Pretty much all the rumours are true, some things were neglected from mention like swooping hawks moving 18" now and mind shock pods being -2Ld to all enemy units within 12"
Ravenous D wrote: Pretty much all the rumours are true, some things were neglected from mention like swooping hawks moving 18" now and mind shock pods being -2Ld to all enemy units within 12"
A lot of the book is copy pasted.
But away ask away if you already haven't seen it.
Curious about the D weapons as Ive been hearing they are -1 S on the Scythes and only count towards instant kills being S4 overall?
sudojoe wrote: So is there a formation for multiple wraith knights?
Also, for the jetbikes, what psy powers does the warlock leader really get to use?
Is there a restriction for wraithguard and transports?
There is no formation of wraith knights, they are an aux choice after you take a core of either the wind rider host (360pts min) or guardian or storm host.
Warlocks can use runes of battle or santic daemonology
sudojoe wrote: So is there a formation for multiple wraith knights?
Also, for the jetbikes, what psy powers does the warlock leader really get to use?
Is there a restriction for wraithguard and transports?
There is no formation of wraith knights, they are an aux choice after you take a core of either the wind rider host (360pts min) or guardian or storm host.
Warlocks can use runes of battle or santic daemonology
hiveof_chimera wrote: Do the PL's have invulnerability saves, Did the avatar get anything to compensate for the loss of exarch powers?
Oh and how many extra 'meltabombs' in cost are exarchs, and are the powers base or bought?
Only Asurman has the invul, they are pretty much copy pasted with the new aspect special rules. Avatar got +2S to his sword and gives eldar within 12" rage, fearless and furious charge
hiveof_chimera wrote: Do the PL's have invulnerability saves, Did the avatar get anything to compensate for the loss of exarch powers?
Oh and how many extra 'meltabombs' in cost are exarchs, and are the powers base or bought?
Only Asurman has the invul, they are pretty much copy pasted with the new aspect special rules. Avatar got +2S to his sword and gives eldar within 12" rage, fearless and furious charge
And which base powers? The avatar has no upgrads.
I meant the exarch powers, Dang was hoping for Invulns, oh well.
+3" to runs and assaults, no overwatch, the exarch knocks -2Ld off and cause fear.
Also any unit that contains at least 1 banshee mask cannot have overwatch used on them. So autarch + whatever.
Wow...
That sound you hear is Tau players crying their eyes out.
Thanks, RD.
Also like to point out, Autarch with wings moves 18", so throw on a banshee mask, move 18" assault with fleet rerolls, that's pretty much auto 25" charges and no overwatch with a unit of haywire grenades. Not the best, but whatever.
Scatter laser is 5pts cheaper, the shuriken is the same cost as the scatter laser, and the starcannons are 5pts more than the scatter laser. So find the old cost for scatter and apply that info.
Has Illic Nightspear changed at all? Is his weapon now Str D? Do Rangers have the ability to become Pathfinders or any upgrades at all?
Automatically Appended Next Post: Has Illic Nightspear changed at all? Is his weapon now Str D? Do Rangers have the ability to become Pathfinders or any upgrades at all?
+3" to runs and assaults, no overwatch, the exarch knocks -2Ld off and cause fear.
Also any unit that contains at least 1 banshee mask cannot have overwatch used on them. So autarch + whatever.
Wow...
That sound you hear is Tau players crying their eyes out.
Thanks, RD.
Also like to point out, Autarch with wings moves 18", so throw on a banshee mask, move 18" assault with fleet rerolls, that's pretty much auto 25" charges and no overwatch with a unit of haywire grenades. Not the best, but whatever.
That is quite good indeed, so if they deploy at the front of their deployment zone thats a first turn charge! Can he get any decent melee like a scorps claw?
Scatter laser is 5pts cheaper, the shuriken is the same cost as the scatter laser, and the starcannons are 5pts more than the scatter laser. So find the old cost for scatter and apply that info.
Ravenous D wrote: Pretty much has the same CC ability as before, its not the greatest but its an option, like mixing him with harlequins so they don't get chewed up.
I was trying to get him to be a decent charging unit with the wings, but it's as feared.
Ouch, well good news is that they already were nasty and people tried to avoid them so basically play against them like you always do and you should be okay, they are still only a template when it comes to range.
So, question not related to cheese, does it seem like a codex you could roll out for some fun games with your friends without completely stomping them or being TFG?
Ouch, well good news is that they already were nasty and people tried to avoid them so basically play against them like you always do and you should be okay, they are still only a template when it comes to range.
That's the thing a lot of people aren't understanding, I ran an all wraith army for entirety of the last book and it mauls whatever it gets close to, its just gone from "most likely dead" to "Your ancestors are on fire" They will just get punked by single models sucking up overwatch and getting thrown around in combat, we already have guys rolling out against the wraith knights and he is pretty much dying the same. Eldar just hit harder long range against tanks and MCs. Pretty much they stopped being bad at anything.
Automatically Appended Next Post:
FakeBritishPerson wrote: So, question not related to cheese, does it seem like a codex you could roll out for some fun games with your friends without completely stomping them or being TFG?
As long as you avoid the Craftworld warhost abuse and formation abuse the book is basically the same. Just focus fire on the nights, serpents aren't a big deal anymore. Its primary the formations that are the big cheese.
Automatically Appended Next Post:
GearheadXII wrote: How is the rest of the book, fluff and such... anything new or interesting? Anything new in the unit descriptions?
What is the status of serpent shields and holo fields?
