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Made in gb
Tower of Power






Cannock

I am currently writing an on going series of reviews of the Eldar codex broken down by FOC for my blog www.imperiusdominatus.com. I thought I would share these posts with the good people of Dakka.

HQ

Original post: http://www.imperiusdominatus.com/2013/06/eldar-codex-review-hq.html

Kicking off with the Eldar codex review is the HQ, lets see what tasty little leader elves we have:

Avatar of Khaine

The Avatar has increased in points, though is now BS10, gained an extra wound and attack along with becoming I10 - for the Eldar god of war that's not too bad.

The Avatar also now gets fleet, which is an awesome ability to have as it allows units to re-roll run distances. Avatar also gets the Eldar army wide special rules battle focus (allows to shoot and run or vice versa) and ancient doom, -1 for fear tests against Slaanesh models which cause fear and also hatred against Slaanesh models. If I remember correctly fearless isn't effected by fear anyway in the last FAQ. Avatar also gained an extra wound.

Still gets fearless special rule, the fearless 12" bubble along and the meltagun weapon, which also gives AP1 in close combat. Speaking of melta, any form of melta weapons, flamers, pyromancy and soul blaze weapons/attacks do not harm the Avatar.

You can give the Avatar Exarch powers, though you can only choose two. Fast shot fires a extra shot, two melta shots from the wailing doom isn't too bad, that's worth considering. Monster hunter maybe useful too and perhaps disarm if you're worried about power fists or close combat weapons which cause instant death.

Summary

In a foot army supported with Wraithtitans, Wraithlords, Guardians and maybe Warp Spiders, the Avatar would be pure awesome. The 12" fearless would stop all those who are not fearless running away such as Guardians and Warp Spiders.

Still pretty costly for the points though and has taken an nerf as the daemon special rule gives 5+ inv instead of the 4+, so expect krak and lascannons to own the Avatar. Still, use ruins well and you're getting a 4+ cover which could be used with fortune psychic power or even invisibility on the telepathy discipline.

Rating: 6.5/10

Autarch

The Autarch has remained the same and costs a reasonable 70 points, not going to complain about that considering what you get.

The Autarch comes with a pistol, haywire and plasma grenades and also still has the 4+ inv save. Has the Eldar army rules battle focus and ancient doom. Still has the reserve bonus rule, which is useful if you want an ADL with quad gun - Autarch helps your reserves and takes stuff out with the quad gun for cheap as chips.

Not only is the Autarch the cheapest HQ choice (except Warlocks, but they do not take FOC slot), but also the most customisable. Like in the old codex, you can give the Autarch aspect wargear, though the Autarch can also access the remnants of glory wargear, which gives the Autarch some unique builds.

Summary

Personally I prefer the Autarch with remnants of glory wargear as with aspect gear the Autarch feels just like a juiced up Exarch. I have got an eye on an Autarch with eldar jetbike, fusion gun, mantle of the laughing god and firesabre. The mantle gives stealth, shrouding and hit and run and can re-roll failed cover saves. You do lose I.C though. I am thinking can move up and take out transport vehicles and then assault the weaker troops inside using the firesabre, which is +1 strength and AP3 and also has the soulblaze rule, which spreads to other units within 6" on a 6+ if the unit takes a wound from soulblaze.

Rating: 9/10

Farseer

At first glance the Farseer has increased in points from 55 to 100 and while this is partly true, you get mastery level 3 for those extra points, keep in mind that previously you paid points for each psychic power and they minimum cost 20 points and then you would need additional wargear to be able to cast multiple powers.

The Farseer has the battle focus and ancient doom rules along with previous wargear. New addition to standard wargear is the ghosthelm, which if the Farseer takes a wound from perils of the warp then can expend a warp charge point to prevent it.

Runes of witnessing and warding are still available to the Farseer, though both have changed massively. The former now lets the Farseer re-roll psychic tests, which is handy. The latter gives +2 to deny the witch rolls, lets face it runes of warding was going to get hit hard with the nerf bat, however one use is a little too hard I think. Both abilities are single use and for the points I am not sure if they are worth it.

The Farseer can generate powers from divination, telepathy and runes of fate. I am not going to talk about divination and telepathy as they are in the core rulebook, though runes of fate offer some interesting powers:

Guide - is the primaris power and offers re-roll to hit to a single unit within 24".

Executioner - is a focused witchfire power with a 24" range and suffers 3 hits with the Farseer's strength with the fleshbane rule. If the model is slain, then another model in the same unit suffers the same but with two hits, if slain then a third model with a single hit.

Doom - re-rolls to wound and armour pen on enemy unit within 24" - excellent, this power got better.

Eldritch Storm - changed and is a 24" S3 shooting attack with fleshbane, large blast, pinning and haywire - damn this is awesome. Does cost two warp charge points though.

Death Mission - is a blessing which targets the Farseer. You place D3+2 death mission counters by the Farseer, while the counters are in effect the Farseer gains fearless and rampage rule along with +5 to WS, BS,I and +2 attacks. At the end of each phase roll a D6 on a 1-3 a counter is lost. If there's no death counters next to the Farseer or the game ends the Farseer is removed from play and awards victory points. In addition cannot manifest other psychic powers either...

Fortune - effects a friendly unit within 24" and that unit can re-roll all failed saving throws - wicked.

Mind War - is 24" range and target model and Farseer roll a D6 and add leadership; is target model gets higher than Farseer's weapon skill and ballistic skill are reduced by 1. If drawn the target model's weapon skill and ballistic skill are reduce by 1. If the Farseer's score is higher then then the enemy model suffers wounds equal to difference lost with no armour or cover saves and still has weapon and ballistic skill reductions by 1.

The Farseer may take an eldar jetbike and wargear from remnants of glory; perhaps mantle of laughing god and then have the Farseer zip around giving out psychic buffs?

Summary

The Farseer seems a cool HQ choice for what you get for the points. Pretty much all the powers are useful, though death mission seems a bit meh as you're not getting a psyker any more and getting a tuned up combat monster. Execution and mind war powers will be very good for sniping too, particularly mind war against models which carry banners etc as they generally have a lower leadership than the Farseer.

Rating: 9/10

Spiritseer

The Spiritseer is a new HQ addition to the Eldar codex and is a cheaper Farseer who has a single less wound and mastery level.

Spiritseer has the same wargear as the Farseer though has a witch staff instead of a witch blade and doesn't have the ghosthelm. The staff is pretty cool as it has armourbane, fleshbane and soul blaze.

To make up for the lack of three mastery levels and less wound over the Farseer, the Spiritseer can make Wraithguard and Wraithblades troops. In addition has a rule called spiritmark, which any point during movement phase the Eldar player can make an enemy unit within 12". All Wraithguard, Wraithblades, Wraithlords, Wraithknights, and Hemlock Wraithfighters re-roll 1 to hit against the enemy target.

The Spiritseer can generate powers from runes of battle and telepathy. Runes of battle tend to have two effects, a buff for the Eldar i.e shrouding with conceal power and then a negative in the form of the opposite so conceal/reveal for example takes away shrouding and stealth from enemy units effected. Here's the powers available:

Conceal/Reveal - Conceal targets the psykers and gives the shrouding special rule, while reveal removes stealth and shrouding from an enemy unit within 18".

