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Signals from the Frontline #418

signals418

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Show Notes

Date

3-21-16

Intro

News

Upcoming ITC Events

Rumors: The Rumor Section is gathered from the web and is not in any way information we receive from  any manufacturer nor is it necessarily accurate. This section of the podcast is intended for entertainment purposes only.

Rant Session

Tactics Corner

Rules Lawyer

Completed Commissions

List Review

Eldar CAD 1195

Dark Eldar Allies 350

Eldar Corsairs Allies 305

The plan if to for the archon and wraithguard to deepstrike on a deathstar or Superheavy. I’m I’m against Tau I’ll put them inside the Waver serpent so they can survive and get there. Or, if I get lucky I can suffle them across the board with the Void dreamer. (I’d have to put the Void dreamer in the unit which isn’t something I want to do)

The Void dreamer will roll on Aethermancy and move close with the Rangers, ideally it will screw with the opponent, I’m particularly fond of sending things into reserve.

The Cloud dancers can outflank if they need too to surround knights or something.

Besides that, Scatbikes and WraithKnights are good. Venoms are good. And the warriors can can hop out and grab objectives.

Lastly, the Night wing is crazy sick.

And, here is Aethermancy in case you don’t have the book.

Primaris: Path-Ward: WC2 Blessing. The target unit always rolls sixes for randomly determined movement effects, like Charge distances, Terrain checks, Hit-and-Run moves etc.

(Only works on Corsairs so kind of useless.)

1 Warp Blink WC1 Move any unit within 6″ of the caster friendly or enemy 2d6″ in a direction you choose. Cannot be used on units locked in combat. (doesn’t say anything about not allowing assault.)

2 Dispersion Field WC1 Blessing. A friendly corsair unit within 12″ of the caster gains a 4+ cover save.

(Would probably only be used on self or the nightwing. Would let the rangers have 2+ cover in the open)

3 Webway Rift WC1 Witchfire. 12″ S3 AP6, Poisoned 3+ Large Blast.

4 Webway Breach WC2 Select one friendly Corsair unit not locked in combat within 12″ of the caster, that unit enters Ongoing Reserves.

(if I got it and wanted too, I could put the Void Dreamer with the Wraithguard to bounce them back into reserves to get a second drop on something.)

5 Warp Tunnel WC2 Blessing. A friendly Corsair unit within 6″ of the caster may be picked up and Deep Strike anywhere on the board without scatter and may shoot and charge as usual. But. For every 6″ they move roll a D6 and on a 1 they take a wound, saves can be taken as normal.

6 Webway Maze WC3 An enemy unit with 12″ of the caster, not locked in combat, is placed into Ongoing Reserves (cannot target Super-Heavy vehicles). Other Corsairs, DE, Eldar, or Harlequins add +1 to their Deny attempts when targeted.

And then Corsairs have a unique perils table.

1 Devoured: The psykers becomes a Slaanesh daemon. They get all the rules associated with Daemon of Slaanesh and are now under the control of your opponent.

2-3 Soul Wracked: your psyker and his unit are pinned, and your opponent may choose to change the target of the power that was cast.

4-5 Warp Terrors: The unit and all Corsairs within 12″ must take a Morale check on the worst two dice of 3d6 or start falling back.

6 The Eye of She-Who-Thirsts: Nothing happens straight away, but for the rest of the game your psykers now perils on any double

List 2

looking to make this better without losing the theme of Slaaesh army.

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