what I took it was `1750
lord of change
exalted gift - allways grimoire
lv3
heralds
lv3
disc
x2
horrors x10
horrors x10
screamersx9
dp
wings
armours
lv3
nurgle
x2
greater gift - allways etherblades
horrors x10
horrors x10
1740
game 1
necrons with ctan - in a nutshell got battered its fast n brutal my only chance to tie it up with the screamer star failed and that was it was all down hill from here
game 2 a normal white scar list with a knight - he played really aggressive so I could charge on my turn 1 n he got smashed lol
game 3 was grey knights with a warhound - this was a very close game I lost both princes turn 1 but after that screamer council did its thing n pretty much killed everything except the warhound my troops jus went to ground and coz it only ignored cover on a 6 he either missed or rolled 1s
the other thing was warp charges were capped at 12 which ment I could only really cast key powers every turn
these were normally spells like invisibilty forewarning and prescience iron arm and warp speed
the next tournament im doing is Caledonian ion January and they have a lord of war restriction of 489 points and no better re-roll than 4+ as well as restrictions on army selection
so that will be interesting
the next tournament is another lil event at my local shop with no lords of war this time so I shud do better
lord of change
exalted gift - allways grimoire
lv3
heralds
lv3
disc
x2
horrors x10
horrors x10
screamersx9
dp
wings
armours
lv3
nurgle
x2
greater gift - allways etherblades
horrors x10
horrors x10
1740
game 1
necrons with ctan - in a nutshell got battered its fast n brutal my only chance to tie it up with the screamer star failed and that was it was all down hill from here
game 2 a normal white scar list with a knight - he played really aggressive so I could charge on my turn 1 n he got smashed lol
game 3 was grey knights with a warhound - this was a very close game I lost both princes turn 1 but after that screamer council did its thing n pretty much killed everything except the warhound my troops jus went to ground and coz it only ignored cover on a 6 he either missed or rolled 1s
the other thing was warp charges were capped at 12 which ment I could only really cast key powers every turn
these were normally spells like invisibilty forewarning and prescience iron arm and warp speed
the next tournament im doing is Caledonian ion January and they have a lord of war restriction of 489 points and no better re-roll than 4+ as well as restrictions on army selection
so that will be interesting
the next tournament is another lil event at my local shop with no lords of war this time so I shud do better
Wednesday, 10 September 2014
more progress
so to day iv managed to bloody up the ravagers venoms and bikes!!
I also managed to make a dent in the nurgle section of my deamons
iv started re painting the sails as the wash didn't go down properly so they got sprayed n iv jus re done the base.
the final 7 bikes have been dry brushed and highlighted next step gold then wash
I also managed to make a dent in the nurgle section of my deamons
iv started re painting the sails as the wash didn't go down properly so they got sprayed n iv jus re done the base.
the final 7 bikes have been dry brushed and highlighted next step gold then wash
army progress
so at various points through the start of this year I bought n traded my way to a small horde of armies
staring with dark eldar - which are finally at the final furlong 2day ill finish off the 8 bikes from yesterday with blood and the ravage hulls will get the same treatment making them finished. :D
eldar - are sprayed blue at the moment and ready for painting during the winter months when its colder
deamons are sprayed black and ill hand paint the larger models like princes and batch spray things like the troops
necrons - there still in the needing phase and I need more models to make the army work im also going to purchase 2 annihilation barges 2day pushing that total up 2 3 :D then I need 1 more ghost ark more wraiths n im done :D
bit of a short post but im off out 2 collect sed models and paint
staring with dark eldar - which are finally at the final furlong 2day ill finish off the 8 bikes from yesterday with blood and the ravage hulls will get the same treatment making them finished. :D
eldar - are sprayed blue at the moment and ready for painting during the winter months when its colder
deamons are sprayed black and ill hand paint the larger models like princes and batch spray things like the troops
necrons - there still in the needing phase and I need more models to make the army work im also going to purchase 2 annihilation barges 2day pushing that total up 2 3 :D then I need 1 more ghost ark more wraiths n im done :D
bit of a short post but im off out 2 collect sed models and paint
Saturday, 6 September 2014
this weeks painting project
is basically going badly lol iv still got the sponson gunners to paint and then the sails needs purple as well as washing and highlighting but the gold is finished on the hulls.
iv spent some time basing my eldar allies as im not worried that its getting later into the year and the sunny spells will start to thin out more so id like what ever im going to paint based and ready before the end of September.
so with this post here is the eldar based and ready for action
the base is crystal ice blue from army painter then ill dry brush them highlight and finish them off with a wash to tie it all in
this is the same process as the dark eldar n I think they've turned out really well so i'm trying it agen
iv spent some time basing my eldar allies as im not worried that its getting later into the year and the sunny spells will start to thin out more so id like what ever im going to paint based and ready before the end of September.
so with this post here is the eldar based and ready for action
the base is crystal ice blue from army painter then ill dry brush them highlight and finish them off with a wash to tie it all in
this is the same process as the dark eldar n I think they've turned out really well so i'm trying it agen
Tuesday, 2 September 2014
this weeks project
ravagers - this week im painting ravagers and ive already got the main hulls up to being completed all I need 2 do is highlight them then wash them
but before I do that ill paint the gold and wash it all 2gether
the sails are also done and they cloth needs painting purple
the sponsons will be painted separate as they all have guys on them so they need eyes doing
hopefully 2day ill finish the hulls, sails and front weapons off here is a pic so far
to day I hope to finish off the hulls, sails and front weapon they jus need highlighting and then washing but before that ill put the gold down.
iv also based n sprayed the wraith knight which is pictured
but before I do that ill paint the gold and wash it all 2gether
the sails are also done and they cloth needs painting purple
the sponsons will be painted separate as they all have guys on them so they need eyes doing
hopefully 2day ill finish the hulls, sails and front weapons off here is a pic so far
to day I hope to finish off the hulls, sails and front weapon they jus need highlighting and then washing but before that ill put the gold down.
iv also based n sprayed the wraith knight which is pictured
Friday, 29 August 2014
dark eldar rumour mill
vect is a lord of war choice which makes me believe all main characters will go the same way calgar storm lord, swarmlord etc etc chaos deamons will be an interesting one maybe all named characters will be LOW choices hmmm
im still painting and ill be starting my ravagers to day to get them up to speed which means all vehicles will be done soon
then its on to the eldar allies
leaving bikes and beasts to finish
but with a new book round the corner and the baron gone the beasts may also get dropped
Id have 2 have 2 far seers to try and get invisibility successfully which means spending close to 500points on allies which is a lot at 1500 points even 1750 its a big chunk to put 2 1 side but well see
September is a few days away :D
im still painting and ill be starting my ravagers to day to get them up to speed which means all vehicles will be done soon
then its on to the eldar allies
leaving bikes and beasts to finish
but with a new book round the corner and the baron gone the beasts may also get dropped
Id have 2 have 2 far seers to try and get invisibility successfully which means spending close to 500points on allies which is a lot at 1500 points even 1750 its a big chunk to put 2 1 side but well see
September is a few days away :D
Monday, 25 August 2014
pyschic phase on a budget
so ive signed up for a tournament at my local gaming store and its my first for 7th BUT theirs a problem the pychic phase dice are capped at 12 which means ill get 18 dice max!
so with 24 powers and only 18 dice their is a chance I wont get to cast every power even tho I cant do that neway ill be restricted in what I can cast tho.
so what ive done is go thru n find out the minimum amount of dice u need to successfully cast ensuring that my dice go further.
