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  1. With the preview of the new Arks of Omen detachment in the new tourney pack, troops have now essentially become optional, and we can run up to 6 of any of our options. How is this going to affect your army builds, if at all? Personally I love the Eldar FA slots, and would really love to fit Spiders, Hawks, then 3x1 Vypers into the list, so that'll be me immediate port of call for Engage antics, maybe a unit of shroud runners also. This could also let you run 3 fire prisms then also have falcons /support weapons etc, or maybe just 6 falcons for the cloudstrike. What will you be doing?
  2. Original thread start from here. First posts are copy-pasted as regard 40k content, the rest will be running updates. Welcome! This is the log where I'll post anything which I've converted and/or painted for others. Most of my hobby work is not done for my own armies, but rather for my brother's and our friends' collections. It's a great way to experience modelling and painting all miniatures in Warhammer without buying them. Background might be added later on as my friends work that out. This update is however not about something as lethal as cats. It's about something pathetic in comparison, namely a Maulerfiend conversion I've been working on-and-off with for a Skaven-collecting friend of mine. It's based on a sketch he drew. My buddy magnetized a rectangular base so that it could be used as a K'daai Destroyer. He was so eager about the conversion that he managed to sneak it past other projects in my queue... Still, the sculpting was surprisingly quick work and was over before you knew it. Couldn't have done it so fast three years ago: And here's the painted version, alongside his brother. Not painted by me (though the Squats in the foreground are): The CSM-collecting friend, let's call him J.A.B, inspected the newer starter kit Chaos Space Marine lord and Khârn, as well as the new Primaris Marines and probably a few older Space Marine character sculpts. He concluded that hip armour looks good and solves the silly look achieved by the thin thighs of plastic Space Marine legs. Some weeks ago, he visited his parents, brought a gaggle of heretical Marines and asked me to make hip armour on them. Quicksculpted, without time-consuming rivets, difficult spikes or suchlike. He was content, and after returning home to his study town he sent down Berzerkers to receive like treatment, and a FW Necron centipede which needed replacement antennae. I've tinkered with them since they arrived yesterday. Below are the results. Note "KIL KIL KIL" on the knife Berzerker's segmented plates. Also see his painted Lord of Change. http://i.imgur.com/6BKPi38.jpg WIP for my brother's little power armoured collection. Grey Knight legs and helmets and Sanguinary Guard shoulder pads and torsos. Hip plates added to remedy thin thighs syndrome. Cloaks from Anvil Industry to be added later: A Dark Eldar turned into an Eldar Fire Dragon converted for my brother. He thoroughly checked the Dark Eldar sprues back when they were new, and meticulously came up with ways to turn all manner of DE weaponry into Eldar Aspect Warriors with a little converting. More to come: Converted Slaaneshi Daemonprince for a friend: My friend told me to axe the @$$ and instead go for a lean Daemon Prince of Arrogance look, not Lust. As per his instructions, there is now also shin armour plates with images of Elf torture: What else? I also added two lone flowing pteruges dangling from its belt. I'll show you the painted end result whenever he finish this creation: Kill Team A mate of ours has moved back home after years of studying abroad, while a friend of my brother have returned to the hobby after a long break. Combine this with the recently released Kill Team, and we've got a hobby frenzy cooking with making characters, goons and terrain for a mash-up campaign between Kill Team and