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![[Post New]](/s/i/i.gif) 2017/11/30 01:43:18
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Steadfast Grey Hunter
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I think I'd want to run Faolchu's Wing on a spiritseer over a farseer or autarch anyway. Farseer and autarch have access to improved mobility from their datasheets without needing a relic. Spiritseers don't have that option. While you could put the spiritseer into a transport, you then wouldn't be able to use the seer for any of its intended purposes (deny the witch/casting.)
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![[Post New]](/s/i/i.gif) 2017/11/30 03:08:30
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Renegade Inquisitor with a Bound Daemon
Tied and gagged in the back of your car
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xmbk wrote:Frowny has it. Wings have a real opportunity cost, can't just throw them on a Farseer for free.
As for Reapers and Spears being the best, don't forget Hemlocks. They rival Reapers for best, Spears are a clear third.
As good as Hemlocks are (and they are very good), I'd argue that spear's bring more to the table overall. They can grab objectives, they can deal with hordes somewhat competently, and they can tie up non- CC units in combat if they don't kill them outright. Hemlocks offer a great combination of support and firepower, but Spears give more board control.
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![[Post New]](/s/i/i.gif) 2017/11/30 03:11:17
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Unhealthy Competition With Other Legions
Lost Carcosa
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Fafnir wrote:Well, reapers and spears are far and away the best units in the codex (Spectres we're close before, but don't come close now). While I could definitely see some rebalancing in their future, with the silly heavy-handedness of the Spectre nerf, I worry for them. While still a very good value for their points, they're still very expensive for 1W models, and the last thing Eldar need is one of their anti-horde options to become too expensive to deal with hordes.
Specters were never in the codex, unlike reapers and spears, and that will be their and every other FW unit's issue going forward.
If the Index v Codex differences are indicative of their current overall direction, in that models/options you cannot purchase in a GW store are 99% not in the codex books, then I can understand the heavy handedness of the FW points changes.
I feel they are trying to further encourage players to buy models from the codex books over FW alternatives.
As long as they continue in this direction, I wouldn't hold my breath on anything FW ever maintaining its status as a "go to" or "must have" in any army for long. And once its changed, I don't see it returning in value beyond being just expensive enough to make you second guess choosing that option over a codex option instead.
Of course, this is just my opinion and I could be wrong. But this first round of rather heavy handed CA changes to FW point values in multiple factions makes me lean that direction.
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Standing in the light, I see only darkness. |
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![[Post New]](/s/i/i.gif) 2017/11/30 03:31:37
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Unshakeable Grey Knight Land Raider Pilot
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Marius Xerxes wrote: Fafnir wrote:Well, reapers and spears are far and away the best units in the codex (Spectres we're close before, but don't come close now). While I could definitely see some rebalancing in their future, with the silly heavy-handedness of the Spectre nerf, I worry for them. While still a very good value for their points, they're still very expensive for 1W models, and the last thing Eldar need is one of their anti-horde options to become too expensive to deal with hordes.
Specters were never in the codex, unlike reapers and spears, and that will be their and every other FW unit's issue going forward.
If the Index v Codex differences are indicative of their current overall direction, in that models/options you cannot purchase in a GW store are 99% not in the codex books, then I can understand the heavy handedness of the FW points changes.
I feel they are trying to further encourage players to buy models from the codex books over FW alternatives.
As long as they continue in this direction, I wouldn't hold my breath on anything FW ever maintaining its status as a "go to" or "must have" in any army for long. And once its changed, I don't see it returning in value beyond being just expensive enough to make you second guess choosing that option over a codex option instead.
Of course, this is just my opinion and I could be wrong. But this first round of rather heavy handed CA changes to FW point values in multiple factions makes me lean that direction.
I think what will be most telling is Forgeworlds first dedicated publication, if such a thing still exists. The 'Imperial Armour' equivalent for 8th edition...
I think GW make decent money off printed publications, so they would be hesitant to discontinue all FW books.