Destructor/Renewer - Destructor is a nice shooting attack in heavy flamer form which also has the soul blaze special rule. Renewer targets a single friendly model within 18" and the model immediately gains a wound back. It cannot return a slain model to the table however.

Embolden/Horrify - Embolden is a blessing which effects the psyker and gives the fearless special rule. Horrify is a nice power which does a -5 modifier to leadership tests on a single enemy unit within 18" - the Wave Serpent bow shield has pinning, hit the enemy unit with this and they will probably be pinned.

Enhance/Drain - Enhance targets the psyker and his unit and gives +1 weapon skill and initiaitve. Drain targets a single enemy unit within 18" and does -1 weapon skill and initiative.

Protect/Jinx - Protect effects the psyker and his unit and gives +1 armour save, 2+ armour save Wraithlords you say? Jinx does -1 armour saves to an enemy unit within 18", 3+ armour save Terminators?

Quicken/Restrain - Quicken targets the psyker and his unit and gives an additional 3" to run while restrain effects an enemy unit wihtin 18" and that unit cannot run - you want an objective but don't want the enemy to get close, then this power is for you.

Empower/Enervate - Empower gives the psyker and his unit +1 strength while enervate effects an enemy unit within 18" and does -1 strength.

Also has access to remnants of glory, though unfortunately no eldar jetbike.

Summary

The Spiritseer is another cool HQ choice and offers something extra from the Farseer, which is making Wraithguard and Wraithblades troops. The spiritmark rule is cool as it allows ALL wraith units to re-roll 1 to hit, this power can be used each movement phase and if used correctly you can use it with battle focus.

Rating: 9/10

Warlock Council

Long story short, the Warlock has increased by 10 points to 35 points a model and profile remains the same. However, Warlocks now work like Necrons Royal Court, so you can have psykers in each unit - the way it should be! Though cannot join Wraith units

Warlocks have the usual Eldar army special rules and are mastery level 1 psykers, they generate powers from runes of battle. They can take an eldar jetbike or a singing spear; the singing spear has a 12" range and is S9 with fleshbane rule, though will mostly wound on a 2+ anyway. In close combat is has the armourbane and fleshbane rule.

Summary

Warlocks are nice if you still want to take an Eldar jetbike council, which works out to be slightly more expensive. They are also LD8 (unchanged from previously) so may have issues getting those psychic powers off. I think the question you need to ask is do you need Warlocks as a mastery level 3 Farseer is pretty cheap for the points and should be enough for an Eldar army.

Rating: 7/10

That's the Eldar HQ out the way, though will be coming back to special characters later in case you are wondering. The Eldar book offers some really nice choices; the hulking Avatar which works nicely in Elfzilla lists; Autarch with extreme sneakyness; Farseer for Eldar pimping; Spiritseer for more pimpage and Wraithguard and Wraithblades as troops and Warlocks for additional psyker funnies.

Troops

Original post: http://www.imperiusdominatus.com/2013/06/eldar-codex-review-troops.html

Continuing on from the Eldar HQ, here are the troops. Here's the Eldar HQ review if you missed it.

Dire Avengers

The humble Dire Avenger has had a cheeky single point increase in the new codex, but considering the Avenger gets battle focus and anicent enemy in that I do not think that's too bad. Also do not forget that the avenger catapult has the bladestorm special rule.

As well as getting the new army wide special rules, Avengers gained plasma grenades and counter-attack. Having counter-attack is a bit bizarre as they have 18" range guns and with battle focus could easily run out of the way. But hey ho it is a nice bonus so I not going to complain too much.

The Avengers took a nerf by losing the former bladestorm rule (let them fire twice in the shooting phase in lieu of shooting next turn), I personally wasn't a huge fan of this power, though I know some other people liked it.

Summary

The Avengers are still the cool guys and having that little extra oomph for only a single point more makes them really worth it. However they now have competition in the form of Guardians.

Rating: 8/10

Guardians

Guardians have increased by a single point and now cost 9 points per model, considering you get bladestorm on the shuriken catapults, anicent doom, battle focus and plasma grenades I do not think you can really complain.

You can add additional Guardians to the unit to make Guardian blobs, this will be handy when doing Footdar supported by Avatar and some of the big Elfzilla monsters.

Guardians still have the options to take a weapon platform (this was mandatory before), the shuriken platform has seen a massive 10 points increase while the other weapons have gone up and down though all now sit at 20 points, except the eldar missile launcher which is 10 points more.

Storm Guardians

I thought I would cheat here and slip in Storm Guardians even though they are a seperate troop choice. Reason for my cheating is they are basically Guardians who have a pistol and chainsword instead. Two Guardians can change their weapons to either a flamer or fusion, both have seen points changes and cost respectively compared to imperial counter parts. A new addition is that two Guardians can switch their chainswords for a power weapon, which probably isn't worth it on a S3 model.

Summary

Like all BS3 Eldar, Guardians have seen an increase to BS4, which makes them a lot better at shooting than previous. You then have all the additional new rules and wargear as mentioned above. For 90 points for a base unit they are extremely cheap and you can create a wicked Footdar army for low points.

Rating - 7.5/10

Windrider Jetbikes

The Guardian Jetbikes have taken a funky name change and also dropped 5 points per model. You really cannot complain about that considering they have the shuri weaponry (bladestorm), ancient doom and battle focus, though battle focus won't effect them as bikes cannot run. Like all BS3 Eldar units they got boosted up to BS4 - happy days.

Windriders can take a shuri cannon per every three bikes for 10 points a pop. A unit of six Windriders would cost 122 points and put out 6 x S6 shots and 8 x S4 shots, all of these have the bladestorm special rule by the way.

Remember that Eldar jetbikes can move 2d6" in the assault phase even if they do not assault and can turbo boost boost a whooping 36", though cannot do both.

Summary

For an ultra cheap, survivable and fast unit you cannot go wrong. I can see mass Saim Hann lists coming about with Warp Spider or Vyper support with the odd Wraithtitan or two. If not used in mass jetbike lists expect to see them hiding away and boosting down the board to get linebreaker or holding back and manning a quad gun.

Rating: 7.5/10

Rangers

Like many other Eldar units, Rangers have taken a nice drop in points (7 points decrease) and gain the Eldar army rules battle focus and ancient doom.

Rangers have remained mostly unchanged except the points cost, though have taken a nerf; previously a 6+ to hit counted as AP1, this rule is no longer available. Also Rangers can no longer be upgraded to Pathfinders, who on a 5+ to hit counted as AP1 also had scout and a rule which conferred +2 cover save with stealth instead of +1 cover save.

However, all it not too bad. If you take Illic Nightspear you can get shrouded and sharpshot (all shots count as precision shots) for your Rangers. Bad bit is this costs 13 points per model!

Summary

The Rangers have taken a hit in this new codex and while they are cheap the 6+ to hit counts as AP1 was excellent joined with precision shots from snipers. I can see them being used as cheap objective campers or quad gun holders, though Windrider units can do this job for cheaper and have additional movement and better toughness and armour save.

Rating: 5/10

Wave Serpent

The Wave Serpent has taken a slight points increase when you factor in the cheapest weapon option from the previous codex. On a good note all weapon options become incredibily cheap and while the eldar missile launcher remains the most costly (triple other points cost) is has still halfed in points from previous points cost.