RPGs. Here is the first harvest of quick-sculpting and conversions, soon back to commercial sculpts. Kastellan Ironstrider, a mate's cyborg: Badoom! Broadbeard, a loudmouth one-Dwarf illegal radio station sending live from his heists and battles. My character: Gnorke Radfizzle, a Gnome sharpshooter with rad weapons, for my brother's friend: The gang so far: Gnorke Radfizzle's car: The friend who has written all the rules and organizes the whole effort has had me convert a gaggle of goons. Here's psyker Spikeskull: And Badoom! Broadbeard's hateful rival, Adman: And finally Gnorke Radfizzle painted by said friend (I had nothing to do with painting). My brother's mate is in for a treat! I've painted nothing of the Kill Team stuff, only converted it. All painted by Johan von Elak, for your display here. Badoom! Broadbeard: During most of our Kill Team-RPG games we've actually had music playing to represent both the immediate sonic barrage emitted by Broadbeard's loudspekers, and the music he transmits across hacked radio channels (with comments of media moguls jumping from windows as their enterprises gets destroyed by Broadbeard's escapades). He obviously also report live from the field, and is the lousiest sneak, at skulking up on enemies, you've ever encountered. Clearly, the audio-disturbed mister Broadbeard has ruined many lives through his noisome adventures. Which leads us to...
  3. In preparation for the upcoming Xeno Files event, I've been painting some of my long-dormant Eldar. And by long, I mean long, since I haven't put paint to brush on most of these guys since I bought most of them in late 3rd or 4th Edition and haven't put them on a gaming table since 5th. Just to be clear, none of these are part of my Xeno Files vow, these are just... warm ups. I'm painting my Eldar in a personal take on the Craftworld Altansar scheme. The studio scheme is too bright and too. . . pink. . . for me. These are Eldar who have been lost in the Eye of Terror for 10,000 years. Since emerging back into real-space, they've been treated as pariahs. . . and not without good reason, seeing as how they refuse to un-helm around outsiders. They're sinister and frankly they should be, having been trapped within a hell-dimension with their very souls at stake. So I'm going with dark colors, lots of black accented by a dull golden metallic (aka Hashut Copper on a base of Warplock Bronze). The non-Aspects will feature Sanguine Highlight from Privateer Press' P3 line as it is a decent pinkish-red that remains suitably dull. This will also be used as an accent color on some of the Aspect Warriors to further tie them back in with the rest of the army. So with no further ado, here are some of my works. Some are presented in WIP-to-finish format, others are still being worked on. Maugan Ra, the Harvester of Souls: Guardian Platforms with bright lances: Wave Serpent turret with shuriken cannons: Fire Dragon Exarch, test scheme: Let me know what you think!
  4. I've found myself thinking this in the last 2-3 games I've played. There's maybe 1-2 useful ones, however the rest seem to be tied to specific units, or just not worth it. I've been starting games with a full 12CP as WLT's and Relics aren't that great to me, beyond the free ones I give to my Farseer, and usually finishing games with 3-5 CP depending on how my rolls have gone. The only strats I seem to use are: Lightning fast reactions - generally every opponent shooting phase Bladestorm (when I remember on my guided Avengers) Feigned Retreat (if I get caught, maybe 1-2 times per game max) Optional: Grenade pack (I always forget about this, so never actually used it, but would be amazing with a full unit) Linked Fire - if I have 2 prisms, however the prism then needs guiding, and it's useless against it's main target, Custodes, who can transhuman and turn off rerolls. Are you making use of any other strats? Am I missing a trick here?
  5. Xenith


