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Made in us
Guarding Guardian





Hey folks,

I just finished a pretty hefty nine-part review of the new Eldar codex. Yes, you've read a lot of them by now, but I've tried to add some simulation-based results to look at some specific questions that folks might find interesting. Or not. Either way, I'd be interested to hear people's thoughts. The posts are, in order:

Fluff and aesthetics: http://variancehammer.com/2015/05/05/eldar-codex-review-part-1-fluff-and-aesthetics/

HQs, psychic powers, etc: http://variancehammer.com/2015/05/07/eldar-codex-mega-review-part-2-hqs/

Some Wave Serpent specific stuff: http://variancehammer.com/2015/05/07/eldar-codex-mega-review-part-3-lets-talk-about-the-wave-serpent/

Troops: http://variancehammer.com/2015/05/09/eldar-codex-mega-review-part-4-support-the-troops/

Aspect Warriors: http://variancehammer.com/2015/05/12/eldar-codex-mega-review-part-5-ride-of-the-aspects/

Tanks, skimmers, etc.: http://variancehammer.com/2015/05/15/eldar-codex-mega-review-part-6-tanks-skimmers-odds-and-ends/

All the Ghost Troops: http://variancehammer.com/2015/05/16/eldar-codex-mega-review-part-7-ghosts-and-gods/

New formation/detachments: http://variancehammer.com/2015/05/20/eldar-codex-mega-review-part-8-stay-in-formation/

Closing thoughts: http://variancehammer.com/2015/05/22/eldar-codex-mega-review-part-9-closing-thoughts-and-playing-well-with-others/

I'm happy to answer any questions/comments here if folks have anything specific they want to say.

This message was edited 1 time. Last update was at 2015/05/22 21:20:54


www.variancehammer.com - In the Grim Darkness of the Far Future, There is Only the Law of Large Numbers

Twitter: @VarianceHammer 
   
Made in ca
Mutilatin' Mad Dok





Refreshing to see something a little more balanced in it's commentary than what you usually see written about the new Eldar

This is well written, great work. I've been on the fence about what aspects I'm interested in investing in and this series gave me some food for thought.
   
Made in us
Guarding Guardian





 Jambles wrote:
Refreshing to see something a little more balanced in it's commentary than what you usually see written about the new Eldar

This is well written, great work. I've been on the fence about what aspects I'm interested in investing in and this series gave me some food for thought.


I'm glad you enjoyed it!

It's presented a real conundrum for me. I run a Corsair-themed army, so I try to stay away from Aspects, but I really like them in the new book, so I've been forced to scheme about how much converting I can do to make them look like heavily-armed pirates rather than aspect warriors.

www.variancehammer.com - In the Grim Darkness of the Far Future, There is Only the Law of Large Numbers

Twitter: @VarianceHammer 
   
Made in us
Hellish Haemonculus






Boskydell, IL

I appreciate you taking the Freakshow lists (DE/Harlequin Ld manipulation) strategies in mind. Most of the reviews I see discount them entirely.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Guarding Guardian





 Jimsolo wrote:
I appreciate you taking the Freakshow lists (DE/Harlequin Ld manipulation) strategies in mind. Most of the reviews I see discount them entirely.


Thanks for the comment. I was finding that frustrating as well - people focusing on exclusively the most abusive things you can build with the Codex, and then going "Oh, well people are just going to make abusive lists."

There's tons of fun to be had in the Eldar codex if you go looking just a bit.

www.variancehammer.com - In the Grim Darkness of the Far Future, There is Only the Law of Large Numbers

Twitter: @VarianceHammer 
   
Made in us
Executing Exarch





McKenzie, TN

Great review. You did a nice job exploring the codex and not giving into the very easy knee jerk reaction that has been so prevalent in CWE reviews.

I actually did an analysis on the different windrider unit's damage output against different targets vs the old waveserpent. Here

I will just hit on some of the points in your very thorough review.

