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What plausible changes do you see being made to CWE 9th book


TrawlingCleaner

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I would love for the option for warlocks to be guardian squad leaders again, and little things like the weapons platform in a guardian unit to not count toward the blast rule, so ideally you could have a unit of 9 guardians including a weapons team lead by a warlock (basically like 3rd edition). Shuriken catapults to gain an 18" range would be huge for fixing them too.

 

Also bring back the Seer Council, Warlock conclave is ok but it's not as fun or thematic.

 

I'm currently in the process of rebuilding my old Eldar army, that was long since sold, are guardians "safe" to buy? I know they're old models, but given how much of the range isn't in plastic, surely they're not a high priority? Unless GW are really planning a massive, massive rework of Eldar, they did redo the plastic necron warriors which were actually a bit newer than the guardians.

 

It seems like it would be a tad unethical to keep selling models they knew they were going to replace with upgrades within a few months.

 

I saw the rumours that were going around about new models and didn't see guardians mentioned, but who knows.

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It seems like it would be a tad unethical to keep selling models they knew they were going to replace with upgrades within a few months.

Most companies do that though - heck, most electronics brands still offer the previous year’s “not upgraded” version for sale at a slightly lower price even though the new models with new features are being sold… let’s not get off topic with this, ethics of GW sales are not what the topic is about.

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I'm currently in the process of rebuilding my old Eldar army, that was long since sold, are guardians "safe" to buy? I know they're old models, but given how much of the range isn't in plastic, surely they're not a high priority? Unless GW are really planning a massive, massive rework of Eldar, they did redo the plastic necron warriors which were actually a bit newer than the guardians.

Your guess is as good as ours at this point. The only unit we know for sure is getting reworked is the Avatar. Everything else is up for grabs at this point although I share your view that Guardians don't seem like an obvious candidate for a revamp given the amount of finecast still in the range. Still, GW have surprised us in the past and may do again.

 

I guess the question is whether you like the current Guardians enough to not be disappointed if they do get replaced. I will be honest here that I am not a huge fan of Guardians in their current incarnation. Giving fragile infantry a short ranged gun is fine if you are running a horde army but Guardians are not cheap enough to spam in that way. I normally run Avengers and Rangers for my Troops and use other units to provide my fire support.

 

My advice would be not to get Guardians at the moment unless you particularly like the current models. I would wait and see what happens. If we get new Guardians, you can always get them instead. If Guardians get better in the new Codex but keep their existing models, you can always buy the old kit at that point with nothing lost.

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Personally, I’d like for the Guardian Defenders to just be a bit tougher. Keep their guns short-range, them actually fighting is supposed to be a last resort.

However, give them a 4+ save to mirror the Kabalites, and give them something like the ability they had in Dawn of War, where they could place energy barriers.

They’re not there to kill stuff, they’re there to defend.

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Guardians with a 4+ save, WS4+, BS 4+, Assault 2 18" gun
V
D. Avengers with a 4+ save, WS3+, BS 3+ Assault 2 18" gun, 1 or 2 aspect powers* for a couple of points per model more

Suddenly it becomes a choice rather than a 'oh I've not used these models' or 'I want to give my opponent a chance by playing with one hand behind my back'



*I feel like they should go to 1 power being automatic for the aspect and then the leader gets a 2nd (give a choice of 2 for this power) which can ony be used if they are alive

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Given the wider availability of AP in 9th edition (Doctrines etc), I don't think it would be breaking to move Guardians to a 4+ save all Aspect Warriors to a 3+. Given the importance of Troops to hold Objectives, would it really be broken for Dire Avengers to have a 3+ save? They are still T3 1W at the end of the day.
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Thanks for the advice for the guardians, already had bought 1 box, but was planning on 2 more, I'll wait and see what happens.  I want the army to be compatible with older editions, and I quite like the guardians as they are tbh, some more dynamic poses would be nice but it's not a big deal to me.  The thing I'm more wary of actually is scale creep, I never understand why they do it, it just messes up people's armies, it's such a turnoff for me for buying new models, hence my WFB armies are almost entirely metal as the scale is consistent and can be mixed with historicals.  There's also the issue in 40k of infantry looking increasingly odd next to tanks, leman russes look weirdly small next to a lot of new infantry units, and they were quite compressed to begin with.

