Monday, June 19, 2017

First Game of 8th Flesh Tearers







































Had my first game of 8th 40k last Saturday against the Guard, man it was fun.  I put the Eldar aside for just a little bit as the Tearers are nearly completed as a painted army.  I finished re-basing the entire army and now have a three colour min on every model.  The commission for my tanks and death company from Frontline Gaming makes for one sharp looking army.  The list I ran is as follows (with one exception - I had equipped two heavy flamers on the dreadnought and the company vets were stock with one powerfist):







































The rhino rush is back!  Seth was a beast of a beat stick as well as a great force multiplier with his area reroll buffs.  First turn the three rhino's pushed into the enemy deployment zone while the stormraven pushed a flank.  I deposited the missile launcher tac squad in my back field and moved up mid field on the flanks with my Baal preds  My opponents turn one saw two of my rhino's destroyed but they absorbed the entirety of the Guard's fire power.  Turn two saw me crush face.  The deathcompany exploded from their rhino with +1 strength from priest and reroll hits (I failed both psychic tests for 4++ save and +1 attack).  The dreadnought charged and wiped out a Russ and started causing havoc with his gun line.  My two tac squads were tied up in combat with his assaulting chimera's and did little.

The real MVP were my tanks.  While the damage output of the Baal preds was a bit underwhelming, being able to assault and tie down large portions of my enemy paid off in spades.  I made changes to the list so that the army will be WYSIWYG.  While 2 heavy flamers on the dread is better than equipping the melta gun and storm bolter I did not want to hack up the model to make changes (it is another model well painted by frontline).  Not too discouraged by running the melta gun: as the unit proved to be a really good at anti armour.  Plus with the freed up points I was able to equip the Vet squad all with plasma pistols (I gave the sergeant a plasma and a bolt pistol in honour of Cypher).

Over all the army plays well, it is very aggressive in your face which I think is a fun way to play this game.  I need to touch up the vet squad with the remodeling to plasma pistols and finish painting up my priest and banner bearer.  Otherwise the army is complete and gtg for 2k points.  I think this is the first time I'm playing with a fully painted army.  I should have the last bits done this week, then its back to painting up my wraithguard.

Saturday, June 10, 2017

Wave Crush: 2000 Point Ynnari 8th Edition List
























Watched a couple of battle reports and had some more time to digest the new rules for 8th.  Came up with a 2000 point list that I think will be very strong for new edition.  A nice bonus is that the army is few in models and well on the way to being painted.  Its only one Vanguard Detachment but I think there is a ton of built in synergy that only having 4 command points won't be too debilitating.

Vanguard Detachment:

HQ:
Spiritseer
Warlock - witch blade

Elites:
2 x 5 Wraithguard - wraithguns, wave serpent,  vectored engines, star engines
5 Wraithguard - d-scythes, wave serpent, vectored engines, star engines
5 Wraithblades - axes, shield, wave serpent, vectored engines, star engines

Heavy:
Night Spinner - shuriken cannon, crystal targeting matrix

Flyer:
Crimson Hunter: crystal targeting matrix

Total Points: 2000
Total Wounds: 140
Total Command Points: 4

Potential Shots a Turn:
10 x strength 10, -4ap, d6 damage
5-15 x strength 10, -4 ap, 1 damage
2 x strength 8, -4 ap, d6 damage
2 x strength 8, -3 ap, 3 damage
2d6 x strength 7, ap0 (-4 ap on wound roll of 6), 2 damage
39 x strength 6, ap0 (-3 ap on wound roll of 6), 1 damage
4d3 one time mortal wound shots (plus smite from warlock and spiritseer)

Really low model count but everything hits really really hard.  The wave serpents move/advance 13 + 2d6 inches a turn putting 20 wraithguard down my opponents deployment zone for turn two.  The serpents are tough being -1 to hit and reducing all damage by 1 with 13 wounds at toughness 7 with a 3+ save.  I suspect one or two serpents likely with die by end of turn one but they will absorb a ton of fire power.  If a wave serpent is destroyed, then I can place the wraithguard unit on table, remove the serpent then soul burst the wraithguard squad.  I love it!

