#wraithblade
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the-bonereaders-library · 2 months ago
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also since I'm making some good painting progress I treated myself to another squad of wraiths. I have 5 guard and 5 blades right now, but I think I'm gonna build this group as wraithguard. I don't like taking wraithblades without putting them in a transport since they're so slow and melee only, and I don't have any transports that can hold ten of them. plus, I have just stuck a blob of 10 wraithguards on an objective before and they are hard to move without significant firepower (especially with a spiritseer leading and regening them). they also hurt a lot when you get to close.
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just ask this poor mawloc that popped up behind me on a previous game and got literally shredded to hell on the same turn.
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I did get the chance to use my windriders last weekend in a 1k 3 way battle, and I'm sorry I was sitting on them for so long. they are fast and they hit surprisingly hard; one round of shooting deleted a squad of marines. they only lasted two turns but I'm excited to play them again tomorrow
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erwansiannodel · 9 months ago
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"Come forth, ô ancient ones ! Come forth and walk with us once again !"
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Eldarii Wraithblades, in a slapshoped homebrew craftworld color scheme. Feel free to C&C.
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kevincrafthobby · 5 months ago
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WIP Weekend!
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I managed to get these Wraithblades tabletop ready so that I don't have to proxy with Grey Knight Terminators like I did with my last battle report.
Speaking of which, my second battle report is coming along nicely, as I've finished the battle map animation and the first round of recording myself reading the script. For some reason I find it hard to say "on objective"...
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danielscholes · 1 year ago
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Mini Painting - Wraithblades
Bodies and bases painted for my Wraithblades. These have been magnetised at the arm and wrist so they can use any loadout in the box; swords, axes, cannons, D-scythes, they can be swapped out whenever.
Unfortunately that does mean I have to paint all those fiddly bits. Eventually.
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rain-element · 2 months ago
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Miniature update: I finally got over my anxiety and started painting my Wraithblades yesterday :D
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fulgrimsrefuse · 10 months ago
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On Marazhai's Brand 2
lol well that'll teach me to do things on an empty stomach
Part 1 here: https://www.tumblr.com/fulgrimsrefuse/741442802487099392/on-marazhais-brand?source=share
"Zhai" can also work grammatically as a name, if I understand what the page means by the different moods, and I think it's also the more accurate word to use, seeing as how it means something like "blade", "edge", depending. Way more fitting for a Drukhari than "morning". So the runes that have something to do with that would be...
a LITERAL sword lol
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Wraithblade
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There's surprisingly few runes that have to do with this idea, considering how many bladed weapons they use. But going along the same twisty turny kanji-esque logic AND excluding the ones in common with my previous assumption of "Mar-" AND choosing to ignore the infinity symbol because that's awfully close to the one meaning Infinity Circuit...
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maybe???
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I'm reaching real hard here lol
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So maybe it could look something like...
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oof, burning those curvy lines into your neck.
If you're playing Dom!RT, then you hit him with the Von Valancius seal, of course. I can't even remember off the top of my head what exactly he brands you with, his given or his family name. But we don't have an extensive enough dictionary to even begin guessing at how to build "Aezyrraesh".
We do have this though:
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Well that's a terribly shrunk down preview, but click on it to read. I think we have enough to know that he could say "iam yass mon-keigh" to refer to us which, lol, yaaaaaaasssssss
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divineerdrick · 1 month ago
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Warhammer 40,000 Balance Update for October 16, 2024 - Munitorum Field Manual and Errata for Xenos Factions
After writing, I decided to split this document up into the super factions for ease of use. I've also changed how I format rules changes. Let me know what you think! Is this more readable, would you prefer a single post, or should I do a post for each faction?
Edit: The color coding for points changes breaks every time I edit it. To fix it, I have to go into the HTML and correct where it's marking things. I just don't have the spoons for manually correcting that much text.
Aeldari
Form their lofty perch, Aeldari have gotten to a point where they could use some love. While their win rate is near spot on, they're having trouble making it to top tables. And the players that are, usually run Ynnari. But will GW give them much of anything or let them ride until their Codex comes out?