    From the album: Eldar

  6. Xenith


    From the album: Eldar

  7. Xenith


    From the album: Eldar

  8. Xenith


    From the album: Eldar

  9. Xenith


    From the album: Eldar

  10. Xenith


    From the album: Eldar

  11. Xenith


    From the album: Eldar

  12. Xenith


    From the album: Eldar

  13. Xenith


    From the album: Eldar

  14. Xenith


    From the album: Eldar

  15. Xenith


    From the album: Eldar

  16. From the album: Random Battle Pics

    Warwalker point-blank executed from behind
  17. I wrote this as part of a larger alternate heresy project, but more than any of the astartes portions, I am most proud of my description of how Exodite culture functions and why. I honestly think I've fleshed them out better than any other attempt, GW included. I have some half-done 9E rules as well, if there's interest. Praise welcome; criticism extremely welcome. Index Xenos - Eldar Exodites Origins History The Exodite Worlds are peopled with the first Eldar to recognize the rot in the heart of their empire. They fled the heartlands well before the Fall and went back to nature, forsaking most technology with some exceptions for weapons and armor. Instead, they relied on the carefully-sculpted ecologies of the Maiden Worlds they settled, and the World Spirits, complex psychic constructs using a wraithbone-like mineraloid substrate that spreads through the entire planetary crust and coordinated both Eldar and wildlife. The biotechnology which created these ecosystems remains in place, but they placed it outside their ability to directly influence: only through the World Spirit's automatic coordination can it be engaged or changed, which it does when the world is under attack or the Exodites who live on it are collectively under severe strain. This invisible coordination served them very well, and quickly; it was less than a century before all traces of hedonism had vanished. A handful of millennia later, when the debauchery of the Empire exploded into the birth of Slaanesh, they were well insulated, both remote in space and in mindset. They were not, however, protected from the depredations of She Who Thirsts. As they discovered that the cycle of reincarnation had been broken, they decided to, carefully, consult the Craftworld kin who had apparently escaped the Fall - they treated them with suspicion, not fully trusting they were untainted, but recognized that they needed to borrow from their expertise. From this, they learned of the Infinity Circuits, and made changes to their World Spirits to perform the same role. Because the Spirit already suffused the planet and their populations remained small, the Exodites did not need spirit stones so long as they remained on their home worlds. This cemented the already established practice of remaining homebodies, not venturing offworld except for truly dire circumstances. During the human's Heresy War, many Exodite worlds (and other Eldar worlds) were brought into conflict with more violent strains of humanity and Chaos, and with aliens who were fleeing from either or both. This wreaked changes on Exodite culture, jarring them into relaxing both their isolationism and their attitude toward technology, due to a new recognition that while they could withdraw from the galaxy, the galaxy would not return the favor. They intermixed to a degree with the Craftworlds, leading to the adoption of certain Aspect Shrines, but the more impactful change was that they undertook active development of their ecosystems. A standout example was the creation of the Sky Dragons, great pterosaurs with wingspans twice as wide as an eldar is tall, who readily consent to riders flying them into battle and sniping at foes below. Even with the partial acceptance of advanced technology, the Exodites still strongly prefer to make use of beasts and biotechnology over wraithbone constructs or technological tools: the living equipment is still subject to auto-regulation by the World Spirit, which ensures that their technology will start to fail them if they start falling into sybaritism like the empire before them. It also perpetuates their cultural aesthetic, which helps them maintain their cultural identity separate from the Craftworlders; with their worlds taking a more activist stance, some distinctions are hard to draw and the Exodites feel strongly about keeping themselves true to the core of what defined them in the many centuries since the Fall. Homeworlds Exodite Worlds are sparsely populated. If you were to survey an Exodite world and divide the planet's surface into 1000-hectare tracts of surface, you would generally find that only a quarter of those tracts had any Eldar at all. Even within those populated tracts, the density would be roughly one individual per dozen hectares, roughly on par with the density seen on Feral Worlds. The overall planetary density is in human space seen only on Death Worlds, and this analogy is apt: an Exodite World is, to a great extent, an artificial Death World - at least, it certainly appears as one to any non-Eldar