What's worse?

What could be worse than a Space Marine Legion that fell to the Chaos powers and rebelled against everything they once respected? We don't know, but it was probably pretty bad.

Saturday, August 21, 2010

Eldar Apocalypse, Part 2

Did you ever notice that the original Eldar Revenant has the basic outline of the clear plastic Eldar vehicle canopy on it? Looks like that design is older than even the Vyper. Pretty cool!

I've been asked for some clarification on the Nightshade's torpedos. Here're some more thoughts:

Eldar Fusion Torpedo:
  • S8, AP1, Heavy (1), Ordinance (15"), Mega Melta, Incoming, Large Targeting, Interception

  • Yes, I have a 15" template. Contact me if you want one too!

  • Mega Melta: 8+3D6 under the center hole. 8+2D6 under the rest of the template.

  • Incomming: The fusion torpedo has a range of thousands of kilometers and cannot get up to maximum speed on a 40k battlefield. At this range, it is obvious where it will strike and the enemy can potentially move out of the way. During deployment and at the end of the Eldar shooting phase, place a marker for every functioning torpedo tube in arc. The shot is resolved at the start of the next Eldar shooting phase, scattering 4D6-4".

  • Large Targeting: The torpedoes are designed to be shot at space craft, and as such the auto-target systems work best when aimed at a large vehicle. If the marker is placed on a super-heavy vehicle roll a D6. If the result is less than or equal to the starting number of structure points when resolving the hit the torpedo scatters 2D6-4", centered on the current position of the vehicle.

  • Interception: The torpedo marker may be shot at as if it were a Deep Striking unit using the normal Interception rules. It is counted as a Flyer with Toughness 8, 3 wounds, and an armour save of 2+. If the torpedo is 'killed', the marker is removed.

What do you think?

I'm not ready to disclose the full scenario background yet, but the basic idea is that the enemy has discovered something ancient and powerful underneath a ruined fortress and they're planning to turn it on. The Eldar are trying to prevent this and have been working for decades towards this end, putting common foes in this enemy's path and drawing still others towards this planet. It is still very close. As a last resort, the Nightshade has blown through the blockade and will try to destroy the fortress either through concentration of weapons or by Kamakazi attack.

The following picture shows a basic idea of the table layout and where the Nightshade will be during each turn. I've also shown the Nightshade's weapon arcs. The enemy will have 4 turns to damage as many systems on the Nightshade as possible. It won't be until turn 3 that all of the weapons will be in arc, so they really only have 2 shots with the biggest gun. On turn 5, if the fortress is not destroyed and the Nightshade is still mobile, the Nightshade will crash into the fortress.

This is assuming, of course, that we get a play space big enough to fit all of that.

The real trick is going to be to make the Nightshade's engines tough enough that the enemy cannot just Deep Strike a couple dozen Terminators onto it and swat it out of the sky. It should be possible, though. It should also be possible to accomplish most of the victory conditions from the battlefield.

I've come to the conclusion that I'm going to have to bring in someone to help me run my Eldar. Once you get over 20k points, you really should have more than two hands on the project.

Congratulations to the guys at Siegeworld for a successful record-breaking game last weekend! Check out their gallery!


  1. Why only a couple dozen Terminators? I was thinking more along the lines of Fifty Terminators.

  2. Right, that's the trick. It's not that hard to get that many Terminators.
    The way it'll be played is that the opponents are not aware that this insane move is taking place. It's very much a Captain Kirk/Han Solo type of maneuver and there's not enough time to adapt the teleport mechanisms. That, plus it is nearly impossible to teleport onto a moving spacecraft in the atmosphere.