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![[Post New]](/s/i/i.gif) 2025/01/22 02:49:10
Subject: Eldar Excitement.
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The Marine Standing Behind Marneus Calgar
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Hellebore wrote:It will be interesting to see what if any new rules are added to aspects. The 5++ is pretty useless for a T3 W1 model, and the units fold like paper, so you treat them like single use weapons expecting them to be gone once they've done their one thing.
At least with strands you got the opportunity to keep a few more alive than normal.
GW have never really mastered the eldar surviving anything, making the army all seem like highly specialised kamikaze units running in to do one thing and die.
Yup. Eldar is a sublime army to play. The infantry go from solid to vapor in one easy step. Not stable at room temperature.
It’s one reason I play mechdar. Infantry safe and snug in transports, as long as possible. Get out when needed at key moments, hope to live more then a round, and die buying time to hold objectives. I’m OK with them being fragile. We have wraithbone units if things need to be tanky, but squishy elves are squishy. I trade their lives only when the fates call for it, and salvage what I can. But I think they play the way they should feel.
IMHO, obviously. If I wanted a slow and crunchy army, I’d bring my Ultras to the table. Fast and fragile is why I’m here. And the grav tanks…
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![[Post New]](/s/i/i.gif) 2025/01/22 03:28:50
Subject: Eldar Excitement.
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Ultramarine Chaplain with Hate to Spare
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Maybe their most faithful incarnation was their 4th ed(?) powerlists that were mostly transports with upgrades like Seer Stones, zipping around and being very tough to kill, with targeted uses of infantry when the time was right.
2nd ed Warp Spiders and Dire Avengers were pretty great though, too.
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![[Post New]](/s/i/i.gif) 2025/01/22 03:40:26
Subject: Eldar Excitement.
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Longtime Dakkanaut
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@ Wyldhunt- I respect your opinions, because you aren't wrong, but you and I are going to have to agree to disagree, because my preferences are different than yours. But I will do one last response post, knowing that I won't change your mind, and I'm okay with that.
Wyldhunt wrote:
I think that it's fair to say that, mechanically and objectively, they're not "great" in terms of performance. You don't really see them taken in competitive lists
Again, of absolutely zero relevance to me, as ALL competitive lists are 2k, which I almost never play. In a 2k list, probably impractical cuz you've got the points to pay for a broken out Psyker, a broken out Leader and a Broken out Assassin, but just absolutely the cat's meow in a 500 point game where you don't... Which I am far, far and away more likely to play. Ranges should not be constructed based solely on what works in 2k games, and from that perspective, tourney data is only 25-33% relevant (depending on whether or not you insist on following 10th's edict that all 500 point games must use Boarding Action restrictions- if you do, then the 2k game is only one of three game sizes, and if you don't it's only one of four).
There is NO confusion about the role of Voidscarred. They are Character Killers, because every single model in the unit (whether shooty or fighty) gets both Lethal and Precision on every attack (whether shooting or melee) against a single enemy unit for the duration of the game or until that unit is dead. They're also all Scout 7 to give them a greater opportunity to get into position. And those abilities STACK with all the other abilities conferred by the characters that you would rather remove.
Wyldhunt wrote:
* Shaderunner. Wants to do melee stuff, but the rest of the squad would kind of rather be shooting. And if you *do* build a bunch of normies for melee, they're going to essentially be lacklustre versions of other melee units players have access to.
Not really:
Psyker staff: Attacks: 2, Damage: D3, Anti-infantry 2+ (weak vs. Saves though)
Shaderunner: Attacks: 4. -2 AP, twin-linked (only 1 damage though)
And 8 power swords - 24 Attacks, AP-2
And all 32 of those attacks go on the leader until it's dead, because they all get precision, and even with low strength, they're lethal so crits auto-wound. And again, Scout 7 helps ensure you get to do it.
