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Made in gb
Fresh-Faced New User





I don't know bro. Quicken, Protect, Jynx and Conceal seem pretty significant.

Having them together ofcourse also means you could cast those on the council as a whole.

I'll wait and see. Would love to see a council coming out of a webway assault and blast everything, chuck some spears around, Turtle up and see how they stand up to everything else with conceal, protect and fortune up.
   
Made in gb
Longtime Dakkanaut




UK

MaLiKAR wrote:
I don't know bro. Quicken, Protect, Jynx and Conceal seem pretty significant.

Having them together ofcourse also means you could cast those on the council as a whole.

I'll wait and see. Would love to see a council coming out of a webway assault and blast everything, chuck some spears around, Turtle up and see how they stand up to everything else with conceal, protect and fortune up.



Yes, the one big advantage of the warlocks being in a council is that they can cast the buffs on themselves. Unfortunately the Farseer's won't get much benefit, but if you keep them in the middle of the flock then they wouldn't need much more protection. I still would hesitate to use more than about 5 warlocks though... though if the maths end up working in favour of even larger squads I'd be happy enough.
   
Made in gb
Devastating Dark Reaper




Scotland

Think i plan to bring 1 Spiritseer and 1 Warlock in my lists both with Protect/Jinx. Warlock will always try to cast Protect/Jinx, if it fails i've still got the Spiritseer to try again, if its successful i can pump out the other power or Smite.

Also means because there's a Warlock i could use the +1 to cast stratagem if he's near the Farseer. Best of both worlds.

Space Wolves - Alpha Legion - Biel-Tan - Reikland - Lizardmen of Hexoatl - Slaaneshi Daemons
 
   
Made in gb
Longtime Dakkanaut




UK

 DivineVisitor wrote:
Think i plan to bring 1 Spiritseer and 1 Warlock in my lists both with Protect/Jinx. Warlock will always try to cast Protect/Jinx, if it fails i've still got the Spiritseer to try again, if its successful i can pump out the other power or Smite.

Also means because there's a Warlock i could use the +1 to cast stratagem if he's near the Farseer. Best of both worlds.



Even if you fail a power, you can't try again on the same power. Not in matched play anyway. You get one attempt at a power, win or lose.
   
Made in nl
Bounding Assault Marine



Madrid, Spain

Drake003 wrote:
Dionysodorus wrote:
.
You would get strength from death, but only on your Ynnari units. A unit in a Craftworld Detachment can't be Ynnari and so would always still have Battle Focus instead.


But being Ynarri doesn't replace being Craftworld, you just can't have a non Craftworld unit in a Craftworld Detachment.

So take a Ynarri Patrol Detachment with Ynarri HQ, then take Craftworld Detachment which should therefore keep its Craftworld trait. But because it is in same army (not Detachment) all units in the Craftworld Detachment would gain the Ynarri key word in addition to their Craftworld key word. So it should stack, unless the Codex specifically stated somewhere that it does not.

That was my question. Is there a specific rule that says Craftworld units cannot gain the Ynarri key word and still keep Craftworld key word and trait?


In order to bennefit from SfD, a unit gains the Ynnari keyword. As states above, if any Ynnari unit is in a Craftworld detachment It can't use a trait, warlord trait or relic (and very likely stratagems either).
So, It wouldn't work.
You could decide to not give the Ynnari keyword to the CWE detachment unit, and they would get all the new toys. But what's the point? They wouldn't bennefit from SfD nor Revenant psychic powers.
   
Made in gb
Longtime Dakkanaut




UK

 DanielFM wrote:
Drake003 wrote:
Dionysodorus wrote:
.
You would get strength from death, but only on your Ynnari units. A unit in a Craftworld Detachment can't be Ynnari and so would always still have Battle Focus instead.


But being Ynarri doesn't replace being Craftworld, you just can't have a non Craftworld unit in a Craftworld Detachment.

So take a Ynarri Patrol Detachment with Ynarri HQ, then take Craftworld Detachment which should therefore keep its Craftworld trait. But because it is in same army (not Detachment) all units in the Craftworld Detachment would gain the Ynarri key word in addition to their Craftworld key word. So it should stack, unless the Codex specifically stated somewhere that it does not.

That was my question. Is there a specific rule that says Craftworld units cannot gain the Ynarri key word and still keep Craftworld key word and trait?