ive also decided on when ill cast spells so turn 1-3 no summon spells as their LV3 ill be casting things like forewarning, cursed earth and flickering fire
turn 3 on wards will be summoning spells to go for objectives
so heres what ive come up with
lv1 spells use 3 dice ull roll on average roll 1 4+ per spell cast
lv2 spells use 5 dice the average is 3 4+ per spell cast
lv3 spells use 7 dice the average is still 3 per spell
these do fluctuate per 5 dice u can get 4 and per 7 up to 5/6
to safely cast use 4/6/8 as these will add an extra pass onto each roll
so with 24 powers and only 18 dice their is a chance I wont get to cast every power even tho I cant do that neway ill be restricted in what I can cast tho.
so what ive done is go thru n find out the minimum amount of dice u need to successfully cast ensuring that my dice go further.
ive also decided on when ill cast spells so turn 1-3 no summon spells as their LV3 ill be casting things like forewarning, cursed earth and flickering fire
turn 3 on wards will be summoning spells to go for objectives
so heres what ive come up with
lv1 spells use 3 dice ull roll on average roll 1 4+ per spell cast
lv2 spells use 5 dice the average is 3 4+ per spell cast
lv3 spells use 7 dice the average is still 3 per spell
these do fluctuate per 5 dice u can get 4 and per 7 up to 5/6
to safely cast use 4/6/8 as these will add an extra pass onto each roll
Saturday, 23 August 2014
testing nurgle princes
I did a lil unbound 600pt event using 2 nurgle princes lv3 with wings and armour
and wat iv found is their awesome with biomancy u get a 2+ cover 3+ armour 5+ inv if u get endurance off then u can throw in a 4+ FNP on top of all that
and if u manage to get iron arm and warp speed u end up with a an awesome S9 T8 I10 A8 prince that munches everything im deff running 2 maybe instead of a screamer star its very tempting.
ill crunch sum numbers as ill need a great unclean one 2 make them HS in staed of troops
and wat iv found is their awesome with biomancy u get a 2+ cover 3+ armour 5+ inv if u get endurance off then u can throw in a 4+ FNP on top of all that
and if u manage to get iron arm and warp speed u end up with a an awesome S9 T8 I10 A8 prince that munches everything im deff running 2 maybe instead of a screamer star its very tempting.
ill crunch sum numbers as ill need a great unclean one 2 make them HS in staed of troops
FIXED MY PIC PROBLEM!!!!!!!!!!!!!!!!!!!!!!!!!!
so this week iv mainly been painting these 5 dark elder venoms they jus need another gold coat and a wash over that and their done!!!
the deamons are also all sprayed near enough
so this is me up to date ill take a pic of my necrons and post them as their all based as well
Wednesday, 20 August 2014
bellow of endless rage!!!!!!!!!!!!!!! ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
thoroughly annoyed that I cant post any pics its doing my head in so I can only type.
but heres what iv done over the last few week
near enough painted 5 venoms jus need 2 do gold and wash it
6 more bikes need gold and washing
iv also near enough painted 4 beast handlers and baron jus need 2 do boards weapons n their done
still gotta do wracks heamonculus as well as the ravagers
the deamons are all pretty much based now as well
im finding painting different things for a few hours a time is getting through it faster than block painting 1 thing at a time but well see. I could do with these bin done for end of august while iv still got some warm days left and in total iv got nearly 3 months ish before throne of skulls so im not 2 worried jus yet
but heres what iv done over the last few week
near enough painted 5 venoms jus need 2 do gold and wash it
6 more bikes need gold and washing
iv also near enough painted 4 beast handlers and baron jus need 2 do boards weapons n their done
still gotta do wracks heamonculus as well as the ravagers
the deamons are all pretty much based now as well
im finding painting different things for a few hours a time is getting through it faster than block painting 1 thing at a time but well see. I could do with these bin done for end of august while iv still got some warm days left and in total iv got nearly 3 months ish before throne of skulls so im not 2 worried jus yet
Sunday, 20 July 2014
nurgle counter attack
so iv been looking at nurgle units for my deamons their are loads of gd choices firstly
nurgle comes with shrouded as standard and defensive grenades which makes them great for digging in.
nurgle powers are also really gd on deamon princes ap2/3 and poison is good for killing high toughness creatures OR biomancy to make them more durable and tank busters
an alternate deathstar is plague drones with full command and plague banner 2+ poison for 1 round. supported by the grimoire and a pair of biomancy princes power number 5 makes them eternal warriors and FNP4+ which makes them 3++ FNP4+ and with T5 and 3 wounds each they'll be very hard 2 shift ws3 and 3 attacks makes them great choices
another great support unit for troops are beasts of nurgle and now that u can summon them as part of malefic powers. what makes these great is they have all the nurgle powers AND if u charge them it becomes a disordered charge AND if another unit charges a freindly unit within 12" of them they MUST charge that unit and these are T5 W4 Ad6+1 so on the charge 3 can have min 9-24 attacks and at 52pts a model with a max unit of 9 they is some deffinate worth to having a proper unit and summoning them
I will also be using standard plague bearers and heralds summoned as a buffer for my precious tzeentch units
nurgle comes with shrouded as standard and defensive grenades which makes them great for digging in.
nurgle powers are also really gd on deamon princes ap2/3 and poison is good for killing high toughness creatures OR biomancy to make them more durable and tank busters
an alternate deathstar is plague drones with full command and plague banner 2+ poison for 1 round. supported by the grimoire and a pair of biomancy princes power number 5 makes them eternal warriors and FNP4+ which makes them 3++ FNP4+ and with T5 and 3 wounds each they'll be very hard 2 shift ws3 and 3 attacks makes them great choices
another great support unit for troops are beasts of nurgle and now that u can summon them as part of malefic powers. what makes these great is they have all the nurgle powers AND if u charge them it becomes a disordered charge AND if another unit charges a freindly unit within 12" of them they MUST charge that unit and these are T5 W4 Ad6+1 so on the charge 3 can have min 9-24 attacks and at 52pts a model with a max unit of 9 they is some deffinate worth to having a proper unit and summoning them
I will also be using standard plague bearers and heralds summoned as a buffer for my precious tzeentch units
Wednesday, 9 July 2014
problems with deamons
so iv been playing a deamon army for a few weeks now and their are a few problems
firstly its pure tzeentch so magic is fine iv got a screamer star 2 lv3 heralds with 9 screamers using divination and a lord of change with grimoire
secondly lack of punch I have 4 units that can fight in CC 2 deamon princes 1 lord of change and screamers
thirdly is mainly down to practice with the new rules and army as its not finished yet
fourthly more practice to make less mistakes !!
the psychic phase isn't as great as people make out the more u put in the more dice u need so u still don't get that many spells off and with poor dice rolls it can be worse
on the plus side iv filtered in more gifts and their working really well the greater gifts are really gd
to fix this I need to finish off the army n boost up the units and then get more hitting power in the form of summoned deamons im looking at
bloodthirsters as their awesome
plague drones for anti tank with corrosive weapons
plague bearers and heralds for sturdy troops
which can easily be done with a set of summoning units 4 lv3 units add 12 dice which is more than enough
the dice I want are 1,4,5,6
1 is cursed earth at least 2 of these makes even T3 troops very durable and it stacks so I can make other bigger units even tougher like greater deamons or my hard hitting units like drones etc.
