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Onto other units:

-Phoenix lords: still expensive but pretty awesome now, I thought it was funny you can mix aspects again

-illic Nightspear: Meh, lots of points, dies all the same as the Vindicare assassin.

-Avatar: 5++ but 5 wounds, Ya! 40 extra points, lame. Not bad not great.

-Rangers: Lost the ap1 on hit of 6, 7 points less. Cheap guys to run the aegis basically.

-Guardians: suicide guns and guardsmen armour, good luck.

-Storm Guardians: fighty guardsmen, with no real way to deploy good flamers, bleh

-Dire (douche bag) avengers: still a good go to option, sadly they are a billion dollars each.

-Banshees: fast as hell, but you'll be running in the open so pass.

-Scorpions: Nice, fleet, infiltrate and move through cover built in, a nice harassing unit.

-Fire Dragons: 22pts and 3+ armour, deal. Carrying on.

-Wave serpent: I was originally pissed about this and saw it as a nerf until you realize you were paying the same before and the difference is that you can now take a scatter laser that makes the rest of the guns and wave field twinlinked. That's right 7 TL s6 shots and 2-7 TL s7 shots for 130pts. Not bad at all.

-Falcon: scatter laser, yes please.

-Night spinner: Torrent that is S8 against vehicles? Oh hell yes.

-Fire prism: Base S5 ap3 large blast, awesome.

-Warwalkers: Expensive but very mobile

-Wraithlords: 2 separate brightlances for 160pts, there's your long range anti tank. Eat it wraithknight, you douche.

-Wraithknight: its still crap, douchy douche GW.

-Support battery: Always liked these, still do, just always competing with other stuff.

-Dark Reapers: Plenty of cheaper marine killing and S8 in the rest of the book, they will fill a gap but wont be a jump out unit.

-Swooping hawks: 16 goddamn pts? 3 shot guns? No scatter deepstrike??? You're in my warpspiders slot, try again.

-Shining spears: still trying to play duck hunt, but they are half the points so again, gap filler.

- Warp spiders: seriously buy 10.

-Vypers: competitive spot and fragile, gap filler

-Crimson hunter: All well and good but Im not spaming these and everyone and there mom takes an aegis.

- Hemlock wraithfighter: Same problems as above, I like its boo beams and fry plates but for 185pts? That's gakky.

Oh and Harlequins... no solitaire, basically same as before nothing impressive.

Overall there are lots of strong options in the book. Elites are really light, heavy is crowded as usual, troops are either gooey or hard to deploy and feels like a reason just to take wave serpents. Im disappointed with farseers but with the BS 4 army wide just get guide and go nuts and just hope for doom.

Now if you'll excuse me I have warpspiders to build.


Automatically Appended Next Post:
 Sasori wrote:
[

The LD8, hurts, that's for sure. It's still a 76% to pass, but it can be rough. They have their use in Jetbike squads, for sure.

My main problem with the D-scythe is paying 10 PPM to outfit them with it. You're looking at 50 points minimum for a squad. I don't know if it's worth that many.


I agree, Im going to run some proxy games and see if I can make them work, because without battle focus it means you have to get really really close with the wave serpent. Walking them just means people will avoid them, or guard players will just pie plate them into dirt.

This message was edited 1 time. Last update was at 2013/06/01 03:24:06


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I am amused by what can and cannot bypass Molten Body on the Avatar

Sure you can't use Breath of Chaos against it, but you can use Firestorm against it! Can't hit with pink and flames of tzeentch, but blue fire is okay!

Can't hit with flickering fire, but Tzeentch's Firestorm works!
   
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Isengard wrote:
I may have had the opportunity to peruse a copy...

Automatically Appended Next Post:
This thread will be needed tomorrow that's for sure, just get in early so it can get warmed up!


Isn't this kinda like talking about a classified document? Can we *all* get to see the codex before dissecting it?
   
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 ZebioLizard2 wrote:
I am amused by what can and cannot bypass Molten Body on the Avatar

Sure you can't use Breath of Chaos against it, but you can use Firestorm against it! Can't hit with pink and flames of tzeentch, but blue fire is okay!

