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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

This topic is to cover a few changes that will happen to the Eldar with the new 'leaked' codex.

* Banshees just got powerful with a 5+ invuln in assault.

* Multi-targeting on tanks has increased the value of underslung cannons. Now being able to shoot at a different target gives some flexability

* Starcannons got a bump to STR 7, making them more like autocannons with an AP2. This is worth taking a second look at.

* All armies got a lot faster. This has made the speed of mech'dar less of an advantage.

* Foor'dar now have a base move of 8" with fleet. This means foot'dar are much faster than they used to be.

* Storm guardians can now use shuriken pistols in assault -- giving them the option of having a single STR 4 AP 5 attack.

* Cheap extra armor is an advantage.

* Squadren rules make war walkers and vypers a bit tougher. A squad of vypers is harder to kill at range, as they no longer give +1 to the damage table.

* Warlocks are now --much-- tougher to kill, with an built in fortune. That's a 75% of an invluln save, which is better than a 3+ save. Even with a STR 7, this makes them tougher than many other troops in assault.

* As multiple stunned results increase the chances of vehicle destruction, multiple scatter laser shots have a better chance of destroying vehicles. This lowers the need for dragons.

* Eldar jetbikes now have a ton of special rules. I have yet to see if this makes them viable.

Overall, it looks like the eldar got a boost with this 'codex'. Foot'dar armies have increased in strength. Dragons are no longer an auto-take, as 10 banshees can wreck face. Warlocks are still good at destroying vehicles, and 10 of them can bog down nearly any unit in the game.

This message was edited 4 times. Last update was at 2012/01/23 14:32:10


 
   
Made in us
Martial Arts Fiday






Nashville, TN

labmouse42 wrote:

* Banshees just got a lot more powerful. STR 5 attacks with a 5+ invuln in assault. These are on par with death cult assassins now. How good is the executioner now?


* Guardians are now STR 5 in assault. Assault weapons count as an extra CC in the first round of assault. This toughens up guardians a bit.



Where are you gettting this exactly?

Also, can you edit the title to say "Leaked rulebook" as it appears now that you're reporting on a leaked Eldar Codex.

This message was edited 2 times. Last update was at 2012/01/19 14:03:20


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Nice summary so far.

How about fast moving skimmers? Do they get a cover save when going flat out? It seems that fortuning a skimmer going flat out is no longer possible.

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Connecticut

SlaveToDorkness wrote:Where are you gettting this exactly?

Also, can you edit the title to say "Leaked rulebook" as it appears now that you're reporting on a leaked Eldar Codex.
p93 of the 'leaked' rules. Power weapons are listed as STR 5.
All models have close combat weapons (on the same page). Note how they have a STR 5.

Overall, I think its makes assault armies with lots of bodies tougher.


Automatically Appended Next Post:
wuestenfux wrote:Nice summary so far.

How about fast moving skimmers? Do they get a cover save when going flat out? It seems that fortuning a skimmer going flat out is no longer possible.
I don't see anything about obscured for moving flat out. I did find something handy though... You can drop your dragons out while moving flat out.

If the transport has moved flat out or at cruise speed, passengers can still disembark, but they must do so as follows. Nominate any point over which the transport moved over and deploy the squad as if it were deep striking onto that point. If the unit scatters, every model must immediately take a dangerous terrain test. Models with the airborne or jump rule can make a more controlled descent - not only do they not take dangerous terrain test (unless they do land in dangerous terrain), they can use special rules that affect the ability to deep strike and even disembark at supersonic speed. Models that disembark by using this special rule can act in this turn as if they have arrived from reserve via deep strike but are not subject to Defensive Fire. They cannot perform Assault actions, whether the vehicle is an assault vehicle or not.

This message was edited 2 times. Last update was at 2012/01/19 15:20:54


 
   
Made in us
Martial Arts Fiday






Nashville, TN

Pg 93 says those weapons are Strength "S" which is the strength of the user not "5". Did you really thing a guardsman was going to get S5 for having a las rifle with a butt on it?

Also, you cannot disembark after Flat Out.