 

One rule that I'm disappointed won't be in the new codex is bringing back the lance rule for bright lances, I would love for them to have a rule similar to their old one, so S8 and always counts enemies with T9+ as T8 (so usually wounding on a 4+ minimum).  It's not something that comes into play that often, but is characterful in explaining the specialised and precise nature of Eldar technology.  I'd like the inverse of this to work for the wave serpent's shield (so incoming ranged attacks always count as maximum S8), and I'd get rid of the deactivating it for mortal wounds mechanic (which is bad for internal balance anyway as it makes them compete with falcons and fire prisms).

Edited by Ielthan
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I would not be surprised to see them get the same stats as Darklances as the two have traditionally mirrored each other. At least if that happens, they will be clearly superior to Lascannons.

 

As they should be. ;)

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I would not be surprised to see them get the same stats as Darklances as the two have traditionally mirrored each other. At least if that happens, they will be clearly superior to Lascannons.

 

As they should be. :wink:

 

Yeah I'm sure they will be, just wanted the lance rule to come back really.

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Guardians have been in a difficult place ever since Gav Thorpe decided in 3rd edition that what a dying race really needed was to put their citizen militia in tin foil armour and give them short ranged weapons. There have been a few useful builds over the years such the Tri-flamer build in 4th/5th and the 20-strong webway bomb in 8th.

 

Guardians will struggle to find a role as long as they remain stuck with 12" guns.

While I agree with you Karhedron, I’ve been pondering this concept about Guardians.  Given that we’ve seen the lore advance some, wouldn’t the increasing war-like environment for a dying race force more of them onto the Path of War, and increase the number of Aspect Warriors?  The lore of “there’s so few Aspect Warriors” was the basis of the dying race civilian militia need from what I always understood, but does that really make sense any more?  Why put your civilian militia at risk in wartime when there’s really no need, especially since wartime as it has ramped up in 40K should make the trained professional warrior numbers (“enlistment has gone up 400%”) increase instead, leaving your civilian militia to not need to be called upon as much.

 

I’d actually think it’s plausible that GW downplays the Guardians, and relegates them more to a defense of the Craftworld only sort of situation - you could even craft narrative scenarios to play where they have more entrenched positions, longer range weapons (to keep them out of harm’s way) and manning heavy weapons platforms even more, while the basic army to reflect the Craftworld forces “taking the fight to Chaos” or other upstart alien races becomes centered around the Aspect Warriors and those more trained members of Craftworld forces, such as the jetbikers and vehicle pilots.

 

I get that they are playing up the whole “dying people” angle, but honestly the “civilian militia” being involved in active combat outside of Craftworld defense doesn’t make sense in most cases, and the objectives don’t ever really have enough story weight in a 40K game to truly convey to me why you would put the Guardians at risk when you really need them even more back on the Craftworld keeping your people alive and trying to increase numbers.  The wartime footing of the Craftworlds really needs to be acknowledged as having ramped up in response to the changes in the 40K universe and stop having the civilian militia be the “core” of any fighting force - highlight the Aspect Warriors and Wraith units instead.

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Ive waited and wondered for many years how to fix guardians. My initial idea was to allow a platform for every 5 models in the unit. Looking at other armies most core have a special and hvy option per ten so since no options for specials for guardians this could work. Keeping a warlock close with special cover saves.
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Matching DA range would make Guardians alot more viable IMO, especially keeping Battle Focus and Celestial Shield (Ulthwé all day for me!)

 

A +1 Sv across the board is not a terrible idea TBH to show that CWE generally do have better tech access than Kabalites.

 

I'd definitely prefer Aspects moving to each getting either BS or WS 2+ so that they're all on par with Incubi in their chosen method of war... And it would be a good way to make sure that even very small squads w/ low shots can still be pretty spicy. Plus, it means that even at 18" they are better than Guardians.

 

Of course at that point even 'just a 3+ sv' starts to look dicey, so I wouldn't be surprised to see army-wide 5++ implemented as the 'Elf Dodge Save' instead of just higher saves on things.

 

At the end of the day I just want most units to be just a bit more impactful if not tougher. It's a T3 elite army; I get it. Just give us some re-tooled wargear like the Multi-melta, Dark Lance etc. ... Scatter lasers, death spinners, cannons: AP PLZ.

 

Cheers,

 

The Good Doctor.

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Perhaps the Phoenix Lords giving full rerolls to one unit per battle round of their respective aspect warriors: for example Baharroth giving rerolls to hit and wound to one unit of Swooping Hawks. Its a good buff but you would have to buy into it.