4 summons a herald which will be nurgle to join the plague bearers and give them FNP and with boimancy powers they'll be harder to shift or buff up other units
5 summons the plague drones
6 summons greater deamons :D
nurgle is also really gd for deamons biomancy is great and ill be looking at a deamon list as well or a undivided list at some point
firstly its pure tzeentch so magic is fine iv got a screamer star 2 lv3 heralds with 9 screamers using divination and a lord of change with grimoire
secondly lack of punch I have 4 units that can fight in CC 2 deamon princes 1 lord of change and screamers
thirdly is mainly down to practice with the new rules and army as its not finished yet
fourthly more practice to make less mistakes !!
the psychic phase isn't as great as people make out the more u put in the more dice u need so u still don't get that many spells off and with poor dice rolls it can be worse
on the plus side iv filtered in more gifts and their working really well the greater gifts are really gd
to fix this I need to finish off the army n boost up the units and then get more hitting power in the form of summoned deamons im looking at
bloodthirsters as their awesome
plague drones for anti tank with corrosive weapons
plague bearers and heralds for sturdy troops
which can easily be done with a set of summoning units 4 lv3 units add 12 dice which is more than enough
the dice I want are 1,4,5,6
1 is cursed earth at least 2 of these makes even T3 troops very durable and it stacks so I can make other bigger units even tougher like greater deamons or my hard hitting units like drones etc.
4 summons a herald which will be nurgle to join the plague bearers and give them FNP and with boimancy powers they'll be harder to shift or buff up other units
5 summons the plague drones
6 summons greater deamons :D
nurgle is also really gd for deamons biomancy is great and ill be looking at a deamon list as well or a undivided list at some point
Saturday, 21 June 2014
new stuff
well iv swopped my ogres for necrons lol and bought some scenery for my new gaming table. this will be built over this weekend.
iv also painted 9 kymeara and 8 razor wings flocks jus need 2 do bases for the khymeara
the baron and beast masters have been based ready for painting and iv still got the bikes to finish off.
iv also got all the vehicles to paint and sort out the wraith knight
the crimson hunter has been based n is ready to go
im still having problems with pictures on the tablet so that will be done after the weekend
iv also painted 9 kymeara and 8 razor wings flocks jus need 2 do bases for the khymeara
the baron and beast masters have been based ready for painting and iv still got the bikes to finish off.
iv also got all the vehicles to paint and sort out the wraith knight
the crimson hunter has been based n is ready to go
im still having problems with pictures on the tablet so that will be done after the weekend
Saturday, 31 May 2014
the only constant is change
so this year iv been busy mainly buying armies building them and having fun playing them namely new armies like tau and eldar and goin back to some old favourites like dark eldar.
with tau I enjoyed painting them as I airbrushed them which came out really well but overall playing wasn't that great.
the eldar haven't finished yet ill need a new 7th ed list which will be vehicle heavy and have 2/3 medium sized units of spiders :D which I still have to build
dark eldar is an army I really do love everything about the background the models building painting EVERYTHING and my bone scheme is coming out really well
id still like a guard tank army(mainly for playing) and an ork army as I love everything about orks
my latest purchase is a 1500pt deamons of tzeentch army
3 heralds on chariots
1 herald on disc
20 horrors
6 screamers
dpx2
the next purchase is more troops and a lord of change to make it up to 2k
it wont be a summoning list it will be the fires of change a pure fluffy list and everything will slightly different to embody the theme of change that is the core of tzeentch's background at somepoint I may also want the big birdy from FW
with tau I enjoyed painting them as I airbrushed them which came out really well but overall playing wasn't that great.
the eldar haven't finished yet ill need a new 7th ed list which will be vehicle heavy and have 2/3 medium sized units of spiders :D which I still have to build
dark eldar is an army I really do love everything about the background the models building painting EVERYTHING and my bone scheme is coming out really well
id still like a guard tank army(mainly for playing) and an ork army as I love everything about orks
my latest purchase is a 1500pt deamons of tzeentch army
3 heralds on chariots
1 herald on disc
20 horrors
6 screamers
dpx2
the next purchase is more troops and a lord of change to make it up to 2k
it wont be a summoning list it will be the fires of change a pure fluffy list and everything will slightly different to embody the theme of change that is the core of tzeentch's background at somepoint I may also want the big birdy from FW
Monday, 26 May 2014
7th ed who cares what u think!!!
so 7th ed has no plopped out of the big machine that is GW and as allways we have to deal with it so I bought everything that came out as im a plastic crack addict n I thought id go thru everything so you heard/read it here maybe 3rd or 4th depending on how many other blogs n pages u read lol
firstly the presentation is epic the boxed set for the 3 books is great the art work is amazing the rule book has plenty of really crisp colour pictures its a great value.
the mission cards are really gd as well they come in a sturdy durable card box their embossed n are really gd quality ill be playing them more than the standard missions that's for sure !!
its the same with the psychic cards very durable card box and amazing artwork on all the cards well worth it it did set me back 65 quid for everything tho which isn't cheap and what annoyed me is the psychic cards are simple switches where 1 power goes from another to a different number
unfortunately with the rules as all things with GW with one hand they giveth and with the other they takeeth away
so ill highlight changes as iv seen them from reading
overall all its not very well done the whole thin feels like ur reading about it but its not telling you what u want to know its like getting blood from a stone.
movement remains pretty much untouched and still works the same
shooting has changed loads firstly it was really poorly written so it will cause lots of confusion its not clear on what to do with wound pools etc even tho its choose a unit fire weapons in groups ie boltguns then roll to hit and wound make saves etc then move on to the next the tactic will be choosing what to fire etc
assault has also taken a beating from the powers that be now wounds are allocated from those at that I step which is really complex if their are multiple steps although u can ignore this and go for those that are closest if none are in b2b
challenges are now from engaged models only so those within 2" at the start of combat or B2B and wounds from challenges can go onto the unit and the unit can attack those in challenges IF the other unit is killed so hard characters wont care but the send in lonely bob to stop the bloodthirster wont work nemore but oh well
also charging through difficult terrain is now -2 instead of 3 dice take away the highest which is better as it wont make charging impossible anymore
beasts no longer ignore difficult terrain for charging in regards to I so beast packs will need the baron lol :D
pychic phase is very complicated again it will take time to figure out how it works etc at the moment their is no range for dispelling so u can allways try and dispel any power ur opponent is casting should have been written better
some changes to vehicles - open topped vehicles the units now take damage if u flame them its D6 hits as well as damage to the vehicle - vehicles are now ws1 all the time unless immobilised
some changes to special rules - have a read
night fighting is now 4+ all units get stealth I preffered the old rule with the amount of ignore cover its pointless
choosing an army forgedadn unbound is overly complex and needs a better explanation
overall I think a tweak and re-reprint of the 6th ed book would have been better than what they have put out but like every 1 else where stuck with it hopefully 8th will be better
firstly the presentation is epic the boxed set for the 3 books is great the art work is amazing the rule book has plenty of really crisp colour pictures its a great value.
the mission cards are really gd as well they come in a sturdy durable card box their embossed n are really gd quality ill be playing them more than the standard missions that's for sure !!
its the same with the psychic cards very durable card box and amazing artwork on all the cards well worth it it did set me back 65 quid for everything tho which isn't cheap and what annoyed me is the psychic cards are simple switches where 1 power goes from another to a different number
unfortunately with the rules as all things with GW with one hand they giveth and with the other they takeeth away
so ill highlight changes as iv seen them from reading
overall all its not very well done the whole thin feels like ur reading about it but its not telling you what u want to know its like getting blood from a stone.