who attempt to explore it. Exodite Worlds are classed by the Eldar as Maiden Worlds, but they are _sharply_ distinct from others: Maiden Worlds are terraformed, and where Exodites have not introduced the World-Spirit-mediated aggressive ecosystem, these worlds are generally among the least-hostile, most-welcoming worlds in the galaxy, a fact which has led to numerous settlement attempts which were aggressively contested by the Eldar. An Exodite World is also terraformed, but specifically shaped to be one which constantly tests its inhabitants; only by the constant management of the World Spirit psycho-construct are these tests reduced from the constant mortal peril of a true Death World to merely difficult, constant problems that keep the Exodites on their toes without pushing them beyond what they can bear. These worlds always include dragons and a variety of hostile flora, but a great deal of variation is displayed within that. Qa'Sethlai is a terraformed gas dwarf, and clusters of floating terrain are traversed by sky dragons and hand-made Exodite gliders. Chassrace is a world of rivers and rainforests, both tropical and temperate, and its inhabitants do not farm, getting their sustenance entirely from hunting, gathering, and fishing from its bountiful waters. Kethtressil has an extensive cave system and many tribes live in those caves, as do several interesting varieties of dragon not commonly seen elsewhere. However, the most common appearance is rolling hills, sharp chasms, and a diverse selection of forests, and aspects of this appearance are seen even on the unusual worlds. At War Tactical Doctrine The Exodite tactica is primarily defined by the skills of the hunt. Speed, stealth, and superior senses are their practiced advantages, and so their methods of battle rely on raids, deployment from hiding, and forcing the battle onto terrain where there is ample cover. They use this cover as concealment themselves, and tempt the foe into trying to hide within it as well, a foolish ploy because the Exodites are nearly as skilled at denying the enemy protection from cover as they are at making best use of its protection for themselves. The preferred strategy is to draw the enemy into a quagmire of rough terrain, gain more from that quagmire than the foe can, and then crush them with a cavalry assault, bombardment from Sky Dragons or storm lizard artillery, or simply a crushing charge of large dragons. Where battle on open ground is necessary, they are capable of planting their own cover: several rapid-growing carnivorous plants can be seeded to an area and encouraged into growth in days by a Wayseer. If that is insufficient or impossible, an entire tribe may be fielded on dragonback, usually armed primarily for attacks at range, and both caracole tactics with continuous waves of fire and cycles of charge and false retreat will be used to bleed the enemy (usually being followed up by a charge of large dragons). When assaulting fortifications is necessary, sky dragons and dragon scouts will screen and bombard the enemy to cover an advance by the largest group of megasaurs and storm lizards that can be gathered; when this group has advanced close enough, the living tanks will charge the walls head-on and the scouts and raiders will follow up. Organization The basic unit of organization of the Exodites is the tribe, both at peace and in war (much like the Wild Rider clans of Saim-Hann). Tribes occasionally fight each other, and even alliances of tribes may take the field against each other, though the warfare is ritualized and low in serious casualties, with tribes rewarding feats that require skill at arms to complete but do not cause lasting harm to the rival tribe, such as stealing mounts, disarming enemies, and subduing them without drawing blood. Coordination between tribes when the world is under threat is freely given in most cases, but in less desperate circumstances, it generally requires the leadership of Wayseers, psykers who have practiced communion with the World Spirit and live at a remove from their tribes (either a social remove where they are treated as foreign while sharing living space, or physically living outside the tribe system). A tribe's forces will be led by a War-Prince, usually the same individual who leads hunts against powerful prey; this position is not gendered, despite the name, though male Eldar do hold it more often than female. When a large force is assembled, the Wayseers will nominate a High Prince, generally but not strictly selected from the War-Princes of the tribes present, and if a comfortable majority of War-Princes assent, this High Prince is considered the commander for all forces; Wayseers are not skilled directors of forces and so almost never take on this role. Tribal forces primarily are counted as the bands of Dragon Scouts and Dragon Knights who are accustomed to hunting together and fight as units on the battlefield. Warriors on foot are instead predominantly Exodites who are not _principally_ hunters in their daily life, and have weaker inter-tribe