Can't hit with flickering fire, but Tzeentch's Firestorm works!


Truly Tzeentch is doing his job right then even the flames change whether they can or can't wound the Avatar! (he seems better but I wouldn't call him an autoinclude in the slightest)

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 SoloFalcon1138 wrote:
Isengard wrote:
I may have had the opportunity to peruse a copy...

Automatically Appended Next Post:
This thread will be needed tomorrow that's for sure, just get in early so it can get warmed up!


Isn't this kinda like talking about a classified document? Can we *all* get to see the codex before dissecting it?


Why can't we start a discussion, for those of us that have it?

Feel free to post something constructive when you have it.

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 Sasori wrote:

The Warp Hunter is likely going to be my go-to heavy support choice.


What is a Warp Hunter? I have the codex and I can't see it anywhere.

 
   
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 Kavish wrote:
 Sasori wrote:

The Warp Hunter is likely going to be my go-to heavy support choice.


What is a Warp Hunter? I have the codex and I can't see it anywhere.


It's a Forgeworld unit.

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 Kavish wrote:
 Sasori wrote:

The Warp Hunter is likely going to be my go-to heavy support choice.


What is a Warp Hunter? I have the codex and I can't see it anywhere.


It is a forgeworld unit so nevermind those imo.

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 Grey Templar wrote:
The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
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 pizzaguardian wrote:
 Kavish wrote:
 Sasori wrote:

The Warp Hunter is likely going to be my go-to heavy support choice.


What is a Warp Hunter? I have the codex and I can't see it anywhere.


It is a forgeworld unit so nevermind those imo.


Nevermind? It's a perfectly acceptable unit, approved for 40k.

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Phoenix gem. That is all.

 
   
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 Sasori wrote:
 pizzaguardian wrote:
 Kavish wrote:
 Sasori wrote:

The Warp Hunter is likely going to be my go-to heavy support choice.


What is a Warp Hunter? I have the codex and I can't see it anywhere.


It is a forgeworld unit so nevermind those imo.


Nevermind? It's a perfectly acceptable unit, approved for 40k.


It is meta dependent, will not be accepted everywhere and will need an update by FW. But you are correct too, although we are going off topic, leaglity of FW units is discussed in many other threads.

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 Grey Templar wrote:
The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
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I cant look at it until my buddy is done with it. Who's the author of it?
   
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 R3YNO wrote:
I cant look at it until my buddy is done with it. Who's the author of it?


Phil Kelly.

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 Sasori wrote:
 R3YNO wrote:
I cant look at it until my buddy is done with it. Who's the author of it?


Phil Kelly.


Is the project manager, it would have been written by about 10 different people rules wise, about another 10 different people fluff wise, and then another host of designers and artists

But Kelly will get all the blame/credit

   
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Eldercaveman wrote:
 Sasori wrote:
 R3YNO wrote:
I cant look at it until my buddy is done with it. Who's the author of it?


Phil Kelly.


Is the project manager, it would have been written by about 10 different people rules wise, about another 10 different people fluff wise, and then another host of designers and artists

But Kelly will get all the blame/credit


The PM is responsible for oversight, effective testing, and ensuring the final product is up to standards. So he deserves all the blame/credit.

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Wave serpent: I was originally pissed about this and saw it as a nerf until you realize you were paying the same before and the difference is that you can now take a scatter laser that makes the rest of the guns and wave field twinlinked. That's right 7 TL s6 shots and 2-7 TL s7 shots for 130pts. Not bad at all.

-Falcon: scatter laser, yes please.

Could you please elaborate this?
A scatter laser that makes guns and energy(?) field twinlinked?

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<<< Army wide buffs >>>

Battle Focus - Yep, Eldar needed this with their "tricksy" ways. Half way there to the JSJ capabilities the Corsairs employ, but not quite (depending on the unit). I can see this getting alot of units out of sticky situations for sure.

Ancient Doom - Well its only going to be useful against Slaanesh armies really, so let's not get to strung out on that one.