movement remains pretty much untouched and still works the same
shooting has changed loads firstly it was really poorly written so it will cause lots of confusion its not clear on what to do with wound pools etc even tho its choose a unit fire weapons in groups ie boltguns then roll to hit and wound make saves etc then move on to the next the tactic will be choosing what to fire etc
assault has also taken a beating from the powers that be now wounds are allocated from those at that I step which is really complex if their are multiple steps although u can ignore this and go for those that are closest if none are in b2b
challenges are now from engaged models only so those within 2" at the start of combat or B2B and wounds from challenges can go onto the unit and the unit can attack those in challenges IF the other unit is killed so hard characters wont care but the send in lonely bob to stop the bloodthirster wont work nemore but oh well
also charging through difficult terrain is now -2 instead of 3 dice take away the highest which is better as it wont make charging impossible anymore
beasts no longer ignore difficult terrain for charging in regards to I so beast packs will need the baron lol :D
pychic phase is very complicated again it will take time to figure out how it works etc at the moment their is no range for dispelling so u can allways try and dispel any power ur opponent is casting should have been written better
some changes to vehicles - open topped vehicles the units now take damage if u flame them its D6 hits as well as damage to the vehicle - vehicles are now ws1 all the time unless immobilised
some changes to special rules - have a read
night fighting is now 4+ all units get stealth I preffered the old rule with the amount of ignore cover its pointless
choosing an army forgedadn unbound is overly complex and needs a better explanation
overall I think a tweak and re-reprint of the 6th ed book would have been better than what they have put out but like every 1 else where stuck with it hopefully 8th will be better
Saturday, 17 May 2014
sun for the sun god
well I had
3 venoms that needed spraying
2 raiders needed spraying
3 ravagers needed spraying
6 wracks needed spraying
5 incubi needed spraying
10 khymeara needed spraying
8 razor wings needed spraying
7 bikes needed spraying
1 wraithknight needed spraying
1 crimson hunter needed spraying
and its been a blisteringly hot day so iv done shed loads of spraying
ive now only got 2 wracks wraithknight hunter 1 bike and 8 razorwings left :) very impressed!!! :D
on a side note iv got my airbrush working as well so ill do the vehicles soon
3 venoms that needed spraying
2 raiders needed spraying
3 ravagers needed spraying
6 wracks needed spraying
5 incubi needed spraying
10 khymeara needed spraying
8 razor wings needed spraying
7 bikes needed spraying
1 wraithknight needed spraying
1 crimson hunter needed spraying
and its been a blisteringly hot day so iv done shed loads of spraying
ive now only got 2 wracks wraithknight hunter 1 bike and 8 razorwings left :) very impressed!!! :D
on a side note iv got my airbrush working as well so ill do the vehicles soon
Saturday, 10 May 2014
dark eldar wishlist n stuff
so the new stuff for dark elder has been limited to when the last codex was released n that's quite a while ago now. BUT now we have new apoc formations which is better than nothing but might as well be nothing as most people just play standard games lol
the other rumours are that well get a new codex late this year rumours are wracks will be very important and be a big focus like wraiths were in the eldar book
wracks will be a dual kit for a unit that deals in chemical warfare
bane unit which is inbetween a talos and grotesque will have 2 see the stats if its not got a 3+ save it wont be much good
my wish list for dark eldar
points to stay roughly the same
flyers to get vector dancer and maybe shift to fast attack
that's about it well see what happens in the next few months the rulebook is the next big thing not long now !!
the other rumours are that well get a new codex late this year rumours are wracks will be very important and be a big focus like wraiths were in the eldar book
wracks will be a dual kit for a unit that deals in chemical warfare
bane unit which is inbetween a talos and grotesque will have 2 see the stats if its not got a 3+ save it wont be much good
my wish list for dark eldar
points to stay roughly the same
flyers to get vector dancer and maybe shift to fast attack
that's about it well see what happens in the next few months the rulebook is the next big thing not long now !!
Saturday, 26 April 2014
finally painting!!!!!!!!!!
so its bin a few months since I painted anything and I got the paints I need for my dark eldar and eldar army. so over the next few posts ill be showing off what iv bin doing.
for the armour im using:
zandri dust as a base
then karak stone as a dry brush over the top
then highlight with ubshanti bone
then washing it all with sepia
the eyes lenses are
caliban green base
and warpstone glow over the top
the cloth is
naggaroth night
the splinter weapons are
gehannas gold
washed with sepia
the odd vials and chains etc are
rune fang steel
washed with nuln oil
the skin will be
ulthaun grey
eyes will be chaos black
after that ill have the bases 2 do below are some pics of what iv done so far the armour helms with eyes done :)
top pic is the duke
then snippet of warriors and wyches
for the armour im using:
zandri dust as a base
then karak stone as a dry brush over the top
then highlight with ubshanti bone
then washing it all with sepia
the eyes lenses are
caliban green base
and warpstone glow over the top
the cloth is
naggaroth night
the splinter weapons are
gehannas gold
washed with sepia
the odd vials and chains etc are
rune fang steel
washed with nuln oil
the skin will be
ulthaun grey
eyes will be chaos black
after that ill have the bases 2 do below are some pics of what iv done so far the armour helms with eyes done :)
top pic is the duke
then snippet of warriors and wyches
the lynx effect!!
so at 1500 I struggled to create the perfect all comers list but I think iv found something to level the playing field D style!!
the eldar lynx 2 shot 5" d weapon at 60" range will take down most death stars!!!
so lets have a look at the lynx for those that don't know its FW elder super heavy tank its 320points has 6 hull points and is 12/12/11 (I think) so its not much better armour wise than the normal skimmers but its got a few tricks up its sleeve!!!!
so wat are the tricks firstly points its 320 for a D weapon!! guard pay 500ish for theirs ok heri better armoured and more hull points but their much larger as well
the lynx is quite low to the ground like most elder skimmers which means u can hide easier then move out and strike at the enemy :)
also as its not as strong as other super heavies if the goin gets tough and the enemy turns up the heat u can turn into a flyer and shoot off the board then come back in next turn with ongoing reserves :D
the down sides are its low armour if its played to aggressive anything over str6 will be a pain and 6 hullpoints wont last long either 1pen wil take off 4 hullpoints at best which means it wont last longit will also give away extra points as its a super heavy its worth 3 points 4 if u can take it out str8 away for first blood
how will I use this ??
my dark eldar at the minute has the answer to most lists that the average player can bring lots of lance poison atleast 3 troops for capturing objectives a wraithknight a flyer
but no anti deathstar so its main role will be to generally get my first blood and be a annoying killing the top priority units like escalation or formations
next il try and repost what iv painted as it playing up at the moment and then ill go thru my 4 top list ideas for the throne of skulls in november
the eldar lynx 2 shot 5" d weapon at 60" range will take down most death stars!!!
so lets have a look at the lynx for those that don't know its FW elder super heavy tank its 320points has 6 hull points and is 12/12/11 (I think) so its not much better armour wise than the normal skimmers but its got a few tricks up its sleeve!!!!
so wat are the tricks firstly points its 320 for a D weapon!! guard pay 500ish for theirs ok heri better armoured and more hull points but their much larger as well
the lynx is quite low to the ground like most elder skimmers which means u can hide easier then move out and strike at the enemy :)
also as its not as strong as other super heavies if the goin gets tough and the enemy turns up the heat u can turn into a flyer and shoot off the board then come back in next turn with ongoing reserves :D
the down sides are its low armour if its played to aggressive anything over str6 will be a pain and 6 hullpoints wont last long either 1pen wil take off 4 hullpoints at best which means it wont last longit will also give away extra points as its a super heavy its worth 3 points 4 if u can take it out str8 away for first blood
how will I use this ??
my dark eldar at the minute has the answer to most lists that the average player can bring lots of lance poison atleast 3 troops for capturing objectives a wraithknight a flyer
but no anti deathstar so its main role will be to generally get my first blood and be a annoying killing the top priority units like escalation or formations
next il try and repost what iv painted as it playing up at the moment and then ill go thru my 4 top list ideas for the throne of skulls in november
Sunday, 6 April 2014
nid list mmmmmmm n other general stuff iv not bin talking bout
so iv wrestled with great devourer many times thru out my time playing 40k it was the first army I ever played against and one id love to do so this year im taking the plunge and doing list iv never done before I started with eldar which I love n when their painted to match the dark eldar they'll be awesome
this months purchases will be foam for my dark eldar case I put the 3 flyers in and haven't used them now I have the crimson hunter so ill be taking out the 3 sets of foam that iv butchered and ill re pluck them so that my raiders all fit in 1 section interspersed with venoms n then ill have 2 slots left for other stuff this will be where I end up putting my eldar for when I have the hackering to ally :D
neway back to nids iv read the codex from cover to cover watch battle reps and decided that all new comp lists will need a data slate old lists such as eldar/dark eldar will be amended shortly
so on to the list, im unsure about where formations go so ill write that bit up separately
Formation: skyblight swarm
flyrant with double devs
crone
harpies x2
gargoyles x10 x3 units
this is a lot of points but its well worth it !!
