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Big Lot of Eldar Codex Rumors @ 2006/08/06 19:53:00


Post by: GrimTeef


Just about every unit is broken down here with more rumors and changes.

Some chaps in Germany saw the new Codex, and they apparently have good memories.  Thanks to Nexto (on WarSeer), DarkWarrior and theHive (on gw-fanworld) for this lot:

"Ok, here is the stuff from DarkWarrior and theHive from gw-fanworld.de, updates and clarifications will follow soon, everything is from memory and after fast reading, i hope they got everything right, but as usual, dont bet money on everything you read, better ask again ^^


Avatar:
BS 5,
3+Sv/4+Inv,
immune against Melta, Flamer and HFlamer,
every Eldar in 12" is fearless, NO +1 on the result of cc as before
everything else as before
can fire a melta
Rest wie gehabt.


Farseer
T3
Runes work as rumoured: Farseer takes 3 dice and has to choose the 2 lowest, enemy has to take 3 dice and takes ALL!
3+ Save against perils from the warp
Wraith(?)stones, ShuPi and Witchblade are included

Autarch:
+1 on strategy rating
cant say anything specific about the possible combinations, because those were not in the unit descriptions but in the armylist itself and Maik (note: germany's gw boss, iirc) bugged us to go on faster.

Scorpions:
3+ Save
Str 3 + 1 because of the chainsword
Biting Blade and Scorpions Claw for the Exarch
Exarch Skills: Infiltrate (Stalker) and Move through Cover (Shadowstrike)

Banshees:
As Usual
Exarchskills: the usual (acrobatic and warshout)
Bansheemaks does the following: enemy must make a ld test and if he fails gets WS-1
the mirrorblades work like energyblades
executioner works as usual
can get a web of skulls

Warpspiders
no changes seen while quickly looking at them
Exarch can get a third weapon (note: the other two are deathspinner and dual deathspinner). the profile of the 3rd is: (he is not really sure here) "18 S6 AP1 (thats for sure) Assault1 Pinning

Dark Reapers:
3+ Sv
reaperlauncher as before
exarch can get a tempest launcher (again not 100% sure) G36" S8 AP1 Pinning

Feuerdragons:
Unfortunately not seen if the Sv got better
Exarch can get a Dragons Breath --> Hv Flamer
Fusionblaster: 12" S8 AP1
Firepike 18" S8 AP1

Falcon warriors (dont know how they are called in english)
grenademagazines do not change
can leap, which means get off the table and redeepstrike but have to make an reservethrow. 2nd turn on 4+, third on 3+, etc
Sunrifle: Assault 6 S3 or 4 (not sure) and AP6.

Dire Avengers:
18" Catapult
Shurikenstorm (3 shoots) exarchskill
Defense Exarchskill
"shield": 5+Inv in CC

Guardians:
10+ Guardians
2 Guardians can crew a platform, if those die, the platform is destroyed

Ranger:
BS 4 (*LOL)
can be upgraded to pathfinders
--> +2 on coverthrow uand AP1 at 5/6
everything else as before

Wraithlord:
Wraithsight
T8
no 0-1
Can reroll to hit AND to wound with his blade (cool)


Wraithguard
T6
Wraithsight

Harlies:
are Elite
not time for further reading here, sorry


vehicles
same problem as with Harlies
Illum Zar has comboshot and 2 firemodi
BS4 as standard
Weaponprofile as rumoured
Comboshoot raises S by one and AP becomes 1 better, did not see that the blast becomes ordonance blast

special characters:
Yriel as Autarch
Eldrad
Phoenixkings with standard profile and their specific special rules

Codexdesign goes back to second edition:

background part (quite big)
Unit description with profile and special rule but without equipment options
then equipment part
at last: a compact army list
all special characters are directly in the armylist, no separate pages for special characters any more, this means, the arm list looks like this:

Avatar
Yriel
Farseer
Eldrad
and so on"

One thing I noticed - the WraitLord now suffers from Wraithsight!?!?!  This,shall we say, really sucks. Strange that the Big Guy needs to be baby-sat.



Big Lot of Eldar Codex Rumors @ 2006/08/06 20:05:24


Post by: GrimTeef


Even More from Warseer, thanks to Brimstone...

HQ

Avatar

More expensive than the last codex but some stats have been improved.
Gets back its molten body rule
Wailing Doom can be used in the shooting phase.

Farseer
Reduced T
Comes with improved Ghosthelm as standard.
Farseer allows purchase of Seer Council/Warlock squad
Farseer Powers
- Doom
- Eldritch Storm
- Fortune
- Guide
- Mind War

Warlocks
More expensive but come with wargear as standard
Can be upgraded to Spiritseers.
Warlock Powers
- Conceal
- Destructor
- Embolden
- Enhance

Autarch ? The Path of Command
New HQ choice
Can take a mixture of aspect warrior wargear (Not Exarch weapons)
The Autarch has a standard 3+ save and a 4+ invul save.

Elites

Striking Scorpions
Mandiblasters give +1A
Improved Scorpion chainsword (+1S)
Exarch powers enhance stealth capabilities of squad, skills are Shadowstrike (Infiltrate) and Stalker.

Fire Dragons
Slightly cheaper
Keep their 4+ save and fleet of foot.
Exarch powers enhance squad shooting.

Howling Banshees
Pretty much the same
Exarch powers enhance general combat abilities of squad

Wraithguard
Improved Toughness (now T6)
Wraith Cannon slightly better
Full strength squad may be troops or elites

Harlequins
Highly capable close combat unit especially in cityfight
Members of the troupe can be upgraded to Death Jesters, Shadowseers or Troupe Master
Harlequins Kiss confess rending on attacks.
Flip belt allows you to ignore difficult terrain
ShadowSeer has a power called 'veil of tears' which means oponents must roll for nightfight when targetting your unit.
ShadowSeer confers Hallucinogen grenades (plasma grenades) on the entire unit


Troops

Dire Avengers
Shuriken Catapult has longer range
Exarch powers enhance squad shooting or squad defence

Rangers
Pretty much the same
Can be upgraded to Pathfinders giving a improved cover save.

Guardians
Larger minimum squad size (10+)
Must take a weapons platform
Can be upgraded to storm guardians and given two special weapons instead of weapons platform.

Guardian Jetbike squad
Much cheaper
Keeps the same stats


Wave Serpent
Cheaper
Larger carrying capacity
Keep the forcefield from previous editions

Fast Attack

Shining Spears
Much Cheaper
Lance gives rough rider like capability
Exarch powers enhance riding capability

Warp Spiders
Pretty much the same
Exarch powers enchance squad tactical abilities

Swooping Hawks
Pretty much the same except they now come with haywire grenades as standard.
Exarch powers ? Intercept (never require worse than 4+ to hit a vehicle) and Skyleap (multiple deep strike)
Exarch weapons
- Power weapon
- Hawks Talon
- Sun Rifle


Vypers
Does not come with a heavy weapon as standard and one must be purchased making the basic Vyper the same cost.

Heavy Suport

Support Weapons
Pretty much the same except D-cannon is enhanced inline with other weapons of the same type.

Dark Reapers
Better Save
Pretty much the same except slightly cheaper
Exarch powers enhance his shooting - Fast Shot and Crack Shot which remain unchanged in their rules from the previous codex.

Wraithlord
More expensive
Must take at least one heavy weapon or Wraithsword may take another ranged weapon with duplicates counting as twin linked.
No rumoured shield option
Subject to the Wraithsight rule.

Falcon
Slightly cheaper

War Walkers
Same cost
Looses energy field but gains scout USR
No longer open topped.

Fire Prism
Same Price
New fire mode ? Dispersed, less power but effects are wider area
Fire Prisms may combine shots to increase power
Edit - Confirmed by Underway Prism cannon firepower is
Str 9 AP2 Blast (Focused) or Str5 AP4 Large blast (Dispersed) by combining two Fire Prisms you can increase this to:
Str 10 AP1 Blast (Focused) or Str6 AP3 Large blast (Dispersed) both Twinlinked.


Special Characters

Eldrad Ulthran
Prince Yriel ? Autarch of Iyanden
The Phoenix Lords - All Lords have a generic improved stat line

Misc Weapons info
No Random shot weapons in the codex.
All Exarchs get at least one new weapon option.
Hawk Exarch has access to the 'Sunrifle' with Assault 6 shots.
Spider Exarch has access to the very nasty 'Spinneret Rifle'
Shining Spear Exarch has a Star Lance giving a S8 power weapon on the charge.
Fire Dragon Exarch gets access to a heavy flamer equivelent called the Dragons Breath.
Dark Repear Exarchs get access to a Tempest launcher that fires clusters of reaper missiles in a arc.
Howling Banshee Exarchs get access to a pair of Mirrorswords, a paired set of power weapons.
Scorpions Biting Blade increases strength each time it hits.
Fusion gun now S8
Heavy Weapons
- Starcannon (one less shot) otherwise unchanged. (Cheaper)
- Bright Lance unchanged (Slightly cheaper)
- Shuriken Cannon unchanged (Cheaper)
- Eldar Missile launcher unchanged (Cheaper)
- Pulser Laser unchanged except it's now Heavy 2
- Scatter Laser now Heavy 4 (Cheaper)

Misc Vehicles info
Spirit Stones now function in a similar manner to 'extra armour'


Big Lot of Eldar Codex Rumors @ 2006/08/06 20:06:36


Post by: GrimTeef


And some good stuff for the Autarch - again from Brimstone:

The Autarch comes with the following weaponary as standard.

Shuriken pistol,plasma grenades,haywire grenades and forceshield (5+ invul save)

They can take one of the following at a points cost

- Swooping Hawk wings
- Spider Warp jump generator
- Eldar Jetbike.

One of the following at a points cost
- Mandiblaster
- Banshee Mask

A Autarch may be given one single handed weapon and one two handed weapon.

Single Handed
- Power Weapon
- Scorpion Chainsword
- Laser Lance (jetbike only)

Two Handed
- Avenger Shuriken Catapult
- Death Spinner
- Fusion Gun
- Lasblaster
- Reaper Launcher


Big Lot of Eldar Codex Rumors @ 2006/08/06 20:19:16


Post by: whitedragon


ELDAR FTW!


Big Lot of Eldar Codex Rumors @ 2006/08/06 20:29:00


Post by: Samwise158


So I guess everything got better and cheaper.  If I were an Eldar player right now I'd be pumped.  Aside from slightly nerfing the Starcannon (if its cheaper then it isn't such a blow) GW hooked the Eldar up with a lot of neat new toys.  The exarchs and wraithlord/wraithguard both got some excellent new rules and I'm sure that we will be seeing a lot of new Iyanden armies.  I'm upset that they haven't changed the holofield rules.  I always thought that those made falcons impossible to destroy.  Any word on how the craftworld aspects are handled?


Big Lot of Eldar Codex Rumors @ 2006/08/06 23:32:08


Post by: Schepp himself


Hohoho...Some thing are indeed new (Bs4 Rangers for example), but nothing seems overpowered at the moment.

The Wraithlord's Wraithsight is a bit strange, but i suppose it keeps him in line with the other heavy support choices. Won't be that bad...

The 3+ Sv on the Dark Reapers make me shudder in joy...yay!

Anyway, thanks for the Info.

Greets
Schepp himself

Edit: deleted a load of stuff, because it was stupid...


Big Lot of Eldar Codex Rumors @ 2006/08/07 02:03:58


Post by: GrimTeef


I just checked my Eldar Codex and Eldar Rangers are already BS 4, so I don't kow what's new here or why the poster of the rumors found it necessary to LOL...
This does mean that Rangers still hit on a 2+ because of the sniper rifle, though.

Reapers are no longer Whirlwind bait, and have a good reason for not being able to Fleet now.

Wraithlord gets a hit in being more expensive and having to check for Wraithsight and having to take either the heavy Weapon or its sword, but T8 is still a big deal...

Looks like at least the Fire Prism gets BS4, but I don't know about the other vehicles. That's one way to boost sales - give one tank in the army the higher BS...


Big Lot of Eldar Codex Rumors @ 2006/08/07 05:46:09


Post by: Kamarathin


Harlies are going to be in the official codex!?...GLEEEE!!


Big Lot of Eldar Codex Rumors @ 2006/08/07 05:51:51


Post by: blue loki


Posted By GrimTeef 08/07/2006 12:53 AM

Just about every unit is broken...



That's all the info I needed.

 

 

j/k Thanks for the data Grim!



Big Lot of Eldar Codex Rumors @ 2006/08/07 06:57:38


Post by: warlordty


Woah.

Autrach with warp generator, banshee mask, power sword and reaper launcher.

SCORE


Big Lot of Eldar Codex Rumors @ 2006/08/07 08:50:44


Post by: The Crawling Chaos


Posted By warlordty 08/07/2006 11:57 AM
Woah.

Autrach with warp generator, banshee mask, power sword and reaper launcher.

SCORE


I was thinking an Autarch with reaper launcher would be a cool leader for an Alaitoc army- super sniper!


Big Lot of Eldar Codex Rumors @ 2006/08/07 09:38:28


Post by: thetinman


Banshee exarch can get a web of skulls...could be very deadly if stats are unchanged...


Big Lot of Eldar Codex Rumors @ 2006/08/07 10:22:04


Post by: ironkodiak


I wonder if the Autarch can get a Scorpion sword for +1 Str?


Big Lot of Eldar Codex Rumors @ 2006/08/07 10:46:54


Post by: bigchris1313


The rumors on Warseer do purport that the Autaruch can take the Scorpion Chainsword, but why anyone would go for S4 over a power weapon (unless your metagame isn't run of the mill MEQ heavy) is beyond me.

The Reaper Launcher/Jump Generator or Swooping Hawk wings Autaruch isn't that great. It is a heavy weapon, and every turn you're moving, you aren't shooting. I've seen at least one post on Warseer say that he's hoping for an Assault 2 Reaper Launcher, but that's beyond wishful thinking. That's straight-up dreaming.

And Wraithsight on the Wraithlord? Will we be able to do anything about that? A Warlock can join Wraithguard, but can we expect something similar for the Wraithlord, such as ignoring Wraithsight while within 6" of a Warlock or something? If the Holofield stays the same (unknown), the Falcon gets less expensive (rumored), and the Wraithlord gets more expensive (all but confirmed), I can't imagine taking a Wraithlord that has a 1/6 chance of standing there stupid each turn. I'm also worred about losing my Dreadnought CCWs on the WL.

If the holofield does indeed get nerfed/removed (and it probably should) the Wraithlord is sure to become a more popular choice. But if not, I just don't see them being taken. I mean, why?


Big Lot of Eldar Codex Rumors @ 2006/08/07 11:30:29


Post by: deitpike


ignore wraithsight if within 6" of a friendly psycher, or 12" of a spiritseer (warlock upgrade)


Big Lot of Eldar Codex Rumors @ 2006/08/07 12:32:57


Post by: bigchris1313


ignore wraithsight if within 6" of a friendly psycher, or 12" of a spiritseer (warlock upgrade)


Is that speculation, rumor, or fact?


Big Lot of Eldar Codex Rumors @ 2006/08/07 12:59:05


Post by: Waaagh_Gonads


Can someone run through what wraithsight is? I've been out of the loop for 40k for awhile.


Big Lot of Eldar Codex Rumors @ 2006/08/07 14:27:38


Post by: supabeast


hmmm... methinks the Eldar avatar is still going to suck. Someone at GW really needs to look up the word "avatar" in the dictionary...


Big Lot of Eldar Codex Rumors @ 2006/08/07 15:18:03


Post by: The_Underway


The avatar will be good. 4A, 6-7 I, BS5, has a melta gun, Immune to melta flamers and heavy flamers. AS3+ /4+ (I).

Much better than the old avatar. and for 150 odd points I'll take him.

The eldar holofield is rumoured to be staying the same. The biggest difference is that the spirit stone acts just downgrades stunned to shaken. It's not the holofield that is the nasty piece of kit, its the spiritstone holofield combo.

Without the spiritstones elimination of the lesser effects the Falcon just got a worse. How much more worse is yet to be seen but at least other heavy support choices are going to be more competative with it now.

@Waaagh_Gonads: Wraithsight represents the spirit constructs inability to see the world of the living. At the begining of each turn you roll a D6. On a 1 they cannot properly see the material world so do nothing. A spiritseer or other eldar psycher can guide them, so when you have one close by they show the spirits the material world. Thus they don't have to test within a certain range of the psycher.

@bigchris1313: the rumour about the spiritseer upgrade is correct. As for the warlocks having a 6" range I have heard conflicting stories that warlocks do nothing to they have a 6" range.

As for the Wraithlord losing Dreadnought CC weapons, sorry he does.

However his basic strength in his stat line is increased (to Str 10 I hear) and he's a monstrous creature so I wouldn't be too concerned. Oh and that sword he carries in the pictures, well it allows you to reroll misses in CC, and perhaps reroll failed wounds.


Big Lot of Eldar Codex Rumors @ 2006/08/07 15:37:15


Post by: deitpike


fact
from the codex



Big Lot of Eldar Codex Rumors @ 2006/08/07 16:17:58


Post by: yakface



Any word on the Holo-field? Previous rumors said it wasn't changing, but I can't fathom they'd leave it that way (but I've been wrong many times before).



Big Lot of Eldar Codex Rumors @ 2006/08/07 16:36:14


Post by: Mahu


They can take one of the following at a points cost

- Swooping Hawk wings
- Spider Warp jump generator
- Eldar Jetbike.

One of the following at a points cost
- Mandiblaster
- Banshee Mask

A Autarch may be given one single handed weapon and one two handed weapon.

Single Handed
- Power Weapon
- Scorpion Chainsword
- Laser Lance (jetbike only)

Two Handed
- Avenger Shuriken Catapult
- Death Spinner
- Fusion Gun
- Lasblaster
- Reaper Launcher


I think the best choice for a load out according to these rumor are Power Sword, Fusion gun, Banshee Mask, and a toss-up between Warp Jump Generator and Swooping Hawk Wings. The wings allow you to fade out of combat, but the generator allows you fade out of anything you hit for a risk. Tough one.


Big Lot of Eldar Codex Rumors @ 2006/08/07 16:48:05


Post by: GrimTeef


Yak, everything I've heard about the Holofield has indicated no changes.

I asked Brimstone specifically about the Wraithsight issue, and like Dietpike, he also said that Warlocks can be upgrades to Spiritseers, so the Big Guy does need a baby-sitter, but at least he doesn't need to be right there with him.


Big Lot of Eldar Codex Rumors @ 2006/08/07 16:48:56


Post by: deitpike


go with the warp jump generator
it's not the swooping hawk wings that lets you leave combat, but their exarch ability


Big Lot of Eldar Codex Rumors @ 2006/08/07 16:53:58


Post by: yakface


Posted By GrimTeef 08/07/2006 9:48 PM
Yak, everything I've heard about the Holofield has indicated no changes.



Good god. I guess no one at GW has seen the 3 Falcon army w/ Holo-fields flying around recently? Or the fact that by running the numbers it's statistically the most durable vehicle in the game? Add into that the fact that it is fast moving, carries some really fearsome firepower, can carry a unit and is a scoring unit itself, it has to be said that its probably the favorite for best unit in 40k.

And they're making it cheaper?!? This really doesn't make any sense.

Oh well.

 



Big Lot of Eldar Codex Rumors @ 2006/08/07 17:52:08


Post by: GrimTeef


Another interesting tidbit - Warlocks and Farseers do not remove the Wraithsight penalty from Wraith-construnts anymore - only Spiritseers do. Spiritseers have a 12" range for their Spiritseeing ability, so this doesn't seem too bad. Just have to upgrade a warlock to 'seer and have them hang out with the Wraithlord.

As much of an extra hindrance as it is on the Wraithlord, it is very fluffy, I suppose. I kinda like it. I wonder if wraithsight can affect you in HTH now?


Big Lot of Eldar Codex Rumors @ 2006/08/07 21:04:58


Post by: deitpike


not correct man
warlocks and farseers have a 6" range for "wraith" units
the spiritseer upgrade increases that to 12"


Big Lot of Eldar Codex Rumors @ 2006/08/08 00:37:48


Post by: Longshot


I'm starting to think Falcons will not be that devastating when you can reliably prevent them from shooting. Except that if they're filled with S8 fire dragons, a bad time might be had. Suddenly the 3-falcon list has supreme tankpopping as well (cheer).

I am hoping they stealth-nerf the falcon, by limiting holo-fields to 0-1 or something great like that. Maybe they'll forget its carrying capacity on accident (woops, no more guys in falcons!)


Big Lot of Eldar Codex Rumors @ 2006/08/08 02:12:56


Post by: GrimTeef


Dietpike - really? I swear I read that only Spiritseers... hey, I hope you're right - you most likely are. You're closer to this thing than I am, that's sure.
I think that a bonus 6" would really help out the issue. With as many wraith-constructs as I plan on using for a couple lists, I'll be needing the Spiritseers anyway.


Big Lot of Eldar Codex Rumors @ 2006/08/08 03:14:42


Post by: The_Underway


Posted By yakface 08/07/2006 9:53 PM
Posted By GrimTeef 08/07/2006 9:48 PM
Yak, everything I've heard about the Holofield has indicated no changes.



Good god. I guess no one at GW has seen the 3 Falcon army w/ Holo-fields flying around recently? Or the fact that by running the numbers it's statistically the most durable vehicle in the game? Add into that the fact that it is fast moving, carries some really fearsome firepower, can carry a unit and is a scoring unit itself, it has to be said that its probably the favorite for best unit in 40k.

And they're making it cheaper?!? This really doesn't make any sense.

Oh well.

 

I really don't belive that holofields were the big problem on the falcon.  It was the spiritstone holofield combo that made the tank invulnerable.  Every weaker hit was downgraded or eliminated by the spiritstones.  Now that you can no longer eliminate the crew shaken result the falcon won't be as big a danger as it was before.  I won't constantly be shooting anymore.  And if it just floats around not shooting it won't be as valuable.  Hence the points drop.  I just don't see it being as dangerous as it once was, perhaps I'm wrong but I just don't see it.

What is more interesting is the WS carrying cap is going up to 12.  This is rumoured to allow the transport to take a min sized guardians defender squad and their heavy weapons.  BS 4 Fire Prism is also an intersting development, and with holofields it might take the place of the falcon as the premier eldar tank.

One more interesting bit of information I came across.  Apparently Autarchs can join a squad of Aspect Warriors and benifit from the Exarches squad enhancing warrior powers.  That is a very interesting development, and makes the Autarchs even more unique.  This potentially leads to things like redeepstriking Autarchs with hawks, infiltrating ones with scorps, and leaping ones in a banshee squad.   Some very interesting combinations here.



Big Lot of Eldar Codex Rumors @ 2006/08/08 08:29:58


Post by: bigchris1313


I really don't belive that holofields were the big problem on the falcon. It was the spiritstone holofield combo that made the tank invulnerable. Every weaker hit was downgraded or eliminated by the spiritstones. Now that you can no longer eliminate the crew shaken result the falcon won't be as big a danger as it was before. I won't constantly be shooting anymore. And if it just floats around not shooting it won't be as valuable. Hence the points drop. I just don't see it being as dangerous as it once was, perhaps I'm wrong but I just don't see it.


It's not as dangerous offensively but now it's even closer to being indestructible, albeit slightly. Sure, last time half the shaken results disappeared, and shaken results were the plurality of the consequences post holofield. But half the stunned results stuck. Now it will never be stunned. Stunning a Falcon was the only way you were going to have a solid shot at taking it down. The always glancing combined with the overall mobility of the Falcon itself kept it alive. Now the chance to stun it is completely gone.

The new Spirit Stones and the new Starcannon rules are going to hurt the Falcon overall. It's going to take a legitimate offensive hit for a slight increase in durability. But even if it gets a 10 pt reduction, that's still 200 pts (assuming you take the Shuricannon) that the enemy will almost certainly never get.


Big Lot of Eldar Codex Rumors @ 2006/08/08 09:35:19


Post by: The Happy Anarchist


Actually, the Pulse Laser is going from d3 to Heavy 2 - which on average means more shots. So that will help as well wouldn't it, offensively speaking?
Also, Starcannons going down a bit doesn't necessarily mean that Falcons will suck. Other things are becoming options. I believe scatter lasers are defensive weapons, aren't they? Heavy 4 for them.


Big Lot of Eldar Codex Rumors @ 2006/08/08 09:36:52


Post by: yakface



But don't forget Chris that it's going to be BS4 instead of BS3, so the turns you do get of firing should be more potent than they used to be.

And I agree with you. Sure the Falcon gets shaken and can't shoot for a turn, but then players will just zip it behind some cover for a turn to guarantee they'll be able to shoot with it next turn.

It's still next to indestructible, it is still a scoring unit, and it can still carry a scoring unit.

I'd still take three in heartbeat. Especially if it's cheaper in points.





Big Lot of Eldar Codex Rumors @ 2006/08/08 09:41:36


Post by: GrimTeef


The shuriken cannon is also rumored to be around 5 points or so for Guardian Squads, though I'm not sure about cost for upgrading Falcon weapons. I don't think that a pulse laser/shurikannon/shurikannon Falcon would be all that bad, really. It'd be cheap and could pump out a good volume of shots.

And it's not sure if the Falcon get BS4. The Fire Prism is looking to have BS4, not necessarily the Falcon.


Big Lot of Eldar Codex Rumors @ 2006/08/08 10:28:13


Post by: bigchris1313


And it's not sure if the Falcon get BS4. The Fire Prism is looking to have BS4, not necessarily the Falcon.


Indeed. I'd like to see a BS4 Falcon, but I can't imagine them giving it to us.


Big Lot of Eldar Codex Rumors @ 2006/08/08 18:13:29


Post by: deitpike


no, no bs4 falcon
the fire prism on the other hand...


Big Lot of Eldar Codex Rumors @ 2006/08/08 20:54:36


Post by: Gotchaye


Actually, the Falcon may not be cheaper. We know that Serpents and Vypers get cheaper, but we also know that they don't come stock with Shuriken Cannons anymore - you have to pay to upgrade from nothing to one of the weapons. If the Falcon also doesn't retain an automatic Shuriken Cannon, its base cost goes down while staying as expensive (or becoming moreso).

I'd love BS4 on the Falcon, though I doubt they'll do it. It just seems to make a great deal of sense.

Also, Stunning a Falcon isn't the easiest way to kill one. The way things are set up, you've got a better chance of simply killing it than you have of Stunning it, though I won't deny that Stunning helps. If the new Extra Armor Spirit Stones are more than, say, 5 points, I just can't see people taking them for fast-moving Falcons; it just doesn't come up often enough. And yeah, I'm also confused as to why the Holofield didn't change into something like a 4+ invulnerable save.


Big Lot of Eldar Codex Rumors @ 2006/08/08 23:42:27


Post by: Waaagh_Gonads


I wanted to do a mixed eldar force but seeing all this the wraithord's gone thanks to the wraithsight rule and 3 falcons with holofield etc will be standard with some rangers to generally anooy the enemy.


Big Lot of Eldar Codex Rumors @ 2006/08/09 04:17:09


Post by: Mahu


Falcon with Pulse Laser, Scatter Laser, and Shuri-Cannon looks like the best option.

Wasn't there a rumor that the CTM would be a BS upgrade?


Big Lot of Eldar Codex Rumors @ 2006/08/09 07:06:58


Post by: deitpike


no ctm any more (Thank God!)


Big Lot of Eldar Codex Rumors @ 2006/08/09 07:22:48


Post by: warlordty


Any idea on how the Tempest launcher works?, i heard somewhere it fires in an arc with cluster missles.

seems a bit odd to me.


Big Lot of Eldar Codex Rumors @ 2006/08/09 08:12:24


Post by: The_Underway


Far as I know its G36. However there is much conjecture on the Str(5 or 6), AP(3 or 4) and Blast template size.

However essentially what it allows is the Dark Reaper Exarch to hit targets that are trying to hide from his/her squad. It does reduce the squads output because only the Exarch can hit targets not in sight. It also allows the DR squad to possibly pin an enemy unit in place with their firepower and then wipe them out. It actually makes sense from a tactical point of view to add a Tempest Launcher to a DR squad.

But as stated before they will be competing with Falcons, Fireprisms, Wraithlords, Warwalkers, and Support Platforms for space in the army list. With that kind of competition it will be hard to choose.


Big Lot of Eldar Codex Rumors @ 2006/08/09 09:26:21


Post by: Augustus


Thanks for posting all the rumors, it has been an interesting read.  I really like all the fabulous new models the Eldar are getting and especially the potential for a new HQ!  How great!

But ultimately if the swordwind list is invalidated and the only troop choices the Eldar can have are guardians (in mandated bigger squads), dire avengers (with a bit more range) and scouts, they still have the weekest troop options around, that will be sad.  I certainly hope the rumors are just that, and that some elements of force org box manipulation remain, at least for the Saim Han and Biel Tan armies.

(I don't want to buy, own or paint any guardians ever, I think they're complete junk... and Dire avengers are about the same...) 



Big Lot of Eldar Codex Rumors @ 2006/08/10 02:17:56


Post by: gorgon


Guardian jetbikes are also troops, and they're substantially cheaper.


Big Lot of Eldar Codex Rumors @ 2006/08/10 03:51:09


Post by: Anung Un Rama


I heard Warwalkers will be fast attack and there was a rumor that the Autarch can put one Warrior Aspect into a troop choice


Big Lot of Eldar Codex Rumors @ 2006/08/10 05:45:31


Post by: Kikkoman


is the jetbike save being reduced to 4+ though? That'd be terrible


on the aspects, I've heard that a max size squad of certain aspects without an exarch can be troops.

so the Autarch has no exarch weapons or powers?


Big Lot of Eldar Codex Rumors @ 2006/08/10 05:46:32


Post by: GrimTeef


Nope. Warwalkers are certainly still Heavy Support, I saw the photos of the box art, and the Heavy Support symbol is right there on the front. The saving grace may be that they get the Scouts rule, or whatever the rule is that Sentinels have that lets them move before the game starts. So they will be a bit faster for a Heavy Support option.

