#Razorwing Jetfighter
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Thought of the Day: The burden of failure is the most terrible punishment of all
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Supress Your Psychic Powers in the Drukhari Expansion
Drukhari game expansion launches for Warhammer 40,000: Gladius on Linux, Steam Deck, and Windows PC. Thanks t to the innovative team at Proxy Studios for their fantastic work. Available on Steam and GOG with 78% Positive reviews. So, you're curious about the latest addition to Warhammer 40,000: Gladius - Relics of War? Let me tell you about it. This isn't just any ordinary update; it's a massive expansion that's bringing the dark and fearsome Drukhari into the mix. Doing so on Linux as well as being Steam Deck playable. The Drukhari, also known as Dark Eldar, are notorious for their love of causing pain and suffering. A group of ancient, wicked beings who live in vast, hidden cities in another dimension. They're all about suppressing their psychic powers to stay under the radar. They are also famous for their brutal raids and lightning-fast attacks. In this expansion, you get to experience their world and tactics. Let's dive into what makes this content stand out. The Drukhari are powered by the Power from Pain. This means the more chaos and suffering they cause, the stronger they become. It's a unique mechanic that rewards you for being aggressive and wreaking havoc on the battlefield. Destroying enemy units gives you influence points, thanks to their Soul Hunger trait. It's like earning points for being a top raider. Speaking of raiding, the Drukhari have some unique structures and units that reflect their raiding lifestyle. Their outposts grow slowly but can be boosted by controlling more of them. The Raider Fortress is impressive – it's like a gateway for launching attacks.
Warhammer 40,000: Gladius - Drukhari out now
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Now, the heroes in this content are something else. You have the Archon, a cunning leader who's great at targeting and taking down important enemies. Then there's the Cronos, an Engine of Pain, which sounds as terrible as it is. It helps heal your troops nearby. And let's not forget the Haemonculus, who keeps your units fighting longer with his brutal tools. The units themselves are a reflection of Drukhari culture. They like their blades, so expect a lot of melee combat advantages, like bonus armor penetration. You've got units like Wracks, Wyches, Scourges, and Incubi. Each with their own unique abilities and styles. Plus, there are some useful vehicles like Raider transports, Ravager gunships, and Razorwing Jetfighters.
The Reviews:
Fans of the Drukhari are eager to celebrate the unique, aggressive play style this expansion brings. They're liking the rush of stepping out of Commorragh for raids and are very impressed by the clever integration of lore into gameplay mechanics. Like the Cronos Parasite engine that heals only after inflicting damage. However, not everyone's experience is shining. Some players are reporting technical issues, like frequent crashes and difficulties in accessing the DLC, leading to frustration. A common sentiment among these users is that the expansion feels a bit incomplete, especially when thinking of its roster size to the price. While the eagerness for the Drukhari faction is there, the call for bug fixes and possibly waiting for a discount before diving in seems to be a wise move for those still on the fence. Warhammer 40,000: Gladius has been a hit since its Linux and Steam Deck playable release in 2018. It's a strategy title where different factions battle for control over a planet that's full of ancient relics. This new content adds another layer to that strategy, giving you new ways to play and conquer in the game. This new DLC for Warhammer 40,000: Gladius is also a game changer. It brings a new play style centered around the Drukhari and their unique traits and tactics. Whether you're a seasoned player or new to the world of Gladius, this content offers a fresh and exciting game that's worth checking out. So, gear up and get ready to join the ranks of these master raiders and experience the thrill of their dark and twisted world. Available on Steam and GOG. Priced at $14.99 USD / £12.79 / 14,79€. Along with support for Linux, Steam Deck (playable), and Windows PC. The base game is discounted 90% on Steam, dropping the price to $3.99 USD / £3.51 / 4,08€. Regular price on GOG and Humble Store.
#warhammer 40000#gladius#drukhari#expansion#proxy studios#ubuntu#steam deck#windows#pc#Youtube#linux#gaming news
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Flyer units are an essential part of any Warhammer 40k army, providing valuable air support and transportation for troops. These units come in a wide variety of shapes and sizes, from sleek and agile fighters to hulking transport carriers. In this article, we will take a closer look at the top 10 best flyer units in Warhammer 40k, examining their strengths, weaknesses, and overall effectiveness on the battlefield. 10) Ork Fighta Bommer Datasheet The Ork Fighta Bommer is a fast-moving flyer unit that is a favorite among Ork players. It has a unique design that is both sleek and rugged, reflecting the Ork's love of speed and destruction. The unit is armed with a variety of weapons, including bombs and missiles, making it a potent ground attack unit. One of the unique features of the Ork Fighta Bommer is its Flyboss ability. This ability allows the unit to re-roll hit rolls of 1 when targeting other flyers, making it an excellent choice for taking down enemy air support. Additionally, the Ork Fighta Bommer has a high toughness and a decent armor save, making it a durable unit on the battlefield. 9) Night Scythe Datasheet The Night Scythe is unique because it is a variant of the Doom Scythe that replaces some of the fighter's heaviest weaponry in favor of a troop transport capacity. It is the Necrons' favored tool of invasion and is not defenseless, despite sacrificing some of the Doom Scythe's weaponry. The Night Scythe has the ability to transport a unit of Necrons, which makes it an essential tool for rapid deployment of troops. Additionally, it is capable of performing a Fly-by Night attack, which allows it to drop off its cargo of Necrons and unleash a powerful energy blast on enemy units before retreating to safety 8) The Valkyrie Assault Carrier Datasheet The Valkyrie Assault Carrier is a cool unit for several reasons. Firstly, it is a versatile unit that can perform multiple roles on the battlefield. It can transport up to 12 Astra Militarum Infantry models, allowing it to quickly deploy troops to key locations on the battlefield. Additionally, it is armed with a variety of weapons, including missiles and heavy bolters, which make it an effective ground attack unit. Another reason why the Valkyrie Assault Carrier is cool is its ability to hover. This allows the unit to remain in one place, providing cover for its transported troops or providing fire support for other units on the battlefield. The Valkyrie Assault Carrier is also equipped with a variety of upgrades, including the ability to carry Hellstrike missiles, which can deal massive damage to enemy armor. 