Jump to content

Munkie

Members
  • Content Count

    5,210
  • Joined

  • Last visited

  • Days Won

    27

Munkie last won the day on June 4

Munkie had the most liked content!

About Munkie

  • Rank
    Fanatic

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. The effects are so dated now that there is a comical air to them and the cautionary tale of nuclear proliferation is largely lost on children. They aren't aimed at children, but, speaking as a former child, they're awesome! I'd show my hypothetical children the new one too. They're gonna learn the Kirkland Salute (what my family calls the middle finger) sometime anyway. Hopefully they'd not show off what they learned on the playground, but you hypothetically cross these bridges.
  2. I've played none enough D&D to have exactly one d12 sitting around 😁 I'm in! Here's how it'll go. I'll whine constantly with "why back in my day"s, I'll make fun of myself for being such a whiny chump, I'll have a blast, it'll be obvious, but I'll never admit it. Because every gaming day needs a heel.
  3. I had the opposite reaction. I know Apoc was always a ponderous slog, but I also can't get excited about playing an entirely new game. I wouldn't play nearly enough to justify spending time to learn how this new game works. Pass.
  4. Looking good! My only issue is I hate patrol detachments. You could turn that into an outrider if you just go back and split up the bikes into 3 squads of 2. With Ynnari, there's not as much incentive to keep them lumped. If the plan was to use Ancestors Grace on them, you could just run the Autarch nearby and it would be the same thing. I like Unbind Souls to make your Ynnari extra deadly in close combat.
  5. Only free data sheets for units. You'll know what you can use at launch, you'll have to pay to figure out how they're used.
  6. Okay, I scratched out most of my above post because the army concept has changed significantly. First of all, I was becoming concerned that it could be annoying to determine matchups. It had so much haywire from the bikes that no knight player would willingly walk into that matchup. On top of that, the list is so fast that matches could end up being really lopsided. Either they've got the range and or speed to blow my fragile stuff up from afar, or they'll spend the entire game desperately trying and failing to chase me down while getting shot to pieces. Next, I looked at taking triple battalions as a lark. The Raiding Force (3 patrols for 4 CPs) is a laughably bad "formation" for Drukhari. One more HQ than a battalion for 1 fewer CP, yay! To mock how bad it is, I wanted to see what I could do with a jumped up version. It was actually pretty good, but I wasn't totally thrilled by the painting opportunities. With 9 troops choices and 6 HQs, it would start to get bland. Then the new Ynnari happened. I was mildly curious about Ynnari before, but I wasn't going to touch the double activation nonsense with a 10 foot pole. That's NPE in a can, and I wouldn't sully the OFCC with it. New Ynnari has me really excited. It's not top tier competitive, but it's fun, it's interesting, and it breathes new life into list construction. I like the niche they fill of assault focused eldar. Hoping to get the Old School achievement (AKA the "Congrats on owning Astra Millitarum" achievement), I thought I'd try out a Brigade. Building brigades in standard Drukhari is pretty much impossible. Wych Cults can't even do it--they have no access to heavy supports. Kabals can, but they have access to only 1 HQ, 1 troops choice, 1 fast attack, and 1 heavy support. The ONLY choice is what mix of the 2 elites you want to use. Very spammy. Very Boring. With Ynnari, I can mix kabals and wych Cults together, just like old school Dark Eldar. So silly achievement be damned, this feels like a very old school list! ++ Brigade Detachment +12CP (Aeldari - Drukhari) [107 PL, 2,000pts] ++ + No Force Org Slot + Detachment Attribute . Ynnari + HQ + Archon [4 PL, 76pts]: Huskblade, Splinter pistol Succubus [4 PL, 50pts]: Archite Glaive, Splinter pistol The Yncarne [17 PL, 337pts] + Troops + Kabalite Warriors [2 PL, 47pts] . 