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Codex: Eldar Craftworlds. Tactics, news, confirmed changes and how they will affect our play style  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
Regular Dakkanaut




 Acidian wrote:
stopcallingmechief wrote:

the 3 crimson hunter formation is what i was refering to, not 3 individual crimson hunters. I was under the impression the whole vehicle squad jinks if one of them jinks, thats how ive been playing my eldar hornets which is the only vehicle i ever had the chance to field in a squad.


Sure, but where does it say that the vehicles in a formation has to be a squad?


good call. better than i thought it was clearly.
   
Made in nl
Blood-Drenched Death Company Marine





The Netherlands

 Acidian wrote:
Finally got my hands on the codex yesterday, and I can see what you guys mean when you can use wraith construct to add more WK. As I understand D-Weapons they can only kill one model at a time though? So if you are shooting at a 5 man tac squad and roll a 6, and do D6+6 wounds, then you can still only kill 1 marine? (Don't have the rule book on hand atm.)

Yeah, overkill wounds don't spill over to other models.

Scatbikes are awesome, but I see some people rolling with cannons. Is it really worth having one less shot in exchange for bladestorm? I guess they would be pretty good against nids/mc if you have the windrider host for 1 round of shred?

Besides the extra shot, there's also the 12" extra range, which helps you keep your jetbikes out of range of most return fire.

Do you guys think the new crimson hunter formation looks good? I thought it looked really good, but it doesn't seems to be ignored in the discussions I have seen so far. 440 points for the formation is pretty expensive, but crimson hunter with 4+ saves seems so good compared to running them without, and rerollable 4+ on jink means they can actually survive stuff for more than one round now. Favored enemy kinda helps against flyrants, but reroll to wound would have been much nicer. Otherwise I guess scatbikes are our best anti air units?

As Preferred Enemy allows you to re-roll 1's To Wound, and the S8 Wounds anything T6 or lower on a 2+, you already get re-roll To Wound in most cases. But yeah, scatter laser bikes make pretty decent anti-air, although they can be lacking against the AV12 flyers. Even the much detested 10 scatterbike unit would only average 1.1 glancing hit against one, even before taking Jink into account. For other anti-air, Reapers with starshot aren't terrible either, as they ignore jink and have a built-in re-roll to hit against flyers. And keep in mind that Eldar missile launchers now have the Starhawk missiles by default.

People seem to favor D-Scythes on WG, but you save 50 points by taking regular wraith cannons and they can ignore cover/inv/fnp on a 6, put them in a wraith host with a Spiritseer so they can reroll to hit and these guys will be more nasty against certain targets than the scythes. Seems pretty good?
D-Scythes basically ignore cover on a 3+, so only units with very few models and a powerful invulnerable save and/or fnp are going to survive getting hit by a D-Scythe.


   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

D-scythes ignore cover by default, due to being flamer templates.
   
Made in gb
Longtime Dakkanaut




I watched a batrep on youtube last night - necrons vs. eldar. Admittedly the eldar player didn't run scatbike spam, but he did have aspect formations and two wraithknights. Looks like the necrons savaged him. Maybe things aren't as unbalanced as people think? Perhaps we are looking at a new codex paradigm - great internal balance (GW wants to sell ALL the models) and a bump in overall power level?
   
Made in us
Furious Fire Dragon





Watched that BatRep too. I wouldn't have run the list the Eldar player ran; "Oh, and I brought one Hornet." One Hornet? Hmmmm..... I would prefer not to start drawing conclusions from any BatRep with Eldar in it. We have an idea of what's broken (or at least bent), so I'd prefer to focus on games that feature those elements.
   
Made in us
Haemonculi Flesh Apprentice






stopcallingmechief wrote:
 Acidian wrote:
stopcallingmechief wrote:

at first i thought it was very strong but vehicle squads are brought back down a level because of the nature of jinking. Its not jsut one vehicle in the squad that does it. If you were facing off vs 3 flyrants, ya ofcourse you will come in, all your hunters will be forced to fire on one tyrant, you will prolly kill it, leaving the other 24 s6 shots from the two remaining to either slaughter all three of your planes, or force you to jink and than snapfire next turn, and even if jinking theres a decent chance you still lose 2. My crimson hunter(s) will be fielded solo.


You have to jink with all vehicles in a squad? Why are the crimson hunters considered a squad? If you have two hive tyrants with 24 total TL shots as S6 and BS...3?, then 18 shots will hit, 3 will cause a glance, and 1,5 glances will be saved on a 4+. You shouldn't even need to jink against hat, but if you do then only 0.75 shots will make a glancing hit on average. Still, you need to get at least 2 crimsons on the table to take one out, or do crimson hunters as a formation all arrive on the same reinforcement roll?

How do psychich powers work on flyers in 7th, flyrants can reduce your fliers BS to 1 if they get the right power?


the 3 crimson hunter formation is what i was refering to, not 3 individual crimson hunters. I was under the impression the whole vehicle squad jinks if one of them jinks, thats how ive been playing my eldar hornets which is the only vehicle i ever had the chance to field in a squad.


They are not a squad dude.

edit: ninja'd

This message was edited 1 time. Last update was at 2015/04/27 13:02:37


   
 
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