Here we run into another issue. The changes are being made directly to the Index. This is good. GW should definitely do this. But do they tell us what's changed anywhere? Answer, they've put it in the document for the Index Cards. It's important they put it somewhere, but I really wish they had it spelled out somewhere where the changes are listed.
So what's changed? The standard Autarch now has the basic Captain ability as detailed in the last Balance Dataslate. That's an important change to have listed finally. For FAQ, we get another common sense answer for Wraith Guard and clarification on how to properly position a jumping Yncarne.
All Corsairs: -2 pts/model Falcon: -10 pts Fire Prism: -10 pts Shining Spears: -10 pts/3 models Warlock Conclave: -5 pts/2 models Warlock Skyrunner Conclave: -5 pts/model Wave Serpent: -10 pts Wraithblades (5 models): -10 pts Wraithguard (5 models): -10 pts Wraithknight: -15 pts
As for the points, it's all good news! GW really is getting much better at understanding what's going on in the game! The important stuff here are the buffs to vehicles and Wraith constructs. I don't know if this brings Wraithknights back to the table, but small groups of Wraithguard might be worth taking again. I'm not sure these changes will convince anyone to bring a Conclave on foot though. All of this is good news for Eldar players!
Drukhari
The article warned that nerfs are incoming. Still I hope they only get a love tap. Their rankings are greatly bolstered by skilled faction specialists. No one is currently running out and buying up Drukhari models because the faction is good. Granted if GW successfully brings down the factions above them, there might be an issue. But I hope they don't go beyond a love tap.
For Errata, the Archon is specified as having its own ability, not Lord of Deceit. I don't think there's anything Drukhari can take to stack with it, so that shouldn't be an issue. My guess is the team is considering changing Lord of Deceit in some way. It is really strong. So this makes sure that change doesn't affect Archons. They also get a couple more clarifications for Pain Parasite, but there's nothing unusual here.
Archon: +10 pts Beastmaster: +15 pts Court of the Archon: +10 pts Drazhar +10 pts Hellions: -2 pts/model Incubi: +2 pts/model Lelith Hesperax: +10 pts Mandrakes (5 models): +5 pts Reavers (3 models): +5 pts
Yeah there's a lot there. I think that's a whole unit gone from many Drukhari lists. We also see that GW is continuing to recognize that some MSU spam is just really good. This really is a good thing, and may be slowly turning me around on purchasing units in bricks. But it sucks when you're already really nerfing an army.
Drukhari could be hurting.
Genestealer Cults
I'm about to say something that might shock some of you. I honestly don't think GSC is doing that badly. They've actually got solid numbers, though this come from the fact they're a niche faction with skilled specialists. But I think that's okay. I think it's okay for some factions to be there for the fans and require a little skill to play. It's very obvious that while GSC can struggle in match ups, you can get results with them. What they mostly need is internal balance, and I think that will come to rules.
For errata and FAQ we get a revision that makes sure you take a GSC model as your Warlord in the Brood Brothers detachment. We get a common play clarification for Tunnel Crawlers, but a very interesting clarification for Brood Brother Kasrkin. Despite not having the Voice of Command Army Rule, Kasrkin can still give themselves orders. That makes them a much more powerful and versatile unit in the Brood Brothers detachment. Still not sure that's enough to make that detachment even close to good, but it's interesting at least.
Abberants (5 models): -15 pts All Acolyte Hybrids: -1 pts/model Acolyte Iconward: -10 pts Atalan Jackals: -2 pts/model Benefictus: -10 pts Jackal Alphus: -5 pts Neophyte Hybrids: -5 pts/10 models Patriarch: -10 pts Primus: -10 pts Outlander Claw: - Serpentine Tactics: -5 pts
Oh boy! Christmas just came early for my cults! Still, I'm actually going to say these aren't the best changes. A lot of these changes benefit Outlander Claw, the Mad Max style detachment. And that is currently the best GSC detachment and my personal favorite. While the other detachments will love these changes too, I'm worried that Outlander is going to become the only way to play GSC. There's already a Wolf Jail like list running around the scene, and no one likes dealing with that list. The only good news is I doubt this is going to bring a huge flood of players to the faction spamming toxic bike lists. So while GSC isn't going to become a problem, it's only going to be a rare problem list that will frustrate players now and then.