The serpent shield has taken a radical change from the last codex, now any penetrating hit can be downgraded to a glancing hit on a 2+. This ability is extremely useful if Eldar are going second and Wave Serpents come under fire first turn. Shield can also be used as a 60" S7 D6+1 shot weapon with the pinning rule. However if you use the shield in this manner you cannot use it to downgrade penetrating hits until next turn. The serpent shield works extremely well with scatter lasers (laser lock rule - if scatter lasers hit all weapons on the model are twin-linked).

You can take vehicle wargear for the Wave Serpent. Holofield is an extremely cool piece of kit which gives +1 cover save if previously moved. Spirit stones can ignore crew shaken results on a 2+ and crew stunned on a 4+. Star engines allow the vehicle to move 24" flat out - that's extremely quick!

Summary

The Wave Serpent has become an extremely survivable dakka war machine thanks to the addition of holofield and scatter lasers. It can move extremely quick as it is a fast skimmer (can move total of 30") and can take a beating if the shield isn't used as an shooting attack. I can see Dire Avenger Serpent spam ruling the tables.

Rating: 9.5/10

Troop choices done. There's some cracking ones in there and only the Rangers let the team down. All of them are viable choices and so far the Eldar codex is offering a good strong variety, which can lead to some cracking but varied lists.

Fast Attack

Swooping Hawks

Swooping Hawks have taken a massive point decrease from 21 points a model down to 16 points, that's a serious point drop!

Swooping Hawks get a new rule called herald of victory which allows a unit consisting of entirely of models with this rule to deep strike without scatter.

The sky leap rule remains the same, though this can be done before regroup tests - handy if the Swooping Hawks are falling back and close to the table edge or use sky leap to get them out of harm's way if going to eat fire power.

Swooping Hawks still have the grenade pack, though it has changed to AP4 now, but it has been nerfed as now a 24" range shooting weapon instead of being placed any where on the table after the Hawks have arrived via deep strike. Another bonus is the grenade pack ignores cover and if the unit has at least six models then the grenade pack uses a large blast instead of small blast.

Speaking of grenades, remember these guys have haywire grenades, so when you deep strike you could land near a tactic vehicle i.e Predator and then next turn shove haywire grenades down the exhaust

The Exarch may take a sunrifle (like a lasblaster but assault 3, blind) or a hawk's talon which is S5 assault 3.

Summary

Swooping Hawks have taken a much needed points decrease, however they are still Guardsmen with wings, really and only offer anti infantry (not that awesome either) abilities. I guess you could take an Exarch with a talon, but that's some points just to rear armour vehicles.

On a good note the Swooping Hawks will be extremely useful for linebreaker, especially if you go second as you can sky leap them turn 4 and auto arrive back on in turn 5.

Rating: 6.5/10

Warp Spiders

Warp Spiders have taken a 3 point decrease in the Eldar codex and are now classed as jet pack infantry. They also get hit and run as standard while previously you had to take an Exarch to be able to do that, which would cost another 27 points.

The Warp Spiders weapon, the death spinner has also been improved. When firing at enemy models with initative 3 or below the weapon gets +1 strength. In addition a 6+ to wound counts as AP1 - groovy!

You can take an Exarch in the unit who can take a twin-linked death spinner (not worth it as Exarch is BS5) or a spinneret rifle, which is S6 AP1 rapid fire, pinning - for the cost of the Exarch and rifle I probably wouldn't bother.

Summary

The Warp Spiders are a much improved unit and will be one of the top choices in the fast attack section. Their warp jump ability allows them to move 6" + 2D6" (roll a double one dies), that's roughly 13". They then can run and can re-roll this thanks to fleet. Because they are jet pack infantry they can move 2D6" in the assault phase. So you're talking about a 24" movement! Excellent for getting into side/rear armour on vehicles. I think Warp Spiders will make excellent distraction units and 10 x S7 shots against a vehicle is no laughing matter.

Rating: 8/10

Shining Spears

Shining Spears are jetbikes in the fast attack section and have taken a whooping 10 points decrease! In addition they also get outflank and skilled rider included, previously had to use an Exarch to get these abilities.

The laser lance has taken a change and now is AP3 when used as a range weapon. In combat it has taken a nerf in line with power weapons from 5th ed rules to 6th ed and now is just AP3. Keep in mind the +3 strength bonus from a laser lance only works when charging.

An Exarch can take a power weapon for free or a star lance, which is a S8 AP2 version of the laser lance.

Summary

Much improved from last edition and still handy for tackling basic troop units and vehicles. I can see Shining Spears being very popular in Windrider lists. The addition of skilled rider gives them that little more survivability as they do not have to worry about moving into cover in order to claim those cover saves.

One thing to remember is that Shining Spears have eldar jetbikes so can turbo boost a serious distance or move in the assault phase; great for getting close to enemy units or line breaker.

Rating: 6.5/10

Crimson Hunter

The Crimson Hunter is one of the two new flyers in the Eldar codex. If you think Dark Eldar Razorwing Jet Fighter, then you cannot go wrong. It costs 170 points.

The Crimson comes with two brightlances and a pulse lasers as standard; lots of S8 death. You can switch the brightlances for starcannons if you want, though I wouldn't bother.

It also has the vector strike rule and skyhunter, this rule lets you re-roll hits which failed to glance or penetrate on other flyers.

You can take an Exarch who makes the Crimson Hunter BS5 and gives precision shots on a 5+. This makes the Hunter expensive and as it is pretty weak you're investing points into something which probably won't last that long. However, it a job is worth doing it is worth doing right and perhaps worth milking the Hunter before it goes down. Plus the precision shot ability isn't mega useful as this vehicle is a primary anti vehicle unit, but the precision shot does give the ability to instagib Space Marine characters.

Summary

An expensive weak flyer and has no real defence apart from jink, which means snap fire and will be a waste of points if you take the Exarch. The mass S8 means it's only really good for normal transport vehicles and you'd have to get lucky with the lances to take down something serious. Expect this to be a one trick dead pony.

Rating: 6.5/10

Vyper

Unlike other fast attack units, the Vyper has taken a slight points increase by 5 points. But for that points increase you do get extra ballistic skill, a shuriken cannon and a shuriken catapult. So really the points cost are about the same once added the cheapest upgrade from the old codex.

Vyper can be taken in squadrons of 3 max. Can have brightlance, scatter laser, starcannon & eldar missile launcher. You can switch the standard shuri catpault for a shuri cannon and have a cheapo 3 x S6 annoying little nat zooming about.

Vehicle wargear is available, holofield maybe an interest, but bumps the points up. However the Vyper with double shuri cannons and holofield is about the same points cost as a dual multi melta Space Marine Land Speeder.

Summary

A nice little unit though I can see other choices will be taken over this i.e Warp Spiders, Shining Spears and probably the Crimson Hunter. Still for the points you cannot go wrong and if you add a scatter laser on it you are going to get some twin-linked goodness. Be careful what you throw on though as the Vyper can get pretty expensive for what you get. Something else to consider is the Forge World Hornet, which costs a little more points, though is slightly tougher.

Rating: 6.5/10

Hemlock Wraithfighter

The Hemlock is the second new flyer available to Eldar and has the same chassis as the Crimson Hunter.

Like the Crimson Hunter, the Hemlock also has the vector dancer rule, though that is all they share between them.