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![[Post New]](/s/i/i.gif) 2017/11/30 04:29:41
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Screaming Shining Spear
Russia, Moscow
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Korlandril wrote:Novalance can only be taken on a Skyrunner Autarch with a Laser Lance.
Even more, he must be <Saim-Hann>. It's a tricky relic to take without giving up doctrine bonus on him and his detachment, WL traits and so on.
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![[Post New]](/s/i/i.gif) 2017/11/30 13:56:55
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Regular Dakkanaut
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Has anyone had a game against codex Tyranids yet? How well do CWE match up in general especially in dealing with Genestealer heavy lists?
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![[Post New]](/s/i/i.gif) 2017/11/30 14:08:07
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Powerful Phoenix Lord
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Shadenuat wrote: Korlandril wrote:Novalance can only be taken on a Skyrunner Autarch with a Laser Lance.
Even more, he must be <Saim-Hann>. It's a tricky relic to take without giving up doctrine bonus on him and his detachment, WL traits and so on.
Not really. Just take a Command detachment with a Skyrunner Autarch and 2 other HQs, preferably 2 more Autarchs with Reaper launchers.
Skyrunner Autarchs with Reaper launchers are the only models in the entire range that take full advantages of both the Saim-Hann bonuses anyway
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![[Post New]](/s/i/i.gif) 2017/11/30 14:48:06
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Fixture of Dakka
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Mr. Funktastic wrote:Has anyone had a game against codex Tyranids yet? How well do CWE match up in general especially in dealing with Genestealer heavy lists?
Poorly. Tyranids are basically Xenos versions of everything OP about Astra Militarum, except even more versatile.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2017/11/30 15:14:46
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Deadly Dire Avenger
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Mr. Funktastic wrote:Has anyone had a game against codex Tyranids yet? How well do CWE match up in general especially in dealing with Genestealer heavy lists?
Still trying to figure out how to deal with huge turn 1 CC alpha strikes and massive hordes.
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![[Post New]](/s/i/i.gif) 2017/11/30 15:19:22
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Powerful Phoenix Lord
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darkarchonlord wrote:Mr. Funktastic wrote:Has anyone had a game against codex Tyranids yet? How well do CWE match up in general especially in dealing with Genestealer heavy lists?
Still trying to figure out how to deal with huge turn 1 CC alpha strikes and massive hordes.
2-3 Sacrificial Ranger units deployed about 5" away from and surrounding your army is about the best choice. It flat out stops turn 1 alpha assaults on your more valuable stuff and it leaves units out in the wind right in front of all your guns after they devour your Rangers.
Eldar should never have sacrificial units, but this edition kinda requires it.
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![[Post New]](/s/i/i.gif) 2017/11/30 15:45:22
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Dakka Veteran
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Mr. Funktastic wrote:Has anyone had a game against codex Tyranids yet? How well do CWE match up in general especially in dealing with Genestealer heavy lists?
Played against them twice (I play Ynnari FWIW) and while the games have been tough I've won both. One list was a literal gant wall with roughly 120 gants, the other was about 40 Stealers plus associated support.
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![[Post New]](/s/i/i.gif) 2017/11/30 16:02:00
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Fixture of Dakka
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Galef wrote:
2-3 Sacrificial Ranger units deployed about 5" away from and surrounding your army is about the best choice. It flat out stops turn 1 alpha assaults on your more valuable stuff and it leaves units out in the wind right in front of all your guns after they devour your Rangers.
Eldar should never have sacrificial units, but this edition kinda requires it.
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A few Rangers does absolutely nothing. They'll be dead long before the assault phase on turn 1. And that's only if it's a fighting Tyranid army. Tyranids shoot as well as AM too and can ignore pathetic Rangers to just kill your important stuff.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2017/11/30 16:04:37
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Regular Dakkanaut
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Galef wrote: Shadenuat wrote: Korlandril wrote:Novalance can only be taken on a Skyrunner Autarch with a Laser Lance.