<<< HQ >>>

Avatar - Still a beast, has potential, not too sure on the "abilities" he can choose... especially the Night Fighting one (odd).

Farseer - Got a bit cheaper depending on how you used to run him/her. Runes went down to a "One use only" status, bit sad... however expected. Pretty much cut/paste from the old Codex all said and done.

Spiritseer - This guy is what the Avatar is to a foot slogging Aspect/Guardian army, except focused on Wraithguard. Handy given what he/she can do for Wraith army, who doesn't like "to hit" buffs? Making Wraiths troop choices is pretty nifty as well. Half way between a Farseer and Warlock, a welcome reinvention of the old entry.

Warlocks - Depending on how you run them, they got more expensive, although if you were slapping them on Jetbikes, the cost was much the same (cheaper in some cases). Not sure how I feel about the limitation on them (ie: splitting them out and not having enough for a full council). Again, cut/paste from the old codex with a few amalgamated items.

<<< Troops >>>

Dire Avengers - A little more expensive, they're designed more for defencive capabilities now. While they're certainly not Striking Scorpions, they could definitely find synergy with any of the CC oriented heavy hitters (Scorpions, Spears, CC Wraithguard, etc). Exarchs are required to get the most out of these guys in a defencive situation. Pretty much a take all comers with the exception of 2+ and MCs.

Defender Guardians - Yep, we all wondered if these boys would get any better. In some respects they did, if you intend on swarming them with an Avatar etc - there is potential, however, make no mistake they still suffer the range restriction issues as before. Number are their saviour now, as is the new army wide Battle Focus trick. The second platform at full capacity and BS4 is of course a nice touch.

Storm Guardians - WS/BS buff, the rest is cut/paste with the exception of Power Swords being an option.

Windrider Jetbikes - Saim Hann lovers will be having wet dreams given the nice price drop and bladestorm rules. I can see these being a staple of armies that aren't Wraith heavy, for their points and functionality... its a no brainer.

Rangers - Crazy price drop, but lost some of their punch as a result. Against MC's a few cheap units around the place controlling fire lanes will work wonders though. Count on them annoying the bejesus out of scoring units sitting on objectives.

Pathfinders - Illic is needed for this, honestly, I can't see the justification in almost doubling the cost (for what you get). I'm sure some playing about will find their niche soon enough though.

Wave Serpent - Sadly, whilst it didn't drop in price we did get a rather nasty little gem with laser lock (taking twin linked scatter lasers) and the Serpent sheild. I can see some fliers falling from the heavens with the potential output this APC can now achieve. Some balance was achieved with reduction in weapon costs though, so all in all it balanced out (cut/paste) with a nice addition harking back to the old days. Sadly we didn't get the assault ramp we'd hoped for, which leads me to...


<<< Elites >>>

Howling Banshees - I have a nice little spot for them to wait their turn next edition. Cut/paste again, mixed with sad face.

Striking Scorpions - Yeah these guys got nasty. They make Rangers/Pathfinders look like amateurs in the sneaky department. I've already heard playtest results from friends and they just wreck breakfast for all concerned. What the Scorpion's Claw can do now to the enemy will give them nightmares. The Exarch is a definite requirement. Makes Banshees look like the ugly stepchild.

Fire Dragons - We knew they were undercosted, but probably not by the price point GW have now wacked on them. Given the new Wraith options, I can't see these guys holding up as much on the battlefield - Given they used to be a one hit wonder, Wrathguard in their many forms can survive MUCH better and do the job just as well... and can also be set up as troops. Exarch isn't really needed, unless you want to pay twice the price of a Fire Dragon just for that extra shot, without the wound. We will see how they fare over time.

Harlequins - Cut/paste... nuff said.

Wraithguard - Cheaper, meaner and you can put more in a Wave Serpent now. Whilst the D-Scythe is a bit pricey, the look on a Terminators face will be worth it. Adios 2+. Oh, NO MORE WRAITHSIGHT!

