The new era of Eldar begins! For outsiders, I'll begin by saying, I'm not a tournament player. I'm a beer and pretzels player, who puts out a competitive list but is really at the game table to have a good time. I say this because I've seen a bunch of whining online, and frankly don't know what the heck they are talking about. Pfft.. bean counters....
I've played Eldar a long time now (since 3rd edition), and am pretty much known as D-Company's Eldar player. I think most of my opponents would say I am a very capable Eldar general. Enough about me, I just wanted to lay out the perspective that this review is coming from. I love the hobby and enjoy a good pitched battle.
Two biggest changes in rules
Battle Focus - Pretty much every Eldar infantry unit minus Wraith units have this. The unit can run then shoot or shoot then run. Consider that all these units also have fleet. I'll let that sink in... A unit of Dire Avengers and move 6 inches, fire Catapults, and use its run to move back up to d6 inches(fleet) or move 6 inches, run d6(fleet) and then shoot or disembark up to 6 inches from a Waveserpent, run d6(fleet) and then shoot. In the skirmish world that 6th edition lives in... I can see this being a huge advantage. Basically the Eldar can hover just on the edge of gun range, they can fire their weapons and then pull out of basic charge range. (Seti grade: very cool!)
Bladestorm - This isn't what you think it is anymore. The Exarch ability in the Dire Avengers is no more. Am I mad about that? No. Here is why. All Shuriken weapons (Cannon, Catapult, Pistol) now have the Bladestorm rule. Bladestorm now means on any roll of 6 to wound (yes Doom still exists) the shot auto-wounds infantry and is AP2. So even your basic artisans and craftsmen (ie. Guardians) can kill Terminators or a fricken Hive Tyrant! I've always said one of the Eldar's great gifts as an army is the number of AP2 or better weapons you can put into an Eldar list. Now there are even more! (Seti grade: Nasty!)
These two rules, are why I think the Guardians will make a comeback in Eldar lists across game tables in the 40k universe. Did I mention Eldar units are now BS 4 or better across the board? So the Guardians, Falcons, Vypers, Warwalkers, you name it all got a bump in BS.
The Psychers
Random generated powers are here to stay in 6th edition. I don't like it and many other Eldar players have echoed similar feelings, but it is what it is. So Farseers will now sit at home in their Craftworlds, eating bonbons, while useful units do the fighting. Not so fast! Lets look at what is really here.. A common Farseer under the old codex for me had Warding/Witnessing/Doom/Guide/Fortune and I believe came to about 175points. The new Farseer is mastery level 3, and costs 100pts. (psychic powers are now free rolls on the chart equal to the mastery level) Primaris power in the Runes of Fate (Farseer power table) is a 24in Guide, not bad it's a useful power. Since you have 3 rolls to get your powers, the chance of Doom is not bad. Even if a dice roll of 2 eludes you the new powers added aren't bad.
Executioner - focused witchfire, Fleshbane, targeted model takes 3 hits at st. 3, if it dies the power moves on to the next targeted model (Seti grade: meh)
Doom - same power but now effects vehicles too, all failed armor pen roles against vehicle can be re-rolled! Why couldn't it have been the Primaris power??? (Seti grade: Awesome!)
Eldrich Storm - 24in shooting st3 ap- Haywire, Fleshbane, Large Blast, Pinning. Not bad, with Haywire it can take down vehicles now. (Seti grade: useable)
Death Mission - Farseer gains Fearless and Rampage also has +5 WS +5 BS +5I +2 Attacks. You kinda turn your Farseer into a crazed bezerker. Not a bad power if your Farseer is locked in a HtH you don't think it can win. (Seti grade: interesting)
Fortune - same as before but 24in range. Failed saves or Deny the Witch can be re-rolled (Seti grade: good)
Mindwar - Basically the same, 24in range. focused witchfire means that it may not hit the model you intend. (Seti Grade: meh)
Warlocks and Spiritseer
Both use the Runes of Battle table.
Spiritseer - Allows Wraithguard and Wraithblades as troops, level 2 Mastery.
Warlocks - Now taken as a HQ unit that does not effect force org. May be distributed to any Guardian unit. level Mastery 1. Yes, Warlocks have to test for their powers to work(bummer) and have no defense against a peril of the warp(really a bummer) No longer join Wraith units (kinda sucks). What makes up for all that is their table...
Runes of Battle - Each power has a Blessing or Malediction you may choose per turn to use.
Conceal/Reveal - Primaris, gives shrouded rule to user plus unit or target enemy loses shrouded and stealth. This is a slight upgrade to the +5 cover Conceal used to give, as in cover Guardians now get a +2 to their save. Or you can choose to take it away from an enemy. (Seti grade: nice!)
Destructor/Renewer - st5 ap4 soulblaze template or target one friendly unit within 18 inches, model of my choice regains 1 wound. Can you say Wraithlord??? (Seti grade: very cool)
Embolden/Horrify - psyker plus unit are fearless or target enemy within 18in is -3LD. (Seti grade: no bad)
Enhance/Drain - add +1 WS +1I to psyker plus unit or -1 WS -1I to enemy unit within 18 inches. (Seti grade: fair)
Protect/Jinx - The one that caught my eye.. psyker + unit have +1 armor save (armor save one better)or enemy unit within 18 inches has -1 armor save!(armor save one worse) I can see plenty of marine players upset when they're Terminators have a +3 save instead of +2. muhahah! (Seti grade: fuck yea!)
Quicken/Restrain - add 3in to run moves or take 3 in from enemy within 18in. (Seti grade: I'll take the Primaris power please, when this one is rolled.)
Empower/Enervate - add +1 strength to unit or -1 strength to enemy unit within 18in. (Seti grade: interesting)
There is a lot of good stuff here, since you roll your powers first and then distribute Warlocks you can choose where these powers go. The Spiritseer of course as an IC can join any unit. So you could have a Wraithguard unit that has +2 saves if you like or Scorpians!. All in all not bad, I'll take the chance of killing a Warlock at 35 points, to turn a 10 man Terminator squad into having +3 saves for a turn and then light them up! Consider me accepting of the new random rules for psychic powers.
As a final note to my first installment of the Eldar Codex review. Farseers/Spiritseers/Autarchs can choose from the Remnants of Glory wargear, so for the first time, you could say give your Farseer a Fire Sabre +1st ap3 , soulblaze, wildfire. Or make him fearless with a +2 st rending weapon. We actually have some wargear options for a Farseer! Ever seen a Farseer with a 120in ap3 sniper rifle? You could now...
To be continued.
This: "Quicken/Restrain - add 3in to run moves or take 3 in from enemy within 18in " combined with Battle Focus makes the shoot/withdraw tactic all that more insane.
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