Leagues of Votann
The Kin are another force that looks good from win rates but is actually struggling quite a bit. Like Death Guard, the Leagues struggle to secure the points they need at mid boards and up. This will hopefully get better if GW continues to get them new units, as their roster is still quite small. But for now, points aren't really the answer here.
FAQ wise we only get a timing clarification for Grudge tokens. And points don't have much either.
Einhyr Hearthguard (5 models): -10 pts Hernkyn Yaegirs: +10 pts
Okay. Yaegirs probably did need to go up, but I'm not sure this was the time for it. With so many other factions that are performing better getting all buffs, this is bad news for the Kin.
Necrons
After a brief stint as our metal overlords, Necrons have shifted to a pretty good spot. The main thing they need is some internal balance for their Detachments, and I don't think points will do that. Hypercrypt is just such a strong way to play the faction. Nerfing the models in the Hypercrypt builds threatens to drop Necrons too low. I think maybe only the Monolith can take a nerf without too much interference.
For Errata we start out with some Keyword fixes. Obeisance now benefits all Nobles and not just Overlords. And the Silent King is now officially part of the Triarch! However Plasmancers have had their ability to target Lone Operatives removed. So it's not all good news there. The FAQs are just common play clarifications too.
Annihilation Barge: -10 pts Catacomb Command Barge: -10 pts Deathmarks: +1 pts/model Doomsday Arc: -10 pts Lokhust Destroyers (1 model): +5 pts Lokhust Heavy Destroyers: +5 pts/model Monolith: +25 pts Obelisk: -25 pts Tesseract Vault: +25 pts Triarch Praetorians: -4 pts/model Triarch Stalker: -15 pts
That's a lot of shifting things around, and it's going to take me a moment to dissect it. As predicted, they bumped up the Monolith and Tesseract Vault with it, though I don't think many players were taking the latter or that it could be used as substitute. The dropped the cost on the Obelisk, but I don't think anyone's gonna try it out. Points aren't the problem there. My biggest problem here is Destroyers. While Hypercrypt did often take them, so did all the struggling detachments as well. And while faction specialists are going to experiment, I don't think these changes are enough to make Obeisance Phalanx really viable.
Things could be getting bumpy again for the Necrons.
Orks
As was said earlier, Orks are not in a good spot. While the nerfs they took didn't seem all that severe, they turned out to be nerfs to pillars that were holding the faction up. Since then, Orks have fallen hard and are the worst faction that has actual rules or isn't competing for its own players. And they're likely going to need a lot to rise back up.
The first big change is a clarification change to many rules that might help with some timing issues and future proofing. All or most rules active when you call the Waaagh now read they are active while the Waaagh is active for your army. This means if they change the timing on calling the Waaagh, as many Ork players would like, you wouldn't lose these buffs during your opponent's turn if you went second. While this looks like it might be nerf to Bully Boyz, the FAQ specifies that their abilities still work. We also get an FAQ the clarifies that when Snikrot uses Kunnin' Infiltrator, he doesn't count as moving for the purpose of Fire Overwatch. Though, he does still count as being setup on the board when he comes back down for the same stratagem.
Beast Snagga Boyz: -1 pts/model All Big Meks: -10 pts Boyz: -5 pts/10 models Deff Dread: -10 pts Deff Koptas: -10 pts/3 Gorkanaut: -15 pts Hunta Rig: -15 pts Kill Rig: -15 pts Kommandos: -15 pts Meganobz: -5 pts/model Morkanaut: -15 pts Tankbustas: -20 pts
And that is a lot of green, and a lot more green you can put on your table! As expected, Meganobz got some of their nerf rolled back. But a lot of boyz, including the popular Beast Snaggas, got buffs. Also, at some point the Gorkanaut and Morkanaut have to become playable as just a pile of wounds and guns on the table.
This is not going to make Orks into one of the top factions, but it should go a long way to getting them back where they should be.
T'au Empire
Tau are in what I'd call an okay spot. They're not where they need to be, but they're not doing that bad. They're performing just slightly above par, and only one of their detachments is struggling. They're what I would consider a textbook example of an army that shouldn't be receiving any external balance passes, so that they can rise up to where they should be when the meta changes. Internally, Kroot need help. But I'm not sure points can fix that.