rivalries as a result; mixed units of infantry drawn from multiple tribes are still uncommon, but not as fiercely resisted as mixing cavalry units would be. Aspect Warriors, whether infantry or Bountful Knight, are outside the tribe system for the time they spend in the aspect shrine and will come to the aid of any tribe or war party; Exarchs or veteran Aspect Warriors are the most common High Princes who are not an attendant tribe's War-Prince. On the rare occasions when multiple Exodite worlds collaborate during war, the High Princes of each world will come to consensus on a leader, usually designated Autarch; often this is, like a Craftworld's Autarch, an individual with specific training in the Path of Command, which may even be an outsider who is from a Craftworld not fighting with them at that time. Individuals who have been a High Prince on more than one occasion will often make a pilgrimage to the most easily-accessible Craftworld to study the Path of Command for some years, and then bring the lessons back with them for future wars. Armory The most notable element of the Exodite 'armory' is their dragons; lizards ranging ranging from the size of dogs to the size of elephants, which are used as hunting companions, steeds, and for some of the largest herbivore walking weapons platforms. Dragons generally take the field along with an Exodite with a strong 'dragon-bond', an empathic gift for communicating with dragons (and other animals); particularly large groups or ferocious dragons require a Dragonspeaker, a skilled individual with a particularly strong dragon-bond who has trained in its use. Velisaurs are pack carnivores the size of wolves or large dogs, used as hunting companions either in ones and twos paired with Eldar hunters with a weak dragon-bond or as an entire pack alongside a skilled Dragonspeaker. Raptisaurs and Carnosaurs are pony- and horse-sized (respectively) carnivores, Raptisaurs more nimble and intelligent and Carnosaurs larger and more durable, who are the usual mounts for Dragon Scouts and Dragon Knights, respectively. (Both are considered worthy of the Bountiful Knight aspect shrine, and Exodite worlds with multiple Bountiful Knight shrines have at least one for each.) In the wild, Raptisaurs sometimes hunt alone but more often in pack of three or four; Carnosaurs are solitary but mated pairs are known to hunt together on occasion. These three types make up the primary cavalry and rapid skirmisher units, which are the bulk of most Exodite armies. Pterosaurs are rarer and were almost totally untamed before the Second Sundering, when the Sky Dragons, larger and more easily pressed into service, were bred or engineered from the existing pterosaurs; these perform a similar role but in the air. The larger dragons are correspondingly less common, but highly impactful where they see use. Megasaurs, also called Megadons, are the apex predator of most Exodite ecosystems, enormous fast-running hunters who stand four meters tall at the shoulder. Only in times of great strife do megasaurs consent to be ridden, and even then it requires a very talented Dragonspeaker; when they do, however, they are living shock-assault weapons, devastating enemy lines and crushing whole companies of infantry or bikers. They are not the largest of the dragons, however: the large herbivores range widely in bulk, but, as in the old Terran ecosystem, dwarf the predators in size. The smaller varities like the frill-headed Cerasaurs are docile and often used as beasts of burden, or in war as small, slow-moving artillery mounts. The largest, the 'storm lizards', are around six meters tall, twelve in length, and four to five meters wide, heavily plated and spiked. These are used to mount heavy artillery and fortress-like howdahs, and in close combat can match most tanks on a fair footing and make even the mighty Baneblade hesitate to engage them. Beyond the dragons, biotechnological weapons in common use include the hybrid-technology webcaster (a spider-like gun which can fire sticky webs for capture or be threaded with monofilament for execution), 'hyperseed' biological grenades which sprout into entangling, spiky vines in moments, and 'trap spitters', carnivorous, highly-poisonous plants which are immobile, but can grow in minutes and camouflage themselves almost undetectably until they strike. Hyperseeds are carried by many cavalry, but particularly heavily-used by the Sky Dragon corps and 'bomber birds': trained hunting hawks, properly avian falcon-like beasts which can be trained to fly forth with hyperseeds clutched in their talons, drop them on whatever non-native life they first see, and return to their falconers for reloading. Beyond biotechnology, the shuriken catapult and lasblaster are holdovers from the armament of the Eldar Empire's military, and the witchblade and singing spear common to Seers are in widespread use on Exodite worlds as well as Craftworlds. At Peace Culture To understand Exodite culture you must first understand the World Spirits. The World Spirit is a great psychically-active