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2017/02/08 13:40:37
Subject: The Gathering Storm Part II: Page 78 Yvraine video
Do we know what Black Gaurdians have that makes them special. I saw the points cost and the Ulthwe Strike force, I'm just wondering what merits their 3pt increase.
I do so look forward to putting my bikes in reserve (avoiding an alpha strike) to Deep Strike in turn 1 with no Scatter into rear armour. Because bike really needed that buff
Galef wrote: Do we know what Black Gaurdians have that makes them special. I saw the points cost and the Ulthwe Strike force, I'm just wondering what merits their 3pt increase.
I do so look forward to putting my bikes in reserve (avoiding an alpha strike) to Deep Strike in turn 1 with no Scatter into rear armour. Because bike really needed that buff
-
* The new Forces of Ulthwe units have the Eldar Faction, but can only be included in either an Ulthwe Strike Force Detachment or as part of a Reborn Warhost (the new cross-faction Eldar detachment). They also cannot be included in any army that contains any Chaos Space Marine, Chaos Demon, Khorne Demonkin or Renegade Knight units.
* Ulthwe Strike Force Detachment: 1-4 Elites (but can only be the new Black Guardian units, which are all Elite choices), Stubborn and Preferred Enemy if the enemy army has any Chaos units in it, Can roll for Deep Strike Reserves from Turn 1 if the Detachment has 4 units
* All the following Black Guardian units have the Webway Assault rule in addition to their normal rules - A unit comprised entirely of models with this special rule can be placed in Deep Strike Reserve. When they arrive, they do not scatter but no model in the unit can be placed within 9" of any enemy models.
** Black Guardians: Cross between Guardian Defenders and Storm Guardians essentially. 110pts for 10, 10 additional for 11pts a model. Come with Shuriken Catapult by default, but they can all swap for Shuriken Pistol/CCW for free (if they do so they get the Power Sword, Flamer, Fusion Gun upgrades Storm Guardians get). If they keep their Catapults, they can take Heavy Weapon Platforms with the usual upgrades. No Warlock leader upgrade.
** Black Guardian Windriders: 60pts for 3, up to 7 more for 20pts a model. No Warlock Leader upgrade, but otherwise the same as regular Windrunners.
** Black Guardian Vyper Squadron: 45pts per Vyper, can take up to 6 in a Squadron. All usual vehicle upgrades
** Black Guardian War Walker: 65pts per Walker, up to 2 additional. All usual vehicle upgrades.
Galef wrote: Do we know what Black Gaurdians have that makes them special. I saw the points cost and the Ulthwe Strike force, I'm just wondering what merits their 3pt increase.
I do so look forward to putting my bikes in reserve (avoiding an alpha strike) to Deep Strike in turn 1 with no Scatter into rear armour. Because bike really needed that buff
-
* The new Forces of Ulthwe units have the Eldar Faction, but can only be included in either an Ulthwe Strike Force Detachment or as part of a Reborn Warhost (the new cross-faction Eldar detachment). They also cannot be included in any army that contains any Chaos Space Marine, Chaos Demon, Khorne Demonkin or Renegade Knight units. * Ulthwe Strike Force Detachment: 1-4 Elites (but can only be the new Black Guardian units, which are all Elite choices), Stubborn and Preferred Enemy if the enemy army has any Chaos units in it, Can roll for Deep Strike Reserves from Turn 1 if the Detachment has 4 units * All the following Black Guardian units have the Webway Assault rule in addition to their normal rules - A unit comprised entirely of models with this special rule can be placed in Deep Strike Reserve. When they arrive, they do not scatter but no model in the unit can be placed within 9" of any enemy models.
** Black Guardians: Cross between Guardian Defenders and Storm Guardians essentially. 110pts for 10, 10 additional for 11pts a model. Come with Shuriken Catapult by default, but they can all swap for Shuriken Pistol/CCW for free (if they do so they get the Power Sword, Flamer, Fusion Gun upgrades Storm Guardians get). If they keep their Catapults, they can take Heavy Weapon Platforms with the usual upgrades. No Warlock leader upgrade. ** Black Guardian Windriders: 60pts for 3, up to 7 more for 20pts a model. No Warlock Leader upgrade, but otherwise the same as regular Windrunners. ** Black Guardian Vyper Squadron: 45pts per Vyper, can take up to 6 in a Squadron. All usual vehicle upgrades ** Black Guardian War Walker: 65pts per Walker, up to 2 additional. All usual vehicle upgrades
.