The big fix here is to the Puretide Engram, which I think has been broken since the Codex came out? It now does something, letting you get a CP back on 4+ when you target the bearer's unit with a Stratagem. The new FAQs start by clarifiying that Crisis Suits always have a Pivot of 0" regardless of how you model them. Then we get two clarifications that, while they are how the rules work, are doubtless going to feel bad to Kroot players.
Commander Farsight: -10 pts Kroot Carnivores: -1 pts/model All Kroot Shaper: -10 pts/model Kroot Rampagers: -5 pts/model Krootox Rider (1 model): +5 pts Piranhas: +5 pts/model Riptide Battlesuit: +10pts
It looks like they're trying to do some internal balance, and at least help Kroot somewhat. But I don't think this is anything close to enough to make them viable. I don't think the other changes are going to affect Tau much, though we might see Farsight a bit more.
Tyranids
My beloved bugs have really turned it around with the Pariah Nexus changes. Despite losing Spore Mines, the changes to Synapse and Shadow in the Warp means we can actually get some damage now. That means we aren't always on the losing end of trading games. Neurotyrant with Zoanthropes also make for a fun and interesting tech piece. I wouldn't be at all surprised to see them take nerfs, as well as the Swarmlord. Unnending Swarm could use some love though.
For errata, Surprise Assault gets some cleanup for timing and targeting. The Swarmlord gets the same treatment as Cypher, the Archon, and Ventris got, meaning it will keep its version of Lord of Deceit. Unseen Lurkers has been updated to the rules changes on Stratagems preventing your units from being targeted. Hunting Grounds, and all rules that trigger when a unit arrives from reserves, are clarified to trigger when a unit didn't go to reserves but was set back up on the battlefield. Rules that say "cannot arrive" on the battlefield during a turn take precedent over units that "must arrive" on that turn. While it doesn't specify, I do believe they can still arrive the next turn under normal Strategic Reserve rules. All the rest I believe are common play, though I was initially confused by the Neurogaunt/Neuroloid answer. But Neurogaunts specifically say that they have to be within range of a friendly model.
Carnifexes: -10 pts/model Lictor: +5 pts Old One Eye: +10 pts Pyrovores (1 model): +5 pts Von Ryan's Leapers: -5 pts/3 models Winged Hive Tyrant: -10 pts
This all seems fair to me. Carnifixes on their own got cheaper while Old One Eye got more expensive. The full unit still dropped in cost though. Pyrovores continues a trend as to how much GW wants you to pay for a single unit. And the Lictor has honestly been under-costed for a while.
I'm happy with this. I think we'll be just fine.
Final Thoughts
And with that, we have our balance changes for October! Space Marine players of all stripes aren't going to be too happy. Even Dark Angels, who initially thought would do well, will hate the base points changes in the Codex. Only Space Wolves . . . you know . . . THE ARMY THAT NEEDED NERFED THE MOST!!! . . . will be fine with these changes. Dedicated Ultramarines players will likely get something to work though, now that their Primarch is back in play. Sisters and Thousand Sons are in for a drop. Sisters probably won't drop too far, but, and I know I said this last time, I'm worried about KSons. Drukhari are really going to be hurting, though I'm sure Archon Skari will still find a way to win. I'm also worried about Leagues of Votann, Necrons, and World Eaters too.
Orks are looking like they'll start to rise again, but I don't think they're a top faction. CSM and GSC might be in a position to fight for the top spot. Wolf Jail is dead! Long live Jackal Jail! I also think Aeldari might have a reversal of fortunes too. The rest of us will only shift by percentage points, which is exactly what you want when the balance is this tight.
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sylvianasart · 1 year ago
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Today I played in an OPR doubles tournament. So much fun. A huge variety of opponents I'd never played before, Guard, Space Marines, more Chaos, Mechanicus, even more chaos, and Tau.