In order to bennefit from SfD, a unit gains the Ynnari keyword. As states above, if any Ynnari unit is in a Craftworld detachment It can't use a trait, warlord trait or relic (and very likely stratagems either).
So, It wouldn't work.
You could decide to not give the Ynnari keyword to the CWE detachment unit, and they would get all the new toys. But what's the point? They wouldn't bennefit from SfD nor Revenant psychic powers.


I think there would still be good uses for mixed armies. One Craftworld detachment with Alaitoc as a hard-to-kill long range force (rangers, reapers, walkers maybe), all units that rarely get soulburst triggers.

Then a seperate detachment of Ynnari, with units that commonly get good use from soulburst. D-Scythe Guard maybe, things like that. Deepstriking units.

Because you have a craftworld detachment, you get access to stratagems. And if the stratagem just says <Guardian> units, or <Infantry>, then you can still use them on Ynnari no problem. I mean, the Ynnari units still have a <Craftworld> keyword, they just can't receive any benefits from traits from it. They can still be the target of a stratagem.

This is, at least, how it has been working for Marines and Guard. I assume it's the same for us. Without having the codex in front of me it's hard to be specific because a single word in the way the rule is written can change everything.
   
Made in us
Regular Dakkanaut




I'm pretty sure what you can do is make a ynnari detachment with yvraine as the warlord, make it something like a supreme command with a unit of wraithguard or 3 units of wraithguard and yvraine, all with SfD and then make the rest of your army in a different detachment, opt out of ynnari for that detachment, and use all of the CW stuff for them. Since your wraithguard don't benefit as much as some other units from CW stuff, but benefit a lot from SfD, you get your ynnari benefits and fluff while the rest of your army works off of CW and gets all the fun toys there. The only thing you end up having to lose out on is that yvraine gets a generic warlord trait.

I think it is a pretty fair set up, all things considered. Because, let's be real, SfD is better than battlefocus, so something has to give for ynnari to not just be better.

   
Made in gb
Regular Dakkanaut




I am honestly torn now. Which is probably a good thing. Ynarri with Craftworld Detachment but not combining the abilities and losing out in good Warlord Trait, or just pure Craftworld. Prob the former if I can get the CP generation right, but otherwise Craftworld only might actually be the better option!
   
Made in us
Longtime Dakkanaut




Niiru wrote:
stratigo wrote:
 BlaxicanX wrote:
 sennacherib wrote:
Was hoping to see a little more balance.
Likely going to have to turn down eldar games.
[MOD EDIT - - RULE #1 -- Alpharius]


Alaitoc is meta defining. If someone sets up a properly made alaitoc army, I’ll just pack up. An entire army with minis 2 to hit is going to force the meta to revolve around it. It’s insane. Your army has to drop in within 12 or you’ll just not win ever



Well, the same could easily be said for an army that turns up with 120 conscripts. And guess what, it -was- meta defining. Still is.

A lot of the Eldar units you're worried about only have a 12-18" range on weapons, so they'll be moving close anyway. And they're so fragile if you get in range you can just shoot them off the board.

You're Chaos, so you can drop in Obliterators within 12" and shoot a unit off the board each turn. Or use your own infiltration stratagem to put berserkers in charge range, and remove another unit off the table each turn. And all your units also get -1 to hit.

Alaitoc is probably the best of the traits, but to get -2 on every unit you'd have to bring a lot of warlocks or spiritseers, now that conceal isn't an aura but is instead just a single unit buff.


Conscripts just got nerfed hard.

Alaitoc is legitimately in the running to be the best army on the back of eldar buffs. And when we say best, this isn't a good thing considering the candidates for best army involve things like 12 malefic lords and 2 primarchs.
   
Made in us
Longtime Dakkanaut




UK

stratigo wrote:
Niiru wrote:
stratigo wrote:
 BlaxicanX wrote:
 sennacherib wrote:
Was hoping to see a little more balance.
Likely going to have to turn down eldar games.
[MOD EDIT - - RULE #1 -- Alpharius]


Alaitoc is meta defining. If someone sets up a properly made alaitoc army, I’ll just pack up. An entire army with minis 2 to hit is going to force the meta to revolve around it. It’s insane. Your army has to drop in within 12 or you’ll just not win ever



Well, the same could easily be said for an army that turns up with 120 conscripts. And guess what, it -was- meta defining. Still is.