The new waveserpent has a decent burst damage for the turn it fire's it's serpent shield but that will be less than the damage the old waveserpent put out over 2 turns (ie 2d6 vs 2d6+1) and every hit is of significantly lower quality.I think that redesign is a fair assessment as the new serpent is clearly a APC with a shock and awe burst weapon.

For the banshee's section the negate overwatch ability is from the banshee mask on all of the models (and an upgrade for an autarch) not an ability tied to the exarch.

For the Vaul's wrath batteries you may not have considered then entirely in context of some of the other units. For the shadow weaver battery they are 30 pts a piece for 4 T7 wounds vs shooting that can GtG. They are also 48" barrage meaning they can be hidden in ruins and behind walls anywhere on the board and contribute.

Why this is a big deal is that they make excellent turn 1 presence if you need to reserve most of your force. Many of the aspect based and saim hain style forces are going to be extremely fragile to a solid alpha strike, in my own test games and simulations an average Imperial Fists SM Drop Pod list can kill 25% of a saim hain army turn 1 and reduce the return firepower to less than 1/3 of what the army should be shooting (utilizing distributed killing to force jinks and morale tests) there are actually several of my common top tier builds which can wipe more than 50% of these types of builds off the board turn 1 if I go first. This fragility of certain build types and the DE DS shenanigans both lend themselves to reserving a majority of your army and depending on an autarch and/or comms relay to get a beta strike with the majority of your army. Therefore the addition of 2-3 shadow weaver batteries gives you some not only an efficient source of barrage firepower but also unlocks an entire reserves based strategy.

The D cannon batteries are as you say excellent for an aggressive play style as they can own the center very easily. I think you are underselling their damage to some degree. They are barrage and thus for the purposes of cover and ion shields you trace from the center of the hole of the blast. What this usually results in is bypassing most vehicle's cover and the ion shield on imperial knight. Small blasts also have an extremely hard time missing GMC and Super heavies as the models are so large. So for a cost of 165 pts you can negate the greatest advantage of most super heavy walkers and GMC; their ability to walk into the middle of the board and own that space letting the opponent claim objectives and herd you away from sensitive areas. Very few of the super heavies can withstand taking 3 D strength shots. The consideration of how these do against hordes is somewhat meaningless as you have a plethora of super efficient Str6/4 shooting which can truly decimate hordes that leave cover.

The crimson hunter taking a bright lance vs starcannon is actually a meta consideration. Against flyrants (and indeed most FMC) the starcannon is 20% better against FMC than the bright lance while the brightlance does 22% more HP damage to AV12, starcannons actually do 25%more HP damage against AV11 flyers. I would always take a starcannon on the exarch as the precision shots make the vehicle a great TAC threat. On the basic crimson hunter it is entirely dependent on the ratio of FMC/AV11 vs AV12 flyers in your meta. It also depends on how risky you want to be with your flyer as with vector dancer the 4 Str6 shots are a greater threat to most rear armours.

I will try to finish the rest of your review and make some more commentary later. Thanks again for the very good review.
   
Made in us
Guarding Guardian





Thanks very much for the comments, I appreciate them

 ansacs wrote:

The new waveserpent has a decent burst damage for the turn it fire's it's serpent shield but that will be less than the damage the old waveserpent put out over 2 turns (ie 2d6 vs 2d6+1) and every hit is of significantly lower quality.I think that redesign is a fair assessment as the new serpent is clearly a APC with a shock and awe burst weapon.


This is in the discussion of the "sustained" firing of a Wave Serpent, where yeah, the new one is markedly inferior. And yes, as you note, S6 vs. S7 is a pretty big deal.

For the banshee's section the negate overwatch ability is from the banshee mask on all of the models (and an upgrade for an autarch) not an ability tied to the exarch.


I'll edit that in.

