Monday, April 20, 2026

Endure The Inevitable

 

Endure The Inevitable




Game over!

I was able to get two victories and wrap up two guiding fate agendas, earning me a Seer of Fates badge.

You have perceived that which threatens your craftworld in the days to come. Through bloodshed and cunning you have turned aside that peril and - though no war comes without cost - you have done much to defend your people and their home.

Thanks for the pep talk, GW.

As a result of my failure to stop whatever disease the Imperium is carrying, Autarch Kayvyn and the Storm Guardians have been slain, only to have their spirit stones stuck into wraith constructs. As much a case of "fail up" if I've ever seen (maybe not).

I knew that getting two units and a character in to the enemy deployment zone was going to be an issue. On the bright side I did learn after the fact that reserves that started the game on the table don't have to come in by the end of turn 3. Why don't I just rapid ingress my warlord on to the objective or kill all battleline units then just pop out a cheap battle line unit to score the secret mission (assuming that I have uppy/downy available)?

Farseer Gwyth The Fireheart gets 2 MVP points for killing Gaunt's ghosts and sending his ass back to Terra butt-ass naked. 1 MVP points for the Filalenor Militia for the assist.

I'm looking forward to trying some new detachments and actually using some of my wraith units. If I had more time for Warhammer I'd paint another Autarch because this new guy is no Kayvyn. 

Bookkeeping:



Now to the boring stuff...


Day 8

Battle Tally: 8

Victories: 2

Requisition points: 2RP

Supply used/Supply limit: 1900/2000


Order of Battle:

Spiritseer                                                                                                     XP:0            65pts
Autarch 
(Death Spinner /Star Glave
)                                                           XP:0
           85pts
Farseer Aleer Serenti ('glory to the setting sun')  (Singing Spear)              XP:11          70pts
    -    Fallen Forseen (Battle Trait)
Farseer Gwyth The Fireheart  (Singing Spear/Etherial Pathway)              XP:11           70pts
    -    Psy-prism (Battle Trait)
Farseer Skyrunner    (Singing Spear)                                                         XP:5            80pts
Guardian Defenders Filalenor Militia   (Bright Lance)                                XP:10          100pts
   -   Battle Weary (scar)
   -   Desperate Protectors (Battle Trait)
Guardian Defenders Ulvalin Militia  (Bring Lance)                                       XP:8           100pts
   -   Disgraced (scar)
   -   Desperate Protectors (Battle Trait)
Storm Guardians   (2x Power Sword/2x Fusion Gun, 2x Flamer)                XP:0           110pts
10x Dire Avengers  (Dual avenger shuriken catapult)                                  XP:2           150 pts
Dark Reapers (Tempest Launcher)                                                             XP: 1           90pts
Warp Spiders (Exarch Death Spinner)                                                        XP:3            105 pts
Fire Prism    (Shuriken cannon)                                                                  XP:8             150pts
  -    Crystalline Targeting Matrix (Battle Trait)
Fire Prism    (Shuriken cannon)                                                                  XP:7             150pts
  -   Crippling Damage (scar)
  -   Fatigued (scar)
  -   Hallucinogen Launchers (Battle Trait)
Windriders    (3x Shuriken cannon)                                                                XP:1           80pts
Shroud Runners                                                                                             XP:4            80pts
D-Cannon Platform                                                                                        XP:0           125pts
Wraithlord Kayvyn (Brightlance/Starcannon/Ghostglave/Flamer)           XP:16                130pts
    -    Natural Leader (Battle Trait)
Wraithguard (wraithcannon)                                                                    
XP:10                160pts    


Requisitions spent:

2x Spiritual Necormancy
Increase Supply Limit

Guiding Fate:

Threat level: 13 (RIP)

ENDURE THE INEVITABLE

No matter the efforts of the seers and the craftworld’s warhosts, some fates prove inescapable. Dark days have come, and they will live in infamy, always in the memories of the Infinity Circuit. If, that is, the craftworld manages to survive at all.

Destined Device (dawning): COMPLETE

Be it a powerful and ancient relic or the most inconsequential component of a larger machine, a nexus offate whirls about this object. If it remains at large, it will one day become part of a terrible threat.


BURIED PROVENANCE: COMPLETE

If the device is never discovered, its perilous potential will never be realised.