You can mix serpent shield with holo fields, seems wasteful to me but oh well.
And no fluff yet I just got the rules side of things.
Swabby wrote: I have not heard anything about rangers, are they still troops? What if anything changed with them? How much do they cost?
Can you still make pathfinders, or do you need to take that ranger HQ guy still?
Rangers have shrouded, and are the exact same as before. Illic is there, his weapon works like it used to, it is NOT D. and his old bonuses only work on rangers.
Automatically Appended Next Post:
ninety0ne wrote: Can one still take multiple farseers and 7 warlocks if not how has a seerstar changed?
There is a formation called the seer council where its 2 farseers and a warlock conclave (1-10 warlocks who are brotherhood of psykers) they can be on bikes. They cast powers on 3+ and can take bikes, this will probably be a thing that goes under the radar while everyone rages over D.
Leth wrote: Brotherhood of psykers means that they cast and generate powers as a unit. I can live with that instead of getting all those powers per model.
Does the serpent shield lose defense if it fires?
A unit of 1 to 3 is ML1, 4-6 ML2, 7+ ML3
And the second the shield is used as a gun its lost for the rest of the game for the defensive side as well.
ninety0ne wrote: and inside the detachment (1-10) do they generate ML's dofferently?
You mean the council? Its just a conclave and 2 farseers, you must take at least 5 warlocks in the conclave as per the restrictions on the council formation. They are just brotherhood of psykers, and work like Horrors, lose models and you can lose Master levels.
Are there any mitigating rules for the jetbikes or distort weapons, e.g. something like gets hot. Or is it just 10 jet bikes, they all get scatter lasers, and the opponent has to deal?
Negative, but you can still use the Iyanden book, but all it does is give you more relics and the shadow council, doesn't unlock wraithguard as troops.
cm32 wrote: Are there any mitigating rules for the jetbikes or distort weapons, e.g. something like gets hot. Or is it just 10 jet bikes, they all get scatter lasers, and the opponent has to deal?
Nothing. Your opponent just has to deal with the scatbikes. The D isn't bad because its harder to use wraithguard, I own a wraithguard army and Im having trouble getting everything in.
Swooping Hawks now have to buy the Exarch to get Herald of Victory, but all Exarchs are 2W now and cost the same 10pts to upgrade and pay no additional cost for the extra rule that they have.
Shining spears are better and worse. They still have Skilled rider and outflank, but the Exarch DOES NOT have access to Hit & Run. However, they come with a 4+ cover if they moved and the Laser Lance is ALWAYS AP3. The str bonus is only gained on the charge, though
Talys wrote: First: thank you very much for doing this!!
Is there any way to take Wraithguard in a Warhost without taking the auxiliary that requires 3 Guard units and 1 Wraithlord?
I don't have the book yet, but I have seen it. The answer is No. This is actually great for the game (formations, I mean). It forces players to either pay for tax units (Vyper) or spend more on the units they want (3x WG units, 3x Crimson Hunters, etc.) This will be the balancing factor for Eldar, Necrons and any other codex that has or will have the "detachment of formations & auxiliaries"
Talys wrote: First: thank you very much for doing this!!
Is there any way to take Wraithguard in a Warhost without taking the auxiliary that requires 3 Guard units and 1 Wraithlord?
I don't have the book yet, but I have seen it. The answer is No. This is actually great for the game (formations, I mean). It forces players to either pay for tax units (Vyper) or spend more on the units they want (3x WG units, 3x Crimson Hunters, etc.) This will be the balancing factor for Eldar, Necrons and any other codex that has or will have the "detachment of formations & auxiliaries"
This only matters if they want the Warhost benefits. If you're not running units that get a major boost out of "Matchless Agiility" (bonus for Run Moves), then you can just take individual formations or a CAD or any combination of them.
Thank you for doing this. Everything important has been answered. It would appears that the rumors are true. If the next books are not somewhat comparable, the exodus will be real. Oh the rage.
Talys wrote: First: thank you very much for doing this!!
Is there any way to take Wraithguard in a Warhost without taking the auxiliary that requires 3 Guard units and 1 Wraithlord?
I don't have the book yet, but I have seen it. The answer is No. This is actually great for the game (formations, I mean). It forces players to either pay for tax units (Vyper) or spend more on the units they want (3x WG units, 3x Crimson Hunters, etc.) This will be the balancing factor for Eldar, Necrons and any other codex that has or will have the "detachment of formations & auxiliaries"
This only matters if they want the Warhost benefits. If you're not running units that get a major boost out of "Matchless Agiility" (bonus for Run Moves), then you can just take individual formations or a CAD or any combination of them.
Matchless agility + Dscythes + Dark Eldar WWP = "You might as well burn down your own house and save us the time"
Talys wrote: First: thank you very much for doing this!!
Is there any way to take Wraithguard in a Warhost without taking the auxiliary that requires 3 Guard units and 1 Wraithlord?
You can go Cad + formation that's about it. Im having a hard time getting wraithguard into the list for an upcoming tournament that uses comp.
The wraithhost is the only way if you take the warhost detachment.
EDIT: You are welcome!
Thanks!
Galef wrote:
Talys wrote: First: thank you very much for doing this!!
Is there any way to take Wraithguard in a Warhost without taking the auxiliary that requires 3 Guard units and 1 Wraithlord?
I don't have the book yet, but I have seen it. The answer is No. This is actually great for the game (formations, I mean). It forces players to either pay for tax units (Vyper) or spend more on the units they want (3x WG units, 3x Crimson Hunters, etc.) This will be the balancing factor for Eldar, Necrons and any other codex that has or will have the "detachment of formations & auxiliaries"
I don't disagree at all. I like this, especially in the context of max 2 detachments.