A lot of the Eldar units you're worried about only have a 12-18" range on weapons, so they'll be moving close anyway. And they're so fragile if you get in range you can just shoot them off the board.

You're Chaos, so you can drop in Obliterators within 12" and shoot a unit off the board each turn. Or use your own infiltration stratagem to put berserkers in charge range, and remove another unit off the table each turn. And all your units also get -1 to hit.

Alaitoc is probably the best of the traits, but to get -2 on every unit you'd have to bring a lot of warlocks or spiritseers, now that conceal isn't an aura but is instead just a single unit buff.


Conscripts just got nerfed hard.

Alaitoc is legitimately in the running to be the best army on the back of eldar buffs. And when we say best, this isn't a good thing considering the candidates for best army involve things like 12 malefic lords and 2 primarchs.


Hyper-Hyberbole Powers, ACTIVATE!

Commissars got nerfed, so that conscripts are no longer completely immune and immortal powerhouses of unlimited firepower. They still screen, and shoot, just the same as they did before. They just lose models to morale now, same as everyone else.

In fact, they -don't-, because even after the commissar change, Imperial Guard have 5 different OTHER ways to make them completely immune to morale. It just means they now need to plan, use different warlord traits, or doctrines, or use CP's. You know, like every other army does.

Conscripts didn't get nerfed hard. They got nerfed a bit. IG players now need to spend their multitude of CP's, or use other units, or one of several other approaches, if they want to keep the conscripts around. They're doing just fine.

The only thing that really changed, is that you'll see less commissars on the table. Conscripts will still be around just as much.
   
Made in us
Unshakeable Grey Knight Land Raider Pilot




Niiru wrote:


Hyper-Hyberbole Powers, ACTIVATE!

Commissars got nerfed, so that conscripts are no longer completely immune and immortal powerhouses of unlimited firepower. They still screen, and shoot, just the same as they did before. They just lose models to morale now, same as everyone else.

In fact, they -don't-, because even after the commissar change, Imperial Guard have 5 different OTHER ways to make them completely immune to morale. It just means they now need to plan, use different warlord traits, or doctrines, or use CP's. You know, like every other army does.

Conscripts didn't get nerfed hard. They got nerfed a bit. IG players now need to spend their multitude of CP's, or use other units, or one of several other approaches, if they want to keep the conscripts around. They're doing just fine.

The only thing that really changed, is that you'll see less commissars on the table. Conscripts will still be around just as much.


I think the precedent of the complaint-fueled nerf bat is what is most significant. Malefic lords etc may end up getting the same treatment. And Eldar have been historically the most complained about faction,

Yesterday I was busy pulling the hulls on my Eldar Grav tanks apart in order to spray them blue. Today I m feeling far more hesitant, perhaps I will leave them Ulthwe after all
   
Made in us
Longtime Dakkanaut




UK

Spartacus wrote:
Niiru wrote:


Hyper-Hyberbole Powers, ACTIVATE!

Commissars got nerfed, so that conscripts are no longer completely immune and immortal powerhouses of unlimited firepower. They still screen, and shoot, just the same as they did before. They just lose models to morale now, same as everyone else.

In fact, they -don't-, because even after the commissar change, Imperial Guard have 5 different OTHER ways to make them completely immune to morale. It just means they now need to plan, use different warlord traits, or doctrines, or use CP's. You know, like every other army does.

Conscripts didn't get nerfed hard. They got nerfed a bit. IG players now need to spend their multitude of CP's, or use other units, or one of several other approaches, if they want to keep the conscripts around. They're doing just fine.

The only thing that really changed, is that you'll see less commissars on the table. Conscripts will still be around just as much.


I think the precedent of the complaint-fueled nerf bat is what is most significant. Malefic lords etc may end up getting the same treatment. And Eldar have been historically the most complained about faction,

Yesterday I was busy pulling the hulls on my Eldar Grav tanks apart in order to spray them blue. Today I m feeling far more hesitant, perhaps I will leave them Ulthwe after all



I'm in the middle of painting a wave serpent in black and bone.

I hadn't decided if I was going to play Ulthwe rules before I started, and I still don't know now. Black and bone looks cool. I'll use whatever rules I want for it.