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Guardians have been in a difficult place ever since Gav Thorpe decided in 3rd edition that what a dying race really needed was to put their citizen militia in tin foil armour and give them short ranged weapons. There have been a few useful builds over the years such the Tri-flamer build in 4th/5th and the 20-strong webway bomb in 8th.

 

Guardians will struggle to find a role as long as they remain stuck with 12" guns.

While I agree with you Karhedron, I’ve been pondering this concept about Guardians.  Given that we’ve seen the lore advance some, wouldn’t the increasing war-like environment for a dying race force more of them onto the Path of War, and increase the number of Aspect Warriors?  The lore of “there’s so few Aspect Warriors” was the basis of the dying race civilian militia need from what I always understood, but does that really make sense any more?  Why put your civilian militia at risk in wartime when there’s really no need, especially since wartime as it has ramped up in 40K should make the trained professional warrior numbers (“enlistment has gone up 400%”) increase instead, leaving your civilian militia to not need to be called upon as much.

 

I’d actually think it’s plausible that GW downplays the Guardians, and relegates them more to a defense of the Craftworld only sort of situation - you could even craft narrative scenarios to play where they have more entrenched positions, longer range weapons (to keep them out of harm’s way) and manning heavy weapons platforms even more, while the basic army to reflect the Craftworld forces “taking the fight to Chaos” or other upstart alien races becomes centered around the Aspect Warriors and those more trained members of Craftworld forces, such as the jetbikers and vehicle pilots.

 

I get that they are playing up the whole “dying people” angle, but honestly the “civilian militia” being involved in active combat outside of Craftworld defense doesn’t make sense in most cases, and the objectives don’t ever really have enough story weight in a 40K game to truly convey to me why you would put the Guardians at risk when you really need them even more back on the Craftworld keeping your people alive and trying to increase numbers.  The wartime footing of the Craftworlds really needs to be acknowledged as having ramped up in response to the changes in the 40K universe and stop having the civilian militia be the “core” of any fighting force - highlight the Aspect Warriors and Wraith units instead.

 

So the old 3rd Ed Bel Tan list :p...

 

all aspects to troops, and guardians to elite!

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So the old 3rd Ed Bel Tan list :tongue.:...

 

all aspects to troops, and guardians to elite!

Ah, those were the days. Vanguard Detachments seem to have seen the end of units moving to different slots. However Deathwing/Ravenwing suggest a route for running Aspect Hosts, Windrider Hosts and Wraith Hosts. If you take an army with the appropriate keywords, you can gain ObjeSec and refund you CPs for the Detachment.

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So the old 3rd Ed Bel Tan list :tongue.:...

 

all aspects to troops, and guardians to elite!

Ah, those were the days. Vanguard Detachments seem to have seen the end of units moving to different slots. However Deathwing/Ravenwing suggest a route for running Aspect Hosts, Windrider Hosts and Wraith Hosts. If you take an army with the appropriate keywords, you can gain ObjeSec and refund you CPs for the Detachment.
That sounds good!

However, I think Slasher might have meant moving Guardians to elites similar to how scouts were moved to elites? Tbh, not sure that could work as it does with Space Marines, since they already had an overabundance of troop options but our aspect warriors don't really fit that?

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  • 3 weeks later...

well after todays community reveal....(S7 in combat, Ld11 TROOPS!!! for Custodes... basic range 36" rapid fire for tau, and T4 basic troops for Genestylers...) how about this:

Bikes back as troops
Wraithguard in as troops
all heavy weapons in guardians back to being assault weapons and 1 per 5
warlocks with conceal (always on 5++ save) back in to ALL guardian squads
storm guardians get 1 special weapon per 5 members!


Shuriken Cats getting +6" range,
All shruiken weapons get an imporved bladstorm of a 6 to hit is auto wound Or 6s to wound are AP -4 (ie 2+ save needs 6s)

Edited by Slasher956
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There was a claimed leak of new codex details on Reddit to go look at it if you're interested. It *mostly* lines up with some of the model release leaks we had a few months back, but as always bring salt.
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I’ve seen the printed Codex Craftworlds back to back for about half an hour. The good news is this means the release is imminent. I made notes as soon as I was able to, but they are not as complete and in-depth as I would like. My general observation is that there is a heavy focus on jetbikes and aspect warriors. And the models are very HQ centric. There are a lot of rules that trigger on ‘enemy unit within/out x" ‘.

