Apr 24

old_eldarEarlier this week we talked about the good parts of the new Eldar codex. Some of the words I specifically avoided using “powerful” or “broken”. Most of the updates to the Eldar codex are pretty good, and bringing down the power level of the Wave Serpent was definitely a start. However, today we’re going to talk about the bad, ugly parts of the codex. These parts aren’t bad because they are poor or weak, they are bad because they are hideously, massively broken. The three units that are going to ruin the fun for everyone are the Wraithguard, the Wraithknight, and Jetbikes.

The first, and certainly the most talked about, problem with the book is the Wraithknight. He’s the first of two units who has access to D weapons. He starts out at a miniscule 295 points, and you can expect to see him right around that level even after upgrades. Check out the formations down and to the left on this article. For a small entry fee to get the minimums for the formation, you can take up to twelve Wraithknights. There is a very easy possibility of taking five of them in a 2,000-point list. This is unacceptable in my opinion.

eldar_formationsThe problem with them is that they have close-combat and ranged D weapons. They can also move very quickly, and maintain their initiative in close combat. That is to say they are not unwieldy. With all those D hits, they will destroy whatever they come into contact with. Tyranid players might as well not even unpack their army. You can instead shake on the game, pour another drink, and play a nice match of Zombicide instead. Imperial Knights are screwed. Hell, Bloodthirsters are screwed, they probably won’t get an attack off before dying like 300-point chumps. I know Games Workshop’s stock has been down, but making a $115 model the best thing in the book feels a little bad.

The other Wraith-half that is going to cause some waves is the Wraithguard. You can get them for around 40 points, and they can have access to D weapons through the distortion weapons they can field. Scytheguard have D weapons in close combat. This is just simply not fun design. If these guys land any attacks, they will kill what they are pointed at. 120 points of Wraithguard can shoot enough to take out a Land Raider, or maybe even something bigger. I’ve seen it pointed out that you can shove them into a Dark Eldar Raider and then they can Deep Strike and shoot from inside the tank. This is not fun. Losing hundreds of points of models you’ve spent time painting in the first minute of shooting is not fun. There is no reason to be putting D weapons onto such cheap, generic troops. D weapons should feel special, and this doesn’t help.

Lastly, there’s one more unit I feel is worth bitching about that is fortunately not packing any D weapons. Jetbikes are going to be a persistent problem as they have the laziest design I’ve ever seen. They are Troops, so they have Objective secured. They are on jetbikes, so they are obviously extremely fast. The lazy bit is that every single bike can be upgraded to a heavy weapon. They can have a Scatter Laser or Shuriken Cannon. So, for under 300 points, you can have a Troop that moves 36″ and can fire 30+ S6+ shots and has a 3+ armor save. The best things in seventh edition are shooting and movement. This just completely blows everything out of the water. There is literally almost no way to stop them, and remember they cost about as much as ten Space Marines in a Rhino. It’s just absurd how imbalanced it all is.

That concludes our gripe-fest about the Eldar. With any luck we’ll have the Khorne Daemonkin review and battle report up soon, so stay tuned. Let me know how the Eldar are treating you in the comments!

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Categories: New Releases ,Reviews ,Rules ,Warhammer 40000


One Response to “Eldar Codex Review Part Two: The Bad and The Ugly”

  1. Biskelion says:

    Wooooooo! Zombicide reference!!!!

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