Even more, he must be <Saim-Hann>. It's a tricky relic to take without giving up doctrine bonus on him and his detachment, WL traits and so on.
Not really. Just take a Command detachment with a Skyrunner Autarch and 2 other HQs, preferably 2 more Autarchs with Reaper launchers.
Skyrunner Autarchs with Reaper launchers are the only models in the entire range that take full advantages of both the Saim-Hann bonuses anyway
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Probably better to take an Outrider, so that the Spears escorting him can benefit from rerolls. Reaper launchers still make you 6" slower, think I'd prefer the Fusion gun.
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![[Post New]](/s/i/i.gif) 2017/11/30 16:05:58
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Moustache-twirling Princeps
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DarknessEternal wrote: Galef wrote:
2-3 Sacrificial Ranger units deployed about 5" away from and surrounding your army is about the best choice. It flat out stops turn 1 alpha assaults on your more valuable stuff and it leaves units out in the wind right in front of all your guns after they devour your Rangers.
Eldar should never have sacrificial units, but this edition kinda requires it.
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A few Rangers does absolutely nothing. They'll be dead long before the assault phase on turn 1. And that's only if it's a fighting Tyranid army. Tyranids shoot as well as AM too and can ignore pathetic Rangers to just kill your important stuff.
Alaitoc Rangers are -2 to-hit, so 'Nids and AM are hitting on 6's a lot. They won't make that big of a dent from shooting and thus, they are a roadblock. Plus, Hemlocks.
Alpha strikes can be stalled with good deployment.
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![[Post New]](/s/i/i.gif) 2017/11/30 16:11:40
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Bounding Assault Marine
Madrid, Spain
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Is it considered some kind of heresy around here to field the Dark Reaper Exarch with a Shuriken Cannon as ablative wounds?
I need the 17 points saved from it (It was a Tempest Launcher before) and, while I lose some nice anti-infantry, the other 4 DR will shoot unmolested for the first two wounds they take.
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![[Post New]](/s/i/i.gif) 2017/11/30 16:12:06
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Powerful Phoenix Lord
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DarknessEternal wrote: Galef wrote:
2-3 Sacrificial Ranger units deployed about 5" away from and surrounding your army is about the best choice. It flat out stops turn 1 alpha assaults on your more valuable stuff and it leaves units out in the wind right in front of all your guns after they devour your Rangers.
Eldar should never have sacrificial units, but this edition kinda requires it.
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A few Rangers does absolutely nothing. They'll be dead long before the assault phase on turn 1. And that's only if it's a fighting Tyranid army. Tyranids shoot as well as AM too and can ignore pathetic Rangers to just kill your important stuff.
What are you talking about? Having a shield of Rangers 4-5" in front of your army guarantees that deep striking units are more than 12" away from the core of your army. It doesn't matter that the Rangers immediately die, because they WERE on the board when those units had to be deployed.
If the opponent waits a turn, GREAT, you now get more of a turn 1 advantage.
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![[Post New]](/s/i/i.gif) 2017/11/30 16:12:50
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Dakka Veteran
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DarknessEternal wrote: Galef wrote:
2-3 Sacrificial Ranger units deployed about 5" away from and surrounding your army is about the best choice. It flat out stops turn 1 alpha assaults on your more valuable stuff and it leaves units out in the wind right in front of all your guns after they devour your Rangers.
Eldar should never have sacrificial units, but this edition kinda requires it.
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A few Rangers does absolutely nothing. They'll be dead long before the assault phase on turn 1. And that's only if it's a fighting Tyranid army. Tyranids shoot as well as AM too and can ignore pathetic Rangers to just kill your important stuff.
If you're putting nothing but units on the table with a -1 at a minimum to be shot at you can stymy a lot of their shooting. That's a lot of how I cut out some of their first turn shooting and then I deal with sacrificing a few less important units to keep my drivers up and running.