Rising Nemesis (Waning): COMPLETE

A hidden foe has been revealed. Though they do not yet realise the peril they will present if left unmolested, will one day endanger the craftworld itself; this must be prevented by any means.


SEVER THE HEAD COMPLETE

The foe are unifying, so we must slay their leaders and create a power vacuum.


Cleanse the Corruption (Waning)

An alien cult, a ravenous swarm, a supernatural plague, a fanatical faith; whatever its nature, some insidious influence is spreading and will render swathes of space dangerous to the Aeldari if it is not halted and destroyed.:


INTO PERIL

A host must be sent to excise this threat and stop the taint from spreading to the craftworld.


Tuesday, March 17, 2026

They're Digging In The Wrong Place

 

They're Digging In The Wrong Place





"Frightfully sorry, but there is no hidden treasure.
"I have already used this time to escape from your jail.
Fondest wishes--" Oh, I can't make out the signature!

Keep digging. We're bound to find something.
 

No new battle scars this game, but we're now in the bright fire engine red alert level of the Guiding Fate. One more loss and we'll have to 'endure the inevitable', but "no fate but what we make" and whatnot.

The introduction of Gaunt's Ghosts is really going to be a headache. Being able to snipe out a 70-85pt character per turn with lone operative is not something that can't go unanswered, but at the 1000pt game level I'm not sure what fat I can trim from my standard list. My plan so far has been to just use my OC advantage to win on primaries and taking any guardians off the table is going to make the plan just that much harder. Using the movement of the Fire Prisms might be the move.

Although I had the opportunity to score big on secondaries turn 1 (10pts), but exposing the guardians to a full army that hadn't been softened up in the least was a mistake. I should have just kept the secondaries for turn 2 or 3 which is historically when Andrew's tanks are in the position to score the most.

It really came down to a nail biter, but Farseer Aleer Serenti holding out until the last minute is what kept it that way, so he's getting the MVP. I mean...the game ended on a single 4+ save. I'm not sure if it could have been any closer. 

Unfortunately, not finding what I was looking for on the objectives means I will have a much, much harder time with the next guiding fate agenda. Good thing I have some wraith units in my collection, because I have a feeling some of our friends here aren't going to make it past the next round.

Bookkeeping:



Now to the boring stuff...


Day 7

Battle Tally: 7

Victories: 2

Requisition points: 4RP

Supply used/Supply limit: 1545/1800


Order of Battle:

Autarch Kayvyn (Death Spinner /Star Glave//Breath of Vaul)                   XP:15                     85pts
    -    Natural Leader (Battle Trait)
Farseer Aleer Serenti ('glory to the setting sun')  (Singing Spear)            XP:10                       70pts
    -    Fallen Forseen (Battle Trait)
Farseer Gwyth The Fireheart  (Singing Spear/Etherial Pathway)             XP:8                       70pts
    -    Psy-prism (Battle Trait)
Farseer Skyrunner    (Singing Spear)                   XP:5                                                        80pts
Guardian Defenders Filalenor Militia   (Bright Lance)                 XP:8                                 100pts
   -   Battle Weary (scar)
   -   Desperate Protectors (Battle Trait)
Guardian Defenders Ulvalin Militia  (Bring Lance)                    XP:7                                  100pts
   -   Disgraced (scar)
   -   Desperate Protectors (Battle Trait)
Storm Guardians   (2x Power Sword/2x Fusion Gun, 2x Flamer)    XP:9                           110pts
  -   Fatigued (scar)
  -    Sombre Determination (Battle Trait)
10x Dire Avengers  (Dual avenger shuriken catapult)                XP:2                                 150 pts
Dark Reapers (Tempest Launcher)                                            XP: 1                                    90pts
Warp Spiders (Exarch Death Spinner)                                        XP:2                                   105 pts
Fire Prism    (Shuriken cannon)                                                  XP:7                                  150pts
  -    Crystalline Targeting Matrix (Battle Trait)
Fire Prism    (Shuriken cannon)                                                  XP:6                                  150pts
  -   Crippling Damage (scar)
Windriders    (3x Shuriken cannon)                                            XP:1                                   80pts
Shroud Runners                                                                          XP:4                                80pts
D-Cannon Platform                                                                    XP:0                                    125pts


Requisitions spent:

Guiding Fate:

Threat level: 10(!)


