Tuesday, June 26, 2012

Eldar in 6th edition, a ray of hope?


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!!
Stick with me here!

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?!!?

26 comments:

  1. Thanks for the insights! I recently acquired an Eldar force, and have been considering how to run them, this gives me some good ideas.

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    1. No worries! Thanks for reading. What kind of stuff did you pick up?

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  2. Man, I have got to get my Eldar build/painted...

    I joked a few years ago for people to stock up on Swooping Hawks. Since they sucked at the time, that means they will be super effective in the next edition/codex.

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    1. Yeah, I've had my Eldar in various states of paint for years. I could never really decide on a color scheme!

      Well, The swooping hawks will definitely get a bump with the rules change. I don't know if it's going to be enough for people to actually bust them out though. We'll see in the next couple months for sure!

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  3. Great post. There's lots of these thoughts spinning in my head too. I'm waiting to get the new book in my hands and will start posting my thoughts to share with our Eldar bretherin...(apparently Dark Eldar and Tau now). Few more concerns/questions on my end.

    - nerf on the Howling Banshees' Power Swords - AP3, really?!?!?
    - will jetbikes get the bonus attack that jump infantry seem to be getting?
    - if an increase of jump pack troops appear, Night Spinner comes into play a bit more
    - Agree with the Swooping Hawks (time to finish painting them)...same with the Pathfinders
    - Can I Overwatch with my seer coucil + Destructor
    - Must by the Hornet now. 12" move + 2 shots at BS4!!!
    - D-cannons might be our saviour in the next codex...
    - *biggie*, can my Harlequins get in a Land Raider?

    www.tweetingeldar.blogspot.com

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    1. - nerf on the Howling Banshees' Power Swords - AP3, really?!?!?


      That's the word around town. It's not really that much of a nerf, but you will most likely see people bringing out more terminators now. We still have weight of fire by far, so keep those banshees marine hunting and you will be fine.

      - will jetbikes get the bonus attack that jump infantry seem to be getting?

      I don't believe so. Or, I haven't heard anything to that effect. Eldar jetbiks will be moving super far now though. So, you will prolly just want to take them as troops and keep them off the table. Unfortunately the turbo-boost save got kicked to 4+ though, so try to keep them out of los as well.

      - if an increase of jump pack troops appear, Night Spinner comes into play a bit more

      Absolutely! I love me some night spinner! I bought one when the rules were still forgeworld only. I don't know of any changes to dangerous terrain, but slowing them down and inflicting early casualties is best. In addition, ap- no longer suffers any specific penalty on the damage table, so the blast can be effective against vehicles in a pinch!

      - Agree with the Swooping Hawks (time to finish painting them)...same with the Pathfinders

      haha, thanks!

      - Can I Overwatch with my seer coucil + Destructor

      Destructor is a flamer template. (obviously you know that, stay with me) Flamer templates inflict d3 autohits at the str. So if you have a council full of destructor locks, you are doing d3 auto-hits for each. Avoiding that nasty bs1 and doing even more hits. Damn, keep away from that seer council!

      - Must by the Hornet now. 12" move + 2 shots at BS4!!!

      The hornet is awesome. Nuff said.

      - D-cannons might be our saviour in the next codex...

      Maybe. I hadn't even considered the artillery. What in particular do you mean? I've never used them.

      - *biggie*, can my Harlequins get in a Land Raider?

      I don't think so. I don't have the rules 100% on that, but since Eldar and marines aren't "battle brothers", they may have to remain somewhat separate. But if they can... Keep that in mind when you say your prayers at night, haha!

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  4. Very interesting developments for all armies, but it does feel like Eldar got some major buffs through pure rules changes. The lack of a skyfire weapon seems like it could be a major downfall, though I think giving one of the existing weapons skyfire would make a lot of sense. My money would be on EML (Anti-air missiles) or Pulse Laser (since its only on like one codex thing, giving them control of what can server as AA). I dunno.
    Will be really great once we get a full look at all the rules.

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    1. I think a couple of old armies will get some buffs. Anyone that can play a lot of terminators just got instantly better at in CC. If they can take FNP, even better! I think every codex will prolly get at least one item modified to have skyfire. But it will most likely be something that isn't very good.

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  5. Lack of Skyfire means my Dakkajets will blot out the sun!!!

    BUAHAHAHAHAHAHA!!!!

    Your post does bring a lot of the things to light.

    I do think the addition of hull points will make Falcons considerably weaker though. At least I will be able to kill one finally.

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    1. I will kill all of your dakkajets with swooping hawks...

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  6. If your looking for an Eldar version of the Hydra, look no further then Forge World. The Eldar Firestrom is an AA Tank Platform with its 60" Heavy 6 Twink-Linked Scatter Laser. It may be lacking in Str but it can throw out a decent number of shots. I would hope it gets cheaper if they put it in the Codex like they did with the Hydra. 180 points is to much when compared with the 75 point Hydra, but it is a Fast Skimmer.

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    1. Yeah, that is definitely the option of choice. But I hate the gun mount on that thing. It looks crappy. And as you mentioned, it's a good amount of points. It's good for killing the fighter fliers, but it's gonna suck against vendettas and stormravens

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    2. If you buy a bunch of Forgeworld stuff to kill my Dakkajets, im going to kick you in the nuts!

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  7. Can I officially predict the rise of Meld-ar? (Eldar with Dark Eldar Allies).

