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Essentially their wounds, toughness and weapons do represent well for their points cost. They die easily enough and greatly get their power reduced for each casualty. The ability to hold them back and protected in reserves then pop out and easily kill more than their points cost is what makes them ridiculous.

 

Deep strike and outflank restrictions happened to raven guard for a few units. I just think a very powerful and relatively cheap unit needs to have a vulnerability to exploit. Points cost tweaks for marines often aren't a major issue. Of they were 60 points each id still spam them, they'd still pass people off and I'd just be running 1 less tempest or cheaper options on sgts and dreads or drop a judicar or Apothecary.

I think so much of the hype around them is that people are stuck in the 8th mentality where killing is king. Combined with covid very few people are getting in the games necessary to adjust to the Edition mentally before the marine dropped. 
 

I think they are maybe 10 points under costed, once people adjust to the new edition and the play style required to win they won’t be as much of a bugbear. It’s the same thing we see with ATVs, they are worse in many ways than attack bikes but people are freaking out about them getting revived. If they are in apoth range than someone basically over paid for eradicators at that point. 

 

But I am just sp3culating, I am in the camp who has zero 9th games in and am going through withdrawals. 

Edited by leth
On the subject of attack bikes, I'd like to point out that Wrath of the Lion is working on supposition. As a fellow Dark Angel player, I believe the index is closer to the supplement rules than many Dark Angel players realise. I don't expect standard space marine codex units to gain Jink. I'll be pleasantly surprised if they do, but I doubt they will and I fully anticipate wailing and gnashing of teeth from players who have given themselves false hope on a very flawed assumption.

I think it's highly likely they will.

We will know next week if the Blood Claw units like Swift claws get their ability. But an equivalently formed rule exists in RotD, etc. that appended combat doctrines to all units in Codex: DA.

So it would be quite simple to do, and we have quite clear previous examples of similar rule constructions. It would, in fact, be a one line rule.

 

For example, here is a rule from Ritual of the Damned, a supplement in 8E to Codex: Dark Angels and how it could be extrapolated to a supplement to Codex: Space Marines

 

The rule from Ritual of the Damned:
"All Dark Angels units in Codex: Dark Angels (Excluding Servitors) gain the Angels of Death ability:"

 

Similar rule we could expect in Codex Supplement: Dark Angels

"All Dark Angels Ravenwing units in Codex: Space Marines gain the Jink ability."

 

Or

"All Dark Angels Deathwing units in Codex: Space Marines gain the Inner Circle keyword and the Inner Circle ability."

 

So yes, it is a supposition. But it is an informed supposition based on prior evidence, existing rules, and edge cases that exist, such as part of the Deathwing Command Squad being in Codex: Space Marines and Swift Claws for SW being in the base codex.

Edited by WrathOfTheLion

i just want to point out that Jink is an ability that Ravenwing got since 2nd edition, many variation on the jink rule over the past edition (-1 to hit in 2nd, 6++ in 3rd, etc) but the most iconic rules of the DA are Ravenwing get Jink, and Deathwing are Fearless. 

 

In 3rd edition, Ravenwing attack bike have mandatory MM, it was a great unit to kill vehicule, because it can easily got in melta range.

 

Back on topic, the new eradicator don't move fast but with assault 24'' melta, they can advance and shot at -1 and with the new rule limiting -1 to hit, they can advance and shot with only the -1 vs many target that are already -1 to hit (smoke, flyers, dense cover, etc) so against some target, the advance is a free d6 move without penalty. This combine with the double shot vs single target is what cause the bigest problem to this unit.

Edited by solarisqc

i just want to point out that Jink is an ability that Ravenwing got since 2nd edition, many variation on the jink rule over the past edition (-1 to hit in 2nd, 6++ in 3rd, etc) but the most iconic rules of the DA are Ravenwing get Jink, and Deathwing are Fearless.

 

In 3rd edition, Ravenwing attack bike have mandatory MM, it was a great unit to kill vehicule, because it can easily got in melta range.

 

Back on topic, the new eradicator don't move fast but with assault 24'' melta, they can advance and shot at -1 and with the new rule limiting -1 to hit, they can advance and shot with only the -1 vs many target that are already -1 to hit (smoke, flyers, dense cover, etc) so against some target, the advance is a free d6 move without penalty. This combine with the double shot vs single target is what cause the bigest problem to this unit.

which is why I feel a restriction on their mobility via stratagems and warlord traits would be the best or restrict them to the double tap to be vs vehicles/monsters or when they stay stationary

Eradicators actually cannot double-tap after advancing anymore, as of the new codex.

I very possibly be wrong as my online dealer hasn’t delivered a codex yet but I believe this keeps them consistent with the nerf Aggressors took also. Consistency is good and if it keeps points from going up even better.

 

Eradicators actually cannot double-tap after advancing anymore, as of the new codex.

I very possibly be wrong as my online dealer hasn’t delivered a codex yet but I believe this keeps them consistent with the nerf Aggressors took also. Consistency is good and if it keeps points from going up even better.

They can still double tap when moving or standing still.

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