Background: spent not much time on this section. The war zones are immortal sorrows and haranshema. There is art for the splintered Biel Tan and a cave battle against Khornate daemons, marines and chaosy chaotic chaos stuff and tendrils. Another against Krieg where a Saim Hann Avatar cleaves a open-topped bombard baneblade in two and jetbikes cut through guard cavalry. The model section shows a bucket load of new models:

There are new Guardian models, running with elongated back antennas and flowing clothes. Plethora of options: different sleeker rifles, dual pistols in the same style, chainswords. Leader has coat.

New Rangers: harlequinesque hoods, close combat weapons in addition to rifles, elongated antennas

New Striking Scorpions: similar to old models, but greater variance of poses, Exarch’s chainsword is inbuilt in his gauntlet. Leader model has chainsword klaive

Karandras: Slightly crouching on top of ruins. The claw is even smaller than the old version, but the chainsword is massive. The segmentation of the scorpion helm is similar to the drukhari armour style, but the rest is craftworld style with these yellow scorpion bars, except that karandras is in a very dark green and the bars are bone colored. There is a pictures of this miniature and Drazhar next to each other and the arc on the base is a continuation of on of Drazhar’s stone arcs

Asurmen:

Similar to the old model, but helmet is more layered-samurai-like and he stands on a huge column with a relief of battling eldar

Dire Avengers leader: one to one 2nd edition cover rendition

Howling banshee: jumping in mid air, cloaked with flowing strips not unlike spectres but horizontally, glaive

New Warp spiders: high heads with multiple eyes. Smaller backpack with web effect. Smaller sleeker weapon, held by two additional mechanical arms. Phoenix Lord has four additional mechanical arms and is held by two of them on a web of wraithbone in a monklike pose

New Vypers: larger jetbike canopy with standard jetbike middle section and rider. rear is split. each side with intake, jet and large wing. In the middle is a ‘gyroscopic harness’ of three halfcircles and a shooter/heavy weapon. There is a variant with wraithbonetendrils held by lightning between the sides instead of the weapon, rider has hammer and blindfold

New Shining Spears: standard jetbikes with underslung smaller canopy that bends on one side upwards to shield the rider, very short wings, but huge hair tail from rear, rider has multilayered plates like water ripples, knightly helmet with huge antlers, laserlances. There is a variant without the additional, upside-down canopy with Guardian helmets, axes, larger wings in the form of the Avatar helmet

Diorama: vyper and two jetbikes with axes in V formation balances on tree stump, falling leaves with turbulences from the jetbikes makes this very dynamic. The trio is connected with cables and they pull a mini webway portal.

Warlocks, Dire Avengers, Falcons, Wraithguards, Fire Dragons, Swooping Hawks are the same. The latter has a new leader (Hierarch) with a pet bird, though.

There are two Avatar pictures, probably Forgeworld conversions, one with an axe and a blood weeping Horus mask. The other with female chest, burning veil and glaive and stump for the other hand.

Ulthwé, Alaitoc (additional meditations and can make two terrain features dense), Saim Hann, Iyanden and Yme-Loc! (get exclusively the Expert Crafters trait and -1 dmg for non-aircraft vehicles) get half a page each. 2 pages for built-a-craftworld, Biel Tan has a whole page with a custom Court of The Young King hero hammer HQ-only detachment. Ynnari get almost two pages with their trait (bonus CP for every destroyed unit, capped at three, that can be spent on Command Reroll, Insane Bravery or Counteroffensive in the same round with an addendum when not battleforged that I skipped), a couple of relics, but only a single stratagem (resurrection for 2CP) and a list of drukhari/harlequin models that can be included as mercenaries.

Crusade: all there, but haven’t spent time on it. The same for relics, but vehicle upgrades are now relics for vehicles.

Stratagems: celestial shield and seer council, forwarned are gone, Fire and Fade is still 1CP. There is a new 3CP one that lets all aspect units that have another one in 6” reroll wounds.

4 psychic tables:

runes of destruction (doom, jinx, eldritch storm, drain, mind war, executioner)

runes of war (destructor, flail, protect, horrify, enhance, quicken)

runes of fate (guide, fortune, conceal, forwarning, and two more)

runes of the revenant. (ghostwalk, storm of whispers, shield of ynnead, enliven, word of the phoenix, unbind souls)

No time to read the specific power.

3 tables of warlord traits: aspect, ynnari and generic.