I have to appreciate your dedication, to actually completely repaint your army to match the fluff exactly. But why bother? Space Marines don't need to, they just say "This is an ultramarines successor chapter, that happens to use the same colour scheme as blood angels. So they look like blood angels, but use Ultramarine rules and characters!". Just name your own craftworld and go from there.
   
Made in us
Unshakeable Grey Knight Land Raider Pilot




Well most of my army is generic aspect warrior colours, and my tanks seriously needed repainting at some stage anyway (did them back in 4th edition before I was any good).

Ill probably keep the majority of my psykers in a Ulthwe supreme command detachment as well, so they can stay.
   
Made in us
Regular Dakkanaut





So I've got an unassembled Hemlock kit here, and I'm wondering if the new codex revelations have pushed the Crimson Hunter Exarch into a higher position. Hemlock has the advantage of 2d3 auto hitting high AP, high strength attacks with low damage. CHE has the benefit of running good anti-tank with some rerolls, plus it has the range to stay back and take advantage of the new faction abilities.

I've got a couple fire prisms and a squad of Dark Reapers for my other good anti-tank, and the option to set up some Wave Serpents and (soon) some Wraithlords with Bright Lances as well. Is the Exarch a better choice, or is flying in fast and using the Hemlock to give elite troops some horrifying D-amage still the better all around pick?
   
Made in us
World-Weary Pathfinder




What is looking to be the optimal way to run webway assault guardians? It feels like a valid if not strong tactic overall, I just wonder what the best way to do it is.

20 with a farseer isn't cheap, but with doom and guide (Or Ulthwe for 2+) they'll shred most things. Is the farseer necessary? Would 10 and a platform be worth the 1 cp to drop in? A warlock or spiritseer add runes of battle for protect/jinx, conceal, or quicken.
   
Made in se
Swift Swooping Hawk





 RuneGrey wrote:
So I've got an unassembled Hemlock kit here, and I'm wondering if the new codex revelations have pushed the Crimson Hunter Exarch into a higher position. Hemlock has the advantage of 2d3 auto hitting high AP, high strength attacks with low damage. CHE has the benefit of running good anti-tank with some rerolls, plus it has the range to stay back and take advantage of the new faction abilities.

I've got a couple fire prisms and a squad of Dark Reapers for my other good anti-tank, and the option to set up some Wave Serpents and (soon) some Wraithlords with Bright Lances as well. Is the Exarch a better choice, or is flying in fast and using the Hemlock to give elite troops some horrifying D-amage still the better all around pick?

I say Hemlock is better. Each attack may not deal as much damage on average, but the high strength and auto hitting mean that it's relatively rare that it doesn't cause wounds with them. It can also Smite, which is even more wounds.

Craftworld Sciatháin 4180 pts  
   
Made in us
Screaming Shining Spear





USA

Remember the reason to take warlocks also help with Deny the witch rolls. Your spiritseers/farseers will be on one side of the map and will use up one DtW roll then who will try the other....that is where a lot of Warlocks come in handy.

My opponents rarely get more than 1 psychic power off per turn due to all the DtW rolls

 koooaei wrote:
We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
 
   
Made in au
Regular Dakkanaut




 RuneGrey wrote:
So I've got an unassembled Hemlock kit here, and I'm wondering if the new codex revelations have pushed the Crimson Hunter Exarch into a higher position. Hemlock has the advantage of 2d3 auto hitting high AP, high strength attacks with low damage. CHE has the benefit of running good anti-tank with some rerolls, plus it has the range to stay back and take advantage of the new faction abilities.

I've got a couple fire prisms and a squad of Dark Reapers for my other good anti-tank, and the option to set up some Wave Serpents and (soon) some Wraithlords with Bright Lances as well. Is the Exarch a better choice, or is flying in fast and using the Hemlock to give elite troops some horrifying D-amage still the better all around pick?

The easy answer to this now with the points changes is really take your pick.
The hemlock is the better all round option whereas crimson hunter is good anti tank/flier. Don’t underestimate a hemlocks tank hunting ability tho.
With the changes to how the warlock powers seem to work, no longer being aura, the hemlock is not as amazing as it was, but is still really really good. And the addition of some super handy warlock powers keeps it a very useful option in a variety of ways. But you pay for that privilege.
A crimson hunter is roughly 60? Points cheaper off the top of my head, probably more, so is a decent savings for a more specialised option.