The Hemlock is an anti troop unit in aerial form. It comes with two heavy d-scythes (S4 AP2 blast distort), spirit stones (like living metal) and mindshock probe - this forces all successful morale and pinning tests within 12" have to re-roll. I'll note it says ALL units, so does this include Eldar?

Something unusual for flyers, the Hemlock is a psyker which has the terrify psychic power. To make the most out of this power you would need a few Hemlocks and then Wave Serpents and/or Night Spinners to take advantage of those pinning tests.

Summary

The Hemlock is more expensive than the Crimson Hunter and if the Hunter doesn't cut the mustard then the Hemlock certainly doesn't. Eldar really don't need anti troop fire power what they need is more anti air and something more durable. Correct me if I am wrong but I believe Forge World Eldar flyers are cheaper and better for the points. Still, you can have that combo with Wave Serpents and Night Spinners and you know you're going to get the terrify power, which is usally randomly rolled for.

Rating: 4/10

Another part of the Eldar review is done. Warp Spiders are a strong choice for fast attack and Vypers offer some attraction. Shining Spears will have a place in jetbike armies and for people who want a close combat bite. Swooping Hawks aren't a bad choice for the points. Unfortunately both new flyers come in last.

What are your thoughts on the Eldar fast attack? Have you used any of these units?

Heavy Support

Dark Reapers

The Dark Reapers are another one of the Eldar units taken a points cost; they have dropped by 5 points. They now get slow & purposeful, which is very handy for moving about without having to snap fire and they get reaper range fire - this ignores jink saves! Yikes!

The reaper missile launcher got an upgrade and can now take starshot missiles, these are basically krak missiles with the pinning rule. This would work extremely well with terrify psychic power.

You can add an Exarch to the unit who can take an eldar missile launcher with flakk missiles. In total this would cost 30 points and while the Exarch hits on a 2+ I am not sure if it worth it, especially as the rest of the unit is still snap firing at flyers and the flakk missiles are only S7. The fast shot ability though is nice for the Exarch and allows you to get another shot, costs 10 points, so isn't too bad. This would combo with the flakk missile upgrade nicely, but still will cost a fair chunk of points.

Summary

Dark Reapers are much better in this codex and I can see them having an important role on the battlefield as their S5 AP3 heavy 2 guns will murder Space Marines and monstrous creatures, which is great as 6th ed has a lot of hybrid (foot and mech) lists. You can give them extra utility by giving them the starshot missiles, though this can make them costly, but will make them roughly the same points as a Space Marine Devastator squad - just a much better one!

Rating: 8/10

Vaul's Wrath Support Battery

Vaul's Wrath Support Battery aka Support Battery has not only taken a name change but has taken a 10 points increase, but when you factor in this comes with the shadow weaver included while previously the weaver was 10 points all is the same. A big change for the Vaul's Wrath is BS4 thanks to the Guardian change and or course the rules change for artillery.

You can switch the shadow weaver for a d-cannon or vibro cannon, the latter is free while the former is 25 points. Previously both cost 30 points a pop. The d-cannon has the distort rule and comes in S10 AP2 blast form. The vibro cannon is pretty cool as if a enemy unit is hit by two or more vibro shots from the same unit then the strength is increased and AP is reduced for each one over the first - so if three vibro cannons hit they could be S9 AP2. They also cause pinning, which could stack nicely with other abilities, but I feel the vibro cannon is left best at light armour as it is only a single shot - a unit of triple vibro cannons could knock out 3 x S9 AP2 hits if they all hit, awesome for dismantling Rhinos and a-like.

Summary

The Vaul's Wrath is pretty cool and I can see units of triple batteries dishing out the pain in vibro form; getting bonus strength and ap from just hitting is just wicked, on average should hit two shots so will be S8 AP3. However, if you go on value for points there are other units which are better, but I can see Vaul's Wrath being used in foot lists or jet bike lists.

Rating: 6.5/10

Fire Prism

The Fire Prism is one of my favourite units in the Eldar codex - nothing like dropping templates on stuff and blowing them to kingdom come. Looking at the Fire Prism in the new codex is has taken a 10 point increase, though that's not too bad.

The prism cannon has taken a change (which makes up for the points increase) as the large blast shooting attack has changed to AP3 (previously AP4) while the small blast has decreased to S7 AP2. It isn't all bad as the Fire Prism gets a new shooting attack in the form of S9 AP1 lance.

You can add vehicle wargear to the Fire Prism, holofield is an excellent bit of kit as you could get a nice bit of cover for a Fire Prism and drop it behind it and get a nice +1 thanks to the holofield. Makes the Prism to be 140 points, but I think it is worth it and will be a very useful bit of kit.

Summary

I've got much love for the Fire Prism and you could say heavily biased as I like it so much. While the Prism has got slightly expensive I think that points increase is justified for the better large blast and new lance shooting attacks.

The down side to the Prism is the same as all single shot vehicles and that's you're at the mercy of the scatter dice. Even when you can fire a straight shot you can only fire one and 140 points is a lot if you're just knocking out lance shots.

Rating: 7.5/10

Night Spinner

The Spinner is sort of new for the codex but at the same time isn't. The Spinner wasn't in the previous Eldar codex, but was a Forge World unit which was then later introduced for the Planetstrike expansion I believe.

The Spinner costs 115 points, which frankly isn't too bad at all. Though all you get is the doomweaver weapon, which is a monofilament weapon in S7 AP6 large blast pinning form or S7 AP1 template torrent. Keep in mind monofilament have the rule if firing at initiative 1 or below models or models with no initiative then counts as +1 strength - so that could be S8. In addition 6+ to wound counts as AP1.

Vehicle upgrades are available, holofield is pretty mandatory on vehicles. Star engines maybe useful on the Night Spinner if you intend to use the template attack. Other wise it has 48" range so sit back and mince up infantry.

Summary

Not a too bad unit though I cannot see it being the most popular. You need a Hemlock to work with this or Spiritseers and Warlocks so you can access the terrify power and pin units. It's an alright unit, not great but not suck ass. You will probably see it in lists for those who like to take something different.

I also think the weapons look like to giant man tackle with clawed ends - wtf Eldar gay boys?

Rating: 6.5/10

Falcon

Like the Fire Prism, the Falcon has taken a 10 points increase though comes with a shuri cannon as standard while previously you had to pay 5 points extra, so really only taken a 5 points increase.

You can switch the shuri cannon for a starcannon, bright lance, scatter laser or eldar missile launcher. You can also switch the underslung shrui catapult for another shuri cannon.

Vehicle wargear is available though only one I would consider would be holofields, really awesome if the Falcon can sit back partly hidden behind some terrain, particularly a ruin.

Summary

With the pulse laser, scatter laser and shuri cannon you can make a S6 gun twin-linked gun boat which is excellent at transport hunting. Add in the trusty holofield and you have a good ranged transport hunter - Rhinos beware!

I have never been a massive fan of the Falcon so the final rating my reflect this. I find that the pulse laser along with additional weaponry aren't suited too well; pulse laser for cracking vehicles while shuri cannon or scatter laser can just about help at a push. The eldar missile launcher is too expensive to add and while the bright lance suits the Falcon as a transport hunter, the scatter laser is just way too good to pass on. Once you add all the bells and whistles you're talking a fair chunk of points.

