All great points AP. Watch out everyone, we're dealing with a badass over here. An ill-positioned Eldar squad has a greater chance of doing nothing than those of other armies. You're the envy of the whole 8th grade. Please can you morons pick up a book hell even your last codex and read before you gut an entire cast of characters and models? You do know that replying three times to your own comment only makes you look more like a congenital idiot, right? Rage gives you a crazy number of attacks in a decent sized unit on the charge. That said, you do have your standard choice in underslung weaponry. An...odd inclusion, especially as no kits outside wraithguard exist for the weapon, This is the Wraithseer's pride and joy, though this puppy is staggeringly expensive. Given the universal 3+ BS/WS everything in your army has, coupled with the plentiful buff/reroll powers and abilities you have access to, this perk just seems less useful than others listed here. It's somewhat confusing because there _is_ an entry for Hekatrix Bloodbrides, but I'm fairly certain that only refers to the Elite unit. )… plus… blast pistol…, So yeah… Lelith at 125pts or a Succubus at 82 pts with a blast pistol. Obviously pairs perfectly with the underslung cannon. Im saving up for a Tantalus! This gives him a +3 to his first cast and a staggering +4 to everything he attempts afterwards. That rule would be literally just pointless words with no game effect, so why would they bother including it? That said, if you have a Fortune Farseer or for some inconceivable reason wish to run this in an Ulthwé detachment, you can skip this. These "unsupported" units and wargear still do have point values for matched play and are certainly viable for casual/local Matched Play events that endorse them, but Games Workshop has made it clear that they have no interest in keeping those options up to date any longer. Its strength values and potential rending also compliment your main Doomweaver cannons, seeing as how they function virtually identically to each other. Shit, man, you are like an endless font of irony. Honestly the best choice since it'll help stretch those 12 wounds that keep your Wraithknight remotely effective while giving you 40+ points to spend on more infantry or upgrades for other, more cost effective vehicles you may be fielding with it. Person with language is insulting, and unlike "autistics", autist is actually a noun. You'll ideally want to give this to a supporting Spiritseer. sigh, oh Freud. Pay 3 additional points and trade out the basic fusion gun for +6" of range, which is +3 to the improved damage range as well. If you can spare 1 CP and still want a regular trait for your warlord, you may use the Field Commander stratagem to give one of your HQ units within a Specialist Detachment the respective trait associated with it. No, what would make no sense would be to include a rule allowing Drew Carey to see in the dark when there are no rules for the game to ever take place in the dark. Vehicle Upgrade Options: The Cobra can take any and all of the standard vehicle upgrades, and with the points you're spending on it, several of these are seriously worth considering. This isn't group-think, except insomuch as most people in this group think you're an asshole. You'll also need 3 units of harlequin Skyweavers with zephyrglaives and haywire cannons with a Shadowseer, Twilight Pathways and Webway Dance. The Exarch's Crack Shot (and Battle Focus) doesn't apply to the flamer, and the melta bomb doesn't re-roll wounds against, Banshees can have a use as an alternative to Scorpions to shut down a enemy's scary fire support unit. They increased in points and stayed at 3 wounds I mean Terminators even got 2 wounds for fucks sake they should at least be 4 apiece maybe 5 though that is pushing it to make them more comparable to Talos given they are basically a smaller version of that creature. An all-rounder weapon, the AML can be very useful for laying down hard/multi-hitting firepower across the board. You were being incredibly rude and ill-mannered. With in total 4 movements, 2 advances and a rerollable charge chances are pretty high that you reach close combat in turn 2. Not to mention the ability to advance and shoot with the lances (at the cost of -1 to hit), meaning that they can potentially kite Knights. This faction has a notorious history of back-to-back nerfing extending all the way back to late 7th edition. A good supplementary choice against MEQ armies, but unless your Guardians are close enough to contribute their firepower as well, don't expect it to clear squads on its own. Also when a Succubus has more wounds than a Grotesque there's a problem I get she's a character but come on mass of flesh and reinforced bone that will literally fight with every limb lopped off has less wounds than a frail by comparison member of the Wych cult? Unless the Exarch is carrying a flamer (see below), it's generally easier to just never throw the melta bomb, but if you can be bothered to remember this, the bomb is better. A good choice that pairs rather well with your pulse laser to make a fairly effective anti-tank/monster platform for a rather decent price. She has more attacks, the Achite Glaive nerfs your chance to hit, and has superior AP. Basically the Banshee's War Cry ability, and a pretty good defensive perk that stacks with Drain and Lightning Reflexes if you want to go that route.