Automatically Appended Next Post:
It’s ironic though that hemlocks are the better anti flier choice.
Crimson hunters get 4 shots hitting on 4s wounding on 3s with rerolls whereas hemlocks get 2d3 auto hits likely wounding on 2s likely no armour save at 2 damage a pop.

This message was edited 1 time. Last update was at 2017/10/23 02:00:51


 
   
Made in us
Unshakeable Grey Knight Land Raider Pilot




The hemlock is the better all round option whereas crimson hunter is good anti tank/flier. Don’t underestimate a hemlocks tank hunting ability tho.


The Hemlock actually does more damage on average to a T8 3+ save vehicle (not flying, and not the exarch version) based on my very quick maths. For a T7 vehicle the Crimson Hunter catches up again, but then the Hemlock pull out ahead a bit for T6 targets, thanks to S12 in the new codex.

I'm not sure what the difference in points costs will be like but considering all the extra bonuses the Hemlock also brings to sweeten the deal, that's what I'd be bringing.

Or if you have a bit of advanced experience, have a go at magnetising so you have access to both! The wings and fins are quite tough to do, but at a bare minimum you just easily magnetise the 3 weapons and swap them out.
   
Made in us
Regular Dakkanaut





That's right, I'd forgotten that you've got the -2 on the Crimson Hunter thanks to Flyers + Moving, and it's got nothing to negate the firing heavy weapons while moving penalty.

Looks like the psychic bonuses + auto hit wins out in the end.
   
Made in au
Regular Dakkanaut




Well the one thing crimson hunter has over the hemlock is it’s range.
Sitting back at range, especially as alaitoc, should keep it as -2 to be hit from return fire.
The hemlock needs to get relatively close meaning most guns are brought to bear and there are short range threats such as meltas or wraithguard dscythe for example that then can have a crack that should never threaten a crimson hunter.
The hemlock is the better option, but the hunter does have its good points and the cheaper price make it an attractive option.
   
Made in au
Devastating Dark Reaper




Australia

The Crimson Hunter makes the Ravager look like a joke - for +5 points, it gains a pulse laser in place of one lance, the Sky Hunters ability, and marginally better survivablity. Ravagers are the top performing unit for the Dark Eldar right now. So I would say don't underestimate the Hunter.
---
I wrote a 2000 list today with the new codex, and then decided to see what that same army would have cost using the index. 2420 That's pretty nuts. We can't complain too much.
   
Made in es
Bounding Assault Marine



Madrid, Spain

drakerocket wrote:
I'm pretty sure what you can do is make a ynnari detachment with yvraine as the warlord, make it something like a supreme command with a unit of wraithguard or 3 units of wraithguard and yvraine, all with SfD and then make the rest of your army in a different detachment, opt out of ynnari for that detachment, and use all of the CW stuff for them. Since your wraithguard don't benefit as much as some other units from CW stuff, but benefit a lot from SfD, you get your ynnari benefits and fluff while the rest of your army works off of CW and gets all the fun toys there. The only thing you end up having to lose out on is that yvraine gets a generic warlord trait.

I think it is a pretty fair set up, all things considered. Because, let's be real, SfD is better than battlefocus, so something has to give for ynnari to not just be better.



I don't know, I feel restrincting SfD to a handful of units somehow negates the point of fielding Ynnari altogether. Yet, it appears to be one of the two only ways of getting best of both worlds (Ynnari and CWE). The other option is to field a minimun CWE detachment for stratagem unlocking and have the main detachment be Ynnari and bennefit from SfD and stratagems (but not CWE traits and the other goodies).

I still feel bad picking some units to not bennefit from the Ynnari rules, but one could do Autarch (for rerolls and CP regeneration) + 2 warlocks plus Wraithknight (who doesn't benefit from SfD) with Iyanden for the pure CWE detachment, and not lose a lot in the process. Mmmm, it doesn't sound that bad...
   
Made in au
Devastating Dark Reaper




Australia

The Autarch only gains the CP regeneration ability if he is your warlord, meaning its impossible for the Ynarri to benefit from it unfortunately.
   