Haven't read anything about the Autarch moving around Aspect choices. He is reported to give the +1 on reserves roles.


Big Lot of Eldar Codex Rumors @ 2006/08/11 07:24:42


Post by: Augustus


So is the Shuriken Catapult going to 18 inch range or is that just for Dire Avenger units?  It sure would make jetbikes a bit more attractive as troops if they could shoot 18 inches...

?



Big Lot of Eldar Codex Rumors @ 2006/08/11 11:09:36


Post by: GrimTeef


All rumors are pointing to Avengers being the only ones that get the 18" catapult aside from the Autarch, who has access to one. It's called the Dire Catapult, as it were.

Jetbikes are being moved to the Troops Force Org slot, and are getting cut down in price, though I do not know by now much. Their stats and everything are staying the same, including the catapults, I wager.


Big Lot of Eldar Codex Rumors @ 2006/08/11 11:26:22


Post by: GrimTeef


"on the aspects, I've heard that a max size squad of certain aspects without an exarch can be troops. "

This was proven to not be the case. Wraithguard can be troops if bought in full 10-strong squads, though.

"so the Autarch has no exarch weapons or powers? "

No exarch weapons or powers. +1 on reserve rolls and/or strategy rolls, maybe something extra. Only access to aspect wargear, but all aspects wargear can be combined as seen in the first couple of posts.


Big Lot of Eldar Codex Rumors @ 2006/08/11 14:32:25


Post by: Reecius


GrimTeef: yes, the ability is called scout, and it is fairly useful with sentinals.

It sounds like the eldar got an all around overhaul, and i agree with some of the baove statements in that the falcon seems to be the heavy support unit of choice. with all of the new weapon options (nearly all of them becmoing cheaper) the falcon will be as useful, if not more so, than before. Three falcons with anti amror eapon load outs and full loads of dragons will eliminate any heavy infantry and armor, backed up with a few squads of avengers in flak fire WS's will make short work of most hoarde infantry. I think that the mecahinzed eldar will become the configuration of choice and will be extremely powerful.

I am happy to see many units become more useful as they are great models.

The hawks with haywire grenades is very cool, and the ability to redeepstrike beings me back to 2nd edition, although how effective it will be remains to be seen. it would be a usfull utility however, to get out of trouble and to attempt to capture objectives.

cheaper jetbikes makes the units highly viable as a cheap way to fill up troop slots and the units become great at seizing and contesting objectives, although they are still not very combat effective.

an improved avatar is needed (although the old one was great to soak up fire for his points, hardly how i would invision him from the fluff, though)

the reapers needed the amror increase and i think it is a good change.

the wraithlord and guard sound to be even more useful, baring the wraithsight issue which should be fairly easy to get around, although a bit annoying.

Shinning spears acting as rough riders whould be somewhat useful, although they need a fairly big points reduction to be worth the one hit wonder role they are filling. Otherwise it is doubtful they will ever get their points back consistantly and therefore still not see much playing time.

and harlquins back: that is just bas arse. I love harlies, great background, cool abilities, beautiful models, and the with rending? I think they will be a very useful HtH unit.

on the whole, if these rumors prove to be true, the list seems to have become even more killy and flexible while eliminating some of the broken craftworld lists. I think that the new eldar armies will be very powerful while remaining beatable. I really look forward to playing with and against them.

thanks for sharing the info GrimTeef.


Big Lot of Eldar Codex Rumors @ 2006/08/12 05:18:25


Post by: Anung Un Rama


damnm then I really have to buy two units Dire Avangers if I want to play a Aspects-only list


Big Lot of Eldar Codex Rumors @ 2006/08/13 05:17:48


Post by: Anung Un Rama


anybody heard or saw something that the dark reapers will be redone? I saw a new Exarch, but I don't know anything about the normal warriors


Big Lot of Eldar Codex Rumors @ 2006/08/13 06:13:25


Post by: deitpike


yup
there are new reaper mods as well
they mix nicely with the current ones imho


Big Lot of Eldar Codex Rumors @ 2006/08/14 17:06:11


Post by: somebody


anybody know if rangers or pathfinders went down in points


Big Lot of Eldar Codex Rumors @ 2006/08/15 02:04:39


Post by: migsula


Goodness!

This all sounds almost too good - and has gotten me back into 40k army mood after having only painted competition entries for a while, and generally spending much less time on the hobby.

Looks like the Eldar will be very diverse and offer many different variations for competitive play.

I've got a small force of eldar assembled, primed and partly painted, in anticipation for the release. The aim is to get a cool new army quickly when the new toys come out.

-migs


Big Lot of Eldar Codex Rumors @ 2006/08/16 01:13:34


Post by: Lazarus


 
Here is a rumour roundup posted by: Tamashii of 40K online.
Lazarus.
 
 
Updated version 4.1
As promised this is my compiled list, so enjoy   

It has been said, that when the design team came to redo the Eldar that they actually read through all the history and fluff that had been written about the Eldar first, then they sat down and started witting up the new concepts with out looking at point cost, then looked at the newer armies that had already been done for similar weapons and then assigned points to the units while still trying to stay with the fluff.
New rumors/information
Confirmed Information form GW

HQ:

Avatar:  Not a Special Character. Cost around 155pts. Current stats with a change of +1Int +1A BS5 3+/4++ save.  All Eldar within 12? will gain Fearless, but will not gain +1 CC ressalusion. Wailing Doom ranged attack (as melta gun). Immune to Flamer and Melta type weapons.

Farseer: They will be T3 and cost around 55pts. Ghosthelm, pistol & Witchblade as standard EQ (Ghosthelm will give a 3+ save against POW). He may take a Retinue of 1-10 Warlocks. Seerer Counsel: 1 Farseer may have 1-3 Warlocks, if you have 4-6 Warlocks you may take a 2nd Farseer, if you have 7-10 Warlocks you may take a 3rd Farseer, but 3 Farseers and 10 Warlocks is the max. So far they still have the same powers, Rumor of slight changes to all the powers, more effective and some cheeper, Eldritchstorm (slightly stronger vs. Vehicles), plus Doom (cast on an enemy unit, May re-roll to wound, effects both shooting and CC). They can purchase Wargear from the Armory.

Warlocks: Will be around 25pts, a Warlock may be upgraded to a Spiritseer for +5pts, all the regular Warlock powers are still available, but Rumored that they are slightly changed. Warlocks will now be both a Retinue for the Farseers and as a troop add-on character (this does not take a Warlock from the Farseer Retinue). They will have standard EQ of Witchblade & Pistol but may upgrade Weapons to Singing Spear at +3 pts and have a Power weapon option, and may get other Wargear from Armory. 

Autarch: He will be an IC he will have a list of Aspect Wargear that he may purchase from. This will consist of 4 sub groups Movement/Headgear/one handed weapons/Two handed weapons. He may choose from any basic Aspect gear but none of the Exarch only gear, and he will not have access to Exarch Powers (but may join an Aspect squad that has an Exarch and gain that Squads ability), (standard EQ Shuriken Pistol, Plasma grenades and force shield), plus whatever Wargear choice he takes from the armory. His supposed stats are WS6 BS6 S3 T3 W3 A3 I6 LD10 3+/ 4++ save . Path of Command-He is supposed to be able to affect reserves (possible +1 on the strategy rating rolls, and +1 to bring in reserves). The Autarch will not have the option to take a Retinue.
As I understand it the Autarch Aspect Wargear options should be something like this:
    Movement                     Helm                            1 HW                                                 2 HW
     SH Wings                  Banshee mask              Laser Lance(if on jetbike)                  Dire Catapult
    WS Jumppack             Mana blaster                 Scorpion Chainsword                        Fusion Blaster
    Eldar Jet Bike                                                  Power Weapon                               Reaper Launcher
                                                                                                                                  Las Blaster
                                                                                                                                     Death Spinner
He will have access to grenade options, and possible some other Wargear. (Bright Lance is not to be an Option) 
As a character he can take two 1HW or may take one 1HW and one 2HW

Troops:

Dire Avengers: Troop choice, may upgrade one to an Exarch. Dire Catapult 18? Range. No grenade option. Exarch powers Shuriken Storm (+1 shots to the squad, but cannot fire next turn), Defend (attacking squad -1A to min of 1 in each combat phase). The Exarch has optional weapons combinations: Power weapon & Shimmershield (gives squad a 5+ Inv. save while in CC), Diresword & Shuriken Pistol, 2 Forearm mounted Dire catapults(Assault 4 not TL).

Rangers: Troop choice, they will have a size increase 5-10 for a squad, No grenade option. They will be able to up grade to Pathfinders at a point cost, this will give master marksmen which will give them on a roll of 5+ an AP 1 hit and to increase their Cover save to +2 .

Guardians: Troop choice. Min 10 to Max 21(including Warlock), you must take a heavy weapon platform the two crewmembers come from the squad (can only take one weapon platform); you may exchange their catapults for Pistol & CCW to make Storm Guardians and then have the option for two special weapons upgrades (no grenade options). You can have a Warlock join the unit.

Guardian Jetbike: Troop choice, reduced to 20-25 points (actual point cost has not been posted), no stat change (no grenade options). You can have a Warlock join the unit. Limited to 1 Shuriken Cannon per 3 and will have a upgrade cost around 10pts vs. the 20pts we do now.

Transport Waveserpent: Still has Force field (no confirmed information yet), it has been said that it will be like Energy fields in previous editions, will have a reduced cost, and we will have to pay for the type of weapons you want. They are going to making the transport be able to hold 12 models. May not carry Swooping Hawks, Warp spiders, Harlequins, Jet bikes or Monstrous Creatures, otherwise same option of Troop. BS3 still.

Elites:

Wraithguard: Troop choice if squad of 10 on foot, Elite choice if taken otherwise. They can have a Warlock/Spiritseer join the squad. They are effected by Wraithsight, A Warlock/Farseer may negate Wraithsight if within 6" or a Spiritseer if within 12". Will be T6 now no other changes to stats, Wraith cannon will wound on a 2+ AP1, instant kill on a roll of 6, and vs. vehicles it will glance on a 3-4 and penetrate on a 5-6. No grenade option.

Striking Scorpions: Elite choice. May upgrade one to Exarch. Squad is S3 but Scorpion Chainsword gives +1 to Str. Manablasters are changing to +1A, gaining Plasma Grenades as standard EQ. Exarch powers: Stalker(Squad move through cover USR), Shadow Strike(Squad Infiltrate USR). Exarch weapons: Scorpion Chainsword & Pistol, Biting Blade(2HW for each successful to hit you add +1S to your to wound no word yet if just a CCW or if PW) & pistol, Scorpion Claw(Str6) & Scorpion Chainsword, Chainsabres (paired Chainswords with fist mounted Shuriken pistols, re-roll to hits and to wound).

Fire Dragons: Elite choice. May upgrade one to Exarch. Fusion Blasters (Melta gun stats). Will be 1-2 pts cheaper. No plasma grenade option. Exarch powers Tank Hunter (squad Tank Hunter USR), Crack Shot (Exarch only). Exarch Weapons: Fusion Blaster, Firepike (18" S8 AP1 A1 Melta), Dragons Breath (Heavy Flamer).

Howling Banshees: Elite choice. May upgrade one to Exarch. Banshee mask will give Int10 and will negate opponents cover and grenade abilities when charging . No plasma grenade option. Exarch power: Acrobatics (counter charge USR), War Shout (Opponents take a moral test if failed opponents become WS1 for the first CC phase). Exarch weapons: Power Weapon & Pistol, Executioner (2HW)& pistol, Mirror Blades (paired power weapons +2A). Triskele &Pistol (web of skulls type weapon S3 AP2 A3).

Harlequins: Elite choice, no word on the troupe size, may upgrade one to a Shadow seer, one to a Troupe Master (Great Harlequin) and one to a Death Jester (no word on Solitaire, it has been said he is not in the Codex). They have a list of Wargear that they may choose from with the Harlequin Kiss as the only rending weapon in the Codex (limited grenade options). They will have an Inv save. The Death Jester is to get Shreiker Cannon (same stats as Shuriken Cannon and gains pinning). They have not said what Abilities they will be getting, but suppose to have their normal EQ. Shadow seer will still have ?Veil of Tears? Physic power (use night fight rules to see the unit he is with), and can take Hallucinogen grenades and allows the squad that he?s with to gain them also. Harlequins still have flip belts which allow them to ignore difficult terrain tests.

Fast Attack:

Shining Spears: Fast Attack choice may upgrade one of them to be an Exarch. They are reducing cost to 35pts. Exarch Powers Withdraw (hit and run USR), Expert Rider USR. They are changing the Laser Lance to S6 Power Weapons on the charge, and that they then revert to S3 CCW in the following rounds of CC. No plasma grenade option. Exarch is losing the Bright Lance option, but may upgrade TL Catapults to a Shuriken Cannon. Exarch weapons: Laser Lance, Power weapon, Star Lance a S8 version of the Laser Lance.

Warp Spiders: Fast Attack choice may upgrade one of them to be an Exarch. No plasma grenade option. Exarch Powers Surprise Assault (always deepstrike like terminators) Withdraw (hit and run USR). Death Spinner (12" S6 AP- A2). Exarch weapon options: Powerblades, Twin Death Spinner (Assault4). Spinneret Rifle (Rng 18" S6 AP1 A1 Pinning, It has been said on the Warseer forum by Brimstone that it's to be different then Death Spinners, Try to think of a Harlequin Kiss as a ranged weapon, a focused burst of monofilament wire shot in a tight line to cut through armor vs. a glob shot at an opponent).

Swooping Hawks: Fast Attack choice may upgrade one of them to be an Exarch. They have their normal grenades plus gaining Haywire Grenades as standard EQ. Exarch powers Intercept (gives ability to hit Vehicles in CC on a 4+ even against skimmers), and Skyleap (in your movement phase you may choose to leave the table and go into reserves even if you where in CC, next round you roll your reserve roll to bring them back in the next movement phase). Exarch weapons Lasblaster, power weapon & pistol, Hawks talon, Sunrifle (S3 AP5 A6 pinning).

Vyper: Reduction in cost and is counted as being open topped still. Will still have TL catapults, but will have to pay for the heavy weapons turret option and vehicle upgrades. BS3 still.

Heavy Support:

Support Weapons: D-cannons will now be a G24? small blast versions of the Wraith cannon. It will affect Vehicles the same even if any part of the template touches them now. They have not said if it will still be counted as Ordinance for the Penetration table or if it counts as S10 for instant kill vs. to wound roll of 6.
Vibro Cannons will still have same special rules as now.
Shadow Weaver is to be reduced in cost.

Dark Reapers: Heavy Support choice may upgrade one of them to be an Exarch. They are to be reduced by 2pts in cost and gain back 3+ armor save. Not much else for the squad. No plasma grenade. Exarch weapons: Reaperlauncher, Shuriken Cannon, Missile Launcher,Tempest Launcher (G36" S4 AP3 H2 blast Pinning). Exarch powers: Crack Shot and Fast Shot as they are now.

Wraith Lord: Heavy Support only. Increase in cost. You will have 2 light weapons(Flamer/catapult) and 1to2 heavy weapons, requirement of 1 HW still (if you take two of the same type of weapon it will be TL). Str10 standard(monstrous creature).Wraithsword (10pt upgrade)which can re-roll to hits in CC, he may take this in place of taking the second HW choice. He will be effected by Wraithsight, he will need to be within 12" of a Spiritseer to act normal.

Falcon: Reduction in point cost. Pulse Laser is changing from H1d3 shots to H2 (no more random amount of shot weapons). BS3 still.

Fire Prism:  No point cost change. Changing the Fire Prism weapon to be a duel propose weapon, Anti-tank mode Rng 60? S9 AP2 Small Blast, Anti-infantry mode S5 AP4 Large Blast. If you take a second Fire Prism and its in LOS of the other you can decide to boost the first one, Anti-tank mode Rng 60? S10 AP1 Small blast Twin linked, Anti-infantry mode S6 AP3 large blast twin linked. BS4 as standard.

War walkers: Heavy Support No point change other then cost for purchase of weapons. Its force field will now make it count as being closed topped. They are supposed to be gaining scout ability as rumored. It has been said that it will still be able two take 2 HW and not count as TL (special Rule), supposedly it may take spirit stone as its only vehicle upgrade. BS3 still.

Heavy Weapons: (this is the supposed listed price for the vehicle HW not the Platforms)

Shuriken Cannon:        Rng 24?   S6   AP5   A3            5pts
Scatter Laser:              Rng 36?   S6   AP6   H4           15-20pts (have seen two different point costs)
Eldar Missile Launcher:  Same stat line as it is              25pts
Bright Lance:               Rng 36?   S8   AP1   A1/lance   30pts (is said to be Vehicle & Platform only)
Starcannon:                 Rng 36?   S6   AP2   H2             25pts
 
Special Characters: (that are said to be in the book)

Eldrad Ulthran ? Farseer of Ulthwe

Prince Yrial ? Autarch of Iyandan

Phoenix Lords ? They are suppose to range around 185-235pts, they are suppose to have much better stats and abilities (possible stats WS7 BS6 S4 T4 W3 I7 A3 LD10 2+ armor save) and be able to purchase limited Wargear from the Armory (grenades limited to Aspect). They are also to get a special rule called ?Disciples? (is said not to change FOC of units so no changing Elites to Troop option, this is to effect a Aspect squad that he joins in some way, might just be their new name for Fearless that can bestow on a squad they join). PL's protected from insta-kill by a special rule "Eternal Warrior".
Karandras- Weapons -Scorpion Bite (Manablasters +2A), Scorpion Chainsword, Scorpion Claw
Maugan Ra- Weapons- Maugetar?
Jain Zar- Weapons- Executioner, Silent Death?
Baharroth- Hawks Talon, Power Weapon?
Fuegan- Weapons- Firepike, Fire Axe?
Asurmen- Shuriken Gauntlets, Sword of Asur?

Wargear & Upgrades:

Physic Wargear: Rune of Warding will make an opponents physic roll 3d6 and total them together with any total 12+ causing an POW test to them this ability has no range limit.

Harlequin Wargear ? Death Jester/Shreiker Cannon: Same stats as Shuriken Cannon, and gains pinning.

Spirit Stone is changing to same as Extra armor (reduces Crew stunned to shaken result)
Vectored Engines possibly changing to same effect as Tau Sensor Spines (allows vehicle to avoid the effects of dangerous terrain).
Star Engines to have a fixed distance (probibly no more 2d6
Holo-field are to stay the same
It has been said that CTM is not in the new Codex.
Scythes are not in Codex
No new Vehicle upgrades
I will try to keep this up to date as I learn more.

Please remember, that this is a compilation of Rumors and should still be considered as such, most come from people that have play tested or who have said that they have seen or have heard from people who have seen the new codex, but the only way for them to be really be confirmed, is if GW releases information to confirm them.


Big Lot of Eldar Codex Rumors @ 2006/08/16 03:14:19


Post by: Mahu


Wow, if the point cost are true, the Scatter Laser isn't as sure of choice over the S. Cannon as I thought it would be.

I wonder if the cost for the S. Cannon upgrade on Falcons and Wave Serpents is 5 points, if that was true there is no reason not to take it.


Big Lot of Eldar Codex Rumors @ 2006/08/16 03:42:10


Post by: CaptKaruthors


From what I have been told from a little birdy, most of this stuff is accurate.

Capt K


Big Lot of Eldar Codex Rumors @ 2006/08/16 04:33:28


Post by: Lazarus


I'll update this when the next roundup occurs. So far I'm fairly worried that they are buffung the Eldar a little much and Ill never hear the end of the cries of cheese no matter what I field now (lol).

 

The falcons will be more survivalble but less on firepower due to weapon nerf (read starcannon) and the new spirit stones.

Dragons get a huge buff w/ str8 guns and a heavy flamer for the exarch.

Reapers with 3+ armour is going to be sick especially when they are now cheaper. we playtested them with a 3 point increase using the 3+ save and thought every point was well spent. Fortune these guys and nothing short of anti-tank weaponry are going to remove them.

 

The avatar is also going to be simply unbelievable with fortune on it.

Spiders didn't need anything and they are getting a nice boost. The new weapon for the exarch adds the possibility of a pin making the second jump not soo mandatory all of the time. Deepstrike means an option for dealing with artillery finally.

Dragons were fine too and now will pen monoliths on a 6. and wound MC's on 2+. not to mention insta killing most characters.

If the lance does get ap1 it will finally make it superior to the lascannon.

With warwalkers staying in the heavy slot I don't really see them competiting with our other choices.

My Biel-Tan list will change but only for the better. With all of the price drops I'll have even more than I did before not to mention a big boost for the avengers I was already using.

Extra room in the serpents means full size units + character so that's more punch when you unload.

 

 

Lazarus.

 

 

 

 



Big Lot of Eldar Codex Rumors @ 2006/08/16 04:42:10


Post by: Mahu


Wow, I didn't catch the lance at AP1, that means it Penetrates at worse a 4+ every time. That is awsome.

I am bummed that Gaurdians don't get a second Heavy Weapon, that was the only thing that I saw useful. Maybe they will make usefull StarCannon or Brightlance platforms, they can be cool with a Farseer hanging around.


Big Lot of Eldar Codex Rumors @ 2006/08/16 08:20:00


Post by: The Happy Anarchist


The big thing I saw was the Shining Spears.
Decrease in points, super death charge and ability to withdraw to charge again!

Could very well be a golden unit, if a bit expensive.


Big Lot of Eldar Codex Rumors @ 2006/08/16 10:45:15


Post by: Will


Are they doing anything for the different craftworlds?


Big Lot of Eldar Codex Rumors @ 2006/08/16 11:26:13


Post by: Anung Un Rama


*sigh*
how often was this question asked? no, there won't be specific craftword rules in the 'Dex, but you can still play most of them since Dire Avangers, Jetbikes and sometimes Wraithguard can be used as troops. Rangers can be upgraded to get more goodies and Ultwhe is nerfed.


Big Lot of Eldar Codex Rumors @ 2006/08/16 11:44:02


Post by: nyarlathotep667


Posted By Will 08/16/2006 3:45 PM
Are they doing anything for the different craftworlds?


Why don't you read the thread instead of asking questions that were already answered in it?


Big Lot of Eldar Codex Rumors @ 2006/08/16 13:46:20


Post by: deitpike


hehehe
I hear they're re-working the eldar
is this true?
=)


Big Lot of Eldar Codex Rumors @ 2006/08/18 07:03:04


Post by: Lazarus


The eldar weapon summary is printed in this month's white dwarf (pretty small). We can clearly see that the star cannon is reduced to heavy 2 and the brightlance does keep it's AP2 that it currently has instead of the rumoured AP1.

 

Page on the dire avengers pretty much confirms what we already know about them.

 

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/08/19 06:42:07


Post by: Therion-


People are expected to win games of 40K with Aspect Warriors now. The only problem is that transporting any units in this edition with anything else than Drop Pods is a mistake, and stand and shoot armies will blow all the assault orientated Eldar armies to bits. I'm not optimistic.


Big Lot of Eldar Codex Rumors @ 2006/08/19 10:14:05


Post by: Drake_Marcus


I disagree about that for one reason: the eldar still have the falcon. And from what we've heard it hasn't been terribly nerfed and remains the best tank in the game.


Big Lot of Eldar Codex Rumors @ 2006/08/19 10:30:54


Post by: wolf13


Unfortuantly still can't assault from it or a serpent and still can't use it to block los from the looks of it. we'll see what happens when the codex comes out, but i don't expect you'll see a lot of competetive scorp and banshee heavy armies.


Big Lot of Eldar Codex Rumors @ 2006/08/19 14:08:16


Post by: GrimTeef


No, you can't assault out of a Serpent, but with a squad of scorps or banshees working in tandem with a squad of Avengers, you drop out and Shuriken Storm up the target, it gets hurt some or a lot. The target is in a tight spot - assault the avengers, who should be closest to them depending on where the Avengers dropped out and then get assaulted by the banshees, or stand and fire and most likely get charged by banshees next turn anyway.

If you work units together, you should have a better outcome. THe days of the first turn assault and assaulting out of strong transports is over. We just have to think of something else.


Big Lot of Eldar Codex Rumors @ 2006/08/19 17:18:23


Post by: Therion-


THe days of the first turn assault and assaulting out of strong transports is over. We just have to think of something else.

Yeah, like, play shooty Space Marines or Iron Warriors.

What I'm saying is that Eldar winning some indy tournaments and GTs worldwide during the last couple years happened because of two special rules, the Alaitoc Disruption and the Ulthwé Black Guardians and enormous Seer Council. Those special rules were then combined with min/maxed Starcannon heavy firepower. The armies were resilient enough to withstand punishment, mobile enough to get table quarters, and had enough punch to get a massacre win out of anyone. Now, we won't have real Seer Councils or Black Guardians or Alaitoc Disruption or Starcannons, since all of these have either been nerfed or removed from play completely, and even the ubiquitous Wraithlord suffers from wraithsight now. What do the Eldar have left? They have the Falcon, sure, but Tau have the Hammerhead also and they're still getting their *donkey*kicked day in day out, and that's what's gonna happen to Eldar too.



Big Lot of Eldar Codex Rumors @ 2006/08/19 18:35:44


Post by: Flack Jack


Please have faith Therion. I am Alaitoc and I feel the pain. We eldar are not the only ones hurt by the assault changes. I see it as a nessasery change for I have been at the wrong end of a Blood Angel rush with a Khorne ally. Angels of Death indeed.

I can vouch for the efficiency of a shurikat assault and the dire avenger synergy seems to ease the pain. Look to all the possitive rumors. They house gold yet to be created through the alchemy of synergy. All craftworlds will be easier to create now. And with that in mind lets see what kind of assault force the black sheep of Siam-hann can unleash. It's all a matter of yin and yang.


Big Lot of Eldar Codex Rumors @ 2006/08/19 20:39:49


Post by: bigchris1313


Therion. You're alive. Good.

Your criticism isn't unfounded, but FWIW, it looks like all the weapons are going to become much cheaper (though who can mount them is another question). And the latest vehicle rumors on Warseer say that Vectored Engines will have something to do with ignoring/downgrading/re-rolling immobilized results for skimmers. That's going to go a long way to making them tougher. I hope. And the new rules for spirit stones, which will work like extra armor, will hurt the Falcon but help the Serpent.


Big Lot of Eldar Codex Rumors @ 2006/08/19 22:59:44


Post by: Anung Un Rama


We've seen almost every new model in the 'Dex, but I have heard nothing about a new Avatar. You guys know anything about it?


Big Lot of Eldar Codex Rumors @ 2006/08/20 02:14:15


Post by: Lazarus


The codex is going to be really good overall. We will have to adapt to some changes but our options for play are going to be simply awesome. Many units that previously sat on the shelf will now be viable.

The fire dragons being rumoured to get str 8 is massive! They will now instant kill most characters and wound MC's on 2+ not to mention completely shredding vehicles. They will also now penetrate a monolith on a 6'. I believe tank hunter will be avaialble to the sqaud through the exarch (overkill pretty much) and the exarch will have access to a heavy flamer which gives them added versatility (something the eldar units are not normally know for)

Dire avengers get a huge boost a well. 30 shots at BS4 is good news! Access to a str 5 power weapon (executioner) is a nice boost in CC not to mention their 5++ save and lowering on enemy attacks via the exarch.

The new spirit stones will make the transports that bring them to target even more survivable and the tanks themselves along with their weaponry will become cheaper. These price drops will add up quickly to extra stuff in your list that wasn't there before. Higher capacity of the wave serpents mean full size sqauds & characters now.

The new avatar is simply a beast. 3+ / 4++ is amazing when fortuned. Attach this monster to your mini-council and watch your opponent weep. No more bullet sponger here. This guy will kill things and be feared again.

Swooping hawks coming with haywire as standard equipment. Combine that will the ability to always hit a vehicle on a 4+ and we have another great counter to the monolith (or skimmers in general). The ability to re-deepstrike could be pretty interesting as well.

Spiders moving to fast attack is a big deal for many people. The unit was already great as is. Now, they are rumoured to be able to deepstrike in all missions and the exarch has access to a str6 ap1 pinnning weapon. We now have a unit that can drop in on those whirlwinds and bassies to take them out.

Wraithguard rumored to be T6 along with wounding on a 2+ with AP1 (still glance on 3-4 and pen on 5+). They will still shred vehicles as they always have done but now they will also shred termies etc. Their added toughness will ensure that small arms fire is ineffective. Cost is still high but a sqaud may indeed be worth it now...

Shinning spears get a big drop in price. str 6 power weapons on the charge is awesome. A combined effort charge / attack on a unit should see them finished off with a unit like this. Their mobility is simply amazing.

The fire prism may make it into our lists now. I'll reserve judgement until I see how two of them will really work.

Harlequins will be great I'm sure. No one seems to have any solid information on them still. My biggest concern is how they will reach combat. We didn't really need another close combat unit....pretty sure they'll have access to rending weapons (the kiss).

Dark reapers moving to 3+ armour & cheaper? Nuff said.

 

These are just a few of the things off the top of my head. In short, I'm worried the eldar will become too good and everyone will cry about them. In addition, everyone and their brother will now play them.

 

Lazarus.

 



Big Lot of Eldar Codex Rumors @ 2006/08/20 07:09:56


Post by: deitpike


no executioner for the dire avenger exarch (sorry)
I don't notice a diference in the wave serpent capacity (except if you carry wraithguard, 5 + 2 characters)
wraithcannon is still ap2

but otherwise, good wrap-up


Big Lot of Eldar Codex Rumors @ 2006/08/20 08:18:02


Post by: Lazarus


I could have sworn I saw an executioner on the dire avenger's plastic sprue......