Rating: 7/10

War Walker

The War Walker like other heavy support choices has taken a points increase and a whooping 30 points increase at that! But, do not let that points increase piss on your chips. The War Walker now comes with dual shuri cannons while previously you had to pay 5 points a pop for these. It also still has the scout rule too.

War Walkers get battle focus and ancient doom. Battle focus is extremely wicked for War Walkers as they can play peek-a-boo and pop out from terrain, open a barrage of shots and then hide back into cover. If that wasn't awesome enough they also now get fleet so you can re-roll those run distances if you do not disappear far enough

Now I am not going to complain about this, but for some reason the War Walker got a 5+ inv save - awesome!

As War Walkers are piloted by Guardians they got a +1 to weapon and ballistic skill - now hitting on a 3+ for shooting.

Oh, all War Walkers are now dirty cheap, except the eldar missile launcher, though that has taken a small points decrease, every little helps.

It's not all smiles though, the War Walker did get open topped and as it is av10 all the way around it is pretty easy to cause some damage. But considering the buffs the War Walker got from the previous codex I do not think you can really complain.

Summary

The War Walker is the golden child of the heavy support choices and is without a doubt the best unit in this slot. I think you would be crazy to pass over War Walkers and really you only wouldn't take them because you like the look of another model.

Rating: 9.5/10

Wraithlord

The Wraithlord was a seriously messed up unit in the last Eldar codex and really needed fixing to make it viable. It has now taken a 30 points increase, which lets face it 90 points for a big ass monster was very cheap. It has also taken a drop in strength down to S8, but that isn't too bad as it has smash attacks. Speaking of attacks the Wraithlord gained an additional attack.

Thankfully the annoying wraith sight rule is gone, which is a massive bonus for the Wraithlord. You also do not have to arm it with additional weaponry like previously, which by the way are cheaper in points. Also if you take two they do not become twin-linked, another stupid thing from the previous codex.

If you're upset about the strength loss you can take a ghostglaive for cheapo points which gives +1 strength and master crafted. For some reason it is AP2, though all monstrous creature attacks are AP2 because monsters have the smash rule.

Summary

The Wraithlord has certainly improved by a great measure and those are much needed improvements. I can say that is it viable again, but I think it will be over shadowed by the more cost effective War Walkers - a single Wraithlord with dual scatter lasers would be 150 points while two War Walkers with dual scatters each would be 10 points less. Of course the Wraithlord has better close combat abilities and can take a lot more punishment.

Rating: 6/10

Wraithknight

The Wraithknight is the new big kid on the block and makes the Wraithlord look like a little baby. The Wraithknight is basically a super size Wraithlord but comes in at S10 and an impressive 6 wounds. This big boy is also jump monstrous creature, yes, jump!

Standard weapons are two heavy wraithcannons, which are cracking guns and excellent for taking out transport vehicles (basically longer range wraithcannon). The range of 36" shouldn't be an issue thanks to jump infantry. You can switch the heavy wraithcannons for a suncannon and scattershield, which gives the Wraithtitan triple blast shots and an invulnerable save. The ghostglaive is utterly pointless.

You can also add a shuri cannon, scatter laser and starcannon, though the later two are pretty expensive. Considering that a monstrous creature can only fire two weapons then you would be wasting points IF you keep the wraithcannons.

Summary

I think the Wraithknight will be attractive because it is big, new and shiny, but don't be fooled by it. It's just a super size Wraithlord which can contribute just as much. As much as it is a cool model I don't think I would bother with the Wraithknight. Unfortunately there's better heavy support choices available. And for those of you who say it can absorb fire, this is true but spending 240 points just to attract fire isn't a good use of points.

Rating: 5/10

This message was edited 2 times. Last update was at 2013/06/24 12:32:51


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Interesting, I don't agree with parts of it (I've found Farseers to be far, far more useful than Autarchs and Guardian Jetbikes are the best troop choice by far for me, maneuverable, survivable and put out good firepower for a cheap cost)

might also be worth putting more emphasis in the other powers Farseers can take, for example one choice in Divination means they can essentially 'Double Guide' (although Prescience has a shorter range it affects close combat as well as shooting)

This message was edited 2 times. Last update was at 2013/06/13 13:41:14


 
   
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I am starting to think I may have given the Autarch a too high rating because I favour that build I mentioned. Though I still think for 70 points you get a nice force mulitplier and have a very customisble HQ choice or a nice quad gun user.

Windrider Jetbikes are very cool. I am expecting to see full armies of them as they are now a very reasonable points cost.

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I find for 70 points the Spiritseer offers more to the army. Wraithguard as objective sitters, two rolls on Runes of Battle that you can assign to a unit AFTER the psychic rolls unlike Warlocks. Much more of a force multiplier than an Autarch, IMHO.

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I think the Spiritseer is one of the best HQs due to being really cheap and works well with no upgrades at all.

Rangers aren't so bad as they are dirt cheap, and with their low cost and Stealth you can hole them up in cover and harass the enemy while not making that big an impact on your overall force, and they can grab an objective if they're ignored.

I think you underrate Jetbikes. I would say they were a reasonable choice before, and they only got better this edition. I think they could be the best Troops choice in the Codex, and possibly the game as their fire-power isn't bad (especially toting the cannon), they are actually reasonably survivable for a unit that fast and being a quick bike unit can grab objectives on later turns if they're around. The only disadvantage is they can't take a Wave Serpent, meaning you have to buy some foot infantry to get Wave Serpents with, and lack of AV and AA firepower (which in terms of troops only Guardians and Wraithguard, taking a Spiritseer in HQ, can really do, and Guardians themselves only get one weapon for it; if you count the Warlock, Jetbikes can take that too, and are a better platform for the spear Warlock thanks to speed).

This message was edited 1 time. Last update was at 2013/06/13 15:31:55


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Farseer Faenyin wrote:I find for 70 points the Spiritseer offers more to the army. Wraithguard as objective sitters, two rolls on Runes of Battle that you can assign to a unit AFTER the psychic rolls unlike Warlocks. Much more of a force multiplier than an Autarch, IMHO.


I don't think you want Wraithguard as objective sitters; they have 12" guns. You want them smashing stuff up and doing last turn grabs.

Daba wrote:I think the Spiritseer is one of the best HQs due to being really cheap and works well with no upgrades at all.

Rangers aren't so bad as they are dirt cheap, and with their low cost and Stealth you can hole them up in cover and harass the enemy while not making that big an impact on your overall force, and they can grab an objective if they're ignored.

I think you underrate Jetbikes. I would say they were a reasonable choice before, and they only got better this edition. I think they could be the best Troops choice in the Codex, and possibly the game as their fire-power isn't bad (especially toting the cannon), they are actually reasonably survivable for a unit that fast and being a quick bike unit can grab objectives on later turns if they're around. The only disadvantage is they can't take a Wave Serpent, meaning you have to buy some foot infantry to get Wave Serpents with, and lack of AV and AA firepower (which in terms of troops only Guardians and Wraithguard, taking a Spiritseer in HQ, can really do, and Guardians themselves only get one weapon for it; if you count the Warlock, Jetbikes can take that too, and are a better platform for the spear Warlock thanks to speed).


I wouldn't say Windriders are the best troops in the game, no where near. They are good, but not that good.