Made in us
Fixture of Dakka






 Khaine wrote:
The Crimson Hunter makes the Ravager look like a joke - for +5 points, it gains a pulse laser in place of one lance, the Sky Hunters ability, and marginally better survivablity. Ravagers are the top performing unit for the Dark Eldar right now. So I would say don't underestimate the Hunter.
---
I wrote a 2000 list today with the new codex, and then decided to see what that same army would have cost using the index. 2420 That's pretty nuts. We can't complain too much.


Ravager are not Flyer, so they can claim objectives, line breaker and stay on the board till end game, thats the benefit for them, but i see what you mean, they are a better Ravager in the new codex for sure if you just want long range 16"+ movement AT.

   
Made in gb
Longtime Dakkanaut




So, i made a post yesterday with a lot of the points changes but forgot to post it in this thread along with the others... Oops.

https://www.dakkadakka.com/dakkaforum/posts/list/742637.page#9660935

Kdash wrote:
Ok, so, i've made a list of all the points and unit changes that i've seen so far from reviews. I may have missed some things/got them slightly wrong, due to some of the pages on youtube being a bit blurry or shiny.

Some things to note! Random Sunburst grenades are now gone, and plasma grenades are back! (same profile). Autarchs can no longer take Banshee masks or Mandiblasters like before. Only the Autarch with wings has Mandiblasters as a fixed option.

All changes are for the basic loadout listed against the datasheet vs the same cost from the index.

HQs.
• Eldrad: -30 points.
• Yriel: -4 points.
• Avatar: no change.
• Asurman : no change.
• Baharroth: -10 points. Sword now +1 str and -3 ap.
• Fuegan: -10 points. Melta bomb range now 4”.
• Jain Zar: -6 points. Sword +2 str. Cry of Unending War and Banshee Mask swapped round. Acrobatic can now advance and charge with the +3” to both.
• Karandras: -18 points.
• Maugan Ra: -19 points.
• Illic: -8 points. Sniper now fixed 3 dmg and still does mortal wounds on a 6.
• Autarch: +6 points. Fixed Weapon Loadout. Now has a Star Glaive and grenades only.
• Autarch Wings: no change. Fixed loadout. Fusion Pistol, power sword, mandiblasters.
• Autarch on Bike: -4 points. Can change power sword for laser lance or fusion gun. No other options.
• Farseer: -15 points (when using Singing Spear). -13 for witchblade.
• Farseer Bike: -38 points (when using Singing Spear). -13 for witchblade.
• Warlock Con: -14 points.
• Bike Con: -44 points.
• Warlock: -2 points.
• Warlock Bike: -17 points.
• Spiritseer: -21 points.

Troops.
• Guardians: No change.
• Storm G: No change.
• Rangers : -40 points.
• Dire Avengers: -25 points. (Exarch Weapons no changes).

Elite.
• Banshees: -15 points. Executioner -9 points, +1 str and no penalty to hit. Mirrorswords -1point. No more Triskele option.
• Scorpions: -25 points. Claw -8 points, no penalty to hit. Biting Blade -4 points. No Chainsabre option.
• Fire Dragons: No change. Fire Pike – 2 points.
• Wraithguard: No change. T6, now 1d6 roll per shot instead of 1d6 for all.
• Wraithblade: No change. Axe shield combo -35 points.

Fast Attack.
• Windriders: -21 points.
• Hawks: -20 points. Lasblaster now assault 4. No Sunrifle option.
• Spiders: -20 points. Unit can now Deepstrike, but have to roll 2d6 and on double 1, 1 model dies. No Spinneret rifle option.
• Spears: -36 points. Star lance -2 points. Paragon blade -4 points.
• Vyper: -21 points. Now has the Biker keyword.

Heavy.
• Reapers: -27 points. Tempest launcher -11 points.
• Support Battery: -47 points. Now 5 wounds. Vibro +10 points, d3 shots, flat 2 damage. If a unit is damaged by it, they can’t advance unless they can fly. Dcannon -5 points. Str 12, does not need LoS. Shadow Weaver +4 points.
• Falcon: -56 points.
• Fire Prism: -8 points. Now has the "grinding advance" style rule.
• Spinner: -25 points.
• Walkers: -17 points. Can now outflank.
• Wraithlord: No change. Now T8 and 4 attacks.

Transport.
• Serpent: -12 points.

Flyer.
• Hunter: -23 points.
• Exarch: -48 points.
• Hemlock: -11 points. Weapon str 12. Mindshock pod now -2Ld. Can only cast the 2nd power in each Runes of Battle entry.