7) Stormhawk Interceptor Datasheet The Stormhawk Interceptor is an iconic unit in the Warhammer 40k universe for several reasons. its design is sleek and futuristic, which reflects the high-tech aesthetic of the Space Marines. Its appearance is both intimidating and impressive, making it a striking and memorable addition to any army. Fielding massive weapons in its arsenal, including assault cannons, heavy bolters, and missile launchers, making it an effective ground attack unit. Additionally, it is equipped with twin-linked lascannons, which make it a formidable anti-aircraft unit. 6) Razorwing Jetfighter Datasheet The Razorwing Jetfighter is an epic unit in the Warhammer 40k universe for several reasons. its design is sleek and aerodynamic, which reflects the high-tech aesthetic of the Dark Eldar. It has a unique and distinctive appearance, with its sharp angles and curved lines, making it a visually striking and memorable unit. the Razorwing Jetfighter is a highly versatile unit that can perform multiple roles on the battlefield. It is armed with a variety of weapons, including splinter rifles, dark lances, and missiles, making it an effective air-to-air and air-to-ground unit. Additionally, it is equipped with several upgrades,
such as the Night Shield and the Flickerfield, which make it more resilient and difficult to hit. 5) Heldrake Datasheet the Heldrake is a good unit to use because of its association with the Chaos Space Marines, one of the most popular factions in the Warhammer 40k universe. Its appearance and abilities perfectly reflect the Chaos Space Marines' focus on brutality, strength, and demonic power, making it a fan-favorite unit. It has a high toughness and wound count, making it difficult to take down. It also has the Fly and Daemon keywords, which provide additional defensive benefits. 4) Fire Raptor Gunship Datasheet The Fire Raptor Gunship is an impressive aircraft from the Warhammer 40k universe that carries vast firepower for a vehicle of its size. It is a specialized variant of the Storm Eagle and is configured to maximize ammunition storage in order to feed its numerous weapons systems. It mounts heavy anti-personnel and anti-materiel weaponry, including twin-linked Avenger Bolt Cannons, quad Heavy Bolters, and 2 twin-linked Hellstrike Launchers (wing mounted). It also has a machine spirit (artificial intelligence) and can replace its 2 wing-mounted twin-linked Hellstrike Launchers with 2 twin-linked Lascannons (wing mounted). In addition, the Fire Raptor Gunship forgoes the Storm Eagle's transport capacity for a reinforced airframe and substantial ammunition capacity to feed the hunger of its guns. Overall, the Fire Raptor Gunship is an awe-inspiring and formidable weapon of war that can deal devastating damage on the battlefield. 3)Crimson Hunter Datasheet The Crimson Hunter is a popular unit in Warhammer 40k due to its effectiveness as an air superiority fighter and its ability to take down vulnerable ground targets. The unit is led by an Exarch, who is the most skilled Eldar pilot that has devoted their life solely to the Path of the Warrior. The Exarch has uncanny night vision and is an even more accurate marksman behind the controls of their fighter craft than a standard Crimson Hunter combat pilot. As well as this, Crimson Hunter Exarchs often have different weapons on their planes, such as substituting the plane's Bright Lances for Star Cannons, which can make them even more versatile on the battlefield. 2) Stormraven Gunship Datasheet The Stormraven Gunship is a versatile aircraft used by the Adeptus Astartes in the Warhammer 40k universe. It is used as an armoured transport, orbital dropship, and strike aircraft. The Stormraven Gunship is a relatively new addition to the armouries of many Space Marine Chapters, such as the Blood Angels and Ultramarines. It is equipped with a variety of weapons, including two stormstrike missile launchers, twin assault cannons, and a typhoon missile launcher. It can also be armed with heavy bolters, plasma cannons, and Bloodstrike missiles. The Stormraven Gunship is known for its special rule, Stormstrike Missiles, in which it is armed with four missiles, and each missile can be used only once [5]. 1) Hive Crone Datasheet The Hive Crone is feared is its ability to disrupt enemy tactics. The Hive Crone has a special rule called Sonic Screech, which allows it to prevent enemy units within range from shooting, advancing, or charging. This can significantly disrupt an opponent's battle plan and leave them vulnerable to other Tyranid units. Finally, the Hive Crone is a synapse creature, meaning it has a powerful psychic presence that can control other Tyranid creatures on the battlefield. This enhances the overall effectiveness of the Tyranid army and can make the Hive Crone a key unit in a larger Tyranid strategy.
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Flying Back Into Action!
So, I know I haven’t posted in a while. The start of the year up to March is always busy for me as I have rehearsals three times a week and then all the other publicity stuff I do for the society. All this leads to limited time for my other hobbies and the only one that I end up doing is video gaming just because of ease and the escapism aspect.
So, I’ve had a couple of weeks to recuperate from the busyness of show week, and I’m now back on the painting wagon.
I thought I’d pick a fun project for the first thing I’ve painted in ages, so decided to get my flyer done. I had no idea what I was doing when I started it, but I think it’s turned out alright. Super excited to use it this weekend after the new codex drops.
Anyway, that puts my counts at:
Acquired: 1 Painted: 2
That puts me at 200%! This will come back down soon enough as I’ll be buying stuff to bulk out my army!
As always guys, thanks for stopping by!
#painting blog#painting challenge#painting#warhammer 40k#warhammer 40000#dark eldar#flyer#razorwing jetfighter#April 2018
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Razorwing Jetfighter, Oblivion, now complete. Although the base does need to be finished.
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I've played two mods in the DoW Soulstorm campaign. Both sucked.
Regular skirmish matches can be fun when modded, but not the campaign. Normally I can finish the campaign on hard, but I tried two different mods on normal difficulty and they both felt impossible.
