Is there a particular reason you're going for Warsinger Commander over Warsinger Captain?
Hard choice, but it boils down to "Warsinger Captains are very expensive." I could probably be convinced to switch.

The thing is, while they'd be our default Warhost leader, the bonus to use of advanced tactics would be very nice to stick on various Elite and Fast Attack units, so we're still going to want a fair number of them.
 
Melta weapons are among the most potent non-exotic weapons available, able to compete even with some less reliable or sophisticated plasma weapons. Their critical weakness however is distinctly lacking range;

Something tells me that our plasma guns might actually be as good as / slightly better than the meltas if I'm reading this right (especially with the fact that we selected for range and power when designing our Sunguns, in fact, the only thing our plasmas can't do is the torpedoes at the moment)

Economically speaking, the fact that meltas and our plasmas are pretty much the same price and have a longer range might just mean that meltas might not see much use aside from any emergency militias we recruit.
 
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I'd say
[ ] Stel'iy-Rann | A Pearl Without Price
[ ] Lal'c-Tann | Oaths of Brootherhood
myself.

I agree. The search for Nacretinei is already accounted for in our plans, and regarding Lal'c-Tann it's a combination of bringing a family back (most likely more help for hero units when we get to them), an experienced daemon slayer on retainer and a big shiny that is

…And Terithillian.​
The Beacon-Forge, the Vaul-Flame.
Greatest and grandest of the Craftworlds who held Vaul as patron above all.​
I'm willing to bet that if there's some place in the galaxy with second fully functional Forge of Vaul, it's going to be there.
 
Something tells me that our plasma guns might actually be as good as / slightly better than the meltas if I'm reading this right (especially with the fact that we selected for range and power when designing our Sunguns, in fact, the only thing our plasmas can't do is the torpedoes at the moment)
Personally, melta torps and melta bombs were all I really wanted out of that research. Meltaguns and multi-meltas do also have the advantage of being really cheap, compared to, say, Graviton Sheer Rifles, our other weapon in the general category of "fuck up shit that gets close."

I wonder how multi-meltas would work out as a jetbike weapon.
 
Personally, melta torps and melta bombs were all I really wanted out of that research. Meltaguns and multi-meltas do also have the advantage of being really cheap, compared to, say, Graviton Sheer Rifles, our other weapon in the general category of "fuck up shit that gets close."

I wonder how multi-meltas would work out as a jetbike weapon.
Normally i would say "horribly because the jet bike flies into all that freshly plasmatic air."

But, we are standarizing on VGA, and we are aeldari, so avoiding it or just tanking it might actually be possible.

Just dont expect it to be able to do it constantly, and it should be okay.
 
Personally, melta torps and melta bombs were all I really wanted out of that research. Meltaguns and multi-meltas also have the advantage of being really cheap, compared to, say, Graviton Sheer Rifles, our other weapon in the general category of "fuck up shit that gets close."

I wonder how multi-meltas would work out as a jetbike weapon.

Yeah that's what I'm saying, aside from the melta bombs and the torpedoes (already envisioning a torpedo escort) we can pretty much stick to the proposed Needler-Sunblaster combo (for our troops at least)

Still though, that our default plasma guns might have as much anti-tank capability as an Imperial's melta gun is incredibly funny to me for some reason, reminds me of the gauss weapons from the Necrons being "our most basic gun can destroy your most advanced tank" except less broken (and something I will be advocating for us to grab asap since the Necrons have The Best Stuff)
 
Something tells me that our plasma guns might actually be as good as / slightly better than the meltas if I'm reading this right (especially with the fact that we selected for range and power when designing our Sunguns, in fact, the only thing our plasmas can't do is the torpedoes at the moment)

Economically speaking, the fact that meltas and our plasmas are pretty much the same price and have a longer range might just mean that meltas might not see much use aside from any emergency militias we recruit.
plasma is more worthwhile and our mainstay, but Melta will have it's uses as a specialty squad options perhaps.
 
So outfitting all our existing 114 detachments (if I've counted correctly) will take at minimum 114 commander units and possibly as many as 456.
Coming back to this...

Taking our Seer training options as the basis of comparison, I think we can assume we'll get multiple commanders per training action; the Seer trainings all give us six. So with the one-turn commanders we're probably looking at a lot less than 114 AP for the minimum.

I'll also note that length of training time doesn't necessarily correspond directly to amount of AP spent; Bladedancers take four turns of one AP each as compared to Warseers taking two turns of two AP each, for the same total AP either way. This probably doesn't matter within a category, I suspect the AP/turn for a Warsinger Leader and Warsinger Captain are probably the same, but it makes prices between categories harder to evaluate; it wouldn't surprise me if Warseer Commanders take more AP/turn than the other three. Or smaller batches, to similar effect.
 
I want Warsinger Captains for the turbo elite detachments. Performing advanced tactics will be 90% of their job so having a high chance to succeed even on failures will be very important.
 
Yeah, but I'd rather have enough "pretty good" commanders, rather than a small number of excellent ones.
Having excellent Warsingers does not prevent us from having "pretty good" leaders elsewhere. We have 4 votes after all.

My prefered combination would be this:
[ ] Warsinger Captain
-5 turns
[ ] Warseer Commander
-3+ turns
[ ] Force Commander
-2 turns
[ ] Warpriest
-1 turn


This gives us a solid selection of commanders to attach to varyingly skilled/important detachments.
 
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[] Vehicle Aesthetics
-[] Angular with sharp edges and the color of molten steel glowing as if it had just left the forges.

[] Vehicle Aesthetics
-[] Organic in design and aesthetics with armor plates made to look like interlocking scales, and a dragon's head on the cannon.

I don't have pictures.
 
Truth be told I was expecting it to be more related to the Nightwing then those really.
I was generally looking at the various Eldar lists and going "okay, what things are all really obviously based on the same ancestor chassis, and show up a bunch of times" when determining what would be the "standard" vehicle.

So obviously you get a Falcon ancestor, because the Craftworlds have Falcon variants coming out their ears, a floaty Barge because the Druchii have loads of those, an ancestor to the various interceptors because obvious successors show up in both Craftworlder and Dark Eldar lists, and so on. So the Nightwing is something that the Craftworlders come up with themselves at some point, since the thing honestly has more Falcon in its DNA than anything else and doesn't have any obvious relatives anywhere else.
 
Almost all of my vehicle tastes range Much much heavier then this, And I'm not a hover vehicle guy, So I don't exactly have any good picture for inspiration, I think the defaults are good enough that I have no problems with them.
 
I'm happy with the default, too. Maybe something smoother and more streamlined than the specific pics in question, but they're supposed to be "Eldar-ized," and smoother and more streamlined seems likely to be part of how.
 
I absolutely love the first image and its concept art. Just need to put a second cannon mirroring its current cannon and its perfect.
 
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