LoW.
• Wraithknight: No Change. Sword + shield combo -35 points. Wraithcannons now str 16. Suncannon flat 2 dmg.

Weapons.
• Scatter Laser: -5 points.
• Shuriken Cannon: -2 points.
• Starcannon: -15 points.
• Twin Scatter: -13 points.
• Twin Cannon: -7 points.
• Twin Star: -32 points.
• Laser Lance: -1 point.
• Chainsword: -1 point.

Vehicle Equipment.
• No changes to any pieces of equipment.




Automatically Appended Next Post:
I know a lot of people have been hating on the Warlock due to its 2 wounds, but, I really think a couple of jetbike warlocks might have a fixed place in my army going forward. Being able to cast Protect and Conceal via a very mobile platform is going to be useful. Add in Doom and probably Executioner and things could get nasty. Could take Fortune instead of Executioner, but the idea would be to run them with some Shining Spears to give them a 2+/3++ 16” move bubblewrap.

This message was edited 2 times. Last update was at 2017/10/23 08:54:41


 
   
Made in es
Bounding Assault Marine



Madrid, Spain

 Khaine wrote:
The Autarch only gains the CP regeneration ability if he is your warlord, meaning its impossible for the Ynarri to benefit from it unfortunately.


Of course, I knew I was missing something that detail doesn't ruin my plan, though. He was basically in to give the rerolls to the Wraithknight. That was just icing on the (consolation price) cake
   
Made in is
Angered Reaver Arena Champion





I am a bit saddened to see so many options go away for the Eldar(Exarch weapons, all the autarch setups), but glad to see they are aggressively making the army more flexible in regards to playstyle.
   
Made in gb
Longtime Dakkanaut





Can the Autarch no longer take a Reaper Launcher?
That's a bit of a bugger to me.

And weird considering GW has just re-released the Autarch model that comes with a Reaper Launcher.

This message was edited 3 times. Last update was at 2017/10/23 10:53:30


 
   
Made in fi
Jervis Johnson






stratigo wrote:
Niiru wrote:
stratigo wrote:
 BlaxicanX wrote:
 sennacherib wrote:
Was hoping to see a little more balance.
Likely going to have to turn down eldar games.
[MOD EDIT - - RULE #1 -- Alpharius]


Alaitoc is meta defining. If someone sets up a properly made alaitoc army, I’ll just pack up. An entire army with minis 2 to hit is going to force the meta to revolve around it. It’s insane. Your army has to drop in within 12 or you’ll just not win ever



Well, the same could easily be said for an army that turns up with 120 conscripts. And guess what, it -was- meta defining. Still is.

A lot of the Eldar units you're worried about only have a 12-18" range on weapons, so they'll be moving close anyway. And they're so fragile if you get in range you can just shoot them off the board.

You're Chaos, so you can drop in Obliterators within 12" and shoot a unit off the board each turn. Or use your own infiltration stratagem to put berserkers in charge range, and remove another unit off the table each turn. And all your units also get -1 to hit.

Alaitoc is probably the best of the traits, but to get -2 on every unit you'd have to bring a lot of warlocks or spiritseers, now that conceal isn't an aura but is instead just a single unit buff.


Conscripts just got nerfed hard.

Alaitoc is legitimately in the running to be the best army on the back of eldar buffs. And when we say best, this isn't a good thing considering the candidates for best army involve things like 12 malefic lords and 2 primarchs.


You have the Eldar codex? What basis you got for making that assertion?

And I can't see how Conscripts would be going anywhere. Because AM and Imperial soup players have to spend 1 CP on Pietrov's MK45? Or because you can't feasibly run 150+ of them anymore and keep all of them immune? Negative.

But I'm curious to seeing this tier 1 Eldar army list. If they have an answer to deep striking Scions / Elysians (so they got bubblewrap) while also not being vulnerable to Eversors and Culexus Assassins (superb and I mean amazing in close combat or ridiculous overwatch), while also being able to deal with enemy bubble wrap and heavy tanks, yeah they might be the most powerful army ever created. But I can't see that happening. You might be able to make a unit that is hard to hit, or an army that's relatively hard to hit, but the Imperial soup has answers to every meta shift.



This message was edited 2 times. Last update was at 2017/10/23 11:05:15


 
   
 
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