3x Kabalite Warrior . Kabalite Warrior with special weapon: Blaster . Sybarite: Splinter Rifle Kabalite Warriors [2 PL, 47pts] . 3x Kabalite Warrior . Kabalite Warrior with special weapon: Blaster . Sybarite: Splinter Rifle Kabalite Warriors [2 PL, 47pts] . 3x Kabalite Warrior . Kabalite Warrior with special weapon: Blaster . Sybarite: Splinter Rifle Wyches [2 PL, 49pts] . Hekatrix: Power sword, Splinter pistol . 3x Wych . Wych with Wych Weapon: Shardnet and impaler Wyches [2 PL, 49pts] . Hekatrix: Agoniser, Splinter pistol . 3x Wych . Wych with Wych Weapon: Shardnet and impaler Wyches [4 PL, 65pts] . Hekatrix: Agoniser, Splinter pistol . 5x Wych . Wych with Wych Weapon: Shardnet and impaler + Elites + Beastmaster [2 PL, 36pts]: Beastmaster's scourge Incubi [4 PL, 80pts] . 4x Incubi . Klaivex: Klaive Incubi [4 PL, 80pts] . 4x Incubi . Klaivex: Klaive + Fast Attack + Razorwing Flocks [2 PL, 24pts] . 2x Razorwing flock Razorwing Flocks [2 PL, 24pts] . 2x Razorwing flock Reavers [3 PL, 60pts]: Grav-Talon . Arena Champion . 2x Reaver Reavers [3 PL, 60pts]: Grav-Talon . Arena Champion . 2x Reaver Scourges [5 PL, 92pts] . Scourge with Special / Heavy weapon: Haywire blaster . Scourge with Special / Heavy weapon: Haywire blaster . Scourge with Special / Heavy weapon: Haywire blaster . Scourge with Special / Heavy weapon: Haywire blaster . Solarite: Shardcarbine + Heavy Support + Ravager [7 PL, 140pts]: Dark Lance, Dark Lance, Dark Lance Ravager [7 PL, 125pts]: Disintegrator cannon, Disintegrator cannon, Disintegrator cannon Ravager [7 PL, 125pts]: Disintegrator cannon, Disintegrator cannon, Disintegrator cannon + Dedicated Transport + Raider [5 PL, 81pts]: Disintegrator cannon, Shock Prow Raider [5 PL, 81pts]: Disintegrator cannon, Shock Prow Venom [4 PL, 75pts]: Splinter Cannon, Splinter Cannon Venom [4 PL, 75pts]: Splinter Cannon, Splinter Cannon Venom [4 PL, 75pts]: Splinter Cannon, Splinter Cannon ++ Total: [107 PL, 2,000pts] ++ Created with BattleScribe I've only got a couple practices games in at this point, but I'll be trying it at an ITC tournament at the end of the month. So far, I really like it. The Yncarne is an absolute blast, teleporting all around, causing mayhem, and making opponents make really difficult decisions. It's a hoot!
  7. Paint 40k or play 40k, this is the rule. Anybody want to help me avoid painting on Tuesday?
  8. I like this version a lot. If I were a nitpicking man (and I am, when it comes to my beloved Drukhari), I'd point out that multiple phantasm grenade launchers have diminishing value. It's an extremely rare case that reducing the leadership of 3 separate units is useful. It's usually marginally useful against 1 unit per turn, tops. Consider that PGL+shardnet/impaler costs the same as hydra gauntlets+agoniser. I'd make one shardnet squad (the large one) and make the other 2 pure damage dealers. Hydra+agoniser
  9. If you dropped the Hellions and the Shadowseer, and moved Yvraine to the Harlequin detachment, then you could take 3 squads of rangers (or guardians) and make that supreme command detachment into a 2nd Battalion. That nets you more CPs and saves you from having to jam an extra HQ in. Obviously the supreme command-->battalion would no longer be Ynnari though.
  10. Alternatively, if you do want to stick with true harlequins, I'd still suggest dropping the 2nd starweaver and use the points to get a 2nd Death jester (and 44 more points to upgrade bikes). This would allow you to run it as a vanguard detachment and just lump all 6 bikes into one squad. Large bike squads just synergize really well with the harlequin stratagems. Prismatic Blur (3++), The Hundred Swords of Vaul (redeploy before the game begins), and Lightning Fast Reactions (-1 to be hit for phase) are all very good on a large, expensive squad. I'd also then consider switching to Dreaming Shadow. The morale thing