The Night Spinner will stay out of sight in my deployment zone thinning down hoards or putting wounds on light vehicles.  It's mobile enough to score objectives in my zone as needed.  The Crimson Hunter is a distraction unit that will hunt monsters, medium vehicles and flyers.  It cannot be ignored as it hits on 2's and wounds tough 7 and less on a 3+.  Rerolling wounds against units with fly type is icing on the cake.  It is also extremely fast to grab hard to reach objectives for points as needed.

The real meat and potatoes are the wraith units.  They just seem boss.  Three wound models that cannot be tied in combat with a leadership 9 makes for a heck of a solid core to build around.  I've a nice spread of wraith units to help deal with whatever army I may face.  I will likely save my command points for re-rolls on shooting the d-scythes.  The Wraithblades are there to tar-pit elite units and or super heavy walkers.  The Spiritseer will run with this squad giving them +1 to hit and re-rolls on hit rolls of one.  The Warlock will try and stay as central in the meatball of wraithguard to cast conceal.

I think having only 6 models to put down turn one will more times than not give me first turn.  I foresee a lot of wave serpents crushing into assault with pile in moves to tie up major parts of my opponents army to reduce incoming fire to the wraith units.  Over all I think its going to be a rock solid army that is fast, tough, and hits hard both against hordes and tough units.  Really looking forward to getting a game in to test it out.

Monday, June 5, 2017

1850 Eldar Iyanden 8th Edition























I've had some time to digest the leaked rules and put a list together I want to try out (hopefully this Wednesday).

Vanguard Detachment:

HQ:
Spiritseer

Elite:
2 x 5 Wraithguard - wraithcannons
5 Wraithguard - d-scythes, wave serpent (underslung shuriken cannon, twin link shuriken cannons

Troops:
2 x 10 Defender Guardians - scatter laser

Heavy:
Wraithlord - sword
Wriathlord - 2 starcannons

Super Heavy Auxiliary Detachment:

Wraith Knight - sunncannon, scatter shield

Total Points: 1850
Total Units: 9
Total Wounds: 130

So I'm hoping an Eldar wraith army will work this edition.  Really like the wraithguard on paper.  A loss of toughness but an increase in wounds seems like an overall buff.  But because of the increase in points they may not be the most efficient choice now even though they effectively have hit and run.  I think the way to run them is as ynnari.

The plan with the above list is to run the spiritseer up the middle of the board behind the swordlord and two basic wraithguard squads as an anvil.  The d-scythes and wraithknight will push a flank and act like a hammer.  The 2 starcannon wraithlord will stay back and protect my guardian squads.  It's a low model count but has a high wound total.

Placement of the spirit seer is key as he provides a nice buff, army wide, against enemy units within 6 inches of him.  I plan to play very aggressively pushing him deep into the enemy.  He will also be buffing 40 wounds worth of wraith units with conceal.  The wraithknight seems like too many points but I really feel like I need to include if I want to keep the iyanden theme.  I picked the suncannon because I want the 5++ save and don't want to be forced into assault all the time.

Its a slow army and I might just get shot off the table.  I like the look of it though and I hope it can hold its own in the new addition.

Monday, May 29, 2017

First 8th Edition Eldar Battalion Detachment Nearly Completed...
























Nearly done my first detachment that will net me 6 command points.  Farseer with singing spear, Spiritseer, Guardian squad with to be determined heavy weapon and 2 x 5 man Avenger squads.  The Avengers are nearly done, cleaning up and finishing a squad that I had started back when the 6th edition Eldar codex dropped.  Paint wise:

Blue:
-Layer of Alaitoc Blue over existing paint job
-Highlight of Hoath Blue.
-I may end up painting the face plates blue or clean up and highlight the black.

Guns:
-Plan to paint the brown strips with a layer of Ushabti Bone and Screaming Skull highlights to keep consistent with the defender squad catapults.
-Will keep the black bits black to help tie in with future wraithguns.  I'm going to try deep blue highlights on the black bits.

Yellow:
-I plan to go over yellow frills on helmit and sash with agrax wash, Yriel yellow with Dorn Yellow highlights.

Red:
Eyes and soul stones same as defender squads.

Once the Avengers are completed its time to paint up some wraith guard.  The goal is to get 2 regular 5 man wraith squads done.  Moving on from there I will either paint a wraith lord or 3rd wraithguard(blade) squad of some sort.