construct which coordinates the wildlife of its planet, designed to prevent its Exodites from falling into the corruption of the pre-Fall empire, but also not consign them to unrewarding, exhausting toil for the rest of their days. The World Spirit controls the ecosystem, normally making it mildly hostile in settled areas and extremely hostile outside those. But in times of need, it turns the the wildlife much more friendly, willing to defend the Eldar and ease their burdens if a talented Dragonspeaker attempts to tame them. In truly dire circumstances, the beasts will spontaneously attack threats to the Eldar residents without assistance, and be tameable by ordinary Eldar without any more psychic gifts than are possessed by all their race. By the masterful artisanry of the World Spirits, the worlds assist them in direct proportion to their need, helping only as needed and no more. This ensures that they never fail into fruitless toil, but also never into sybaritic hedonism such as produced the Fall. The ethos underlying this design, and the design's effects, are the primary shaping forces for Exodite culture. Exodites maintain the trappings of primitivism, and to an extent the reality of it; they must plow their own fields, scythe their own crops, and do by sweat and grit what the Craftworlders do via automatic mechanical means. But they also have a deceptively easy time taming the worlds' dragons as beasts of burden, hunting companions, etc.; the world literally conspires to assist them where needed. They therefore live as a real-life instantiation of the stereotypical, and usually fictional, noble savage: simple needs simply achieved, low strife inside tribes, strife between tribes highly ritualized, and no fear that they might descend into crushing poverty without serious moral/philosophical laxity that could be said to 'bring it upon themselves'. They do take steps to preserve this status quo, however: the most visible one is to rely heavily, in war and in peace, on living creatures and biotechnology that the World Spirit can affect, more than the traditional Eldar armaments like the shuriken catapult and prism cannon. Due to the modifications made after the Fall made the vulnerability of souls clear, Exodites are also extremely attached to their home worlds. After the Second Sundering they have been known to leave them, but the souls of their families and ancestors are bound into the very crust of the planet, their ghosts lingering at places on the surface important to them in life. And unlike a Craftworld's Infinity Circuit, there is no possibility of extracting them and moving them to another haven; the infinity circuit was retrofit into the World Spirits and they were never meant to be portable. Some Maiden Worlds not originally part of the initial exodus have been turned into Exodite worlds since the Second Sundering, and since they did not yet have World Spirits they have received newer version, ones which can more easily be extracted in case of serious problems, a design pioneered by Menimshemash after they had to evacuate their infinity circuit due to Tzeentchian corruption. This has made the new world inhabitants less attached to their homes, which some old Exodite families find unsettling; they therefore have substantially higher fractions of their residents drawn from the Craftworlds in their coils than would be naively expected. Relations It is not quite clear who the Exodites hate the most, of all species in the galaxy. It is a narrow contest between the daemons of Chaos, and the Dark Kin of Commorragh. One is the scourge that destroyed the Eldar Empire, and the other learned no lessons from the empire's Fall and seem determined to invite more of the same upon their race. Exodites grudgingly respect their skill at arms as demonstrating that while they have stayed debauched and vile and become moreso, they have not grown _soft_, but this barely tempers their disgust and loathing for the Dark City. Other Eldar they regard with mild distaste as soft and foolhardy, too willing to risk Slaanesh's grasp by making their lives easier. Even the Harlequins they regard this way, though mixed with a healthy dose of trepidation and awe at the living avatars of Cegorach and stewards of Eldar history. Orks and Necrons they regard as pests who can become serious threats if left unchecked; the most common sorties off their homeworlds that Exodites perform are reconaissance in force to find nascent WAAAGH!s and awakening Tomb Worlds and nip them in the bud. Humanity, as well as the T'au and their client species, are not given much thought except when they attempt to settle a world which already has a World Spirit, at which times they are hunted down and killed mercilessly, occasionally extending to whatever staging grounds they used for their colonization.
  18. https://www.warhammer-community.com/2019/08/29/breaking-news-sisters-psykers-and-skeletonsgw-homepage-post-4/ I'm totally doing a little dance here! I can't wait, I can't wait! Wonder how many of them they will be releasing at once? Exarch Images: Jain Zar! New Banshees as a whole unit:
  19. So after a very..... long time off not posting anything, mainly posted on FB pages; I’ve decided to dip my toe back into forums again. After many, many years of only doing marines I thought I’d give some dirty space elf’s a go. Going for a very small 500 point army to get me started (hopefully I’ll finish unlike my various other projects) . The list is a simple foot sloggers backed up by a Farseer, warlock and two Walkers Battalion Detachment +5CP (Aeldari - Craftworlds) [29 PL, 500pts] Craftworld Attribute: Alaitoc: Fieldcraft HQ Farseer [6 PL, 110pts]: 1. Guide, 4: Fate's Messenger, 6. Mind War, Craftworlds Warlord, Shuriken Pistol, Witchblade . Shiftshroud of Alanssair Warlock [2 PL, 55pts]: 5. Quicken/Restrain, Shuriken Pistol, Witchblade Troops Dire Avengers [3 PL, 55pts] . 5x Dire Avenger: 5x Avenger Shuriken Catapult Guardian Defenders [5 PL, 80pts]: 10x Guardian Defender Guardian Defenders [5 PL, 80pts]10x Guardian Defender Heavy Support War Walkers [8 PL, 120pts] . War Walker: Scatter Laser, Starcannon . War Walker: Scatter Laser, Starcannon Total: [29 PL, 500pts] Only just started on the first unit of guardians and done one as my test to bed in what I’m doing with the rest of the squad/army All in all faily please so far, the light makes the min look a little washed out and grey. Preying for some decent light so I can show it off a little better
  20. So I guess it's time I made this official.... It's going to take a while, but here goes my Eldar project. Basically with advice from several people in the know, and especially on the forum, I've devised a list to get me going. It is based largely around this box..... And I picked up a farseer on a bike, and was told I'd be better off with a headswap option so I did this: So the head and base are magnetized, and with that I went on to try to put some Wraiths together... only to find out I was missing two sprues!!! So I've emailed GW, and told them I'm missing 2 entire sprues. This of course puts a delay in what I can build for now, but the bigger question is if this gets resolved. (It's two sprues with swords and various pieces.... so I'm assuming this would have me unable to make about 8+ guys? The Wraithlords are all there, and so is the Spirit Seer so I can build those. We'll see what GW says! And take it from there. Also my first game is this Friday so it should be a learning experience. I haven't played Eldar in about 8 years. :) Wish me luck.
  21. Hi guys! I've been playing Warhammer 40k for over a decade now, and have my fair share of armies. I've had small blogs scattered on various forums before, but most haven't been updated in years, are archived and/or are filled with dead images. So I figured I'd just consolidate everything into a single blog, showing some of my older stuff and then continue with stuff I'm working on now or in the future. Apologies if you've seen some of the stuff before. I'm not the fastest nor the best painter, and with my short attention span I generally move between projects often to keep me from getting bored on painting the same stuff constantly. So here's my stuff, I hope you enjoy! I'll update this first post as an index to the posts with content for easy future reference. Tyranids - Hive Fleet Leviathan This was my first army which I started in 2008, after me and a few friends got into the hobby from playing the Dawn of War video games. I just loved the little gribblies and big monsters. Too inexperienced to realize beige is a pain in the ass to paint, I settled on a Leviathan-esque paint job before Hive Fleet Adaptations were a thing. Zoanthrope - Done Carnifex - Done Gants - Done Gargoyles - Done Trygon - Done Winged Hive Tyrant - Done Hive Crone - Done Swarmlord & Tyrant Guard - Done Tervigon - Done Exocrine - Done Haruspex - Done Grey Knights I always had a weak spot for the Daemonhunters, so I started this army in 2011 when the first plastic GK models came out together with their 5th edition codex. I also started experimenting with an airbrush around this time after failing to paint their power weapons one too many times (I still fail at blending). Haven't done much with them since 7th really after the Inquisition and Grey Knights got split up in separate codexes, and their current edition codex just feels lacking. Librarian - Done Brotherhood Ancient - Done Apothecary - Done Kaldor Draigo - Done Terminators/Paladins - Done Strike Squad - Done Purifiers - Done Inquisitor Coteaz - Done Ordo Malleus Inquisitor - Done Vindicare Assassin - Done Dreadnought - Done Venerable Dreadnought - Done Nemesis Dreadknight - Done Land Raider - Done Stormraven - Done Eldar - Craftworld Saim-Hann I started collecting Saim-Hann when their 6th edition codex came out in 2013, when the plastic wind riders and wraithguard came out. Jetbikes and wraith constructs are my two favourite aspects about Craftworld Eldar and I liked the vibrant red of Saim-Hann. That they matched the jetbike playstyle didn't hurt either, of course. Autarch Skyrunner - Done Farseer Skyrunner - Done