Destined Device (dawning): COMPLETE

Be it a powerful and ancient relic or the most inconsequential component of a larger machine, a nexus offate whirls about this object. If it remains at large, it will one day become part of a terrible threat.


BURIED PROVENANCE: COMPLETE

If the device is never discovered, its perilous potential will never be realised.


Rising Nemesis (Waning): COMPLETE

A hidden foe has been revealed. Though they do not yet realise the peril they will present if left unmolested, will one day endanger the craftworld itself; this must be prevented by any means.


SEVER THE HEAD COMPLETE

The foe are unifying, so we must slay their leaders and create a power vacuum.


Cleanse the Corruption (Waning)

An alien cult, a ravenous swarm, a supernatural plague, a fanatical faith; whatever its nature, some insidious influence is spreading and will render swathes of space dangerous to the Aeldari if it is not halted and destroyed.:


INTO PERIL

A host must be sent to excise this threat and stop the taint from spreading to the craftworld.


Monday, February 23, 2026

Welcome To My Nightmare

 

Welcome To My Nightmare




The killings may have seemed random, but we've managed to tie up a few loose ends regarding the strands of fate, finishing off the second Guiding Fate agenda. 

                             

The less experienced Fire Prism took a battle scar this game. I'd like to move away from the Fire Prisms as an auto-take because they're actually a little on the boring side to play with. Anti-tank by way of close combat seems a little more fun, and hopefully the Shining Spears aren't too much of a slog to paint.

Infiltrating Guardian squads with the Ethereal Pathway is basically an auto-take for me now. Just being able to set them up where they need to be is so clutch, and is just one less thing I need to think about in the highest mental load parts of the game.

Warp spiders really did help with the scoring in turn 3. The final score was 74-49, and my breakout really happened in turn 4 when Andrew didn't get any kills. The game would have been a lot closer if the tank commander was able to shoot on death. Assuming that he would have killed the Warp Spiders the score would have been 32-48 on primaries, and if he killed the Guardians w/ Farseer as well, 36-44 on primaries.

Also, 17-22 on secondaries is just luck. If I hadn't drawn assassinate at turn 5 we would have tied on secondaries.

The nightmare world battlezone was particularly brutal with taking d3 extra wounds on two turns. The added damage to the psychic weapons was nice, but when you're looking at bright lances the bonus was a little overshadowed.

Autarch Kayvyn and his Storm Guardians are going to share the 3XP for MVP. Autarch Kayvyn keeps punching above his weight class, and killing Sly Marbo was important in keeping the secondaries competitive.

2 guiding fate agenda down, 1 to go.

Bookkeeping:



Now to the boring stuff...


Day 6

Battle Tally: 6

Victories: 2

Requisition points: 3RP

Supply used/Supply limit: 1545/1800


Order of Battle:

Autarch Kayvyn (Death Spinner /Star Glave//Breath of Vaul)                   XP:14                     85pts
    -    Natural Leader (Battle Trait)
Farseer Aleer Serenti ('glory to the setting sun')  (Singing Spear)            XP:6                       70pts
    -    Fallen Forseen (Battle Trait)
Farseer Gwyth The Fireheart  (Singing Spear/Etherial Pathway)             XP:7                       70pts
    -    Psy-prism (Battle Trait)
Farseer Skyrunner    (Singing Spear)                   XP:5                                                        80pts
Guardian Defenders Filalenor Militia   (Bright Lance)                 XP:7                                 100pts
   -   Battle Weary (scar)
   -   Desperate Protectors (Battle Trait)
Guardian Defenders Ulvalin Militia  (Bring Lance)                    XP:6                                  100pts
   -   Disgraced (scar)
   -   Desperate Protectors (Battle Trait)
Storm Guardians   (2x Power Sword/2x Fusion Gun, 2x Flamer)    XP:8                           110pts
  -   Fatigued (scar)
  -    Sombre Determination (Battle Trait)
10x Dire Avengers  (Dual avenger shuriken catapult)                XP:2                                 150 pts
Dark Reapers (Tempest Launcher)                                            XP: 1                                    90pts
Warp Spiders (Exarch Death Spinner)                                        XP:1                                   105 pts
Fire Prism    (Shuriken cannon)                                                  XP:6                                  150pts
  -    Crystalline Targeting Matrix (Battle Trait)
Fire Prism    (Shuriken cannon)                                                  XP:5                                  150pts
  -   Crippling Damage (scar)
Windriders    (3x Shuriken cannon)                                            XP:1                                   80pts
Shroud Runners                                                                          XP:4                                80pts
D-Cannon Platform                                                                    XP:0                                    125pts


Requisitions spent:

Guiding Fate:

Threat level: 7 (2-2=0)


Destined Device (dawning): COMPLETE

Be it a powerful and ancient relic or the most inconsequential component of a larger machine, a nexus offate whirls about this object. If it remains at large, it will one day become part of a terrible threat.