Even if wraith cannon is AP2 it won't make a difference as it still has it's own vehicle penetration rules. Wounding on 2+ is what's going to make the difference. I hope that particular rumour is true.

Lazarus.

 



Big Lot of Eldar Codex Rumors @ 2006/08/20 08:32:10


Post by: Drake_Marcus


The wave serpant capacity has definetly gone up to 12 to allow for a minimum sized guardian squad with heavy weapon to board up. And while the dire avenger my not get an executioner he does get a weapon option for that cool looking polearm on the sprue. I just forget the name of the weapon, although I think I remember that it's throwable?!?


Big Lot of Eldar Codex Rumors @ 2006/08/20 09:05:33


Post by: GrimTeef


No throwable spear-weapon for the Avengers that I am aware of. I think it will just be a power weapon or a diresword, it may look like a polearm as a way to get some more of that Egytian flavor into their look than was there before.

I am really looking forward to my zombie-eldar death aspect army. 2 units of 10 wraithguard, 1 or 2 units of 5 wraithguard in serpents, a wraithlord or 2, a Falcon, a unit of banshees or Reapers, and a Phoenix lord. I don't particulary care if it's all that effective, but damned if it isn't themed and it'll look great!!


Big Lot of Eldar Codex Rumors @ 2006/08/20 09:27:49


Post by: Drake_Marcus


Opps- sorry guys, I defer to GrimTeef's superior eldar knowledge I do think that the pole arm looks cool, regardless of how exactly it works

I tried to dig the rules for it up from the big Warseer threads on the topic, but they're just so darn full of stupid posts that don't provide info. Normally you can't expect every post to provide info (as is the case with this post- I'm really not enriching the thread as much as I'm simply conversing with GrimTeef) but the 60+ page long eldar threads in the Warseer news and rumours section are nearly impossible to navigate. Unfortunately the rumour round-up doesn' provide everything it could in terms of summarising all of the hints dropped in the threads.


Big Lot of Eldar Codex Rumors @ 2006/08/20 09:33:15


Post by: Lazarus


Tamashi has been doing a pretty good job rounding up all of the rumours and showing what has been confirmed and what has not. I'll post his next update here as soon as he completes it.

 

I'm not sure what the pole arm weapon does but it sure would make sense to be an executioner...

 

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/08/20 09:33:49


Post by: Schepp himself


Huzzaahh! But prepare t take a shovel for all that cash for the Wraithguards GrimTeef.

Shame they are not plastic...

Greets
Schepp himself


Big Lot of Eldar Codex Rumors @ 2006/08/20 09:35:29


Post by: deitpike


my apologies
I can't find my current eldar codex, I thought the wave serpent was already 12 (is it 10?)
the spear-y thing is probably just his power weapon option (I'm assuming the sword will be the dire sword)
but nope to the executioner.
ask away though, I'd love to debunk all the crap rumors out there.

grimteef - shouldn't you be doing some scorpions up? (just to give the illusion of orkiness)
=Þ



Big Lot of Eldar Codex Rumors @ 2006/08/20 20:58:46


Post by: GreenAngel


Posted By Drake_Marcus on 08/20/2006 1:32 PM
The wave serpant capacity has definetly gone up to 12 to allow for a minimum sized guardian squad with heavy weapon to board up. And while the dire avenger my not get an executioner he does get a weapon option for that cool looking polearm on the sprue. I just forget the name of the weapon, although I think I remember that it's throwable?!?


You can't take a heavy weapon onto a wave serpent still, from what I've been told.


Big Lot of Eldar Codex Rumors @ 2006/08/20 21:16:49


Post by: bigchris1313


You can't take a heavy weapon onto a wave serpent still, from what I've been told.


I myself have heard the opposite. Certainly we know nothing definite either way.


Big Lot of Eldar Codex Rumors @ 2006/08/20 21:23:49


Post by: deitpike


well, guardians can take a wave serpent transport, and since the heavy weapon platform is mandatory, I'd suggest that they can take it in the wave serpent.


Big Lot of Eldar Codex Rumors @ 2006/08/21 03:04:36


Post by: GrimTeef


I have a pass through Warseer again, and noticed a couple of other items that I had not noticed before, like:
Phoenix Lord Fuegan hitting like a Monstrous Creature in Hand to Hand,thanks to the Fire Axe
Maugan Ra getting a Assault 4, Pinning Shuriken Cannon. I thought it may even have rending, but I will not say for certain on that.

I think that Dietpike is right, the weapon platform seems to take up no space on the Wave Serpent. I don't even think it matters when the enemy is shooting at the squad the platform is in, it is just used to measure range from. If you lose the 2 gunners, then it goes bye-bye.

Drake, you're right that it's a harrowing task going through all those threads. I have seen the same question asked about 5 to 6 times by the same number of different people. I just want to smash them. But what can you do when you are rabid for information? Lazarus and Tamashi have taken the stewardship of this thread now, and are doing a better job of updating it that I could!

Schepp - I actually already have the Wraithguard needed for that list. I collected a lot of them during 2nd ed. Had 20 then, and picked up 10 for cheap on Bartertown recently. I think I'm some kind of 40k masochist - I tend to play with the units that everyone says suck. I used Librarians and Assault Squads in 3rd, and used Wraithguard in a few games playing eldar. Then the next edition comes around and everything 'suck' is made 'whoo!' again. Now I just look like some kind of powergaming bandwagoner.

One thing I wonder about is if the Guardians will be able to Fleet with the weapon platform. It's not like it's heavy with that anti-grav system it's on, and I don't think that sacrificing a turn of shooting for a bit of extra movement is going to unbalance a heavy weapon, especially at BS 3. Still, if they can take a Serpent, then Fleeting is most likely out of the question.


Big Lot of Eldar Codex Rumors @ 2006/08/21 08:02:54


Post by: deitpike


fuegan - yup
maugan ra - both!

heavy platform- maybe if I read it =Þ
the platform is ignored for # of models, think of it as a marker, and it counts as an *donkey*ault weapon, so I'd say yes to the fleet and to the going in the wave serpent


Big Lot of Eldar Codex Rumors @ 2006/08/21 10:40:43


Post by: GrimTeef


Aw yeah, now that is good news! Guardians would be pretty decent in a ... guarding role now, they can hoof it up and defend a objective or hold a quarter, and they can constantly be on the move and repositioning and still firing a heavy weapon. That's advanced technology for ya! They may not be very tough, but mobility is always key.

Wow, my 2 favorite Phoenix Lords just got that much better. Maugan Ra is going to be feared. A pinning shurikannon. Ouch. I wonder if Fuegan's firepike has something special, like extended range or more penetration dice. With no instant death for them and most likely being able to fleet in 2+ save armor, these guys can get just about anywhere and wreck anything necessary. Fun stuff.

deitpike, you rascal. I have so many questions I would like to ask, but don't want to be rude and ask them... I'm sure you're under an agreement of some kind not to say much, so I'll just say thanks for that little gem of a 'rumor'.


Big Lot of Eldar Codex Rumors @ 2006/08/21 10:47:42


Post by: Anung Un Rama


okay, nice stuff.
deitpike, I don't want to be rude either but....there's a lot I want to know.
1) did you hear or saw something about a new Avatar Model?
2)will there be new models for the Phoenixlords?
3)how about the Harlequins? are they one squad? would it make sense to have a Death Jester in the same Squad like CC troops?
4)will there be any changes in the army list, depending on what HQ is taken?


Big Lot of Eldar Codex Rumors @ 2006/08/21 10:58:09


Post by: deitpike


GT-no, it's a fire pike, but he's got some more tweaks than previously (all phoenix lords have a very nice ability....)

AUR
nope (I wish, I soooooo wish, not saying they aren't, but I haven't heard a peep)
nope (the current ones are still hot)
yup (dj fits in verry well with a mobile squad, I'm sure I mentioned his ability previously)
not that I've seen, just tons O variety


Big Lot of Eldar Codex Rumors @ 2006/08/21 11:54:52


Post by: GrimTeef


Oh... Tank Hunter is one of Fuegan's abilities, I bet.

The current Avatar is really a nice model. And since Jes did it, I doubt it'll get done again for some time. You all already know my theory on Eldar resculpts.

Can't wait to pick up a squad of Harlies. Such great customization possible in just the paint jobs alone. AND an Assault 3 Shuriken Cannon that Pins for the DJ!

Thanks for keeping us in the loop, deitpike.


Big Lot of Eldar Codex Rumors @ 2006/08/21 14:16:42


Post by: Drake_Marcus


Well there will be a new Avatar- apparently it was redone once and the studio didn't like it so they started over... although that means it'll be out later then expected. I guess that could also mean it'll never come out, but no one has said that so far...


Big Lot of Eldar Codex Rumors @ 2006/08/21 14:27:40


Post by: Reecius


Sorry if this has been brought up before, but i have heard that forgeworld will be making an Avatar model after they finish the chaos greater deamons.

If true, that would be flippin awesome!


Big Lot of Eldar Codex Rumors @ 2006/08/21 15:58:00


Post by: kwade


I forsee a lot of 150 point Fire Prisms on the horizon.

A single Prism is like a tau HH with a lot more survivabillity, slightly worse off against vehicles (much less reliable due to no marker lights... ), better against infantry (especially podders/deep strikers/anything in cover), and costs less.

Two Prisms are all that PLUS they can gang up to vape entire marine squads or put a big dent in heavy armor and gain twin-linked on the shot to-boot.

Three Prisms... ouch.



Big Lot of Eldar Codex Rumors @ 2006/08/21 19:16:17


Post by: GrimTeef


Well, I don't think we'll see more than the occassional 2-prism force, since 3 prisms don't seem to be stacking to make a more powerful shot than just using 2 of them. 2 prisms though, I'll have to give that configuration a go. Also, if the Prism does have BS4 as we have heard, it will certainly come a long way towards being the main-line eldar tank it was supposed to be.

I heard that rumor about the Avatar as well, Drake. I think that Jes is a tough taskmaster! The current Avatar is just great as far as I'm concerned.


Big Lot of Eldar Codex Rumors @ 2006/08/21 19:46:33


Post by: Drake_Marcus


I agree GrimTeef- a tallented painter can do wonders with the current avatar, and it's a shame to waste time resculpting it when other models need redoing. All that being said, the Studio has a tendencey to redo models unnecessarily :p


Big Lot of Eldar Codex Rumors @ 2006/08/22 04:22:23


Post by: kwade


Posted By GrimTeef on 08/22/2006 12:16 AM
Well, I don't think we'll see more than the occassional 2-prism force, since 3 prisms don't seem to be stacking to make a more powerful shot than just using 2 of them. 2 prisms though, I'll have to give that configuration a go. Also, if the Prism does have BS4 as we have heard, it will certainly come a long way towards being the main-line eldar tank it was supposed to be.

I heard that rumor about the Avatar as well, Drake. I think that Jes is a tough taskmaster! The current Avatar is just great as far as I'm concerned.


Perhaps a little more explanation on my part is in order.

The new Prisms appear to give you a MBT in line with the Falcon/HH for less points.  Ignoring the synergy that two of them can bring to the table, the tank's a good 'un on its own merits now.  That alone would make the 3-Prism army a difficult nut to crack.

Add to this that any 2 can combine effectiveness into making sure things go 'poof' is a serious bonus.

By taking 3 of them, you could set up in a triangle pattern.  Each one can lay down an impressive shot on its own, and now you also have the option of threatening pretty much the whole board with a super shot by combining any 2 out of the 3.

Also, having one shaken for a turn doesn't prevent the super shot, it only prevents one of the three from adding to it for a turn.  Because of the holo-field, the tank is a survivable as a Falcon.  Since the Falcon's firepower has been downgraded a bit, I think we'll be seeing a LOT of the 3-Prism configs out there since they're now useful against pretty much anything.

It's not that 3 Prisms can lay down a super-duper shot.  It's that each one is a force on its own now, and having the extra 'oomph' available is just the icing on an already tasty cake.

Time will tell.

KW



Big Lot of Eldar Codex Rumors @ 2006/08/22 04:26:24


Post by: Drake_Marcus


Good then, because I'd think it a bad idea to rely on both tanks staying alive and well to justify either being on the board. If they aren't good on their own then taking one out would make the other one pointless. Plus the big gun had better be damn good in that case given how fragile and expensive it would be to deploy. Has anyone heard what the big shot is supposed to do?


Big Lot of Eldar Codex Rumors @ 2006/08/22 04:49:43


Post by: Therion-


The new Prisms appear to give you a MBT in line with the Falcon/HH for less points

Really? So how much does the 'new' Fire Prism cost after you've given it Spirit Stones and Holo-Field, and perhaps even the new improved Vectored Engines? I'm curious.

Add to this that any 2 can combine effectiveness into making sure things go 'poof' is a serious bonus.

I think that 350-400 points of Heavy Support has to be able to manage more than one S10 (or S6 large blast) shot with a re-roll to hit. Much more. You realise you (or the opponent) can also get three daemonically possessed Predators for the same price or less? Either way, even if I'm wrong and Fire Prisms don't absolutely suck, they certainly aren't any better than Predators, Hammerheads or Devastator Squads, and the Prism Cannon is no Assault Cannon, it's just a lascannon that can turn into a submunition round.

What do the future Eldar armies look like, based on these rumours? People probably try Aspect Warriors since they are the pretty much only infantry units getting slight improvements, which means they need Wave Serpents since they aren't going to footslog their T3 4+ SV people against walls of Heavy Bolters and Assault Cannons, which means they need more than one Wave Serpent. That in turn means that they are mechanising their army, which in turn means no Avatar (the only wannabe Daemon Prince in the game that STILL moves pathetic 6" and assaults 6) and probably no Wraithlords (they have the new and exciting need for expensive babysitters) or Support Platforms, and little or no Dark Reapers and Guardians. Falcons, Fire Prisms and Vypers are taken instead to support the transports. Now what do we have? One of the weakest tournament armies ever -- One that has been tried and tested thousands of times even during the edition when you didn't re-roll failed wound rolls if your 12" moving transport exploded, and you couldn't draw LoS through operational Wave Serpents to the disembarked passengers behind. A couple of buffs and tweaks to the actual passengers (like a one point price reduction) or talk about synergy and idiotic strategies like 10 Dire Avengers (over 250 point unit together with the transport) disembarking to lay down 'covering fire' (kills 3 MEQ) does nothing to the main problem, which is that the tanks will be shot down and the passengers will be laughed at from range. When half the transports go down, the few troops that actually manage to disembark get counter-assaulted or hunted down by Land Speeders and shot to pieces from close range. This has always happened and always will happen. Have all of you forgot why all Eldar players were using minimum sized Guardian units with Starcannons, cheap Avatars, resilient Wraithlords and indestructible Seer Councils in the first place? What has changed?

Absolutely nothing, except that the only strategy that worked (and the units and weapons supporting the strategy) were nerfed or removed. New Exarch skills or Autarch abilities or one point point reductions won't make a strategy doomed to fail work, ever. Unless you can assault from Wave Serpents that move 12" you better start looking at the stand and shoot Eldar variants, but you know you can't challenge the Marines to a firefight unless you got got something special going on, like disruption, and you don't.



Big Lot of Eldar Codex Rumors @ 2006/08/22 05:38:25


Post by: GrimTeef


I think that a S6 AP3 large blast that uses BS4 is pretty decent against our favorite MEQs, who knows the rumors have also said that the shot will be twin-linked. Missing won't happen often, and saving won't happen ever. If it is 350 points or so for a couple Prisms, you have 6 turns to try and take out 2 or 3 MEQ squads, or at least get them below half, and with that firepower I don't think it'll be all that hard. Especially if one Prism can't be seen to be stunned to not shoot in the first place. Still not sure how that stunned combo-prism shooting issue is going to work, though... I hope they address that.

From what I have seen, Eldar tanks are pretty survivable. I think that with Vectored engines allowing the tank to land on immobilized result will let some of your troops make it to the enemy intact.

Wraithlords may need a sitter, but the Spiritseer does have a 12" range on their ability, so you'd only need one or two depending on how many constructs you have.

And that was my idiotic strategy, thank you. A shuriken storming Avenger squad should be able to do some good damage to a target MEQ squad, and I am at least attempting to think of a way to use what we know about the new Dex instead of just pointing out everything that we know to be a problem from the last edition Eldar dex. C'mon man, chin up! That's the spirit.

At least I don't have to really worry about the marine firefight problem. Only one of my regular opponents uses them.


Big Lot of Eldar Codex Rumors @ 2006/08/22 05:46:26


Post by: Therion-


If it is 350 points or so for a couple Prisms, you have 6 turns to try and take out 2 or 3 MEQ squads, or at least get them below half, and with that firepower I don't think it'll be all that hard.

If they have heard about spacing their models properly you'd do more damage with two oldschool Starcannons than the focused Prism.

..That's the spirit.

I'm just being realistic here and saying that the type of Eldar army GW has now designed hasn't worked in years and that simply won't change.



Big Lot of Eldar Codex Rumors @ 2006/08/22 06:05:55


Post by: Drake_Marcus


I don't know Therion- I'm sure the new dex will allow for some new stategy to replace the old nerfed ones. I think you're forgetting who's writing the rules here. They're bound to include some mistake/overlooked-unit-ability that can be exploited by the Mauleeds out there. Since the exarchs transfer their abilities to their squads and we've no idea just what those abilities will be exactly it's hard to draw conclusions about the effectiveness of these units. For example, if reapers are all pinning then the squad becomes pretty hardcore, and with the 5+ invulnerable save bonus the exarch can give to dire avengers they become that much more survivable and that much more potent given their 18" range. We have no idea how much the units will cost or what they can do exactly, so how can we draw conclusions about their effectiveness? Don't forget that rumours have hinted that spiritseers can upgrade to an 18" range to help with the wraithsight. I don't really see this army as a rush army, it's more along the lines of a combined assault force. And any army that comes to them is going to be in a world of hurt (hopefully, or like Therion is predicting-- they've got a problem on their hands).


Big Lot of Eldar Codex Rumors @ 2006/08/22 06:11:45


Post by: kwade


Therion - the rumors I've seen are that the Prism is not changing in points. I haven't seen anything about Spirit Stones or Holofields changing in price either. That makes a decked out Prism cost 150 points. 3 cost 450, and you've got the survivabillity of 3 decked out Falcons that are all the rage these days at a 75-135 point price break (depending on how the Falcons were decked out).

Does it give you a nice, big 'I win' button? No, of course not. But it does give a nice, new option that I bet will be seen a lot. That's all I'm really saying here. I think you may be discounting the power of the new Prism, just like you think I'm overestimating it.

Like I said, we'll just have to wait and see...


Big Lot of Eldar Codex Rumors @ 2006/08/22 06:40:24


Post by: mauleed


Of course does the prism make more sense than sticking with the falcon? I'm thinking I'd rather have a falcon with shuriken cannon, scatter laser, and the puls laser. That's still 9 shots and it can transport things.


Big Lot of Eldar Codex Rumors @ 2006/08/22 07:27:10


Post by: kwade


Well, the secondary weapons = 7 shots -> 3.5 hits -> 17.5/6 wounds -> 17.5/18 (call it 1) dead Meq.

Pulse is 2 shots -> 1 hit -> 5/6 dead Meq.

Gives, on average, ~2 dead Meqs (not in cover) a shooting phase per Falcon at a price increase.

The prism will be hard-pressed to get more than a hit and a partial... except against pods, deepstriking units, and anything in cover.

I really think it's a toss up to personal preference. It's just nice to have another option opening up instead of having to go with the 'no brainer' Falcon.


Big Lot of Eldar Codex Rumors @ 2006/08/22 07:43:10


Post by: CaptKaruthors


I think the point with DA is using Doom in conjunction with them. Suddenly it makes DA far more deadly.


Capt K


Big Lot of Eldar Codex Rumors @ 2006/08/22 07:45:42


Post by: Blackmoor


I think Therion is wrong about the Dark Reapers.

I see them as the no-brainer heavy support choice. With a 3+ save they will be very hard to kill at range. Put them in a building and give them a farseer with guide and fortune and they will be shedding marines, and nearly impossible to kill.


Big Lot of Eldar Codex Rumors @ 2006/08/22 11:50:25


Post by: Lemartes


The prism almost sounds like a hammerhead with str9 instead of 10. At a 150 it will be a great tank. Cheap, surviviable, manuverable, and the variable template or straight shot. I will use it like I use Hammerheads. It is also a great fire magnet with survivability.


Big Lot of Eldar Codex Rumors @ 2006/08/22 14:27:59


Post by: wolf13


For what it's worh, I'm of similier mindset to therion. I don't think as much is going to change in the end as much as people wish. And while complex expensive multi unit tactics for limited gains might look appealing just to field differnt models, I don't see this as a codex that will be able to afford to sacrifice efficiancy. I do think though that theres going to be more competition for slots, especially in the HQ, elite and FA slots.


with reapers, Marine players always complain marines aren't as survivable as they think they should be, what makes anyone think reapers are going to fair better then dev squads with -1 to T? Doesn't make them bad by any means, but by no means gods. as far as aspects go, I think scorps and Banshees are going to still be secondary units if they even are fielded, no assault out of transports, no hide behind transports, T3 and moderate armor makes for expensive targets, i see them staying as a counter unit. with the competition for elite slots, I think they are going to loose out. The aspects I do expect to be big are spiders and hawks, which is one reason i think spiders are moved to FA. Still not sure what to make of the spears, they just might be a worthwhile unit.

I do think you'll see a lot more armies with a single prism, just as a utility tank, I don't think the multi tank gimmick is going to be popular once the novelty wears off, versitility is is a wondeful thing. I also expect to see firing lines of wraithlords, I think that its going to be two or three wraithlords or nothing though, with an avatar. Like therion said, this looks really familier.

I think the fire dragon guided missle is going to be popular (a tactic I don't consider efficient). the exarch delvery system is in full force for DA's still and that really the story isn't it. really, how often do you see people relying on basic trooper weaponry, and why is that? even the increased range doesn't make these guys great in the shooting department. I still don't see these guys being worth a lot in a good army when theres so many other choices out there. Maybe i'll be suprised, but nothing so far really makes me think so. Rangers are looking to be a much better pick for troops as well as the ever popular guardians (bought just for the heavy weapons platform).



Big Lot of Eldar Codex Rumors @ 2006/08/22 19:53:18


Post by: Indecisive


The game all depends on who you play with anyway

Even if the army isn't the best it shouldn't matter unless your strictly focusing on competitive/tournament play.

I can still play my Eldar at my local store, it's a challenge but that's what makes it worthwhile.. and I've got the worst list out there usually.

So quit badmouthing stuff before it comes out, it's entirely pointless until the codex is actually in our hands and we can see all the changes.

I'm just hoping for 35 point starcannon platforms (bit higher than 66% of the current one's cost)



Big Lot of Eldar Codex Rumors @ 2006/08/22 22:59:53


Post by: Therion-


So in your opinion this forum should be about a bunch of fanboys praising all of GW's latest work, instead of reviewing the information we are given critically? We don't complain about the new Eldar because we think anything is going to change, but to simply offer an alternative view to the people who genuinely seem to believe that the new Eldar will be a competitive GT army. In my opinion it won't be, and if Mauleed tries to make his next tournament army out of this book, he's going to have to resort to some awful cookie cutter lists, for example hoping that one Aspect is imbalanced and then just take 1500 points of them. I'm just pretty sure stuff like that won't happen, since GW has a tendency to make elite units that lack T4 and a 3+ save more expensive than Marines for some strange reason.


Big Lot of Eldar Codex Rumors @ 2006/08/23 02:01:33


Post by: Lazarus


This new codex is going to be an improvement for both casual play & tourney play. In casual play it will afford us the ability to use pretty much all of our units that previously sat upon the shelf and still do ok with them.

 

For tourney play we will have more options to build from. My mech list which is pretty competitive now will gain nice improvements as well as extra points from reductions in cost. these extra points will add up to be more stuff in the list than was there before.

 

I think we should reserve some judgement until the codex actually comes out. No one has to be a fanboy here but they also don't have to scream the sky is falling either.

 

This list will certainly be competitive in GT play. For my particular build it will be a straight up improvement to an already winning list.

 

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/08/23 02:38:59


Post by: mauleed


I don't care what's in the codex. I'm going to make it competitive or die trying.


Big Lot of Eldar Codex Rumors @ 2006/08/23 02:44:01


Post by: Drake_Marcus


Posted By mauleed on 08/23/2006 7:38 AM
I don't care what's in the codex. I'm going to make it competitive or die trying.


That's our Ed.  *cue cheesy 50's sitcom music*


Big Lot of Eldar Codex Rumors @ 2006/08/23 03:03:18


Post by: keezus


Right now, the new Eldar dex is the only thing keeping me from quitting 40k wholesale. I too will be trying to make it work, though I think Therion's right.


Big Lot of Eldar Codex Rumors @ 2006/08/23 04:01:19


Post by: migsula


While I agree to some of the logics behind the speculation here on the power of the new list, it is simply too early to tell!!

Starcannon loaded Seer Council armies and Alaitoc have been so powerful and popular under the 4th that their "absence" alone will re-work the tournament power rankings.

I see a lot of competitive possibilities with multiple, fast, small eldar units, many of which now gain more power and or point reduction.

I'm confident the Eldar will stay very competitive, just look quite different.


Big Lot of Eldar Codex Rumors @ 2006/08/23 04:07:59


Post by: Voodoo Boyz


So what exactly are you pissed about? The fact that blatantly broken things like Altioc Disruption and 20 Man "Boxing Warlock" Seer Councils are going away and the fact that Starcannon armies of doom won't be as obscenely effective as they are now?

Things like Falcons that some armies just can't hurt (read Orks) should get the nerf stick because they're entirely too good.


Big Lot of Eldar Codex Rumors @ 2006/08/23 04:09:05


Post by: kwade


Yeah, I agree with Migs. It sounds like Eldar are still going to be the highly mobile, yet still fragile, force that they were supposed to be from the start. It still sounds like they're a paper tiger, just a paper tiger with a few different options for their teeth and claws...


Big Lot of Eldar Codex Rumors @ 2006/08/23 04:21:21


Post by: Reecius


Does no one factor in player skill into this or is all based off of number crunching?

That may be a dumb question on these boards, but i was just wondering.

Or, are these hypotheticals based off of the assumption of two equally skilled opponants playing each other?


Big Lot of Eldar Codex Rumors @ 2006/08/23 04:40:06


Post by: kwade


Generally speaking, Theoryhammer doesn't take skill into account because it's too difficult to quantify in any reasonable manner. Always keep this in mind, as one man's trash may be another man's treasure due to skill level.


Big Lot of Eldar Codex Rumors @ 2006/08/23 05:01:49


Post by: Lemartes


IMO Mech Eldar will become more prevalent. Lots of transports, falcons/Prisms, with some vypers thrown in.


Big Lot of Eldar Codex Rumors @ 2006/08/23 07:17:35


Post by: keezus


My biggest gripe about how GW revamps Eldar is that the majority of the Eldar list is short ranged and is supposed to be a combined arms army. When in 3rd, you could support a unit of mounted scorpions with a unit of mounted firedragons, (note, this is after the no-shoot from vehicle ruling) - it cost you around 650-700 points to run these units (300 points of transports), but you could usually rout or tie up two units of marines reliably. That's 650-700 to kill 350 odd points, leaving around 350 points of marines to strike back. Which to me, seems to work, since 350 points of marines attacking first will usually mangle equal points T3 Sv 4 Eldar.

Then in 4th, they made it so you could only assault what you could shoot, and you couldn't assault after disembarking and you couldn't hide behind your transport and your transport couldn't score. Oh, and they gave EVERYONE ELSE a 2x shot at close range. So a translation would be:

You must attack first, because the shoot 2x rapidfire = flaming death for your T3 squishy boys.
Your foot assault troops will never assault as they will be shot before entering melee.
Your mounted assault troops will never assault as they will be rapid fire shot before entering melee.
Your mounted short ranged shooting troops can still rout enemies, but now require 2x numbers i.e. 700 points to rout 150 points of marines as opposed to before. Oh, and they will probably die immediately after too, since that leaves 550 points of stuff you didn't manage to kill to attack back.
Your transports do not actually transport anything due to the above reasons. Also, they do not score, do not block LOS, so they are expensive non-scoring gunships.

Enter V4 Codex. What did they fix? They didn't fix assault - that's for sure. They didn't really fix the transports either. They made mounted short ranged shooting a little better. Now you can run Shuriken Storm Dire Avengers to support your Fire Dragons. That means that it only costs around 600 points to kill 150 points worth of Marines. What's a 14% improvement from suck? That's like having a bag of poo on your porch, and having people tell you to be happy that its not flaming.

What else did we get:

Wraithguard got tougher. So for a grotesque amount of points, you can mount these, and actually attack something and survive the return fire. Just don't expect them to kill anything with so few attacks.

Dark Reapers got tougher. Now instead of EITHER being area denial, or whirlwind fodder, they're just area denial. If you have a good vantage spot, you can be guaranteed that your opponent will deploy somewhere else, or use the Rhino-wagon-shield to negate their abilities. While tempting, this unit still pales when compared to the Falcon, which has a comparable cost, is much more mobile, and can carry troops. -EDIT- That's not to say I'm unhappy with the change to 3+Sv, just that the Falcon is a better choice.

Wraithlord. This guy got more flexible. But he still sucks compared to the Falcon.

Fireprism. The king of never shooting is still the king of never shooting. Why even bother? The Falcon is more versatile and more durable with 3 heavy weapons.

Warwalkers. These things became WTF. Now they scout. So, like the previous edition, you'll probably get one good turn of shooting and then they are dead, or embroiled in assault.

Bikes and Bike Aspects: Jury's still out, on these. I think Jetbikes are the real winners, especially if they are 20 points. I view them as "fast bolter space marines", so I think they will see lots of play - Move up two shots at 12", twinlinked, back up 6".

Rangers: Mweh.