My craftworld, Ra Shelwe, formed a tenuous alliance with a faction of Nurgle followers that had some sympathy toward Eldar due to a shared desire to aid the Eldar god, Isha. (Though perhaps we had different ideas of what that aid would really be). The Guardians of Isha embarked to... Something? I'll come up with a lore mission overall sometime.
We won all 3 of our games, "oddest duo" (lore-wise), and even tied for "best painted", as voted by the other participants.
I had an amazing time, this is a dang good game. <3
More images and short battle reports under the cut.
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First game, we faced off against some guard and butter marines. A pair of sacrificial zones would attack units inside them, and award points based on toughness taken. My farseer performed some psychic rituals to purify the land (secondary objective VP). Wave serpent tried to shoot down a plane, failed. My wraithlord had its debut game! (I haven't shown off the photos of that one yet). Wraithblades escorting my farseer wiped out 2 whole units in a couple of charges.
We took the win, I don't want to face a great unclean one ever.
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Second game saw us fighting for control over 5 points with another chaos faction and the tech-obsessed Mechanicus. My guardians bravely held one of our deployment points. War walker Lorde's over the landscape, picking off medium models here and there. The great old one did not last through the first turn. Knights are scary. I need a wraith knight.
We squeezed out a win, but mostly due to time constraints. If it had gone to the 4th turn, we may have struggled to maintain the lead.
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3rd game and an encroaching storm threatened to wipe the surface clean, while only a single point allowed the opportunity to leave the planet. Our enemies, another chaos faction and some sadly misled tau, sought to hinder our escape. The unclean one again showed its menace in taking out the enemy riptide during the first activation of the game. I'm so glad it's on my side. One broadside put up an impressive fight, surviving 2 charges and a gun volley, before finally being taken down by my wraithblade's charge. The storm forced us all in close and fast, and a target rich environment made it difficult for both sides to prioritise targets. But Ra Shelwe was victorious and escaped. I guess a few of the nurgle marines did too.
We took the win, and most of our models survived to escape. So many points. XD Too many points. It was great.
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Overall, I had a fantastic time. The size of the games were great, 2k per army, for a total 4k per side, or 8k on the table. Losing a full unit in the first couple activations felt fine, cause you have so many remaining.
There were a bunch of people there I didn't get to play, but being able to play against 6 new people in just 3 games, and form new connections with club members. So good. I don't think I can get away with calling myself a newbie anymore. XD
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digital-meat · 6 months ago
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You know Tolkien was literally perfect but he was very dungeon negative in The Lord of the Rings. The fellowship goes by so many dungeons, and doesn't go in them. WTF. They should dive into them more often, the hobbits did one dungeon and them wraithblades carried them through the rest of the mission and they didn't put it together that there were literally no downsides to that escapade except that they almost died.
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hadrians-wall95 · 7 months ago
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Ila Wraithcloak (not my version Illic Nightspear, because fuck no I'm not spending 100 dollars for an Out of Print Resin Model) and her rangers had been waiting for over 10 hours when the first shot was fired.
In the chaos of the Tyranid invasion of the Loyolis Sector, other Xenos come out to make their moves. Deep in the heart of Death World Zan, an abandoned, top-secret imperium base is uncovered by Ila and the rangers of the Wraithstorm. Normally, this wouldn't mean much. However, not every set of imperial ruins seems to be set up to study an Eldar Webway... And not every ancient Webway hasn Drukari poking around it either. The Rangers called it in, and set up shop.
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Both armies began to draw up battle lines. The light skirmishers of both Eldar and Dark Eldar hid behind the rusted ruins, while larger threats would soon be arriving. The 1500 point battle was set to begin.
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The first Wraithstorm turn proved uninteresting (Because we both deployed very scared of the others dark/bright lances). Some light movements, as the Wraith Walkers attempted to move into position. The left walker succeeds, popping a Tallos! But now, the Eldar were in the sights of their Drukari cousins.
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The Dark Eldar Advance! The Battle Shocked Talos was quickly able to avenge his fallen squad mate, and the Eldar Center of Wraithblades was soon met by the Drukari Flyers and Bikes. In the chaos of the charge, a Dark Eldar Sniper was able to pop off a shot from his raider directly into the Farseer! Who now has one wound and sniper hunting for him. A quiet turn 1 would be met by a thunderous turn 2.
