Jump to content

Recommended Posts

7 minutes ago, -DonCorleone- said:

Wasn’t Irilyth’s helmet found and isn’t that why we got the FW model for it 

Yeah, but now the Forgeworld stuff seems to have gone away again, so Irilyth's disappeared again (along with their aspect warriors).

18 hours ago, Dr. Clock said:

Which kinda degrades the army rule AND the unit special rules, no?

I didn't say it was good, necessarily, I just kind of see them doing this kind of thing with the unit rules.

 

I don't think it's necessarily bad either, since those units will just get those abilities for free and other units can actually access them as well - would almost make the Eldar army a flexible group that can sort of share abilities which sounds kind of neat to me, but then again it still depends on execution (and assuming that they do do that, and it's not just idle speculation).

 

Though part of the reason I do speculate that, is because for the "no overwatch" ability they have a picture of Banshees - who famously have always had their Masks do this for them; there would be two ways to look at it: the Masks do the same thing they ever did, and Banshees have no reason to ever use Flitting Shadows; or they change up the Mask to act like the Defenders' rule does for Fade Back. Changing things to fit the new shape of Agile Manoeuvres sounds like something they'd do, for good or ill.

My only issue with individual units being able to use specific tokens for free is that there's only, what, six types of maneuvers?  Either lots of datasheets are left out in the cold or there's tons of overlap.

15 minutes ago, Iron Father Ferrum said:

My only issue with individual units being able to use specific tokens for free is that there's only, what, six types of maneuvers?  Either lots of datasheets are left out in the cold or there's tons of overlap.

 

Some units will be able to use the abilities without spending tokens or preventing other units from using them, e.g. all your guardians can use Fade Back for free. So basically their datasheet ability will be use this new ability for free.

Yes, I get that and it's kinda my point.  Does every vehicle have the ability to use Star Engines for free and without it counting against other units?  Then what's the point of the ability?  Just give every vehicle an extra 3 or 4 inches to their Movement stat and call it a day.

13 minutes ago, Iron Father Ferrum said:

Yes, I get that and it's kinda my point.  Does every vehicle have the ability to use Star Engines for free and without it counting against other units?  Then what's the point of the ability?  Just give every vehicle an extra 3 or 4 inches to their Movement stat and call it a day.

Giving they used the fire prism as an example, I want to say it may only be the Falcon that would get it for free. However, this only matters if they choose to go down that root. Unless anything has leaked, we're all just guessing at the moment. Hopefully they'll go through some datasheets to help us understand what they're doing (a tall order i suppose, even GW don't know what they're doing in some regards).

58 minutes ago, Iron Father Ferrum said:

Yes, I get that and it's kinda my point.  Does every vehicle have the ability to use Star Engines for free and without it counting against other units?  Then what's the point of the ability?  Just give every vehicle an extra 3 or 4 inches to their Movement stat and call it a day.

 

No. Just some units will have freebie activations as their rules. It's not an all or nothing thing. 

Some more insight on 2 detachments out of the 8 said to be into the codex:

 

Codex: Aeldari masters combat with eight powerful Detachments to choose from - Warhammer Community

 

The Strand of Fate one has now almost nothing to do with what it used to be...

 

Tomorrow (or latter this week) will be Ynnari and Harlies. Can´t wait to see at which sauce these will be served...

Edited by Bouargh
4 minutes ago, Indy Techwisp said:

Fate Dice found dead in Miami

40k_aeldetachments-jan22-strands-mmoicu8kal.jpg

Absolutely brutal nerf to them but I suppose it makes sense. At 6 dice I could see it being useful but with no real meaningful way to change them (outside an enhancement) and the four dice is just… meh. That being said this detachment also has access to one of the best enhancements in the game, even if it requires you to get a farseer perilously close to the enemy. 

11 minutes ago, Exarch Telepse-Ehto said:

Absolutely brutal nerf to them but I suppose it makes sense. At 6 dice I could see it being useful but with no real meaningful way to change them (outside an enhancement) and the four dice is just… meh. That being said this detachment also has access to one of the best enhancements in the game, even if it requires you to get a farseer perilously close to the enemy. 

I would not call it a nerf. It has barely anything to see with what it used to be. Being such a different mechanism, hard to say how it might affect the overall balance. I wonder how these CP discount dice may affect the rules for strats in the coming Balance dataslates. It can lead to a series of "free" strats which has been in the target line ome times ago. Looks like a DIY army detachment rule to me. I am not going to say amateurism, but I may eventually think it is close. But will these detachments be really used in the end? I see that in most cases there is an optimun detachment ofetn used and the rest is contextual or fluff motivated. Personnal experience witnessing games that may be not tha generalizable though

46 minutes ago, Exarch Telepse-Ehto said:

Absolutely brutal nerf to them but I suppose it makes sense. At 6 dice I could see it being useful but with no real meaningful way to change them (outside an enhancement) and the four dice is just… meh. That being said this detachment also has access to one of the best enhancements in the game, even if it requires you to get a farseer perilously close to the enemy. 

Nerf? It's not even the same kinda rule to say it's a nerf. 