Support Batteries: Mweh

EDIT - I don't want to sound like I'm whining too much.  Theres a number of things that are moving in the right direction, like bikes, psykers, firedragons, dark reapers and the Avatar is vastly improved.  However, I am bitterly disapointed that they didn't fix the Waveserpent.  I'd have accepted all sorts of arbitrary power reducing concessions like Aspect Warrior max squad size 8, or starcannon heavy 2 24" etc. if they let the aspect warriors shoot OR charge after disembarking.



Big Lot of Eldar Codex Rumors @ 2006/08/23 07:52:48


Post by: Anung Un Rama


keezus whinig about new rules he doesn't like: Mweh


Big Lot of Eldar Codex Rumors @ 2006/08/23 07:56:21


Post by: Prodigalson


I think I'm in agreement with Keezus. I've been playtesting the new rules and am... underwhelmed. Dire Avengers, no matter what upgrades they got or what you do to them are stil T 3 4+ save with no heavy weapon. You have to put them in a serpent now and it's a non-scoring unit.

There should be an upgrade to allow eldar to assault from their vehicles. They are to espensive and to weak to try and footslog accross the battlefield.

If the jet-bikes are 20 pts apiece now... I agree that may be different.


Big Lot of Eldar Codex Rumors @ 2006/08/23 08:17:24


Post by: deitpike


jetbikes are a tiny bit more than that



Big Lot of Eldar Codex Rumors @ 2006/08/23 08:24:15


Post by: Toreador


Meh. Part of the Eldar that has always been is being more maneuverable and bring those big chunks of combined arms to bear on groups of the enemy. Your comparisons are all based on the fact that the leftover points will be there to kill your troops. I usually minimize that. Kill those 150 points and move on. Hit the next spot in the line. Minimize your casualties and set up the next kill. This will never work out to be a perfect situation, but that is how I have always played them, and that is how I have always tended to win. From day 1 almost 20 years ago. Maneuverability and bringing that force to bear on small parts of the line are your best assets. It seems it is still the way to play. And now they have even toughened up some of the units for this.



Big Lot of Eldar Codex Rumors @ 2006/08/23 08:53:13


Post by: Phoenix


My biggest gripe about the eldar ever since 3rd edition has been the lack of range. If you look in the eldar codex, there are only 2 weapons in the entire codex that are not heavy weapons (ok 3 if you consider the bright lance to not be heavy) that have a range longer than 12 inches. Those two weapons are the swooping hawk las blaster and the fire pike. The fire pike can only be taken by fire dragon exarchs (not exactly the most common unit on the board) and swooping hawks are a seriously craptastic unit. So the army must focus on heavy weapons if it wants to do any damage to anything outside of assault range. I really wish I could put those las blasters on my guardians so they would at least get a chance to shoot their basic weapons once in a while. What's worse is that now every army out there can move and shoot their basic guns twice at 12 inches. The only saving grace of the eldar weaponry has gone the way of the Commodore 64. I'm ok with the concept that eldar are frail, but with that in mind, they need the ability to maneuver around their enemy and pick them appart. The current rules have taken away a lot of that maneuverability along with making it a lot easier for the enemy to retaliate against the frail eldar. Something needs to be put in to balance things out.


Big Lot of Eldar Codex Rumors @ 2006/08/23 09:24:53


Post by: The Crawling Chaos


I agree with the last couple posts and have a completely random question- does anybody know what kind of transport/special movement options harlequins get?


Big Lot of Eldar Codex Rumors @ 2006/08/23 09:50:33


Post by: Anung Un Rama


well I hope they get rules for the Venom.


Big Lot of Eldar Codex Rumors @ 2006/08/23 10:06:02


Post by: keezus


Posted By Toreador on 08/23/2006 1:24 PM
Meh. Part of the Eldar that has always been is being more maneuverable and bring those big chunks of combined arms to bear on groups of the enemy. Your comparisons are all based on the fact that the leftover points will be there to kill your troops. I usually minimize that. Kill those 150 points and move on.

Oh, don't get me wrong, this is exactly the way to do it.  However, this strategy is completetly nullified if your opponent castles up.  Here's the other scenario.  If the game value is 1500 points, and it takes you 700 points to safely nullify 150 points of your opponent's unit, while giving up 300 points into non-scoring units, that means you only have enough force to safely engage 300 points at a time.  Even if your opponent splits into two forces, your ENTIRE force lacks the punch and staying power to fight with a 2:1 points advantage without loosing in the war of attritition.

Other than Eldar tanks, wraithguard and wraithlords, nothing the Eldar have can survive in a stand up fight.  Outside those units, the fact that you need 3:1 or 4:1 points superiority in infantry (and associated transports) to make a dent in the sea of sv3+ armies is ridiculous.  On the other hand, Eldar have tons of weapons that absolutely savage 4+sv and lower armies.  Foot Orks won't know what hit them.  This is my main gripe.



Big Lot of Eldar Codex Rumors @ 2006/08/23 10:15:46


Post by: Toreador


The use of missions tends to cause problems for armies that castle up. Faster moving armies tend to rule those.

I have always been a big eldar infantry army backed up with fast movers. I haven't had a huge problem last edition, and from the way it looks my tools have gotten a little better.

It's not easy and it doesn't always work. But that is part of playing Eldar. They are finesse.


Big Lot of Eldar Codex Rumors @ 2006/08/23 10:47:29


Post by: keezus


I had a very good record in 3rd edition with maybe a near 90% win rate using a combined arms mounted Biel-Tan list (Scorpions x2, Firedragons) and Vypers.  The only guys that were on foot were my one unit of Dark Reapers, Wraithlord and a big beefy unit of 20 Guardians w/ no platform.  I also had a combined arms Codex list which had a 70% win rate.  This one had 60 Guardians (various of both storm and defender, some with platforms, some without) backed up by firedragons, dark reapers, Avatar, Wraithlord, vypers and 2 Falcons.  The big difference between the old edition and this one was that:

1.  You could block LOS with your tanks.
2.  You could block LOS with units assaulting from your tanks.

The loss of these two key points takes away almost all the teeth of a slow Eldar foot horde, since you have to eat enemy fire on the way in.  This is the main reason why the Ulthwé strike force is a garbage list (I won't go into the reasons here).  With V4, there's lots of common stuff that kicks out tons of Eldar killing firepower:

1.  Leman Russ w/ 3 heavy bolters 9 shots on the move
2.  Eldar Falcon - (rumoured) up to 9 shots on the move w/ scatterlaser/shuricanon
3.  Preadator Destructor w/ heavy bolter sponsons - 8 shots on the move
4.  Landspeeder Tornado w/ heavy bolter - 7 shots on the move - fast
5.  Monolith:  Deepstrike into your lines, D6 shots on everything wounds on 2s no save.

The problem with missions is you have to have scoring units to win mission based games.  I have Iron Warriors as a second army.  It doesn't move at all usually.  It wins mission based missions by ensuring that nothing LIVES to hold objectives.  This would be my approach with a static style list vs. Eldar foot horde.  My army has 11 heavy bolters (3 on oblits) and 2 ordinance tanks to ensure that there will be lots of carnage.

At any rate, this is going OT.  Please msg me with any infantry based tactical solutions or create a thread in Tactics.  I'm sure other Eldar generals would love to hear how you overcome the inherent weakness of the list.



Big Lot of Eldar Codex Rumors @ 2006/08/23 11:17:53


Post by: Toreador


Yep. OT and pointless converstation, because all of it depends on opponent armies, play style, terrain setup styles, and casual or tourney games. Suffice it to say I have one falcon and one wave serpent I use in games, and around here we have never been able to screen with skimmers. And I use an aspect warrior based army. Mostly foot sloggers.

So the addition of the Autarch giving some tactical bonuses, the better save of the Dark Reapers and the newer flexibilty of the exarchs all enhance my play style and options. So I am looking forward to it. Yes, it does suck that we still can't assault out of our tanks, but that is why I put dragons and dire avengers in them or drop off assault troops in cover before I get to my objective. It all sounds good to me.


Big Lot of Eldar Codex Rumors @ 2006/08/23 11:28:35


Post by: Therion-


It's not easy and it doesn't always work. But that is part of playing Eldar. They are finesse.

This made me chuckle. This is exactly what is written on the first pages of Codex: Dark Eldar, and we all know how powerful they are. The same story is repeated in Warhammer Fantasy elf army books. The fantasy elves are all really hard to play well (in comparison to non-elves) and even then will still lose to opponents who also happen to play their armies well. Just because something is a connoiseur's army doesn't mean that it should be completely handicapped. Keezus has said pretty much all there is to say already. I just think that some people are missing the point and forgetting why those Alaitoc and Ulthwé armies were so popular in the first place. They were overplayed simply because all other alternatives sucked horribly. Don't you guys remember Ed, BigChris & Co making threads about Eldar being totally unplayable and unworkable not so long while ago right here at Dakka, and then changing their minds slowly when Alaitoc Rangers and mega-Councils were grabbing GT wins? Nothing is changing, except to the worse of course because these two WAAC armies are being removed from play.

Don't call me pessimistic, I'm just being realistic here. Eldar are so brutally handicapped that they need masses of special rules to be competitive, and if GW didn't like Disruption they should've added some new ones. I mean just think about the concept of the Heavy Bolter and the Assault Cannon...Both of the weapons do to Eldar much worse than what the now nerfed to oblivion Starcannons ever did to Marines, and people insisting on taking more of the expensive Aspect Warriors only adds insult to injury and puts a wide grin on the MEQ-man's face. I'm sure you guys have realised that Marines can be played as a connoiseur's army also, only difference being that the odds are always stacked high on your side, and you don't need to be incredibly lucky or play only against retards to be able to win.


Big Lot of Eldar Codex Rumors @ 2006/08/23 12:14:03


Post by: Lazarus


I really can't follow the logic of the eldar being "brutally handicapped". I have played since the very beginning and of course they have lost the power of 2nd edition but then again most all else did too.

I mainly play mech Biel-Tan and see these new rules as a huge boost overall. Somethings I'm not sure of until I actually see all of the rule changes but what has been shown so far looks promising. I personally wasn't using lots of star cannons so the nerf to them doesn't impact me as much.  I'm looking forward to using an Autarch along with my seer for the scorpions. Some have seen the scorpion's mandiblaster rules as a nerf but I see it as an extra attack with the claw....what the exarch's strength will be is yet to be seen for sure.

Doom should make the banshees rock. The new seer should make the librarian's head hurt for once.

 

Cheaper weapons & vehicles means free points for me. When I look at my list that I pretty much win all the time with I now get to add more stuff for "free".....wow. Most of my opponents refuse to believe that the eldar need anything.

 

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/08/23 21:51:54


Post by: Tyfe


Where is Drew Riggio when you need him?


Big Lot of Eldar Codex Rumors @ 2006/08/23 23:29:04


Post by: Therion-


Most of my opponents refuse to believe that the eldar need anything.

Well it's safe to say you don't play in a very competitive environment if your opponents are like that, and it's probably the same reason why you can't figure out why Eldar are handicapped. If you play trash but keep on winning with it, of course there's no need for any changes.

But it's nice to see that to the casual players the new casual player orientated Codex looks promising, and to the hardcore players it looks like a total flop.



Big Lot of Eldar Codex Rumors @ 2006/08/23 23:49:00


Post by: droidman



Therion, if you took Marines out of the picture, would you still have the opinion of the new Eldar codex?



Big Lot of Eldar Codex Rumors @ 2006/08/24 00:23:33


Post by: Lazarus


Posted by:Therion

Well it's safe to say you don't play in a very competitive environment if your opponents are like that, and it's probably the same reason why you can't figure out why Eldar are handicapped.

Well it's safe to say that you are completely wrong. (lol). You want to dig at me because you lack the skill to play Eldar that's just fine. Maybe I do well with them since I've payed this game from the beginning....I can't speak for you.

But it's nice to see that to the casual players the new casual player orientated Codex looks promising, and to the hardcore players it looks like a total flop.

I don't do much casual play and was only making an obsevation. I almost exclusively play tourneys so most of my perspective comes from that direction. My comments before were based upon the success I had at the last GT and the fact that the proposed changes were going to boost my list even further.

The entire list may not be obviously broken but in the hands of a good player it is still a formindable force.

Lazarus.




Big Lot of Eldar Codex Rumors @ 2006/08/24 01:33:40


Post by: Mahu


This is so assinine too.

Nobody actually has the codex in their hands and the most important part of that is points, i.e. how much are things going to cost.

Until anybody knows that, any arguement against Eldar being a competitive list is conjecture at best.

Lazarus, makes a good point. There are many successful Eldar list combinations, and with the possible reduction of points to certain units, those list become even more appealing. I would trust his judgement, he has been playing Eldar since Rogue Trader.

Don't mistake "I can no longer bring broken units" to "the list is no longer competitve". The two just don't add up.


Big Lot of Eldar Codex Rumors @ 2006/08/24 02:24:01


Post by: Lazarus


I'm just seeing so much doom & gloom in regards to the new codex and on several different boards.

I made my main list to specifically compete with some of the top tourney lists that are commonly seen. If the rumours hold true then I receive boosts to that list that are substantial.

 

Marines just got tagged with a nerf to deepstriking speeders (no one I know deepstrikes them anymore) and they also lose 1/2 points on their drop pods immediately.....does this mean that they are no longer viable as a drop pod army? (lol)

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/08/24 02:24:23


Post by: djones520


Over the last few months, since I started playing again, I've learned that the Eldar codex is not really as weak as many had led me to believe. We have an Eldar player in our group who plays them extremely well, and in the 4 games I've played against him with my Marines, we've come off pretty even, 1-2-1. Against other players, I see him win more often then anything else, infact I'm the only person he's had draws against. His list is differant EVERY time, and he usually strays from the "spam starcannon" army types.

As psyched as I am about the new Eldar Codex (I play them as well), I'm a bit worried. This guys taught me a lot about being succesful with current Eldar, and it seems a lot of huge changes are coming their way. Most seem to be for the better, and thats tending to make me thing Eldar may start to become a very broken army. When played correctly now, they are a potent force. With all these upgrades coming there way though... Well, we'll see how it turns out.


Big Lot of Eldar Codex Rumors @ 2006/08/24 02:33:42


Post by: Cruentus


Posted By djones520 on 08/24/2006 7:24 AM

As psyched as I am about the new Eldar Codex (I play them as well), I'm a bit worried. This guys taught me a lot about being succesful with current Eldar, and it seems a lot of huge changes are coming their way. Most seem to be for the better, and thats tending to make me thing Eldar may start to become a very broken army. When played correctly now, they are a potent force. With all these upgrades coming there way though... Well, we'll see how it turns out.


Being a marine and chaos marine player, I would actually hope that the army is powerful.  The only way this hobby/game is going to work is if GW makes the xenos armies actually competitive.  And I don't mean in some one-trick pony, tourny type of way, but to actually make them powerful.  It would be about time that marines had to work to get their wins.  And I hope Orks become even more powerful than Eldar

Like others have said, speculation is all well and good, but until we have book in hand, and see the codex in its entirety, then there is really no point in arguing over how 'nerfed' the army is...



Big Lot of Eldar Codex Rumors @ 2006/08/24 02:37:30


Post by: Lazarus


Our current codex is not really weak at all. The problem with it is that we only use a small portion of it which are the effective units. The new codex will be buffing all of these underused units to make them playable. There are a few nerfs but nothing we can't live with. I was only using 2 or 3 star cannons in my whole list so them going to heavy 2 doesn't mean much especially when the lower prices of everything will afford me opportunities to make up that fire power. The pulse laser is rumoured to go to heavy 2 and the scatter to heavy 4....both of those are an increase in firepower based upon averages.

 

I also see many of the changes for the better. I already have to worry about comp scoring as it is and with all of the improvements they are getting I'll be worried that some of my opponents may think the list is too strong.

 

Time will tell.

 

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/08/24 03:22:43


Post by: torgoch


 

What success? The only Eldar list to perform at the GT was Tom Sergeant's 3 Wraithlord list as far as i can recall (which i can give the details of if you like). All the rest were Councils or Disruption lists. I'm assuming you aren't Mr Sergeant, as he's from London, so can you clarify what you mean by success?

 

 



Big Lot of Eldar Codex Rumors @ 2006/08/24 03:26:05


Post by: keezus


Lazarus:  The fact that you are using Biel Tan is suspect to me.  Out of the Eldar sub-dexes to come ot of 4th, it was one of the most reduced in functionality by the new rules, due to its reliance on superior positioning to make up for its lack of numbers.  My Biel Tan list deliberately included a 20 man Guardian squad to bulk up numbers and to provide an objective grabbing unit.  Other than reaperwind, there does not seem to be an efficeint build for this list in 4th.  Please feel free to prove me wrong.  (Keep in mind, common match-ups around these parts include the usual tournament goodies - Chaos Slaanesh / Khornate lists, Iron Warriors, Marine SAFHs, Marine Drop Pods and Tyranid Godzilla lists.)

I agree while theory hammer isn't the be all and end all, it is a good measuring stick of what the "expected" outcome is, and helps you avoid boneheaded decisions.  Theoryhammer seems to indicate that the 12" range is a huge handicap.  While terrain placement can mitigate this, it is not a sure thing by a long shot.  As such, I have to throw in my lot with BigChris and Therion.  All final decisions are reserved until the codex comes out.



Big Lot of Eldar Codex Rumors @ 2006/08/24 04:42:38


Post by: Therion-


Lazarus let me just say that you can keep on repeating how your Biel-Tan has to worry about comp scores already and mostly trashes all of its opponents, but noone is buying it, since in reality there's only two options: Either all your opponents suck, or all of your opponents' armies suck, and that means you don't play in a competitive environment. Your Biel-Tan won't get a win against competitive Tyranids or Space Marines or Chaos Space Marines and that makes it a weak army. You will never beat broken armies or consistently massacre all mediocre and weak tournament opponents, and face it man that's what you have to do if you want to win something big. However if you plan to go to the UK GT and finish 167th then Biel-Tan is a fine, competitive army.

I mean, one of us has to be totally insane, and I have the feeling that it's not me since most of the people here agree with my reasoning. There's no other way to explain that one person thinks an army is hopelessly ineffective, and the other one thinks that it is in fact becoming too powerful. So do us all a favour and post your Biel-Tan tournament army list, and let us know which tournaments you won with it.


Big Lot of Eldar Codex Rumors @ 2006/08/24 05:08:33


Post by: Orion_44


I have been lurking on this forum on and off for the past two years and only now am I replying.  To think that the Eldar are a weak army is the complete opposite of my 4th ed experience.  Actually all of my experience from 1995 on.  I have won the past 5 RT's I have attended, and as my job requires I travel all the time they have been in Lakewood, WA; Olympia, WA; Monterey, CA; and Tucson, AZ.  I am about to play in another tourney on Saturday and expect to do well there also.  I play Biel Tann about 70% of the time and Alaitoc about 30% of the time.  I really love some of the units people consider weak as well.  Especially the Avatar.  80pts that if players ignore cause so much more than 80pts of damage.  And if players shoot at it they aren't shooting at my other troops which are much more expensive.  My list is at the bottom of the post. Listed Hvy, Troop, Elite, HQ (no Fast Attack)

However, back on the rumor topic can anyone point me towards a consolidated new codex rumor list?  Thanks.

3 platform Support Battery (Death Spiners) 135pts

1 Wraithlord w/Brightlance 120pts

2 Warwalkers w/2 starcannons each 200pts

5 Dark Reapers w/exarch (Missile launcher, Fast Shot) 233pts

10 Scorpions w/plas & haywire grenades/exarch (Scorpions Claw, Stealth)

10 Banshees w/exarch (Executioner) in Wave Serp (TL Bright lance, Crystal targeting matrix)

10 Fire Dragons w/exarch (Firepike) in Wave Serp (TL Brightlance, Crystal targeting matrix)

5 rangers 95pts

1 Vyper w/Starcannon 65pts

2 Vypers w/Star cannons 130pts

Total 1847 points

Orion



Big Lot of Eldar Codex Rumors @ 2006/08/24 05:38:41


Post by: Toreador


This one on Warseer is fairly up to date.
www.warseer.com/forums/showthread.php


Big Lot of Eldar Codex Rumors @ 2006/08/24 05:41:38


Post by: deitpike


what the heck is a crystal targeting matrix???

I've seen tournament winning, cheeseball Biel tan lists. I for the entire game thought I was playing a saim hann army, until the end when he showed me his list and there were 2 banshee squads in the pop up pop down falcons. I couldn't figure out how his red, painted as saim hann army had no jetbikes or other troops on the board (it was all falcons and vypers).
I am so glad the CTM is going the way of the dodo.


Big Lot of Eldar Codex Rumors @ 2006/08/24 05:51:26


Post by: MadEdric


I'll miss the CTM. Rarely used it for the popup/popdown ploy but more for a "pop the rhino in move phase so I can kill the disembarked marines in the shooting phase" ploy.
Also I'll always fondly remember killing a sirened demon prince with it. I loved the stunned look on my opponent's face when I pointed out that siren only works on the shooting and assault phases, not in the movement phase.
I'd pay double the price to get to do that again.


Big Lot of Eldar Codex Rumors @ 2006/08/24 06:49:50


Post by: Lazarus


Posted by:Therion

Lazarus let me just say that you can keep on repeating how your Biel-Tan has to worry about comp scores already and mostly trashes all of its opponents, but noone is buying it, since in reality there's only two options: Either all your opponents suck, or all of your opponents' armies suck, and that means you don't play in a competitive environment.

There really isn't much point in arguing with you as you will never know how good of a player I am without playing me nor I you. I think there are some here who can vouch for my abilities with my list though. I'd hardly say my opponent's suck either (lol)

I wasn't at the gladiator this year (I will be next year) but from my understanding a relatively tame drop list won it....over all of the uber cheese lists.

Your Biel-Tan won't get a win against competitive Tyranids or Space Marines or Chaos Space Marines and that makes it a weak army.

You are kidding right? Maybe you don't understand what sort of list I am playing.....mech eldar(insert craftworld) is a very tough list.

You will never beat broken armies or consistently massacre all mediocre and weak tournament opponents, and face it man that's what you have to do if you want to win something big. However if you plan to go to the UK GT and finish 167th then Biel-Tan is a fine, competitive army.

I think my list (and my experience) performs well against most of these hard lists as it is. The improvements will make it even better. Alaitoc (ranger disruption) , siren daemon bombs and drop pod (fotd) lists are what my list is designed to deal with effectively and these were all top tourney lists.

I guess to sum it up I'm pretty happy with what I'm hearing in regards to changes and I am personally confident in my ability to make my list competitive in any environment. If you personally need more brokeness to feel comfortable than that is your perrogative.

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/08/24 07:11:14


Post by: Orion_44


Thanks, Toreador.

And yes, as you can see I like things some people don't use.  I also don't like the pop up attack, leave that to the Tau... but to shoot a transport in movement and then get the troops in shooting is great fun.  And when you can work it out so the scorps are nearby and those troops get assaulted just watch your opponents oh so great day melt away.

And, for Alaitoc, just don't use the ranger table.  Your opponents never mind and you don't really need it.  Its just having 40 rangers that makes the list fun.

Orion

edit/  I just read the compilation thread and I am in heaven.  Can't wait to get my hands on the new dex.  Especially one of my all time favorite weapons the heavy flamer.- Orion



Big Lot of Eldar Codex Rumors @ 2006/08/24 07:15:59


Post by: Lazarus


Posted by:keezus

The fact that you are using Biel Tan is suspect to me

Really? When running a mech list I can choose from several different craftworlds......My falcons don't care what color they are. (lol)

Other than reaperwind, there does not seem to be an efficeint build for this list in 4th.

Mech lists are certainly viable in 4th edition. Sure, we don't have the pure assault power we once had but that's not what I rely on.

(Keep in mind, common match-ups around these parts include the usual tournament goodies - Chaos Slaanesh / Khornate lists, Iron Warriors, Marine SAFHs, Marine Drop Pods and Tyranid Godzilla lists.)

Oh, believe me, my list was built with these lists in mind.  The only time my lists seems to suffer is if we do not play with the minimun ammount of terrain and this will sometimes happen at tourneys....although in 50%of those games it won't matter (lol)

Theoryhammer seems to indicate that the 12" range is a huge handicap.

Yes, the shorter range is indeed a handicap compared to 2nd edition but we have had how long to learn to live with it? I'm sure no one says that melta guns are handicapped either...it's how you apply the strength you have not just how strong you are.....

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/08/24 07:21:07


Post by: keezus


Lazarus> You have yet to post how you make a mechanized list work. Slightly less than 1/3 of the points invested in every full size mounted Aspect Warrior squad consists of points spent on your transport. The transport doesn't score, and doesn't block LOS. Full size shooting aspect warrior squads can not be relied upon to defeat similar numbers of Sv3+ models on average. Statistical analysis shows that force multipliers of 2x are needed for AP3+ weapons, and force multipliers of 3x+ needed for AP4 and below. To me it just reeks of diminishing returns as your scoring units are all rendered useless through attrition.

I own over 5000 points of Eldar that are gathering dust, including 5 converted waveserpents. Help a brother out!

-EDIT- Just saw your post.  I know that it is possible to attack and destroy isolated portions of the enemy, however, any time the enemy unites their forces, and denys the eldar their force multiplying effect, baring some insane rolling, you're going to die to attrition.

-EDIT2- The Biel Tan comment was in response to your assertion that tweaks to aspect warriors were going to make them too strong.  It's pretty obvious that the 3x Falcon + Vyper list is very effective - and will CONTINUE to be effective.  I believe Therion and the others are bemoaning the fact that the rest of the list still isn't very competitive.  That is what we are trying to address.

-EDIT3- The issue with short range is that rapidfire gained that extra shot within 12".  So it means that whereas in the past kiling 6/10 Marines meant 4x return shot, now you're eating 8x return shot.  Which is where the issue lies.  Instead of crippling, you have to near annihilate the enemy when you attack, and the new codex rumours currently does not appear to support this kind of play.  Note:  Eldar have exactly 1 rapidfire gun, the Deathspinner, which is capped at 12".



Big Lot of Eldar Codex Rumors @ 2006/08/24 07:56:36


Post by: Lazarus


Posted by:keezus

You have yet to post how you make a mechanized list work. Slightly less than 1/3 of the points invested in every full size mounted Aspect Warrior squad consists of points spent on your transport. The transport doesn't score, and doesn't block LOS. Full size shooting aspect warrior squads can not be relied upon to defeat similar numbers of Sv3+ models on average. Statistical analysis shows that force multipliers of 2x are needed for AP3+ weapons, and force multipliers of 3x+ needed for AP4 and below. To me it just reeks of diminishing returns as your scoring units are all rendered useless through attrition.

The transports may not score but they still must be dealt with. The faclons are likely to be alive to the bitter end and that works great as VP denial as well as objective grabbing. You use mobility to your advantage.

I own over 5000 points of Eldar that are gathering dust, including 5 converted waveserpents. Help a brother out!

lol, I have over 20,000 points+ so if you need anything let me know.

-EDIT- Just saw your post.  I know that it is possible to attack and destroy isolated portions of the enemy, however, any time the enemy unites their forces, and denys the eldar their force multiplying effect, baring some insane rolling, you're going to die to attrition.

The sheer volume of fire I can soak up along with my mobility usually tells me different. 80% of all my opponents are MEQ's and when not fighting them it's siren daemonbombs....not too hard when you know what's coming eh?

-EDIT2- The Biel Tan comment was in response to your assertion that tweaks to aspect warriors were going to make them too strong.  It's pretty obvious that the 3x Falcon + Vyper list is very effective - and will CONTINUE to be effective.  I believe Therion and the others are bemoaning the fact that the rest of the list still isn't very competitive.  That is what we are trying to address.

I run several different list builds depending on what sort of tourney I'm attending. When comp scoring is involved (as it most often is) I'll use a tamer list. This list had 2 units of dragons in falcons along with a fire prism (guided by a seer or course). in addition it had a full dire avenger unit in a serpent. (as well as other units etc)I know, the avengers and prism were not optimal units but they were done to add colour and comp to my list to ease the cries of my opponents. I still win with them. With the new codex the prism gets a nice boost in versatility along with better BS. The avengers also get a nice boost. Vehcile costs go down. weapon costs go down. Fire dragons go to str8 which makes extremely short work of godzilla nids or other MC's as well as added punch on vehicles, instant killing of most characters and monolith punching on a 6'. Why is it so hard to see the boosts that some lists will be getting? When someone tells me I'll have extra points left over? The star cannon may lose one shot but I only had two in the list....my pulse lasers and scatter lasers gained shots in addition to becoming cheaper...

EDIT3- The issue with short range is that rapidfire gained that extra shot within 12".  So it means that whereas in the past kiling 6/10 Marines meant 4x return shot, now you're eating 8x return shot.  Which is where the issue lies.  Instead of crippling, you have to near annihilate the enemy when you attack, and the new codex rumours currently does not appear to support this kind of play.  Note:  Eldar have exactly 1 rapidfire gun, the Deathspinner, which is capped at 12".

Yeah, the new rapid fire rules were as kick in the teeth to the eldar but once again I've been dealing with this for some time now. the deathspinner is rumoured to become an assault gun again.

 

Shining spears with str6 power weapons on the charge and rumoured str8 for the exarch is just insane...with cost reduced to 35 points add a seer to that unit and you have re-rolled 3++ that you can use to wreck those 500 pt termie command sqauds I run into all of the time.

If people sent half of the time trying to figure out the gains comapred to the losses they would soon realize that we'll have a good dex.

 

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/08/24 10:12:31


Post by: Kikkoman


I've heard that Shining Spears just get Skillful riders USR, not 3++ sv

on 40konline.com I read the following for Autarch and Phoenix Lord stats-

http://www.40konline.com/mos/index.php?option=com_smf&Itemid=861&topic=82933.4080

Autarch
WS6 BS6 S3 T3 W3 A3 I6 LD10 3+/ 4++ save.