Banshees are better at close combat- they get an extra AP, a 4+ invulnerable vs. melee and advance and charge, but if you want to kill a character attached to an elite melee unit, Voidscarred are still better at it, though they also cost 60 points more, but they also have better shooting than Banshees, even when kitted for melee, because you'll still end up with an Executioner, a Neuro Disruptor and a Fusion pistol, where the best you can do with Banshees is a single Triskele.
Wyldhunt wrote:
* Seer. Wants to blast stuff. That's fine. They make sense as a character adding to the shooting of a shooty unit.
It's true that their shooting IS better than their melee- an extra attack and an extra pip of AP, but their melee does still contribute more than a base trooper.
Wyldhunt wrote:
* Spirit stone lady. Currently lets you ignore one unsaved wound, but so what? Ignoring one bolter shot per turn isn't exactly impressive.
No, but you resolve the highest damage shooting attacks first. So maybe the attack that gets reduced to zero is a Lascannon or Meltagun, which does make the ability a lil bit more useful than you're giving it credit for. This ability is ALSO useful in melee or shooting, though it won't likely protect vs. melee until you're stuck in, because the first failed save more likely to be a shooting attack... Until you're engaged.
Wyldhunt wrote:
* Sniper guy. Is kind of just an additional special gun guy, but you have to admit it's awkward having a guy with a sniper rifle following along with a bunch of sword or rapid fire gun guys.
The sniper's role is to splitfire against a more distant unit than the unit which is your primary target (ie. the unit against which ALL members of the unit have Precision), because unlike all of those lesser marksmen, the sniper is precise against EVERYBODY. So the hope is that the unit can DELETE one squad leader at 24 and soften up another at 36. And not only are they precise and lethal, they'll ignore cover because of the Falchou (though the Falchou guy must be equipped with a pistol).
And sure, it's true the higher volume of shots at 12 may be better... but perhaps wiping out your target at 24 rather than 12 will let you be in a tactically superior location- behind cover, or placed for Agenda purposes, or whatever. You'll always feel like you're giving up those rapid fire shoots, but if you've got enough to drop the leader (and ding a second leader) and stay safe, it might be worth the trade.
Wyldhunt wrote:
Of all those, the only "characters" who really feel like they might want to be together in the same unit are the seer and the spirit stone lady. I feel like you gain a ton more than you lose by splitting them out into their own datasheets.
Well, I know I'm very unlikely to convince you, but I've done my best to convince other readers that there are enough synergies and variety within this unit to keep it as is; it isn't as optimized as it could be, but there are some synergies, and it's particularly adept at killing leaders, though only ONE particular leader per unit. It's particularly good in a 500 point battle where you need all arounders, since you don't have enough points for a dedicated melee, a dedicated sniper and a solid mid-range unit.
Wyldhunt wrote:
They're super cool models as-is. I don't want to pay ~$140 extra to reinvent the wheel and put those 4 of those guys in clamshell blisters. On the contrary, having 4 characters and a squad all included in a $70 box would make them the best points-per-dollar option in the game.
And I definitely don't want to pay all that extra money so that an already overcomplicated unit can gain the option to field a character that makes it even more complicated. Especially if the new character being added looks suspicioiusly similar to someone already in the squad.
While I can respect your point of view on this, I'm not thinking of the people who like Corsairs enough to buy them, but only if they come with 4 characters in an infantry box with basic trooper dual build options- I'm concerned about the guy who loves Corsairs and wants to be able to field a small army of 5-6 distinct units so badly that he's willing to pay for it.
And I understand that any of the characters in the unit could be better versions of themselves if they were split out, but have you considered that a a dedicated Corsair Psyker model that exist IN ADDITION to Voidscarred is free to be anything, rather than just being "The Wayseeker but better" and the Assassin(s) (Dual build assassin- one build shooty one build fighty?) could be more than just "The Shaderunner, but better"?