First one I played as Dark Eldar fighting the Chaos Marines and my experienced were
First map was incredibly tedious hunting down every last unit structure, but I eventually won.
Second had the map split in two, there were 3 requisition points on my side, and no kidding 13 on theirs, because that's how you balance I guess.
Next map was a real grinding slog. The new Dark Eldar units for the mod were Wracks, Kabalite Trueborn, the Venom, and a Razorwing Jetfighter. There were more in the mod for skirmish mode, but for some reason I couldn't build them in campaign, their icon didn't appear. Chaos Marines got a Chaos Warhound Titan. It was my little jetfighter vs their titan. And they got the normal Bloodthirster and Daemon Prince on top of that.
So I quit after that. It takes so long to destroy their buildings and they rebuild them so fast. The computer is relentless even on normal difficulty, I can only imagine how difficult a stronghold mission would be. Next mod however I decided to play Necrons.
I was successful in the first map, but in the second I took too long to attack the Eldar and they built Wraithguard. I had an entire army of Necron Warriors, Destroyers, and turrets. The Wraithguard almost instant killed them. Lost that map because uh, balance.
I played a couple more maps where I rushed Warriors and stormed their base. It was still grindy, Eldar were such a pain in the ass with their cloaked buildings, but I kept them on the back foot, stopped them from teching up until I could build Heavy Destroyers and win.
Stronghold mission. You start with an army, attack a fake base, it teleports away, you build your base, take over the map, that's what normally happens. The three turrets guarding the fake base however instantly killed my lord, and killed both my honour guard units. I did manage to clear the area with my remaining troops, but then the Eldar attack waves started spawning. Warp Spiders instant kill Necron Warriors btw. It was a prolonged defeat.
So yeah, it's impossible to win against a stronghold on normal difficulty. The enemy has too many advantages. Either play the Soulstorm campaign unmodded, or maybe it's survivable on easy. That's what I've learned from this experience.
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Reavers are ten FUCKING points now, boys and girls and enbies!
TEN POINTS for a T4 2W 4+/6+++ model. That would be absolutely nuts if it was on infantry- but instead it’s on a model with 2 attacks base, an 18” move, S4 AP -1 attacks, and the ability to advance and charge.
TAFFY DOING VICTORY LAPS, HELLIONS BTFO
My new 2000 point army list is:
-Succubus on a Venom
-72 Reavers (yes, I own 72 Reavers. I have purchased many Gangs of Commorragh sets.)
-2 Razorwing Jetfighters
-2 Reapers
-2 squads of 5 Wyches
The succubus gets Hypex to help keep up with the Reavers, while the Wyches get Splintermind and Grave Lotus. That frees up the right drugs for the Reavers. The 3 squads running Blasters all get Painbringer, while the 3 squads without blasters get Serpentin x1 and Adrenalight x2.
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poast DEldar list
Alright, here goes:
++ Battalion Detachment +5CP (Aeldari - Drukhari) [73 PL, 1,378pts] ++
+ No Force Org Slot [3 PL, 45pts] +
Court of the Archon [3 PL, 45pts]
. Ur-Ghul [1 PL, 15pts]
. Ur-Ghul [1 PL, 15pts]
. Ur-Ghul [1 PL, 15pts]
Detachment Type: Kabal of the Obsidian Rose
+ HQ [8 PL, 138pts] +
Archon [4 PL, 81pts]: Blaster [Legends] [17pts], Huskblade [6pts], Phantasm Grenade Launcher [3pts], The Armor of Misery, Warlord
Archon [4 PL, 57pts]: Splinter pistol, Venom Blade [2pts]
+ Troops [12 PL, 270pts] +
Kabalite Warriors [4 PL, 104pts]
. 6x Kabalite Warrior [36pts]
. Kabalite warrior with Heavy Weapon [21pts]: Dark Lance [15pts]
. Kabalite Warrior with special weapon [14pts]: Shredder [8pts]
. Kabalite Warrior with special weapon [23pts]: Blaster [17pts]
. Sybarite [10pts]: Power sword [4pts], Splinter pistol
Kabalite Warriors [4 PL, 87pts]
. 7x Kabalite Warrior [42pts]
. Kabalite warrior with Heavy Weapon [21pts]: Dark Lance [15pts]
. Kabalite Warrior with special weapon [14pts]: Shredder [8pts]
. Sybarite [10pts]: Agoniser [4pts], Splinter pistol
Kabalite Warriors [4 PL, 79pts]
. 8x Kabalite Warrior [48pts]
. Kabalite warrior with Heavy Weapon [21pts]: Dark Lance [15pts]
. Sybarite [10pts]: Agoniser [4pts], Splinter pistol
+ Heavy Support [14 PL, 280pts] +
Ravager [7 PL, 140pts]: Disintegrator cannon [15pts], Disintegrator cannon [15pts], Disintegrator cannon [15pts]
Ravager [7 PL, 140pts]: Disintegrator cannon [15pts], Disintegrator cannon [15pts], Disintegrator cannon [15pts]
+ Flyer [17 PL, 310pts] +
Razorwing Jetfighter [8 PL, 145pts]: Twin splinter rifle
. 2 Disintegrator Cannons [30pts]: 2x Disintegrator cannon [30pts]
Voidraven [9 PL, 165pts]: Two void lances, Voidraven Missiles [10pts]
+ Dedicated Transport [19 PL, 335pts] +
Raider [5 PL, 90pts]: Disintegrator cannon [15pts], Splinter Racks [10pts]
Raider [5 PL, 90pts]: Dark Lance [15pts], Splinter Racks [10pts]