Prince Yrial ? Autarch of Iyandan, Special Weapon: Cursed spear of Twighlight (Simular to a type of Witchblade, S7-8 Lrg Blast centered from character, use once per game), Eye of Wrath

Phoenix Lords ? They are suppose to range around 185-235pts, they are suppose to have much better stats and abilities (possible stats WS7 BS6 S4 T4 W3 I7 A3 LD10 2+ armor save) and be able to purchase limited Wargear from the Armory (grenades limited to Aspect). They are also to get a special rule called ?Disciples? (is said not to change FOC of units so no changing Elites to Troop option, this is to effect a Aspect squad that he joins in some way, might just be their new name for Fearless that can bestow on a squad they join). PL's protected from insta-kill by a special rule "Eternal Warrior". PL's will have their Ritual Weapons and their Shrine Powers, plus one additional Power.
Karandras- Weapons -Scorpion Bite (Manablasters +2A), Scorpion Chainsword, Scorpion Claw Powers: Stalker, Shadow Strike, ?
Maugan Ra- Weapons- Maugetar(S6 AP4-5 A4 Rending/Pinning)Powers: Crack Shot, Fast Shot, ?
Jain Zar- Weapons- Executioner, Silent Death Powers: Acrobatics, Warshout, ?
Baharroth- Hawks Talon, Power Weapon Powers: Skyleap, Intercept, ?
Fuegan- Weapons- Firepike, Fire Axe(Str+2d6 Armor Pen/not PW) Powers: Tank Hunter, Crack Shot, Feel no Pain USR,
Asurmen- Shuriken Gauntlets, Sword of Asur Powers: Blade Storm, Defend, ?





Was the CTM really that terribly unbalanced? Popup attacks are what Eldar have been doing since before Tau existed.
Would've been fine to make CTM come only with Vypers (which are slightly bigger jetbikes). Falcons and Prisms can absorb damage with other upgrades anyways.

This new Codex has become perfect for making a "pirate (but not Dark) Eldar list" with the Autarch and troop jetbikes.

Autarch=Pirate Prince
Aspect warriors= elite specialised pirates, Prince's retinue
Guardians/jetbikes/rangers=pirate troops


Big Lot of Eldar Codex Rumors @ 2006/08/24 10:42:55


Post by: deitpike


SS get skillful rider, hit and run, and a 3+

the rest of that looks almost spot on though


Big Lot of Eldar Codex Rumors @ 2006/08/24 10:52:35


Post by: Lazarus


The 3++ I was refering to was for when they turbo boost into position...add fortune to that and it gets mean.

Lazarus.

 



Big Lot of Eldar Codex Rumors @ 2006/08/24 11:07:22


Post by: Lazarus


 

Here is a new batch of confirmation / rumour. Make of it what you will....if vectored engines do that I'll say my mech list just got even tougher huh? (lol)

Lazarus.

 

[quote author=Hilbilly Jim the 132nd link=topic=82933.msg1449425#msg1449425 date=1156447230]
I spoke to someone who has playtested with the new Eldar today, and have been told quite a bit of information. However, I do not know what I will be confirming/repeating and new stuff, so I will not categorise.

The coolest thing that I have been told, and been unable to find in the summaries, is that vectored engines will now stop an immobilised fast-moving skimmer from crashing (yay to no pinning and wounds!) so Wave Serpent rushes will be getting a big boost.

Harlequins are going to be very, very hard. They are going to be WS5 BS3 S3 T3 W1 A2 I6 Ld9 Sv 5++ and 18 pts in units 5-10. They can supposedly upgrade their close combat weapons to Harlequin's Kisses (rending close combat weapons) at +4 pts/model, will all have furious charge, can take a Death Jester for +10 pts with a pinning Shuriken Cannon a Shadowseer (can't remember the points) who will mean that they always count as in night fight and give them hit and run, and a Troupe Leader who can have Power Blades and has +1 basic attacks and Leadership. (I can't wait for 40 S4 I7 rending attacks!)

Mandiblasters are just going to be +1 attack (yes to Autarchs with 6 S6 power weapon attacks!).

Wraithguard will be takeable as troops choices in units of ten with warlocks, and Wraithlords will get Wraithsight. Warlocks will have an area of wraithsight nullifying of 6', and can be upgraded to Spirit Seers for 6 pts which will give them a 12' area of effect.

Spirit Stones will be becoming Extra Armour but will be staying at 10 pts. Holo-Fields are staying the same but Crystal Targeting Matrices are conclusively gone.

Dire Catapults will be 18' range, and Blade Storm is as expected (Assault 3 for one turn, no firing next turn). As is a shimmershield and Distract.

He did not specifically say it, but he gave the distinct impression that Phoenix Lords would not be special characters but normal HQ choices! Do not take this one too seriously though, as he did not specifically say it.

Laser Lances are going to be incredibly hard in combat as expected, but will also be Assault 1 S6 Rng 6' Lance Weapons, and Star Lances the same but S8 (in combat and shooting)! So do not think for one second that your Bright Lance Shiningg Spear Exarchs have gone! No word on Ap yet.

D-Cannons will be blast Wraithcannons. Wraithcannons are going to be Ap2, but are otherwise as expected (wound on 2+ etc.) and Wraithguard will be toughness 6.

Seer Councils will now be takeable as a Vanilla unit, and in fact everything else expected is correct (except for the fact that you will no longer need to take Farseers to take Warlocks).

The Tempest Launcher will be G36 Heavy 2 Blast S4 Ap3 and will be fast shot-able. Dark Reapers will be getting 3+ saves and be going down in points.

Fire Dragons are as expected (melta guns basically and down to 15 pts).

Prisms are as expected.

Guardian Bikes will be troops and are dropping in points.

Warp Spiders will be fast attack and able to deepstrike if the Exarch has a certain power.

The whole thing about vehicles getting cheaper but weapons more expensive (except second Shuriken Cannons) is all true.

Avatars are as expceted, as are Autarchs and Phoenix Lords (except that they might be takeable in normal/tournament games). Eldrad is staying the same, except is getting doom, as expected. Prince Yriel is a new Special Character who will have a Singing Spear that ignores armour saves in combat, mostly an Autarch's statline and a S8 Grey Knight holocaust type thing that he can use once per game instead of attacking.

Guardians are becoming ten to twenty, but Dire Avengers are not becoming 1+ as some rumours have stated.

War Walkers' energy field will make them not count as open-topped now, and they are getting a scout move.

Starcannons will definately be becoming Heavy 2, Scatter Lasers Heavy 4 and Pulse Lasers Heavy 2.

I did not get a chance to ask about Swooping Hawks, and before anyone says, I do know that this is mostly just slightly confirming (do not take it too seriously as my memory may be fudged) what we already believe.



Big Lot of Eldar Codex Rumors @ 2006/08/24 11:28:19


Post by: deitpike


most of that looks right
but
there are no seer councils (you can take a unit of warlocks for each farseer you have, they become 1 squad)

and the wraithguard need to be led by a spiritseer, not warlock, to become troops


Big Lot of Eldar Codex Rumors @ 2006/08/24 11:30:40


Post by: Lazarus


I was under the impression (from multiple sources) that you will indeed be able to take a seer council. It will be limited to 3 seers and around 10 warlocks. The warlocks come w/ standard equipment so there will no longer be cheap ablative wounds fdor the council.

 

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/08/24 12:13:45


Post by: Toreador


Someone needs to spy on the book and see if the def for the wraithcannon and now the D-cannnon has changed from insta kill or not.


Big Lot of Eldar Codex Rumors @ 2006/08/24 12:38:37


Post by: The Happy Anarchist


You know, it occurs to me that Iyanden might be very dangerous.
Just a thought.

3 WLs, plus Seer Council. 2-4 units of troops of Wraithguard (now much tougher) as well as 2-3 units in Wave Serpents as Fast Attack.

Then for Elites, maybe something to go after hordey infantry?

Wraithcannons can take out any target in the game with relative ease. Main issue will be against numbers and close combat. Not to mention speed and mobility.
Still, something worth considering I think.


Big Lot of Eldar Codex Rumors @ 2006/08/24 12:40:16


Post by: bigchris1313


No no no.

I wish, Mr. Anarchist, but not going to happen. Not with a 12" range. Not with 4th Ed cover. And not at 35 pts per model.


Big Lot of Eldar Codex Rumors @ 2006/08/24 13:10:51


Post by: Lazarus


I'm not sure how viable Iyanden will be on a strict craftworld theme as before but we certainly have more flexibility with them now. Greater toughness along with wounding on 2+ makes them more than simple monolith / land raider killers. Add in some new HQ's with more punch and improved wraithlords combined with cheaper options....you'd have to admit it's going to be an improvement over last edition.....so you don't get 3 lords and 3 falcons (who in the hell was fitting that in an 1850 list worth a damn?)

Will this be an optimal hardcore list? I dunno....I'll have to see the whole codex first.

I wish we could get some concrete evidence on the fate of the USF list...Phill Kelly wrote that as well so I'd hope he kept it in mind....I get giddy with the thought of harlequins swarming out of the gate (lol)

Fast attack slots will be hotly contested to the point that many vypers will hit the shelves...

If the new vectored engines & spirit stones work as advertised we'll be able to deliver cargo to target without any difficulty at all....

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/08/24 13:23:38


Post by: The Happy Anarchist


Ouch. They would definitely have to drop to 25-30 points, at least, to be viable. Damn, they pay alot.


Big Lot of Eldar Codex Rumors @ 2006/08/24 13:36:08


Post by: deitpike


say it with me now "no more seer councils"

farseer + 3-10 warlocks = yes, multiple farseers in a squad = no
weraithcannon and D cannon = instant death on 6 regardles of toughness (just for wording)


Big Lot of Eldar Codex Rumors @ 2006/08/24 14:37:00


Post by: Lazarus


Im willing to bet that they still have a seer council. Rumours of this have been fairly persistent and it makes the most senes anyways. Ulthwe alread gets nerfed by losing their black guardians somewhat and I seriously doubt they will remove the council as well. The council box sets are still out there and they will also be releasing new farseer models.....with all of our new HQ options being good we may not actually see the council all that often but it will be there for the choosing. By eliminating the council GW would lose sales on their models....

 

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/08/24 15:48:26


Post by: kwade


Quick note about a misconception I've been seeing in this thread.

Pulse Lasers are, statistically speaking, neither gaining nore losing effect when fixed to 2 shots/turn.

Before, you had 6 possible results: 1, 1, 2, 2, 3, 3 Add them together and you get 12. Divide by 6 (the total # of possible results) and you get exactly 2.

As a check for ourselves, look at a standard d6 roll: 1 + 2 + 3 + 4 + 5 + 6 = 21. 21/6 = 3.5. Seems the math holds up.

As for why this should be intuitive - because when you were rolling a d3 beforehand, you were effectively halving the die roll and rounding up. The effect of this rounding is that the average was slightly weighted toward the top end result.

That is all, back to the regularly scheduled disucssion.


Big Lot of Eldar Codex Rumors @ 2006/08/24 19:46:32


Post by: Longshot


I still can't believe they didn't fix holofields. Man, screw them. Screw them hard.


Big Lot of Eldar Codex Rumors @ 2006/08/24 20:13:29


Post by: Indecisive


Do you think Asurmen will get Battle Fate again?


Big Lot of Eldar Codex Rumors @ 2006/08/24 21:51:55


Post by: Flack Jack


Well I dont really care if it is a slightly lower chance at getting desirable roles with the pulse lazer. I have trouble relying on luck. Perhapse I should'nt have chosen Skaven for Warhammer fantasy.


Big Lot of Eldar Codex Rumors @ 2006/08/24 22:55:16


Post by: The Crawling Chaos


Here's a silly question- will DE be able to take harlequins?


Big Lot of Eldar Codex Rumors @ 2006/08/25 07:01:16


Post by: Reecius


That is so awesome about the Harlies. Brilliant models, great background and now, a killer unit. If they all have rending attacks plus hit and run, move through cover, nightfight, rivetblades? they will be just fantastic.

I am very excited for the new codex.

What do you guys think will be the most effective unit for the points? Sounds like Fire Dragons in a serpant will be pretty dang good. And i go back and forth about avengers, I have read some very persuasive arguments both ways on this thread.


Big Lot of Eldar Codex Rumors @ 2006/08/25 08:29:53


Post by: Toreador


Harlies are going to be such a hard hitting and yet high cost and fragile as hell force on the tabletop. I am curious to see if they have any other save other than the 5+, and return attacks will just eat them up!


Big Lot of Eldar Codex Rumors @ 2006/08/25 08:37:04


Post by: kwade


Yeah, I'm not sold on the new Harlies. It sounds like they'll suffer from the same problems they've always had - brutal in CC, but good luck getting them there intact. Kind of like expensive Daemonettes that can fleet, but have to start on the board.

Meh.


Big Lot of Eldar Codex Rumors @ 2006/08/25 09:30:44


Post by: Mahu


They will be great in Cityfight, almost manditory.


Big Lot of Eldar Codex Rumors @ 2006/08/25 09:32:18


Post by: kwade


Indeed - in Cityfight they should rule.


Big Lot of Eldar Codex Rumors @ 2006/08/25 09:46:16


Post by: Reecius


is the save a 5+ I or like the previous rendition, only a 5+ I in HtH?

and will they still have the domino field option?


Big Lot of Eldar Codex Rumors @ 2006/08/25 13:16:31


Post by: The Crawling Chaos


Are they 0-1? I remember reading that somewhere. Now I want to paint my harlies. Too many damn projects!


Big Lot of Eldar Codex Rumors @ 2006/08/26 13:50:18


Post by: BatCommander


I still think harlequins were much better before. I'd rather have my Solitare with a possible 13 attacks at initiative 8 that wounds on a 2+, ignores armor saves, and kills things outright on a 6. Same with a great harlequin, but with only 7 attacks.


Big Lot of Eldar Codex Rumors @ 2006/08/26 13:56:30


Post by: Kirasu


I prefer legal models over ones in some obscure journal


Big Lot of Eldar Codex Rumors @ 2006/08/26 14:09:27


Post by: BatCommander


I'm guessing my USF army is no longer viable.


Big Lot of Eldar Codex Rumors @ 2006/08/26 14:12:23


Post by: BatCommander


Kirasu, I'm guessing you're referring to me? That "some obscure journal" just so happens to have been written by Gav Thorpe, who just might have written many other codices that you consider "legal."


Big Lot of Eldar Codex Rumors @ 2006/08/26 14:46:11


Post by: Ghaz


Posted By BatCommander on 08/26/2006 7:12 PM
Kirasu, I'm guessing you're referring to me? That "some obscure journal" just so happens to have been written by Gav Thorpe, who just might have written many other codices that you consider "legal."

Just because it was written by Gav Thorpe doesn't immediately make it 'legal' or anything else.  The fact remains that you have to dig up the rules from either an out of print magazine or off of GW's website.  That meets the requirements ofm being 'obscure in my book.


Big Lot of Eldar Codex Rumors @ 2006/08/26 14:55:47


Post by: BatCommander


I never said it makes it legal; I was just stating that the rules aren't ridiculous. They have been well thought out, and tested. I never tried using them in any official game.


Big Lot of Eldar Codex Rumors @ 2006/08/26 15:08:33


Post by: Ghaz


Posted By BatCommander on 08/26/2006 7:55 PM
I never said it makes it legal; I was just stating the the rules aren't ridiculous. They have been well thought out, and tested. I never tried using them in any official game.

And who says they've been 'well thought out and tested'?  How do you know that they're 'well thought out' if you've never used them?  And as for being tested, just because they're several years old doesn't mean that GW likes the results.


Big Lot of Eldar Codex Rumors @ 2006/08/26 15:13:51


Post by: Drake_Marcus


Posted By BatCommander on 08/26/2006 6:50 PM
I still think harlequins were much better before. I'd rather have my Solitare with a possible 13 attacks at initiative 8 that wounds on a 2+, ignores armor saves, and kills things outright on a 6. Same with a great harlequin, but with only 7 attacks.

Well yeah- but those rules weren't fully playtested and would never represent a codex army.  They were far closer to what one would expect from a 2nd edition partially "ported over" army.  Honestly- the every man is a hero style armies of 2nd ed (ie. the harlies and SW wolfguard with cyclones and assault cannons) don't transfer well to the current rules set.  The closest thing to that style of army we have a modern version of is a 13th company list, and as you can see from that list it's really not that impressive.  It just seems silly that the harlies were so individually powerful even when compared to SM chapter masters :p


Big Lot of Eldar Codex Rumors @ 2006/08/26 15:28:34


Post by: BatCommander


Harlequins were not individually powerful, the base units were rather fragile, it's just their characters. And Ghaz, stop assuming so much, I never said I didn't use them, I said I never tried to use them "officially," specifically meaning any tournaments or such.


Big Lot of Eldar Codex Rumors @ 2006/08/27 00:13:01


Post by: Therion-


The new Harlequins are almost useless of course. Let's see, they ignore difficult terrain, move 6 and assault 6 but can fleet, have a decent amount of rending attacks in close combat, can't use transports, and have T3 and no armor save. All this makes them 'Genestealers', which in turns means they aren't useful in hardcore tournaments.  You call them cool, your opponent calls them free VP.

I'm your voice of reason. Put things into perspective before you hype them to the seventh heaven. Everything I've seen from the new Codex is a nerf of somekind, except the few Aspect Warrior adjustments (S6 to S8 fusion gun etc). The same nerfing mentality applies to the Harlequins which you are just discussing. On the other hand, Aspect Warriors got nerfs too, as all Exarchs have S3 now. That of course means that the all new "Dark Blade" Exarchs only have S5 power weapons and the Striking Scorpion Exarch a S6 power fist.

Could someone really tell me what's going on with this Dire Avenger hype? Dire Catapults are NOT effective against MEQ because the person who carries them costs a lot of points and is the optimal MEQ target (T3 4+ save -- dies on a 2+ to sustained fire weapons that also allow no save), and if you are fighting hordes with mechanised Eldar you WILL rather take the Storm Guardian unit with 2 Flamers and Warlock with Heavy Flamer.


Big Lot of Eldar Codex Rumors @ 2006/08/27 01:08:35


Post by: BatCommander


I've never hyped the current harlequins; without their characters, they are nothing. So they no longer have a 4+ cover save?


Big Lot of Eldar Codex Rumors @ 2006/08/27 06:54:32


Post by: Davian


Yeah, they are basically Genestealers. We'll have to see about what kind of save they get, too (cover, invy, whatever). That ability the Shadowseer can take which acts like a Tau stealth field might count for something, though, depending on its cost. It won't help once they start to get close, but it can help against first turn strikes and may come in handy if you can limit LOS to them.


Big Lot of Eldar Codex Rumors @ 2006/08/27 09:49:43


Post by: The Crawling Chaos


Harlies should be able to deep strike or something due to their mastery of the webway. Not that I've heard any rumors that they can or anything, but they should be able to. 

I just had a sad thought, unless the Death Jester has some kind of ability that lets him shoot his Shuriken Cannon on the move, he's going to be completely useless.  Even then actually because wouldn't you rather be fleet most of the time?


Big Lot of Eldar Codex Rumors @ 2006/08/27 10:49:43


Post by: Ghaz


Posted By BatCommander on 08/26/2006 8:28 PM
And Ghaz, stop assuming so much, I never said I didn't use them, I said I never tried to use them "officially," specifically meaning any tournaments or such.

Who's making asumptions?  Official games don't occur at just tournaments, thank you very much.


Big Lot of Eldar Codex Rumors @ 2006/08/27 10:55:26


Post by: Schepp himself


If the Codex is good, and I hope it is, then every CC-Aspect will have its certain role on the battlefield.
You cannot expect Harlies to overshadow Banshees and Scorpions in every battle-situation. They will be extremly useful in dense terrain but won't survive any serious shooting action due to their 5++ save (and beware the Psycannons).

Is it possible that they change the Shurikencannon to Assault anyway? Or maybe the Death Jester has a move and fire special rule (Slow & Purposeful seems a bit off).

Gw tried to bring the Aspects in line, e.g. shooty aspect, shooty exarch. So a standing Death Jester would totally hemper the effectiveness of the harlequins...well...we'll see...

Looking forward to it!

Greets
Schepp himself


Big Lot of Eldar Codex Rumors @ 2006/08/27 11:47:58


Post by: Master_Exploder


Posted By Schepp himself on 08/27/2006 3:55 PM

Is it possible that they change the Shurikencannon to Assault anyway? Or maybe the Death Jester has a move and fire special rule (Slow & Purposeful seems a bit off).



In the new US WD, on the miniaturized pages of the codex in the preview, it does indeed say the shuricannon is assault 3 now. And the scatter laser is heavy 4.


Big Lot of Eldar Codex Rumors @ 2006/08/27 11:53:41


Post by: Orion_44


Look on Warseer or in posts above, the death jester cannon is an assault, pinning weapon. It should be great fun.

Edit- Stupid slow server, I was beat to the punch.



Big Lot of Eldar Codex Rumors @ 2006/08/27 14:24:52


Post by: kwade


Posted By Therion- on 08/27/2006 5:13 AM
Could someone really tell me what's going on with this Dire Avenger hype? Dire Catapults are NOT effective against MEQ because the person who carries them costs a lot of points and is the optimal MEQ target (T3 4+ save -- dies on a 2+ to sustained fire weapons that also allow no save), and if you are fighting hordes with mechanised Eldar you WILL rather take the Storm Guardian unit with 2 Flamers and Warlock with Heavy Flamer.


I think the DA hype is that the unit has actually become a viable choice.  It's not about them becoming a 'must have' unit, it's about them becoming a 'might take' unit instead of the 'no way' unit they've been since at least 2nd edition (maybe even before then, I didn't start till 2nd).

And vs Gaunts a unit of 10 net an average of 13.66 kills with a Storm (that's not even considering the extra pump the Exarch gives to the stats).  Doomed, that same unit takes 17.77 kills from a Storm.  With an 18" range, the gaunts don't have to be bunched up to hit these numbers, unlike the trip flamer squad which depends on closer groupings to get really efficient averages. 

So no, I would NOT rather take the Storm Guardian unit over this thank you very much. 



Big Lot of Eldar Codex Rumors @ 2006/08/27 16:00:33


Post by: Therion-


I'm pretty damn sure I can kill more Gaunts with 7 Shuriken Catapults/Pistols, 2 Flamers and a Heavy Flamer, than with 10 Dire Catapults, in almost any given scenario. My Heavy Flamer also has a higher strength and AP, and tons of my automatic hits ignore cover saves in addition to armor saves (which is a big advantage). Don't forget that Bladestorm also gimps you for the following turn.

The 'trip Flamer' squad doesn't require the targets to be closely grouped, only that you get to disembark into a good firing position. Although I must say that if the target Gaunt unit has 20 models or more as in your example they do, they are going to be pretty closely grouped on most tabletops.

Finally, a Warlock and 9 Storm Guardians are a lot cheaper than 9 Dire Avengers and a Dire Avenger Exarch with Bladestorm power, and you can also get great value out of them by using them as a 6man squad in a Falcon.

I would never, ever, take 9 Dire Avengers and an Avenger Exarch over Storm Guardians in a mechanised Eldar army, and if Dire Avengers aren't too useful in that type of force, they certainly have no role in a footslogga Eldar army, so what's the point?



Big Lot of Eldar Codex Rumors @ 2006/08/27 16:27:18


Post by: BatCommander


Posted By Ghaz on 08/27/2006 3:49 PM
Posted By BatCommander on 08/26/2006 8:28 PM
And Ghaz, stop assuming so much, I never said I didn't use them, I said I never tried to use them "officially," specifically meaning any tournaments or such.

Who's making asumptions?  Official games don't occur at just tournaments, thank you very much.


Your posts are always hilariously ironic. I stated, '...tournaments or such." neither limiting official games to just tournaments, nore implying that all games are official; if you're going to try to berate me about my posts, try reading the entire thing.


Big Lot of Eldar Codex Rumors @ 2006/08/27 18:20:39


Post by: Toreador


Then don't use them Therion. I have always played with at least one unit of Dire Avengers in my games, and tend to like them more in smaller games. It's just a bonus for me now to get more out of them.

I don't use and dislike guardian storm squads. Don't like em, don't think they ever made sense in an eldar force so I only used them a few times. I like the versatility and survivablilty that the Dire Avengers had over them. The thing I found that most opponents did was ignore them because they never did seem to be much of a threat, so generally I would get them into a decent position and in cover for objectives while my opponent concentrated on getting rid of the high threat targets.

Generally most large gaunt hordes I have fought against are rather spread out because everyone loves to use flamers and template weapons against them. I will take the Dire Avengers over the storm squad. If you are unlucky with the storm squad they really can't survive a counter if they fail.


Big Lot of Eldar Codex Rumors @ 2006/08/27 18:27:19


Post by: Ghaz


Posted By BatCommander on 08/27/2006 9:27 PM
Posted By Ghaz on 08/27/2006 3:49 PM
Posted By BatCommander on 08/26/2006 8:28 PM
And Ghaz, stop assuming so much, I never said I didn't use them, I said I never tried to use them "officially," specifically meaning any tournaments or such.

Who's making asumptions?  Official games don't occur at just tournaments, thank you very much.


Your posts are always hilariously ironic. I stated, '...tournaments or such." neither limiting official games to just tournaments, nore implying that all games are official; if you're going to try to berate me about my posts, try reading the entire thing.

I see no such reference to 'tournaments and such' in your original post about not using Harlequins in 'official' games.  Maybe you should try to be more exact in your statements and not try to make excuses to cover up your mistakes.  Perhaps you should be the one reading your entire posts before you try and berate someone.


Big Lot of Eldar Codex Rumors @ 2006/08/27 18:39:30


Post by: Railguns


Just from what I have seen, I am not too excited considering what is being changed. Someone else has probably already said this, but until we get some kind of real,significant change in how the army plays rather than simple unit tweaks, Eldar will be played the same as always(well, when played without seer councils, starcannon spammage and disruption). There is simply no way for Eldar assault units to make it into hth without being shot to pieces first. It just doesn't happen. And Harlequins sound great, but if they only get some 5+ dodge save, they suffer from the general inability to get anywhere intact and have a save that is easly overloaded with the T3.

As far as these nerfings,(IE loss of "Craftworld" units and tactics) I don't see how weakening our strong units makes the others "more competitive". If I have one gimp leg and one good one, I will rely on the good one. Breaking the good one won't make the gimp one more useful in a race.

Anyway, thats my $.02 American, but I will wait and see.


Big Lot of Eldar Codex Rumors @ 2006/08/27 18:42:51


Post by: kwade


Posted By Therion- on 08/27/2006 9:00 PM

I'm pretty damn sure I can kill more Gaunts with 7 Shuriken Catapults/Pistols, 2 Flamers and a Heavy Flamer, than with 10 Dire Catapults, in almost any given scenario. My Heavy Flamer also has a higher strength and AP, and tons of my automatic hits ignore cover saves in addition to armor saves (which is a big advantage). Don't forget that Bladestorm also gimps you for the following turn.

The 'trip Flamer' squad doesn't require the targets to be closely grouped, only that you get to disembark into a good firing position. Although I must say that if the target Gaunt unit has 20 models or more as in your example they do, they are going to be pretty closely grouped on most tabletops.

Finally, a Warlock and 9 Storm Guardians are a lot cheaper than 9 Dire Avengers and a Dire Avenger Exarch with Bladestorm power, and you can also get great value out of them by using them as a 6man squad in a Falcon.

I would never, ever, take 9 Dire Avengers and an Avenger Exarch over Storm Guardians in a mechanised Eldar army, and if Dire Avengers aren't too useful in that type of force, they certainly have no role in a footslogga Eldar army, so what's the point?


Actually, say you get to keep your shuricats and get the two flamers and Destructor for the sake of argument.

x16 shuricat shots, x8 hits, 5.33 wounds

You've got to make up 11.33 wounds with the flamers.  Assuming you can get an equal distribution, or even heavy on the Destructor, that's an average of 3.77 wounds each.  So, your looking at hitting 5.655 gaunts per flamer and 4.524 gaunts with the Destructor.

Not the most unlikely scenario if you throw in a Waveserpent to get them in position.  This is, again, assuming you get to keep your shuricats, unlike in the current 'dex where you'd only be starting off with a little over 2.6 wounds with the shuri weaponry.

Only, now the squads are a lot closer in price (DA will probably end up in Serpents a lot as well, so might as well throw that onto their cost).  And, your slightly cheaper squad just tied with the Avengers, who get to clear an 18" zone around them with that same kind of careful positioning to deny anything but a very lucky charge.

So, on top of buying more armor for my guys, point for point I'm more survivable because I don't risk getting charged as easily as the Guardians.

Don't play them because you don't want to play them, not because you've decided that they can't put out the numbers that they'll be able to for no good reason.



Big Lot of Eldar Codex Rumors @ 2006/08/27 20:40:18


Post by: BatCommander


Posted By Ghaz on 08/27/2006 11:27 PM
Posted By BatCommander on 08/27/2006 9:27 PM
Posted By Ghaz on 08/27/2006 3:49 PM
Posted By BatCommander on 08/26/2006 8:28 PM
And Ghaz, stop assuming so much, I never said I didn't use them, I said I never tried to use them "officially," specifically meaning any tournaments or such.

Who's making asumptions?  Official games don't occur at just tournaments, thank you very much.


Your posts are always hilariously ironic. I stated, '...tournaments or such." neither limiting official games to just tournaments, nore implying that all games are official; if you're going to try to berate me about my posts, try reading the entire thing.

I see no such reference to 'tournaments and such' in your original post about not using Harlequins in 'official' games.  Maybe you should try to be more exact in your statements and not try to make excuses to cover up your mistakes.  Perhaps you should be the one reading your entire posts before you try and berate someone.
I've had enough of your inflamatory rambling. Ghaz, listen up, pay attention and read this one through. I will be explaining how wrong you are, how correct I was/am, and how ridiculous your arguments are.