I'm hoping I can take single Warlock seer councils to act as my hq choice moving forward.  That way I can better up my command point totals with vanguard and spearhead detachments .  I'm also inclined to paint up the plastic Autarch with sword, hawk wings, fusion pistol, mandiblaster and wings as an additional HQ choice.  I have a feeling that the Autarch will provide an extra command point to a battleforged army due to the fluff. Plus I anticipate the Autarch being able to charge into combat: dish out some mortal wounds with the mandiblaster, jam a melta pistol in someones face, and fly out of combat with the wings.

Thats all for now.




Wednesday, May 24, 2017

First squad for 8th edition completed


























First squad is done and time to move on to another unit.  Over all a bit sloppy and plenty of room for improvement, but table top worthy.  Not to sure on the base colour used.  Think next unit I will go with a less redish brown.  Guns are ok but I'm wondering if I should have gone black with blue highlights.  I really need to work on my edge highlighting, but that is what the next unit is for.

Colours used:

Guns/Wraithbone: karak stone base, agrax earthshade shade, ushabti bone highlight.
Base: stirland mud, eldar flesh dry brush, agrax wash.  Doombull brown for bottom ring.

Wednesday, May 17, 2017

8th Edition Iyanden Combat Patrol







































I can't believe I've started painting again.  Man its been awhile.  8th edition has me fired up.  I put together 500 points of Iyanden (points likely to change with 8th) using a combat patrol detachment. Bring on the new edition!

Hobby wise, I've come up with a paint plan for my yellow.  Need to write it down here in case I need to come back to it down the road.

Yellow Armour:

1) Prime white
2) Prime yellow army builder spray
3) Outline model with agrax earthshade
4) Layer yellow with yriel yellow
5) Highlight with dorn yellow

Blue Bits:

1) 2 thin layer's of alaitoc blue
2) Edge highlight hoeth blue

Gun:

1) Heavy wash of agrax earthshade

Eyes and Gems are red but I need practice on these bits.  Not sure what method yet to employ.  Blue bits need some work on highlights and shading.  Also I need to figure out a good highlight for the guns that pull the colour away from yellow.  I like the heavy wash over the yellow primer as it looks like a nice organic brown (which is good for wraithbone I think).  Finally I plan to base models with Stirland texture paint.  Not sure on wash or highlights for base yet.


Thursday, February 23, 2017

Iyanden Ynnari Warhost























Wow over a year from my last post... well what can I say it's been awhile.  So new Aeldari book equals a fresh look at my Iyanden army that one day will be complete.  Here is the list:

Ynnari Warhost:
HQ:
Single Warlock Council - Singing Spear

Troops:
2 x Guardian Squads

Elite:
5 Wraithguard - D-Scythes, Wave Serpent

Wraith Host Formation:
Spirit Seer
5 Wraith Axes
2 x Wraithguard - D-Guns
Wraithlord - 2 flamers, wraithsword
Wraithknight - Suncannon

Total Points: 1500

So the idea is to lead the charge with the guardian squads and my lone wolf warlock, to provide cover saves and trigger soul bursts.  Behind them are the two foot slogging wraith guard squads along with the wraithlord that will push forward with extra moves from the soul burst ability.  behind them is my wraithblades escorting my spirit seer.  The spirit seer will roll/reroll on the Ynnari warlord traits table. If I get to pick my powers I'm not sure what I would go for.

The Wraithknight will pop around filling in gaps as required and trying to stay in 18 inch range of the spirit seer to stay twin linked.  I equipped the wraithknight with a suncannon for the invul save as well as a better chance to deal with horde style armies.  I may switch to the sword though and try for first turn charges.  If I take santic powers on my warlock, I can try and kill him off with peril's.  That would give the wraith knight a potential charge range of 26-36 inches right out of the gate.

The wraith guard with d-scyths don't really benefit from being in the formation (unless the wraithguard units get battle focus - I don't think they do) so they are taken in the normal cad.  They push a flank and do their thing.  Though I don't want them out pacing the army too much so as to leave them out of the 7 inch soul bursting range.

The army is essentially built but for some bits and bobs for the guardians.  I can focus on a three colour min fairly easily I think.  Then again it may be another year before I look at 40k.