Thanks. I saw all of that. I read it as though all the bonuses were because of the Strike Force detachment, rather than being their straight up bonuses. I thought maybe there was another reason for the +3ppm. Still cool. I'm almost sure that you'll see an Ulthwe Strike Force full on WIndriders at about every tourney soon. Add an Autarch to the army and you have guaranteed Alpha Strike
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This message was edited 1 time. Last update was at 2017/02/08 14:00:10
Question. If the Black Guardian Strike Force is in the Gathering Storm book, do they still have battle focus? Are the their own Detachment or just a Formation within a Ynnari detachment?
Crazyterran wrote: The closest thing to worry about those types of shenanigans would be Harlequins sweeping from combat to another combat. If Scatterbikes close to try to use the special rule, they will probably die horribly before getting the chance.
I imagine scatter bikes will mainly be getting it off their nearby friends dying. Stick two windrider units next to each other, and when one dies the other can either seek vengeance or turbo boost away. That and activating it for their friends down the field. I'd take that over the battle focus that does nothing on them.
2017/02/08 15:06:04
Subject: The Gathering Storm Part II: Page 78 Yvraine video
nintura wrote: Question. If the Black Guardian Strike Force is in the Gathering Storm book, do they still have battle focus? Are the their own Detachment or just a Formation within a Ynnari detachment?
I am pretty sure that Black Guardians are either taken in the Ulthwe Strike Force (just straight Black Guardians) or in the Reborn Warhost (Ynnari units)
We know that Black Guardians get their own datasheets (as there are page references for them). I think we'll have to wait to see these datasheets, but my thinking it that they'll have Battle Focus in the USF, but not in the Reborn Warhost.
GoonBandito wrote: Book in hand, reading through the fluff now [] Rules have already been mostly leaked elsewhere, but I can tell you this:
* Yvraine, the Visarch, the Yncarne and the 5 non-Ulthwe formations all belong to the new Ynnarri faction. It is Battle Bros with Dark Eldar, Eldar and Harlequins, Allies of Convenience with the Imperium and Tau, Desperate Allies with Orks, and Come the Apocalypse with Chaos, Necrons and Tyranids.
* Yvraine, the Visarch and the Yncarne can be included in any Eldar, Dark Eldar or Harlequin Detachment regardless of Faction restrictions....
* Yvraine is 200pts, The Visarch is 150pts and The Yncarne is 275pts
* If the term 'Aeldari' is mentioned in the rules, it refers to Eldar, Dark Eldar, Harlequins and Ynnari as a whole.
Artefacts are Ynnari faction only (I think).
** Corag Hai's Locket (15pts) - When the bearer destroys one or more enemy models in the Fight sub-phase, roll a dice. On a 4+ the bearer regains a wound
** Hungering Blade (15pts) - Replaces a melee weapon. S: User, AP: -, Melee, Fleshbane, Blessing of Yvraine: If an Aeldari model is killed by this weapon, the wielder has any lost Wounds restored.
** The Lost Shroud (35pts) - Bearer has Eternal Warrior, Feel No Pain and IWND, but loses the Independent Character rule.
** Mirrorgaze (30pts) - Bearer has Blind, Counter-attack and Night Vision rules
** Song of Ynnead (10pts) - Replaces a ranged weapon. Range: 18", S: 1, AP: 5, Pistol, Bladestorm, Poisoned (2+), Deathsong: If a model is killed by this weapon in the Shooting phase, its unit must take a Morale check at the end of the phase
** Soulsnare (25pts) - Range: 8", S: 3, AP: 2, Assault 1, Blast, Instant Death, One Use Only.
* The new Forces of Ulthwe units have the Eldar Faction, but can only be included in either an Ulthwe Strike Force Detachment or as part of a Reborn Warhost (the new cross-faction Eldar detachment). They also cannot be included in any army that contains any Chaos Space Marine, Chaos Demon, Khorne Demonkin or Renegade Knight units.