The irony is killing me, figuratively. I never claimed to have made a reference to "tournaments and such" in my original post; I said official games. You accused me of never using them at all, which was completely wrong. I explained that by official games I meant tournaments and such, which is completely correct. You stated that official games are not only tournaments. I agreed, and I added that "tournaments and such" does not limit official games to only tournaments, hence the "such." You came back and stated that you see no such reference in my original post, then you accused me of being too general and that I am trying to make up excuses for my mistakes. I have made no such mistakes, nor have I made any excuses. I was merely clarifying what your assumptions had turned into a terrible mess.


Big Lot of Eldar Codex Rumors @ 2006/08/27 21:25:04


Post by: deitpike


so
what is your favorite flavor of pie?


Big Lot of Eldar Codex Rumors @ 2006/08/28 01:53:47


Post by: Therion-


Except that Gaunts are pretty much the optimal target for Dire Avengers, and they aren't even getting a tie in kills with cheaper Storm Guardians. Flamers will be hitting 6-7 models each since even a fraction of a partial hits, so your numbers are off. When the target is for example enemy Dire Avengers, Howling Banshees, Tau Fire Warriors, or Orks in cover because of the force field, the flamers and the Destructor with its AP4 are unbeatable.

You won't get assaulted much less when you're firing from approximately 15" away, since the entire strategy is to demolish entire units or groups of units in certain areas of the battlefield, and you're constantly ignoring the fact that your Dire Avengers aren't doing anything for a whole turn after they've used their expensive talent that actually makes them lose 25% of their firepower over the course of 2 turns, instead of adding anything to it.


Big Lot of Eldar Codex Rumors @ 2006/08/28 02:36:00


Post by: winterman


For all those who are thinking stormies are better then DA, keep in mind that based on current rumors, you can't take the 6 man flamer squad any longer as guardians of all flavors are 10 man minimum (11 with a warlock). So they can no longer ride in a falcon and will have to take the serpent. Second, that warlock is now more expensive because he has to take the nigh worthless witchblade. Finally, guardians can no longer take grenades. Face facts, the old suicide squad is dead. It will now cost twice as much as before (more so when factoring in the serpent) with less options. You may as well take DA and have some more survivability.

DA are an improvement but how much so will depend on the costs of the exarchs various goodies, as well as the cost of the near mandatory waveserpent. Regardless, I don't think DA are worth taking without a proper counter charge unit (probably shinning spears if they do cost the rumored 30-35 points). DA simply can't do much in close comabt, except survive a bit longer then other eldar units, so some kind of counter charge is mandatory.



Big Lot of Eldar Codex Rumors @ 2006/08/28 02:44:34


Post by: Therion-


You may as well take DA and have some more survivability.

So you're saying they nerfed Storm Guardians. Well, what's new. Everything even remotely powerful was nerfed to oblivion and now they're asking us to use inferior units instead, and buy new models while we're at it. DA have no survivability man, it's a world of heavy bolters and assault cannons out there.


Big Lot of Eldar Codex Rumors @ 2006/08/28 02:49:44


Post by: kwade


Posted By Therion- on 08/28/2006 6:53 AM
Except that Gaunts are pretty much the optimal target for Dire Avengers, and they aren't even getting a tie in kills with cheaper Storm Guardians. Flamers will be hitting 6-7 models each since even a fraction of a partial hits, so your numbers are off. When the target is for example enemy Dire Avengers, Howling Banshees, Tau Fire Warriors, or Orks in cover because of the force field, the flamers and the Destructor with its AP4 are unbeatable.

You won't get assaulted much less when you're firing from approximately 15" away, since the entire strategy is to demolish entire units or groups of units in certain areas of the battlefield, and you're constantly ignoring the fact that your Dire Avengers aren't doing anything for a whole turn after they've used their expensive talent that actually makes them lose 25% of their firepower over the course of 2 turns, instead of adding anything to it.
Therion, if you're able to land your squads within 8" of 18-21 models on a regular basis, then I can see where you'd want to keep those flamer squads.  Me, I prefer not to count on my opponent being quite so careless.



Big Lot of Eldar Codex Rumors @ 2006/08/28 03:08:59


Post by: keezus


Actually, if the Waveserpent stayed the same, you can not fit a 10 man squad + warlock in them. No warlocked Guardian Squads for you!


Big Lot of Eldar Codex Rumors @ 2006/08/28 03:18:23


Post by: winterman


serpent can hold 12 modles now. That is all but confirmed.

Therion you are right about the preponderance of AP4 and that is one reason why I'm not overly optimistic about the DA. However I was referring to close combat, where they can reduce attacks by 1 and have a 5+ inv with a properly equied exarch. Equiped that way they become akin to wyches in close combat survivability, which is good considering they won't be be able to shoot after a bladestorm.


Big Lot of Eldar Codex Rumors @ 2006/08/28 04:23:14


Post by: Lazarus


Depending on the weapon access that the exarch gets for close combat the avengers could be pretty decent. Add in a seer using fortune and they'll likely stick around for a bit.

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/08/28 06:36:00


Post by: Toreador


And really, if you are doing straight up statistics a basic 10 man marine squad vs a 10 man Dire Avenger squad with exarch and a power (assuming the point totals come out around the same), the Dire Avengers come out to be about even with a marine squad in a fight, until close combat when it all comes down to luck.

But, as usual, that is a one on one fight in a vacuum. We will just have to see when the book actually comes out. Right now I don't do bad in local games and tournies, with about a 75% win ratio with my eldar. I don't use guardians except for as a support role. So any boost I get will only help the game I already play.

In tournament play the one thing I notice with a lot of the "soft" armies, is that when things go bad, they go horrible. If you make those little mistakes it can be over. Marines and Chaos are much easier to recover from these mistakes, and in a lot of ways make for an easier tournament army.


Big Lot of Eldar Codex Rumors @ 2006/08/28 07:28:50


Post by: bigchris1313


Posted By kwade on 08/28/2006 7:49 AM

Therion, if you're able to land your squads within 8" of 18-21 models on a regular basis, then I can see where you'd want to keep those flamer squads.  Me, I prefer not to count on my opponent being quite so careless.



If Therion's opponents are careless... well, I don't have a good quip for you.  But they're not.


Big Lot of Eldar Codex Rumors @ 2006/08/28 07:59:42


Post by: keezus


Assuming that Avengers are the same points:

8x Marines vs 10x Avengers

8x Bolters at 24" - (8)(2/3)(2/3)(1/2)=16/9=1.78
8x Shuriken Catapults @ 18" - bladestorm = 24(2/3)(1/2)(1/3)=24/9=2.67
5x Bolters at 12" - (10)(2/3)(2/3)(1/2)=20/9=2.22
6x DA assault - (12)(1/2)(1/3)(1/3)=2/3
4x Marines Return - 4(1/2)(2/3)(1/2)=2/3

End of 2 turns: Marines: 4 casualties (60 points) - 5 DA - (60 points)

Verdict: They seem to work ok in controlled situations. The tide turns against the DAs as soon as you go to 10 bodies vs 10 bodies. The data seems to suggest that DAs will perform well vs. the glut of 6 man teams currently seeing play. There will be insufficient numbers to harm you after your shuriken storm attack.

Catapults: 18(2/3)(1/2)(1/3)=2 casualties - Pulse laser - 2(2/3)(5/6)=20/18=1 casualty - Scatterlaser+Shuriken Cannon - 7(2/3)(5/6)(1/3)=70/48=2 casualties: for a total of 5/6 dead from a Falcon mounted DA squad.

On the flip side: Firedragons:
6(2/3)(5/6)=10/3=3 casualties.

So. Yeah. DAs suck except against low Sv models.


Big Lot of Eldar Codex Rumors @ 2006/08/28 08:15:28


Post by: Therion-


Do you know how much 9 Dire Avengers and a Dire Avenger Exarch with Bladestorm cost? A lot more than 120 points. Are you assuming Bladestorm and the Exarch upgrade are free? They aren't, and again your calculations ignore the fact you're not firing at all for the following turn. Why are the Space Marines letting the Dire Avengers walk into an assault when otherwise the elves couldn't do anything at all? Do your games last one turn? Anyway, I'd be willing to bet those 8 Marines can buy a couple special or heavy weapons for their squad for the same price, and perhaps even an additional Marine.

Please also do the math on heavy bolter, heavy flamer and assault cannon returns when firing a) Space Marines b) Dire Avengers.

Dire Avengers vs Tactical Marines always ends up in Eldar getting massacred.



Big Lot of Eldar Codex Rumors @ 2006/08/28 08:36:27


Post by: keezus


- Post Deleted -

Regardless, even without taking into account the cost of bladestorm, they are of dubious use.  With the cost of bladestorm = to 25% premium, they're utterly worthless.



Big Lot of Eldar Codex Rumors @ 2006/08/28 08:38:53


Post by: deitpike


120 would be the cost of 10 guys, no exarch, no bladestorm
think about 25% more


Big Lot of Eldar Codex Rumors @ 2006/08/28 08:39:50


Post by: Therion-


They aren't going to re-embark anything because their transport crashed 2 turns ago, killing 37.5% of the Dire Avengers onboard. What the heck are you talking about not commenting on the cost of Bladestorm? You bring maths and claim that two units firing at eachother cost the same, when its blatantly obvious that they don't, and when I call you out on your mistake you say no comment? Priceless.



Big Lot of Eldar Codex Rumors @ 2006/08/28 08:41:47


Post by: keezus


Therion:  Well sir, I offer you my most heartfelt appologies for my complete and utter woeful incompetence and the souls of my unborn children to appease your wrath. 


Big Lot of Eldar Codex Rumors @ 2006/08/28 08:42:53


Post by: Therion-


Posted By keezus on 08/28/2006 1:41 PM
Therion:  Well sir, I offer you my most heartfelt appologies for my complete and utter woeful incompetence and the souls of my unborn children to appease your wrath. 


Apology accepted


Big Lot of Eldar Codex Rumors @ 2006/08/28 08:44:36


Post by: keezus


Out of curiousity, Dire Avengers aside, do you see any use for Warwalkers, Support Batteries and Fireprisms?  They all seem like flashy toys, with little substance.



Big Lot of Eldar Codex Rumors @ 2006/08/28 08:50:53


Post by: Therion-


Well I see a use for the Fire Prism(s), but none for Walkers or Batteries. I'm not questioning the fact that mechanised Eldar will be fun to play (because the army is mobile) like they have always been, and that they will win some games especially on tables with plenty of terrain. What I have a problem with is that going tank heavy seems to become the only way to play Eldar in the future, and it's still nowhere near the cheddar of SM and CSM especially now that Starcannon received a 33% nerf. So from having mech Eldar (think Saim-Hann or Biel-Tan), mass infantry Eldar (Ulthwé ) and annoying Eldar (Alaitoc) we're going to just have a toned down mech Eldar.


Big Lot of Eldar Codex Rumors @ 2006/08/28 09:17:36


Post by: Toreador


150 pts for 10 marines
120 points for 10 Dire Avengers. I will make the assumption that the Exarch and bladestorm will equal he cost out.

Assumption on this flat comparison is also that the eldar will get first shot as they are more maneuverable and at this point now have an effective range of 24" and not 18" like moving marines.

would be within 18 at this point and the marines would most likely move up to get into rapid fire range, because at 12" - 18" the DA are even to a little better (depending on exarch cost and loadout) in a gun duel. Leaving the DA to move up, bladestorm and charge into CC, which at that point it becomes luck to see who wins.

But, like I said, that is in a vacuum. No heavy bolters, no reapers and starcannons.

I almost always field at least one war walker. I have always found a use for them. Usual load out was star cannon and Scatter laser. I am not sure that I would ever use the scouting rule. I don't want them that close. I have never found a use for support batteries. I found them useless in the last game, I don't see that changing in this version. The D-Cannon getting the wraith cannon rules could change that though. Have to see the rules.


Big Lot of Eldar Codex Rumors @ 2006/08/28 10:05:52


Post by: keezus


Toreador:  Upon further reflection, Therion is correct:  In a vaccuum, there are two scenarios as to what will happen:

Scenario 1.

Avengers enter 24".  Marines fire 10 shots, kill 20/9 - 8 Avengers left
Avengers enter 18".  Avengers fire 24 shots, kill 8/3 - 7 Marines left
Marines stand still:  Fire 7 shots:  6 Avengers left
Avengers do nothing, but can not escape 24" range.  If they advance, they will enter rapidfire range and take 3 additional casualties.  If they withdraw, they will take an additional 2 casualties.  It is a loose-loose proposition.
Final outcome of end of turn 3, Avengers either at 3 or 4 models at around 18" range.  Marines at 7 models.  At 4 models, a second bladestorm volley is good only for 4/3 of a MEQ casualty.

-Edit- Note.  I intentionally discounted fleet of foot, since you would be looking at needing a 5 or 6 to make it into combat.  Failure = getting charged by the Marines - which would be a bad thing, as it kills the same as shooting, but denys you the charge attack.

Scenario 2.

Avengers enter 24".  Marines fire 10 shots, kill 20/9 - 8 Avengers left
Avengers enter 18".  Avengers fire 16 shots, kill 16/9 - 8 Marines left
Marines stand still.  Marines fire 8 shots:  16/9 - 6 Avengers left
Avengers enter 12".  Avengers fire 18 shots - 6 Marines left
Marines stand still.  Marines fire 12 shots:  24/9 - 3 Avengers left
Avengers charge:  6 attacks at S3 yields 1/3 casualty
Marines swing back:  6 attacks at S4 yields 1 casualty.  Marines win combat, outnumber + below half.
Final outcome at the middle of turn 4:  Avengers at 2 models, Marines at 6 models.  The Avengers are almost certainly running away.



Big Lot of Eldar Codex Rumors @ 2006/08/28 10:13:26


Post by: bigchris1313


Posted By Therion- on 08/28/2006 1:39 PM

They aren't going to re-embark anything because their transport crashed 2 turns ago, killing 37.5% of the Dire Avengers onboard.


Therion, although without a Holofield the WS is just a Wraithbone coffin, Warseer rumors attest that the new vectored engines upgrade will allow fast moving skimmers to be immobilized instead of crashing on that 5.  They'll still blow up on a 6, they'll still lose half their VPs when they roll that 5, and the thing will become 100% useless, but now half the time those 3.75 DA won't catch fire and burn to death.

Come to think of it, you know that the dev team has a problem when an Eldar player's best-case scenario is that his fast skimmer (and stock transport) is now simply immobilized on turn 2 instead of exploding.


Big Lot of Eldar Codex Rumors @ 2006/08/28 10:15:27


Post by: Reecius


has it been determined if the DA's wil be 0-1?

Sorry if this has been addressed, but i was curious, i have heard it both ways.


Big Lot of Eldar Codex Rumors @ 2006/08/28 10:16:22


Post by: keezus


BigChris:  If vectored engines make it immobilized, it can still shoot like regular immoibilized vehicles - correct?  Is there something in the new dex preventing this?



Big Lot of Eldar Codex Rumors @ 2006/08/28 10:18:47


Post by: bigchris1313


I don't know. We're just working on rumors right now. But that's what it looks like, yeah. Turn 1: Fly out 24" and get immobilized. Turn 2: disembark and fire those TL bright lances if you can.


Big Lot of Eldar Codex Rumors @ 2006/08/28 10:22:13


Post by: Mahu


Something to think about:

10 (120 points) DA without Exarch firing at MEQ

20 Shots, 12 Hits, 6 Wounds, 3.6 Saves = 2.4 Dead MEQ (36 Points Dead)

8 Marines (120 points) firing at DA

16 Shots, 9.6 Hits, 5.76 Wounds, 2.88 Saves = 2.88 Dead DA (34.56 Points Dead)

So in a pure firefight with no buffs, DA are slightly better than Marines.

One-on-one, a 12 point DA against a 15 point Marine:

DA

2 Shots, 1.2 Hits, .6 Wounds, .36 Saves = .24 Dead Marines (3.6 Points)

Marine

2 Shots, 1.2 Hits, .72 Wounds, .36 Saves = .34 Dead DA (4.08 Points)


As you can see Dire Avengers are almost if not slightly more effective than a Marine Sqaud. Here are the facts:

1. Dire Avengers have access to Wave Serpents allowing them to better dictate deployment and the turn they strike, meaning more often than not they are shooting before you are.

2. Dire Avengers can supplement their lack of Heavy Weapons with weapons mounted on their transport (better than Tau can).

I think, in the long run they will prove to be one of the more effective troop choices in the game, behind Marines, Deamons, and Necrons.


Big Lot of Eldar Codex Rumors @ 2006/08/28 10:41:27


Post by: keezus


That's only true if the Avengers are firing first.  Your analogy falls to pieces if you let the Marines purchase equipment or units equal to the cost of the Waveserpent.  (IIRC, naked waveserpent = 110 - or 7 marines) - While the waveserpent will undoubtedly add casualties to the 15 marines, it will definitely add fewer than 2.4 - Say the extra 5 shots of indeterminite BS (shuriken catapult and twinlink cannons) adds a generous 1 wounds (considering that 20 shots only does 2.4).

Now you have 24 shots coming back:  5 casualties.  If you charge, you can only charge one of the units.  The other will definitely charge in on their turn to help their friends.

Of course, we'd never see this matchup in reality, so debating the point/point advantages of mobile "naked" dire avengers is laughable considering:

1.  Their likely targets will be 6 man las/plas teams (or other such smallish units).  If you give the squad some equipment, and put a good gun and survivability options onto the transport, you'll be facing 3 las/plas teams for just a bit more than you paid for your mounted Avengers.

2.  Your avengers are in reserve in Escalation.

3.  Your avengers can only attack these units one at a time - with some assists from the WS (either by softening up something else, or finishing off the stragglers, since 3.3 MEQ for 30 shots is pathetic.

4.  Your transport isn't a scoring unit.



Big Lot of Eldar Codex Rumors @ 2006/08/28 10:44:20


Post by: Toreador


Actually I was assuming at first round DA are at 24" and move to within 18 getting first shot (which skews the results to an almost tie). Also, depending on cost of loadout but most shooty DAs would have 2 shuriken on the exarch adding 1.6 more hits a round.

First round of shooting would be 2 marines dead
8 move to within rapid fire range and kill 3 DA.
DA Blade Storm, killing 2 more marines (6 left vs 7 DA)
DA charge Kill 1 marine
Marines attack back not causing a kill. After that it is all down to luck as neither can statistically gaurantee a kill.

But DA vs Tactical getting first shot is what counts ,and what cost the exarch wargear and powers will equal up to. Equal cost though and they don't do all that bad vs marines, and they aren't designed as a marine killer.

How does a storm squad fare in the same instance? (I am at work and can't spend that much time figuring it out)






Big Lot of Eldar Codex Rumors @ 2006/08/28 10:49:28


Post by: Therion-


Posted By bigchris1313 on 08/28/2006 3:18 PM
I don't know. We're just working on rumors right now. But that's what it looks like, yeah. Turn 1: Fly out 24" and get immobilized. Turn 2: disembark and fire those TL bright lances if you can.


I usually don't like to call improvements that cost 15-25 points actual buffs to the list since you are paying a price for the increased survivability, but I guess people have no choice once they start massing Serpents and Falcons. I mean, if a transport costs 150 points or more you expect it to survive a couple of shots before blowing up.

If the designers feel that the only true way to play Eldar is the Swordwind-style fast assault mechanised tank force with Vyper support, they really should've given Eldar a special rule or some special vehicle upgrades that allow assaulting from mobile Serpents and Falcons. We would've seen a lot more Scorpions and Banshees that way, and who can say that the third edition armies' mobile assault elements (Rhinos and whatnot) weren't fun to play? I think its ironic that in the 'dynamic' fourth edition there's less actual movement of troops than in the SAFH ordnance heavy third edition.



Big Lot of Eldar Codex Rumors @ 2006/08/28 10:54:28


Post by: Toreador


And I would rather take on those 6 man teams with 3 man reaper teams

I think the big problem of marine vs eldar is that troops vs troops they can pimp out their squad to kill Eldar troops more than we can pimp back. An equal points Dire avenger squad will only tie up it's equal point of marines for a little while while the rest of your force meets it's goals. In the end the las cannon and plasma will wreak havoc on them.

At least we aren't hearing the typical "Oh my god this is so unbalanced and too powerful!!" like we used to hear.


Big Lot of Eldar Codex Rumors @ 2006/08/28 11:18:01


Post by: Mahu


I only compared naked DA to Naked Marines because, if you are going to start comparing all the variant options that each of those troop choices add, you might as well get into the rest of the list.

DA's win because you can put out the same amount of short range fire power for a cheaper cost. Whereas Marines have access to heavy weapons in mass, Eldar has access to a Myriad of Aspect Warriors, and honestly Eldar have the best tanks in the game.

Part of determining a Units particular effectiveness really comes to 2 facts: where they fit in an Army list, and are their points worth it.

DA's have a strong place. Considering you can combine their fire with Fire Dragons, Warp Spiders, Falcons, Vipers, etc. Units that Marines have no access to. Sure they have their fair share, but then you are getting into an issue of list balance.

Bottom line, the Rumors surrounding this codex, gives a good picture of a competitve force. Really the only thing seperating Eldar from Beardy lists out there are the point cost, which few people hae seen.


Big Lot of Eldar Codex Rumors @ 2006/08/28 13:03:35


Post by: Mannahnin


Mahu, I don't think I have the heart to phrase it as harshly as Therion, but I'm afraid my view is closer to his than to yours. You don't have to take the analysis all the way to army level to extrapolate beyond naked squad vs naked squad. The simple fact that your average SM squad will have a heavy weapon and special hurts the DAs badly in the comparison. Las and Plas are 25points, HB and Plas are 15, and either option adds enough killing power to swing the odds in the SM player's favor. Even if you take out a marine or two to pay for the upgrades and keep the costs even. If you figure in common supporting units (Eldar = stuff with Starcannons, SM = stuff with Assault Cannons), the SM still come out ahead, because their firepower is cheaper and more accurate and their guys are tougher.  When his 5 point Heavy Bolter kills an average of 2 Guardians, Dire Avengers, or Banshees each turn (discounting 1s to wound), and my Starcannon kills an average of 1 marine per turn (discounting 1s to wound), the Eldar lose, even if the Starcannon drops to 20 or 30 points.

Your two listed strengths of Eldar, Aspect Warriors and tanks, are somewhat suspect because Wave Serpents are actually a pretty cruddy tank in 4th edition. Costs a lot of points, has only moderate firepower, dies fairly easily, can't deliver troops safely to the target easily, and never, ever holds an objective or gets you bonus points in scenarios. And the best assault aspects are dependent on Wave Serpents to get to the target in a full squad. The Falcon is a contender for best tank in the game, but the Wave Serpent is such a stone around the army's neck right now that it's not even funny. If we can't assault out of a moving Wave Serpent in the new codex I think our only hopes for it are A)that vectored engines remain cheap, and B), that they drop the cost of the Serpent well under a hundred points WITH upgrades. If both of those things happen, we might be able to afford enough squads in Serpents to flood the enemy on turn 1 with 24" jet moves and actually deliver some troops on target.

Your last statement "the only thing seperating Eldar from Beardy lists out there are the point cost" is either funny or maddening.
Because it's obvious to any experienced player that no analysis of power means anything without points cost being factored in. If Serpents were suddenly 30 points they'd be awesome even if their stats get no better. And if Dire Avengers cost 8 even Therion would like them.  We're basing these analyses on reasonable guesses (helped by hints from folks like Deitpike) about the point costs.  We won't know for sure until we see the actual costs, but we have confirmation on the DAs, and the math doesn't look too good for them against Marines.


Big Lot of Eldar Codex Rumors @ 2006/08/29 01:55:02


Post by: Lazarus


I guess this is basically falling into two camps.

1) the powegame / broken camp who are going to only field the cheesiest stuff possible and therefore think that this new dex falls short.

2) The rest of us.

 

I'm really looking forward to the new dex overall. There will cerainly be changes that require adjustments but many of them for the good.

 

As far as costs go nearly everything is rumoured to be going down or staying the same with a few exceptions. I think that SH armies receive a big boost in this department with the lower prices of jetbikes and shining spears not to mention much cheaper shuriken cannon upgrades. Add in new & improved HQ characters and you have a very doable bike army. Those same SH players will now not be restricted to 1 heavy slot either.

 

The main issue I am having at the moment is the comp scoring system in regards to my mech Biel-Tan. In order to keep the all aspect theme I'll have to fit an extra unit of dire avengers in there to satisfy my minimum troop requirments. Although the force will then look fluffy it will be all elites / fast attack with min troops (2).......this is a problem to be sure.

With the move to troops that jetbikes are receiving I could possibly use them to help in the troop department....not exactly aspects but certainly in keeping with the mechanized theme. I think we will see much more of the bikes if their point cost is down the way they suggest.

The loss of the ranger disruption table is actually a good thing for my list as it was one of the reasons I had to be mounted. Also, if the new seer can give the librarian problems when trying to cast his powers (FOTD, FOTA) it will also be a big help against one of the tough lists......now, for something to deal with siren daemonbombs....too bad they took my CTM.

 

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/09/01 14:07:33


Post by: wolf13


wow, just because some of us still want a balanced competitive dex for a broken system we are all cheesy powergamers because we don't see how glorious the gimmicks and one trick ponies are supposed to be. 


Big Lot of Eldar Codex Rumors @ 2006/09/01 23:04:14


Post by: Kelne


On the other hand, if Avengers can hold their own against, or edge out marines, just imagine what they'll do to other troops.

Yes, yes, I know - everyone and their cousin plays MEQ. Allow me my simple little dreams...


Big Lot of Eldar Codex Rumors @ 2006/09/01 23:56:11


Post by: Mannahnin


Yeah, thanks for that, Lazarus. Your initial statement comes across as "If you think the codex falls short, you're a cheesy powergamer." Not exactly a courteous argument. Also misses the point. You don't have to be a powergamer to wonder how 120-150 pts of DA can stand up to a similar cost unit SM, with even a single Heavy Bolter factored into the equation. You don't have to be a powergamer to see that 120+ point non-scoring tanks are an inherent disadvantage in any kind of balanced scenario beyond "kill 'em all", especially when your elite assault troops are dependent on such tanks as their primary delivery mode.


Big Lot of Eldar Codex Rumors @ 2006/09/03 02:17:05


Post by: CaptKaruthors


I think the thing most people are forgetting is that: A: nobody who plays marines is taking 10 man squad to tourneys, and B: People are forgetting the synergies created between a farseer with doom and the DA. From where I sit, 10 DA with no upgrades is the best way to run DA. Why? Because for 360pts that gives me 30 guys that can move and shoot, or fleet, decent LD, and an armor save against small arms fire. Maybe mount a unit if you want rapid deployment. Either way, if you go heavy on DA you must have 'seers with Doom. It is the only way to capitalize on their ability to move and shoot with a 24" reach. So with that in mind, DA become the premier troops choice for the points, because no other choice from the troops category can dish out that kind firepower for the points. Now what happens when you up the ante with DA. Say in a 1850pt list you take 50? For 600pts you are getting a troop choice that can perform 3 actions a turn: a move, a shoot(or fleet), and assault. For dirt cheap. What other 'basic' troop choice can do this? You still have 1250pts for aspects and toys, but you have 5 scoring units and 50 boots on the ground before you add anything else. You already are outnumbering most SM armies at that point and can probably out deploy them in the deployment part of a game. With the amount of 6 man lasplas squads out there in tournament play the Eldar list will force SM to change their squad sizes or list builds to cope with the numbers, because at that point the eldar are winning the shooting war.

Capt K


Big Lot of Eldar Codex Rumors @ 2006/09/03 04:18:01


Post by: Longshot


If LD8 T3 guys with 4+ saves are your premier troop choice at 12pts a model you've got some problems. They aren't going to be winning any shooting war, except maybe the shooting off at the mouth war or the shooting themselves for buying so many dire avengers war.


Big Lot of Eldar Codex Rumors @ 2006/09/03 04:20:30


Post by: Longshot


I would bet money you'll see the same crap you saw before.

15-18 fire dragons, now cheaper with S8 guns.

3 falcons with holofields, spirit stones, shuriken cannons, starcannons and pulse lasers. Now with new and improved never being stunned fun.

Whatever else you can fit, and who cares because it doesn't particularly matter?

They made the cheesy crap better and the sucky stuff worse or unimproved. Way to frigging go GW!   


Big Lot of Eldar Codex Rumors @ 2006/09/03 12:04:12


Post by: dumbuket


All this talk about transports no longer blocking line of site... what is this? Because they're skimmers? Because my opponents have been hiding behind their rhinos and trukks all the time, and I can't shoot through those... even with big size 3 carnifex.

The new eldar seem alright to me. Not everybody plays Ed's marines, do they? Certainly not where I game.

At the very least, the Eldar will be better off than the tyranids.


Big Lot of Eldar Codex Rumors @ 2006/09/03 12:57:45


Post by: bigchris1313


Yes, it's the skimmer rule that keeps Eldar transports from blocking LOS and being, uh, useful.


Big Lot of Eldar Codex Rumors @ 2006/09/03 21:15:52


Post by: The Happy Anarchist


Actually, I do see the potential for Jetbikes to make a strong showing, depending on how much their cost is reduced.

Also, you may see the occasional Wraithguard hopping out of a Falcon, as opposed to Fire Dragons.

Dire Avengers are quite possibly going to only be included for counter horde, and to fulfill min troops.

Unless they add something that allows assault out of Wave Serpents, the close combat aspects are not going to be taken. They are fairly average as it is, (with no power weapons on Scorps and S3 on banshees), but with no transport capability, only small scorpion units with Exarch will be viable there.


Big Lot of Eldar Codex Rumors @ 2006/09/04 05:30:30


Post by: bigchris1313


Also, you may see the occasional Wraithguard hopping out of a Falcon, as opposed to Fire Dragons.


