I am a hardcore tournament player who has played in Rogue Trader Tournaments from Salem, Oregon, down to San Francisco, Sacramento, Los Angeles and San Diego, California. I have also played in Jacksonville, Orlando and Tampa, Florida. Right now I am playing and living in Phoenix AZ, but the tournament scene is rather dead for a city of this size, so I might need to join a league.
I try to attend as many large tournaments as I can. Although the GW Grand Tournaments get a bad rap, I enjoy them, and my goal is to win a GT one day. Also I attended Adepticon in Chicago every year and if you are a fan of 40k, this is a must because there is no other event quite like it.
There are a lot of people complaining and upset about how powerful invisibility is.
Well, it is not much worse than Fortune. A bolter has a 3.7% chance of killing a Jetbike with Fortune, and a 2.7% chance with Invisibility.
Fortune is responsible for the great evils of 6th edition of Seer Councils and Beast Stars, but no one talked about banning it, or modifying it. I guess it was grandfathered in because it has been around for years so no one took a critical look at it.
Invisibility is new so now everyone is up in arms about it, but is it much different than what we already have? The only difference is that all armies (other than Tyranids of course ;) have access to it and not just Eldar. I find it also funny that a unit with invisibility is one of the best ways you can counter Jetseers and Beaststars, and any other type of deathstars.
Not to mention that psychic powers are much different in 7th edition. They are much harder to get off, you can perils yourself to death quite easily, and you have a chance to Deny the Witch on Blessings.
Well, back in the day I was quite the Bat Rep maker. I would
go to all of my GTs and take a ton of pictures and write detailed battle reports.
I have slacked off now that I have the 11th Co Podcast to vent my
thoughts, but I seem to have done ok with Tyranids at last weekends LVO so everyone wants to see
some more details on my games.
So here it goes! I did not take any pictures thinking that
this would not happened, and this is what I get for it.
1750 points of Tyranids
Wings TL Devourer
Wings TL Devourer
30 Termagants w/15 Devourers (Outflanking)
25 Termagants w/12 Devourers (Outflanking)
Here is the strategy:
Hide for turn #1 and hit them hard with everything I have
Although it changes due to the circumstances I start on the
table with 2 Hive Tyrants hiding behind the Bastion, the 10 Termagants inside
of it, and the Tervigon in some cover. If I can hide them, and they will not
get the crap blown out of them, I will start my Hive Crones on the table as
well. I outflank the Mawlocs and the large Termagaunt squads. Since I have 10
units I have to start with 5 on the table, and 5 in reserves.
The goal is to fly forward on turn #2 and hit them with 4
flyers, 2 outflanking Termagant squads shooting devourers at them, and then 2 Mawlocs
doing what Mawlocs do. That should overwhelm them with targets and they can’t
kill everything and I can then assault them on turn #3.
The list is not a competitive one, just one to paint some models. Also they have it were your first 1000 points have to be a Zone Mortalis army, and they have special rule of what you can, and can't take. For the next 1000 points you can take vehicles and allies so I get to expand more to where I want to go.
I know most of you know me as a Grey Knight/Paladin player,
and I am! But what a lot of people don’t know is that I am also a hardcore
Eldar player. I was the originator of the foot Eldar build that was winning a
lot of tournaments back before anyone knew about it. Here was my first list
that I took to the Las Vegas GT all the way back in 2007:
I ended up on winning on table #2 at that GT, and a few
months later I scored 97 (out of 100) battle points for 2nd best
general at the Baltimore GT. I would have scored a perfect 100 but I was tired
and I misread the rules package. I thought that I had to keep a unit alive
when in reality I had to have it die.
Now I still play my Eldar since I took them to the Nova Open
and Duel Con last year, and I have been allying them with my Grey Knights at
events like the 11th Co GT and the So Cal Slaughter GT.
So now that I have my Eldar credentials out of the way,
let’s talk some Eldar!
I am going to break down the HQs like this:
Eldar HQs Part 1: Combat HQs
Eldar HQs Part 2: Farseers, Spiritseers, Warlocks &
Eldar HQs Part 3: Phoenix Lords
Eldar HQs Part 4: Special Characters
Part #1 Combat HQs
I use to love using this guy. He kept my guardians from
running and was a bad-ass in combat. Slap fortune on him and he was nearly
He received a stat boost. He is now BS10 (where was this
when I missed like crazy when he was BS 5?), +1 wound, and he went up to I10.
These are all great stats that you want, and need.
Point increase: He went up about 30 points
Pedestrian: In a fast army he is a slow foot slogger.
No longer being able to count on having fortune.
-1 Invulnerable Save
The Avatar use to be cheap for everything that he did. He
created a fearless bubble, was an awesome counter attack unit, and he took all
kinds of fire power that the rest of your army didn’t. Now the foot army works
a little differently. Everyone knows that mobility is at a premium in 6th
edition, and he is rather slow. The second is that fearless bubble is not as
good as it once was because the foot elder army now works differently than it
did in the past. With the old codex you needed to have your army all compacted
together not only for the fearless bubble, but because of the short range of the
farseer’s psychic powers. In 6th edition fearless is now bad for a
shooting army. First off you can't go-to-ground. When you have a lot of 5+ saves you want to hit the dirt from time to time to keep some models alive. Second, let’s say you get assaulted by some fast moving units. What
would happen in the past is that they would all die due to fearless/no retreat
wounds. Now what happens is that if you get charged and the whole squad does
not die (which your opponent can manipulate to kill as many models as they want
to) the unit stays locked in combat and then can’t be shot. Then the next (your)
turn they are safe from getting shot and they butcher the survivors and then gets free to cause mayhem in
their turn. Then the last part that made the Avatar so good is that he was such am awesome bullet
magnet. Since you can’t depend on getting fortune for him the dependability of his durability is
compromised. So all you are left with is him being a close combat monster which
will be enough for some people, but not me.