And dude, you keep calling this unit overcomplicated, but heck man, it's one of the only kits in the game that still has enough build options that multiple instances of the same kit can look very different from each other. Its complexity is one of the things that makes it cool, and if you come for it, I just have this gut feeling that it's not long until that slippery slope also takes out the Kinband Farstalkers, the Tau Pathfinders and all the other units that kept some of their KT flare when they transitioned to 40k. And then the game just has less flavour for everyone.
And the Kroot are a great example.
Hey Kroot players, sound off: would you prefer to have the three new shaper models that we just got, or would you rather they just made Characters out of the 3 of the specialist models in the Farstalker box (but better datasheets) so you could save a few bucks?
Wyldhunt wrote:
I wouldn't mind seeing a new transport for corsairs, but simply letting them use the existing ones in a more pirate-y way would work pretty well too. I don't think I'm sold on dakka hellions. Corsasirs with jetpacks looked cool and filled the role of mobile heavy weapon guys pretty well. Plus, that would allow long-time fans to have a use for their old models again. I'm all for making factions feel distinctive, but sometimes being different just for the sake of being different can lead to less than ideal results, you know?
One of the things you suggested in a previous post was that Corsairs could get access to Drukhari transports. Now obviously, I'm just as happy if GW makes Corsair transports... But what I really want for Corsairs is access to a squad splitting transport, whether the Venom or their own thing like it. Why?
Take a look at the Voidscarred's options again, then build a squad of ten and break it into two squads of five. Because THAT makes Voidscarred STUNNING- so much so that I think you'd want the unit preserved as is.
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This message was edited 7 times. Last update was at 2025/01/22 04:02:28
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![[Post New]](/s/i/i.gif) 2025/01/22 11:21:14
Subject: Eldar Excitement.
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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For future purchase considerations, once my initial special project is complete?
How are people feeling about Aspect Squad size, now we’re no longer tied to a FoC?
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![[Post New]](/s/i/i.gif) 2025/01/22 12:25:35
Subject: Eldar Excitement.
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The Marine Standing Behind Marneus Calgar
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Mad Doc Grotsnik wrote:For future purchase considerations, once my initial special project is complete?
How are people feeling about Aspect Squad size, now we’re no longer tied to a FoC?
To blob up or MSU is normally a balance of characters and buffs.
Going MSU gives you more table space, and extra exarchs. Larger squads let leader buffs affect more bodies and gets more milage from strats. With the new battle focus, that’s a plus in the big squad department.
There may be more incentive to go MSU depending on detachment. If there is an Expert Crafter one, where each squad gets a nice bonus, that’s another pip for MSU.
At this point I’d wait for full codex leaks/reviews before considering purchase plans. Unless you just like the models, then go make it happen.
(grain of salt, I’ve only got 1 game of 10th in with my Eldar, this is general advice)
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![[Post New]](/s/i/i.gif) 2025/01/22 12:28:28
Subject: Eldar Excitement.
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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Cool.
I’ve currently got 5 Banshees and 5 Dark Reapers, and 10 each of Dire Avengers and Striking Scorpions, as that’s just how they came in their boxes.
Of course, now I think about it, points are really the only firm limit on say, two squads of five and one of ten for a given Aspect.
Hmm.
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![[Post New]](/s/i/i.gif) 2025/01/22 13:17:45
Subject: Eldar Excitement.
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Longtime Dakkanaut
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I've got 5 Reapers, 5 Banshees, 5 Dire Avengers and 10 Scorpions (Klaus Meine, Rudolph Schenker, Matthias Jabs, Francis Bucholtz, Herman Rarebell and five roadies).
But I'm aiming for a Court of the Young King, so I want all Aspect MSU and all PL. As a Narrative dude, these models will only be fielded this way when appropriate (probably vs. Slaanesh in a 2k or even 3k game that is a campaign finisher).
In smaller games, I like to field Scorpions Banshees and Dire Avengers together, because members of those units can also break out of their squads to form a KT for side missions, so those three units are intimately familiar with one another.
