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Fighting Eldar: Challenge Accepted


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This is something my Eldar friend has not discovered yet. He continues to use the dual cannon WK variant. While it has OK shooting, the melee one would be absolutely terrifying to my Tau and GKs.

 

Yeah I think we'll see Eldar players figure that one out soon enough. It actually does more damage in melee anyway, they really pumped its statline to absurd levels. 

What's it's initiative?

 

Initiative 5. So yeah, it can punch out DK's before they can swing if it rolls a 6 to wound. Insane. 

Ugh. Do we still get a 5++ (4++) against it?

 

Against a roll of 2-5, yes (although if you fail, you suffer D3 wounds per failure). If he rolls a 6? Nope, you suffer D6+6 wounds automatically and no saves can be taken (Feel No Pain can still be taken if you are T6+, because you're not suffering Instant Death technically). DK's don't get FNP though, so it's basically GG. 

I think we'll mostly see the suncannon + scatter sheild combo, exactly like it was last edition. Except this time, it can also have 2 star cannons on its shoulders since it can fire more than 2 weapons now.

 

Simply because this is still a shooty edition, and 3 plasma blasts and 4 plasma shots each turn at 36"+ 48" range from a single model that almost always has LoS is ultra powerful.

 

It doesn't even need D weapons in combat, last edition the best strategy was to bog it down in mêlee, but now it has stomps and fnp and cannot be insta killed, it simply doesn't need a sword lol.

 

I know I'd rather have amazing shooting and really good combat instead of Meh shooting and amazing combat. That's for damn sure!

 

Ugh. Do we still get a 5++ (4++) against it?

 

Against a roll of 2-5, yes (although if you fail, you suffer D3 wounds per failure). If he rolls a 6? Nope, you suffer D6+6 wounds automatically and no saves can be taken (Feel No Pain can still be taken if you are T6+, because you're not suffering Instant Death technically). DK's don't get FNP though, so it's basically GG. 

 

 

Golly.

I think we'll mostly see the suncannon + scatter sheild combo, exactly like it was last edition. Except this time, it can also have 2 star cannons on its shoulders since it can fire more than 2 weapons now. 

 

Simply because this is still a shooty edition, and 3 plasma blasts and 4 plasma shots each turn at 36"+ 48" range from a single model that almost always has LoS is ultra powerful. 

 

It doesn't even need D weapons in combat, last edition the best strategy was to bog it down in mêlee, but now it has stomps and fnp and cannot be insta killed, it simply doesn't need a sword lol

 

I know I'd rather have amazing shooting and really good combat instead of Meh shooting and amazing combat. That's for damn sure! 

 

I disagree. As a gun platform, there are cheaper options. As a fast melee threat almost no one can gun down before it hits? Way better. 

Golly.

 

Now you know why people are so up in arms over Craftworld Warhost. One of these as a Lord of War is bad enough. Multiples, with basically no restrictions other than point level? Insane. 

Yea, I'm trying to get another game in. Without allies I hate to say this, but I feel like I -have- to take Draigo against this now. Yet, I'm always a "D=6" away from going back in the warp.

 

I never list tailor, so I never want to take more than 2 NDK's right now because my meta seems to have a plethora of xenos spammers, and I feel like I always have to make room for Purifiers instead... or more Terminators. (helps with Maelstrom)

 

So that leaves Draigo to be my WK slayer... ?!

Draigo is head and shoulders above any other combat hero in that role. Calgar, Dante, Azrael etc, they'll all going to be squished and not do much more except put a few dents in the legs. Draigo can turn on 'Hammerhand' and 'Force' to both wound on 3's and ignore it's broken Feel No Pain. He also has the storm shield, although it still won't help if the WK rolls a 6 to wound. 

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