Talys wrote: First: thank you very much for doing this!!
Is there any way to take Wraithguard in a Warhost without taking the auxiliary that requires 3 Guard units and 1 Wraithlord?
I don't have the book yet, but I have seen it. The answer is No. This is actually great for the game (formations, I mean). It forces players to either pay for tax units (Vyper) or spend more on the units they want (3x WG units, 3x Crimson Hunters, etc.) This will be the balancing factor for Eldar, Necrons and any other codex that has or will have the "detachment of formations & auxiliaries"
This only matters if they want the Warhost benefits. If you're not running units that get a major boost out of "Matchless Agiility" (bonus for Run Moves), then you can just take individual formations or a CAD or any combination of them.
Matchless agility + Dscythes + Dark Eldar WWP = "You might as well burn down your own house and save us the time"
Hollismason wrote: What are the rules for Dark Reapers I've seen the image but whats the wording cause the image I got was in spanish.
Is it all FLiers, Flying Monstrous Creatures and Flyers or just Vehicle Flyers that they reroll.
The english image I have reads:
A model with this special rule re-rolls failed to hit rolls when fire at a unit that Zoomed (fliers), Swooped (FMC), Turbo-boosted (bikes/jetbikes), or moved Flat Out (Vehicles). Also no jink VS them. 5 meltabombs each. exarch is 2 more, and fires an extra shot. Entire unit can take flakk missiles for the cost of a chainaxe each
Ravenous D wrote: There is a formation called the seer council where its 2 farseers and a warlock conclave (1-10 warlocks who are brotherhood of psykers) they can be on bikes. They cast powers on 3+ and can take bikes, this will probably be a thing that goes under the radar while everyone rages over D.
This x 1000. Virtually no nerf to seer council via mastery system since you can CHOOSE which power to loose (Guess what, it'll never be +1 armor or shrouded), and you only ever need to cast 2 powers anyway. In addition, you get a spare Farseer from which ever core formation you choose. So 3 Farseers + 7 Warlocks -> 16 WC to start. Oh, yea, throw in Barrhoth for HnR as well as extra movement for charges. Comes in at ~870. For referance sake, 6ed 8 warlock council + baron was 805. So for almost exactly the cost of switching your 8th warlock to a Farseer, you get more movement, more Rolls for Invis/Fortune (yes....both), and an EW tank character who doesn't slow the unit down at all. And, oh yea, they cast on 3+. And the Farseers can re-roll powers.
How has the base unit pricing in the following aspects changed:
- howling banshees
- striking scorpions
- fire dragons
- warp spiders
- dire avengers
- dark reapers (BTW are these started in squads of 3 or 5?)
- jain zar
locarno24 wrote: ....That slipped under the rumour radar.
So a warwalker squad with eldar missile launchers can do double duty as a hydra?
Do you pay for the wraithknight's weapon options, or are they all free swaps?
apart from the weakness of the platform yes, and the wraithknight comes base with wraith cannons and the other two are free, with the should weapons the SL and SC went down a melta-bomb in price.
I heard they can now use their special movement during the enemy's shooting phase? What about the rumor that they make to wound rolls against initiative?
I heard they can now use their special movement during the enemy's shooting phase? What about the rumor that they make to wound rolls against initiative?
Basically if they're declared a target of a shooting attack they can warp jump (potentially taking them out of range) and the firing unit cannot choose a different target, but then the Warp Spiders give up their move in the next turn. Exarch makes the unit Fearless, but without any of the downsides (e.g. they can still Go to Ground). Otherwise identical
I heard they can now use their special movement during the enemy's shooting phase? What about the rumor that they make to wound rolls against initiative?
Basically if they're declared a target of a shooting attack they can warp jump (potentially taking them out of range) and the firing unit cannot choose a different target, but then the Warp Spiders give up their move in the next turn. Exarch makes the unit Fearless, but without any of the downsides (e.g. they can still Go to Ground). Otherwise identical
That's actually really neat. You have to weigh how badly you want a chance to escape the worst of the enemy fire versus the chance to shoot back on your opponent's turn. Plus, it's one less bit of movement for you to do with the spiders on your own turn. I always feel a bit self-conscious about moving my spiders in three phases of my own turn.
AnomanderRake wrote:Striking Scorpions. Anything interesting happening with them?
Mandiblasters wound on a 4+ instead of being S3. They are Shrouded up until they shoot or fight in a combat, and retain Stealth (that never goes away) on top of that.
Exarch gets an extra attack for each point of Init higher than an opponent in a challenge.
Skullhammer wrote:Is the wraith knight a character? (I know unlikely but)
Does the wording prevent the spiders from doing their extra move more than once per enemy shooting phase?
How does the flier attack by the swooping hawks work? Like a vector strike in the movement phase or is it a shooting phase attack that they can use after deep striking due to move + shoot? Or is is an actual assault phase thing, that may only happen after they've moved over a flier?
Does the Striking Scorpion's special ability specify it lasts until the fight phase? If it specifies fight phase, that means they have it against overwatch. If it turns off in the charge phase, then you eon't get it against overwatch.
BlaxicanX wrote: Does the Striking Scorpion's special ability specify it lasts until the fight phase? If it specifies fight phase, that means they have it against overwatch. If it turns off in the charge phase, then you eon't get it against overwatch.
Says when it fires or fights in combat so I'd say they get it against overwatch.