Wraithblades - The ultimate tarpit unit as far as squads go. Nothing says pain like a St7 power weapon and inv save Wraithguard. These guys are the riot control, night club bouncers of the Eldar army.

<<< Fast Attack >>>

Swooping Hawks - Oh my, haven't they done some changes here. Great for reliably dropping behind enemy lines, haywiring a tank into next century then harassing the hell out of T3 critters with low armour saves - aka Guard/Nids etc. All the while, playing "Catch me if you can". Not sure about the Exarch, although Hit and Run is the only power worth taking and "Blind" on the Sunrifle would create a few laughs. Starting to wonder if that will be the Imperial Guard army wide trait?

Warp Spiders - Nasty as ever, a points drop, native hit and run, no real need for an Exarch anymore. The price you pay to upgrade the Exarch could pay for a whole extra member. Twin linking the Dual Spinner was a mistake honestly.

Shining Spears - Half price sale was the objective here it seems, and finally the squad size is half decent! I can see these puppies really taking out MEQ with ease. The Exarch can be tooled to take down IC/MC's with ease and bolt if *&(* gets real. Coupled with Spiders and Jetbikes, Saim Hann Generals will have a field day.

Crimson Hunter - Not sold on this, sure it looks pretty, but as a newcomer to the Eldar's already nifty Air Cavalry, it falls short. Overpriced gimmick really, I can't see it sticking about in the sky long enough to make the points back. The upgrades are a bit pricey too.

Vypers - BS4, price increase, balanced by the drop in cost of weapons. Depending on how you would like to arm them the price can vary a little. They're still going to take up space on your shelf, along side the Banshees.

Hemlock Wraithfighter - Again, overcosted points sink. Great for anti-infantry but honestly too random with regular blasts and dangerously short range. Give me the Phoenix any day over this (even if it is more expensive). Another flyer gimmick.

<<< Heavy Support >>>

Dark Reapers - Welcome to the Over Powered dept, please enjoy your stay. Boosted squad size, move and fire, assorted missiles galore. The Exarch has appropriate powers listed rather than the single obvious "go to" option most Exarchs have access to. Wait for the cries as this becomes the new Starcannon fiasco of 3rd Ed.

Support Batteries - Cut/paste again, slight price variations. With the modifications in weapon stats, we shall see though.

Fire Prism - Lost the "link' capabilties, which was about time - no one likes having to buy two of something just to get intended use from something. New focus shot involving the lance rule, exactly what it needed, yet at a slight price increase.

Night Spinner - Cut/paste, same price, slightly different weapon stats... say hello to the new can opener though, this puppy can hit vehicles at St8 now. Be affraid, this one is versatile.

Falcon - Pretty much cut/paste again, weapon costs came down, Scatter Laser can "laser lock" for a little added help to make those Pulse Laser shots count.

War Walkers - A substantial jump in price, but mitigated by the weapon price drops. Gained a new found maneuverability, which will offset the extra cost. Can also be armed to take down flyers. I still think Wasps have the JSJ down pat though.

Wraithlord - I'm guessing they upped the price to make the Wraithknight look better priced rather than just taking three of these guys. Weapon upgrades are stupidly priced however, essentially a cut/paste with price increase.

Wraithknight - As they say, its not the size that counts, but what you can do with it. The Wraithknight is no exception, alot of points for minimal damage output. Lovely idea, yet poorly executed.

Overall, very much a cut/paste/amend job. Forgeworld still do it better in many cases. I'm actually more curious as to what the IA:11 FAQ will show in the coming months to bring it in line (if that happens). If I do choose a flyer, it will be from FW no GW's range.


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Got my book today, been reading it for the last couple of hours.

Overall my impression is that this book follows very much in the vein of Kelly's Chaos Space Marines book. It's an update but in many ways an underwhelming one. What was strong largely remains strong (Eldrad will continue to appear ubiquitously in almost every single Eldar army anyone faces) what was weak will largely remain weak (banshees will still never see the table), a couple units swapped positions and/or were fixed two editions too late (Support batteries will likely see decent use being T7 3+sv artillery units capable of taking S10 AP2 barrage blasts for the cost of a Chimera, while Falcons will likely be completely absent from 6E tables, Wave Serpents will instead be ubiquitous) and a couple new things will prove *Very* capable (Wraithknights and Crimson Hunters).