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Turn 2 saw fighting across the bored. The left flank saw the destroyed Wraith Walker replaced by 2 Wraithlords, late to the party but ready to assist. While one charged into melee, the other hung back, to send missiles into the exposed infantry holding Dark Eldar Objectives. With the center (and Webway gate) decidedly in Wraithstorm Hands, the Dark Eldar has no choice but to launch their melee units into a brawl. The bikes charge, and the raider gets ready to drop the Rakks inside.
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As Ghost met Zombie, the two leaders clashed (I used my CP for precision on my staff, his homoculus has em naturally), leaving both with a single HP! The Wraithblades loose a lot of bite without the Spiritseer to guide them.
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To make things worse, turn 3 saw the third, deep striking Raider make it behind Wraithstorm lines. However, the Farseer, with but a single wound, was able to make sure the Brightlance shot was able to go where it needed! The raider was crumpled almost instantly, and the Witches inside were unable to withstand the shurikan catapult fire.
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Meanwhile, the Wraithlords had rolled like gods, allowing them to clean up the left flank with little trouble.
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Turns 3 and 4 were close, but by the end, the Dark Eldar were on the run. Their Raiders and Venoms trashed, their flanks broken, the Drukari had no choice but to abandon their prize. The Eldar of Craftworld Deux Mach would carry the day. Ila Wraithcloak looked over the battlefield, filled with Dark Eldar scrap and corpses. She reloaded Voidbringer. All according the Seers.
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marlonbrandto · 10 months ago
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MAYNOS OCCUPATION FORCE
The death of Aun’Shar spurred the greater Tau fleet into immediate action. Seven separate invasion forces were deployed to different areas on Maynos, with what remains of the May’nar sept sending a desperate spearhead deep into enemy territory, exploring a set of coordinates gained from deep within the vault.
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1. Commander Shadowsun has been woken from cryosleep to lead the vanguard, equipped with her new slave arm system designed by the May’nar septs earth caste. Though the May’nar sept has been whipped into a blind rage from the death of an ethereal, Shadowsuns arrival has caused them to hone and focus that rage into making his death count.
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2. Shas’Vre Steelsong in his XV104 Riptide battlesuit. While Riptide pilots are normally essential to the Tau war machine, Steelsong was grounded for the early portion of the Maynos conflict due to his battlesuit being retrofitted with Votaan technology acquired by the late Aun’Shar. Now equipped with an experimental Shatterpoint vibration system designed to melt incoming ballistics at a molecular level, he has never been more ready to take the field, and to exact vengeance on his foes.
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3. The Hakrak hunting pack makes planetfall in a Tidewall Gunrig. Pivoting from a scouting mission to a full planetary occupation, the fleet has dropped mobile fortifications in key locations. Not yet trusted to be in a proper dropship with firewarriors, the volatile Hakrak tribe strapped themselves to the gunrig before it was dropped. To the indignation of the Earth caste scientists, the Carnivores had consumed the remains of Votaan berserkers that were marked for study, which, to the surprise of the same scientists, had altered the Kroot’s skin to withstand the heat and pressures of planetfall. Thus the hunting pack’s descent had a 0% casualty rate leaving them free to continue their desecration of the dead, causing wild and random evolutions unchecked by a shaper.
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4. The full contingent of Fogbreaker squadron has joined the main force. It was originally Fogbreakers Tetra pilots that activated the vault, which caused the planet to shift and spike in energy at a single point. The remaining members of the squadron now feel obligated to see their mission through to the end, swapping their usual harassment tactics for a more direct approach, joining the vanguard led by Shadowsun.
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5. The shadowy Aun’Vec oversees the assault from the back line. An ethereal from the Sa’cea sept, Aun’Vec is shunned from the council due to using the remains of fire warriors in his experimental weapon development programs. Although another ethereal has taken charge of this theatre of battle from orbit, Aun’Vec insisted on his own deployment to the surface, under the pretense that someone should monitor Shadowsun for signs of cryosickness. In truth the mysterious ethereal has been poring over seismic scans of the planet, looking for the easiest route to Aun’Shar’s last known location for some yet unknown purpose. In lieu of a honor blade, Aun’Vec is armed with an Eldar Ghostsword he claimed from a Wraithblade in combat. It is rumored that it was after this battle that his experiments took a dark turn, where he would attempt to plant Tau souls into drones as a way of resurrection.