BlaxicanX wrote: Does the Striking Scorpion's special ability specify it lasts until the fight phase? If it specifies fight phase, that means they have it against overwatch. If it turns off in the charge phase, then you eon't get it against overwatch.
It lasts until "the unit shoots or fights in combat." So you get it against overwatch.
Drasius wrote: Does the wording prevent the spiders from doing their extra move more than once per enemy shooting phase?
How does the flier attack by the swooping hawks work? Like a vector strike in the movement phase or is it a shooting phase attack that they can use after deep striking due to move + shoot? Or is is an actual assault phase thing, that may only happen after they've moved over a flier?
It doesn't seem to prevent multiple moves in the enemy shooting phase, that seems off to me, so I'd say play it as once.
Each hawk can make an attack against flyer or flying MC they moved over (they move 18" now) and on a 4+ hit the side armour with a s4 ap4 haywire attack.
Automatically Appended Next Post:
Skullhammer wrote: Is the wraith knight a character? (I know unlikely but)
Unless you go Iyanden, Which still works as a codex because it only gives different warlord traits and relics, adds the shadow council and gives you the option to make a wraithlord or knight the warlord (and thus a character). This book is so copy pasted that none of the wording in Iyanden prevents it from being taken.
Thanks for the clarification on the Scorpions. 2+ cover against overwatch is baller.
Could you elaborate on how the Fire Prism squadron's special rule works? When you take a squadron of them, is each Prism's attack increased in strength, or do they like... combine all there shots into one?
Also, does a squadron need to contain three Prisms to get the rule, or can you have a squadron of two?
AnomanderRake wrote:Striking Scorpions. Anything interesting happening with them?
Mandiblasters wound on a 4+ instead of being S3. They are Shrouded up until they shoot or fight in a combat, and retain Stealth (that never goes away) on top of that.
Exarch gets an extra attack for each point of Init higher than an opponent in a challenge.
Skullhammer wrote:Is the wraith knight a character? (I know unlikely but)
Small correction re Warp Spiders: If they elect to Warp Jump during their opponent's shooting phase, they only forfeit the ability to Warp Jump during their next turn (as opposed to forfeiting all movement). They can still move as Jet Pack Infantry.
Is the striking scorpion exarch (and Kanandras's) scorpion's claw melee weapon still ST: User x2, AP:2, NOT unwieldy? Or did they retain the strike at Initiative power fist? Secondly, is the scorpion chainsword still +1 strength to the user? Is that on the stat line or added after?
If so, Scorpion Exarches and Kanadras are going to be wrecking house all day long at high initiative striking ST:8 to ST:9, AP:2 shenanigans. That's assuming the Scorpion Exarch can retain his Scorpion Chainsword along with his Scorpion's Claw still, otherwise he'll be ST:6/ST:7 if they're only ST:3 with the chainsword adding +1 after doubling from the Claw.
Thanks for the help with this Ravenous D. Appreciate it man.
Red__Thirst wrote: Is the striking scorpion exarch (and Kanandras's) scorpion's claw melee weapon still ST: User x2, AP:2, NOT unwieldy? Or did they retain the strike at Initiative power fist? Secondly, is the scorpion chainsword still +1 strength to the user? Is that on the stat line or added after?
If so, Scorpion Exarches and Kanadras are going to be wrecking house all day long at high initiative striking ST:8 to ST:9, AP:2 shenanigans. That's assuming the Scorpion Exarch can retain his Scorpion Chainsword along with his Scorpion's Claw still, otherwise he'll be ST:6/ST:7 if they're only ST:3 with the chainsword adding +1 after doubling from the Claw.
Thanks for the help with this Ravenous D. Appreciate it man.
Take it easy.
-Red__Thirst-
Claw is the same as before. Still awesome. As for chain sword, yup, it is +1S ap6. And you cant combine weapons. So Karandras is throwing down at s8 and exarchs are at S6., there is no more crushing blow.
EDIT: And you're all welcome, I'm trying to stay on top of these leaks like I used to but you know, life.
Claw is the same as before. Still awesome. As for chain sword, yup, it is +1S ap6. And you cant combine weapons. So Karandras is throwing down at s8 and exarchs are at S6., there is no more crushing blow.
EDIT: And you're all welcome, I'm trying to stay on top of these leaks like I used to but you know, life.
Ok, much obliged once again.
So Scorpion's Claw got a slight nerf to offset their mandiblaster buff. Hate that you can't combine close combat weapons to get both buffs (even if it's a +1 Strength after doubling from the claw, which is how I would think it would work). Is the Claw considered a specialist weapon? If not, it's even more beastly since it does confer the +1 attack for dual CCW's at least.
Claw is the same as before. Still awesome. As for chain sword, yup, it is +1S ap6. And you cant combine weapons. So Karandras is throwing down at s8 and exarchs are at S6., there is no more crushing blow.
EDIT: And you're all welcome, I'm trying to stay on top of these leaks like I used to but you know, life.
Ok, much obliged once again.
So Scorpion's Claw got a slight nerf to offset their mandiblaster buff. Hate that you can't combine close combat weapons to get both buffs (even if it's a +1 Strength after doubling from the claw, which is how I would think it would work). Is the Claw considered a specialist weapon? If not, it's even more beastly since it does confer the +1 attack for dual CCW's at least.
Falcons are the same, other then scatter lasers are free.
Automatically Appended Next Post:
Nicky86 wrote: What are the new rules for striking scorpions?