* Ulthwe Strike Force Detachment: 1-4 Elites (but can only be the new Black Guardian units, which are all Elite choices), Stubborn and Preferred Enemy if the enemy army has any Chaos units in it, Can roll for Deep Strike Reserves from Turn 1 if the Detachment has 4 units
* All the following Black Guardian units have the Webway Assault rule in addition to their normal rules - A unit comprised entirely of models with this special rule can be placed in Deep Strike Reserve. When they arrive, they do not scatter but no model in the unit can be placed within 9" of any enemy models.
** Black Guardians: Cross between Guardian Defenders and Storm Guardians essentially. 110pts for 10, 10 additional for 11pts a model. Come with Shuriken Catapult by default, but they can all swap for Shuriken Pistol/CCW for free (if they do so they get the Power Sword, Flamer, Fusion Gun upgrades Storm Guardians get). If they keep their Catapults, they can take Heavy Weapon Platforms with the usual upgrades. No Warlock leader upgrade.
** Black Guardian Windriders: 60pts for 3, up to 7 more for 20pts a model. No Warlock Leader upgrade, but otherwise the same as regular Windrunners.
** Black Guardian Vyper Squadron: 45pts per Vyper, can take up to 6 in a Squadron. All usual vehicle upgrades
** Black Guardian War Walker: 65pts per Walker, up to 2 additional. All usual vehicle upgrades.
Automatically Appended Next Post: Here is Dramatis Personae:
Ynnari
* Yvraine - Emissary of Ynnead
* The Visarch - Sword of Ynnead
* The Yncarne - Avatar of Ynnead
Craftworld Eldar
* Meliniel - Autarch of Biel-Tan
* Lathriel - High Farseer of Biel-Tan
* Eldrad Ulthran - High Farseer of Ulthwe
* Iyanna Arienal - Spiritseer of Iyanden
* Prince Yriel - High Admiral of Iyanden
* Kysaduras the Anchorite - Fabled mystic
* Jain Zar - Phoenix Lord of the Howling Banshees
Drukhari
* Asdrubael Vect - Supreme Overlord of Commorragh
* Lelith Hesperax - Succubus of the Wych Cult of Strife
* Urien Rakarth - Master Haemonculus
Harlequins
* Sylandri Veilwalker - Shadowseer of the Veiled Path
Agents of Chaos
* The Masque - Herald of Slaanesh
* Skarbrand - Bloodthirster of Khorne
* Ahzek Ahriman - Arch Sorcerer of the Thousand Sons
Very, very upset to hear this. No Warlocks in Black Guardian squads? Seriously? They are borderline unusable now.
2017/02/08 15:20:51
Subject: The Gathering Storm Part II: Page 78 Yvraine video
Very, very upset to hear this. No Warlocks in Black Guardian squads? Seriously? They are borderline unusable now.
Really? I think that's a tiny, tiny issue. The fact that they have Webway Assault makes them pretty decent alpha-strikers. You can place all 10 Guardians within fire range and unload on an enemy's face. I'd argue the Warlock's pretty unnecessary, especially since they're likely to be shot off the table next round regardless of Conceal.
2017/02/08 15:46:42
Subject: The Gathering Storm Part II: Page 78 Yvraine video
'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim
2017/02/08 15:54:00
Subject: Re: The Gathering Storm Part II: Page 78 Yvraine video
"Each time a unit (friend or foe) is completely destroyed....you may place Yncarne as close as possible to that unit....Yncarne may not charge in a Turn in which it uses this ability."
Emphasis mine.
So, if i'm reading this right, turbo boost two plane jane bike units into the back field, preferably where only one or two units can see them, then place Yncarne at the bottom of the shooting phase after the second units destroyed. Charge on turn 2 having taken no fire to advance up the field? 60 points for a windrider unit makes for an extremely efficient and durable (if placed properly) APC for Yncarne. 2 units, and the may wording, also seem to indicate you can pretty easily make sure that little is left to fire by the time the second unit is destroyed and you decide to put the Yncarne down there.
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets.
Voltaire
2017/02/08 16:01:08
Subject: Re: The Gathering Storm Part II: Page 78 Yvraine video
The Black Guardian deep strike 9+" from the enemy restriction was specifically made to prevent them from taking advantage of the 7" soulburst ability if they're part of a Reborn Warhost. We'll see if they have Battle Focus by default, which would only apply if they are not part of a Reborn Warhost, but that way they may be able to run within 7" and shoot - possibly twice.