Raider [5 PL, 90pts]: Dark Lance [15pts], Splinter Racks [10pts]
Venom [4 PL, 65pts]: Splinter Cannon [10pts], Twin splinter rifle
++ Outrider Detachment +1CP (Aeldari - Drukhari) [15 PL, 294pts] ++
+ No Force Org Slot +
Detachment Type: Cult of the Red Grief
+ HQ [4 PL, 54pts] +
Succubus [4 PL, 54pts]: Agoniser [4pts], Archite Glaive, The Helm of Spite
+ Fast Attack [11 PL, 240pts] +
Reavers [3 PL, 63pts]: Grav-Talon [3pts]
. Arena Champion [16pts]
. Reaver [16pts]
. Reaver with special weapon (up to 1 for 3 models) [28pts]: Heat lance [12pts]
Reavers [3 PL, 68pts]: Grav-Talon [3pts]
. Arena Champion [16pts]
. Reaver [16pts]
. Reaver with special weapon (up to 1 for 3 models) [33pts]: Blaster [17pts]
Scourges [5 PL, 109pts]
. Scourge with Special / Heavy weapon [27pts]: Dark Lance [15pts]
. Scourge with Special / Heavy weapon [22pts]: Splinter Cannon [10pts]
. Scourge with Special / Heavy weapon [22pts]: Splinter Cannon [10pts]
. Scourge with Special / Heavy weapon [22pts]: Splinter Cannon [10pts]
. Solarite [16pts]: Power lance [4pts], Shardcarbine
++ Auxiliary Support Detachment -1CP (Aeldari - Drukhari) [18 PL, 294pts] ++
+ No Force Org Slot +
Detachment Type: Prophets of Flesh
+ Heavy Support [18 PL, 294pts] +
Talos [18 PL, 294pts]
. Talos [6 PL, 98pts]: Chain-Flails [3pts], Macro-Scalpel [4pts]
. . Two Haywire Blasters [16pts]: 2x Haywire blaster [16pts]
. Talos [6 PL, 98pts]: Chain-Flails [3pts], Macro-Scalpel [4pts]
. . Two Haywire Blasters [16pts]: 2x Haywire blaster [16pts]
. Talos [6 PL, 98pts]: Chain-Flails [3pts], Macro-Scalpel [4pts]
. . Two Haywire Blasters [16pts]: 2x Haywire blaster [16pts]
++ Total: [106 PL, 1,966pts] ++
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Battle for the Heresy Train’s Brakes
Played a 2k game of 40k yesterday using some model railway stuff as scenery, so we decided that the Aeldari (a mix of Asuryani, Drukhari, and Anhrathe) were attempting to fit brakes to the Heresy Train, while my Iron Warriors (shamelessly using loyalist rules as Iron Hands and Valhallans) tried to stop them.
Behold our makeshift battlefield and half-painted not-even-close-to-WYSIWYG armies:
Army lists and a half-remembered battle report below the cut.
Army List: Aeldari (2000)
Index: Xenos 1, Imperial Armour Index: Xenos
Outrider Detachment (+1CP): 753
HQ: 178
Farseer Skyrunner: 178
Farseer Skyrunner (154), Singing Spear (14), Twin Shuriken Catapult (10)
Psychic Powers: Smite, Doom, Guide
Warlord Trait: Tenacious Survivor
Fast Attack
Corsair Cloud Dancer Band: 141
Cloud Dancer x3 (75), Brace of Pistols x3 (6), Dissonance Cannon x3 (60)
Razorwing Jetfighter: 190
Razorwing Jetfighter (115), Disintegrator Cannon x2 (60), Razorwing Missiles (0), Splinter Cannon (15)
Scourges: 150
Solarite (14), Shardcarbine (0)
Scourge x4 (56), Dark Lance x4 (80)
Vyper: 94
Vyper (64), Bright Lance (20), Twin Shuriken Catapult (10)
Battalion Detachment (+3CP): 639
HQ: 197
Lelith Hesperax: 125
Combat Drugs: Painbringer (+1 T)
Succubus: 72
Archite Glaive (0), Splinter Pistol (0)
Combat Drugs: Adrenalight (+1 A)
Troops: 326
Corsair Skyweaver Band: 175
Skyweaver Felarch (19), Brace of Pistols (2), Shardcarbine (0)
Skyreaver x9 (108), Brace of Pistols x9 (18), Splinter Cannon x2 (30)
Kabalite Warriors: 93
Sybarite (7), Splinter Rifle (0)
Kabalite Warrior x9 (63), Shredder (8), Splinter Cannon (15), Splinter Rifle x7 (0)
Wyches: 58
Hekatrix (9), Agoniser (4), Splinter Pistol (0)
Wych x5 (45), Hekatarii Blade x5 (0), Splinter Pistol x5 (0)
Combat Drug: Serpentin (+1 WS)
Dedicated Transport: 116
Raider: 116
Raider (95), Dark Lance (20), Shock Prow (1)
Spearhead Detachment (+1CP): 608
HQ: 106
Autarch with Warp Jump Generator: 106
Autarch with Warp Jump Generator (73), Death Spinner (8), Forceshield (8), Fusion Gun (17), Mandiplasters (0), Shuriken Pistol (0)
Heavy Support: 502
Dark Reapers: 108
Dark Reaper Exarch (5), Reaper Launcher (31)
Dark Reaper x2 (10), Reaper Launcher x2 (62)
Falcon: 211
Falcon (174), Crystal Targeting Matrix (5), Pulse Laser (0), Shuriken Cannon (12), Spirit Stones (10), Twin Shuriken Catapult (10)
Fire Prism: 183
Fire Prism (158), Crystal Targeting Matrix (5), Prism Cannon (0), Spirit Stones (10), Twin Shuriken Catapult (10)
Army List: Iron Warriors (2000)
Codex: Astra Militarum, Codex: Space Marines, Imperial Armour Index: Forces of the Adeptus Astartes, Imperial Armour Index: Fores of the Astra Militarum
Spearhead Detachment (+1CP): 483
Regimental Doctrine: Valhallan
HQ: 30
Company Commander : 30
Company Commander (30), Chainsword (0), Laspistol (0)
Warlord Trait: Grand Strategist
Heirloom of Conquest: Kurov’s Aquila
Elites: 72
Master of Ordnance: 30
Master of Ordnance (30), Artillery Barrage (0), Laspistol (0)
Tech-Priest Enginseer: 42
Tech-Priest Enginseer (30), Omnissian Axe (0), Servo-Arm (12)
Heavy Support: 381
Armageddon Pattern Basilisk: 127
Armageddon Pattern Basilisk (115), Earthshaker Cannon (0), Heavy Bolter (8), Heavy Stubber (4)
Armageddon Pattern Basilisk: 127