HQ
flyrant with double devs
elites
venomthropes x2
troops
tervigon
gaunts x30
FA
crone
HS
t.fex
fortification: aegis
so the idea is that the aegis will sit on the halfway point around the objectives. T.fex, tervigon,guants and venomthropes and gargoyles will run up to the aegis and set up shop their.
then the flyers will come on
after turn 3 ill pump out more gaunts
the guants and gargoyles will then spread out for objective grabbing while the MC harass and tie up the enemy army.
and that's it
this months purchases will be foam for my dark eldar case I put the 3 flyers in and haven't used them now I have the crimson hunter so ill be taking out the 3 sets of foam that iv butchered and ill re pluck them so that my raiders all fit in 1 section interspersed with venoms n then ill have 2 slots left for other stuff this will be where I end up putting my eldar for when I have the hackering to ally :D
neway back to nids iv read the codex from cover to cover watch battle reps and decided that all new comp lists will need a data slate old lists such as eldar/dark eldar will be amended shortly
so on to the list, im unsure about where formations go so ill write that bit up separately
Formation: skyblight swarm
flyrant with double devs
crone
harpies x2
gargoyles x10 x3 units
this is a lot of points but its well worth it !!
HQ
flyrant with double devs
elites
venomthropes x2
troops
tervigon
gaunts x30
FA
crone
HS
t.fex
fortification: aegis
so the idea is that the aegis will sit on the halfway point around the objectives. T.fex, tervigon,guants and venomthropes and gargoyles will run up to the aegis and set up shop their.
then the flyers will come on
after turn 3 ill pump out more gaunts
the guants and gargoyles will then spread out for objective grabbing while the MC harass and tie up the enemy army.
and that's it
Saturday, 29 March 2014
new army ideas
iv had my fill of decent armies i'm now ready for a challenge!!!
the final army I want is a list that I can play without vehicles. so this first barrier takes out all but 2 codex's
the first is deamons:
iv played deamons since 4th ed on and off and seen them go from quirky and unique to a serious punch and with 6th ed they have become more generic with standard deployment and normal psychic powers. which is quite disappointing the main reason I chose deamons in the first place was gone!!!
iv read the codex and 2 main lists stand out a nurgle biomancy list with GUO DP's and plague bearers lots of durable units playing the waiting game and grinding down the opposition
or a tzeentch list with a screamer star the list iv written up is a pure tzeentch fire list BUT iv already had a deamon list so their isn't anything new and its a list a lot of players use already as its doing really well and that's the problem I want a list like my dark eldar that works with effort and will surprise people
and in pop the second viable choice NIDS
when I started playing 40k I learnt to play against this army when fex's where taken in both elites n heavy support n everything had ID protection and grenades. 2 editions later with several changes to the book and 40k its evolved into what I think dark eldar are; the spoiler army!!! without biomancy and data slates at non GW events nids will struggle with tau and eldar etc BUT their are some armies that nids will beat generic marines and other marine codex's and with skill they've proven to stand up to the big boys they may not win but they'll be able to annoy other players
so I need 2 buy a new case for my eldar then ill move onto nids with a skyblight swarm list and a normal list lol :D
the final army I want is a list that I can play without vehicles. so this first barrier takes out all but 2 codex's
the first is deamons:
iv played deamons since 4th ed on and off and seen them go from quirky and unique to a serious punch and with 6th ed they have become more generic with standard deployment and normal psychic powers. which is quite disappointing the main reason I chose deamons in the first place was gone!!!
iv read the codex and 2 main lists stand out a nurgle biomancy list with GUO DP's and plague bearers lots of durable units playing the waiting game and grinding down the opposition
or a tzeentch list with a screamer star the list iv written up is a pure tzeentch fire list BUT iv already had a deamon list so their isn't anything new and its a list a lot of players use already as its doing really well and that's the problem I want a list like my dark eldar that works with effort and will surprise people
and in pop the second viable choice NIDS
when I started playing 40k I learnt to play against this army when fex's where taken in both elites n heavy support n everything had ID protection and grenades. 2 editions later with several changes to the book and 40k its evolved into what I think dark eldar are; the spoiler army!!! without biomancy and data slates at non GW events nids will struggle with tau and eldar etc BUT their are some armies that nids will beat generic marines and other marine codex's and with skill they've proven to stand up to the big boys they may not win but they'll be able to annoy other players
so I need 2 buy a new case for my eldar then ill move onto nids with a skyblight swarm list and a normal list lol :D
Monday, 24 March 2014
thinking of footdar :D
so im looking at a footdar list where I can run lots of different units that I wudnt normally with mechdar and for this list I need some heavy hitter and id either choose:
clownbomb or seer council
so first off the clownbomb a unit of harlequins tooled up with their characters and rest equipped with harlequins kiss
to boost this unit I add
2 far seers(1 with shard) and a warlock the farseers will be aiming for fortune forewarning and prescience this will get me a 4+ inv with a re-roll and re-rolls for combat then a 3+ cover for area terrain
the warlock will have conceal to improve the cover saves of the unit
so how surviveable are they well this depends on where they are and if u get veil of tears of as this reduces the range to 4-24"
the average should be 14-16" which means turn1 ur safe turn 2 should still be safe unless they move closer to shoot but that puts u closer to charging :D
with a 4+ inv if u get it and re-rolls if u get it on 6 dice ull pass 50% saves its even higher in cover :)
on the charge the unit with re-rolls is pretty devastating VS marines as a staple
9 attacks from the farseers/warlock
41 attacks from the unit with WS5 is an average of 5 misses with an average of 12-15 wounds with more normall wounds than rending
the total points for this unit is 551points
now the seer council is an iconic unit that has been used since 4th ed eldar were kicking around then and their still here but with random powers the ummf may or may not be their lol
so the unit
2 farseers this time on bikes and again 1 with the shard I like the fearless units :D
again I want the same powers prescience fortune misfortune
warlocks x10 on bikes
warlock powers I want protect for a 2+ armour save 10 rolls I should get it and conceal for a 2+ cover n fortune 2 make it a re-roll :D
attacks
36 attacks that hit on 4's so not as gd as the quins BUT these wound on 2+ and force massed saves with misfortune :D the average is
on average the warlocks will hit with 20-25 and wounding is off the charts as its 2+ with average of 20 wounds that's a decent conversion rate
I haven't turned this into actual wounds just a theoretical with both
now the seer council costs 740points
so ill be looking to add either a footdar list I may even add the seer council to my mechdar :D
clownbomb or seer council
so first off the clownbomb a unit of harlequins tooled up with their characters and rest equipped with harlequins kiss
to boost this unit I add
2 far seers(1 with shard) and a warlock the farseers will be aiming for fortune forewarning and prescience this will get me a 4+ inv with a re-roll and re-rolls for combat then a 3+ cover for area terrain
the warlock will have conceal to improve the cover saves of the unit
so how surviveable are they well this depends on where they are and if u get veil of tears of as this reduces the range to 4-24"
the average should be 14-16" which means turn1 ur safe turn 2 should still be safe unless they move closer to shoot but that puts u closer to charging :D
with a 4+ inv if u get it and re-rolls if u get it on 6 dice ull pass 50% saves its even higher in cover :)
on the charge the unit with re-rolls is pretty devastating VS marines as a staple