I'm chuckling that RAW Necrons, Cullexus and Solitaires now have "souls" because you can get a "soul"burst action out of killing them ahahaha.
My question, can a unit on a transport (open topped) benefit from SFD? Ie can a unit of fire dragons, for example, benefit from SFD to double-tap from a transport? Or can a unit of banshees in a wave serpent disembark using their soulburst movement ability?
Does the charging soulburst ability superscede the normal charging restrcitions? Such as charging turn 1 after infltrating, charging after arriving from reserves, or charging after disembarking from a moved transport?
Automatically Appended Next Post:
Dash2021 wrote: "Each time a unit (friend or foe) is completely destroyed....you may place Yncarne as close as possible to that unit....Yncarne may not charge in a Turn in which it uses this ability."
Emphasis mine.
So, if i'm reading this right, turbo boost two plane jane bike units into the back field, preferably where only one or two units can see them, then place Yncarne at the bottom of the shooting phase after the second units destroyed. Charge on turn 2 having taken no fire to advance up the field? 60 points for a windrider unit makes for an extremely efficient and durable (if placed properly) APC for Yncarne. 2 units, and the may wording, also seem to indicate you can pretty easily make sure that little is left to fire by the time the second unit is destroyed and you decide to put the Yncarne down there.
You could technically use dying from difficult or dangerous terrain, or from overwatch fire, as a way to summon him/her/it during your own turn.
All Reborn Warhost models can take the new psychic powers. Casting STomr of Whispers from a Hemlock is just dirty.... 9" nova Str5 Ap2 Ignores cover pinning 2D6 shots??? Ugh
This message was edited 2 times. Last update was at 2017/02/08 16:09:07
2017/02/08 16:10:57
Subject: The Gathering Storm Part II: Page 82 Yncarne video
You could technically use dying from difficult or dangerous terrain, or from overwatch fire, as a way to summon him/her/it during your own turn.
You could summon your own turn, but that means opening up to a turn of shooting/assault. Summoning on your opponents turn near the end of the shooting phase will mean you start your turn with them essentially untouched and able to charge.....in the backlines of your opponents army
Wait, so you can keep re-deploying the Avatar every time something dies? o.O
Yes
This message was edited 1 time. Last update was at 2017/02/08 16:12:44
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets.
Voltaire
2017/02/08 16:11:12
Subject: The Gathering Storm Part II: Page 82 Yncarne video
1) Unit must be within 7" of the destroyed unit (presumably, the last model to be taken off the table must be within 7" of at least one model from your squad, an important restriction especailly when trying to soulburst off of shooting)
This means that if the model trying to soulburst is off the table (aboard a transport) it doesn't work. See the new FAQ on aura abilities for this.
2) You may then move/shooting phase stuff/charge AS IF IT WERE YOUR Movement/shooting/assault phase.
This means any restrictions that would apply on your movement/shooting/assault phase of that turn still apply.
If you're locked in close combat, during your movement phase you would not be able to perform a movement action. If it is the turn you've arrived from reserves or if you ran in your shooting phase, you would not be able to declare a charge in your assault phase.
Interestingly, on your opponent's turn, many of these restrictions wouldn't apply because you don't ordinarily do things in your opponent's turn. So it'd be easier to use Soulburst to charge to good effect on your opponent's turn by advancing 2 units together and one getting wiped out.
Now, a few things that I see that you CAN do:
1) Move twice, both in the "movement phase" and charge.
2) Charge, wipe a unit, soulburst to move, and embark on a transport (Note though that I have to check whether the embark/disembark restrictions are by PHASE or by TURN, makes a difference for Soulburst)
3) Charge, wipe a unit, soulburst to move, then you get a consolidation D6" at the end of the assault phase - good for getting yourself into terrain.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2017/02/08 16:15:03
Subject: Re: The Gathering Storm Part II: Page 78 Yvraine video
Alessander wrote: The Black Guardian deep strike 9+" from the enemy restriction was specifically made to prevent them from taking advantage of the 7" soulburst ability if they're part of a Reborn Warhost. We'll see if they have Battle Focus by default, which would only apply if they are not part of a Reborn Warhost, but that way they may be able to run within 7" and shoot - possibly twice.