If you were looking for a reason to break out the banshees, Vypers, Guardians, Harlequins, Night Spinners, Autarchs and the like that didn't entice you before, you won't really find them now. If you were tired of fielding Eldrad, War Walkers, MSU Dire Avengers, guardian jetbikes and the like, well, you're still probably going to be taking them. I haven't looked too much at the warlocks/seer council aspects yet, so I can't comment on them at this moment, but even with new things and a lot of changes to others, fundamentally this list still has the same strengths and weaknesses and flwas the old codex did.

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 Morachi wrote:

<<< Heavy Support >>>

Dark Reapers - Welcome to the Over Powered dept, please enjoy your stay. Boosted squad size, move and fire, assorted missiles galore. The Exarch has appropriate powers listed rather than the single obvious "go to" option most Exarchs have access to. Wait for the cries as this becomes the new Starcannon fiasco of 3rd Ed.




It's a Kelly Codex after all, and Long Fangs have been losing some of their shine.

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Just concerning the units I have in my (grav-tank-tacular) army:

Dire avengers, like all the infantry, will benefit massively from battle focus and rending shurikens. They also have counter-attack! Up slightly to 13pts/each, which I am happy to pay.

Fire prisms and wave serpents both got a little more expensive but punchier with weapon changes. Falcons probably not worth it in comparison, but not yet sure. Not very experienced with night spinners.

Vypers are better (due to BS4, rending shurikens) for the same cost, brightlances are now affordable. Not sure if that's enough to make them good overall, still fragile for their cost. Definitely better.

Shining spears similar, massive drop in price. Still the exact same weaknesses as before - 1 phase wonders, hit&run, which is necessary, is an upgrade tied to the exarch. But I will try them again.

Fire dragons more expensive but tougher. With cheaper brightlances through the codex, I may try taking them less, and possibly experiment with a big unit rather than disposable squads - for some time I have been aware that the suicide squads depend heavily on your opponent fielding the right targets.

Things I'm excited about:
Rangers have potential as a troops unit, interesting pathfinder option.
Ditto guardians of both types. Will the new battle focus and shuriken be enough to make 9-pt T3 5+sv units worth taking?
Jetbikes are awesome, getting some.
Warlocks have potential, but expensive/unreliable. I will experiment.

Crimson hunter looks like the right stuff, but very fragile.

Aspects like scorpions, dark reapers and warp spiders all look good.

Disappointed in the generally lackluster exarch powers. IMO they should have made exarchs an inbuilt upgrade to encourage taking them (since they're cool). As is, fire dragons certainly and perhaps other aspects just won't find it worth upgrading.

Very interesting new set of vehicle upgrades. Will see if holofields are worth it. Ditto spirit stones (on non-wave serpents). Vectored engines a possible buy for key short-ranged units' transports.

Someone mentioned FW units - I hope they release an update, bringing the corsairs and vehicles into line, sooner rather than later.

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 wuestenfux wrote:
Wave serpent: I was originally pissed about this and saw it as a nerf until you realize you were paying the same before and the difference is that you can now take a scatter laser that makes the rest of the guns and wave field twinlinked. That's right 7 TL s6 shots and 2-7 TL s7 shots for 130pts. Not bad at all.

-Falcon: scatter laser, yes please.

Could you please elaborate this?
A scatter laser that makes guns and energy(?) field twinlinked?


G'day W, what he means is that Scatter Lasers now have a rule that if you hit with it, then all shots from other weapons (on that unit) become twin linked. The Wave Serpent can discharge its force field as a weapon, at great range and pushing out d6+1 shots (twin linked if used as mentioned). Basically it can theoretically murder all kinds of light armour and air nasties.

