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19 minutes ago, Khornestar said:

Eldrad is here to help you with your limited resource, space elves:

 

 

FB_IMG_1685894669954.jpeg

If his mind war went through armor successfully, he can kill any infantry sized character easily with help of one or two fate dices.

Edited by Tokugawa

Pretty sure every edition eldar has had some extremely good rules, as the comic summed up; 5th was probably the weakest they've ever been, and they were still very good.

 

I for one am ready for our eldar overlords to ruin any semblance of edition reset balance, as is tradition lol.

43 minutes ago, Slips said:

Yeah but being locked into play Ulthwé is laaaaaaaaaaaaaaaaaaaaaaaaaame

But you're not though, right? Subfactions aren't even a thing anymore as far as I understand it, at least not yet. Can't you have Eldrad leading a CW of any name/colour scheme/headcanon?

1 hour ago, Slips said:

Yeah but being locked into play Ulthwé is laaaaaaaaaaaaaaaaaaaaaaaaaame

 

13 minutes ago, Lucius_The_Temporary said:

But you're not though, right? Subfactions aren't even a thing anymore as far as I understand it, at least not yet. Can't you have Eldrad leading a CW of any name/colour scheme/headcanon?


Yeah there is no Ulthwé keyword, you can take/paint him in any Aeldari army.

For a regular Farseer, casting Fortune on a fragile unit like Guardians seems like it won't do too much. Doom being +1 to Wound now the army has lots of rerolls looks very nice however. Unless there is a big price jump, I can see Eldrad being the default pick over a regular Farseer, particularly with those 3 extra Fate Dice as a tasty bonus.

50 minutes ago, Karhedron said:

For a regular Farseer, casting Fortune on a fragile unit like Guardians seems like it won't do too much. Doom being +1 to Wound now the army has lots of rerolls looks very nice however. Unless there is a big price jump, I can see Eldrad being the default pick over a regular Farseer, particularly with those 3 extra Fate Dice as a tasty bonus.

 

Or a mean list with 2-3 Farseers and Eldrad to really ruin someone's day!

Also being locked to squishy guardians or probably expensive warlocks is a negative for him. 

 

I'm hoping not only Eldrad gets mind war, though it looks this way - it's been a classic farseer power forever.

 

Still not sold on the other vehicles, they haven't given them anything to simulate their greater defence through speed, so they'll still go down. The 5++ isn't great, as we see with terminators and the walkers, they had to boost to 4++ to be effective. 

 

D cannon is again powerful, the range is interesting, it's short, but I find stuff is never out of range on these boards. It seems like everyone will need some barrage weapons to take them down. 

1 hour ago, Xenith said:

I'm hoping not only Eldrad gets mind war, though it looks this way - it's been a classic farseer power forever.

 

My understanding is that this may end up being similar to AoS. The basic datasheets come with fixed spells but if you buy the Battletome, it comes with full spell lists and lets you swap out the default spells for any on the list. Fingers crossed we will see the same in 10th.

10 hours ago, Khornestar said:

Eldrad is here to help you with your limited resource, space elves:

 

 

FB_IMG_1685894669954.jpeg

 

I really like that Eldrad isn't just a Farseer+1 and has a different use than normal Farseers. I'm really hoping that all other Special characters follow this trend.

Only being able to go into Guardians and Warlocks means it's so easy for him to get taken out, really putting the Glass into Glass Cannon

3 hours ago, Xenith said:

Still not sold on the other vehicles, they haven't given them anything to simulate their greater defence through speed, so they'll still go down. The 5++ isn't great, as we see with terminators and the walkers, they had to boost to 4++ to be effective. 

There's also the somewhat hidden nerf to Fly, which means that they have to pay for their movement like regular units do when moving over stuff - they no longer fully ignore vertical distances, which makes Fly much less of a boon (overall probably helpful for the game, but still noteworthy).

 

T9/3+ is definitely pretty fragile, considering that things like Rhinos are T10, Russes are T11 and Land Raiders are T12. The Wave Serpent having a 5++, like you said, is not particularly compelling when they're getting slammed by a lot of the medium-level AT weapons which have good enough Strength to wound reasonably, and AP to punch hard enough (eg, Grenade Launcher's Krak being 9/-2/d3 will add up pretty quickly). Some of it will come down to points, and Eldar still have strong capabilities with their Battle Host Stratagems, the Battle Host rerolls and Strands of Fate - but it is a bit disappointing to have the Grav-tanks being flimsy without the speed=defence coming into play.

 

3 hours ago, Xenith said:

Also being locked to squishy guardians or probably expensive warlocks is a negative for him. 

There is the option for Eldrad/Farseers in general to run without a Bodyguard! It's risky, but in some cases it might be easier to just have buffing Characters just hiding out rather than being in a blob that can get targeted more easily. Won't always be useful, but sometimes! Probably not for Eldrad actually, since he needs LOS for two of his things.

 

Farseers do seem like they will be very fragile. Guardians are still super fragile, even if the game is overall a bit less lethal - they're still T3/4+, which is still not exactly difficult to chew through. If Warlock Conclaves end up being reasonably cheap, they could work - as we've seen the Warlock Skyrunner keeps the Rune Armour 4++. Big problem then becomes the real world cost of Warlocks!