I can’t recommend him but if I was going to take him I would
just take him stock. The exarch powers are not worth it (Night vision on a 12" weapon?). Even disarming strike
is too many points especially since you should cut down anything in a challenge
that can hurt you with a special weapon.
I don't think that I have every used one, or faced one
across the table. You only saw them in an all skimmer list for the +1 to the
reserve roll, or you saw them used because they were the cheapest HQ slot.
Being taken because you are 50 points cheaper than a farseer is not a ringing
He is cheap and can take a lot of different movement modes.
Can still manipulate the reserve rolls up or down one.
Farseers and Spritseers are much better
Strength 3 and Toughness 3 is not what you want from a
The Autarch is still very disappointing. I thought that they
would get a little better (like the DE Archon) but they are still
underwhelming. The good news is that they are still cheap, and their options
are inexpensive as well. Some of their wargear is bad (Mandiblasters are horrible
now, but kept the same cost?). I have seen people trying to make Autarchs work
but I have not seen anything that I like yet. Yes, you can have them as a 100
point fusion gun caddie but you are better off taking a squad of fire dragons
at that point. They still have the ability to manipulate the reserve roll up or
down one, but that still does not make them worth it since reserves are very
different in 6th edition.
Where Autarchs are bad is in assault where
they have to be good. These should be the assault IC choice but they really do
not assault well at all. Their main problems are they are
Toughness 3 which means that anything with strength 6 doubles them out, but
their other weakness is that they only are strength 3. Strength 3 will not hurt anything that you want to kill.
There is some help with the new addition to the Eldar
codex of all the new wargear they get to choose from the Remnants of Glory
chart but what is there is still underwhelming. The Shard of Anaris is
probably the best choice because that does boost the Autarch with a +2 strength
and this is ok with Rending/Instant Death. The down side is that there is no
AP, and that it is expensive. That is ok if you are fighting a multi-wound
toughness 4 or less creature, but against anything with some numbers he will
struggle. I see everyone else talking about the Mantle of the Laughing God as
well. Since I am doing a harlequin themed army I wanted to like the piece of
wargear but all it does is give stealth, shrouding, Hit-and-Run and re-roll
cover saves for a lot of points, and at the cost of being an IC. Yes you can
put him on a jet bike to help out, but there are so many weapons out there that
ignore cover saves. Heck, just look at the primaris power for Spiritseers and Warlocks
and you can drop the cover save off of him right there. So if you want to get depressed just look at the
other CC ICs from the other top codexes that he will be dueling with (Destroyer
Lords, Demon Princes, Hive Tyrants, etc) he will be less points sure, but nearly
powerless against them.
If I did take an Autarch I would arm him with a fusion gun
because that is always nice to have in an Eldar army, and I would mount him on an
Eldar jetbike for #1. Mobility, #2. Toughness, and #3. So you can take Laser Lance. With that build you can move fast and hit as hard as you can. Make sure
he is with a unit that has hit-and-run because if he gets stuck in combat he
loses all of his effectiveness.
Edit/Update: After thinking about how many MC there are running around these days in a lot of top armies I am starting to like an Autarch with the Shard of Anaris. With Rending/Instant Death this is a good way to take a lot of them out.
So Ryanjj405 below asked as question that I thought I would
answer in a new post:
I have tried a similar list but I cannot handle full on
Necron air or Triple Hell Drakes, how do you plan on dealing with those?
I do believe that everyone does need to have an anti-flyer
strategy so here is mine.
You will note that I do not have an aegis defense line or bastion
or anything else with sky fire. If you think a quad gun will shoot anything
down that has a 12 AV (unless you have fire dragons) is going to be in for a
big disappointment. I felt that I could spend the points better elsewhere.
Here is my anti-flyer strategy
The Emperor protects! I have over 1000 points in 2+ armor saves so right there
half of my army is going to be very hard to hurt by fliers (besides vendettas)
Draigo being Draigo. Draigo has a 2+ save and so what I could do it put him in
the front of my strike squad and make him take all of the saves if some
heldrakes try to BBQ them.
Sing with the psychic choir.Coteaz, can also be out in front but if he fails a 2+ save
then he will be insta-gibbed. The only way that he can be out front is if I
roll a 5 on the divination table and it lets him re-roll failed saves. Also if
I roll a 2 I get a 4+ inv save and that will help slow down the heldrakes a
Keep your friends close, and your enemies closer. If I go first the interceptor squad is so fast I can just
move forward and try to get into assault with something. This will let me be
safe from any shooting while being locked in combat.
See, but don’t be seen. If I go second I can try to deepstrke behind the fliers
after they come on. With their 18” move and 12” range they have to move away,
and I can try to land in their blind spot. The next turn they can choose to
hover but then they will get shot down.
Use my enemy’s strength against them. Interceptors are so fast that I can often take over my opponent’s
quad guns and try to shoot down their own flyers with them. There is nothing
better than doing this.
A nexus for the rest of us. The interesting thing about the random objective Skyfire
Nexus is that you have to be able to scoring to use them. Here is the problem
with most scoring units…they do not have the tools to shoot down flyers. That
is not the problem with my army because if I find one, my army can shred
And if all else fails, plan B. I will either just
ignore them, or shoot them down. Yes, you need “6”s to hit, but I pump out a
lot of strength 7 shooting and with prescience I am going to get some good
hits. The other thing that I have going for me is the dreadnaughts. 4 twin
linked shots at strength 8 might get their attention. If they have too much I
have to count on my durability to weather their fire.