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 Ravenous D wrote:
Just glancing through mine now and Im sure glad I didn't open the wraithknight because that think is crap for 300pts, I'd rather take 2 wraithlords.

besides that:
- Farseers: terrible, I rolled it out a bunch of times and sometimes got Doom fortune, the other powers just blow. I even rolled Eldrad and managed it a few times. If I cant rely on them getting good powers they are a waste of points.

-Warlocks: also terrible, seriously you cant rely on a solid battle plan with these things unless you are getting shrouding, and they cant even join wraithguard!

-Spiritseer: cheaper then I expected but otherwise good, 2 rolls on that table is better then one, still random but its better then nothing.

-Wraithguard/blades: No battle trance is a bummer, but I think having a unit of D scythes will be a combat deterrent unless your enemys want to lose half a unit on the way in. Overall happy with these guys.

-Wraithknight: Waste of points, 280pts for 3 s6 plasma cannon shots? Next.

-Jetbikes: Sweet Jesus, why are the models so bad because these things are busted.

Warpspiders: 6 + 2D6 + D6 + shoot + 2D6 move? Holy feth balls!! and they are S7 against vehicles and everything i3 and lower? Give me 30.


did you really just reduce a monster with 5 S10 attacks at I5 on the charge down to just "3x S6 blasts?". if you're doing it right, those blasts are TL, not to mention reducing a jump infantry monster with the option of taking enough AP2 to melt an entire termie squad a turn...

and honestly, i know the internet thinks the new jet bikes are so , but you have to realize, they are a 17 point model with a space marine save, the fact that they were nearly double before is just a testament to how bad they were.

 
   
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phoenixrisin wrote:
 Ravenous D wrote:
Just glancing through mine now and Im sure glad I didn't open the wraithknight because that think is crap for 300pts, I'd rather take 2 wraithlords.

besides that:
- Farseers: terrible, I rolled it out a bunch of times and sometimes got Doom fortune, the other powers just blow. I even rolled Eldrad and managed it a few times. If I cant rely on them getting good powers they are a waste of points.

-Warlocks: also terrible, seriously you cant rely on a solid battle plan with these things unless you are getting shrouding, and they cant even join wraithguard!

-Spiritseer: cheaper then I expected but otherwise good, 2 rolls on that table is better then one, still random but its better then nothing.

-Wraithguard/blades: No battle trance is a bummer, but I think having a unit of D scythes will be a combat deterrent unless your enemys want to lose half a unit on the way in. Overall happy with these guys.

-Wraithknight: Waste of points, 280pts for 3 s6 plasma cannon shots? Next.

-Jetbikes: Sweet Jesus, why are the models so bad because these things are busted.

Warpspiders: 6 + 2D6 + D6 + shoot + 2D6 move? Holy feth balls!! and they are S7 against vehicles and everything i3 and lower? Give me 30.


did you really just reduce a monster with 5 S10 attacks at I5 on the charge down to just "3x S6 blasts?". if you're doing it right, those blasts are TL, not to mention reducing a jump infantry monster with the option of taking enough AP2 to melt an entire termie squad a turn...

and honestly, i know the internet thinks the new jet bikes are so , but you have to realize, they are a 17 point model with a space marine save, the fact that they were nearly double before is just a testament to how bad they were.


If you TL the shots, you're looking at 320 points. For that, you can get a staggering amount of nasty elsewhere in the Codex. Just to start, the new OP Dark Reapers sling turds in your breakfast in a bad way. Wraithguard with D-Scythes in a Wave Serpent will melt a Terminator squad with very little effort as well, amongst other things. The WK, while it may have its uses, is a gimmick all said and done sadly.

Edit: Just looked at the points cost of my Eldar Lynx super heavy... that thing can lay down the smack and slice half the board in two compared to the WK for the same points cost.

This message was edited 1 time. Last update was at 2013/06/01 13:17:47


ERROR: Reality.sys corrupted. Reboot Universe? Y/N

Project Thread - http://www.dakkadakka.com/dakkaforum/posts/list/547860.page

Eldar - 105,000pts (Estimated), Tyranids - 15,000pts

Dras'Volharr Craftworld Project http://wcwdb.blogspot.com.au/ 
   
Made in ca
Executing Exarch






 Sasori wrote:
 R3YNO wrote:
I cant look at it until my buddy is done with it. Who's the author of it?