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 mercer wrote:

I wouldn't say Windriders are the best troops in the game, no where near. They are good, but not that good.

They're probably not stronger than the ones that can take Terminators as troops, and the Ork Boy is still great value. Who else is competitive with them considering their mobility, offence and defence over all?

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If you are playing an objective game, windriders are the best troop in the game. Good thing thats 5/6 of the missions.

17 point for a marine sat line with a TL rending 2 shot weapon is good. Throw in 3 man squads to make it better. Add mobility and a 5+ (or 4+) jink and you have a deal.

If kept at 3 man units, they are not enough of a target for a full unit to shoot at, but put out enough firepower to be annoying. Running 6 3 man squads screws with how people want to allocate their firepower. Do they shoot the battlecannon russ at 3 of them? or go for something bigger. Often it is something bigger. 3 man troop squads survive out of simple fact that no one wants to shoot the "worthless" target that is moderately difficult to kill. Instead they target the things that fire back with significant firepower (wraithknight) and may be a threat. Troop choices that survive, are the most mobile troop in the game, and have good defensive stats all for only a few points more than the basic marine? Thats easily the best troop.

I used the 22 point Guardian Jetbikes to win many tourneys around here. The ability to cross the map in a turn after sitting in reserve and hiding keeps these guys alive until last turn. If you went 2nd, thats probably the game, especially in set-turn scenarios.


Terminators are more than double the cost for less durability except against AP3 weapons. With 2 jetbikes for every terminator, you also have to have a SS on the terminator to create a better situation against AP2. Add in that terminators are naturally a melee unit and will be at close range and therefore subject to a lot of fire, and they arent very good troops.

Boys are fodder. If they are on an objective and i want them off of it, it is done. Also, they are relied upon to be a main source of damage in an ork army. That means they will be on the front line and in melee, meaning they will die FAST. Finally, If i want them off an objective, almost any weapon in the game can do the job. At least jetbikes are marginally tough to kill.

This message was edited 1 time. Last update was at 2013/06/13 20:03:18


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 Daba wrote:
 mercer wrote:

I wouldn't say Windriders are the best troops in the game, no where near. They are good, but not that good.

They're probably not stronger than the ones that can take Terminators as troops, and the Ork Boy is still great value. Who else is competitive with them considering their mobility, offence and defence over all?


Ravenwing? Ok not troops standard but they can be and got a lot more utility. Don't get me wrong I think they are great and I really like them. They are great for linebreaker and getting those far away objectives (worked really well for me in the past codex), though I think saying they are the best troops in the game is probably giving them a little too much credit than they deserve.

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New Zealand

 mercer wrote:
 Daba wrote:
 mercer wrote:

I wouldn't say Windriders are the best troops in the game, no where near. They are good, but not that good.

They're probably not stronger than the ones that can take Terminators as troops, and the Ork Boy is still great value. Who else is competitive with them considering their mobility, offence and defence over all?


Ravenwing? Ok not troops standard but they can be and got a lot more utility. Don't get me wrong I think they are great and I really like them. They are great for linebreaker and getting those far away objectives (worked really well for me in the past codex), though I think saying they are the best troops in the game is probably giving them a little too much credit than they deserve.


They might not be the best troops in the game, but they are certainly right up there. They are however definitely the best scoring option in the Eldar book, which your ratings don't reflect. Jetbikes are significantly better than Avengers, who are basically still as useful as they used to be, good for making a Serpent scoring but they don't have the heavy weapon firepower from range or the outright punch (compared to something like Spiders or War Walkers) to be worthwhile.
   
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Sharjah

I think the Windrider Jet Bike may end up being the best Troops choice. The Jetbikes are as hard to kill with small arms as a basic Marine, and have better defense against heavier weapons. Their weapons are short-ranged, but they hit really hard. I ran some numbers and they hit harder than Dark Angels with the Standard of Devastation against MEQ and TEQ. A full-sized squad will put down more than 5 Marines from a turn's shooting. The short range sucks, but they can use their move in the Assault Phase to back away, so they can still shoot and then remain out of likely charge range of units that only move 6".

So, they compare pretty favorably to optimized Ravenwing Bikers, which are generally regarded as a very effective unit with a crippling weakness to Helldrakes. While the Jetbikes are even more vulnerable, they also cost a lot less and the rest of the Eldar army is far better suited to kill Flyers. They also are completely plug-and-play, with no need to spend extra points to unlock them as Troops. In addition, their mobility is even better than standard Bikers.

I imagine we'll see a lot of Eldar armies running several squads. You can get 3 maxed-out squads for 366 points, and you don't need to pay any HQ tax to do it. The biggest limiting factor is probably going to be dollar cost, as they end up running about $16 apiece once you factor in the Shuriken Cannon upgrades. That means a max 6x6 army would run about $575 in basic Jetbikes alone.


Automatically Appended Next Post:
Powerguy wrote:
 mercer wrote:
 Daba wrote:
 mercer wrote:

I wouldn't say Windriders are the best troops in the game, no where near. They are good, but not that good.

They're probably not stronger than the ones that can take Terminators as troops, and the Ork Boy is still great value. Who else is competitive with them considering their mobility, offence and defence over all?


Ravenwing? Ok not troops standard but they can be and got a lot more utility. Don't get me wrong I think they are great and I really like them. They are great for linebreaker and getting those far away objectives (worked really well for me in the past codex), though I think saying they are the best troops in the game is probably giving them a little too much credit than they deserve.


They might not be the best troops in the game, but they are certainly right up there. They are however definitely the best scoring option in the Eldar book, which your ratings don't reflect. Jetbikes are significantly better than Avengers, who are basically still as useful as they used to be, good for making a Serpent scoring but they don't have the heavy weapon firepower from range or the outright punch (compared to something like Spiders or War Walkers) to be worthwhile.


You raise a great point here. Dire Avengers end up being pretty weak in comparison to Jetbikes. The DA's extra range only ends up being a few inches in most situations, as they will usually want to shoot then run, so the threat ranges are very similar. Comparing stock DAs to Jetbikes with just the SC upgrade, the two units have almost identical firepower against infantry on a point-per-point basis, while the Jetbikes are significantly more resilient. Furthermore, the DA upgrades available are all focused on CC, where both units are pretty terrible. So I really don't see a role for them.

This message was edited 1 time. Last update was at 2013/06/16 00:55:02


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Fast attack has been added.

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I would say you underrated Hawks and Spiders, I'd go with 7.5 and 9 personally. I haven't tried Spears yet so can't comment. Vypers I don't really rate.
   
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 shamikebab wrote:
I would say you underrated Hawks and Spiders, I'd go with 7.5 and 9 personally. I haven't tried Spears yet so can't comment. Vypers I don't really rate.

Well, I think the rating of Hawks and Spiders is quite okay since infantry lives dangerous in a universe in which shooting dominates and (expensive) T3 units are not hard to take down.

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 shamikebab wrote:
I would say you underrated Hawks and Spiders, I'd go with 7.5 and 9 personally. I haven't tried Spears yet so can't comment. Vypers I don't really rate.


Not sure I agree with Hawks going above the Crimson Hunter. We all agree the Spiders are the best in this slot, and I'm going to go ahead and say the best unit in the Codex point for point. If people have Spiders on the table they are more likely to take a Crimson Hunter for the remaining Fast Attack slot than Hawks due to the Crimson Hunter's anti-air and being air niche.