Farseer can be upgraded to high farseer, knows/casts/denies additional power. Autarch upgrade gives them a shrine creed and +2 attacks if enough models in 2”. Hierarchs can become Disciples of Asurmen, giving them a 4++

Objectives are: enemy unit destroyed by attacks of two/three or more friendly units in a turn, enemy characters/monsters killed by own aspect characters and one that gives you VP if the enemy holds one designated objective

Army wide rules

some deployment rules that I skipped sadly

Battle Focus: ignores the first negative shooting modifier and resolves the rest normally

Path of Asuryan: this one is long, complicated and it would be a miracle if I got everything correct or complete. The rules text alone consists of some dense paragraphs and the list of traits is four pages long with a couple of categories. Units can choose traits from a certain category and no trait can be picked twice. But there are lots of exceptions, though. It seems that wraith units put the rule on its head and all units must choose the same trait. When a phoenix lord is part of the detachment, aspect units can take the same trait. Aspects units without an exarch are also exempt. There is a rules text for ynnari, but I can't remember what it was.

There are Lamentations, meditations, shrine creeds and exarch powers.

There is a lamentation that gives a unit deep strike, but there are not that many traits. Meditations are more plentiful. The path of the acrobat gives advance bonus, path of the arbiter, MW on dice roll when wound is mitigated after taking saves, path of the warlock: can take powers from the runes of war. an ynnari only one makes an autarch a level 1 psyker. Path of the Black Guard is Ulthwé only, gives 6” more range. There are many more. this is speculation: I think they represent former path experiences, since some model have rules like: Path of Farseer/Command etc: yaddayadda, in addition, can take up to one meditation. Speaking of which: Path of command is unchanged, but not an army wide rule, but only for the autarch with wings. The autarch on jetbike doesn’t have this and Yriel has Path of the Outcast (deploy after both armies are deployed). But I should stop here. I will describe what I could remember about the datasheets later.

All aspects have three bespoke shrine creeds that are all very powerful and a couple of unaligned ones. Then there are a dozen Exarch powers that are all unaligned, with only one locked for biel tan armies. Scorpions have one creed that lets them advance and charge if movement starts in terrain. Dark reaper shrine creeds: indirect fire with single shot, additional shot within 18", krak shot available and reroll hits on 1. There is one generic that allows to reroll charges. Some exarch powers are simple stat modifiers.

Unit entries:

entries for the Ynnari triumvirate

Farseer: still 2 powers. Witchblade is S+2 AP-2 D2 now. Path of the Farseer: +2 to all psychic tests, two meditations

Solo warlocks and spirit seers can also cast 2 powers, but only deny one. spirit seers draw from revenant runes discipline

Avatar: 14 wounds, different equipment options

Damanhalla: warp spider phoenix lord. all phoenix lords present, all I have seen in detail have 4++, have missed the Karandras profile unfortunately

Hierarchs: 4 separate HQ entries for Striking Scorpions, Swooping Hawks, Howling Banshees and Dire Avengers. Female models except the scorpion. Haven’t found their fluff, so don’t know what exactly they are. But they get three exarch powers and have one attack more than an autarch (5)

Something Swordwind, named Swooping Hawk Hierarch, Biel Tan, just the Hawk Hierarch with a scimitar and a bare head, mohawk and a shooting weapon that is mainly out of picture but has a skull pommel

Asurmen: has two seperate set of rules. Only martial harmony rule is in both, no limitations for shrine creeds. Starts every (own?) turn with an aura, 3++, parry, fallback and do stuff. And can switch when aspect warrior destroys unit or model (don't remember which): +2 attacks, reroll hits and wounds, shoot twice with D3, reroll charge

Fireheart: Saim hann jetbike diorama character, resurrects at start of round unless enemy deals additional damage against dummy. The only picture is in the small datasheet bubble, so not much to see, except that it pulls a molten heart and fire wings and the riders have fiery axes. There are another two unit entries, that are only shown in the datasheet section:

both are a single Wraithguard sized model with avatar-like molten skin, burning shoulders. One is called Embers of Khaine and agonized eldar sized head with flame hair, dagger and blood bowl in hand, loose chains around wrist. melee infantry with high single digit wounds, two or three shrine creeds from any aspects, and exploding 6 melee aura.

anvil of souls, yme-loc specific, same body, but two-handed hammer in hand and no chains. repairs vehicles and deals MW to enemy vehicles

Striking Scorpions: Chainsword: +1 -2 D1, 2 additional attacks. Mandiblaster: in first round of combat: chainswords have +1 damage. I find this very unfluffy.