Due to box size, I have extra Scorpions, so I think the roadies will be helmetless and painted in a slightly different scheme to represent conversion to Ynarri.
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![[Post New]](/s/i/i.gif) 2025/01/22 15:14:04
Subject: Eldar Excitement.
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Infiltrating Oniwaban
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PenitentJake wrote:I've got 5 Reapers, 5 Banshees, 5 Dire Avengers and 10 Scorpions (Klaus Meine, Rudolph Schenker, Matthias Jabs, Francis Bucholtz, Herman Rarebell and five roadies).
Why are you dissing Michael Schenker and Uli Jon Roth? Drop two roadies and add them!
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The Imperial Navy, A Galatic Force for Good. |
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![[Post New]](/s/i/i.gif) 2025/01/22 15:48:48
Subject: Eldar Excitement.
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The Marine Standing Behind Marneus Calgar
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https://www.warhammer-community.com/en-gb/articles/qbnruzb2/codex-aeldari-masters-combat-with-eight-powerful-detachments-to-choose-from/
Aspect host looks strong.
Fate dice radically changed. You get a few and they are basicly 1cp discounts on specific strats tied to the number. Not a fan at all.
They call out the autarch and autarch wayleaper, but don’t mention the bike one. Expect him to be cut, sadly. But we’ll see.
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![[Post New]](/s/i/i.gif) 2025/01/22 15:53:59
Subject: Eldar Excitement.
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Gargantuan Gargant
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Nevelon wrote:https://www.warhammer-community.com/en-gb/articles/qbnruzb2/codex-aeldari-masters-combat-with-eight-powerful-detachments-to-choose-from/
Aspect host looks strong.
Fate dice radically changed. You get a few and they are basicly 1cp discounts on specific strats tied to the number. Not a fan at all.
They call out the autarch and autarch wayleaper, but don’t mention the bike one. Expect him to be cut, sadly. But we’ll see.
The bike one is basically confirmed to be gone since he's not available to buy on the store anymore and it'll be a case of "no models, no rules". He's an old resin upgrade kit for a biker sprue and they've been systematically cutting most of these out of the armies in the 10th ed codex releases, similar to how Zagstruk and Badrukk got squatted despite being leaders for their respective specialist units. Sucks considering Shining Spears are plastic, and they would definitely benefit from having an Autarch leading them.
I'm just glad they're not locked to leading only guardians for some asinine reason.
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![[Post New]](/s/i/i.gif) 2025/01/22 15:57:28
Subject: Eldar Excitement.
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The Marine Standing Behind Marneus Calgar
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Glad I didn’t kitbash one from the spear’s kit. Which would be casually easy to do. Basically pick the right weapon and don’t paint him white/blue.
Sucks for all the windriders out there. He was the thematic HQ pick for one of the major subfactions.
Edit:
Also the more I think about it, the saltier I get about the fate dice. We have been repeatedly told “for those who like the index, don’t worry, it’s still here” and then they change it to something unrecognizably different. The name is the same, but that’s it. Very bait-and-switch. I mean, on brand for Eldar. But grrr.
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This message was edited 1 time. Last update was at 2025/01/22 16:01:30
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![[Post New]](/s/i/i.gif) 2025/01/22 16:04:17
Subject: Re:Eldar Excitement.
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Long-Range Land Speeder Pilot
UK
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The preview articles keep showing off pics of models with doubled up gun options like Wraithlords and War Walkers, so hopefully there won't be too much what's in the box nonsense with this release, but bike Autarch, Karandras, and anything resin are at risk of vanishing.
Autarch's are aspect leaders now too, will be interesting to see what their leader abilities are and whether they are flexible enough to slot into all of the aspects (i.e. can they infiltrate with scorpions?).
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![[Post New]](/s/i/i.gif) 2025/01/22 16:08:03
Subject: Re:Eldar Excitement.
