Jump to content

Recommended Posts

2 minutes ago, Doobles88 said:

So Strands of Fate is just Miracle Dice but rolled at the start of the game rather than each turn? Seems........unimaginative? 

And one Roll per round near s farseer is a 6 and you get more dice for using Guardians.

Strands of Fate is basically the Miracle Dice mechanic just Pre-Game and with a Mulligan, I like that a lot more than the 9th edition version (a lot less egrigous too). Although it has the potential to be annoying if your opponent is particularly indescisive!

 

I do like that Guardians kept their 4+ armour save, they're meant to be the civilians of a dying race not endless chaff! :biggrin:

 

The Fire Prism's Dispersed Pulse is particularly spooky to marines!

ikKVi4bl5VdWcwLS.jpg

 

 

4 minutes ago, Doobles88 said:

So Strands of Fate is just Miracle Dice but rolled at the start of the game rather than each turn? Seems........unimaginative? 

They were always exceptionally close together as rules.

1 minute ago, Tokugawa said:

A bit boring but quite decent.

 

Is Farseer the first previewed "dedicated psychic expert" unit?

 

We had the Librarian, Bel'akor and the Weirdboy too who are arguably their faction's Psychic Experts

Well, that looks a lot better than I expected. Guardians have escaped the nerf that AdMech and Votann received to their basic infantry. The fact that Shuricats retain AP-1 is impressive too. I can see a Farseer and a Guardian Defender squad (for backfield camping) being a staple in every list simply to provide Fate dice shenanigans. Fire Prisms look like they are going to be solid too with good anti-tank and anti-everything profiles. The Brightlance continues its long tradition of being a better Lascannon and Starcannons now wound Marines on a 2+.

 

Eldar look to be going into 10th edition in good form. :thumbsup:

21 minutes ago, WrathOfTheLion said:

If you have a farseer or two, you can turn quite a few rolls into 6s, so I think you probably just never want to reroll the set unless it's egregiously bad.

It's only 1 per round, no matter how many Farseers you have "one model from your army with this ability can use it"

Which is nice IMO, because it means you still need a Farseer in the right place and they're not handing out 6s like Wraithbone Candy :biggrin:

 

5 minutes ago, tzeentch9 said:

"And unlike their psychic peers from the other, lesser races, Aeldari do not suffer damage if their powers fail." Wonder if this line is a mistake from WarCom, or if there are tests to use psychic abilities.

 

Neither. The Farseer's abilities are missing Hazardous (1s do MW to the unit) whereas every other Psyker so far as at least one ability with Hazardous.

In 9th they were basically impervious to perils of the warp anyway with rerollable psychic tests and the Ghosthelm ability

11 minutes ago, tzeentch9 said:

"And unlike their psychic peers from the other, lesser races, Aeldari do not suffer damage if their powers fail." Wonder if this line is a mistake from WarCom, or if there are tests to use psychic abilities.

 

 

I don't see a profile that has the hazardous keyword but we only get one profile. 

 

 

Maybe there are no hazard powers for eldar I'm already surprised eldritch storm is free of it so...

Honestly gobsmacked that guardians basically just stay where they are after these successive stat drops. Was expecting to lose at least a pip on save, BS or AP, but honestly this feels correct for how Eldar should be: fast, killy, fragile without being pure chaffe. If anyone gets 'best skills among the xenos', it really should be Craftworlds, and there does need to be a reason their feeble levy troops all have short ranged guns.

 

Farseer: exists. Fortune and Eldritch Storm are both pretty cool, but overall seems like psychic is toned waaaaaaay down, which is probably fine. The weird Quicken shell game was getting odd and predictable, so this seems fine, honestly. Farseers and warlocks both have long been good value for points, so I expect I'll still end up with at least 2 of each most of the time. Branching Fates alone seems like enough to assign a farseer to the unit with the biggest (or swingiest) guns in your army.

 

Most curious about Aspect 5++ saves now. Well, that and striking scorpions, obvs.

 

43 minutes ago, Zoatibix said:

Did Aeldari lose Battle Focus?

 

Yes. Though also nobody gets the -1BS for advancing and shooting assault weapons so the only thing lost is the out-of-sequence advances, which just take too much time to still make sense IMO. One movement phase per player seems like something to try and stick to. Some out-of-phase is fine, but it's too much for a core mechanic of an army. I'll keep the un-nerfed BS etc. over Battle Focus.

 

Cheers,

 

The Good Doctor.

Edited by Dr. Clock

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.