Mandiblasters cause wounds on 4+ and they come with stealh and have shrouding until they shoot or fight in combat. Besides that its lots of copy pasting.
Swabby wrote: I have not heard anything about rangers, are they still troops? What if anything changed with them? How much do they cost?
Can you still make pathfinders, or do you need to take that ranger HQ guy still?
Rangers have shrouded, and are the exact same as before. Illic is there, his weapon works like it used to, it is NOT D. and his old bonuses only work on rangers.
Okay, can you elaborate a bit on this?
Can Illic still upgrade ALL units of Rangers to Pathfinders(granting Precision Shots on all hits, same as Illic)? Or is that option just completely gone aside from putting him into a unit of Rangers?
Bharring wrote: Aside from Deep Striking if and only if you take 3, was there any change at all to Falcons? (I haven't seen their page in any of the leaks)
I'll have to go and grab my Codex today so I can pick at the language on the Deep Strike rule. This one is really bizarre to me... because how the heck do you land 3 falcons beside each other on a table, with two at 4" apart from the first... On most of our tables, that's all but impossible on the opponent's deployment zone (since we have a lot of terrain). Certainly, my opponent could severely limit where I can deep strike.
Bharring wrote: Aside from Deep Striking if and only if you take 3, was there any change at all to Falcons? (I haven't seen their page in any of the leaks)
I'll have to go and grab my Codex today so I can pick at the language on the Deep Strike rule. This one is really bizarre to me... because how the heck do you land 3 falcons beside each other on a table, with two at 4" apart from the first... On most of our tables, that's all but impossible on the opponent's deployment zone (since we have a lot of terrain). Certainly, my opponent could severely limit where I can deep strike.
Falcons don't scatter, that's how!
Automatically Appended Next Post:
lustigjh wrote: Which units are troops choices? Same as before?
TheKbob wrote: I've missed it and can't track it down... What's the codex specific formation bonus? Maximum run rolls?
Yup! Auto 6" run, which makes them all sorts of awesome.
So, yea. No one is talking about this. It's probably one of the most powerful things in the codex. Anything that you can remove a dice roll from is immediately strong. More so in a game of premeasurement.
So, yea. No one is talking about this. It's probably one of the most powerful things in the codex. Anything that you can remove a dice roll from is immediately strong. More so in a game of premeasurement.
I use the bunkerpult for my wraithguard, for me to get the auto 6 is a big deal, cause there is so many times that will help.
I am curious why people are saying copy paste? It seems like every unit has had significant changes to how it works?
I dont think in general people like HUGE revamps and complete changes. They like little tweeks that make more units more viable. I think we are finally seeing the ability to run aspects(and not be gimping yourself). Which has been wanted for multiple editions.
as someone with a small eldar army(but is not planning on building it up) I am really excited to see the new builds that will be coming out of this book. sure there are the spam builds but they will eventually be countered and so it will be the TAC.
While I worry about facing three wraithknights I am excited about the prospect. They are gonna be easier to kill than AD lance lol so not too worried.
Leth wrote: I am curious why people are saying copy paste? It seems like every unit has had significant changes to how it works? Do you mean stats
The wording is identical on a lot of things, where as most rules are usually entirely rewritten there is a lot of things that have just been straight ports. There is still lots of original content but you can see that they did copy paste a lot.
Like the crimson hunter, they forgot that characters don't have precision shots... but the rule is identical.
Leth wrote: I am curious why people are saying copy paste? It seems like every unit has had significant changes to how it works? Do you mean stats
The wording is identical on a lot of things, where as most rules are usually entirely rewritten there is a lot of things that have just been straight ports. There is still lots of original content but you can see that they did copy paste a lot.
Like the crimson hunter, they forgot that characters don't have precision shots... but the rule is identical.
True, but still overall I am happy with what I have seen and looking forward to seeing that it has to offer.
Honestly the most annoying thing is trying to memorize all the specific special rules for the units/formation bonuses. Still should not take long(I only play one game)
Leth wrote: I am curious why people are saying copy paste? It seems like every unit has had significant changes to how it works? Do you mean stats
The wording is identical on a lot of things, where as most rules are usually entirely rewritten there is a lot of things that have just been straight ports. There is still lots of original content but you can see that they did copy paste a lot.
Like the crimson hunter, they forgot that characters don't have precision shots... but the rule is identical.
Except that the Crimson Hunter Exarch actually has the Precision Shots special rule.
All in all, except for the blatantly overpowered parts (which IMHO is only the Wraithknight, Wraithguard and D-cannon), this codex is actually pretty awesome. There are some units with questionable value, but nothing that's ridiculously bad, and a way to make any unit very viable if you absolutely must run it.
Bharring wrote: Aside from Deep Striking if and only if you take 3, was there any change at all to Falcons? (I haven't seen their page in any of the leaks)
Is this true? I thought it was a no-scatter deep strike with 3 but otherwise a solo can just deep strike normally?
Bharring wrote: Aside from Deep Striking if and only if you take 3, was there any change at all to Falcons? (I haven't seen their page in any of the leaks)
Is this true? I thought it was a no-scatter deep strike with 3 but otherwise a solo can just deep strike normally?
Its true you need 3 to deepstrike otherwise no deep strike
Automatically Appended Next Post:
Vilicate wrote: Have the heavy weapon platforms (artillery) changed in point values at all?
Nope! D cannons are even better if they ever have anything get in range.
I honestly don't see a reference for it, EMLs have flakk missiles noted but the reaper launchers don't. Looks like reapers don't have access to flakk missiles but reroll hits against flyers as a rule.