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Gargantuan Gargant
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Insularum wrote:The preview articles keep showing off pics of models with doubled up gun options like Wraithlords and War Walkers, so hopefully there won't be too much what's in the box nonsense with this release, but bike Autarch, Karandras, and anything resin are at risk of vanishing.
Autarch's are aspect leaders now too, will be interesting to see what their leader abilities are and whether they are flexible enough to slot into all of the aspects (i.e. can they infiltrate with scorpions?).
They'll probably try and make it so on their datasheet, depending on who they're leading, they gain the same Core Rules they do (e.g. Deep Strike for Swooping Hawks and Warp Spiders, Infiltrate like you said for Striking Scorpions).
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![[Post New]](/s/i/i.gif) 2025/01/22 21:24:50
Subject: Eldar Excitement.
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Longtime Dakkanaut
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The shrine tokens are now in play (besides the use case in the warcom article).
They are on the data sheets - Warp spiders get to use it once per game to convert a hit or wound to a crit. I assume most aspects will get this, if their weapons have lethal or devastating.
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![[Post New]](/s/i/i.gif) 2025/01/22 22:06:45
Subject: Eldar Excitement.
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The Marine Standing Behind Marneus Calgar
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Hellebore wrote:The shrine tokens are now in play (besides the use case in the warcom article).
They are on the data sheets - Warp spiders get to use it once per game to convert a hit or wound to a crit. I assume most aspects will get this, if their weapons have lethal or devastating.
Not a huge fan of the once per game tokens on the battlefield. Sure, they make for a good reminder about if you’ve used it or not, but clutter things up. And while I don’t generally have the issue some do with tactical rocks that follow heroes around so they always have a place to pose dramatically, dragging a little shrine around is a little immersion breaking.
Guess I’ll need to clean and paint the ones I have. And figure out what to use for my old squads.
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![[Post New]](/s/i/i.gif) 2025/01/22 22:09:46
Subject: Eldar Excitement.
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Longtime Dakkanaut
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I agree, and would normally place something like that on their data sheet on my table edge as a reminder, rather than with the unit.
Also, it's not clear if you get one per unit, or one per 5. The text says 'for each token', so there may be ways to get more, or you do get 1 per 5.
Given the kits come with 1 per 5 models, it would be pretty crappy if you have to give up a second exarch AND shrine token to get 10 models...
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This message was edited 1 time. Last update was at 2025/01/22 22:13:17
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![[Post New]](/s/i/i.gif) 2025/01/22 22:20:06
Subject: Eldar Excitement.
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The Marine Standing Behind Marneus Calgar
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Hellebore wrote:I agree, and would normally place something like that on their data sheet on my table edge as a reminder, rather than with the unit.
Also, it's not clear if you get one per unit, or one per 5. The text says 'for each token', so there may be ways to get more, or you do get 1 per 5.
Given the kits come with 1 per 5 models, it would be pretty crappy if you have to give up a second exarch AND shrine token to get 10 models...
Even if it’s just one per squad, the fact that the wording is open gives you the option for narrative hooks. I could see some “recover the relic” secondary objective that gives you a shrine token when you capture it. Or a crusade honor that a squad could earn that gives them an extra.
Some potential for fun there.
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![[Post New]](/s/i/i.gif) 2025/01/22 22:25:39
Subject: Eldar Excitement.
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Longtime Dakkanaut
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Spiders have lost devastating wounds.
Their guns are now just flamers with a -1AP.
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![[Post New]](/s/i/i.gif) 2025/01/22 22:38:29
Subject: Re:Eldar Excitement.
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Long-Range Land Speeder Pilot
UK
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Farseer datasheet changes are a bit funny looking. Cannot lead a Warlock Conclave anymore (assuming that datasheet is removed), but it can join a unit if a Warlocks (plural) unit has already attached - guessing this means Guardians can have up to two Warlocks and a Farseer as leaders now?
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![[Post New]](/s/i/i.gif) 2025/01/22 22:38:30
Subject: Eldar Excitement.