is meh, doesn't help you really. But bikes dying and firing haywire cannons is nasty. Also, it gives you access to the relic Curtainfall for one of your jesters. I think it's hands down the best relic. Especially because the dreaming shadow stratagem An Example Made turns each hit into 2. If you fire shrieker mode into infantry, it does 2 str 7, AP -3 hits. For each of those that kill a model, they take D3 wounds and their leadership drops by 2. I'd also recommend the Shards of Light psychic power for the shadowseer. Because if you pile that, a phantasm grenade launcher, and the shadowseer's hallucinogen grenade launcher onto the same unit Curtainfall is shooting, you're talking about 2 dead+4D3 mortal wounds and an auto-fail morale test unless they spend 2 CP. Or Curtainfall makes a potent vehicle hunter, heavy infantry killer, or character sniper with the Shrieking Doom stratagem. 3 Str 8 shots, AP -2, Damage D3. Play both stratagems together for up to 6 of those hits! If they manage to kill him, on a 4+ that bad boy fires again 😈 Hope my rants help!
  11. I like what you've got going on here, for the most part, but the harlequin detachment seems fairly confused. Zephyrglaives are great and star bolas are not. Keep in mind, since a star bola is technically a grenade, only one model may throw one AND they may not fire another weapon if they do. So you've got a lot of mixed guns and no close combat ability. Also, I'm not sure what the 2nd Starweaver is there to do. Is it just for the death jester and solitaire? I'd drop the 2nd Starweaver and deck out those bikes properly-- all with haywire and glaives. If you are curious about Ynnari, the harlequin detachment would be a great choice. IMO, the shadowseer doesn't do much unless he's accompanying a large, footslogging squad. His aura, and his psychic powers all lend themselves to that. I've also struggled with masque forms when it comes to building harlequins. They're easy if you're going all in on one type of unit, but as you mix units into one list, choosing the best masque form gets harder and harder as it'll inevitably compliment some units well, and do almost nothing for others. Midnight sorrow, for instance, does almost nothing for your bikes (as constructed) as they'll be shooting, not getting into combat. I'd suggest Yvraine instead of a shadowseer. She's only 7 points more and gives that detachment a lot more focus. Strength from Death is great for harlequins because they're so expensive that always striking first is great. Getting +1 to hit on the charge means even your starweaver will hit on a 2+ in combat! Her psychic abilities is what makes her clearly better though. She's got +1 to cast and deny and her powers compliment the detachment better. I'd recommend Unbind Souls (doom for melee) and...shoot, whichever one allows her to heal bikes or infantry. These 2 powers make the already very good Harlequin Jetbike instead, very, very good. If you cast unbind souls and hit a unit with all 3 jetbike units, you've got 18 attacks hitting on 2+ with str 4, re-roll to wound, AP -2, and 2 damage. They can pretty realistically kill or cripple 2 vehicles a turn with shooting and wipe another unit in close combat. And on top of that, she can bring bikes back or heal those 3 wound bikes too!
  12. That Adam West died 2 years and 3 days ago?
  13. I really think that attitude really is the best way to approach 40k unless you're practicing for a high level tournament. You can't know everything that's in "the field" so don't try to. A rough idea of their capabilities, and very good grasp of your own will see you do just fine. I always ask my opponent before games what stratagems I really need to be aware of. Opponents know what their plan is and what stratagems they're likely to use. After they tell me what I need to know, I'll tell them what they should be aware of in my stratagem deck too. If your opponent is honest, it'll avoid those nasty gotcha moments that can happen to the unaware.
×
×
  • Create New...