BURIED PROVENANCE: COMPLETE

If the device is never discovered, its perilous potential will never be realised.


Rising Nemesis (Waning): COMPLETE

A hidden foe has been revealed. Though they do not yet realise the peril they will present if left unmolested, will one day endanger the craftworld itself; this must be prevented by any means.


SEVER THE HEAD COMPLETE

The foe are unifying, so we must slay their leaders and create a power vacuum.


Cleanse the Corruption (Waning)

An alien cult, a ravenous swarm, a supernatural plague, a fanatical faith; whatever its nature, some insidious influence is spreading and will render swathes of space dangerous to the Aeldari if it is not halted and destroyed.:


FOLLOW THE TRAIL

The warning may have been lost, but it can still be traced back to its source.









Monday, January 26, 2026

Did you wrap the package?

 Did you wrap the package?






I got a shovel I use for digging the car out, the pest part is, we'd be like twenty minutes away from AC. We'll get a room, freshen up, play a little Black Jack. We'll got to Morton's, get a steak: This way the day won't be a total loss.

First the good news: The ancient relic that was destined to be a greater threat to the Aeldari race was buried under the snow on some distant planet forever. Even among the Eldar, records of the relic mostly don't exist and will die with the handful of Eldar that buried it.

The bad news: both of the Guardian Defender squads are now scarred. The Farseers and the Guardian Defender squads are getting named so I can track which soul stones are going to be put in Wraithguard suits. All of the Guardians are now scarred, which makes sense when you look at the win record here. Increasing the supply limit in case I need to add Wraithguard.

Looking at the scoreboard for the last few games, there's a pretty clear pattern. The score's are pretty even up until turn 3 when Andrew scores 15 on primaries, and I score 5 and I'm never able to make up that difference. Planning for that turn seems like a priority now. I'm going to try Warp Spiders to snipe his home objective, hopefully that will get me at least a draw on turn 3.

The Frozen Tundra battlezone was a pretty balanced game despite ice getting into the grav-tank engines and damaging it just enough to get crushed by a Chimera, (we're going to say it was the less experienced Fire Prism for canon). I should add some decals to the more experienced Fire Prism to tell them apart when I get a chance.




Autarch Kayvyn is getting 1 extra XP for killing a sentinel on a long shot command point reroll. Fareseer Gwyth The Fireheart and the Filalenor Militia are splitting the other 2XP for taking the opponents home objective and breaking the enemy line.

1 guiding fate agenda down, 2 to go.

Bookkeeping:



Now to the boring stuff...


Day 5

Battle Tally: 5

Victories: 1

Requisition points: 2RP

Supply used/Supply limit: 1545/1800


Order of Battle:

Autarch Kayvyn (Death Spinner /Star Glave//Breath of Vaul)                   XP:11                     85pts
    -    Natural Leader (Battle Trait)
Farseer Aleer Serenti ('glory to the setting sun')  (Singing Spear)            XP:5                       70pts
Farseer Gwyth The Fireheart  (Singing Spear/Etherial Pathway)             XP:6                       70pts
    -    Psy-prism (Battle Trait)
Farseer Skyrunner    (Singing Spear)                   XP:5                                                        80pts
Guardian Defenders Filalenor Militia   (Bright Lance)                 XP:6                                 100pts
   -   Battle Weary (scar)
   -   Desperate Protectors (Battle Trait)
Guardian Defenders Ulvalin Militia  (Bring Lance)                    XP:5                                  100pts
   -   Disgraced (scar)
Storm Guardians   (2x Power Sword/2x Fusion Gun, 2x Flamer)    XP:6                           110pts
  -   Fatigued (scar)
  -    Sombre Determination (Battle Trait)
10x Dire Avengers  (Dual avenger shuriken catapult)                XP:2                                 150 pts
Dark Reapers (Tempest Launcher)                                            XP: 1                                    90pts
Warp Spiders (Exarch Death Spinner)                                        XP:0                                   105 pts
Fire Prism    (Shuriken cannon)                                                  XP:5                                  150pts
Fire Prism    (Shuriken cannon)                                                  XP:4                                  150pts
Windriders    (3x Shuriken cannon)                                            XP:1                                   80pts
Shroud Runners                                                                          XP:4                                80pts
D-Cannon Platform                                                                    XP:0                                    125pts