Stay tuned to see them in battle in the final chapter of The Maynos Gambit!
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the-bonereaders-library · 6 months ago
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that last post got me thinking about my own wraiths so I decided to post them. my eldar went through a lot of prototype type schemes before I settled on the yme-loc orange and gray, but the wraiths were technically the first eldar unit I ever completely painted. even tho they were the first, I'm a lot happier with their redone coat of paint
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banshee-king · 1 year ago
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Some Index Aeldari Thoughts:
Autarchs are weird. You can only take mandiblasters with the banshee blade and fusion pistol (the old kit wargear). No other combo. You can take all the wargear from the new kit, but not mix it with the old kit. But both the foot version and flying version can take either combo? Like you can take both arms and head from the old flying kit, and put them on the new on-foot model, but you cannot take only one. If you want to switch a single arm on the old kit for a weapon from the new kit, you also have to remove the other arm and head as well. It’s bizarre. Autarchs also cannot take Warp Spider Jump Generators anymore?!
The new rules for characters joining units is also weird. Autarchs can only join Guardian infantry units, or Windrider units if they’re a Skyrunner. But no Aspect Warriors? Not even Shining Spears? Phoenix Lords can join their respective units, that’s fine. But no Autarchs with Aspect Warriors? Really?
Farseers can only join Guardian units too, or a Warlock Conclave. Individual Warlocks can only join Guardians as well, which I guess is how it used to be many editions ago, but I liked buffing Aspect Warrior units with Psykers. Interestingly, Spiritseers can join Wraithguard or Wraithblade unit which you’d expect, BUT they can also join a Wraithlord? Kinda cool.
Yvraine can join Guardians, Corsairs, Harlequins, Kabalites, and Wychs which is cool. What’s weird is that the Visarch can only join the exact same units. Problem? The Visarch can join Wychs but not Incubi? Why?
Harlequins are weird though. Troupes now are 4-11 models plus a mandatory leader which is different to the Troupe Master who is a separate unit/character. Both Masters and Shadowseers can join a Troupe, but Death Jesters cannot?
Aspect Warrior units also have mandatory Exarchs now, which I’m kind of sad about. Not needing unit leaders is what made Craftworlds sort of unique in their own little way.
As for stand out units, well Warp Spiders look cool. Deathspinners used to be like shotguns, now they’re flamethrowers with devastating wounds? Neat. Wraithblades/guard are also super tanky. T7, 3 Wounds, 2+ Save, maybe 4+ Invul as well? Oof, that’s good. Wraithlords are T11, 10 Wounds, 2+ Save. I actually started a Wraith Host army before Eldar got the new range update. I haven’t gotten around to buying the new units, (pile of shame big enough). But since Wraith units look so good, I might be able to play my Eldar regardless. I mean I’d know for sure if I had any damn points costs to see what I can fit in 2000 pts.
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skunts-own-truth · 2 years ago
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Built some Wraithguard today! I get a lot of mileage out of Wraithblades, so I figured I’d try out their mid-range counterparts. I have a Wave Serpent with their name on it, and the idea of scooting them towards a tank, dropping them out, and watching them light it up sounds like a fantastic time. Most online unit reviews I’ve read said these fellas aren’t too good, but hey, I’ve never been one to put to much stock in a tier list.
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corsair-princess-nenime · 1 year ago
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What would be a Interesting member of a Corsair Barons personal entourage/body guard squad that would make other Corsair Barons and princesses take note and be the talk of the various fleets?
I see we have a pre-model refresh corsair lore enjoyer. The stars are the limit my friend.
Canon mentions of unique companions are clowns or wraithblades
But how about a mandrake? A renegade space marine from the heresy? Melee tau? Gelatinous cube? Literally a droid from star wars.
(a primarch)
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swordwind · 2 years ago
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An early WIP for my Aeldari Farseer which I’m converting to have a wraithblade and show the shuriken pistol.
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