Pg 123:
• If the transporting model has conducted any
other Move action, the transported unit cannot
disembark.



Flat Out is a type of move action that is excluded.

This message was edited 2 times. Last update was at 2012/01/19 14:54:02


"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"

-Nobody Ever

Proverbs 18:2

"CHEESE!" is the battlecry of the ill-prepared.

 warboss wrote:

GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up.


Albatross wrote:I think SlaveToDorkness just became my new hero.

EmilCrane wrote:Finecast is the new Matt Ward.

Don't mess with the Blade and Bolter! 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

You are correct on the STR. I mis-read that (damn that font)

On the other hand, read the snippet I posted about moving flat out. It specifically says you can disembark that way going flat out.
Unexpectedly, there are conflicts in this rough draft of the 'leaked codex'
   
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Nashville, TN

Your quoted text is for the special rule Rapid Insertion only.

This message was edited 1 time. Last update was at 2012/01/19 15:24:50


"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"

-Nobody Ever

Proverbs 18:2

"CHEESE!" is the battlecry of the ill-prepared.

 warboss wrote:

GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up.


Albatross wrote:I think SlaveToDorkness just became my new hero.

EmilCrane wrote:Finecast is the new Matt Ward.

Don't mess with the Blade and Bolter! 
   
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Lincolnshire, UK

Personally, I think it's too early to think about the potential changes in store for the Eldar, considering how far off 6th Ed. is and the questionable accuracy of the leak...

... However, on-topic, the boost to snipers should also help Rangers; good for parking on objectives.

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I see. As serpents will not have that rule, they cannot rapid insert.
   
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Nashville, TN

labmouse42 wrote:I see. As serpents will not have that rule, they cannot rapid insert.



Bingo.

"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"

-Nobody Ever

Proverbs 18:2

"CHEESE!" is the battlecry of the ill-prepared.

 warboss wrote:

GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up.


Albatross wrote:I think SlaveToDorkness just became my new hero.

EmilCrane wrote:Finecast is the new Matt Ward.

Don't mess with the Blade and Bolter! 
   
Made in us
Sword-Bearing Inquisitorial Crusader




Northern Virginia

enhanced wraithtuard arent' to shabby either 3 s6 ws 5 hits at I5 on the charge

"Paranoia is a very reassuring state of mind. If you think they are after you, you think you matter" 
   
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How do they have 3 attacks?

"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"

-Nobody Ever

Proverbs 18:2

"CHEESE!" is the battlecry of the ill-prepared.

 warboss wrote:

GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up.


Albatross wrote:I think SlaveToDorkness just became my new hero.

EmilCrane wrote:Finecast is the new Matt Ward.

Don't mess with the Blade and Bolter! 
   
Made in us
Sword-Bearing Inquisitorial Crusader




Northern Virginia

+1 charging and +1 for assault weapon in first round of combat unless I miss my guess and am confused .

"Paranoia is a very reassuring state of mind. If you think they are after you, you think you matter" 
   
Made in us
Martial Arts Fiday






Nashville, TN

You're missing this part:

assault weapons (and weapons
that have at least one fire mode with the assault
type) can be used as a secondary close combat
weapon in the turn a model assaults. Note that
the model needs a one-handed primary close
combat weapon to claim the attack bonus. If the
model has no designated close combat weapon
and attacks with its basic attacks, it cannot use an
assault weapon to get +1 attack.


Wraithguard do not have another CCW so get no bonus. Also, they are S5 not 6.

"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"

-Nobody Ever

Proverbs 18:2

"CHEESE!" is the battlecry of the ill-prepared.

 warboss wrote:

GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up.


Albatross wrote:I think SlaveToDorkness just became my new hero.

EmilCrane wrote:Finecast is the new Matt Ward.

Don't mess with the Blade and Bolter! 
   
Made in us
Sword-Bearing Inquisitorial Crusader




Northern Virginia

aw man damn thanks for the correct I thoughti t was to good to true. this is what happens when I try to come up with good ideas at work.

