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Made in us
Longtime Dakkanaut




 Gangrel767 wrote:
 zephoid wrote:
The inability to cast 2 of the same power pretty much negates his additional warp charges (he will often cast all his powers and still have more charges).


He is an extremely safe caster as those "extra" warp charges can be used to power his ghosthelm.

 Kirasu wrote:
The problem is there is no reason to have a fair trade when creating unit rules. Every unit should be decent, and making guardians better yet making dire avengers worse doesn't make a lot of sense in a game governed by points and FOC restrictions. Taking an ability away from one unit and buffing another unit ONLY makes sense if the units interact together to produce more powerful combos such as old seer council + farseer with fortune. Spamming the same unit is the main threat to balance.

They could have buffed guardians AND kept dire avengers the same since they generally perform different battle field roles due to range/type of weapons. Yet, they made dire avengers worse and regulated them to relative obscurity due to Jetbikes being buffed by a huge degree. Armies are rarely overpowered because all of their units are thoughtfully designed to be GOOD because again, we are restricted by points and the FOC. The most egregious balance issues are a result of 1 or 2 overpowered units that are taken in triplicate.


I think that many people just aren't seeing the addition of counterattack as something that is pretty awesome for our dire avengers. Not to mention plasma grenades. Now, I'm not disputing that GJB are incredible and guardians certainly got a boost, but the dire avengers have the ability to hold objective points instead of jumping out there and glass cannoning yourself to death. They're like mini Grey Hunters in our codex. I honestly think that in Footdar armies dire avengers could be the key to holding that midrange anti infantry, M/C firepower. You can rush forward with your guardians who are there to throw down tons of shuriken fire and die, then follow up with the dire avengers which progressively get tougher to destroy.

I know they aren't "jump off the page awesome" like the jetbikes, but I feel like they could have a tactical role. I haven't used them yet, so I'm just trying to gleen their benefits and find a theoretical position for them. I don't want to write off any of our units yet. It's way too early for that.



I agree. I think the extra range of the Dire Avenges guns help out a lot. I also think the initial reaction to the codex is overvaluing the guardian Jetbikes. Yes they are better, but they are better than a unit that was min sized and hidden until the last turn in the last codex. You didn't have to do much to make that better. Right now you have to get within 24" of the enemy and wait a turn, then next turn fly up 12" to shoot, then move 2d6" away in the assault phase. I don't think you are getting to far away from what you had just shot at and that's not good.

If every list was an old 5th edition list then the GJB would be much better and I think people are comparing them to that expectation. In the 6th edition world of blobs and 21" assaults (Maulerfiend, Spawn, etc...) the GJB are still to fragile.
   
Made in gb
Proud Phantom Titan







I've also been running large units of hawks. 3pts more then Dire avengers, but they get better range and more shots. They also don't scatter when they Deep strike. The Grenades and Grenade pack are very nice. Sure their gun is only str3 ... but the combination of range and speed make these guys great.
   
Made in za
Fixture of Dakka




Temple Prime

Powerguy wrote:
The biggest issue with the previous codex was that its infantry, particularly its scoring infantry, were way too fragile. This hasn't really changed and is still the biggest weakness of the codex. Both Avengers and Guardians got more expensive, and Jetbikes still die horribly to Heldrakes. In fact the entire army still dies horribly to Heldrakes, which is why I am on the fence about whether it will be top tier. It absolutely crushes Nids and should do fine against Wraithwing as it can deal with 2 out of 3 elements (torrent to deal with the Wraiths, long range high S weapons to pop the barges). The real test for me will be whether it can deal with Fleshhound spam/Nurgle Spawn spam, as the fast assault makes the combination of short range burst + JSJ much less reliable.

Soon we will have our revenge. For one day we too shall have a 7th edition WHFB daemons of chaos level broken book.

I'll be ready to drink your tears then.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in nz
Longtime Dakkanaut



New Zealand

@DarthDiggler. That is why you give Jetbikes Cannons, so you can JSJ from the 24" range bracket. Against the vast majority of units you are pretty safe getting inside 12" (again you want the Cannons here so you can extend the kill zone) and then jumping back out, since at worst you are going to end up 8" away, which is a reasonable charge at the best of times. On average you leave them 19" away, which isn't even a theoretical charge. However as you mention the issues arise against fast assault units moving 12" per turn, since you are basically just taking your 2D6 against their 2D6. Fortunately BS4 Cannons are still pretty punchy, so you can JSJ from the 24" bracket for a couple of turns before you commit to the 12" burst (usually because you run out of board space). Its also lets you completely jump out of range of bolters and the huge number of other 24" range weapons (common on GKs, Necrons etc).
   
Made in us
Executing Exarch





McKenzie, TN

 Kain wrote:
Powerguy wrote:
The biggest issue with the previous codex was that its infantry, particularly its scoring infantry, were way too fragile. This hasn't really changed and is still the biggest weakness of the codex. Both Avengers and Guardians got more expensive, and Jetbikes still die horribly to Heldrakes. In fact the entire army still dies horribly to Heldrakes, which is why I am on the fence about whether it will be top tier. It absolutely crushes Nids and should do fine against Wraithwing as it can deal with 2 out of 3 elements (torrent to deal with the Wraiths, long range high S weapons to pop the barges). The real test for me will be whether it can deal with Fleshhound spam/Nurgle Spawn spam, as the fast assault makes the combination of short range burst + JSJ much less reliable.

Soon we will have our revenge. For one day we too shall have a 7th edition WHFB daemons of chaos level broken book.

I'll be ready to drink your tears then.


Been there done that. Get yourself a copy of the 3.5 edition codex: Craftworld Eldar. It had some of the coolest units and forces you could field but some of the options were just broken beyond reason.
   