Requisitions spent:

1 RP - Increase supply limit
2 RP - Renowned Hero

Guiding Fate:

Threat level: 7 (3-3=0)


Destined Device (dawning): COMPLETE

Be it a powerful and ancient relic or the most inconsequential component of a larger machine, a nexus offate whirls about this object. If it remains at large, it will one day become part of a terrible threat.


BURIED PROVENANCE: COMPLETE

If the device is never discovered, its perilous potential will never be realised.


Rising Nemesis (Waning):

A hidden foe has been revealed. Though they do not yet realise the peril they will present if left unmolested, will one day endanger the craftworld itself; this must be prevented by any means.


SEVER THE HEAD

The foe are unifying, so we must slay their leaders and create a power vacuum.


Cleanse the Corruption (Waning)

An alien cult, a ravenous swarm, a supernatural plague, a fanatical faith; whatever its nature, some insidious influence is spreading and will render swathes of space dangerous to the Aeldari if it is not halted and destroyed.:


FOLLOW THE TRAIL

The warning may have been lost, but it can still be traced back to its source.


Tuesday, January 6, 2026

Balanced Dataslate 3.2

 

New Year, New Nerf








A lot of points values for the Eldar went up and Games Workshop decided that Fire Dragons jumping in and out of Falcons was too good. Bummer.

Points values have been updated.


Bookkeeping:



Now to the boring stuff...


Day 4

Battle Tally: 4

Victories: 1

Requisition points: 4RP

Supply used/Supply limit: 1440/1600


Order of Battle:

Autarch Kayvyn (Death Spinner /Star glave//Breath of Vaul)                   XP:9                     85pts
Farseer    (Singing Spear)                                     XP:4                                                        70pts
Farseer    (Singing Spear)                                     XP:4                                                        70pts
Farseer Skyrunner    (Singing Spear)                   XP:4                                                        80pts
Guardian Defenders    (Bright Lance)                 XP:4                                                        100pts
   -   Battle Weary (scar)
Guardian Defenders   (Bring Lance)                    XP:4                                                        100pts
Storm Guardians    (2x Power Sword/2x Fusion Gun, 2x Flamer)    XP:5                           110pts
  -   Fatigued (scar)
10x Dire Avengers  (Dual avenger shuriken catapult)                XP:2                                 150 pts
Dark Reapers (Tempest Launcher)                                            XP: 1                                    90pts
Fire Prism    (Shuriken cannon)                                                  XP:4                                  150pts
Fire Prism    (Shuriken cannon)                                                  XP:3                                  150pts
Windriders    (3x Shuriken cannon)                                            XP:1                                   80pts
Shroud Runners                                                                          XP:3                                80pts
D-Cannon Platform                                                                    XP:0                                    125pts


Requisitions spent:


Guiding Fate:

Threat level: 7


Destined Device (dawning):

Be it a powerful and ancient relic or the most inconsequential component of a larger machine, a nexus offate whirls about this object. If it remains at large, it will one day become part of a terrible threat.


BURIED PROVENANCE

If the device is never discovered, its perilous potential will never be realised.


Rising Nemesis (Waning):

A hidden foe has been revealed. Though they do not yet realise the peril they will present if left unmolested, will one day endanger the craftworld itself; this must be prevented by any means.


SEVER THE HEAD

The foe are unifying, so we must slay their leaders and create a power vacuum.


Cleanse the Corruption (Waning)

An alien cult, a ravenous swarm, a supernatural plague, a fanatical faith; whatever its nature, some insidious influence is spreading and will render swathes of space dangerous to the Aeldari if it is not halted and destroyed.:


FOLLOW THE TRAIL

The warning may have been lost, but it can still be traced back to its source.