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labmouse42 wrote:
* Multi-targeting on tanks has increased the value of underslung cannons. Now being able to shoot at a different target gives some flexability

They'll have to move 6 inches or fewer to divide fire.
labmouse42 wrote:
* Assault weapons count as an extra CC in the first round of assault. This toughens up guardians a bit.

As stated, this only matters to guys who already have CC weapons, which will benefit only Warp Spider Exarchs with Power Blades or Swooping Hawk Exarchs with power weapons. Although, would a Warlock with a Singing Spear get 3 attacks on a charge? He has an assault weapon (the spear), and a CC weapon (the spear).
labmouse42 wrote:
* Cheap extra armor is an advantage.

Eldar don't have Extra Armor.
labmouse42 wrote:
* Squadren rules make war walkers and vypers a bit tougher. A squad of vypers is harder to kill at range, as they no longer give +1 to the damage table.

Meh, 3+ save with 3 or lose the entire squad to one damage result. That's not better, that's just different.
labmouse42 wrote:
* Warlocks are now --much-- tougher to kill, with an built in fortune. That's a 75% of an invluln save, which is better than a 3+ save. Even with a STR 7, this makes them tougher than many other troops in assault.

They only have about a 60% chance of using this ability.
labmouse42 wrote:
* As multiple shaken results increase the chances of vehicle destruction, multiple scatter laser shots have a better chance of destroying vehicles. This lowers the need for dragons.

Shaken doesn't increase. If you Shake a vehicle 5 times, it's still Shaken. Got to be Stunned or better to advance. Glancing hits against a Tank are -3, so it's more difficult for scatter lasers to kill tanks.
labmouse42 wrote:
* Eldar jetbikes now have a ton of special rules. I have yet to see if this makes them viable.

They get less out of being bikes than say, Marines, because they don't carry any extra weapons. If Shining Spears weren't so expensive, they'd come out ok.
labmouse42 wrote:
10 banshees can wreck face.

They don't kill things any better than they used to. Their only difference is having an invulnerable save in assault. It never took power weapons to kill them before, so the only change is they can fight other powered up assault troops slightly better. This will still not be enough.

In addition, Fortune only lasts until the end of your turn, so it's all but useless.

Vibro cannons may actually kill things.

Ranger Long Rifles are super death machines and Pathfinders may actually be useful. Although, Rangers/Pathfinders can never benefit from Infiltrating now, as they'd be unable to shoot on the first turn. But realistically, they're the only Troops choice in the codex worth holding an objective, since you have to hold objectives, not take them at the end.

This message was edited 1 time. Last update was at 2012/01/19 18:52:09


"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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You guys are missing the most obvious one: pathfinders. They still have great cover saves, and will still be hard to root out, even with the stationary penalty.

Take 3 or 4 small units of these guys, and there won't be a hidden weapon, hidden upgrade, or squad leader left in your opponent's force by turn 4. Given how much they rend, you're also going to be able to take down mixed units without too many problems (shooting the broadsides around the shield drones, for example).

Also, bladestorm just got much better, being virtually garanteed to get a directed hit, which means that commissars and bosspoles will both go away in a hurry, leaving very vulnerable squads.

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Ailaros wrote:
Also, bladestorm just got much better, being virtually garanteed to get a directed hit, which means that commissars and bosspoles will both go away in a hurry, leaving very vulnerable squads.


What makes them get Directed attacks? Must have missed that.

"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"

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Proverbs 18:2

"CHEESE!" is the battlecry of the ill-prepared.

 warboss wrote:

GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up.


Albatross wrote:I think SlaveToDorkness just became my new hero.

EmilCrane wrote:Finecast is the new Matt Ward.

Don't mess with the Blade and Bolter! 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

DarknessEternal wrote:Eldar don't have Extra Armor..
And the nit-pick award of the day goes to.......
Look up spirit stones. I used the wording for extra armor in its place to make it easier for the majority of readers to understand.