Hollismason wrote: The only two units that are objectionably bad are Wraith Lords and Shining Spears.
Everything else is straight up better.
Why is the Wraithlord still bad?
Because he was bad before, got no extra rules or upgrades to make him better, got no points decrease to make him more viable, and everything around him got better making it even less likely you would want to take him. For the cost of 1 WL, I can take 5 scatter bikes. For the price of 2, I can take a WK.
It's a shame they didn't include the Wraithseer in there. I don't see the Revenant so its stats stayed the same as the Apocalypse Book while the trancendant C'Tan got added to the necron codex and got worse.
Yeah reapers actually have to pay for the Star Shot Missiles, that are ST8 AP3 however they reroll shots versus fliers and the Dark Eldar Exarch can purchase a Eldar Missile Launcher that has skyfire missiles and with his ability will be Heavy 2 reroll misses at BS 5.
Hollismason wrote: Yeah reapers actually have to pay for the Star Shot Missiles, that are ST8 AP3 however they reroll shots versus fliers and the Dark Eldar Exarch can purchase a Eldar Missile Launcher that has skyfire missiles and with his ability will be Heavy 2 reroll misses at BS 5.
So no Dark Reapers do not have access to skyfire.
Even then, 6 s8 shots that ignore jink with rerolls should net 1 or 2 hits.
Hollismason wrote: Yeah reapers actually have to pay for the Star Shot Missiles, that are ST8 AP3 however they reroll shots versus fliers and the Dark Eldar Exarch can purchase a Eldar Missile Launcher that has skyfire missiles and with his ability will be Heavy 2 reroll misses at BS 5.
So no Dark Reapers do not have access to skyfire.
Even then, 6 s8 shots that ignore jink with rerolls should net 1 or 2 hits.
Reapers are actually pretty good against Flyrants since they overcome all of his saves.
1-3 They are Mastery Level 1
3-7 Level 2
8+ Level 3
Each Warlock in the Conclave generates a Warp charge.
Seer Council is absolutely a thing however it's expensive , it's a formation that's 2 Farseers and a Conclave of Warlocks, which has to be at least 5 Warlocks.
So at minimum you're looking at 250 points for Jetbike Warlocks, and another 260 for the 2 Farseers. That generates 11 Warp Charge on it's own and casts spells on a 3+.
So a lot of points but casting spells on a 3+ is kind of boss. Especially if you reduce the Warp Charge of Spells that are level 2 to one with the special trinket.
Enjoy throwing around Apocalyptic Blasts with Haywire, Fleshbane and AP3.
However, a squad of 5 warlocks will generate an additional 7 psychic dice (2 for mastery level and an additional 1/model). So they definitely have some juice.
Nope. Communion of Minds grants them the bonus dice and a variable Mastery Level. Unless my leaked photo chopped off a sentence, it does not prevent their group Mastery Level from adding dice normally.
Automatically Appended Next Post: Which means a squad of 10 would generate 13 dice, and only be able to cast 3 powers. Be a nice buff for your other psykers.
What is the point of it though? Its just 10 guardians that have a 4+ save and a bad statline.
At least before they wouldnt all die to a single round of fire from broadsides. I mean, they werent killy, but they could at least have a bunch of powers to reliably get a 2+ armor or something.
Primarily to give me more psychic dice for my Farseers and Shadowseers.
In addition, Windriders can take one per Windrider group, which might be nice too. I use a Freakshow list, so the Horrify power would be super useful. They can always streak around on their 36" bikes for Maelstrom games. Plus, a unit with massed Witchblades and Hammer of Wrath can probably do pretty well at mopping up wounded or straggling units.
Not saying I will definitely use them, but I'm going to consider it.
I was told that the Wraithknight is the Eldar titan... Now it really is.
In the fluff it is. They are piloted by psychic twins, as twins are rare and seen as special by the eldar race. They run around with revenant and phantom titans keeping the smaller targets away from the larger titans and generally fething gak up. The WK on the table finally fit the WK portrayed in books like Valedor.
Jimsolo wrote: And if taken in the Warhost, at BS 5, is that correct?
Yes, BS5. Which doesn't help snap shots but anything else that's moving fast is incredibly nasty. Of note the way it's worded the Exarchs get the BS bonus as well so Dark Reaper Exarch BS6.
One of the things mentioned but not yet truly digested is that the Eldar Missile Launcher comes standard with Starhawk Missiles (the new flakk missiles). There is no upgrade cost for them. Meaning that Wave Serpents, Vypers, Falcons, Warwalkers, Wraithlords, Guardians, Dark Reapers, Wasps, Hornets, Corsairs and Corsair Venoms can all get cheap skyfire now.
Massawyrm wrote: One of the things mentioned but not yet truly digested is that the Eldar Missile Launcher comes standard with Starhawk Missiles (the new flakk missiles). There is no upgrade cost for them. Meaning that Wave Serpents, Vypers, Falcons, Warwalkers, Wraithlords, Guardians, Dark Reapers, Wasps, Hornets, Corsairs and Corsair Venoms can all get cheap skyfire now.
Massawyrm wrote: One of the things mentioned but not yet truly digested is that the Eldar Missile Launcher comes standard with Starhawk Missiles (the new flakk missiles). There is no upgrade cost for them. Meaning that Wave Serpents, Vypers, Falcons, Warwalkers, Wraithlords, Guardians, Dark Reapers, Wasps, Hornets, Corsairs and Corsair Venoms can all get cheap skyfire now.