Armageddon Pattern Basilisk (115), Earthshaker Cannon (0), Heavy Bolter (8), Heavy Stubber (4)
Armageddon Pattern Basilisk: 127
Armageddon Pattern Basilisk (115), Earthshaker Cannon (0), Heavy Bolter (8), Heavy Stubber (4)
Battalion Detachment (+3CP): 456
Chapter Tactics: Iron Hands
HQ: 205
Captain in Terminator Armour: 141
Captain in Terminator Armour (105), Storm Shield (15), Thunder Hammer (21)
Techmarine: 64
Techmarine (45), Chainsword (0), Plasma Pistol (7), Servo-Arm (12)
Troops: 251
Tactical Squad: 92
Space Marine Sergeant (13), Chainsword (0), Storm Bolter (2)
Space Marine x4 (52), Bolt Pistol x4, Boltgun x3, Missile Launcher (25)
Tactical Squad: 92
Space Marine Sergeant (13), Chainsword (0), Storm Bolter (2)
Space Marine x4 (52), Bolt Pistol x4, Boltgun x3, Missile Launcher (25)
Tactical Squad: 67
Space Marine Sergeant (13), Chainsword (0), Storm Bolter (2)
Space Marine x4 (52), Bolt Pistol x4, Boltgun x4
Vanguard Detachment (+1CP): 1061
Chapter Tactics: Iron Hands
HQ: 198
Chaplain Venerable Dreadnought: 120
Chaplain Venerable Dreadnought (), Assault Cannon (21), Dreadnought Combat Weapon (40), Heavy Flamer (17)
Elites: 863
Apothecary: 55
Apothecary (55), Bolt Pistol (0), Chainsword (0)
Company Veterans: 172
Veteran Sergeant (16), Combi-Plasma (15), Storm Shield (5)
Space Marine Veteran x4 (64), Plasma Gun x4 (52), Storm Shield x4 (20)
Ironclad Dreadnought: 152
Ironclad Dreadnought (80), Dreadnought Chainfist (46), Heavy Flamer (17), Hurricane Bolter (4), Ironclad Assault Launchers (5)
Ironclad Dreadnought: 150
Ironclad Dreadnought (80), Dreadnought Chainfist (46), Dreadnought Combat Weapon (0), Heavy Flamer (17), Ironclad Assault Launchers (5), Storm Bolter (2)
Terminator Assault Squad: 260
Terminator Sergeant (31), Thunder Hammer (16), Storm Shield (5)
Terminator x4 (124), Thunder Hammer x4 (64), Storm Shield x4 (20)
Teleport Homer (0)
The Mission
Maelstrom of War: Contact Lost - 6 Objective Markers are placed on the battlefield. Each player generates 1 Tactical Objective at the start of each turn. Each player may have a maximum of 6 active Tactical Objectives at a time.
I spent 3CP on Relics of the Chapter to give my Captain the Shield Eternal and my Chaplain Dreadnought the Armour Indomitus, recovering 1CP thanks to my Warlord Trait. Aeldari had the first turn, but the Iron Warriors seized the initiative.
Turn 1 - Iron Warriors: 0, Aeldari: 0
My Tactical Objective was to capture 1 Objective Marker for 1VP, or 3 for d3. I pulled two of my tactical squads back to cap 1 & 2, moved an Ironclad to 3, and advanced the other Ironclad & Chaplain into cover. Basilisks knocked a couple of wounds off the Falcon. Master of Ordnance dropped his one shot artillery barrage on the Cloud Dancers in an attempt to score First Blood but only managed to take out 2 of them.
The Aeldari Tactical Objective was to capture Objective 3, I think? The Skyreavers advanced towards my Rhino (which had moved forward) on the left flank while the Razorwing, Raider (containing Lelith, Succubus, and Wyches), and last Cloud Dancer moved up the right, shooting up my third tactical squad hiding behind a train, but not killing many, and the Raider charged. The Farseer moved up to my Rhino, cast Smite and got 10+ and caused 6 mortal wounds (there’s a Space Marine stratagem that can give a vehicle a 5+ save against mortal wounds for a turn... but I forgot...). The combined heavy weapons of the Falcon, Fire Prism, and Dark Reapers finished off my Rhino and killed an Ironclad. I rolled three 1s for the units inside the Rhino, which were the Veterans (with storm shields and plasma guns! Agh!), Techmarine, and Apothecary. The Skyreavers (and the lighter weapons on the tanks) finished off the last 2 Veterans and charged the Techmarine and Apothecary, beginning a very slow fight that lasted the next 2 turns or so until everyone was dead except one lonely Skyreaver.
Turn 2 - Iron Warriors: 2, Aeldari: 1
I think I got capture Objective 6, which I used a stratagem to discard and generate a new one, which was capture Objective 3 (1VP). I moved my Ironclad off Objective 3 to move towards the Cloud Dancer & Razorwing, moving my Chaplain in to keep the Objective. Basilisks knocked the Falcon down to 1 wound. Between the Ironclad and a Tactical Squad with missile launcher knocked maybe 5 wounds off the Razorwing. My Terminators and Captain teleported in behind the tanks, Dark Reapers and Kabalites but failed their charge. The Ironclad finished the last Cloud Dancer (although he probably should have charged the Raider instead) and the third Tactical Squad charged the Raider achieving precisely nothing.
Aeldari had to capture Objective 4, which the Farseer did for 1VP. Lelith, the Succubus, and the Wyches got out of the Raider and charged my tactical squad, killing all of them (and leaving too small a gap between the table edge and the Raider for my Ironclad to charge them). The Scourges arrived betwen Objectives 4 & 5 and probably shot my Ironclad, doing nothing. The backfield all turned around to shoot my Terminators, killing two.
