There’s been a lot of 6th edition hulla-bulloo going around. What with the white dwarf spewing half formed information and some dude on reddit tossing out little tidbits to chew on. I wanted to take a minute and talk about my first 40k love, Eldar and how they will be affected by these 6th rumors for realsies.
|Guardians are cool, right???|
First, I want to talk about a huge change that will have ramifications for years to come!
Swooping Hawks might be good…
|That was me before writing that. These are the sacrifices I make!!|
They can move 12”, assault 2d6 (re-rollable) and stick haywire grenades on vehicles like no other! That’s a maximum of 24” threat range with an average of 20”! They are still a lot of points per model, but they may have finally been forced into a decent tank hunter niche. Another nifty thing that is in 6th is the ability to throw grenades. So you also have the option to chuck a haywire at a tank before you close. In extreme cases, the Hawks can take skyleap and go light infantry hunting. Now, I’m not saying that they are the solution to all of an Eldar players problems, but it does make them somewhat interesting for the first time in 20 years!
Secondly, I want to talk about the benefits that will affect Eldar players who play serpent spam or something similar. Jetbikes/skimmers now have a 5+ cover if they move at all. It’s called Jink (My early edition Dark Angels Brethren may remember this fondly). This is a pretty excellent survivability addition to the already excellent wave serpent. Also, we basically get flickerfields for free. In your face dark eldar! By far, the most interesting change to vehicles (imo) is the ability to move 6”, disembark your troops (Banshees), and then still be able to move and Assault! Again, fleet has been a little nerfed, but you have a threat range of 14-24” out of a serpent. With a re-roll on the variable due to fleet! This gives you a bit of flexibility compared to the current implementation. In 5th, you basically have to get up in their face and hope they don’t kill you or run away, in 6th banshees will be a legit threat again.
Thirdly, overwatch! It seems like a lot of ideas for this edition are coming straight out of the past. Second edition was my favorite edition, so maybe herohammer with my banshee exarchs is almost back!
Overwatch will help out Eldar quite a bit. If the lists remain the same, then there will be a lot of shuriken fire to the face as people charge in. With the addition of the foreboding psychic power (overwatch at normal BS + counterattack), and perhaps a guide tossed in? No one will be charging that unit. Sounds like a good place to put an Eldrad…
Speaking of Eldrad…
- He will be generating 4 powers, which I think means that he is mastery level 4! 4 powers a turn! Now he’s even more of a beast.
- They are also adding a “look out, sir” rule that lets someone in a squad with an IC take a hit for them on 2+, he’s not dying anytime soon in a wraithguard unit
- With fortifications being a part of the Force org chart, will that mean that they can be moved with divination? That’ll have to wait for a faq most likely
- Deny the witch and runes of warding gives Eldar even more defense against powers
And then, some other random goodness
- Pathfinders (any models with sniper weapons?) select their targets on a 6, also they will be ap1
- Scatter spam is going to be able to lay a lot of glances, causing a lot of dead vehicles!
- The warlord traits can lead to the possibility of a scoring avatar… That’s clutch
- Plasma grenades are S4 AP4 small blasts. This gives most units a little flexibility
- One of the main problems with Eldar are their squishy troops. Not when you can ally with grey knight terminators to claim objectives for you! You won’t be able to fortune them unfortunately (haha), but they will be able to psycannon some shit down for you while being immune to power weapons
Even the brightest light casts a shadow somewhere. Here are the things that are not going the way of the Eldar
- Terminators will be hard to kill. The lack of cheap ap2 weaponry and the complete lack of powerfists and their equivalents will mean that we are relying solely on rate of fire to take these guys down. Luckily that’s something we do well, but if the terminator player is able to silence some of our fire or has FNP, then we could be in trouble.
- No flyers, no skyfire units. Well, atm anyway. Some weapons may be FAQ’ed to be skyfire, but I have no idea which ones. Eldar don’t really have a solid analogue to the hydra, so I don’t know how we’re going to shoot those flyers down. At least they can’t be on the board until turn 2!
- This is still a rumor, but it is being said that troops need to be disembarked to claim objectives. This is a problem for our super squishy troops. This might mean the return of pathfinders to people’s lists. Or just an “always go second” mentality
- Witch blades have been super nerfed L They will still always wound on 2+, but now get 2D6 Armour pen plus str. They will now be a mighty s3 + 2d6 against vehicles. No word on how this will affect singing spears, but expect something similar.
That’s all I have for today. How will the 6th edition rules affect your army? Are there good things in store? Or bad, terrible things that will ruin your life forever?!!?