14 minutes ago, Bouargh said:

I would not call it a nerf. It has barely anything to see with what it used to be. Being such a different mechanism, hard to say how it might affect the overall balance. I wonder how these CP discount dice may affect the rules for strats in the coming Balance dataslates. It can lead to a series of "free" strats which has been in the target line ome times ago. Looks like a DIY army detachment rule to me. I am not going to say amateurism, but I may eventually think it is close. But will these detachments be really used in the end? I see that in most cases there is an optimun detachment ofetn used and the rest is contextual or fluff motivated. Personnal experience witnessing games that may be not tha generalizable though


True that it is a complete mechanic change but it also appears to be for the worse not for the better. It isn’t dice manipulation anymore but command point manipulation. And it is reduced from 6 fate dice to 4. Granted, we do not know what the other stratagems do or what they cost. If there’s more than one 2cp stratagem then I would consider this largely irrelevant. And the two they showed are okay. Not terrible but only Psychic shield cover me of the army’s weaknesses. 


I know a lot of people disliked the feels bad mechanic of “I reroll to hit and wound and do auto 6 dev wounds if you fail you save” but index Eldar lacked a lot of punch without those rules. This new  paradigm will be interesting. 


 Aeldari are going to play completely differently. I don’t think this detachment will see much use at all because the aspect host already seems better and is more in line with my Biel Tan(although there are even more tokens now. Gods I hate tokens.)

 

18 minutes ago, Exarch Telepse-Ehto said:

Aeldari are going to play completely differently.

Idk about that. I agree with most else what you wrote but Eldar are still gonna be hyper mobile (probably more so) and elite levels of damage.

 

They just don't get to auto devastate you when they manage to hit. A good change. 

I'm okay with Fate Dice changing like this. It's unexpected, but I'm okay with it since it means a near total shakeup in how every list works, and I find that refreshing. I'm more interested in the book now that my Ulthwé farseer list won't be mostly a retread of Index stuff. It's still quite a bit of bookkeeping, but it seems fun regardless.

 

Warhost will still be there for 're-roll one hit and wound' and remain a good all-rounder most likely, and Aspect Host looks pretty spicy... making the Shrine markers have an in-game effect is interesting if slightly annoying given I have never actually made them part of my units... It also makes me wonder what the 'main use' of those markers will be if the 'better stratagems' effects are just 'alternate uses'.

 

Hoping tomorrow we get some more Ynnari info, and also some new/improved data-sheet previews before pre-order day...

 

Cheers,

 

The Good Doctor.

More leaks ( but I dont know what the rules about sharing are.)

 

Interestingly the Yvraine datasheet shows some things :

- Ynnari Wyches, Ynnari Kabalites and Ynnari Incubi are in ( and yes, she can lead the latter.)
- Voidreavers and Voidscarred can still be lead by Yvraine, Harlequins can not.

 

- Ynnari is an actual seperate faction keyword, this one is interesting because she does have the Battle focus faction rule, but she doesnt have the Asuryani keyword required to use the battle focus in the first place, there is a secondary faction rule Disperate Paths wich will probably go deeper on that. I assume Harlequins and Corsairs have the same situation.

Though it wouldnt suprise me if disparate paths is a different thing focusing more on allying in those units in your Asuryani army, and the Battle focus things is a mistake for a day 1 FAQ :laugh:

 

 

edit:

Also warlock conclave seems to be gone, the way it reads I think Warlocks is a HQ unit, not a choice of Solo HQ or Bodyguard unit. Obviously that means the skyrunner variant is gone too. Likewise both the farseer and yvraine abilities reference a support weapon ( as exclusion to their leader-bodyguard abilities )

So I think the support weapon and heavy weapon platform are going to be one and the same thing, or maybe they will switch the names.

 

Edited by TheMawr

Could be anticipated or interpreted that with this Ynnari [insert unit name] keywords, the followers of Ynnead will also see a complete reshuffling of their mechanics, limiting drastically access to Drukhari units. May be these 3 infantery units, 2 transports and little more. I hope that these Ynnari [insert unit name] entries will borne rules distinctive enough from their full dark kin equivalents, otherwise... the faction attractiveness is likely to be jeopardized. Wait and see...

 

EDIT: I also noticed that most of army pics displayed so far show warwalkers in action; a way for advertizing or promoting it? 

Edited by Bouargh
3 minutes ago, marspeople said:

I'm not really quite sure how useful Lhykhis is with an ability allowing a unit to charge that doesn't want to be in combat.

 

We've seen time and time again how strong getting criticals on a 5+ is, so I'm sure it'll be at least useful, if not strong. 

4 minutes ago, marspeople said:

I'm not really quite sure how useful Lhykhis is with an ability allowing a unit to charge that doesn't want to be in combat.

My plan is for a unit of 5 Spiders with Powerblade array Exarch as bodyguard for Lhykis. From her and the Exarch alone that's 20 attacks with Lethal 5+, and 5 of those are damage 2 - and all of this after the target takes 5d6+3 hits in shooting... Granted, where possible you want to make that less than a 9" charge so maybe you don't Flickerjump, but it's nice to have the ability and it makes sense that she improves flickerjump in some regard. Honestly she seems decent just for the 5+ Crits - the Ambush thing is just icing on the cake.

 

Otherwise, the loss of devastating spinners is unfortunate, but not wholly unexpected. Presumably Spiders will be back down with the other shrines generally from 85-95 points per 5?

 

Cheers,

 

The Good Doctor.

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.