9 attacks from the farseers/warlock
41 attacks from the unit with WS5 is an average of 5 misses with an average of 12-15 wounds with more normall wounds than rending
the total points for this unit is 551points
now the seer council is an iconic unit that has been used since 4th ed eldar were kicking around then and their still here but with random powers the ummf may or may not be their lol
so the unit
2 farseers this time on bikes and again 1 with the shard I like the fearless units :D
again I want the same powers prescience fortune misfortune
warlocks x10 on bikes
warlock powers I want protect for a 2+ armour save 10 rolls I should get it and conceal for a 2+ cover n fortune 2 make it a re-roll :D
attacks
36 attacks that hit on 4's so not as gd as the quins BUT these wound on 2+ and force massed saves with misfortune :D the average is
on average the warlocks will hit with 20-25 and wounding is off the charts as its 2+ with average of 20 wounds that's a decent conversion rate
I haven't turned this into actual wounds just a theoretical with both
now the seer council costs 740points
so ill be looking to add either a footdar list I may even add the seer council to my mechdar :D
while the cats away
the mice have been mega busy on projects my goal is to have both done for the end of the year and today im making a massive dent in that i still have lots to do but so far to day ive
sprayed loads of wyches and warriors
made n sprayed a jetseer and 2 bikes
finished sprayin 11 reavers
done the last 2 ravager sponsons
put the arms on the wraithknight
for the rest of the day ill have
sprayed 2 more venoms
finished off 2 venoms
sprayed 2 raiders
converted up 5 warp spiders with bases and sprayed them
base and spray wraithguard
re-spray my eldar bikes
base and spray some beasts
this will leave me with this left 2 do over all
finish converting a baron
finish beasts handlers
base 8 razorwings
then spray them all
then 2 fully finish the armies ready for painting i need 2
fully convert 15 warp spider base n spray
build n spray 6 more reaver jetbikes
spray n base crimson hunter
then that's both armies completed I also have 2 magnetize the sails on all the dark elder ships as well lol n then im really done but im hoping to get these fiddly bits done by the of april so I cant start painting in may time. the bonus is everything is the same colour for both armies so I can do large batches at a time
sprayed loads of wyches and warriors
made n sprayed a jetseer and 2 bikes
finished sprayin 11 reavers
done the last 2 ravager sponsons
put the arms on the wraithknight
for the rest of the day ill have
sprayed 2 more venoms
finished off 2 venoms
sprayed 2 raiders
converted up 5 warp spiders with bases and sprayed them
base and spray wraithguard
re-spray my eldar bikes
base and spray some beasts
this will leave me with this left 2 do over all
finish converting a baron
finish beasts handlers
base 8 razorwings
then spray them all
then 2 fully finish the armies ready for painting i need 2
fully convert 15 warp spider base n spray
build n spray 6 more reaver jetbikes
spray n base crimson hunter
then that's both armies completed I also have 2 magnetize the sails on all the dark elder ships as well lol n then im really done but im hoping to get these fiddly bits done by the of april so I cant start painting in may time. the bonus is everything is the same colour for both armies so I can do large batches at a time
Friday, 21 March 2014
autarchs multipurpose CC units
so for the first time I tried an autarch and their great the set up I used was:
autarch
warp spider generator
shard of anaris
phoenix gem
death spinner
banshee mask
this comes to 165 points n makes the unit fearless that he joins banshee masks means the can take on other high I units like elder dark elder and nids
the death spinner means he can join in with the fire and a full unit of 10 kicks out 23 shots
the shard makes the unit fearless and in combat he gets 2+ str rending and in a challenge he gets ID and fleshbane so very gd and phoenix gem means when he dies he has a chance to come back with 1 wound
their equipment list means they can join nearly every unit to boost their potential or they can be made unit a super single man death star with
bike
laser lance
shard
mantle
phoenix gem
this gives a fearless autarch re-rolling 2+ cover save and when he charges str8 ap3 with rending :D
not as the warlord they can be played very aggressively a unit that is well worth looking into
autarch
warp spider generator
shard of anaris
phoenix gem
death spinner
banshee mask
this comes to 165 points n makes the unit fearless that he joins banshee masks means the can take on other high I units like elder dark elder and nids
the death spinner means he can join in with the fire and a full unit of 10 kicks out 23 shots
the shard makes the unit fearless and in combat he gets 2+ str rending and in a challenge he gets ID and fleshbane so very gd and phoenix gem means when he dies he has a chance to come back with 1 wound
their equipment list means they can join nearly every unit to boost their potential or they can be made unit a super single man death star with
bike
laser lance
shard
mantle
phoenix gem
this gives a fearless autarch re-rolling 2+ cover save and when he charges str8 ap3 with rending :D
not as the warlord they can be played very aggressively a unit that is well worth looking into
Monday, 17 March 2014
warp spiders tactics
so I know warp spiders are gd as ever the maths speaks for itself but I made a slight error in judgement (ie didn't their rules properly)
here is another steller tactics article featuring warp spiders Ive bin meaning to add these to my list and the now have a double feature
warp spiders x8
exarch
fast shot
warp spiders x7
exarch
fast shot
so what can warp spiders do?
well firstly their very fast n move 6"+2d6 +d6" run with fleet in the movement phase +12" range for their guns that's an average of 29" on average for threat range
also 3+ armour which is great for eldar and mitigates the T3
next str6 basic weapons wound most things on 2+ with 2 shots each means their is a decent volume which gets better VS i3 or less with a +1 str and rolls of 6's are ap1 this means they'll shred tanks and troops as be a pain for heavy troops as well
a unit of 10 with an exarch with fastshot costs 215 that gets you 21 shots its a bargain also the large volumes of shots will help take down flyers
their are 2 ways to use these units
firstly u can deep strike them and aim for the first threat on the board this can be a MC or a tank for first blood etc etc
or they can be kept on the board n move up when ready to counter then be defensive to protect tanks objectives and scoring units
ways to beef them up adding an autarch with shard of anaris spider jump pack and death spinner makes a fearless unit that u can be really aggressive with them u can also add phoenix gem to make the autarch more annoying lol
here is another steller tactics article featuring warp spiders Ive bin meaning to add these to my list and the now have a double feature
warp spiders x8
exarch
fast shot
warp spiders x7
exarch
fast shot
so what can warp spiders do?
well firstly their very fast n move 6"+2d6 +d6" run with fleet in the movement phase +12" range for their guns that's an average of 29" on average for threat range
also 3+ armour which is great for eldar and mitigates the T3
next str6 basic weapons wound most things on 2+ with 2 shots each means their is a decent volume which gets better VS i3 or less with a +1 str and rolls of 6's are ap1 this means they'll shred tanks and troops as be a pain for heavy troops as well
a unit of 10 with an exarch with fastshot costs 215 that gets you 21 shots its a bargain also the large volumes of shots will help take down flyers
their are 2 ways to use these units
firstly u can deep strike them and aim for the first threat on the board this can be a MC or a tank for first blood etc etc
or they can be kept on the board n move up when ready to counter then be defensive to protect tanks objectives and scoring units
ways to beef them up adding an autarch with shard of anaris spider jump pack and death spinner makes a fearless unit that u can be really aggressive with them u can also add phoenix gem to make the autarch more annoying lol
Saturday, 15 March 2014
eldar list finalised
so iv bin testing a few combos and have finally found the list I think will work at 1500 for throne of skulls.