Warwalkers look like they might be a a good platform for that; double duty and all.
EML has been overcosted and rarely ever taken. Free Flank might change that. Probably better than the Pinning it lost, but I'll miss Pinning more than I'll welcome Flank.
Massawyrm wrote: One of the things mentioned but not yet truly digested is that the Eldar Missile Launcher comes standard with Starhawk Missiles (the new flakk missiles). There is no upgrade cost for them. Meaning that Wave Serpents, Vypers, Falcons, Warwalkers, Wraithlords, Guardians, Dark Reapers, Wasps, Hornets, Corsairs and Corsair Venoms can all get cheap skyfire now.
Ahahahahah another nail in the competitive Eldar coffin.
Everyone else pays 10 points for it; the Eldar get it for free because hey, they are superior.
If this is really true, then EMLs will be the most common weapon on pretty much any mounting in an Eldar army. Watch how Tau just got dethroned as anti-air kings. Watch how Eldar bring everything down, even Fliers and FMCs now.
Just a day or so ago I was trying to come up with counters for Eldar lists that dominate with ranged D WK, WG and scatbikes and I had assumed FMC and flier spam should have a chance.
Doesn't change the fact that the EML is by far the most expensive heavy weapon choice. You can't pin EMLs on Jetbikes which all the prophets here are invoking on upcoming tournaments. So your counterlist is pretty much not influenced by the addition of flak missiles to EML.
Yeah. EML is 15 points, while BL is 5 points. I think the Skyfire missiles are figured into the point cost, especially when you consider they lost pinning.
Bharring wrote: Imperials usually pay +5 points, if that, when they can get a Missile Launcher over a Heavy Bolter. +10 for Flakk.
Eldar usually pay +15 points for a missile launcher over a basic heavy weapon, which comes with Flakk.
Heavy weapon availability might be a concern, but the pricing for EML specifically doesn't seem that broken...
Devastator Squads pay 15 points for the Missile Launcher and another 10 for the flakk. Sure, that's from bolter, but it does end up at 39 points for what is a basic marine with flakk. What does the equivalent cost at the Eldar camp?
n0t_u wrote: Is a CAD wraith list still possible with this? I had nothing living in my lists besides vehicle pilots and seers.
No: Spirit Seers no long change the FoC slot for Wraith Guard. They are Elites, so you'll have to take the requisite 2 units of troops. However, the Wraith Host Formation is 1 Spirit Seer, 3 units of Wraith Guard (any type), a Wraithlord and a Wraithknight. /shrug
On the WW it seems fairly reasonable. A pretty good balance against what it costs for the Devs. 10 points cheaper, a little more mobile but on two platforms that are fairly easy to pick off. Not that 5 marines are immensely hard to pick off, but easier to place somewhere nice, I suppose.
But aren't EML scattered quite liberally across a lot of bigger gun platforms too?
According to those numbers, WW is 10 more points per ML+Flank, not less. But yes, it seems reasonable to me.
The heavier platforms can typically take a single EML in place of a heavy weapon for 15pts. When we're talking 110 points for a stock Serpent, that's 125 for one EML shot a round. Useful, but not terrible.
Automatically Appended Next Post: Also, the small blast version is AP4, which makes it better than an IoMML by a little.
Bharring wrote: According to those numbers, WW is 10 more points per ML+Flank, not less. But yes, it seems reasonable to me.
Actually, 50 more now that you mention it.
The heavier platforms can typically take a single EML in place of a heavy weapon for 15pts. When we're talking 110 points for a stock Serpent, that's 125 for one EML shot a round. Useful, but not terrible.
As long as it can split fire, that 15 point cost is gonna be auto include unless you know you're not gonna face a flier. If you're not able to split fire, though, shooting that one weapon at a flier is gonna invalidate the rest of your guns that round. In that case, no. I would never take it there.
This is my problem with the Dunewalkers. They have a skyfire array that is insane. A group of 3 Dunewalkers with that thing is gonna keep the skies clear... but they will not be able to do anything else well, and if you run one with and two without, then they will have two people firing blindly into the air for rounds where they try to take out airborne things and one that mostly makes "prrrrt" sounds when they are targeting ground targets. And you REALLY want them in that group of 3 for the save.
In the case of the 125 Serpent, it doesn't have Split Fire. But its only other gun (aside from the nerfed Serpent Shield) is a TL shuriken catapult. 2 s4 shots at 12". Not losing much.
Split Fire is really only available to Eldar on HQs and Superheavies.
Jimsolo wrote: Nope. Communion of Minds grants them the bonus dice and a variable Mastery Level. Unless my leaked photo chopped off a sentence, it does not prevent their group Mastery Level from adding dice normally.
Automatically Appended Next Post: Which means a squad of 10 would generate 13 dice, and only be able to cast 3 powers. Be a nice buff for your other psykers.
This is RAW, but purely a function of the crappy rules writing ability of GW designers. It's clear to me that they intended it to replace, not augment, the dice they gain from their ML. Wondering how tournaments will rule it.
Massawyrm wrote: One of the things mentioned but not yet truly digested is that the Eldar Missile Launcher comes standard with Starhawk Missiles (the new flakk missiles). There is no upgrade cost for them. Meaning that Wave Serpents, Vypers, Falcons, Warwalkers, Wraithlords, Guardians, Dark Reapers, Wasps, Hornets, Corsairs and Corsair Venoms can all get cheap skyfire now.
Ahahahahah another nail in the competitive Eldar coffin.