On 6/3/2023 at 9:40 AM, TrawlingCleaner said:

Windrunners:

image-55.thumb.png.d0313f61644e46e325ffb7a12a70508f.png

 

Rangers:

image-42.thumb.png.e533cbe84d593a46bf4f37193506f0ce.png

 

Interestingly looking back at these screenshots, Rangers are no longer Battleline and are only OC1 whereas Windriders are now OC2 (not battleline though) and gain benefits to staying on Objectives. Rangers have also lost their equipment abilities and don't seem to be able to take any additonal weapons/equipment

Perhaps as Windriders are in the Combat Patrol, we're being nudged more towards them as a Objective grabbing unit?

 

 

10 minutes ago, Kallas said:

T9/3+ is definitely pretty fragile, considering that things like Rhinos are T10, Russes are T11 and Land Raiders are T12. The Wave Serpent having a 5++, like you said, is not particularly compelling when they're getting slammed by a lot of the medium-level AT weapons which have good enough Strength to wound reasonably,

 

Yea, if even S5 stuff is wounding them on a 5+ (weapons they would have been immune to in 7th...) then they're in trouble. A flat -1 to wound would have been great, and still left them vulnerable, or potentially a flat 4++ to represent the fast evasion of the eldar combined with holofields - the Falcon's primary defensive measure, which they lost in 8th. 

Hell, make them T8 (T9 for the Serpent) and give them all a "If this model ended a Normal Move at least 10" away from where it started, it gains a 4+ invulnerable/-1 to be hit/something" type rule. But I suppose that's not on the 'everything needs an entirely different rule' ethos of 10e.

24 minutes ago, Kallas said:

There's also the somewhat hidden nerf to Fly, which means that they have to pay for their movement like regular units do when moving over stuff - they no longer fully ignore vertical distances, which makes Fly much less of a boon (overall probably helpful for the game, but still noteworthy).

Measure the diagonal movement up to the peak (presumably the top of terrain), then measure diagonal down to where you want the unit to end up is what I assume you mean?

37 minutes ago, Kallas said:

 

 

T9/3+ is definitely pretty fragile, considering that things like Rhinos are T10, Russes are T11 and Land Raiders are T12. The Wave Serpent having a 5++, like you said, is not particularly compelling when they're getting slammed by a lot of the medium-level AT weapons which have good enough Strength to wound reasonably, and AP to punch hard enough (eg, Grenade Launcher's Krak being 9/-2/d3 will add up pretty quickly). Some of it will come down to points, and Eldar still have strong capabilities with their Battle Host Stratagems, the Battle Host rerolls and Strands of Fate - but it is a bit disappointing to have the Grav-tanks being flimsy without the speed=defence coming into play.

 

 

 

Rhinos are T9, aren't they? Which as you say, does seem fragile...

Our vehicles are more fragile than other race's tanks for sure but no more so than they were in 9th. Heavy Bolters and Assault Cannons wound on 5s, same as before. Things like Autocannons and Plasma wound on 4s. Proper anti-tank guns wound on a 3+, same as before. In fact we are slightly better than previously as S4 guns like bolters now only wound on a 6 and several weapons have seen AP go down a point.

 

Our tanks are slightly tougher than they were in 9th, it is just that everyone else's tanks have got significantly tougher. In theory this suggests that if our tanks were tough enough to do their job before, they should continue to be so in 10th. What could change that calculus are points costs and meta. If our tanks are expensive for what they do then we have a problem. If people start taking significantly more anti-tank to deal with a vehicle-heavy meta, then we could have a problem.

 

At least we have the option of a Farseer throwing a lucky 6 Fate Dice on our save whenever a Falcon takes lascannon to the face.

40 minutes ago, jaxom said:

Measure the diagonal movement up to the peak (presumably the top of terrain), then measure diagonal down to where you want the unit to end up is what I assume you mean?

Yes. If you're right behind a ruin, you're spending quite a bit more to go over than previously - like I said, probably better for the health of the game overall, but it's still significant in how it reduces the speed of Fly units.

 

If a Fire Prism is hiding just behind a 4" ruin, it's losing 4" of forward movement just to 'climb' it and then move diagonally down (which will be less distance than in 9th, because it's diagonal instead of purely horizontal). So assuming they're going in a straight line, it's losing something like 5" of movement (4" up, then 10" of diagonal movement, which needs to reach the 'ground', which with my very crappy understanding of this kind of maths, working out the hypotenuse and such, is about 9.1" of horizontal movement - but that sounds wrong, so might be wrong :sweat:) - and also bearing in mind that the Fire Prism is down from M16" in 9e to M14" in 10e as well. So that's about 7" slower than previously.

 

Again, probably healthy for the game to have units less able to just zoom about and over everything, but it is a significant hit to mobility for one of the 'mobility factions', especially when Eldar Grav-tanks are pretty fragile.

 

28 minutes ago, danodan123 said:

Rhinos are T9, aren't they? Which as you say, does seem fragile...

Rhinos are T10 even :ermm:

Edit: Looked them up, they are T9, my mistake

 

Edit:

Looking through the Guard thread, most of the not-Russes are T9 as well, so maybe it's not a particularly Eldar thing.

Edited by Kallas
Got the Rhino Toughness wrong

Rhinos are T9 yes.

 

I'm happy to see Eldar vehicles appearing to be vulnerable. It matches the fluff.

 

Whether that is enough to offset the offensive power Eldar will have remains to be seen. After all, Eldar vehicles and also Dark Eldar and Harlequin vehicles have always been lighter yet never stopped those armies having their time being oppressive.

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