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The Marine Standing Behind Marneus Calgar
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Hellebore wrote:Spiders have lost devastating wounds.
Their guns are now just flamers with a -1AP.
For those not following the N&R thread:
https://imgur.com/a/FoEceAK#FB1ZxcY
Some leaks
Looking at the night spinner it lost Dev wounds as well, but gained a point of AP
ShurCan swapped sustained hits for Lethal hits.
Automatically Appended Next Post: Insularum wrote:Farseer datasheet changes are a bit funny looking. Cannot lead a Warlock Conclave anymore (assuming that datasheet is removed), but it can join a unit if a Warlocks (plural) unit has already attached - guessing this means Guardians can have up to two Warlocks and a Farseer as leaders now?
That is odd. The lack of conclaves listed and the plural there raises a lot of questions. I wonder if they are going back to buy one blob of warlocks and then parse them out? Stick a question pin and that and circle back when we get more leaks covering it. Automatically Appended Next Post: Fuegan lost FNP. Leadership changed from +1 to hit to +6” range to the squad for melta. Picked up grenades and the aspect warrior tags.
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This message was edited 2 times. Last update was at 2025/01/22 22:49:10
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![[Post New]](/s/i/i.gif) 2025/01/22 23:31:57
Subject: Re:Eldar Excitement.
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Tzeentch Veteran Marine with Psychic Potential
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Thanks for the leaks.
Yea I bet the bike Autarch is gone, which sucks because I own one, but I bet I can just use it as legends (hopefully it can lead shining spears from legends). The farseer ability looks pretty crappy, with the make a dice a 6 only for his unit, and the +1 to his instead of re-rolls. Probably not going to take him on foot, but still need to see the bike.
I love that Autarch's can lead aspects, they should have always been able to do that, and maybe that will get me to filed the foot ones more.
Can't wait to see all the leaks
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![[Post New]](/s/i/i.gif) 2025/01/23 00:48:37
Subject: Eldar Excitement.
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Longtime Dakkanaut
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Arschbombe wrote: PenitentJake wrote:I've got 5 Reapers, 5 Banshees, 5 Dire Avengers and 10 Scorpions (Klaus Meine, Rudolph Schenker, Matthias Jabs, Francis Bucholtz, Herman Rarebell and five roadies).
Why are you dissing Michael Schenker and Uli Jon Roth? Drop two roadies and add them!
I used the line-up from whe I saw them live at the Monsters of Rock (Pontiac Silverdome, 1988- Kingdom Come, Dokken, Metallica, Van Halen and the Scorpions).
Besides, I loved Michael's work with Robin McAuley in MSG.
Fair point though...
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![[Post New]](/s/i/i.gif) 2025/01/23 02:07:41
Subject: Eldar Excitement.
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Longtime Dakkanaut
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Still unimpressed with their portrayal of Phoenix Lords...
They keep talking about them being solitary figures wandering the webway and fighting battles, yet here we see them only able to work if deployed with a single squad.
They should have the same unit mechanics as the primarchs - can't be targeted when near aspects and grant aspect abilities within 6".
They are ronins not squad leaders - they act as focal points in a battle for their forces to follow. Forcing them to lead an aspect unit is dumb.
I really hate how they keep crapping on PLs and buffing primarchs at the same time.
Asurmen lost lethal hits on his guns and his 3++ - oh no a T3 model with 5 wounds can't have a 3++!, but fething lion el johnson can? So tired of GW gargling primarch nuts.
Vypers are now pluralised, so will be in 1-2 squads like walkers. Support platforms now separate, wraithknights separated. Karandras gone.
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This message was edited 2 times. Last update was at 2025/01/23 03:10:57
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![[Post New]](/s/i/i.gif) 2025/01/23 04:04:26
Subject: Eldar Excitement.
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Gargantuan Gargant
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Yeah, looks like Eldar got their turn to have their resin model characters squatted sadly. Karandras is gone as mentioned already alongside the Autarch on Jetbike, but also Illic Nightspear which is a big shame.