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I read it. Then I got to the bit where you rated a falcon higher than the night spinner, wraithlord, wraithknight, and support batteries. Which are all good units, while the falcon is close to terrible in quality.

Then I read your review to swooping hawks, which are a fantastic unit with the new rules. They are not guardsmen at all. Their weapons are equivalent to storm bolters. (Go ahead, do the math). They have a 4+ save, and ws/bs 4. they are nothing like guardsmen, they kill guardsmen in their droves! And they have a host of special rules to fill a void left by the rest of the codex.

I also remember that you mentioned something about bright lances "getting lucky" on heavier vehicles, and using them on rhinos... What on earth are you using against land raiders and barges? clearly not the hawks haywire grenades, eh?


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 mercer wrote:

Warp Spiders

You can take an Exarch in the unit who can take a twin-linked death spinner (not worth it as Exarch is BS5) or a spinneret rifle, which is S6 AP1 rapid fire, pinning - for the cost of the Exarch and rifle I probably wouldn't bother.


I think the wound allocation FAQ changed makes the Exarch crucial for maximum squad effectiveness. Before the FAQ all you had to do is get all the spiders at 12" range of the closest model in the target unit and you could kill every model in the unit. Now they can only kill what's in range making you get closer. The Spinneret rifle extends the killing range up to 18" so you don't have to get as close to maximize damage. The AP1 doesn't hurt either especially since it clearly works against vehicles. I run my exarch with the Spinneret and Fast Shot.

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Hawks can drop into a good place in cover, shoot 24" at full power then run mostly out of line of sight (depending on where you land, but you should be able to pick a good spot), with the only real risk being a bad run roll.

Their firepower for points is good, then they get excellent utility with the grenade attack and can even take on vehicles with their Haywires if it comes to it.

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shamikebab wrote:I would say you underrated Hawks and Spiders, I'd go with 7.5 and 9 personally. I haven't tried Spears yet so can't comment. Vypers I don't really rate.


Each one to their own

Belly wrote:I read it. Then I got to the bit where you rated a falcon higher than the night spinner, wraithlord, wraithknight, and support batteries. Which are all good units, while the falcon is close to terrible in quality.

Then I read your review to swooping hawks, which are a fantastic unit with the new rules. They are not guardsmen at all. Their weapons are equivalent to storm bolters. (Go ahead, do the math). They have a 4+ save, and ws/bs 4. they are nothing like guardsmen, they kill guardsmen in their droves! And they have a host of special rules to fill a void left by the rest of the codex.

I also remember that you mentioned something about bright lances "getting lucky" on heavier vehicles, and using them on rhinos... What on earth are you using against land raiders and barges? clearly not the hawks haywire grenades, eh?



The Night Spinner isn't that good nor on the wraith big daddies. Everything they can do can be done for cheaper or else where in the codex. I wouldn't say the Falcon is terrible either, bit expensive but that's about it.

Swooping Hawks are Guardsmen. They just have a 4+ armour save and an assault 3 lasgun. Just because they have damage output to storm bolters (which I haven't look at) doesn't make them storm bolters. Do lasguns with FRSRF equal to storm bolters? No they don't, they just get more shots.

Brightlances do need to get lucky on heavy vehicles, I guess you're not a huge Dark Eldar player who can have a lot more lances. Against a Rhino a lance needs a 3+ to glance while against something like a Land Raider needs a 4+. A Crimson Hunter would hit probably once if not using an Exarch and has 50% chance to score damage. If an Exarch was firing would hit twice, one of those shots would do nothing. So yes, you need to get lucky, but can tackle lighter armour i.e Rhino better. As for using things against Land Raiders etc you do know there are Fire Dragons and Wraithguard in the codex?

Arschbombe wrote:
 mercer wrote:

Warp Spiders

You can take an Exarch in the unit who can take a twin-linked death spinner (not worth it as Exarch is BS5) or a spinneret rifle, which is S6 AP1 rapid fire, pinning - for the cost of the Exarch and rifle I probably wouldn't bother.


I think the wound allocation FAQ changed makes the Exarch crucial for maximum squad effectiveness. Before the FAQ all you had to do is get all the spiders at 12" range of the closest model in the target unit and you could kill every model in the unit. Now they can only kill what's in range making you get closer. The Spinneret rifle extends the killing range up to 18" so you don't have to get as close to maximize damage. The AP1 doesn't hurt either especially since it clearly works against vehicles. I run my exarch with the Spinneret and Fast Shot.


I'll be honest that is rules twisting at the extreme. The spinneret rifle cna put wounds on models up to 18" away, the remaining guns cannot, the spinneret rifle doesn't magically extend the damage range of every gun.

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 mercer wrote:
I'll be honest that is rules twisting at the extreme. The spinneret rifle cna put wounds on models up to 18" away, the remaining guns cannot, the spinneret rifle doesn't magically extend the damage range of every gun.


Have you read the FAQ? Your dismissive response indicates that you haven't. Yes, the Spinneret Rifle does extend the effective casualty range of the Deathspinners. Of course it's stupid, but it's the rules as we currently have them. Prior to the FAQ all you needed was range to the unit, not range to every model in the unit.


Q: When making a Shooting attack against a unit, can Wounds
from the Wound Pool be allocated to models that were not within
range any of the shooting models when To Hit rolls were made (i.e.
half the targeted model are in the shooting models’ range, and half
are not)? (p15)
A: No.




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I agree that the Hunter is under-rated here. Yes, it has no defenses and doesn't have phenomenal firepower, but the codex simply lacks a better AA choice. There is no effective ground-based AA in the whole thing, other than perhaps guided Warp Spiders.

Also note that the Hunter's firepower is not very out of line with what two War Walkers can bring to bear, and the Hunter isn't that much more expensive. It's generally less survivable than two Walkers, but it's much better at sniping. Vector Dancer is useless for dogfighting (because there's no such thing in 40k), but it's very helpful for staying out of 36" Skyfire/Interceptor range while still laying down decent firepower. For example, it's pretty easy for a Hunter to land shots on an AA Broadside unit without taking Interceptor fire and without allowing non-snap return fire (by moving to 36" from a Missile Drone, turning to face the unit, and opening up on it).

Edit: And I have no idea where you're coming from with the HS ratings on your blog. Vaul's Wrath batteries don't offer phenomenal "value for points"? Heavy wraithcannons have a short range? Why wasn't this limitation mentioned when talking about scatter lasers on the much slower Wraithlord? And you completely miss all the implications of the WK having 12" movement - it's not just about making sure that it's always in range to shoot.

This message was edited 1 time. Last update was at 2013/06/21 18:45:30


 
   
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I applaud the amount of effort you've put into this, but I find I disagree with a great many of your ratings and analysis. Additionally I feel like you look at many units as blunt instruments and overlook their synergy with other eldar units. Somethings from here and your blog that are not yet reposted here just don't even make sense to me. Warlocks being like a court is how it should be? How is this better than buying squad upgrades? The unit is much more limited now in that it cannot join wraiths. Your wording infers they can join anything. Your heavy support section on the blog indicates that the DR exarch would need to snap fire flak missiles - reread the weapon entry for EML with flak.
   
