Posts Tagged ‘Eldar’

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!

Eldar Codex Review Part One: The Good

posted by TheRascalKing13
Apr 22

eldar_autarch_iyandenThe new Eldar codex has finally arrived, and there are a lot of changes to digest. It’s very interesting as right off the bat the codex does seem overpowered. There is a massive amount of D weapons and the Wraithknight can best be described as “silly”. There is the requisite dead weight in the book, but there is also a lot of balancing out of units. Also, I know the Khorne review and battle report is delayed, but we will be getting that soon.

We’ll start this review with what everyone has been wanting to hear. Wave Serpents are now just a regular, if still good, transport. Shooting the shield has been reduced to once per game, and the Scatter Laser no longer twin-links everything. The mighty Serpent has met an even deadlier foe – the nerf bat. This is going to tone back a huge problem with the old codex. They can still jink and fly faster than just about everything, so I would still expect to see them around a lot.

The other cool gravtank news is that Fire Prisms, Night Spinners, and Falcons can now squadron up to three. This is absolutely huge. One of the main limiting factors of the Eldar Force Org was that the Heavy Support slot had too many good choices. With the option to take multiple grav tanks in one slot, you can really add a lot of variety to a single Force Org. This makes taking a lot of Aspect Warriors or Wraithguard that need transports a lot more palatable. The Fire Prism gets +1S and -1AP for each additional Prism in the squadron, and the Night Spinner gets +1S. That’s in line with previous codexes, but now you can get that goodness in a single squadron.

The last cool bit of vehicle updates is that the Vypers now squadron to six and got a point reduction. They are still a bit underpowered compared to all the other glory in the codex, but this at least makes them playable. I’ve always thought they were a cool model, so this might convince me to pick a few up.

The Phoenix Lords have all been updated. They’re a bit points heavy compared to guys like the Wraithknight, but they do ooze flavor. They’re all right around 200 points, so don’t expect to see them anymore than you already do. Here’s a very brief overview of each one.
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Listhammer: Being The Alpha

posted by TheRascalKing13
Mar 16

alpha_maleWelcome back to MI40K! Today we’ll be taking a look at a list that inkzoo and I have been trying to get working for a while now. We’ll take a look and then figure out what is and is not working for us. We’ll play through a few test games and see how it stacks up. Without further ado, here’s the list.

Show/Hide Alpha Strike List

Now that’s just about the spammiest thing I’ve ever seen! inkzoo built this specifically to try out a bunch of new Drop Pods he had purchased. After putting them into a list, he ran with the alpha strike theme and built the rest of the list around some of the many Terminators he has.

This list was also built with the idea of solving a problem. The current metagame is utterly dominated by a handful of units. The big problems are Eldar spamming Wave Serpents, Imperial Knights, and Tyranids spamming monstrous creatures and Lictors. This list attempts to solve all three of those problems at once. It does so via the perennially-powerful Meltagun.

If there’s a Knight causing trouble on the board it will find itself rapidly surrounded on the first turn. If more than a few Wave Serpents show up, hopefully the weight of the Assault Marines’ Meltaguns will knock a few of them out of the air. The Tyranids tend to fly or come in from reserves, so they are a bit different of a matchup. In theory the abundance of AP2 should help out, but the utter lack of anti-air is working against us. Additionally, ranged Tyranids tend to fight by using the weight of small arms fire, which is good against our Terminators. As 40k is exceedingly more of a rock-scissor-paper game, we did not expect to be the best against everything.

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