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![[Post New]](/s/i/i.gif) 2017/11/30 16:31:22
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Deranged Necron Destroyer
UK, Midlands
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DarknessEternal wrote: A few Rangers does absolutely nothing. They'll be dead long before the assault phase on turn 1. And that's only if it's a fighting Tyranid army. Tyranids shoot as well as AM too and can ignore pathetic Rangers to just kill your important stuff. Err... Units with Ranger like deployment rules are mandatory for any army that doesn't have cheap hordes for screens. They stop turn 1 deep strike shenanigans. If you don't use something like that you're not going to compete. I have considered just relying on Serpents as whatever can kill a serpent after deep striking is probably expensive enough to make it an ok exchange.
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This message was edited 1 time. Last update was at 2017/11/30 16:35:36
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![[Post New]](/s/i/i.gif) 2017/11/30 16:35:21
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Fixture of Dakka
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em_en_oh_pee wrote:
Alaitoc Rangers are -2 to-hit, so 'Nids and AM are hitting on 6's a lot. They won't make that big of a dent from shooting and thus, they are a roadblock. Plus, Hemlocks.
They're -1 to hit and have a 5+ save against Jormungandr shooting. Being within 12" is a given since they get to move before they shoot and you're recommending putting the Rangers even closer to them than you're own deployment zone.
Also, Biovores and Sporecysts don't care about penalties to hit against the rest of your army. Neither do Zoanthropes/Neurothropes.
I'm not sure you guys have seen a dedicated shooting Tyranid army.
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This message was edited 1 time. Last update was at 2017/11/30 16:36:29
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2017/11/30 16:38:14
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Deranged Necron Destroyer
UK, Midlands
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The rangers are for protection against the T1 assault type nids. They don't help vs shooty nids.
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![[Post New]](/s/i/i.gif) 2017/11/30 16:40:14
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Moustache-twirling Princeps
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DarknessEternal wrote: em_en_oh_pee wrote:
Alaitoc Rangers are -2 to-hit, so 'Nids and AM are hitting on 6's a lot. They won't make that big of a dent from shooting and thus, they are a roadblock. Plus, Hemlocks.
They're -1 to hit and have a 5+ save against Jormungandr shooting. Being within 12" is a given since they get to move before they shoot and you're recommending putting the Rangers even closer to them than you're own deployment zone.
Also, Biovores and Sporecysts don't care about penalties to hit against the rest of your army. Neither do Zoanthropes/Neurothropes.
I'm not sure you guys have seen a dedicated shooting Tyranid army.
If it is a dedicated shooting 'Nid army, then I am not sweating their T1 Alpha Strike, since that isn't what they do.
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![[Post New]](/s/i/i.gif) 2017/11/30 16:44:07
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Deranged Necron Destroyer
UK, Midlands
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em_en_oh_pee wrote: If it is a dedicated shooting 'Nid army, then I am not sweating their T1 Alpha Strike, since that isn't what they do.  There shooting can be so powerful it is a bit alpha strikey, but yeah. They do tend to have 36" range on the really nasty stuff so staying out of range helps. I've found the Phantasm strat handy against them.
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This message was edited 1 time. Last update was at 2017/11/30 16:44:29
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![[Post New]](/s/i/i.gif) 2017/11/30 16:45:59
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Longtime Dakkanaut
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DanielFM wrote:Is it considered some kind of heresy around here to field the Dark Reaper Exarch with a Shuriken Cannon as ablative wounds?
I need the 17 points saved from it (It was a Tempest Launcher before) and, while I lose some nice anti-infantry, the other 4 DR will shoot unmolested for the first two wounds they take.
I think this was a lot more appealing with the index when Reaper Launchers were more expensive and all of the Reapers were going to be Ynnari anyway and would Soulburst if something near them died. This still seems reasonable but ultimately Reapers are just not that efficient at shooting without the Exarch contributing his tempest launcher.
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![[Post New]](/s/i/i.gif) 2017/11/30 17:27:34
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Bounding Assault Marine
Madrid, Spain
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Dionysodorus wrote: DanielFM wrote:Is it considered some kind of heresy around here to field the Dark Reaper Exarch with a Shuriken Cannon as ablative wounds?