You have some other valid points though. and there are a few comments I want to make on them.
* Glancing hits are -3 vs tanks,but non-glancing are still only -1. The point is you can still stun them to death, where before you did not have that option.
* Few units can destory 3 AV 10 vehicles at range -- with the noteable exception being the GK dread. I expect the popularity of those dreads to decrease with 6th. I stand by AV 10 squads being more valueable than before.
* Warlocks have a much greater chance that 60% if they have embolden. Its closer to a 88%
In order to use one of his powers the psyker must make a Morale check (psychic) or Psychic test. p108
Embolden : The Warlock and his squad may re-roll any failed Morale check. p31 of Codex Update

This message was edited 1 time. Last update was at 2012/01/19 19:27:44


 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

In addition, Fortune only lasts until the end of your turn, so it's all but useless.


I really struggled understanding the fortune update. Could you explain your reasoning?

As Ailaros says, pathfinders are brutal with these rules.

Another great unit is the holofield+spirit stones prism - virtually unkillable and will be able to continue blasting stuff very accurately through the entire game. Vypers are much better, remember that you can easily get tank hunters on them with stratagem points too.

Basing a list on prisms and pathfinders is probably a good start with these rules.

   
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Vallejo, CA

SlaveToDorkness wrote:What makes them get Directed attacks? Must have missed that.

With "covering fire" all you have to do is roll three 6's to hit, and you can take any hit from the batch and throw it on whatever model you want. It should be easy enough for avengers to get it without bladestorm, much less with.

Also note that ICs get directed hit for free, which means Yriel is now an unbeatable god in close combat as far as horde armies are concerned. Either you don't get your power weapons close enough to hit (in which case, you're not hurting him), or you're getting them close enough, and they're getting picked straight out of close combat at a higher initiative than you get to swing. Actually, it's not just hordes - it's any unit that relies on hidden weapons to get their job done.


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Illumini wrote:Another great unit is the holofield+spirit stones prism - virtually unkillable
The same applies to falcons. Holofields + stones mean an extremely tough to kill unit with that extra -1 on the dice roll vs tanks.


Automatically Appended Next Post:
Ailaros wrote:Also note that ICs get directed hit for free, which means Yriel is now an unbeatable god in close combat as far as horde armies are concerned.
Ummm....hes T3 with a 3+ save.

Sadly, Uriel will die to 30 orks pretty quickly, even if he can pluck off their power fist. (assuming the ork nob is not wearing 'eavy armor and immune to directed attacks)

This message was edited 1 time. Last update was at 2012/01/19 19:31:23


 
   
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Ailaros wrote:You guys are missing the most obvious one: pathfinders.

I didn't.
DarknessEternal wrote:Ranger Long Rifles are super death machines and Pathfinders may actually be useful.


Ailaros wrote:
Also, bladestorm just got much better, being virtually garanteed to get a directed hit, which means that commissars and bosspoles will both go away in a hurry, leaving very vulnerable squads.

Bosspoles will be totally safe. All Nobz can buy 'Eavy Armor, which will make them a different armor group, which will make them unlikely to be in the armor group from which you can pick your casualties on directed hits.

Illumini wrote:I really struggled understanding the fortune update. Could you explain your reasoning?

If you cast Fortune on your own unit, Fortune ends at the end of your current turn.
labmouse42 wrote:
Ailaros wrote:Also note that ICs get directed hit for free, which means Yriel is now an unbeatable god in close combat as far as horde armies are concerned.
Ummm....hes T3 with a 3+ save.

Sadly, Uriel will die to 30 orks pretty quickly, even if he can pluck off their power fist. (assuming the ork nob is not wearing 'eavy armor and immune to directed attacks)

Well, the first group of 30 orks is getting annihilated by the Eye of Wrath. How many groups of 30k Orks does he need to be able to walk away from for 155 points?

On a related topic, power fists will once again be phased out of the meta. They'll never get to swing.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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DarknessEternal wrote:If you cast Fortune on your own unit, Fortune ends at the end of your current turn.


Forgive me, I haven't had a chance to look through the PDF due to exams but say you had two Farseers who cast fortune on each others unit, does it then last until the start of your next turn?

Iranna.

This message was edited 1 time. Last update was at 2012/01/19 21:35:51


 
   
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Don't get too hung up on sniper rifles. If the rules for them stay as they are in the final version they'll be house ruled out.