Gotta agree with the Phoenix Lord tweaks being underwhelming, I'm glad it's more unit specific than the extremely bland +1 to hit that they all gave when they joined their aspect units, but it definitely doesn't feel like they're ancient heroes of legend for Eldar, just basically slightly upscaled exarchs who are barely chapter master level even though they should be in the upper tier of fighters. Maybe not as good as primarchs but definitely better than most marines.
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![[Post New]](/s/i/i.gif) 2025/01/23 04:09:26
Subject: Eldar Excitement.
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Longtime Dakkanaut
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We'll keep seeing the endless marine buff train, but no one else gets that. Primarchs got a 50% Toughness increase while phoenix lords dropped 25% in toughness...
Ages ago I thought of an idea to show the phoenix like nature of the lords that saw each resurrection as a life cycle, with the newly born looking like they are depicted here. But at the end of the cycle they've reached demigod daemon prince like levels, becoming ubernatural beasts before fate burns them out to wait their rebirth.
It would be a pretty cool image of them evolving into the Ascended form as part of the eternal cycle of their existence.
But nah, lets keep them boring so everyone buys primarchs. GW's simping after them is tiresome.
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![[Post New]](/s/i/i.gif) 2025/01/23 04:27:24
Subject: Eldar Excitement.
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Gargantuan Gargant
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Hellebore wrote:We'll keep seeing the endless marine buff train, but no one else gets that. Primarchs got a 50% Toughness increase while phoenix lords dropped 25% in toughness...
Ages ago I thought of an idea to show the phoenix like nature of the lords that saw each resurrection as a life cycle, with the newly born looking like they are depicted here. But at the end of the cycle they've reached demigod daemon prince like levels, becoming ubernatural beasts before fate burns them out to wait their rebirth.
It would be a pretty cool image of them evolving into the Ascended form as part of the eternal cycle of their existence.
But nah, lets keep them boring so everyone buys primarchs. GW's simping after them is tiresome.
Sadly, it's a matter of a self fulfilling prophecy where GW focuses endlessly on marines because people buy them and because they focus so much on them people keep buying and with Primarchs on both loyalist and traitor side selling like gangbusters (first in 30k, now in 40k) and having an entire edition and storyline shift over Guilliman's return, it won't be stopping any time soon.
Overall, I do feel like it's healthier that devastating wounds are being curtailed as being as ubiquitous in the Eldar lists, but ideally this is reflected in their new pricing for the units since I know they've been stacking the points on stuff like Warp Spiders since they can spike their 6's to wound, otherwise the datasheets have been pretty middling to iffy in terms of either their damage output/survivability.
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![[Post New]](/s/i/i.gif) 2025/01/23 04:33:48
Subject: Eldar Excitement.
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Longtime Dakkanaut
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Without any substantial damage mitigation, the whole army is just chaff. You could give every eldar unit lethal hits and devastating wounds and it wouldn't change that they are just T3 W1 models with no mechanisms to protect them (like negatives to hit). You could give them all invulnerable saves of their armour (ie 3++) and it still wouldn't matter that much - T3 W1 is plenty vulnerable and it overrides pretty much any other factor. Elites that vulnerable don't balance well in the marine paradigm of 40k.
Playing eldar these days feels like playing guard, you expect to see your whole army wiped out, despite protecting eldar lives as being central to their dogma. The glass cannon thing is pretty much only useful if you survive after firing. Otherwise you're just a glass kamikaze.
Over all the army should hit hard and avoid being hit. The battle focus rule doesn't even do the latter because you have to be hit before you can escape. And without special rules like devastating wounds to bypass weak elf wrists, they don't hit very hard either. I'm not a fan of special rules that bypass core rules, but they've stripped all the core rules that eldar used out and left it just a Toughness, wound and save game, which favours marines exclusively. This hasn't really changed with the new codex.