I need the 17 points saved from it (It was a Tempest Launcher before) and, while I lose some nice anti-infantry, the other 4 DR will shoot unmolested for the first two wounds they take.
I think this was a lot more appealing with the index when Reaper Launchers were more expensive and all of the Reapers were going to be Ynnari anyway and would Soulburst if something near them died. This still seems reasonable but ultimately Reapers are just not that efficient at shooting without the Exarch contributing his tempest launcher.
Well, we are talking about Warwalker with Bright Lances + sacrificial DR Exarch or Warwalker with Shuriken Cannons and Tempest Exarch. The latter sounds better, even if it doesn't help me much with anti-tank.
Now that I think about it, I could give those same SC to my Wraithknight and save 50 points from the War Walker hull  I feel like I don't get much value from fielding the WW if I don't take advantage of the Bright Lance option.
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![[Post New]](/s/i/i.gif) 2017/11/30 18:59:52
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Unshakeable Grey Knight Land Raider Pilot
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While it is not strictly a tactics subject, I would invite all Eldar players to take part in the survey below and let GW know what we want from the Craftworlds range/rules moving forward:
https://www.warhammer-community.com/2017/11/30/say-big-community-survey-nov-30gw-homepage-post-1/
If we present a united front, we CAN get our finecast Aspect Warriors replaced! Khaine wills it!
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![[Post New]](/s/i/i.gif) 2017/11/30 21:36:08
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Been Around the Block
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Marius Xerxes wrote:
Specters were never in the codex, unlike reapers and spears, and that will be their and every other FW unit's issue going forward.
If the Index v Codex differences are indicative of their current overall direction, in that models/options you cannot purchase in a GW store are 99% not in the codex books, then I can understand the heavy handedness of the FW points changes.
I feel they are trying to further encourage players to buy models from the codex books over FW alternatives.
As long as they continue in this direction, I wouldn't hold my breath on anything FW ever maintaining its status as a "go to" or "must have" in any army for long. And once its changed, I don't see it returning in value beyond being just expensive enough to make you second guess choosing that option over a codex option instead.
Of course, this is just my opinion and I could be wrong. But this first round of rather heavy handed CA changes to FW point values in multiple factions makes me lean that direction.
Good news! You’re wrong, at least for Shadow Spectres anyway. They were way undercosted. Now on a points/ MEQ-kill basis they are on par with Reapers, which just about everyone thinks are fab. And they have a whole lot more versatility than that.
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![[Post New]](/s/i/i.gif) 2017/11/30 21:48:44
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Unhealthy Competition With Other Legions
Lost Carcosa
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Splog wrote:Good news! You’re wrong, at least for Shadow Spectres anyway.
Wrong how?
Were they ever in the codex? No.
Are they still an auto include? No.
Are other codex options now more appealing due to their change in points? Yes.
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Standing in the light, I see only darkness. |
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![[Post New]](/s/i/i.gif) 2017/11/30 22:17:00
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Sneaky Striking Scorpion
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I answered finecast as the worst part of the hobby or some question worded like that and maybe another. It would make me buy more of their stuff if it was metal or plastic I hope they take this on board.
Then I can get on the Dark Reaper train.
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~500pts Asuryani painted new colour scheme
~7500pts Asuryani assembled some with old colour scheme
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![[Post New]](/s/i/i.gif) 2017/11/30 22:17:25
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Renegade Inquisitor with a Bound Daemon
Tied and gagged in the back of your car
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So now they kill 1W MEQ at the same rate as a unit who's bread and butter is multi-wound targets... Sounds like a pretty crap deal.
Spectres may have been undercoated before, but they're just plain bad now.
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![[Post New]](/s/i/i.gif) 2017/11/30 22:31:53
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Regular Dakkanaut
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No way Spectres are bad, that's just silly. GW got that points adjustment about right.
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