I'm chuckling that RAW Necrons, Cullexus and Solitaires now have "souls" because you can get a "soul"burst action out of killing them ahahaha.
My question, can a unit on a transport (open topped) benefit from SFD? Ie can a unit of fire dragons, for example, benefit from SFD to double-tap from a transport? Or can a unit of banshees in a wave serpent disembark using their soulburst movement ability?
Does the charging soulburst ability superscede the normal charging restrcitions? Such as charging turn 1 after infltrating, charging after arriving from reserves, or charging after disembarking from a moved transport?
Automatically Appended Next Post:
Dash2021 wrote: "Each time a unit (friend or foe) is completely destroyed....you may place Yncarne as close as possible to that unit....Yncarne may not charge in a Turn in which it uses this ability."
Emphasis mine.
So, if i'm reading this right, turbo boost two plane jane bike units into the back field, preferably where only one or two units can see them, then place Yncarne at the bottom of the shooting phase after the second units destroyed. Charge on turn 2 having taken no fire to advance up the field? 60 points for a windrider unit makes for an extremely efficient and durable (if placed properly) APC for Yncarne. 2 units, and the may wording, also seem to indicate you can pretty easily make sure that little is left to fire by the time the second unit is destroyed and you decide to put the Yncarne down there.
You could technically use dying from difficult or dangerous terrain, or from overwatch fire, as a way to summon him/her/it during your own turn.
All Reborn Warhost models can take the new psychic powers. Casting STomr of Whispers from a Hemlock is just dirty.... 9" nova Str5 Ap2 Ignores cover pinning 2D6 shots??? Ugh
From what I've read so far, units inside transports cannot benefit from their ride dying as they are effectively removed from game and the soulburst trigger would happen before they are placed onto the battlefield
1) Unit must be within 7" of the destroyed unit (presumably, the last model to be taken off the table must be within 7" of at least one model from your squad, an important restriction especailly when trying to soulburst off of shooting)
This means that if the model trying to soulburst is off the table (aboard a transport) it doesn't work. See the new FAQ on aura abilities for this.
2) You may then move/shooting phase stuff/charge AS IF IT WERE YOUR Movement/shooting/assault phase.
This means any restrictions that would apply on your movement/shooting/assault phase of that turn still apply.
If you're locked in close combat, during your movement phase you would not be able to perform a movement action. If it is the turn you've arrived from reserves or if you ran in your shooting phase, you would not be able to declare a charge in your assault phase.
Interestingly, on your opponent's turn, many of these restrictions wouldn't apply because you don't ordinarily do things in your opponent's turn. So it'd be easier to use Soulburst to charge to good effect on your opponent's turn by advancing 2 units together and one getting wiped out.
Now, a few things that I see that you CAN do:
1) Move twice, both in the "movement phase" and charge.
2) Charge, wipe a unit, soulburst to move, and embark on a transport (Note though that I have to check whether the embark/disembark restrictions are by PHASE or by TURN, makes a difference for Soulburst)
3) Charge, wipe a unit, soulburst to move, then you get a consolidation D6" at the end of the assault phase - good for getting yourself into terrain.
4) Charge, Charge. So you can get locked into combat and they cannot get the bonuses for charging.
This message was edited 1 time. Last update was at 2017/02/08 16:17:07
So, tactics against Ynnari would be to whittle down each unit but don't actually wipe it, meaning that when you do start bumping off units there's only a minimal counterattack from the existing depleted units?
I knew this was coming. The only Craftworld that was kicking ass and taking names in the Lore is getting destroyed. Time to Join Alaitoc and Iyanden in the losers club.
2017/02/08 16:30:06
Subject: The Gathering Storm Part II: Page 78 Yvraine video
Very, very upset to hear this. No Warlocks in Black Guardian squads? Seriously? They are borderline unusable now.
Not to mention fantastically unfluffy. Ulthwe is Warlock Central.
Um, the way I read it is that Windriders do not get Warlock upgrades. It didn't seem to indicate the same for Black Guardians on foot.