HQ
farseer
jet bike
mantle
troops
avengers x5
serpent
holofield
scatter laser
shuriken canon
x3 units
FA
spiders x8
exarch
fastshot
spiders x7
eaxarch
fast shot
HS
wriathknight
fire prism
I think this list covers near enough all the bases my next problem is anti flyer as I have no actual flyer
but twin linked spiders should take out a flyer ill have to roll some dice n play some test games
HQ
farseer
jet bike
mantle
troops
avengers x5
serpent
holofield
scatter laser
shuriken canon
x3 units
FA
spiders x8
exarch
fastshot
spiders x7
eaxarch
fast shot
HS
wriathknight
fire prism
I think this list covers near enough all the bases my next problem is anti flyer as I have no actual flyer
but twin linked spiders should take out a flyer ill have to roll some dice n play some test games
Monday, 10 March 2014
new nids secret weapons :D
well well well gw adds insult to injury with the first data slate which was shocking their was some interesting ideas but none of the formations were any good.
and then gw pulls out the skyblight swarm formation BOOM! that's what im taking bout endless swarm loads more flyers and gargoyles are troops and they can capture even if contested it makes for a very fast army its what nids have really needed.
and then living artillery formation more big heavies added to the army with warriors now serving some function to give preferred enemy to exocrines and biovores.
now with these additions nids can take on the big boys at the top the problem is its not obvious their is no 1 click unit or trick it takes hard work n skill although either formation will help loads so lets take the list n add a formation
HQ
flyrant
flyrant
flyrant
elites
venomthrope x2
Troops
gargoyles x10
gargoyles x10
gargoyles x10
termaguantsx30
tervigon
warriors
canon
FA
crone
crone
HS
t. fex
exocrine
exocrine
now im not sure on points but 5 FMC and 4 normal MC that's lots of heavy duty as well as lots of bodies so now nids are looking pretty strong u can even change up the fast for a slow heavy walking list.
so try out the new formations their well worth it
and then gw pulls out the skyblight swarm formation BOOM! that's what im taking bout endless swarm loads more flyers and gargoyles are troops and they can capture even if contested it makes for a very fast army its what nids have really needed.
and then living artillery formation more big heavies added to the army with warriors now serving some function to give preferred enemy to exocrines and biovores.
now with these additions nids can take on the big boys at the top the problem is its not obvious their is no 1 click unit or trick it takes hard work n skill although either formation will help loads so lets take the list n add a formation
HQ
flyrant
flyrant
flyrant
elites
venomthrope x2
Troops
gargoyles x10
gargoyles x10
gargoyles x10
termaguantsx30
tervigon
warriors
canon
FA
crone
crone
HS
t. fex
exocrine
exocrine
now im not sure on points but 5 FMC and 4 normal MC that's lots of heavy duty as well as lots of bodies so now nids are looking pretty strong u can even change up the fast for a slow heavy walking list.
so try out the new formations their well worth it
Sunday, 9 March 2014
new nids slightly improved
so iv been watching loads of battle reports and played against them 3 times now with my eldar and here are my findings
from the battle reports what iv said is in the previos blog the core nid list looks like this
HQ
flyrants
devs
x2
Elites
venomthropes (2)
Troops
gaunts x30
tervigon
FA
crone
HS
exocrines
t.fex
the main tactic now is stay out of range if possible the t.fex with FNP is very hard to kill even with re-rolling successfull saves which makes him a great choice for nid players and a key unit to support by hiding venomthropes behind him and some synapse.
the exocrines are a priority unit with ap2 large blast or 6 shots theyll be moving/shooting or moving running to get into position. i found that if they stack up they can down a large target or annoy light tanks.
as synapse is so vital now start to them down fast!! the army does crumble quite quickly the bigger creatures can survive at ldship8 but the lower dugs at ldship5 have a really hard time.
i have seen a nids list similar to the above beat tau riptide list the ap2 once in range is devastating.
from the battle reports what iv said is in the previos blog the core nid list looks like this
HQ
flyrants
devs
x2
Elites
venomthropes (2)
Troops
gaunts x30
tervigon
FA
crone
HS
exocrines
t.fex
the main tactic now is stay out of range if possible the t.fex with FNP is very hard to kill even with re-rolling successfull saves which makes him a great choice for nid players and a key unit to support by hiding venomthropes behind him and some synapse.
the exocrines are a priority unit with ap2 large blast or 6 shots theyll be moving/shooting or moving running to get into position. i found that if they stack up they can down a large target or annoy light tanks.
as synapse is so vital now start to them down fast!! the army does crumble quite quickly the bigger creatures can survive at ldship8 but the lower dugs at ldship5 have a really hard time.
i have seen a nids list similar to the above beat tau riptide list the ap2 once in range is devastating.
Nids new and unimproved
firstly this was goingto be a one off when the codex came out but im quite late!! so itll be a small series going thru
initial codex review
games vs new nids
new formations
so the codex its self isnt that bad really gw made quite a few blunders as they normally do first major blunder was taking biomancy away from nids that was pretty stupid.
the next blunder was not giving them eternal warrior in synapse again lol
the next was making synapse far to important with no realy way to then protect those units (ie no biomancy) bcoz once a synapse creatures dies the army starts to crumble
pyschic powers arent that bad really but not great their is no real stat modifier at all for T BUT the gem is catalyst FNP on psyker + a unit so combo it with shroding its looking better AND pychic scream its a 4/5 in the table but still its their lol :D
but all is not lost!!!!!
their are some new gribblies and some re-writes that really shine
first up is the venomthrope gives shrouded to units within 6" thats a 5+ cover to fearless units in the open or a massive 2/3+ in some kind of cover makes even the worst bugs more durable.
next is the crone str8 vector strike and haywire missiles mmmmm nom nom :D
the mawloc is now str6 ap2 ignore cover and 2 goes at terror from the deep before mishap add that to a lictor who can help them snipe out key targets its a juicy lil combo
exocrines are the bomb diggity with 40k mainly about the shooting game nids really need 2 step up and this bad boi does just that ap2 6 shots at 24" on the move or +1 BS standing still and a large blast they are deffinately a pain !!!
so a basic list for new nids has mainly stayed the same
HQ
flyrant
wings
double devourers
add hive commander if u will be running lots of outflanking units
elites
a unit of 2/3 venom thropes for the shrouding bubble
now u can choose lictors for the mawloc combo
or hive guard
or zoanbhropes for more pyschic powers
troops
its still all about tervigons and gaunts
warriors are usefull for back field objectives and the living artillery foramtion but thats it!
stealers are still crap
FA
here the main choice is harpy or crone id deff take crone all the time
other options are gargoyles for skybligh formation
HS
here is where its all happening for nids main choices are
mawlocs
exocrines
t. fex
dakka fexes
initial codex review
games vs new nids
new formations
so the codex its self isnt that bad really gw made quite a few blunders as they normally do first major blunder was taking biomancy away from nids that was pretty stupid.
the next blunder was not giving them eternal warrior in synapse again lol
the next was making synapse far to important with no realy way to then protect those units (ie no biomancy) bcoz once a synapse creatures dies the army starts to crumble
pyschic powers arent that bad really but not great their is no real stat modifier at all for T BUT the gem is catalyst FNP on psyker + a unit so combo it with shroding its looking better AND pychic scream its a 4/5 in the table but still its their lol :D
but all is not lost!!!!!
their are some new gribblies and some re-writes that really shine
first up is the venomthrope gives shrouded to units within 6" thats a 5+ cover to fearless units in the open or a massive 2/3+ in some kind of cover makes even the worst bugs more durable.