Windriders - Done Vyper - Done Dire Avengers - Done Wave Serpent - Done Fire Prism - Done War Walker - Done Crimson Hunter - Done Spiritseer - Done Wraithguard - Done Wraithlord - Done Wraithknight - Done Blood Angels - 5th Company 'Daemonbanes' I wanted to do a Space Marine army for a while, as the Grey Knight model range is (still) very limited, and I kept seeing one new Astartes release after another that I couldn't include in my army. While I originally intended to do a custom chapter, I already had a Space Hulk set and a Deathstorm box for my Tyranids, so I figured I might as well just do Blood Angels as I already liked their background and already had those models anyway. So in 2015 I began working on the Sons of Sanguinius. Since the previous armies were relatively clean looking, I went for a more grimmer, weathered look for these. I picked the 5th company as the main focus, simply because I liked the black blood drop of that company's insignia best to match the darker look I was going for, plus it seems thematic to ally with my Grey Knights considering they're called the Daemonbanes. Sanguinary Priest - Done Commander Dante - Done Sanguinary Guard - Done Assault Squad - Done Bike Squad - Done Librarian - Done Librarian Dreadnought - Done Furioso Dreadnought - Done Deredeo Dreadnought - Done Death Company Dreadnought - Done Lemartes - Done Death Company - Done Baal Predator - Done Relic Sicaran Battle Tank - Done Drop Pod - Done Sniper Scout Squad - Done Close Combat Scout Squad - Done Captain - Done Suppressor Squad - WIP 1, Done Thunderhawk Gunship - WIP 1, WIP 2 Adeptus Mechanicus & Imperial Knights - Forgeworld Xana II & House Malinax Always been a fan of the AdMech, and generally I go for the tech-priest character in any of the 40k RPGs I've done over the years. After snagging two cheap knights from a Renagade box and getting some Skitarii from the Kill Team starter set, I finally started with the cogboys in 2018. As I already had two red armies and didn't want a third, and I loved the colour scheme of House Malinax from FW, I decided to go with this colour scheme for the AdMech units as well. I know that lorewise they're hereteks/traitors to the Imperium, but I don't intend to go all chaosy/dark mechanicum on them. Skitarii Vanguard - WIP 1 Skitarii Rangers - WIP 1 Sicarian Infiltrators - WIP 1 Armiger Warglaive - WIP 1 Knight Warden - WIP 1 Scenery, Terrain & Gaming Room I'm lucky enough to have a spare bedroom (and a wife that lets me use it) as a dedicated hobby room, and have my own gaming table. I love building scenery, even though it takes me ages to complete any projects because of the amount of work required for the bigger projects. Gaming Table - Done Realm of Battle - Done Fortress of Redemption - Done Skyshield Landing Pad - Done Woods - Done Blastscape - Done Aquila - Done Imperial Sector Buildings - WIP 1 FW Industrial Sector - WIP 1, WIP 2 3D Printing Always wanted to get into 3D printing, but wanted to wait for a printer that could print high quality prints without having thick layer lines, had a large enough volume to tackle larger projects but was still affordable enough. This turned out to be the Phrozen Transform. 3D Printer - 1
  22. I was wandering, as GW changed the Raven Guard chapter tactic to not make it OP on vehicles, did Psychic Awakening, or the September faq, change the Alaitoc trait to make it fair?
  23. Sooooo... back in August, I had my birthday. For my birthday, I got the Eldar Apoc box. I built it, did a couple test models... and set it aside entirely. I've played it once, ever, as a 40k army. I'm gonna record my Eldar - my first full Xenos army (my 'Nids KT doesn't count) - right here. Games, painting, general progress. I'm doing this, Word Bearers and Raven Guard all at once; keeps me busy and keeps me from getting burnt out on any one project. Edit: By the way, if anyone wants, like, paint recipes, or has any questions, say so. I'm bored and usually check in on the forum maybe every 5-20 minutes depending on how intensely bored I am if I'm at my computer.
  24. Good evening house, I'm planning an Apoc game for my crew, and so far it's looking like it'll be Eldar/Eldar vs Tau/Tyranids. I'm having a hard time coming up with a theme to make it an excellent narrative event, so are there any good ideas frater out there might have? I'm all ears!
  25. I would like some help building a craftworld army. The army I fight most is tau and usually get smashed. These are the units I have. Though having a nice rounded list would be nice too. And if you can give reasons as to what you pick that would be great!! HQ - Farseer skyrunner - 3 warlocks - 2 Farseers - eldrad Ulthwé Troops - 21 rangers - 30 guardians - 10 dire avengers Elites - 10 striking scorpions - 5 wraith gauged Fast attack - 12 swooping hawks - 3 vypers - 18 warp spiders - 9 windriders Heavy support - fire prism - 3 support weapons - war walker Flyers - 2 crimson hunter exarch Dedicated transport - 3 wave serpents Thanks for the help in advance!!!!
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