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Ah I see. Either way restricting Warlock usage in an Ulthwe army seems pretty unfluffy to me...
Arnais wrote: I knew this was coming. The only Craftworld that was kicking ass and taking names in the Lore is getting destroyed. Time to Join Alaitoc and Iyanden in the losers club.
Yeah it is a bummer.
Still, from the sounds of things it's not so much destroyed as broken into individual vessels.
I can see a narrative developing with a sort of Biel Tan diaspora with some fleeing to other Eldar cultures, while there's still a sort of Biel Tan 'migrant fleet' that travels around the galaxy kicking ass and taking names, looking for a new derelict Craftworld to reforge their nation.
If there's any Craftworld that can take this kind of blow and come up swinging it's the belligerent and warlike Biel Tan
Isn't there the derelict Craftworld that the Grey Knights are keeping an eye on?
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
Red Corsair wrote: Gotta see costs first before final judgement. The visarch is s3 t3 3+ save with no invuln and hilariously he doesn't have grenades... Oh GW, don't ever change!
Also notice they generate their powers from revenant or sanctic, but not being GK's they are gona peril a lot if you go sanctic, seems very limiting on the psychic front. Yvraine doesn't come with the best warlord trait either lol.
All in all this looks like a giant marketing tool to get people to play all the elves rather then one. Obviously the best lists will be craftworld eldar heavy and cherry pick the open topped transports, YAY!
I mean why bother though, 9/10 lists will just be windriders since they couldn't battle focus anyway, so now multiple reborn warhost 3 man scatbikes detachments are more obnoxious since they are the same as before except any time you shoot one unit off the table any other unit within 7" gets a free shot immediately in your turn! Hurray for balanced game design rolling forward! Feth me is this stupid.
Edit: I had no issues with the strength from death rule when it was leaked since it appeared as though Ynari were going to be restricted to formations etc, but the fact that they decided to sandbox the entirety of the eldar race and give them one faction for transport nabbing and continued access to scatbikes just kills me a little inside. If you though it was hard killing aspect shrine warp spiders and wind riders before just consider what allowing them to shoot, move or assault once for free any time you manage to kill one of the suckers. "Oh yay my Genestealer cult finally managed a 6 to assault your warpspiders or windriders, now I just need to survive overwatch THEN if I manage to kill you your fething friends get to delete me in my own turn anyway.
Except you have to follow the unit's rules from their original codexes, so you can only have each unit's normal dedicated transports. Also the detachment only has 3 Fast Attack slots, so you won't be able to spam bikes and cherry pick transports without adding extra formations/detachments. Seems fine to me.
Did you miss the whole chart where Windriders are still a troop option in the detachment? Because they are a troop option in the CAD like detachment meaning I can spam scat bikes like before only now I get to make free actions out of sequence where as before I had battle focus, a rule that did nothing to bikes.
SarisKhan wrote:Well, Soulburst shenanigans do seem powerful. However, they are triggered only when a unit is destroyed and each unit can perform only one Soulburst action per turn. Useful for sure, but how many units get destroyed per turn? Performing a "single turn chain-reaction sweep" seems about as unlikely as the "scatterbikes destroy everything on the table with impunity" back from when the Craftworld codex was released.
Of course, one can arrange their list about this idea and hand out kill points like candy in exchange for additional actions for the units that do remain... Still a trade-off.
Excuse me what? Or since I can take the CWE battlehost detachments I can then take a pale court detachment meaning I can spam warp spiders just like before and let me reiterate like I did before, you lose battle focus BUT you gain free actions from destroying units, or having friends destroyed nearby. Clearly you have never faced a warp spider heavy list from a player that wasn't asleep because it's comically easy to get them close and into postion where they can kill units and because of the exarch and hit and run they won't fail moral and can't be reliably pinned in assault. Heck, kill points? Are you even playing the current edition? Purge the alien is 1 of 12 missions lol.
Crazyterran wrote:The closest thing to worry about those types of shenanigans would be Harlequins sweeping from combat to another combat. If Scatterbikes close to try to use the special rule, they will probably die horribly before getting the chance.
No the craziest thing are warp spiders. All the slippery mobility of before only now with extra shots when they start to table you.