Phil Kelly.


And Adam Troke


Automatically Appended Next Post:
 wuestenfux wrote:
Wave serpent: I was originally pissed about this and saw it as a nerf until you realize you were paying the same before and the difference is that you can now take a scatter laser that makes the rest of the guns and wave field twinlinked. That's right 7 TL s6 shots and 2-7 TL s7 shots for 130pts. Not bad at all.

-Falcon: scatter laser, yes please.

Could you please elaborate this?
A scatter laser that makes guns and energy(?) field twinlinked?


Scatter lasers got better for some reason, they now have a rule called laser lock which works like so: Fire scatter laser first, if you hit, all other weapons on the model are twin linked (people seem miss that model part).

Therefor you give your wave serpent a TL scatter laser and a shuriken cannon and you have a death dealing machine, especially when combined with the energy field weapon.


Automatically Appended Next Post:
phoenixrisin wrote:
 Ravenous D wrote:
Just glancing through mine now and Im sure glad I didn't open the wraithknight because that think is crap for 300pts, I'd rather take 2 wraithlords.

besides that:
- Farseers: terrible, I rolled it out a bunch of times and sometimes got Doom fortune, the other powers just blow. I even rolled Eldrad and managed it a few times. If I cant rely on them getting good powers they are a waste of points.

-Warlocks: also terrible, seriously you cant rely on a solid battle plan with these things unless you are getting shrouding, and they cant even join wraithguard!

-Spiritseer: cheaper then I expected but otherwise good, 2 rolls on that table is better then one, still random but its better then nothing.

-Wraithguard/blades: No battle trance is a bummer, but I think having a unit of D scythes will be a combat deterrent unless your enemys want to lose half a unit on the way in. Overall happy with these guys.

-Wraithknight: Waste of points, 280pts for 3 s6 plasma cannon shots? Next.

-Jetbikes: Sweet Jesus, why are the models so bad because these things are busted.

Warpspiders: 6 + 2D6 + D6 + shoot + 2D6 move? Holy feth balls!! and they are S7 against vehicles and everything i3 and lower? Give me 30.


did you really just reduce a monster with 5 S10 attacks at I5 on the charge down to just "3x S6 blasts?". if you're doing it right, those blasts are TL, not to mention reducing a jump infantry monster with the option of taking enough AP2 to melt an entire termie squad a turn...

and honestly, i know the internet thinks the new jet bikes are so , but you have to realize, they are a 17 point model with a space marine save, the fact that they were nearly double before is just a testament to how bad they were.


It really is though, at 280pts it better be a lot better then it is, currently a dreadknight can one time it in the face, or better yet, other eldar can tear it apart with shurikens, SHURIKENS!!!

Im not saying the bikes are cheese, they are just really good for their points, and most of the time Eldar have had really bad and squishy troop choices, so having something that can move 12" + 2D6" a turn with the possibility of a 36" turbo boost, is really ing solid.

This message was edited 2 times. Last update was at 2013/06/01 13:23:20


Rick Priestley said it best:
Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! The modern studio isn’t a studio in the same way; it isn’t a collection of artists and creatives sharing ideas and driving each other on. It’s become the promotions department of a toy company – things move on!
 
   
Made in us
Screaming Shining Spear




Pittsburgh, PA

I wish they'd give Exarchs the SM sergeant treatment and have them come with the squad, it's much fluffier!

Eldar shenanigans are the best shenanigans!
DQ:90S++G+M--B+IPw40k09#+D++A++/areWD-R++T(T)DM+ 
   
Made in us
Regular Dakkanaut





A question from someone that used to play eldar along time ago,,,back when there were craftworld rules,,,used to love my beil tan,,,anyways...