Made in us
Daemonic Dreadnought






 ansacs wrote:
 Kain wrote:
Powerguy wrote:
The biggest issue with the previous codex was that its infantry, particularly its scoring infantry, were way too fragile. This hasn't really changed and is still the biggest weakness of the codex. Both Avengers and Guardians got more expensive, and Jetbikes still die horribly to Heldrakes. In fact the entire army still dies horribly to Heldrakes, which is why I am on the fence about whether it will be top tier. It absolutely crushes Nids and should do fine against Wraithwing as it can deal with 2 out of 3 elements (torrent to deal with the Wraiths, long range high S weapons to pop the barges). The real test for me will be whether it can deal with Fleshhound spam/Nurgle Spawn spam, as the fast assault makes the combination of short range burst + JSJ much less reliable.

Soon we will have our revenge. For one day we too shall have a 7th edition WHFB daemons of chaos level broken book.

I'll be ready to drink your tears then.


Been there done that. Get yourself a copy of the 3.5 edition codex: Craftworld Eldar. It had some of the coolest units and forces you could field but some of the options were just broken beyond reason.


Not going to happen. 7th ed deamons caused gw to lose a lot of players. 8th ed whfb and 6th ed40k are far better than previous editions when it comes to balanced books. It is in GW's best interests not to release a repeat of 7th ed deamons.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Powerguy wrote:
@DarthDiggler. That is why you give Jetbikes Cannons, so you can JSJ from the 24" range bracket. Against the vast majority of units you are pretty safe getting inside 12" (again you want the Cannons here so you can extend the kill zone) and then jumping back out, since at worst you are going to end up 8" away, which is a reasonable charge at the best of times. On average you leave them 19" away, which isn't even a theoretical charge. However as you mention the issues arise against fast assault units moving 12" per turn, since you are basically just taking your 2D6 against their 2D6. Fortunately BS4 Cannons are still pretty punchy, so you can JSJ from the 24" bracket for a couple of turns before you commit to the 12" burst (usually because you run out of board space). Its also lets you completely jump out of range of bolters and the huge number of other 24" range weapons (common on GKs, Necrons etc).

Darth is right about the GJBs. They need to get into range to do some damage and even with jsj they might be in range of the fast moving beasts out there.
GJBs for me are only point filler units that can fill also gaps in the combat line. Have some Wolf Scouts appearing in your backfield? Let the GJBs deal with them.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Blood Angel Terminator with Lightning Claws






 ansacs wrote:
 Kain wrote:
Powerguy wrote:
The biggest issue with the previous codex was that its infantry, particularly its scoring infantry, were way too fragile. This hasn't really changed and is still the biggest weakness of the codex. Both Avengers and Guardians got more expensive, and Jetbikes still die horribly to Heldrakes. In fact the entire army still dies horribly to Heldrakes, which is why I am on the fence about whether it will be top tier. It absolutely crushes Nids and should do fine against Wraithwing as it can deal with 2 out of 3 elements (torrent to deal with the Wraiths, long range high S weapons to pop the barges). The real test for me will be whether it can deal with Fleshhound spam/Nurgle Spawn spam, as the fast assault makes the combination of short range burst + JSJ much less reliable.

Soon we will have our revenge. For one day we too shall have a 7th edition WHFB daemons of chaos level broken book.

I'll be ready to drink your tears then.


Been there done that. Get yourself a copy of the 3.5 edition codex: Craftworld Eldar. It had some of the coolest units and forces you could field but some of the options were just broken beyond reason.


Correct me if I'm wrong but when it first came out, wasn't the 4th ed Eldar codex nearly as broken as Grey Knights used to be?

GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" 
   
Made in gb
World-Weary Pathfinder






 Gangrel767 wrote:

I think that many people just aren't seeing the addition of counterattack as something that is pretty awesome for our dire avengers. Not to mention plasma grenades. Now, I'm not disputing that GJB are incredible and guardians certainly got a boost, but the dire avengers have the ability to hold objective points instead of jumping out there and glass cannoning yourself to death. They're like mini Grey Hunters in our codex. I honestly think that in Footdar armies dire avengers could be the key to holding that midrange anti infantry, M/C firepower. You can rush forward with your guardians who are there to throw down tons of shuriken fire and die, then follow up with the dire avengers which progressively get tougher to destroy.

I know they aren't "jump off the page awesome" like the jetbikes, but I feel like they could have a tactical role. I haven't used them yet, so I'm just trying to gleen their benefits and find a theoretical position for them. I don't want to write off any of our units yet. It's way too early for that.



^ This. When I first saw them and the changes to Guardians, I thought DAs had become totally redundant, but actually, they've got as good a threat radius as Tac marines, with significantly more damage and the troll level of tarpitting the Exarch can put out (Simmershield, Shield of Grace (the 3++ one) and Disarm) makes them a very cost-effective midfield firefighting unit, capable of surviving most assaults, especially for the points. At ~12" they actually outshoot Firewarriors!

This message was edited 1 time. Last update was at 2013/06/07 09:03:15


Ulthwé Eldar 2.5k points and growing! 
   
Made in fr
Swift Swooping Hawk






I think the only problem with DA is the price. Adding a Wave Serpent makes them damn expensive and I'm not sure if they can really footslog? I think quite a few units suffer from our very expensive transports.
   
Made in nl
Emboldened Warlock





Groningen

 Farseer_Kaiser wrote:
At ~12" they actually outshoot Firewarriors!


Huh, how so? What happens at 12"?
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

 shamikebab wrote:
I think the only problem with DA is the price. Adding a Wave Serpent makes them damn expensive and I'm not sure if they can really footslog? I think quite a few units suffer from our very expensive transports.


They can footslog, alright. Battle Focus allows them to run and shoot, so you're looking at 7"-12" movement each turn regardless.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
 
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