The fact that to have the army even play slightly like its fluff they needed all these rules bypasses suggests the core mechanics really fail to model the various methods of war that NON marine armies use.
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This message was edited 1 time. Last update was at 2025/01/23 04:42:18
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![[Post New]](/s/i/i.gif) 2025/01/23 13:10:32
Subject: Eldar Excitement.
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Deathwing Terminator with Assault Cannon
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Avatar dropping from T12 to T11 is a bit of a blow too, given how common S12 is for the type of weapons that will be getting shot at him.
You can battle focus to Fade Back to try to keep him alive, but lost some tankiness.
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![[Post New]](/s/i/i.gif) 2025/01/23 14:21:31
Subject: Eldar Excitement.
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Gargantuan Gargant
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Hellebore wrote:Without any substantial damage mitigation, the whole army is just chaff. You could give every eldar unit lethal hits and devastating wounds and it wouldn't change that they are just T3 W1 models with no mechanisms to protect them (like negatives to hit). You could give them all invulnerable saves of their armour (ie 3++) and it still wouldn't matter that much - T3 W1 is plenty vulnerable and it overrides pretty much any other factor. Elites that vulnerable don't balance well in the marine paradigm of 40k.
Playing eldar these days feels like playing guard, you expect to see your whole army wiped out, despite protecting eldar lives as being central to their dogma. The glass cannon thing is pretty much only useful if you survive after firing. Otherwise you're just a glass kamikaze.
Over all the army should hit hard and avoid being hit. The battle focus rule doesn't even do the latter because you have to be hit before you can escape. And without special rules like devastating wounds to bypass weak elf wrists, they don't hit very hard either. I'm not a fan of special rules that bypass core rules, but they've stripped all the core rules that eldar used out and left it just a Toughness, wound and save game, which favours marines exclusively. This hasn't really changed with the new codex.
The fact that to have the army even play slightly like its fluff they needed all these rules bypasses suggests the core mechanics really fail to model the various methods of war that NON marine armies use.
Yeah, you hit the nail on the head there when it comes to the nuance of survivability for factions that are supposed to be elite and agile rather than tough and strong that GW is used to with marines. Normally GW's most common in-game lever is just "add wounds/toughness" or armour/invuln save in bricking until they feel like it's appropriate for the unit to be suitably tanky (which is then always an arms race with how much ubiquity of weapons there are with the right damage/ AP against them like plasma or weapons with devastating wound chip damage).
However, this doesn't work with Eldar obviously since it doesn't match their design philosophy with them outside of Wraith units (which coincidentally have often been the anchors for Eldar when they have reached their competitive heights in the past (e.g. Wraithknights, Wraithguard with the D weapons). I think they've been very wary of giving too many hit mods since that was an issue in the previous edition, but with the loss of initiative and how lethal shooting is, it's a mixed bag of showing agility for units besides just movement speed increases or "move, shoot, move". I think if they ported Lumineth rules of being able to activate 2 units for combat at a time might be a way of showing their speed in close combat, but in terms of surviving shooting, it's hard to say. The "no overwatch" battle focus ability is a move in the right direction but it's pretty limited when it's just against one unit, I think the reactive battle focus move should have been triggered when you're targeted rather than after you've taken damage, but otherwise I'm not sure if giving them some way to gain cover or a very baby version of obscuring would be the best sort of action since you want to give some form of interactivity from the opponent rather than a blanket "you can't shoot me" or "I'm always -1 to hit".
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![[Post New]](/s/i/i.gif) 2025/01/23 15:42:37
Subject: Eldar Excitement.
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Longtime Dakkanaut
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Today's Ynarri article on Warcom implies that Corsairs can now be Ynarri (though Warcom has been known to make istakes).
If so, and if they can ride Ynarri Venoms, breaking Voidscarred into 5/5 to properly group upgrade options in MSU might actually be possible.
Unfortunately, taking Yvraine or the Yncarne as worlord is still required.
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