Turn 3 - Iron Warriors: 3, Aeldari: 2
Tactical Objective gave me 1VP for a unit in enemy’s deployment zone, d3 for three or more. I already had two units there and it was impossible to get a third, so I used 3CP to generate an additional Tactical Objective, which was take and defend Objective 6 until the end of my next turn. Unfortunately, that was where half the enemy army was. Basilisks finished off the Falcon and I think knocked a few wounds off the Fire Prism? Ironclad shot the Wyches to death before chargeing the raider and putting it down to 2 wounds. Terminators and Captain charged the Vyper (killed), the Fire Prism (wounded), and the Kabalite Warriors. Between the heavy bolters & stubbers on the Basilisks and my last Tactical Squad, the Razorwing was taken down to 1 wound.
The Aeldari had to defend Objective 2 until the end of their next turn? Inconvenient as I had a Tactical Squad on it. They got shot up by the Razorwing while the last Skyreaver from that combat in turn 1 snuck up on Objective 2 behind cover. The Raider jumped out of combat to grab Objective 3 for the Tactical Objective from turn 1. The Fire Prism jumped out of combat to shoot my Chaplain, who died thanks to the combined efforts of the Farseer, Dark Reapers, and Scourges as well. It would have been a great time to activate the Armour Indomitus’ force field for the 1-turn 3+ invulnerable save, if I had remembered.
Turn 4 - Iron Warriors: 4, Aeldari: 3
My Tactical Objective was Priority Orders, which is 3VP if the Warlord completes another Tactical Objective (plus the VP for said objective). Since my Warlord was a 30 point Company Commander hiding behind my Basilisks I assumed he would never manage it, but happily I rolled defend Objective 1 until the end of my next turn (2VP), and I was able to get him to it my moving one Basilisk aside and using the Move, Move, Move! order on himself. My Basilisks finished off the Fire Prism and Razorwing, as well as killing two of the Dark Reapers. My Tactical Squad took out the Raider and the Ironclad caught Lelith and beat her to within an inch of her life.
The Aeldari Tactical Objective was to capture every Objective for d3+3VP, which is a lot of VP but he only had about 8 units left to even attempt it. The Farseer and last Skyreaver charged my last Tactical Squad. The Succubus charged the Basilisk that moved out of formation to allow my Warlord out, doing a couple of wounds, while Lelith got splattered by my Ironclad’s chainfist. The Autarch (who had spent most of the game jumping around with the Fire Prism to buff its shooting) and Dark Reaper Exarch shot one of my Basilisks.
Turn 5 - Iron Warriors: 4, Aeldari: 3
Capture Objective 4? Something like that. Not one I was going to achieve. Basilisks did not a lot as one was in combat being slowly whittled away (but no point falling back as I would be unable to shoot), while the others didn’t have great targets, managing only to kill I think one Scourge. The Ironclad charged the Farseer and killed him for Slay the Warlord (1VP). The Terminators finally finished up the Kabalites this turn, not sure if it was in my assault phase or the Aeldari’s. My Walord stayed on Objective 1 to complete his Priority Orders from Turn 4 for 5VP.
I believe the Aeldari got kill the Warlord for d3VP. My Walord was already planning his escape back to behind the Basilisks. The Succubus carried on chipping away 1 wound or so per assault phase. The Autarch and Dark Reaper Exarch killed one of the other Basilisks.
The game continued to turn 6.
Turn 6 - Iron Warriors: 10, Aeldari: 3
Capture Objective 5, which was close-ish to my Terminators, but they didn’t roll high enough to advance close enough (1″ out!) - instead they grabbed Objective 6, which was a Tactical Objective from way back in turn 3. My Captain crushed the Dark Reaper Exarch into a fine paste, and my Ironclad did the same to the Autarch.
No idea what the Aeldari had to do but they didn’t have much left to do it with anyway. Just one Succubus locked in combat with my Ironclad, four Scourges that had proved not great at killing anything, and one lonely and heroic Felarch who didn’t know when to quit.
The game ended and we both got Linebreaker for 1VP each.
Final Score - Iron Warriors: 11, Aeldari 4
#the brakes are a lie the heresy train has no brakes#have I mentioned how much I hate GW hiding the points in the appendix#and having to pay for weapons separately even if they aren't optional#because it's no annoying#I would be lost without battlescribe#warhammer 40k#battle report#army lists#models
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Morathi sits in a reading-chamber at the head of Eletriae’s extensive personal library. Crystalline shelves stretch out behind the table, filled with books, crystals covered in glowing runes, data-pearls, shivering black concoctions of the Haemonculus’s art which impart knowledge when consumed, captured and reprogrammed servo-skulls brimming with amusing Imperial data, and the occasional glass-encased piece of realia, including the preserved, reanimated, and stasis-locked heads of notable scholars of countless disciples.
To the other side of the table, one may look out from this spire, the highest of those around it, and see the twilight glories of High Commorragh. Razorwing Jetfighters swirl through the skies every so often, coming and going from the spire of the Flayed Skull. A deeply rutted landing pad, set into a balcony which extends from the spire, suggests frequent high-speed arrivals by someone mounted upon a jetbike- doubtless the work of Vraesque Malidrach paying visits to one of his most prized possessions. A number of discretely-positioned anchor rings along the balcony, suitable for all sorts of activities, significantly supports this hypothesis.
A few moments after Morathi takes all this in, Eletriae returns, offering her a cup of tea, whose delicate floral aroma carries also a slight hint of blood and fear, and a generous portion of Splintermind. Eletriae sits down before the Archon and looks delicately downwards, permitting her the first move in their conversation, as suitable for one in her position.