Any chance the rules to run different craftworlds is back? say things like court of the young king,,,ect?

used to run

Warlocks,,farseer

2 blobs of all male guardians
2 blobs of female guardians
1 blob of male direadvengers
1 of female
2 blobs of firedragons
1 blob of banshees
1 blob of spiders
2 wraithlords,avatar
and a smattering of falcons,wave serpent,based off the WD conversion plans,,,anyone remember those?
and a couple vypers

This message was edited 1 time. Last update was at 2013/06/01 15:17:14


"Ave, Imperator, morituri te salutant"

Black Templar-24,000+
Imperial Guard
Gaunts Ghost -2,000
Victoria's Own 33rd of Foot-2,000
Sisters of battle-2,500
Loyal Chaos Marines-2,000
Legio I Italica-8.000

Bretonnians 3,000plus 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Morachi wrote:
 wuestenfux wrote:
Wave serpent: I was originally pissed about this and saw it as a nerf until you realize you were paying the same before and the difference is that you can now take a scatter laser that makes the rest of the guns and wave field twinlinked. That's right 7 TL s6 shots and 2-7 TL s7 shots for 130pts. Not bad at all.

-Falcon: scatter laser, yes please.

Could you please elaborate this?
A scatter laser that makes guns and energy(?) field twinlinked?


G'day W, what he means is that Scatter Lasers now have a rule that if you hit with it, then all shots from other weapons (on that unit) become twin linked. The Wave Serpent can discharge its force field as a weapon, at great range and pushing out d6+1 shots (twin linked if used as mentioned). Basically it can theoretically murder all kinds of light armour and air nasties.

Thanks M, now I got it. Looks very promising to use scatter lasers and shuricannons in concert.


Automatically Appended Next Post:
Gomericus wrote:
A question from someone that used to play eldar along time ago,,,back when there were craftworld rules,,,used to love my beil tan,,,anyways...

Any chance the rules to run different craftworlds is back? say things like court of the young king,,,ect?

As an Eldar player knowing what you mean, the answer is no. Craftworld armies are left to the player as ''do it yourself''.

This message was edited 1 time. Last update was at 2013/06/01 15:12:33


Former moderator 40kOnline

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

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

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Screaming Shining Spear




Pittsburgh, PA

Gomericus wrote:
A question from someone that used to play eldar along time ago,,,back when there were craftworld rules,,,used to love my beil tan,,,anyways...

Any chance the rules to run different craftworlds is back? say things like court of the young king,,,ect?

used to run

Warlocks,,farseer

2 blobs of all male guardians
2 blobs of female guardians
1 blob of male direadvengers
1 of female
2 blobs of firedragons
1 blob of banshees
1 blob of spiders
2 wraithlords,avatar
and a smattering of falcons,wave serpent,based off the WD conversion plans,,,anyone remember those?
and a couple vypers

There's no Craftworld-specific rules, but that list looks mostly doable at high point levels. You may need the double force org provided at 2k since, assuming "a smattering" is more than one you have too many Heavy Support, but given the points that could be a legal list. Unfortunately, you'll want to avoid the Banshees as they kind of suck.

Eldar shenanigans are the best shenanigans!
DQ:90S++G+M--B+IPw40k09#+D++A++/areWD-R++T(T)DM+ 
   
Made in gb
Wicked Warp Spider






 MandalorynOranj wrote:
I wish they'd give Exarchs the SM sergeant treatment and have them come with the squad, it's much fluffier!


Definitely. As it is, I think probably more than half the exarch options are simply not worth taking. 10pts for the ws/bs/i and maybe armour boost. Then 5-15 for a single weapon upgrade or power. So at that point you could more than buy another squad member. Really loading up an exarch gets ridiculous, and most of their powers are minor boosts to their own power, not unit buffs. I mean how is it +10 pts to give a 2-attack character in a non-assault unit +1S? Most of the exarch powers are real points to get tiny changes to efficiency.

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in ca
Executing Exarch






Just noticed the scorpions claw is not unweildly.... damn.

Rick Priestley said it best:
Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! The modern studio isn’t a studio in the same way; it isn’t a collection of artists and creatives sharing ideas and driving each other on. It’s become the promotions department of a toy company – things move on!
 
   
 
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