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Eldar: Early Conventional Wisdom

4 Minute Read
May 30 2013
Warhammer 40K
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Everyone is chattering about the new book, arriving just over a day away.  Here’s a rough lay of the land…

First hand accounts of books, and a handful of eyewitness accounts are coming in.  Here is one early set of rough brushstrokes of the units:

via eris (BoLS Lounge) 

HQ
Farseer – Buffed, but random power generation makes them unreliable. It’s disappointing that 2 of their 3 primaris powers are Guide and we’re now bs4 so Guide isn’t that useful.
Autarch – Largely unchanged meaning that they’re still not very useful.
Spiritseer – A relatively cheap HQ who is a means to an end.
Avatar – Looks impressive, but will likely fail on the table. It only survived previously due to Fortune which we no longer have.
Pheonix Lords – Some look better, but they’re still very expensive. Doubt they’ll really get much table time.
Eldrad – Mastery Level 4 makes him more reliable than other seers, but still has entirely random power generation.
Seer Council – Potential use for splitting off a Warlock to guardian squads giving them a 3+ in cover or 2+ in ruins. Seem expensive otherwise.

Elite
Fire Dragons – Nerfed due to costing 6 points more per model. Still effective, but point increase hurts our overall list building ability.
Scorpions – A good buff. Lack of a delivery system overcome by Infiltrate and a 3+ armour save.
Banshees – Basically useless. No delivery system, no grenades, no ability to survive in the open.
Wraithguard – s10 shooting feels like a buff, combined with 5-man troop option and removal of wraithsight. Still fail to plasma cannons.
Wraithblades – s6, i5, ap3 attacks on a t6 model is nice. Will suffer from being slow and having no delivery system. Decent tho.
Harlies – Look unchanged aside from a return to the old Veil. Potentially effective if used right, but most won’t use them.

Fast Attack
Shining Spears – A lot cheaper and skilled rider makes them safer. Potential here.
Swooking Hawks – Inability to hop in and out hurts the grenade pack. Their shooting is still bad, so even with no scatter they suck.
Warp Spiders – They’re a little cheaper and have hit and run to try and escape combats they survive which is nice.
Vypers – The same points for dual ShuriCan, but BS4 is not enough to make them worth taking.
Crimson Hunter – Potential due to the sheer firepower. but the support needed to get it in early and eliminate air defense might be prohibitive.
Hemlock – Useless. AP2 blasts seem good, but 18″ range and AV10 puts it at risk of just being rapid fired down by bolters.

Troops
Dire Avengers – Point increase and a nerf with the removal of bladestorm (as it was). Still viable for MSU Wave Serpents.
Guardians – Improved a lot. Cheap heavy weapon options mean they can sit in cover and actually contribute.
Storm Guardians – Useless, much like banshees. They can’t disembark and assault and are not durable enough to survive out of a transport.
Jetbikes – Much improved. Various buffs and a points reduction, plus a warlock can reliably(!) give them a 3+ jink and 2+ flatout.

Wave Serpent – I like it. yes we needed an assault option, but.. for 120 pnts we have an AV12 tank that can fire a t/l SLaser followed by D6+1 t/l s7 shots every turn.

Heavy Support
Fire Prism – Much improved. AP3 large blast, and the new s9 lance shot give it much better utility.
Falcon – Still seems lack-lustre for this FOC slot. Will suit some lists, but not really a damage dealer.
Night Spinner – For character sniping it’s rending Barrage seems good. If it lost twin-linking and the terrain effects then it’s badly nerfed tho.
War Walkers – Potential here due to the save and the cheap gun options. Scatter/Star combo’s seem likely, tho pure scatter still looks strong.
Dark Reapers – Better, but can’t see them getting game time in such a congested FOC slot.
Weapons Platforms – Mono seems poor, Vibro isn’t clear, D has potential as 3 s10 blasts is powerful. Guide is plentiful, but range may be an issue.
Wraithlord – Not really impressed. There are better gun platforms and they’re still lacklustre in assaults and easily tarpitted.
Wraithknight – Upgrades mostly seem useless. Either go vanilla or the 10 pnt assault variant. Should be an effective fire magnet.

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By the end of the weekend we should have in much more detailed tactical analysis, and the listbuilding will begin in earnest.  The Eldar do seem to have some unique deployment/deepstriking abilities that might let them do some nasty business to Tau gunlines.  Interesting to have them come out hot on the heels of the blue fishmen.
Its going to be an interesting codex in that I predict the army’s exceptional movement abilities are baked into their overall point costs.  So that means that units on paper might seem slightly underpowered, but will pull off all kinds of tricks on the tabletop.  I would expect objective management to be en Eldar specialty.
~What’s your first pass take on the units from what’s out there?

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Author: Larry Vela
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