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Joey wrote:Don't get too hung up on sniper rifles. If the rules for them stay as they are in the final version they'll be house ruled out.


Because they are finally a good terror weapon? The only sniper unit that is really good with these rules are pathfinders. All others are simply competitive. Snipers are heavy weapons, so you are looking at EV2, getting hit on 2+ by most other units. Most sniper units have possibility to get +1 to coversave, leaving them with a 4+ coversave. Scouts can go in a reinforced ruin for a 3+, but they only have BS3. Ratlings are T2 and low leadership. Pathfinders are great, but they are expensive, and very vulnerable to assaults. What other sniper units are out there?

These rules for snipers is what snipers should have been all the time. Snipers have been useless forever, let's finally get them into the game with a real role (and not in the silly SUPER-AWESOME-VINDICARE-DEATHRAY way)

This message was edited 1 time. Last update was at 2012/01/19 22:46:17


   
Made in ca
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Yes, Eldar and a lot of other armies really do well under the leaked rule set. Just printed it out and going through it.


 
   
Made in gb
Servoarm Flailing Magos





Illumini wrote:
Joey wrote:Don't get too hung up on sniper rifles. If the rules for them stay as they are in the final version they'll be house ruled out.


Because they are finally a good terror weapon? The only sniper unit that is really good with these rules are pathfinders. All others are simply competitive. Snipers are heavy weapons, so you are looking at EV2, getting hit on 2+ by most other units. Most sniper units have possibility to get +1 to coversave, leaving them with a 4+ coversave. Scouts can go in a reinforced ruin for a 3+, but they only have BS3. Ratlings are T2 and low leadership. Pathfinders are great, but they are expensive, and very vulnerable to assaults. What other sniper units are out there?

Pathfinders have stealth(2), giving them a 3+ cover save against everything, and their rifles wound on 2+. They would absolutely destroy any foot army. The only time I would play against an eldar opponant with pathfinders would be if I myself only used vets with snipers.

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Codex: Bears.
NOW WITH MR BIGGLES AND HIS AMAZING FLYING CONTRAPTION 
   
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Iranna wrote:
DarknessEternal wrote:If you cast Fortune on your own unit, Fortune ends at the end of your current turn.


Forgive me, I haven't had a chance to look through the PDF due to exams but say you had two Farseers who cast fortune on each others unit, does it then last until the start of your next turn?

Iranna.

No. It says until the end of the current turn. Fortune can only be cast at the beginning of your own turn.

Also, RE: Sniperhammer: It's not snipers or even Pathfinders that are the problem, it's Directed Hits. That's what can't be allowed anywhere in its current form.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Joey wrote:
Illumini wrote:
Joey wrote:Don't get too hung up on sniper rifles. If the rules for them stay as they are in the final version they'll be house ruled out.


Because they are finally a good terror weapon? The only sniper unit that is really good with these rules are pathfinders. All others are simply competitive. Snipers are heavy weapons, so you are looking at EV2, getting hit on 2+ by most other units. Most sniper units have possibility to get +1 to coversave, leaving them with a 4+ coversave. Scouts can go in a reinforced ruin for a 3+, but they only have BS3. Ratlings are T2 and low leadership. Pathfinders are great, but they are expensive, and very vulnerable to assaults. What other sniper units are out there?

Pathfinders have stealth(2), giving them a 3+ cover save against everything, and their rifles wound on 2+. They would absolutely destroy any foot army. The only time I would play against an eldar opponant with pathfinders would be if I myself only used vets with snipers.


Yes, pathfinders would be a great unit. However, they are around 26pts per model. A unit of 10 = 260 pts. That is two vendettas or 3 hydras + 1 chimera.... The unit is not THAT resilient to shooting, as they are hit on 2+ by most things, they are only T3, and 3+ is hardly invincible. They also fold to anything in combat.

Vets with snipers will still be inferior to vets with meltas or vets with plasma. The sniper will simply move up to being a usable weapon.

Snipers should have directed hits - it is what snipers do - pick out officers, machine gunners etc.

This message was edited 1 time. Last update was at 2012/01/19 22:56:59


   
 
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