next is the crone str8 vector strike and haywire missiles mmmmm nom nom :D
the mawloc is now str6 ap2 ignore cover and 2 goes at terror from the deep before mishap add that to a lictor who can help them snipe out key targets its a juicy lil combo
exocrines are the bomb diggity with 40k mainly about the shooting game nids really need 2 step up and this bad boi does just that ap2 6 shots at 24" on the move or +1 BS standing still and a large blast they are deffinately a pain !!!
so a basic list for new nids has mainly stayed the same
HQ
flyrant
wings
double devourers
add hive commander if u will be running lots of outflanking units
elites
a unit of 2/3 venom thropes for the shrouding bubble
now u can choose lictors for the mawloc combo
or hive guard
or zoanbhropes for more pyschic powers
troops
its still all about tervigons and gaunts
warriors are usefull for back field objectives and the living artillery foramtion but thats it!
stealers are still crap
FA
here the main choice is harpy or crone id deff take crone all the time
other options are gargoyles for skybligh formation
HS
here is where its all happening for nids main choices are
mawlocs
exocrines
t. fex
dakka fexes
alpha strike dark eldar v1
iv been watching loads of battle reports lately with an elder dark elder alpha strike list, which cud b quite useful vs tau eldar taudar. Eldau guard and neurons as these armies can still bring the hurt as well.
Dark eldar have always been the first in alpha striking armies venoms with lots of splinter canons and dark lances means they'll tear thru most armies pretty quickly but they won't win the war of attrition. The best way to get the alpha strike is baron and vect but that's 345 before any thing else is added but what u do get is +1 to table sides then a +4 to steal the initiative so u have better odds of gettin the best deployment zone then take first turn is a 50/50 gamble so set up slightly defensively
U can take just baron or vect for either and they'll work fine to save points. But what I like is the addition of eldar. As their battle brothers I can beef up the output of the ravagers while having the elders durable tanks to hide behind and add their fire power to take down flyers or light vehicles
For a list I'd be looking at something like this
Hq
Baron
Heamonculus
Troops
Wracks x3
Venom
Splinter canon
Night shields
X2 units
Fa
Beasts
Birds x6
Dogs x10
Hs
Ravager
Night shield
Flicker field
X3 units
Allies
Hq
Fraser
Bike
Mantle of the laughing god
Elites
Fire dragons x5
Serpent
Holo fields
Scatter laser
Shuriken canon
Troops
Avengers x5
Serpent
Holo fields
Scatter laser
Shurikan canon
X2 units
Fa
Crimson hunter
Exarch
Hs
Wraith knight
Tactics
I haven't finished this list yet or worked out the points but I'll skim it down to 1500 if possible. The wave serpents will be out front and partially hidden to improve their cover save the dark eldar will be behind hiding to make them harder to hit. The wraith knight will start behind cover then move up and be used as a fire magnet to keep the vehicles alive the beasts will do the same with
2 fast units moving up I should be able to keep my vehicle alive. Then each part of the army will have it own roles
beasts wraithknight are fire magnets
serpents take out light vehicles av10-12
ravagers and wriathknight go for high av and lords of war
venoms take out wraithknights nids etc
the fire dragons will also go for high av and lords of war
possible alterations
at this point im not really sure what id change id like to add some bikes but well see how the beasts play first. ill do a v2 when i have both codex's with me.
Dark eldar have always been the first in alpha striking armies venoms with lots of splinter canons and dark lances means they'll tear thru most armies pretty quickly but they won't win the war of attrition. The best way to get the alpha strike is baron and vect but that's 345 before any thing else is added but what u do get is +1 to table sides then a +4 to steal the initiative so u have better odds of gettin the best deployment zone then take first turn is a 50/50 gamble so set up slightly defensively
U can take just baron or vect for either and they'll work fine to save points. But what I like is the addition of eldar. As their battle brothers I can beef up the output of the ravagers while having the elders durable tanks to hide behind and add their fire power to take down flyers or light vehicles
For a list I'd be looking at something like this
Hq
Baron
Heamonculus
Troops
Wracks x3
Venom
Splinter canon
Night shields
X2 units
Fa
Beasts
Birds x6
Dogs x10
Hs
Ravager
Night shield
Flicker field
X3 units
Allies
Hq
Fraser
Bike
Mantle of the laughing god
Elites
Fire dragons x5
Serpent
Holo fields
Scatter laser
Shuriken canon
Troops
Avengers x5
Serpent
Holo fields
Scatter laser
Shurikan canon
X2 units
Fa
Crimson hunter
Exarch
Hs
Wraith knight
Tactics
I haven't finished this list yet or worked out the points but I'll skim it down to 1500 if possible. The wave serpents will be out front and partially hidden to improve their cover save the dark eldar will be behind hiding to make them harder to hit. The wraith knight will start behind cover then move up and be used as a fire magnet to keep the vehicles alive the beasts will do the same with
2 fast units moving up I should be able to keep my vehicle alive. Then each part of the army will have it own roles
beasts wraithknight are fire magnets
serpents take out light vehicles av10-12
ravagers and wriathknight go for high av and lords of war
venoms take out wraithknights nids etc
the fire dragons will also go for high av and lords of war
possible alterations
at this point im not really sure what id change id like to add some bikes but well see how the beasts play first. ill do a v2 when i have both codex's with me.
Friday, 21 February 2014
current eldar list
so iv finally got an elder list I can play at 1500pts
HQ
spirit seer
Troops
wraithguard
wave serpent
holofield
scatter laser
dire avengers x5
wave serpent
holo fields
scatter laser
shuriken canon
x3
bikes x3
fa
crimson hunter
HS
fire prism
holo fields
fire prism
holo fields
so iv tried out the list n I think to improve the effectiveness of both the prisms I cud use a far seer on bike and the crimson hunter cud be an exarch.
I also have a wraithknight as well that I can swop in instead of the prisms
I would also like a few more FA units so I can take more objectives but well see
I now have all the army built as well as my dark eldar so once I have a case ill look at making an allies list
HQ
spirit seer
Troops
wraithguard
wave serpent
holofield
scatter laser
dire avengers x5
wave serpent
holo fields
scatter laser
shuriken canon
x3
bikes x3
fa
crimson hunter
HS
fire prism
holo fields
fire prism
holo fields
so iv tried out the list n I think to improve the effectiveness of both the prisms I cud use a far seer on bike and the crimson hunter cud be an exarch.
I also have a wraithknight as well that I can swop in instead of the prisms
I would also like a few more FA units so I can take more objectives but well see
I now have all the army built as well as my dark eldar so once I have a case ill look at making an allies list
Friday, 31 January 2014
bin sensible !!!
usually I by things throughout the year paint them up and repeat. this year i'm doing it different I'm buying all my stuff during the winter months then ill prep it when it starts to get warmer ready for it all to be painted in summer autumn.
for my dark eldar iv plugged a few of the gaps that they have currently had by adding eldar with 2 wave serpents and a crimson hunter these can be used to snipe the guard tanks more successfully and do more damage the flyer is also better than the dark eldar 1 so that's y its in
im also having a 3 wave serpent list with wraithknight as a primary force for dark eldar allies OR tau allies
the final list of models is to re do a deamons army pure tzeentch
for my dark eldar iv plugged a few of the gaps that they have currently had by adding eldar with 2 wave serpents and a crimson hunter these can be used to snipe the guard tanks more successfully and do more damage the flyer is also better than the dark eldar 1 so that's y its in
im also having a 3 wave serpent list with wraithknight as a primary force for dark eldar allies OR tau allies
the final list of models is to re do a deamons army pure tzeentch
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