For the Vaul's wrath batteries you may not have considered then entirely in context of some of the other units. For the shadow weaver battery they are 30 pts a piece for 4 T7 wounds vs shooting that can GtG. They are also 48" barrage meaning they can be hidden in ruins and behind walls anywhere on the board and contribute.

Why this is a big deal is that they make excellent turn 1 presence if you need to reserve most of your force. Many of the aspect based and saim hain style forces are going to be extremely fragile to a solid alpha strike, in my own test games and simulations an average Imperial Fists SM Drop Pod list can kill 25% of a saim hain army turn 1 and reduce the return firepower to less than 1/3 of what the army should be shooting (utilizing distributed killing to force jinks and morale tests) there are actually several of my common top tier builds which can wipe more than 50% of these types of builds off the board turn 1 if I go first. This fragility of certain build types and the DE DS shenanigans both lend themselves to reserving a majority of your army and depending on an autarch and/or comms relay to get a beta strike with the majority of your army. Therefore the addition of 2-3 shadow weaver batteries gives you some not only an efficient source of barrage firepower but also unlocks an entire reserves based strategy.

The D cannon batteries are as you say excellent for an aggressive play style as they can own the center very easily. I think you are underselling their damage to some degree. They are barrage and thus for the purposes of cover and ion shields you trace from the center of the hole of the blast. What this usually results in is bypassing most vehicle's cover and the ion shield on imperial knight. Small blasts also have an extremely hard time missing GMC and Super heavies as the models are so large. So for a cost of 165 pts you can negate the greatest advantage of most super heavy walkers and GMC; their ability to walk into the middle of the board and own that space letting the opponent claim objectives and herd you away from sensitive areas. Very few of the super heavies can withstand taking 3 D strength shots. The consideration of how these do against hordes is somewhat meaningless as you have a plethora of super efficient Str6/4 shooting which can truly decimate hordes that leave cover.


I'll admit that I don't have much experience with the Vaul's Wrath Batteries, and by and large I agree with you. Mostly, I hesitate to say "something is clearly going to work really well!" until I've at least had a bit more game experience with it, and I think the D-weapon's psychological impact will do some weird things to their performance on the tabletop. And yes, you're correct that three of the D weapon versions will be extremely dangerous, but I think they'll struggle to get in range safely.

The crimson hunter taking a bright lance vs starcannon is actually a meta consideration. Against flyrants (and indeed most FMC) the starcannon is 20% better against FMC than the bright lance while the brightlance does 22% more HP damage to AV12, starcannons actually do 25%more HP damage against AV11 flyers. I would always take a starcannon on the exarch as the precision shots make the vehicle a great TAC threat. On the basic crimson hunter it is entirely dependent on the ratio of FMC/AV11 vs AV12 flyers in your meta. It also depends on how risky you want to be with your flyer as with vector dancer the 4 Str6 shots are a greater threat to most rear armours.


I think the problem I have with the Starcannons is that while yes, in theory, the Starcannon is better against FMCs, I very rarely find myself going "Shoot, I wish I brought the Starcannons" vs "Glad I have some Bright Lances.". I do have them magnetized, and I'll swap them out now and again, but to my mind the Eldar army doesn't particularly lack things that can hurt fragile fliers or FMCs, whereas I'm often glad I brought some fliers who can punch through heavy armor.

There's also two other aspects that often come up for me:

- Below AV 13, it's mildly more convenient to be able to roll the pulse laser and bright lances together, as they're functionally identical.
- I actually prefer the bright lances for precision shots, as Str 8 AP 2 is enough to double-out multiwound command models hiding in units.

www.variancehammer.com - In the Grim Darkness of the Far Future, There is Only the Law of Large Numbers

Twitter: @VarianceHammer 
   
Made in us
Furious Fire Dragon





Small note: Monofilament is now AP2 when a 6 is rolled to wound, unless the weapon already is AP1 (Spinneret Rifle).

Good stuff!
   
 
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