    Use the Homunculus option as your allied HQ - you can take 3 of them that way, passing on Feel no pain to 3 eldar units.
    Elites - Put an Eldar combat based character in with a unit of grotesques. Again, they start with feel no pain via pain tokens. Nuff said.
    Troop - Wrecks (made troops by having homunculus as HQ). Again, we have feel no pain eldar. Put them in a vehicle, or add a character and place them on an objective/moving an objective.
    Fast - this is variable, but maybe a voidraven bomber? or beastmaster and beasts running around? (depends on new rules for beasts)
    Heavy - Chronos pain engine, passing out feel no pain to close-by units.

    Combine this with the right Eldar list, and you just added feel no pain to everything, followed quickly by furious charge and fearless!

    I reckon this will be one of the most broken combos found with the allies rules.

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    1. I feel like guided battle suits might be pretty good as well. Twin linked railguns with a harlequin counter-assault unit will be pretty rough.

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  8. Meldar.. I like it and I'm sticking to it. I personally play DE and am really looking forward to adding eldar to the mix, either a career for some nice powers and defense, or an autarch to really make sure stuff comes out of that portal. For heavy im looking at a prism, now that blasts are full strength all the time... I think it will complement my 2 ravages and razorwing nicely. As for troops pathfinders! Can't wait to get a squad of those bad boys painted up. Sadly eldar will not benefit from pain tokens, due to the lack of power from pain special rule, but wording will be very important.
    Cheers

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    1. I like an autarch in a webway portal list. You might be able to stick him with a squad of incubi and he should get their powers if you have the exarch-guy. That might be pretty boss. You will have to watch out for overwatch and coteaz lists though. Coteaz can be brutal against a wwp list.

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  9. Quick note on Singing Spears: they should be safe for now because their S9 is specifically stated in the Codex. Codex overrules rulebook, so they'll be S9 until/unless a nasty FAQ appears.

    Other things:

    Fast tanks can now go 12" and fire two weapons at full BS. Shuricannon all round! This could even make the Vyper a decent option, maybe...

    By contrast, Holofields seem too expensive now for little gain. A hull point goes whatever happens, and the chance of outright exploding is lower.

    I think blast rules are now if any part of the template touches a vehicle, it's full strength. That makes Fire Prisms better at what they're supposed to do.

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    1. Yeah, the large blast with multiple fire prisms could be pretty good against a lot of folks. I think That Eldar is going to get set up to be a complete gunline army. You can get jink save on everything and fire multiple S6 weapons at full BS.

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  10. Holo-fields and venerable dreadnoughts are completely worthless now. Eldar don't seem to have anyway to repair hull points so reducing the damage will really only help on punches followed by a 6. Just keep them away from the falcon and use your jink save!

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  11. Yeah I thought when Banshees took big hit IMHO when their weapons are reduced to AP3. However I can always run 2x6 man firedragons. They still kill pretty much everything and I just finished my expensive but what seems to be a nice group: 10 wraithguard with spirit seer. I am going to eequip conceal on spirirt seer. Stick Farseer with Doom and Fortune with that squad.

    Re-rolling armor saves (3+) or coversaves (5+) and their toughness 6 makes them beasts. They are pretty scary unit especially due their wraithcannons which now adds +2!! against vehicle damage table. 10 Shots you're bound to hit few times and throwing one 6 is pretty high. Well atleast in my experience of dice rolling.

    I plan to add some Dark Eldar in my list, especially Archon with soul trap, huskblade and shadowfield (for MC and IC killiness). Few Kabalite warriors and wytches with archon in Raider.

    and I just laughed my friends that I scored 7 metal Swooping Hawks (latest sculpts) and I would paint them and put on shelf as they are useless unit but so awesome looking. I guess I was wrong...

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    1. You actually don't need conceal for the most part. I think that Enhance or Destructor helps them a bit more. They should be hugging cover for the most part anyway and they are fairly hard to wound. So save your points and use them on another farseer with foreboding.

      Wracks actually make pretty hardy troop choices for backing up Eldar. You can also take quite a few raiders/venoms with DE as allies and fill them with shooty guys. The addition of cheap dark lances to Eldar is a pretty big deal. It backs up the piles of s6 shooting with s8 ap2 shooting that can be guided!

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  12. Just to make sure i'm not mis-interpreting the rules, here, but in your post you talk about moving a transport, disembarking, and then assaulting (from the way i read it, in the same turn..?). But surely the transport rules prevent assaulting in the turn you disembark..? (Disembarkation Restriction, BRB p79)

    Just checking that I havent missed a rule somewhere... ;-)

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    1. Yeah I noticed this Chris, put away your Howling banshees guys, they are nerfed to hell - bring on an open topped CWE in the next codex please!

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    2. Yeah, unfortunately that was just a rumor. They seriously put the hurt on assaulting in this edition. I guess now is not the time for the banshee. Hopefully the next codex will bring back one of my favorite units.

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  13. Put a Fire Dragon Exarch with Crack Shot and Tank Hunters or a Dark Reaper Exarch with Crack Shot operating a Quad-gun in an Aegis Defense Line. Ignores cover, gives 4 shots at BS5 and twin-linked, and with the Fire Dragons, you get a Strength 8 shot that both ignores the cover save if Jink is used or for fast movement such as bikes.

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