Warp spiders: flat 12" move, enemy units shot at cannot advance or take actions - the same rule is on other spinner stuff, no CP cost for Fire & Fade

Wraithguard split: Wraithcannon elite, d-scythe troops. d-scythe assault flat6, does need to roll to hit. Can use old D6 auto-hit profile only during overwatch

Dire Avenger/Guardians: both 4+ Save, Shuriken catapult Assault 3 18" S4, AP-1, Only Dire Avengers have the AP on 6 rule. Dire Avengers are the only (or the only one I am aware of) that have a baked in shrine creed and can take another: Defend(+1 Sv against attacks from units within 24")

Corsairs: elite infantry, plethora of options, brace of las pistols, lasblaster, melee weapons, deep strike, two traits, lasweapons, including scatterlasers etc. can shoot twice if at least one lasshot of unit hits. Second salvo hits automatically if it is the same target.

Rangers: cannot be targeted by units when no enemy unit is within 18" at all when in terrain. Can shoot twice as long as pathfinder leader lives

Windrider Fireblades: windriders with more attacks and power axes

Vyper: reroll to hits when advanced and moved full

Anvil of Something: wraith, vyper with power fist with MW aura

Wild Rider Host: fast melee unit with 9 wounds and transport capacity for aspect units

Support weapons: troop size flat 1, vibro cannon extra damage against units in terrain

Wave Serpent field is now 5++

No Storm Guardians and Jetbike Conclaves entries if it isn’t hidden as an option somewhere.

The only point costs I remember are wraith knights are now 420 points base and guardians are 9 points

That’s it for now. If you have questions, you can ask. But if I haven’t mentioned something it is likely that I haven’t paid attention and can’t answer. So questions for relic specifics are futile.

Edited by Ielthan
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A lot of it seems a bit too good to believe, but on the other hand wouldn't be that different in quantity to what the necrons got.  Also guessing GW want to put some effort in given how well Eldar sold for such a long time.  Some of it seems sort of overkill (the mid level combat characters, the new jetbike vehicles), but guess we'll see how it plays out.

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Necrons and Orks both got releases on a similar scale. Also, some of the different models listed could be alternate builds of a single kit (swap the head and add wings and you could have an Autarch looking quite different).

 

A few things seem suspect such as an apparent new Howling banshee despite the current plastics being just 2 years old. Then again, perhaps it is one of these new "Hierarchs" with Banshee wargear.

 

There is nothing that absolutely screams "fake" to me. Then again, it would be a long time since we got a leak this size of new stuff so far out. I would take all of this with a pinch of salt until we get more confirmation. Having said that, if even half of it is true, I had better start saving as I want a lot of those new plastics. :biggrin.:

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Actually it might not be so far out

 

- The (constantly highly accurate) leak that said a massive craftworld update without further details, despite having a detailed list of CSM releases did state that those ( CSM, Eldar and Chaos knights ) would come in a "not yet specified order" after January 2022. With World eaters, Squats, Chaos Daemons and Astra militarum being further down the pipeline. Because of the detailedness of the CSM releases the general assumption was ( including for me) that they would be first, and craftworlds would be Q2 or later... but

https://www.warhammer-community.com/2021/11/09/game-balance-is-at-the-heart-of-this-official-warhammer-40000-rules-update/

says near the end of the article
"With these changes, the recent arrival of the Black Templars, and two shiny new codexes – Codex: Genestealer Cults and Codex: Adeptus Custodes – coming soon, Warhammer 40,000 gaming is feeling pretty exciting right now. There are more xenos expansions planned in early 2022, and the next edition of Chapter Approved, so things are going to get even better!"

Notice the empasis on Xenos expansions plural for early 2022. We know about Tau but thats just one. ( GSC was supposed to be 2021 back then.)

Also
https://www.warhammer-community.com/2021/11/23/armies-on-parade-gets-bigger-and-better-with-a-year-round-schedule-of-events/

The schedule
"January – February: New Year New Army 

 March – April: Battlefield Behemoths

 May – June: Gods of War"

It could mean nothing, but there is a chance they plan to have a specific God of war ready before the May painting competition. If that is the case though they'd probably start teasing Eldar stuff soon ( there is usually a lot of teasers in december.) so we find out soon enough.

 

edit; while ontopic, this was not the topic I thought I was responding to XD now I probably have to retype my response on how warlocks really should be to Eldar (non aspect warrior units) as Nobz are to Orks, and how eldar never really evolved from the 90s method the way other armies have.
 

Edited by TheMawr
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