No, you won't, because WG can't fit into Falcons, and no rumor anywhere has asserted that they will be able to.


Big Lot of Eldar Codex Rumors @ 2006/09/04 05:36:59


Post by: deitpike


bigchris is correct, no WG in a falcon


Big Lot of Eldar Codex Rumors @ 2006/09/04 07:15:52


Post by: The Happy Anarchist


Hmm. Well damn.


Big Lot of Eldar Codex Rumors @ 2006/09/04 09:30:43


Post by: Anung Un Rama


hey, dietpike, I have to annoy you again with Eldar questions. If you don't mind, of course
1. can Wraith Guard be taken as Troops? I heard something about their size, but I how exactly does it work?
2. does a Weapon Platform now fit into a Serpent?
3. can you tell me more about the Psychic Powers? I heard names, but I can't make anything of them


Big Lot of Eldar Codex Rumors @ 2006/09/04 09:41:43


Post by: deitpike


1-yes, 10 plus spiritseer make a troops choice
2-yes it does (guardians go in, and the weapon is mandatory for the squad)
3- doom is the only new one (rr to wound)


Big Lot of Eldar Codex Rumors @ 2006/09/05 01:37:22


Post by: keezus


Posted By Lazarus on 08/29/2006 6:55 AM

I guess this is basically falling into two camps.

1) the powegame / broken camp who are going to only field the cheesiest stuff possible and therefore think that this new dex falls short.

2) The rest of us.

Lazarus:  You are missing the point.  The majority of the posters are not complaining that the new eldar list can not powergame.  They are complaining that the units which were no good are still no good.  Therefore, it is the "rest of us" lists, as you say, which are suffering.  Any fool can assemble a:

Farseer + Bike and some toys
Farseer + Bike and some toys
Guardians x10 w/ scatterlaser (Mandatory)
Guardians x10 w/ scatterlaser (Mandatory)
Firedragons x5 w/ Exarch
Firedragons x5 w/ Exarch
Firedragons x5 w/ Exarch
Vyper w/ brightlance
Vyper w/ brightlance
Falcon w/ all toys
Falcon w/ all toys
Falcon w/ all toys

10 scoring units

W00t.  No new models needed for Keezus!  I almost don't need to paint anything new to field this list except for making some bike farseers.  Horrible!

When two dimensional lists like this can be competitive, the complaint is that with Dire Avengers being so sub par in comparision, most players won't even give them the time of day.  Take the above list for example.  Sure, you could add in a mounted squad of Avengers - you'd be sacrificing a 10 man team of guardians and two vypers to do it.  That's trading 3 heavy weapons, 3 scoring units for one scoring unit, and one twinlinked heavy weapon.  That smacks of  a poor choice, in both killing power, and tactical flexibility IMHO.



Big Lot of Eldar Codex Rumors @ 2006/09/05 07:14:49


Post by: winterman


The majority of the posters are not complaining that the new eldar list can not powergame. They are complaining that the units which were no good are still no good.

I disagree for the most part. Shining spears are loads better, like durable and more killy rough riders. Warpsiders are notably better and won't compete with elite asepcts. Jetbikes are now troops and are much better at 22 points (with no change in stats rumored).

All that adds up to a very mobile force that can hit pretty damn hard and won't be dependent on non-scoring transports. Somewhat similair to competative tau but with actual counter charge and anti-librarian capability.

But I'm still going to wait until I have the codex in my hands to pass judgement.


Big Lot of Eldar Codex Rumors @ 2006/09/05 08:09:07


Post by: keezus


Winterman: I was initially very happy with Jetbikes. However, there are a number of caveats:

1. Seemingly Impressive Killing Power Shuriken Catapults are Range 12. This means after your free 6" assault move, you are still within 18" of the enemy if you want to shoot with the catapults - which is cool for moving into position, but completely inadequate for disengaging. Each twinlinked catapult is good for 1/4 MEQ per bike and each Shuriken Canon is good for 5/12 MEQs. A squad of 10 attacking first will deal 5/12 MEQ casualties on average. Paying 200 points to get 9 shuricannon shots at long range gives you around 3 3/4 MEQs. Which is respectable. Quite a bit better than our buddies the Dire Avengers. (Faster too - which is why I have not included DOOM in the equation - Bikes will probably out-pace the Farseer support, unless he's on a bike as well).

However, they are also spectacularly substandard in HTH, with WS3 and S3 - with each swing able to bring down 1/18 of a MEQ - Large bases conspire to keep the 2" zone clear so that the bikes have difficulty amassing attacks. Therefore, a smallish unit of MEQ opponents can keep them in HTH for a long time.

2. Jetbikes are Durable for Eldar, but Not Durable in the Context of the Game While impressively resistant to bolters, Jetbikes are essentially fast Space Marines, and therefore vulnerable to all MEQ killing equipment, which is plentiful in almost all army builds due to the prevalance of MEQ opponents. Plasma and ordinance in particular will kill these guys en-masse. Especially since plasma has that all important 12"/24" rapidfire range. Jetbikes are also stuck with Ld8. Hopefully, the new Farseers will help them not be "Feared" off the table.

3. Jetbikes cost many Pesos! Because GW is ever-helpful, the only way to effectively buy bike squadrons is to buy them seperately. The 5 bike box at $50 is a twinkle in my fading memory. In Canada, a 10 bike, 3 cannon squad will run about $170. This is one of those units where you need to go FULL or not at all - due to the aforementioned durabiliity problems.

I've never liked the new Spiders from 3rd until now BTW.  They don't seem to be best at anything.  Firedragons kill high toughness stuff better due to S8 AP1, and Swooping Hawks kill low T squishy stuff well due to Assault 2 24" range, outside of rapidfire retaliation range -AND- can better threaten vehicles with haywire.



Big Lot of Eldar Codex Rumors @ 2006/09/05 09:03:24


Post by: Lazarus


Posted by:Mannahnin

Yeah, thanks for that, Lazarus. Your initial statement comes across as "If you think the codex falls short, you're a cheesy powergamer." Not exactly a courteous argument. Also misses the point.

Sorry about that. I suppose my judgemnt was colored by the crying I have seen accross several different forums on how the eldar are getting screwed. I suppose most of my intent was actually aimed at a smaller crowd. I'm sure you people know who you are...

I really don't see how anyone can't see all of the improvements we are getting overall...also, hard to make final judgements until we see everything.

You don't have to be a powergamer to wonder how 120-150 pts of DA can stand up to a similar cost unit SM, with even a single Heavy Bolter factored into the equation.

Well, I'm not sure how you play but I like to bring overwhelminmg firepower to destroy my targets...I never rely on sqaud vs. sqaud of equal points to do that...

You don't have to be a powergamer to see that 120+ point non-scoring tanks are an inherent disadvantage in any kind of balanced scenario beyond "kill 'em all", especially when your elite assault troops are dependent on such tanks as their primary delivery mode.

That's odd...most of my oppoents groan when they see those serpents. 

Anyway, aplogies to those who took offense. It wasn't intended that way.

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/09/05 09:16:20


Post by: Lazarus


Posted by: keezus

Lazarus:  You are missing the point.  The majority of the posters are not complaining that the new eldar list can not powergame.  They are complaining that the units which were no good are still no good.

No, that would be they who are missing the point. Many of the old units that no one used are getting substantial buffs or point drops...in some cases both.

Any fool can assemble a:

Farseer + Bike and some toys
Farseer + Bike and some toys
Guardians x10 w/ scatterlaser (Mandatory)
Guardians x10 w/ scatterlaser (Mandatory)
Firedragons x5 w/ Exarch
Firedragons x5 w/ Exarch
Firedragons x5 w/ Exarch
Vyper w/ brightlance
Vyper w/ brightlance
Falcon w/ all toys
Falcon w/ all toys
Falcon w/ all toys

10 scoring units

W00t.  No new models needed for Keezus!  I almost don't need to paint anything new to field this list except for making some bike farseers.  Horrible!

Why on earth would you use this list with the new codex? Why brightlances on the vypers?(most do not use single shot weapons on vypers and guide is better served on the falcons if used.)

If the Autarch will add +1 to reserve rolls it looks like to be a good tourney choice...at least one game of every tourney I attend is escalation.

A fire prism may be a good switchout for the falcon. Higher BS means you don't have to marry a seer to it and it's alt fire mode gives it some versatility.

I'll be trading some of my vypers for cheap jetbike units with a shuriken cannon or two. Scoring and more survivability to boot. Add in a warlock or seer and you can bust tanks as well.....I'll bet we see alot less vypers overall with the new codex.

Just give the dex a chance. Once my knee jerk reaction subsided I started to see alot of potnetial for my lists. I'm looking forward to playing like I haven't in a long time.

 

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/09/06 00:51:44


Post by: keezus


Lazarus: I agree with the assessment of the Autarch.

However, now that CTM is a thing of the past, the Fireprism looks even more unworkable than ever, since any glance result = can not shoot for a turn (or worse) - 2/3 of the results will pretty much end the tank's usefulness (weapon destroyed / vehicle destroyed) - and now the Prism must expose itself to fire - and AV12 isn't hard to glance.

Only 2 months to the Codex. Har Har.


Big Lot of Eldar Codex Rumors @ 2006/09/06 02:12:36


Post by: Mahu


I like the Fire Prism, here is a scenario:

You take two and hide them behind forests, turn one, one pops out on top of a forest and you combine shoot, they shoot back and they get one of three options, either they stop it from shooting, in which case it hides again waiting for the next turn, they immobilize it with vectored engines it lands but can still shoot, or they out right distroy it. Even if it gets distroyed, you still have the second one, if it lands you can combine shoot again, if its stuned it can sill manuver. Remember though every time you roll damage on it with 2 dice, so to get that damage you opponent needs to roll 2 5's or 2 6's (assuming that certain upgrade is availible).

Further more, I don't understand why people are complaining about how week Eldar vehicles are, if anybody has actually played against a skimmer heavy army, they know different.

I will probably still use Vipers though. If I can keep them cheap, they will be a great objective grabber at Adepticon.


Big Lot of Eldar Codex Rumors @ 2006/09/06 03:01:36


Post by: keezus


Mahu> The jury is still out on the old Fireprism.

A fireprism, if things don't change much will be around 110-120 base cost, and then another 30-40 points for vectored engines, spirit stones and holofield. So you've got a 150 point tank that a glancing hit = 100% chance of not shooting next turn (if not a worse result - although this is remote with all that protective gear)

The most commonly faced guns - both plentiful in normal Marine style armies.
A BS4 lascannon has a 4/9 chance of inflicting a glance.
A BS4 assault cannon has a 2/3(raw)+26/54(rend)=1/4/27 chance of a glance.

Combining fire, to me, seems like a terrible idea, since it reduces your shots by A LOT, and as such, is a force DIVIDER rather than a multiplier If you spend 300 points on two prisms, you can get a maximum 12 shots from them in a 6 turn game - with an average of 8 hits. IF you combie fire, this drops to 4 "powered up" hits.

Realistically speaking, if you expose one of these to fire powered up shots, it will probably be stunned, giving you maybe 1-2 powered up shots combined with a further 4-5 powered down shots from the other unit (since whichever fireprism is shooting will eat return fire). All this for a whopping 50 points per shot. - or if you want to look at it in a more cynical light, 75 points per HIT.

All this smacks of inefficiency in my narrow minded perception. While the Fireprisms are unlikely to die, they are also not helping my other forces much with their firepower, since an unsupported Falcon will likely kill similar number of MEQs/Tanks (if not more, due to superior number of shots = higher probability of hits) while carrying troops for around 30-40 points more.

Finally, I would like to note that I have NOT forgotten that the fireprisms have absurd range. The flipside is that most tables do not have sufficient size for them to exploit this range - and as such, I have discounted this benefit.


Big Lot of Eldar Codex Rumors @ 2006/09/06 04:23:48


Post by: kwade


I still think the 'dex is going to give us a lot of options for exploiting enemy weaknesses.  The shot reduction on Starcannon is an unnecessary nerf that blows chunks, but overall using combined arms and playing smart seem like the way to go.

Yes, there is a big proliferation of AP 4 weaponry, but there's a counter to just about any of the common AP 4 workhorses that are out there.  How many times do you see HBs on Tac squads at a competative level?  More often, aren't AP 4 on terminators, tornadoes, dreds and devestator squads?

Termies can be countered by Fire Dragons, Prisms (especially if the termies deepstrike), and Shining Spears.

Tornadoes can be countered by any of our vehicles (especially Wave Serpents of all things, assuming the field works the same as before) and Warp Spiders.

Dreds can be countered by any kind of anti-tank, which any competative list should have plenty of.

HB Devestator squads can be countered by our AV 12 skimmers, Dragons,  Spears, and Scorpions (under the right circumstances).

Sure, all these units have counters in turn, but that's the nature of the game.  Match your strengths to your opponent's weaknesses better than he can do the same and you've got the advantage.  With the mobility and firepower we've got, we shouldn't have any insurmountable challenges in front of us.  Build your list with the counters an enemy will have for it in mind, and learn to use your advantages rather than focusing on the weaknesses.

I just don't get the problem, but maybe I'm just an optimistic fool afterall...



Big Lot of Eldar Codex Rumors @ 2006/09/06 05:26:59


Post by: The Happy Anarchist


The main advantage of the combined shot seems to be an almost assured to hit AP3 Ordnance template.

That could cause quite alot of damage.
More damage to MEQs than the Falcon? I'm not sure.

I'm also not sure if it is worth removing the transport.

Time will tell I imagine.

Note though, it is very similar to the Tau Hammerhead (more survivable, slightly less strength but the option of combined fire for more power/reliability), and you won't find many people arguing that the HH is a bad tank.


Big Lot of Eldar Codex Rumors @ 2006/09/06 07:54:51


Post by: keezus


The Happy Anarchist>

Pulse Laser 2(2/3)(5/6) = 10/9
Starcannon 2(2/3)(5/6) = 10/9
Shuriken Cannon: 3(2/3)(5/6)(1/3) = 5/9

25/9 - Almost 3 models. This is with 7 shots. The hugest problem with the Fireprism is the ONE die roll. Sure, you hit on a 3+, but a miss on a combined shot SUCKS.

I personally think transports are key, due to the importance of being able to dictate the flow of battle. The high durability of Eldar vehicles + the consistent performance of the new spirit stones ensures that you'll be able to deploy where you want.

Kwade> Good ideas in there. I routinely use this kind of strategy in casual play - Kind of like a "rock-paper-scissors" style list, although, "takes all comers" eldar lists which use this strategy may suffer against an enemy loaded up on one play style - e.g. all infantry or all assault etc.


Big Lot of Eldar Codex Rumors @ 2006/09/06 08:31:19


Post by: Lazarus


Posted by: keezus

However, now that CTM is a thing of the past, the Fireprism looks even more unworkable than ever, since any glance result = can not shoot for a turn (or worse) - 2/3 of the results will pretty much end the tank's usefulness (weapon destroyed / vehicle destroyed) - and now the Prism must expose itself to fire - and AV12 isn't hard to glance.

The falcon will suffer the same problems with glancing hits with the only saving grace of being able to carry a small unit. Obviously a weapon destroyed result is worse on the prism but you don't run into that all too often. (at least I don't).

With the cannon upgrades being cheaper (along with tons of other stuff) it looks as if we can simply have more stuff to use. As Mahu suggest you could use 2 prisms and only expose one at a time. I'm not sure if I'll be using more than one but I'll certainly use one. Sometimes people have to understand that a unit's worth is not only measured by what it can kill. My falcons almost never kill their points worth but will be worth far more by the VP's they deny my opponent and by being able to score objectives late in the game.

People defend the old spirit stones like it was an automatic deal of shaking off a glance result. On average, if you were glanced twice you were not going to be shooting anyways. Now, my skimmers are going to be even more survivable for less points? The dragons that ride in the falcons are getting better & cheaper?

I'm psyched overall about this new codex. It won't be obviously broken (I don't think so anyways lol) but it will be competitive. I have been very competitive with this dex for a long time and usually without resorting to any of the normal "crutches" that people fall back on. I've played a big council and a disruption list a total of two times in over 100 tourney games. With that in mind I can't see anything but improvements for my list I'm currently using. The loses affect me very little.

BTW, I heard that when combining shots on the prism it also counts as TL...

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/09/06 17:25:03


Post by: Longshot


The falcon is going to be frigging slowed with them vectored engines, holofield and spirit stones. Jeez.

6 fire dragons with S8 melta weapons inside falcons means the 9 obliterator list automatically loses.

Here's my list for 4th ed super Eldar:

Farseer with fortune and whatever
Avatar

3 x 6 fire dragons

2 x 10 guardians with warlock, 2 flamers and destructor in wave serpents with spirit stones and twinlinked guns of some kind

3 x falcons with vectored engines, spirit stones, holofields, shuriken cannons upgrade and starcannons

Whatever else I can fit in the list.

The game goes like this against 9 oblit iron warriors:
Turn 1: Roll up. Shoot. Soak all the enemy's guns. Do some damage where you can.
Turn 2: Roll up. Drop fire dragons. Kill 630 pts of obliterators in one turn.
Turn 3: Collect 20-0 win.


Big Lot of Eldar Codex Rumors @ 2006/09/06 17:47:27


Post by: Therion-




Except that when you're trying to execute a no-brainer strategy like that, the enemy will know it, and then it won't work anymore. He will deploy so that to force your Falcons into the open before you can disembark anything, and he will drop one or two of them. Luck is of course a factor and it can swing either way, but 20+ heavy weapons always hurts. On some tables when he starts the game he will get a lot of shots at you before you even move. 6 Fire Dragons will kill 2 Obliterators if they get to shoot, that is true, but in a 1850p army his 9 Obliterators are a third of his force. Whatever you manage to disembark will be torn to shreds with heavy bolters right afterwards. Your Avatar will be swept from the table by a Lieutenant and a Daemon Prince, and your Falcons won't be able to destroy 4 Possessed Predators without the Fire Dragons. You'd need an insane amount of Bright Lances to do it, and you don't have any.

Once again your simpleminded cockyness amazes me.


Big Lot of Eldar Codex Rumors @ 2006/09/06 18:51:38


Post by: Longshot


It takes 9 GLANCING HITS to kill a falcon with a holofield. And with the new vectored engines, more than half of the ones you "kill" will just land and their guys can disembark next turn and do whatever.

Sure, you will prevent every falcon from shooting. That's about the best you can hope to do. And to even do that, it'll cost you 1/3rd of your firing (it takes around 6.8 lascannons to put a glancing hit on each falcon). Neglecting the waveserpents.

The new avatar will not be easy pickings to a daemon prince, dude. He's got a greater daemon statline. Good luck "easy pickingsing" him, since his invulnerable is bigger than yours and you can't instakill him.

The rest of the 9 oblit force is 4 lasplas squads and 4 predators. The lasplas squads will die very easily to the storm guardian squads.

Pretend the falcon guy gets first turn. That's 50% of the time. He'll move up, wipe out a squad or more of obliterators, shoot two wave serpent brightlances at a predator and blow it up. Return fire will maybe kill one falcon and a waveserpent (assuming you shoot the waveserpents, which with spirit stones and AV12 wave generators are not exactly easy pickings to lascannons). Then it gets worse.

It's not open and shut, but I doubt you could win 30% of your games against such a list with your prototypical iron warriors army.

Now pretend I even give a rat's ass about killing predators which, after I kill the trilas predator are of no real threat to me. I have two waveserpents with brightlances, two warlocks with singing spears and a farseer with a singing spear to deal with them.



Big Lot of Eldar Codex Rumors @ 2006/09/06 18:56:32


Post by: Longshot


And that list is only around 1700 pts

Yes, it will be hideously ugly if you don't go first and are penetrated. but I don't think it'll go ugly enough that you won't be able to collect a win anyway. Penetrating falcons is far from a sure death. You might knock some guns off or immobilize them, but that's not the end of the game.  


Big Lot of Eldar Codex Rumors @ 2006/09/06 19:32:13


Post by: Anung Un Rama


somebody know, how the the new Aspect Warrior boxes will be packed? will there be 5 warriors and an Exarch, because if this would be the case I could live with it.

and does somebody know the new minimum squad-size for dark reapers?


Big Lot of Eldar Codex Rumors @ 2006/09/06 19:58:28


Post by: Schepp himself


Maybe we should concentrate on rumors and not theroyhammering away with rules we simply don't 100% know. At the moment is seems to me that the Prism will be overshadowed by the good 'ol falcon (again), but maybe, considering the cost factor, other Heavy slots will be occupied by other good choices. Reapers and Wraithlords come to mind...

Looking forward to it.

Greets
Schepp himself


Big Lot of Eldar Codex Rumors @ 2006/09/06 20:26:27


Post by: Longshot


What's the point of rumors other than to theoryhammer with them?


Big Lot of Eldar Codex Rumors @ 2006/09/06 20:35:48


Post by: Therion-


Sure it might take a few glancing hits to kill a Falcon, but you're forgetting that once you immobilise it, the Fire Dragons are stranded in a death zone with their 12" range guns and T3 and 4+ armor save.. They won't have range anywhere in the following turn. Next turn that same Falcon becomes destroyed by penetrating hits. You're counting far too much into the new vectored engines too, in fact you seem to assume the immobilised results are simply 'ignored'. There will come many a time when you'd rather have decoy launchers instead of the new vectored engines, since you're actually trying to transport passengers somewhere.

The new Avatar will be easy pickings indeed. He's got the old statline except +1I and +1A and he's armed with a meltagun, for about 70 points extra. He will walk for 4 turns doing nothing, getting shot a couple times, and then someone kills him. There's no reason at all why you should even include him in the army we're talking about.

Las/plas squads don't die easy at all to Storm Guardian squads. Their lascannon and plasma gun will survive. In addition you're ignoring the fact that earlier in the rumour section someone mentioned that Storm Guardians with dual flamers and lock with Destructor don't even exist anymore in the new book.

Ok I pretend we play on open flat field and Eldar get the first turn. He'll move up, wipe out a squad of Obliterators with his pulse lasers and starcannons and shuriken cannons. Two bright lances fire at a Predator and ... what? Blow it up? Do the math psycho-boy. What you will achieve is one ignored result and one failed AP roll, if you even hit. Then it's the end of your turn. Fire two more bright lances and you might actually destroy a heavy bolter.

50% of the time on that open flat field the IW will immobilise or destroy all of your Falcons with their 16 lascannons (some of them twin-linked) due to penetrating hits, and you have lost the game, since even if one of the Falcons is unaffected it will die on turn two. You won't have models on the table at the end of tour four.

You doubt IW can win 30%? I would be very surprised if IW don't win 80% of the games against such a blast from the past, been there done that, tried and tested and failed miserably -type of army. What has changed in the aforementioned Eldar force since the previous Codex and edition of 40K? Your firepower has decreased significantly since the Starcannon lost 33% of its effectiveness. Wave Serpents are no longer scoring units. You can now invest 20 points per tank so that the first immobilised result doesn't destroy you, although it does immobilise you, and then your cargo isn't going anywhere and you start losing more guns. Your Fire Dragons' guns have gained 2 points of strength. So these four changes (which include two massive nerfs) in your opinion suddenly make a mediocre, tier 2 force a GT contender? Think again. There's a big chance the people you play with 'at the local store' are complete retards, but most of the top contenders aren't, and pushing Falcons forward isn't all that simple then.

All I'm saying, ease up on the absolutes. The world isn't black and white, and armies aren't either all-powerful or total rubbish. You have no clue what you're talking about, and yet you post like a madman.



Big Lot of Eldar Codex Rumors @ 2006/09/06 21:15:24


Post by: Longshot


I never have one said the world is black and white, or that all armies are either all-powerful or total rubbish. I do doubt that the IW army you constantly harp on will have much of a fight against a much more mobile force, more resilient force with more firepower.

The Avatar is possibly a dumb idea

Here's what's changed for Eldar for the better:

Falcons
-Instead of 6/4. 4/6, 5/4 and 4/5 and 4/4 destroying you, now only 6/5 and 5/6 and 5/5 destroy you (so you gain a significant rise in lifetime)
-Fire all three guns instead of just one.
-Passengers can always deploy and fire.
-Falcons can only be stopped from moving with 3 results in 36 glancing hits due to spirit stones == extra armor.

Let me tell you again how many lascannon shots it takes to make a new codex falcon not run right at you: 27. 27 shots lascannon shots to stop one.

2 twinlinked brightlances deals 1.5 hits, of which .75 will be penetrates and .75 will be glances. Of the glancing results, .125 will kill a predator. Of the penetrating shots, .375 will kill a predator. So two twinlinked brightlances gives you a 50% chance of killing a predator (and a significant chance in addition of blowing a gun off or immobilizing it, both of which are happy times). I like them odds.

There're a million reasons why this codex's minute details combined with the 4th edition changes to vehicles make mechanized Eldar a contender for GT victories. They're not going to simply win everything, because this is a game based on chance factors (terrain placement, mission objectives, dice rolls) so to say that it will is pretty silly. Thankfully I've never said that.

You seem to think I only discuss absolutes, but I was discussing a very narrow topic: What happens when a mechanized Eldar list gets fist turn on an Iron Warriors super army in unfavorable terrain. You have to figure this is going to happen fairly often, given the number of tournament games that take place. I think it is pretty much a given that IW will lose almost every game that goes like that.

Some other scenarios will go very sour for IW too. Unfavorable terrain and going first. Unfavorable mission, going first (take and hold escalation, anyone?)

As the Eldar player you can't count on those things happening. But as the IW player you have to assume things like that will happen and prepare accordingly.


Big Lot of Eldar Codex Rumors @ 2006/09/06 21:22:48


Post by: Therion-


Constantly harp on? I mentioned it once as an example why Godzilla Tyranids with no Gaunts is weaker than Godzilla Tyranids with Gaunts, and now you use it as a benchmark army in all threads. It's you who constantly harps on it.

I wanted to stop reading after you claimed Eldar have more firepower than the 'benchmark' Iron Warriors, but regardless of your completely failure in counting up the guns and their ranges, I went on and discovered the so-called improvements to the Falcon. Half of those have existed for years now, and are not new at all.

You should really do less maths. From 1.5 BL hits 0.75 glance and 0.75 penetrate? The rules of physics don't apply to your models, and even your weapons achieve miraculous results. Rolls of one and two and three do nothing, the roll of four glances, and rolls of five and six penetrate. That means 2 TL Bright Lances cause 0.25 glancing hits and 0.5 penetrating hits. Your Wave Serpents thus have less than a 0.3 chance of destroying a single Predator out of four. Like those odds?



Big Lot of Eldar Codex Rumors @ 2006/09/06 21:26:18


Post by: Longshot


For the "penetrating a falcon will pwn it!"

Falcon on the ground immobilized, odds of dying to a lascannon:
1 shot, 2/3 hits, 1/6 glance, 2/6 penetrate
1/9 glancing hits * 1/36 -> .3%
2/9 penetrating hits * 3/12 chances of killing -> 5%

Odds of killing a falcon: 5.3%

You might immobilize it again, blowing up a gun. but you've got 3 guns to kill so good frigging luck.

Taking more than 110 points out of a falcon is not worth the trouble. You just shoot it til it stops shooting, then move on and try to wipe out the rest of the army. Saying Iron Warriors is even remotely likely to kill 3 falcons is just plain stupid.


Big Lot of Eldar Codex Rumors @ 2006/09/06 21:27:46


Post by: Longshot


Sorry, I totally boned the odds in a hurry and skipped a step on the brightlances

I bring up IW every time because you use it as your 'your list can't beat this so it is unfeasible,' example, man.

Eldar do not by any stretch have more firepower than iron warriors. They're more resilient and more mobile. 660 of their points are in extremely hard to kill vehicles that move 24" to grab objectives, cannot be prevented from moving (except by death), and can carry guys with bs4 meltaguns who can always shoot when deploying.

Killing 18 T3 4+ save guys wouldn't seem that tough, but you've got to kill every last one of them, and that means expending two units on each squad.

Again I totally agree it's not cut and dry. But I've seen this army in play with S6 meltas and it is plenty scary as is. I've seen multiple iron warriors armies (even a 9 oblit army) lose to it and only one ever beat it (first turn and no terrain is bad for falcons). It was even worse with 8 squads of 4 rangers and the alaitoc disruption table.


Big Lot of Eldar Codex Rumors @ 2006/09/06 21:31:33


Post by: Therion-


Once they are down or destroyed, you wipe out the rest of the army like you pointed out, and before the game is over a character punches a hole through them in close combat, or something shoots through their rear armor. It won't take more than four turns to wipe out the Eldar so there's plenty of time to mop up the massacre result.



Big Lot of Eldar Codex Rumors @ 2006/09/06 21:47:18


Post by: Longshot


You make it sound really easy to get them down or destroyed in the first place. You only have 3 in 36 results that do it, and it takes 2.3 lascannons to get a chance to roll those odds.

Even if you just shoot them until they stop shooting you're spending almost 7 lascannons just to do that, and then the rest of your army has to stop whatever else they have (which can be a lot of nasty stuff, 1200 pts of eldar).

My build probably sucks to be honest because I whipped it together in 3 minutes. But start with 3 falcons with fire dragons (930 pts) and go from there.



Big Lot of Eldar Codex Rumors @ 2006/09/06 22:53:45


Post by: Lazarus


I primarily play a mech list for eldar and can safely say that at the end of the game it is my falcons that are still flying around. Sometimes I'll run a prism along side for comp reasons. Use of terrain and CTM's (if you feel mean) make it pretty easy to survive while dishing out the hurt. The new stones reduce firepower somewhat but as I've posted before - you probably were not shooting anyways after receiving multiple glancing hits. With that in mind my firepower doesn't seem all that nerfed. (lol)

 

The avatar is going to be a horrific thing for your opponent to deal with and it's only drawback is it's speed. Hell, who knows...maybe it will have some form of deployment we don't know about yet. (like in epic).