Everyone else pays 10 points for it; the Eldar get it for free because hey, they are superior.
If this is really true, then EMLs will be the most common weapon on pretty much any mounting in an Eldar army. Watch how Tau just got dethroned as anti-air kings. Watch how Eldar bring everything down, even Fliers and FMCs now.
Just a day or so ago I was trying to come up with counters for Eldar lists that dominate with ranged D WK, WG and scatbikes and I had assumed FMC and flier spam should have a chance.
You say it like anyone would willingly okay against it in the first place. Its just another thing to pile on to GW's screwup pile. This codex is going to go down in their history as their biggest mistake ever. Complaints from all the other sane players that know its nothing but pandering model selling trash, and complaints from those who bought it and now get unfairly screwed by public opinion and get no games.
Bharring wrote: Why would anyone have a problem facing the EML? SL, sure. WW, I can see it. But EML pays for Flakk like IoM, they just can't decide not to take it?
No. In the new codex the skyfire missiles come standard. There's no longer an upgrade charge. Half the codex has access to cheap skyfire now, and Guardians get it for free with one of the formations.
Bharring wrote: Why would anyone have a problem facing the EML? SL, sure. WW, I can see it. But EML pays for Flakk like IoM, they just can't decide not to take it?
No. In the new codex the skyfire missiles come standard. There's no longer an upgrade charge. Half the codex has access to cheap skyfire now, and Guardians get it for free with one of the formations.
I think what he means is, the price is baked in. A space marine pays 15 for the missile launcher and 10 for the flakk, but that's from a bolter.
The Eldar seem to mostly, if not always, have to drop a heavy weapon to get it, meaning the model that takes it is already paying up to the equivalent of a space marine with a heavy bolter.
Seen in that light, they've already payed the 10 extra for the flakk. They just don't have the option not to take it. But I could be missing something, as I do not play Eldar.
I was comparing more directly to the difference between an SM with a HB, and an SM with a ML, but same general idea, Purifier.
I can't think of a single place where its not replacing a Shuriken Cannon - the sort of a equivalent of a HB - to take an EML, aside from a Dark Reaper Exarch, where its replacing a different ML.
Bharring wrote: I was comparing more directly to the difference between an SM with a HB, and an SM with a ML, but same general idea, Purifier.
I can't think of a single place where its not replacing a Shuriken Cannon - the sort of a equivalent of a HB - to take an EML, aside from a Dark Reaper Exarch, where its replacing a different ML.
Ah, I see what you're saying. It's not the price decrease from the previous codex which is the issue (The price of most EML's didn't change, and you're right about the Cannon tax), the issue is only 2 units in the previous codex, Dark reapers and Warwalkers, could purchase the Flakks. Now Everyone that can take an EML gets it, removing the need for dedicated AA. Personally I like the change, but that's the issue.
Compared to 'Crimson Hunter, Serpents, or pray', having a few other ways to do AA is nice.
And at that price point, its usually only purchased if you really, really like the EML (I do), or you want a little AA somewhere.
That said,
1) With the new dex, we didn't need it. So much else can do AA now it seems.
2) flakk doesn't seem to be a common AA strategy for other armies that can take it.
3) The EML lost pinning. Still kinda bummed.
I really don't think the EML is going to be a problem. Might actually be worth 15pts each now, even. But it's certainly not undercosted.
Col. Dash wrote: So what does the Dire Avenger Shrine get?
What units are required for the StormHost?
Simply ridiculous (and wonderful!) number of perks for the Dire Avenger Shrine:
1. 3 units of Dire Avengers, only 1 can have an Exarch, but not mandatory to have one
2. +1 BS for the Dire Avengers in the formation
3. Once per game (one shooting phase per game), guns are Assault 3 instead of Assault 2
4. Can reroll Morale, Fear and Pinning tests
The Stormhost requirements are:
1. 1 Farseer
2. 1 Squadron of Vypers (minimum of 1)
3. 1 Unit of Warwalkers (minimum of 1)
4. 3 Units of Storm Guardians (8-man sized minimum)
5. 1 Unit of Vaul's Wraith Support Battery (minimum of 1)
6. 0-1 Warlock Conclave (optional)
3 units in any combo of aspects. All must take an exarch. All can re-roll morale checks. Before battle, pick +1BS or +1WS, this applies to all models in the formation. Bit inflexible that, because obviously if you mix close combat and shooting aspects you don't quite get the full benefits.
Same everything as before but scatter lasers are now free like the shuri canons
Do you guys see WW becomming defunct with this release since scatbikes are effectively the same platform, the HS slot being crowded already and them getting no new buffs. I have 4 collcted over the years but am not sure they now serve a function?
Before taking 3 could put out 24 shots with a 5+ save from the shield but bike spam now makes that seem insignificant.
Seeing what's going to be in this codex and what's comming in the future, the days of the Force Organisation chart are comming to an end. 40K is living another reboot comparable to what we have seen between 2nd and 3rd eddition. Welcome to the age of Unbown and Formation. Don't worry, it's gonna be fun (PS: I am actualy honest saying that).
Does the timeline page contain an entree for a future event that seems to be a really big deal? It would be the last entree of the timeline, I ask because as Matt from MWG pointed out, the past few codicies have had a sort of hint for big events to come, with the Harlequin timeline referencing a "big final act" and the Skitarii discussed a them fining an STC which would allow them to master psychic powers, and optimize humanity's psychic form.
I am curious if this trend continues and if it i indeed pointing to some kind of timeline advancement.
Would appreciate you looking into it, thanks ahead of time!