"Pardon my intrusion Courtesan, but I would like to have a chat with you." (@ask-40k-Morathi)
“Oh! No trouble, Archon. I hope my dear little spiders didn’t trouble you on the way in? They sometimes take a dislike to people they don’t know yet. Please, have a seat! Would you care for tea? Or Splintermind, perhaps, I’ve heard you favor it?”
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Codex Eldar : Caliran Empire
A homebrew codex, part 1 : tweaks brought to vanilla units
Under the cut a rough draft of what I actually use as homebrew that I have to improve. Feedback appreciated!
@kaijuslayer @petepaintswarhammer @talrin @earlploddington @neshtasplace at whoever else likes homebrew :D
The Caliran Empire has access to all units of the Codex : Craftworld Eldar. Codex : CWE constitutes the core of the Caliran lists.
The Caliran Empire has access to the Corsair army list described in Doom of Mymeara.
The Caliran Empire has access to parts of the Codex : Dark Eldar.
The Caliran Empire does not have access to Codex : Harlequins or the Haemonculi supplement.
The Caliran Empire is a synergy of those three armies, therefore they are not to be considered different factions although there are restrictions which will be addressed within this list.
Restrictions from Codex : DE
The Caliran Empire only has access to the following DE models, most of them have gone through a name change and rules adjustment.
Archon, Succubus, Kabalite Warriors, Kabalite Trueborns, Wyches, Incubi, Venom, Reavers, Razorwing Jetfighter, Scourges, Voidraven Bomber.
General rules
Units from any codex may take a dedicated transport from any of the other codices as dedicated transport. (example : dire avengers in a venom, trueborns in a waveserpent, etc)
If an IC from a codex has the “may take equipement from the weapons / special equipment / sacred-name list, it may do so from the lists of the other codices. (The IC may take equipment from several different codices, it isn’t limited to just one). Exceptions will be addressed for each non-IC unit individually.
Following the same logic, Non-seer HQs may almost take any weapon they want, even if it is only stated that they can switch to a weapon of their own codex. Caliranites have a great arsenal at their disposal and leaders often have their own weapon of choice. A specific list of options will probably be made for each unit in the final version of this codex.
A player fielding a Caliran Empire army may of course, choose the codex from which to roll his Warlord Traits. Theres is only one warlord per army.
The units of Codex Eldar : Caliran Empire do not benefit from any Eldar formation rules (or warband specialisations) than those described in this book.
Power from pain is sometimes removed from a profile, (it will be mentionned). In the final version of the Codex it will be called “The Thrill of the Hunt” instead.
Ignore the Combat Drugs rule as it is always removed, often in favour of a better armour save.
All non-wraith infantry units from any codex, are considered following the rule Battle Focus. (In case of doubt ask yourself, is this unit an equivalent of a CWE unit that has Battle Focus?)
The amount of Aspect Warriors squads per army is 0-1. Except for Dire Avengers who do not count towards that limitation.
Infantry IC HQs may take a retinue of maximum 4 basic non-wraith infantry choices (usually troops and elite and not their exarchs or squad leaders), from any codex (including aspect warriors, it doesn’t count towards the 0-1 limitation) these bodyguard may be given any equipment that would be allowed if the squad was maxed out. (ex : a kabalite warrior wielding a splintercannon). Each member of the retinue and its equipment must be paid for using individual costs mentionned in their respective codices. The retinue does not count as a squad and the HQ may join another unit while in his retinue’s company
Army list : CWE + the following :
HQ : As stated before the Caliran Codex is just a good excuse for a mashup. You may use any of the authorised HQ profiles but you will have to adjust the names.
“Archon/nes” is a title reserved to the one person that incarnates the Dark Eldar legacy within the Realm. The Archon/nes is the ultimate military chief.
Furthermore it is a custom hero IC that we will include into the list later, so you’d have to choose something else. Same goes with corsair titles, some of them wouldn’t fit very well (use your judgement).
Here’s a list of titles some generic HQs can use :
Autarch of Lonad-Shair, The generic “Noble of Caliran” or more specific : Duke, Count, Baron (and their female equivalent), Raid-Commander, Huntmaster, Prince/ss of the Flotilla, (you might have seen “Prince-Commander” but these are hero-units and there are three of them), consider also civilian (often former warriors) leaders : Governor, Elder, Councilor, Priest/Priestess of Khaine...
Modifications to Dark Eldar units :
The Archon profile now has a base svg of 4+ upgradable to a 3+ for 10pts. The Succubus profile now has a base svg of 5+ upgradable to a 4+ for 5pts
Seer units :
any seer may roll their psyker powers on the Doom of Mymeara table
warlock (on foot only) / spirit seer : may exchange their melee weapon for a klaive (free)
warlock (on foot only) / spirit seer : may exchange their armor for a runic-warsuit for free (3+/4++) (model to use : incubi)
A warlock may join a unit of Guardian Enforcers, Grey-Defenders
A warlock skyrunner may join a unit of Vultures
TROOPS :
Kabalite Warriors are considered guardians, they are referred to as “Guardian Enforcers” they lose Power From Pain to balance the gain of Battle Focus, but they benefit from the right to take a weapon’s platform for every 10 models.
The “Sybarite” and actually any squad leader in the Caliran Empire is called a Standard-Bearer because literally, they sometimes do.
Kabalite Trueborns become troop choices, they are called Void-Talons they are 14pts per model, their SVG changes to 4+ (they keep PFP)
Wyches are Guardian-equivalent forces called Grey-Defenders. They are auxiliary units to the Void-Talons. Their SVG is 5+
The Caliran variant Venom allows access to CWE armament, see Vyper for prices and options. The Venom has access to CWE vehicules upgrades. The Venom can take options from one and/or the other codice.
Vultures are highly specialised windriders trained on Iotesh stemming from reavers. They use the windrunner profile but may only switch their TL shuriken catapult for a shuriken cannon and not for a scatter laser. They retain Hit and Run, Power from Pain and Bladevanes. They follow the reaver rule for the extra weapons’ choice.
The “Champion of the Arena” are still useable and will be known as “Noble of Caliran”. They can be chosen to lead regular windriders as well.