What will make that avatar own all of the demon princes is fortune. I was involved in a playtesting project for Eldar and we tested the avatar under very (nearly identical) stats and when I attached this monster to my council (yes, still can be picked out for shooting) it was nigh unkillable.

I faced the 9 obliterator army a couple of times and didn't have too much of a problem while using my mech list. Admittedly I went first in both games (one GT one RTT)

I only wish the dex was out now. I have a gladiator style tourney in October and I'd love to use some of the new stuff (lol)

 

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/09/06 23:05:41


Post by: Lazarus


Here: I haven't done this in a bit. There are some here (via PM) that claim to have the codex in hand already. Any one care to confirm or deny any of this stuff? - Lazarus

<table style="TABLE-LAYOUT: fixed" cellspacing="0" cellpadding="5" width="100%"> <tbody> <tr> <td valign="top" width="85%" height="100%">

Updated version 4.7
As promised this is my compiled list, so enjoy   

It has been said, that when the design team came to redo the Eldar that they actually read through all the history and fluff that had been written about the Eldar first, then they sat down and started witting up the new concepts with out looking at point cost, then looked at the newer armies that had already been done for similar weapons and then assigned points to the units while still trying to stay with the fluff.
New rumors/information
Confirmed Information form GW

HQ:

Avatar:  Not a Special Character. Cost @ 155pts. Current stats with a change of +1Int +1A BS5 3+/4++ save.  All Eldar within 12” will gain Fearless, but will not have +1 CC resolution anymore. Wailing Doom ranged attack (as melta gun). Immune to Flamer an Melta type weapons.

Farseer: They will be T3 and cost @ 55pts. Ghosthelm, pistol & Witchblade as standard EQ (Ghosthelm will give a 3+ save against POW) he may upgrade Witchblade to a Singing Spear(improved stats). He may take a Retinue of 3-10 Warlocks. Possible Seerer Counsel: is said if taken will make Farseers a 0-1 choice, 1-3 warlocks with 1 seerer, 4-6 warlocks with 2 seerers, 7-10 Warlocks 3 Seerers. So far they still have the same powers, Rumor of slight changes to all the powers, more effective and some cheaper, Eldritchstorm (slightly stronger vs. Vehicles), plus Doom (cast on an enemy unit, May re-roll to wound, effects both shooting and CC). They can purchase Wargear from the Armory, this includes Jetbike.

Warlocks: Cost @ 25pts, a Warlock may be upgraded to a Spiritseer @ +5pts, all the regular Warlock powers are still available, but rumored that they are slightly changed. Warlocks will now be both a Retinue for the Farseers and as a troop add-on character (this does not take a Warlock from the Farseer Retinue). They will have standard EQ of Witchblade & Pistol but may upgrade Weapons to Singing Spear @ +3 pts and have a Power weapon option, and may get other Wargear from Armory. 

Autarch: Cost @ 70pts + gear. He will be an IC he will have a list of Aspect Wargear that he may purchase from. This will consist of 4 sub groups Movement/Headgear/one handed weapons/Two handed weapons. He may choose from any basic Aspect gear but none of the Exarch only gear, and he will not have access to Exarch Powers (but may join an Aspect squad that has an Exarch and gain that Squads ability), (standard EQ Shuriken Pistol, Plasma/Haywire grenades and force shield), plus whatever Wargear choice he takes from the armory. His supposed stats are WS6 BS6 S3 T3 W3 A3 I6 LD10 3+/ 4++ save. Path of Command-He is supposed to be able to affect reserves (possible +1 on the strategy rating rolls, and +1 to bring in reserves). The Autarch will not have the option to take a Retinue.
As I understand it the Autarch Aspect Wargear options should be something like this:
    Movement                     Helm                            1 HW                                                 2 HW
     SH Wings                  Banshee mask              Laser Lance (if on Jetbike)                  Dire Catapult
    WS Jumppack             Mana blaster                 Scorpion Chainsword                        Fusion Blaster
    Eldar Jet Bike                                                  Power Weapon                               Reaper Launcher
                                                                                                                                  Las Blaster
                                                                                                                                     Death Spinner
He will have access to grenade options, and possible some other Wargear. (Bright Lance is not to be an Option) 
As a character he can take two 1HW or may take one 1HW and one 2HW

Troops:

Dire Avengers: Troop choice, may upgrade one to an Exarch@12pts. Dire Catapult 18” Range. No grenade option. Exarch powers Blade Storm (+1 shots to the squad, but cannot fire next turn), Defend (attacking squad -1A to min of 1 in each combat phase). The Exarch has optional weapons combinations: Power weapon & Shimmershield (gives squad a 5+ Inv. save while in CC), Diresword & Shuriken Pistol, 2 Forearm mounted Dire catapults(Assault 4 not TL).

Rangers: Troop choice, they will have a size increase 5-10 for a squad, No grenade option. They will have Infiltrate/move through cover/stealth USR. They will be able to up grade to Pathfinders at a point cost +5pts, which will give them on a to hit roll of 5+ an AP 1 hit and to increase their Cover save to +2.

Guardians: Troop choice. Min 10 to Max 21(including Warlock), you must take a heavy weapon platform the two crewmembers come from the squad (can only take one weapon platform); you may exchange their catapults for Pistol & CCW to make Storm Guardians and then have the option for two special weapons upgrades (no grenade options). You can have a Warlock join the unit.

Guardian Jetbike: Troop choice, reduced to 22 pts, no stat change (no grenade options). You can have a Warlock join the unit. Limited to 1 Shuriken Cannon per 3 and will have a upgrade cost around 10pts vs. the 20pts we do now.

Transport Waveserpent: Rumor 90-95pts. Still has Energy fields in previous editions, and we will have to pay for the type of weapons you want. They are going to making the transport be able to hold 12 models. May not carry Swooping Hawks, Warp spiders, Harlequins, Jet bikes or Monstrous Creatures, otherwise same option of Troop. BS3 still.

Elites:

Wraithguard: Troop choice if squad of 10 on foot, Elite choice if taken otherwise, Squad size 3-10. They can have a Warlock/Spiritseer join the squad. They are affected by Wraithsight; A Warlock/Farseer may negate Wraithsight if within 6" or a Spiritseer if within 12". Will be T6 now no other changes to stats, Wraith cannon will wound on a 2+ AP1-2, instant kill on a roll of 6, and vs. vehicles it will glance on a 3-4 and penetrate on a 5-6. No grenade option.

Striking Scorpions: Elite choice. May upgrade one to Exarch@12pts. Squad is S3 but Scorpion Chainsword gives +1 to Str. Manablasters are changing to +1A, gaining Plasma Grenades as standard EQ. Exarch powers: Stalker(Squad move through cover USR), Shadow Strike(Squad Infiltrate USR). Exarch weapons: Scorpion Chainsword & Pistol, Biting Blade(2HW for each successful to hit you add +1S to your to wound no word yet if just a CCW or if PW) & pistol, Scorpion Claw(Str6) & Scorpion Chainsword, Chainsabres (paired Chainswords with fist mounted Shuriken pistols, re-roll to hits and to wound).

Fire Dragons: Elite choice. May upgrade one to Exarch@12pts. Fusion Blasters (Melta gun stats). Will be 15 pts. No plasma grenade option. Exarch powers Tank Hunter (squad Tank Hunter USR), Crack Shot (Exarch only). Exarch Weapons: Fusion Blaster, Firepike (18" S8 AP1 A1 Melta), Dragons Breath (Heavy Flamer).

Howling Banshees: Elite choice. May upgrade one to Exarch@12pts. Banshee mask will give Int10 and will negate opponents cover and grenade abilities when charging . No plasma grenade option. Exarch power: Acrobatics (counter charge USR), War Shout (Opponents take a moral test if failed opponents become WS1 for the first CC phase). Exarch weapons: Power Weapon & Pistol, Executioner (2HW)& pistol, Mirror Blades (paired power weapons +2A). Triskele &Pistol (web of skulls type weapon S3 AP2 A3).

Harlequins: Elite choice 0-1. They may be WS5 BS4 S3 T3 W1 A2 I6 Ld9 Sv 5++ and 18 pts in units 5-10, Shuriken pistol &CCW as standard EQ, they will have an ability called Dance of Death(Furious Charge USR, Hit and Run USR). Harlequins still have flip belts which allow them to ignore difficult terrain tests. Holo-fields give 5++save. They may choose to upgrade CC weapons to the Harlequin Kiss @ +4pts per model (rending CC weapon) and 2 squad members can upgrade thier pistols to Fusion pistol @10pts each. They can upgrade one Squad member to a Shadow seer @ 30pts, Shadow seer will have “Veil of Tears” Physic power (use night fight rules to see the unit he is with) he will have Hallucinogen(Plasma) grenades and allows the squad that he’s with to gain them also. Upgrade one member to a Troupe Master @ 20pts (Power Weapon or Harlequin Kiss free upgrade and +1A +1LD). Upgrade one member to a Death Jester @ +10pts, The Death Jester exchanges other weapons for a Shreiker Cannon (same stats as Shuriken Cannon and gains pinning). Rumor that they are metal models not plastic.

Fast Attack:

Shining Spears: Fast Attack choice may upgrade one of them to be an Exarch@12pts. They are reducing cost to 35pts. Exarch Powers Withdraw (hit and run USR), Expert Rider USR. They are changing the Laser Lance to S6 Power Weapons on the charge, and that they then revert to S3 CCW in the following rounds of CC. No plasma grenade option. Exarch is losing the Bright Lance option, but may upgrade TL Catapults to a Shuriken Cannon. Exarch weapons: Laser Lance, Power weapon, Star Lance a S8 version of the Laser Lance.

Warp Spiders: Fast Attack choice may upgrade one of them to be an Exarch@12pts. No plasma grenade option. Exarch Powers Surprise Assault (always deep strike like terminators) Withdraw (hit and run USR). Death Spinner (12" S6 AP- A2). Exarch weapon options: Powerblades, Twin Death Spinner (Assault4). Spinneret Rifle (Rng 18" S6 AP1 A1 Pinning).

Swooping Hawks: Fast Attack choice may upgrade one of them to be an Exarch@12pts. They have their normal grenades plus gaining Haywire Grenades as standard EQ. Exarch powers Intercept (gives ability to hit Vehicles in CC on a 4+ even against skimmers), and Skyleap (in your movement phase you may choose to leave the table and go into reserves even if you where in CC, next round you roll your reserve roll to bring them back in the next movement phase). Exarch weapons Lasblaster, power weapon & pistol, Hawks talon, Sunrifle (S3 AP5 A6 pinning).

Vyper: Reduction in cost 45pts and is counted as being open topped still. Will still have TL catapults(may upgrade to Shuriken Cannon +10pts), but will have to pay for the heavy weapons turret option and vehicle upgrades. Still BS3.

Heavy Support:

Support Weapons: D-cannons will now be a G24” small blast versions of the Wraith cannon. It will affect Vehicles the same even if any part of the template touches them now. They have not said if it will still be counted as Ordinance for the Penetration table or if it counts as S10 for instant kill vs. to wound roll of 6.
Vibro Cannons will still have same special rules as now.
Shadow Weaver is to be reduced in cost.

Dark Reapers: Heavy Support choice may upgrade one of them to be an Exarch @12pts. They are to be reduced by 2pts in cost and gain back 3+ armor save. Not much else for the squad. No plasma grenade. Exarch weapons: Reaperlauncher, Shuriken Cannon, Missile Launcher, Tempest Launcher (G36" S4 AP3 H2 blast Pinning). Exarch powers: Crack Shot and Fast Shot as they are now.

Wraith Lord: Heavy Support only. Increase in cost 90pts + weapons. You will have 2 light weapons(Flamer/catapult) and 1to2 heavy weapons, requirement of 1 HW still (if you take two of the same type of weapon it will be TL). Str10 standard(monstrous creature).Wraithsword (10pt upgrade)which can re-roll to hits in CC, he may take this in place of taking the second HW choice. He will be affected by Wraithsight, he will need to be within 6" of a Warlock/Farseer or 12" of a Spiritseer to act normal.

Falcon: Reduction in point cost. Pulse Laser is changing from H1d3 shots to H2 (no more random amount of shot weapons). Still BS3.

Fire Prism:  No point cost change. Changing the Fire Prism weapon to be a duel propose weapon, Anti-tank mode Rng 60” S9 AP2 Small Blast, Anti-infantry mode S5 AP4 Large Blast. If you take a second Fire Prism and its in LOS of the other you can decide to boost the first one, Anti-tank mode Rng 60” S10 AP1 Small blast Twin linked, Anti-infantry mode S6 AP3 large blast twin linked. It is said that you can add a third Prism to make the Anti-Infantry mode S7 AP2 LrgBlast TL. BS4 as standard.

War walkers: Heavy Support No point change other then cost for purchase of weapons. Its force field will now make it count as being closed topped. They are supposed to be gaining scout ability as rumored. It has been said that it will still be able two take 2 HW and not count as TL (special Rule), supposedly it may take spirit stone as its only vehicle upgrade. Still BS3.

Heavy Weapons: (this is the supposed listed price for the vehicle HW not the Platforms)

Shuriken Cannon:         as it is now but       A3          5pts
Scatter Laser:              as it is now but       H4           15pts
Eldar Missile Launcher:  Same stat line as it is          25pts
Bright Lance:               as it is now                            30pts (is said to be Vehicle & Platform only)
Starcannon:                 as it is now but       H2           25pts
Pulse Laser:                 as it is now but     H2
Fire Prism:                   As in Vehicle discription

Special Characters: (that are said to be in the book, may take as a HQ option)

Eldrad Ulthran – Farseer of Ulthwe, 220pts.

Prince Yrial – Autarch of Iyandan @155pts, Special Weapon: Cursed spear of Twighlight (Singing spear type Power weapon, has an effect in last turn, making him have to make a Inv save or die), Eye of Wrath(S6 AP3 Lrg Blast centered from character, use once per game)

Phoenix Lords – They are suppose to range around 190-230pts, they are suppose to have much better stats and abilities (possible stats WS7 BS6 S4 T4 W3 I7 A3 LD10 2+ armor save) and be able to purchase limited Wargear from the Armory (grenades limited to Aspect). They are also to get a special rule called “Disciples” (just their new name for Fearless that can bestow on a squad they join). PL's protected from insta-kill by a special rule "Eternal Warrior".  PL's will have their Ritual Weapons and their Shrine Powers, plus one additional Power.
Karandras- Weapons -Scorpion Bite (Manablasters +2A), Scorpion Chainsword, Scorpion Claw Powers: Stalker, Shadow Strike, Stealth USR(can effect squad)
Maugan Ra- Weapons- Maugetar/Executioner(S6 AP4-5 A4 Rending/Pinning) Powers: Crack Shot, Fast Shot, Acute Senses USR(can effect squad)
Jain Zar- Weapons- Executioner, Silent Death(S5 Ap2 A3) Powers: Acrobatics, Warshout, Furious Charge USR(self only)
Baharroth- Hawks Talon, Power Weapon  Powers: Skyleap, Intercept, Hit an Run USR(can effect squad)
Fuegan- Weapons- Firepike, Fire Axe(Str+2d6 Armor Pen/not PW) Powers: Tank Hunter, Crack Shot, Feel no Pain USR
Asurmen- Shuriken Gauntlets, Sword of Asur(Diresword re-roll to hits)  Powers: Blade Storm, Defend, Battle Fate( 4++ save)

Wargear & Upgrades:

Physic Wargear: Rune of Warding will make an opponents physic roll 3d6 and total them together with any total 12+ causing an POW test to them this ability has no range limit.

Spirit Stone is changing to same as Extra armor (reduces Crew stunned to shaken result)
Vectored Engines possibly changing to make fast vehicles traveling more then 6" count as moving as 6" so that they just settle to the ground.
Star Engines to have a fixed distance (has been said 12" no more 2d6)
Holo-field are to stay the same
It has been said that CTM is not in the new Codex.
Scythes are not in Codex
No new Vehicle upgrades

I will try to keep this up to date as I learn more.

Please remember, that this is a compilation of Rumors and should still be considered as such, most come from people that have play tested or who have said that they have seen or have heard from people who have seen the new codex, but the only way for them to be really be confirmed, is if GW releases information to confirm them.
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Big Lot of Eldar Codex Rumors @ 2006/09/07 01:59:56


Post by: keezus


I have to chime in with these other blokes and agree that eldar skimmers are stupidly reslient to damage.  However, at the same time, the new spirit stones means that all glancing results will result in a "no shoot" scenario for that vehicle.  And here's the kicker: (as previously posted)

2 BS4 LASCANNONS TO GLANCE ON AVERAGE
Chances to glance:  2(2/3)(2/3) = 8/9!!!

3 BS4 MISSILE LAUNCHERS TO GLANCE ON AVERAGE
Chances to glance:  3(2/3)(1/2) = 1!!!

BS4 ASSAULT CANNONTO GLANCE ON AVERAGE
Chances to glance:  4(1/2)(1/6)+4(1/6)(26/36)=22/27

So.  While it takes buttloads of firepower to KILL the skimmers, It doesn't take much power to stun mechanized Eldar.  - Before you guys come back with the "we can still hide and shoot the next turn" rhetoric, keep in mind that doing so effectively reduces your shooting power by 50%.  At the same time, embarked troops will either be out of position, or stranded (and easy prey for other weapons).

Granted, terrain placement, and opponent's force distribution plays a part in all this - however, as I have previously mentioned, a castle style formation is a hard nut to crack with mobile Eldar since it negates your advantages gained through trying to divide your enemy through superior mobility.



Big Lot of Eldar Codex Rumors @ 2006/09/07 02:21:48


Post by: Mahu


Mechanized Eldar will just come down to knowing when to strike.

According to Keezus's math, Eldar Skimmers will make great delievery systems, but not great gunboats.

I see mounted Howling Banshees as Viable though. Considring between Vectored Engines and the sheer amount of shoots it takes to cause a 6 on the glancing chart gives the Wave Serpent a good chance at getting to a good position. Since Banshees can't assault after they get out anyway, you could run the serpent pretty far. Banshees have an assault range of 13"-18" after they get out of their transport. Even though they don't have a high streagth, there is no reason not to doom the unit you charge.

Seems Eldar are going to rely on a lot of senergy between their units to be a viable army.


Big Lot of Eldar Codex Rumors @ 2006/09/07 02:42:32


Post by: Lazarus


Posted by: keezus

I have to chime in with these other blokes and agree that eldar skimmers are stupidly reslient to damage.  However, at the same time, the new spirit stones means that all glancing results will result in a "no shoot" scenario for that vehicle.

Agreed. However, more often than not my opponents shoot the falcon until it doesn't shake the shaken result. I wasn't going to be shooting anyways. On those particular turns the falcon will be boosting to where it needs to go...unload cargo or get behind blocking terrain to come out and shoot next turn as the situation warrants.

So.  While it takes buttloads of firepower to KILL the skimmers, It doesn't take much power to stun mechanized Eldar.

We will no longer be getting stunned with the new rules. Our stupidly resilient skimmers just got even tougher.

Before you guys come back with the "we can still hide and shoot the next turn" rhetoric, keep in mind that doing so effectively reduces your shooting power by 50%.  At the same time, embarked troops will either be out of position, or stranded (and easy prey for other weapons).

Don't unload your troops then. I'll often spend the first 3-4 turns without disembarking but that all depends on the mission and opponent at hand.

Granted, terrain placement, and opponent's force distribution plays a part in all this - however, as I have previously mentioned, a castle style formation is a hard nut to crack with mobile Eldar since it negates your advantages gained through trying to divide your enemy through superior mobility.

I usually find it is my sheer movement potential along with survuvability that wins me games. Star engines are rumoured to be a fixed 12" distance....Woo hoo I just got even more mobility along with surviability!

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/09/07 02:48:52


Post by: derling


Posted By Mahu on 09/07/2006 7:21 AM
Mechanized Eldar will just come down to knowing when to strike.

According to Keezus's math, Eldar Skimmers will make great delievery systems, but not great gunboats.

I see mounted Howling Banshees as Viable though. Considring between Vectored Engines and the sheer amount of shoots it takes to cause a 6 on the glancing chart gives the Wave Serpent a good chance at getting to a good position. Since Banshees can't assault after they get out anyway, you could run the serpent pretty far. Banshees have an assault range of 13"-18" after they get out of their transport. Even though they don't have a high streagth, there is no reason not to doom the unit you charge.

Seems Eldar are going to rely on a lot of senergy between their units to be a viable army.


combined arms surgical strikes?  Synergy?  From a QRF force based around grace and finesse?

 

good post!

 




Big Lot of Eldar Codex Rumors @ 2006/09/07 02:50:45


Post by: keezus


Lazarus:  You're splitting hairs.  I meant "shaken" or the "no shoot result". 


Big Lot of Eldar Codex Rumors @ 2006/09/07 02:50:45


Post by: Therion-


So what are the Fire Dragons going to do in Escalation (fully 1/3 or 2/5 of tournament missions) when they deploy to the table without their transports? I understand that 3 Falcons with shooty troops is a nice mobile base that may win you the game if there's plenty of terrain, but unless you can deploy into the heavy support Falcons and opt to go into reserve with them, you're going to have a tough time winning games consistently.


Big Lot of Eldar Codex Rumors @ 2006/09/07 03:02:46


Post by: Lazarus


<table cellspacing="0" cellpadding="0" border="0"> <tbody> <tr> <td class="Normal">Posted By</td> <td>keezus </td> </tr> </tbody> </table>

You're splitting hairs.  I meant "shaken" or the "no shoot result". 

Sorry, I was only responding to what you posted. You must agree thar shaken is waay diffferent than stunned.

 

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/09/07 03:11:32


Post by: keezus


Therion:  What are your views on Iyanden Style w/ the new Codex...  The plan here is that while we're going to die, we'll hopefully die slowly and maybe get to shoot a bit at the end of the game too!  If the game is objective based, it might stand a chance.

Farseer Squad
Avatar
20 Guardians w/ Scatterlaser w/ Warlock
20 Guardians w/ Scatterlaser w/ Warlock
10 Wraithguard + Warlock
10 Wraithguard + Warlock
10 Wraithguard + Warlock
Wraithlord w/ lance
Wraithlord w/ lance
Wraithlord w/ lance

3 Brightlance + 30 Wraithcannon shots for tankbusting
40 Shuriken Catapults + 2 Scatterlaser for Horde Hunting

Advantages:
Everything is fearless or can be easily made fearless by hanging out with the Avatar
Nothing in the army can be stunned.
Everything is fairly resilient (for Eldar)

Disadvantages:
Everything is SLOW AS HELL.  Most ranges are 12".

Man... I miss the "quicken" spell from the old 2nd Edition Citadel Journal article for Bonesingers.  This would have made this list more playable...  IIRC, it was a psychic power that let you move again in the shooting phase instead of shooting - usable only on wraithbone constructs (read - vehicles - but would be good for "wraith stuff" in the current list)



Big Lot of Eldar Codex Rumors @ 2006/09/07 03:29:43


Post by: Therion-


This is being discussed on the tactics forum. For the record I don't think it will work at all, because of the reasons you've already stated. You're giving the enemy three or four turns of free shots (you got 2 scatter lasers and 3 bright lances shooting while the opponent has ten to thirty heavy and special weapons), and face it your turn three or four volley isn't going to drop as many Marines as you would've liked. It will look cool though.



Big Lot of Eldar Codex Rumors @ 2006/09/07 04:01:01


Post by: Lazarus


<table cellspacing="0" cellpadding="0" border="0"> <tbody> <tr> <td class="Normal">Posted By</td> <td>Therion</td> </tr> </tbody> </table>

So what are the Fire Dragons going to do in Escalation (fully 1/3 or 2/5 of tournament missions) when they deploy to the table without their transports? I understand that 3 Falcons with shooty troops is a nice mobile base that may win you the game if there's plenty of terrain, but unless you can deploy into the heavy support Falcons and opt to go into reserve with them, you're going to have a tough time winning games consistently.

Escalation is one of those missions intended to screw this type of army up. At the last GT I recieved this mission once but it didn't have a profound affect upon the game. I simply deployed my units behind a large building and as the skimmers arrived they went and picked them up.

The new Autarch is rumoured to give +1 to reserve rolls making these type lists even more viable. I think many will take the Autarch for this reason alone.

In addition many will use the prism instead of 3 falcons...that;'s one less non dedicated transport to be affected by. 

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/09/07 10:29:27


Post by: winterman


In addition you're ignoring the fact that earlier in the rumour section someone mentioned that Storm Guardians with dual flamers and lock with Destructor don't even exist anymore in the new book.

I just want to be clear since i think I'm being quoted here. I didn't say you couldn't take the stormies and the lock. I said you couldn't take a 6 man throw away squad for the falcon and the warlock is going to cost more to boot. You can take 10 man with flamer and destructor warlock with wraithblade or spear and mount them up in a waveserpent as longshot has done a few pages back. However I don't think that is as good as the old 6 man stormies with bp/ccw warlock. Or even better then the new DA which can do more then just die to the inevitable return fire or charge.

Jetbikes might be a better destructor devilery system, being only 22 base points and a troop choice. Consider there's no non-scoring transport and the unit gets all the goodies from the bikes (MEq resilience, turboboost, twin linked cats, shuricannons). Will depend on the cost of the warlock though.


Big Lot of Eldar Codex Rumors @ 2006/09/07 14:52:26


Post by: kwade


Posted By keezus on 09/06/2006 12:54 PM
The Happy Anarchist>

Pulse Laser 2(2/3)(5/6) = 10/9
Starcannon 2(2/3)(5/6) = 10/9
Shuriken Cannon: 3(2/3)(5/6)(1/3) = 5/9

25/9 - Almost 3 models. This is with 7 shots. The hugest problem with the Fireprism is the ONE die roll. Sure, you hit on a 3+, but a miss on a combined shot SUCKS.

I personally think transports are key, due to the importance of being able to dictate the flow of battle. The high durability of Eldar vehicles + the consistent performance of the new spirit stones ensures that you'll be able to deploy where you want.

Kwade> Good ideas in there. I routinely use this kind of strategy in casual play - Kind of like a "rock-paper-scissors" style list, although, "takes all comers" eldar lists which use this strategy may suffer against an enemy loaded up on one play style - e.g. all infantry or all assault etc.


Okay, let's try it with BS3 to see what the real numbers are (not trying to be a prat Keez, but it does bear a lot of weight on the Falcon vs Prism debate).

Pulse: 2 shots; 1 hit; 5/6 wounds/dead

Starcannon: 2 shots; 1 hit; 5/6 wounds/dead

Shuricannon: 3 shots; 1.5 hits; 15/12 wounds; 15/36 kills

Added together, that gives us 75/36 average Meq kills per volley, or 2.08333.

Not so hot on the killin.

And the Prism's combined shots are (rumored to be) twin-linked (so, you've got a 8/9 chance to hit with it; or 88.88889%).  Not unlikely to hit, though the times it misses will be very painful.

I'm not saying the Prism is a huge cut above the Falcon, just that it's viable now.



Big Lot of Eldar Codex Rumors @ 2006/09/07 15:00:45


Post by: Longshot


The falcon kills 2.08 meqs per shot, but who cares how many it kills?

Its value is:
1) VP denial. it's nearly impossible to get vps out of a falcon. much less 3.
2) deploying 6 fire dragons and being pretty much impossible to stop from doing so
3) Killing expensive units with mobility (figure out how many points/turn of terminators and/or landspeeders/pirahna you lose to a falcon)

It's not one falcon. It's 3 falcons. Full of guys with Bs4 meltaguns who cost 90 pts for the whole squad (hooray codex revision making fire dragons cheaper). They kill vehicles, they kill guys, they kill everything.

And it's 830 pts for that. Leaving you 1020 pts to make a nasty list.

Hell, if you want to guarentee the fire dragons come out, buy them each a waveserpent with a twinlinked brightlance.


Big Lot of Eldar Codex Rumors @ 2006/09/07 17:29:26


Post by: Kikkoman


It seems the Eldar are tailor made to completely beat the crap out of orks

anyone calculate how well Avengers do against Boyz?


Big Lot of Eldar Codex Rumors @ 2006/09/07 23:53:49


Post by: Lazarus


I just noticed that wraithguard are rumoured to be sqaud size 3-10.....does that mean I can put 3 in a falcon? I'm not sure I'd want to especially with the new buffs the dragons are getting but it's still a thought.

I'm not sure that I can see any other point of changing the sqaud size other than that...

 

Lazarus.



Big Lot of Eldar Codex Rumors @ 2006/09/08 01:07:21


Post by: keezus


kwade:  My bad on the BS.  Still, considering how easy it is to "shake" these vehicles, I think transport capacity is pretty important.  As well, when tankbusting, I'd rather have 2 S9 BS3 pulse laser shots than 1 BS4 prism-cannon shot.  In my experience, more shots is more reliable. 



Big Lot of Eldar Codex Rumors @ 2006/09/08 03:30:46


Post by: kwade


No problems about the math, just wanted to clarify.

Again, and I seem to be repeating myself a lot in this thread, it's a matter of the Prism being useful finally, not that it's going to replace the Falcon in every list out there.

Falcon Pros:
more shots, which gives it more tank busting ability from the sides & rear
transport capacity
highly survivable
VP denial

Prism Pros:
can out-range non-infiltrating firebases (big, key point nobody seems to appreciate)
can combine shots if you've got multiples
just as survivable
VP denial (less VP, but more range should help keep them even safer and shooting for more turns)

Plus, for the price break you'll be getting you should be able to afford 2 squads of 6 dragons, each in a dedicated Waveserpent as opposed to 3, 6 dragon squads for the Falcons. Less firepower, but more targets and escalation doesn't mess you up. Plus, the Prisms can stay back from the action as opposed to the Falcons which need to get right up close and personal to deliver those payloads.

Just food for thought guys.