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Doesn't the Crimson Hunter [Exarch] have the best odds of downing any enemy flyer in the game?

 mercer wrote:

Swooping Hawks are Guardsmen. They just have a 4+ armour save and an assault 3 lasgun. Just because they have damage output to storm bolters (which I haven't look at) doesn't make them storm bolters. Do lasguns with FRSRF equal to storm bolters? No they don't, they just get more shots.

What is FRSRF?

IIRC, they have the same odds as a Storm Bolter against a Marine, but against T3 infantry and T6 Monsters it is superior.

This message was edited 2 times. Last update was at 2013/06/23 08:43:43


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 Daba wrote:
Doesn't the Crimson Hunter [Exarch] have the best odds of downing any enemy flyer in the game?

 mercer wrote:

Swooping Hawks are Guardsmen. They just have a 4+ armour save and an assault 3 lasgun. Just because they have damage output to storm bolters (which I haven't look at) doesn't make them storm bolters. Do lasguns with FRSRF equal to storm bolters? No they don't, they just get more shots.

What is FRSRF?

IIRC, they have the same odds as a Storm Bolter against a Marine, but against T3 infantry and T6 Monsters it is superior.


Not that I'd trust them to kill off a Monstrous Creature unless they needed to finish it off with a wound or maybe two, but yeah, I'd trust it more against them than Storm bolters naturally. The T3 point is good too, they would inflict more wounds on average against T3 models than storm bolters, naturally the volume of fire combined with better BS than a guardsman helps. I'd trust them to kill light infantry effectively as well as harass some vehicles here and there, but my main thing about them is they can absolutely bomb a unit early on with their grenade pack. Provided you land in a spot in decent cover and hopefully out of LOS to be intercepted or something, you can uproot those irritating little markerlights

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Tau and Necrons are very common in the meta, and against I2 armies the swooping hawk blind can have a huge effect.

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 schadenfreude wrote:
Tau and Necrons are very common in the meta, and against I2 armies the swooping hawk blind can have a huge effect.

Watch out with Tau, who can easily get immunity to blind. Necrons can be blinded, and boy do you need it against them.

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I really like these reviews.


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I don't agree with Autarchs being 9/10.

Just don't bring enough to bear for their points.

As a surgical tool, they are... Mediocre at best and for support, they also add very little.

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Arschbombe wrote:
 mercer wrote:
I'll be honest that is rules twisting at the extreme. The spinneret rifle cna put wounds on models up to 18" away, the remaining guns cannot, the spinneret rifle doesn't magically extend the damage range of every gun.


Have you read the FAQ? Your dismissive response indicates that you haven't. Yes, the Spinneret Rifle does extend the effective casualty range of the Deathspinners. Of course it's stupid, but it's the rules as we currently have them. Prior to the FAQ all you needed was range to the unit, not range to every model in the unit.


Q: When making a Shooting attack against a unit, can Wounds
from the Wound Pool be allocated to models that were not within
range any of the shooting models when To Hit rolls were made (i.e.
half the targeted model are in the shooting models’ range, and half
are not)? (p15)
A: No.





Yes I know the FAQ as it was posted several months away. As I said, that is rule twisting at the extreme. If models sit beyond 12" of the warp spider's standard weapon, then wounds cannot be allocated to them even with the Exarch's weapon.

pantsonhead wrote:
Edit: And I have no idea where you're coming from with the HS ratings on your blog. Vaul's Wrath batteries don't offer phenomenal "value for points"? Heavy wraithcannons have a short range? Why wasn't this limitation mentioned when talking about scatter lasers on the much slower Wraithlord? And you completely miss all the implications of the WK having 12" movement - it's not just about making sure that it's always in range to shoot.


I never said anything of the sort about Vaul Wrath units. In fact I don't even use the word 'phenomenal' at all. I thought the Wraithknight had wraithcannons not heavy wraithcannons, my bad on that one. I said the Wraithknight was a JUMP monstrous creature - everyone who plays 40k knows jump infantry move 12", do I need to say that? Are you reading the right blog?

lokust2501 wrote:I applaud the amount of effort you've put into this, but I find I disagree with a great many of your ratings and analysis. Additionally I feel like you look at many units as blunt instruments and overlook their synergy with other eldar units. Somethings from here and your blog that are not yet reposted here just don't even make sense to me. Warlocks being like a court is how it should be? How is this better than buying squad upgrades? The unit is much more limited now in that it cannot join wraiths. Your wording infers they can join anything. Your heavy support section on the blog indicates that the DR exarch would need to snap fire flak missiles - reread the weapon entry for EML with flak.


A review is just my opinion, yours maybe different

Everything from the blog (except heavy support) has been copied and pasted here.

In the fluff Warlocks lead units i.e Avengers, Guardians etc, so yes them splitting up is how it should be. Not sure what you are comparing squad upgrades for, I take it you mean Exarch abilities? And yes not joining Wraith units is the bits. I never said the Warlocks could join units, but I will add about not joining Wraith units though.

I know what flakk does, I meant the remaining unit will be snap firing. I'll re-word that to make it clear.

Daba wrote:Doesn't the Crimson Hunter [Exarch] have the best odds of downing any enemy flyer in the game?

 mercer wrote:

Swooping Hawks are Guardsmen. They just have a 4+ armour save and an assault 3 lasgun. Just because they have damage output to storm bolters (which I haven't look at) doesn't make them storm bolters. Do lasguns with FRSRF equal to storm bolters? No they don't, they just get more shots.

What is FRSRF?

IIRC, they have the same odds as a Storm Bolter against a Marine, but against T3 infantry and T6 Monsters it is superior.


First Rank Fire Second Rank Fire - gives an extra lasgun shot.

Puscifer wrote:I don't agree with Autarchs being 9/10.

Just don't bring enough to bear for their points.

As a surgical tool, they are... Mediocre at best and for support, they also add very little.


I think I may have got carried away there as I saw a very good setup for an Autarch. Perhaps should be lowered to an 8, but still a good HQ choice for the flexible setup and reserve bonus.

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 mercer wrote:

If models sit beyond 12" of the warp spider's standard weapon, then wounds cannot be allocated to them even with the Exarch's weapon.


This is incorrect. Do you have a rules reference that makes you think it's not? I don't want to derail your thread with a rules dicussion, but your misunderstanding of the current state of the rules directly reflects in your evaluation of this unit and perhaps other short-ranged units as well.

In 5th edition all that mattered was range to the target unit. A warp spider sitting 12' from a conga line of 30 ork boyz could kill a model up more than 90" away (assuming full 2" cohesion spread). The ork player got to choose the model that died from anywhere in the unit.

In 6th edition wound allocation changed to require that casualities were taken from the models closest to the firing unit. This was still not dependent on range. A unit of 10 warp spiders sitting at 12" from a conga line of boyz could still potentially kill models up to 70" away assuming all shots hit and wounded, 2" coherency, and the ork player makes no saves.

The FAQ answer now prevents these long-ranged kills by bringing range into the wound allocation process. But instead of telling us to separate wounds into separate wound pools by range, they picked a weird middle path that says as long as any weapon in the firing unit has range to a model in the target unit then that model can be removed as a casualty. It doesn't matter if it's an exarch with spinneret, or tactical marine with heavy bolter. The effect is the same.

More discussion here:

http://www.dakkadakka.com/dakkaforum/posts/list/0/521213.page



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