Tweaks brought to CWE :
Whenever a vehicule squad needs more models to achieve a bonus to a weapon or power, roll a D3 before each shooting phase. on a result of 1 the model uses its weapon/ power as if it was alone. on a result of 2, as if there were two models and a result of three, as if there were three models in the squad, this until the end of the phase. (this is a rule for those of us who can’t afford paying 3x fireprism but still want to use the cool rule for rich boys)
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I will stop here because I need to delve into the corsair’s codex to know what exactly I’ll do with the Scourges since I haven’t even assembled them yet and I like to test out the rules a few times to see it is balanced or not.
What do you think so far?
#eldar#40k#warhammer 40000#warhammer 40k#dark eldar#rules#homebrew#lonad shair#caliran#Codex Eldar : Caliran Empire
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Kabal of the Flayed Skull
The Kabal of the Flayed Skull is a Dark EldarKabal, whose military power is second only to that of the Kabal of the Black Heart. They can muster large numbers of Reavers, Voidraven Bombers and Razorwing Jetfighters. The Kabal itself makes its lair in a region of Commorragh known as the Poisoned Crown, a twisted complex of toxic chimneys and vents.
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Drukhari Razorwing Jetfighters
My Razorwings. Usefully when i first made up images for them during the work I included details in the images themselves.
So I’ll let those do the talking on this one.
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The Drukhari are a sadistic, hedonistic race that revels in the pain and suffering of others. They are a highly advanced civilization that has mastered technologies such as anti-gravity devices, advanced weaponry, and psychic abilities. They live in the dark city of Commorragh, which is hidden in the Webway, a network of tunnels and portals that spans the galaxy. In battle, the Drukhari rely on speed, maneuverability, and surprise to overwhelm their opponents. They have a wide range of units, including fast-moving Raiders and Venoms, deadly elite units such as the Incubi and Scourges, and powerful psykers like the Haemonculi. They also have access to terrifying creatures such as the grotesque Grotesques and the monstrous Talos. One of the defining characteristics of the Drukhari is their reliance on the drug called "Wych Cults." These drugs enhance their reflexes and senses, allowing them to fight with even greater speed and precision. However, the drugs are highly addictive, and prolonged use can lead to physical and mental deterioration. Overall, the Drukhari army is a highly mobile and deadly force that relies on speed and cunning to defeat its opponents. They are a complex faction that requires a skilled player to use effectively but can be highly rewarding for those who master them. 10) Reavers Datasheet Reavers are fast-moving units armed with a variety of deadly weapons, including cluster caltrops, grav-talon, and heat lance. They excel at hit-and-run tactics, using their speed and agility to outmaneuver enemy units and strike from unexpected angles. They are also fairly resilient, with a 4+ armor save and the ability to gain a 4+ invulnerable save against shooting attacks. 9) Hellions Datasheet Hellions are fast and agile units armed with deadly glaives. They can quickly move around the battlefield, thanks to their Skyboard ability, and strike at enemy units from unexpected angles. They are also fairly resilient, with a 4+ invulnerable save, and can use their Gruesome Talons ability to gain extra attacks in combat. 8) Wracks Datasheet Wracks are tough and resilient infantry units armed with a variety of deadly weapons, including ossefactors, liquifiers, and electrocorrosive whips. They can soak up damage thanks to their 4+ armor save, 6+ Feel No Pain save, and the ability to heal themselves during the game. They are also excellent at holding objectives, thanks to their Objective Secured ability. 7) Mandrakes Datasheet Mandrakes are fast and stealthy units armed with deadly nightfiend blades. They can infiltrate enemy lines and strike from unexpected angles, thanks to their Infiltrator ability. They are also fairly resilient, with a 4+ invulnerable save, and can use their Night Piercing ability to ignore cover bonuses when making their attacks. 6) Incubi Datasheet Incubi are highly skilled melee fighters armed with deadly klaives. They are capable of taking on tough enemy units in close combat, thanks to their high weapon skill and strength. They also have a 4+ invulnerable save, making them fairly resilient, and can use their Onslaught ability to gain extra attacks in combat. 5) Scourges Datasheet Scourges are elite warriors armed with a variety of deadly ranged weapons, including haywire blasters, heat lances, and splinter cannons. They are highly mobile, able to deep strike onto the battlefield and target key enemy units from unexpected angles. They are also fairly resilient, with a 4+ armor save and the ability to take a 5+ invulnerable save against shooting attacks. 4) Razorwing Jetfighter Datasheet The Razorwing Jetfighter is a fast and agile aircraft armed with a variety of deadly weapons, including disintegrator cannons, monoscythe missiles, and twin splinter rifles. It can move up to 90" per turn, making it one of the fastest units in the game, and can target both enemy infantry and vehicles with its weapons.
3) Talos Datasheet The Talos is a monstrous creature armed with a variety of deadly weapons, including a macro-scalpel, stinger pod, and chain-flails. It is also highly resilient, with a 4+ invulnerable save and the ability to heal itself during the game. In close combat, the Talos can dish out a great deal of damage, making it an excellent choice for taking on tough enemy units. 2) Ravager Datasheet The Ravager is a long-range weapon platform armed with three Dark Lances, making it capable of taking out enemy vehicles and monsters with ease. It is also fairly fast and maneuverable, able to keep up with the rest of a Drukhari army and take out key targets from a distance. 1) Archon Datasheet As mentioned earlier, the Archon is a key leader for any Drukhari force. Archon is highly skilled in both melee and ranged combat, and their aura of terror can cause enemy units to lose their nerve and flee the battlefield. They can also use their Command Points to grant nearby units bonuses to their attacks, making them a valuable addition to any Drukhari army.
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My dark eldar Razorwing Jetfighter
by NatashaWelimbergh
#Razorwing Jetfighter#natasha welimbergh#dark eldar#warhammer#warhammer 40k#eldars oscuros#caza estilete
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First stage of painting done.
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