Posts by AbusePuppy

Craftworlds Codex Review: HQs: Warlock Conclave/Skyrunner Conclave

One Warlock, two Warlock,

Red Warlock, blue Warlock

This Warlock is a rambunctious tyke,

This one rides to battle on bike,

My what a lot of ‘Locks there are!

Read more

Craftworlds Codex Review: HQs: Warlock/Warlock Skyrunner

A warlock is a male witch, but a Warlock can be male or female and has absolutely nothing to do with Wyches. This shouldn’t be confusing at all.

Read more

Craftworlds Codex Review: HQs: Autarch Skyrunner

This is the last article I’ll write about Autarchs, I swear.

Overview

The final member of the Autarch trio, the Autarch Skyrunner is the variant that gets to Easy Rider his way around the battlefield on an Eldar Jetbike- and rest assured, they haven’t gotten any worse since last edition, though they are a little bit more expensive. Still, you get some very reasonable bonuses for riding one- an extra toughness, an extra wound, and a 16″ move value, plus you always move a 6″ more when you advance, with no need to roll the die. Combined with the Autarch’s basic package (which includes 3+ armor anyways) the Skyrunner ends up being a very solid unit, but from there we’re only getting started.

Read more

Eldar Codex Review: HQs: Autarch with Swooping Hawk Wings

What’s that in the sky- is it a bird, a plane? No, it’s the Swooping Hawk Autarch, here to provide rerolls and shooting support anywhere your army desires. (It’s probably good that it wasn’t Superman, that guy is kinda a dick.)

Read more

Craftworlds Codex Review: Autarch on foot

Although a lot of xenos factions aren’t lucky enough to get access to a character with a reroll aura, some few do- including Craftworld Eldar. But an Autarch can be much more than just an aura, especially if you’re dipping into the Index options for their wargear.

Read more

Craftworlds Codex Review: HQs: Farseer/Farseer Skyrunner

The runes have long foretold that this article would be about Farseers; you cannot avoid the path of fate.

Overview

Eldar have long held a reputation as being a psychically powerful race, a distinction that stemmed largely from their fluff. However, since 6th edition this fluff has translated more and more into the rules half of the game, to the point where Eldar really have been one of the best psychic armies in the game for several editions. You can argue the details of whether they really are the strongest (and what that even means), but few people would argue that unit-for-unit and spell-for-spell they don’t get some of the strongest psykers around.

Read more

Pieces of 8th: Command Points

One of the most interesting new parts of 8th Edition was the integration of command points into the game. Earned via the detachments you take and spent on various once-per-phase abilities, command points represent an entirely new system of resources for players to play around with during the list-building step and over the course of a game. But how should you be using them, and how many is enough? In this next part of our Pieces of 8th series, we’ll be looking at the subject in a bit more depth.

Read more

Pieces of 8th: Markerlights

Markerlights- always an integral part of the Tau army, and always the first target of the enemy’s guns. (Or at least they ought to be.) Though their exact effects have varied from edition to edition, their general abilities (spend to increase BS or to reduce cover) have been more or less the same. 8th Edition brings a change to this, but while many regard it as being for the worse, it’s really just one more iteration of the way things have always been.

Read more