This book adds nothing constructive to the game, thats my main problem. The characters are neat and all but lets be honest they are WAY over priced. I can literally get 2 farseers instead of Yvrain which gets me 6 mastery levels instead of 2 and I get to use the try hard psychic tables. Visarch is worse then a home grown autarch with NO GRENADES and only a 3+ save. The Yncarne was looking promising until you realize for 20 more points you get a wraith knight which for some reason is also an option!
Can fluffy builds be made from this book? Absolutely but notice they didn't really add anything that couldn't be done between the eldar factions prior did they. What they did leave was a wide open door for greater rules bloat and abuse.
Automatically Appended Next Post:
Galef wrote: Do we know what Black Gaurdians have that makes them special. I saw the points cost and the Ulthwe Strike force, I'm just wondering what merits their 3pt increase.
I do so look forward to putting my bikes in reserve (avoiding an alpha strike) to Deep Strike in turn 1 with no Scatter into rear armour. Because bike really needed that buff
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CASE AND POINT! thats a wrap folks, send it to print! This is what I am talking about, armies that already exist and are possible gaining further ways to abuse the system at no tax. (Sorry Galef, I am not trying to pickon you I am actually having a good chuckle over this)
Crazyterran wrote: The closest thing to worry about those types of shenanigans would be Harlequins sweeping from combat to another combat. If Scatterbikes close to try to use the special rule, they will probably die horribly before getting the chance.
I imagine scatter bikes will mainly be getting it off their nearby friends dying. Stick two windrider units next to each other, and when one dies the other can either seek vengeance or turbo boost away. That and activating it for their friends down the field. I'd take that over the battle focus that does nothing on them.
Very, very upset to hear this. No Warlocks in Black Guardian squads? Seriously? They are borderline unusable now.
Not to mention fantastically unfluffy. Ulthwe is Warlock Central.
Isn't that classic GW though. They right rules based on fluff which ends up terrible for rules balance and ironically in the end they even manage to get their own canon wrong
This message was edited 3 times. Last update was at 2017/02/08 16:42:54
I can see a narrative developing with a sort of Biel Tan diaspora with some fleeing to other Eldar cultures, while there's still a sort of Biel Tan 'migrant fleet' that travels around the galaxy kicking ass and taking names
I wouldnt mind that being the direction they go, with the concept of specialist aspects as we know them evolving into Khaine's worship as a foil to all this Ynnari lunacy.
Like a true Tomb King, change (to AoS) has left me bitter and vengeful.
Admech: I'll make Graia work some day
Drukhari: 3rd Edition Archon. WhatWouldSkariDo?
2017/02/08 16:48:05
Subject: Re: The Gathering Storm Part II: Page 82 Yncarne video
The Yncarnate video doesn't show any shot of him with the two small blades…
It's puzzling, as they are in the kit, but are not featured and don't seem to have rules for them.
2017/02/08 16:51:52
Subject: The Gathering Storm Part II: Page 82 Yncarne video
Mr Morden wrote: Isn't there the derelict Craftworld that the Grey Knights are keeping an eye on?
Aha! The Swordwind Diaspora can descend on the filthy Mon'Keigh, thank them heartily for protecting their new home and then blow them out the airlock remember, the Eldar are fickle more than anything
I can see a narrative developing with a sort of Biel Tan diaspora with some fleeing to other Eldar cultures, while there's still a sort of Biel Tan 'migrant fleet' that travels around the galaxy kicking ass and taking names
I wouldnt mind that being the direction they go, with the concept of specialist aspects as we know them evolving into Khaine's worship as a foil to all this Ynnari lunacy.
Yeah it would be a nice way to advance the story while still keeping the factions relevant
Plus, if it actually transpires somehow that it was the Ynnari's fault that Biel Tan got destroyed, I can see some cool intra-Eldar conflict between the followers of the Dead God and the disciples of the God of Murder
A note about the fluff on Ulthwe Warlocks & Jetbikes:
Ulthwe is known for having lots of Psykers, not Jetbikes. I think it is perfectly reasonable for Black Guardian Windriders to not have the option for Warlock Skyrunners.
It appears that Warlocks in regular Black Guardian units are still available.
And really, if there are more Psykers on Ulthwe, it makes since that more would be on foot anyway. This isn't Sain-Hann