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43 minutes ago, Emperor Ming said:

asurman going up and getting two nerfs is....disappointing:ermm:

 

Losing his 3++ is a nerf but the changes to his other abilities are not really nerfs IMHO. Autarchs now have a better version of the stratagem rule because it allows any Strat to get targeted on the squad, not just Overwatch. There are quite a few abilities in the new codex that can improve the accuracy of DAs. Just running them in the new Aspect Host for example so the loss of +1 to Hit is not too bad.

 

His new ability to make a 6" move after shooting is like a free Fire and Fade every turn. It can be used to duck into cover, pull back out of charge range or run onto an Objective. Considering Avengers have Assault already, they can now move 14-19" every turn and fire at full effect (or 16-21 if you spend a Battle Focus token on Swift as the Wind).

 

Next up his Hand of Asuran ability which is downright bonkers. He can easily kill 3-4 Terminators in one round of shooting when he activates this ability. And lastly the Bloody Twins have gone up to S5 meaning that even on other turns, it is like he is carrying a pair of pistol-sized Heavy Bolters. I can definitely see a lot of value there.

5 hours ago, Axineton said:

Will a full harlequin army be able to be fielded is all I wanna know peeps?

 

Yes, only one detachment though. You can still add Asuryani units to the detachment, but the Enhancements and stratagems only work on Harlequins ( wich now is their faction keyword.)

 

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Ynnari cant be taken in that detachment ( currently they can only be taken in their own detachment the way the rules and keywords interact.) and the visarch and yvraine can no longer take troupes as bodyguard units.

 

Since they have made a hard split with the faction keywords no longer being Aeldari ( its Asuryani, Harlequins and Ynnari now.) and most things working on the Asuryani keyword in other detachments ( as well as limitations on using harlequins.) this detachment and the grotmas drukhari detachment are the only ones for harlequins.

On 1/28/2025 at 3:04 PM, Karhedron said:

His new ability to make a 6" move after shooting is like a free Fire and Fade every turn. It can be used to duck into cover, pull back out of charge range or run onto an Objective.

 

Don't forget getting back into a transport as it's a normal move....

3 hours ago, Xenith said:

Don't forget getting back into a transport as it's a normal move....

 

You are right. And given that Wave Serpents are pretty durable and have access to Fade Back, that could prove to be exceptionally irritating for the enemy to deal with.

On 1/26/2025 at 10:40 AM, Karhedron said:

I am liking the look of Wraith units a lot. Wraithguard/blades have lost a point of Toughness but T6 2+ is still pretty durable and they have some nice rules in terms of Fall Back and Shoot or Fight on Death.

 

Wraithlords are pretty good in a fire support role with some goodmelee deterrent against anyone trying to threaten your backfield. Take 2 with dual Brightlances and glaives and they can either hold your backfield or move up as your second wave.

 

Spiritseers really benefit from the new Lone Operative rules and a single Seer can now support a couple of units while being effectively immune from Precision. 

 

Wraithknights are also good fun. The Sword and Shield variant is a simple wrecking ball that you can hurl into your opponent's lines and demand a response. The shooty version is also great. I quite like the Heavy Wraith cannon + Suncannon build.

Having looked the codex over and over, I think the Wraith units are A Tier in their detachment (though that requires building around it) and I wouldn't take them somewhere else except maybe the Wraithlord. 

7 hours ago, HeadlessCross said:

Having looked the codex over and over, I think the Wraith units are A Tier in their detachment (though that requires building around it) and I wouldn't take them somewhere else except maybe the Wraithlord. 

 

I am not sure I agree, Wraithguard/Blades have some good abilities, even outside of their custom Detachment. The Axe/Shield unit is very durable melee unit. They compare well with units like Bladeguard Veterans (1 less attack but higher Strength and Toughness). Also they can have a Spiritseer to resurrect them which BGVs cannot. If you want an infantry unit that can brawl over a mid-field Objective, these guys are great.

 

Wraithguard with D-Scythes have the potential to operate away from Spiritseer support. Their Torrent weapons mean their BS4+ is irrelevant and they make a great target for the Overwatch stratagem. The D-cannon version are like tougher, longer ranged Fire Dragons. Whilst they don't get FD rerolls they do get S14 which means they will wound even the toughest targets on a 3+ while Dragons usually need a 5+ and rely on their reroll. Also Dragons need to get within 6" to really do serious damage with their Fusion Guns while D-Cannons are effective all the way out to 18" range. They longer range combined with higher toughness means Wraithguard can operate in an anti-tank role without need a Wave Serpent to deploy them. Both weapons also come with the Fallback and Shoot rule which is great to stop your powerful shooters getting bogged down by chaff in melee.

8 hours ago, Karhedron said:

 

I am not sure I agree, Wraithguard/Blades have some good abilities, even outside of their custom Detachment. The Axe/Shield unit is very durable melee unit. They compare well with units like Bladeguard Veterans (1 less attack but higher Strength and Toughness). Also they can have a Spiritseer to resurrect them which BGVs cannot. If you want an infantry unit that can brawl over a mid-field Objective, these guys are great.

 

Wraithguard with D-Scythes have the potential to operate away from Spiritseer support. Their Torrent weapons mean their BS4+ is irrelevant and they make a great target for the Overwatch stratagem. The D-cannon version are like tougher, longer ranged Fire Dragons. Whilst they don't get FD rerolls they do get S14 which means they will wound even the toughest targets on a 3+ while Dragons usually need a 5+ and rely on their reroll. Also Dragons need to get within 6" to really do serious damage with their Fusion Guns while D-Cannons are effective all the way out to 18" range. They longer range combined with higher toughness means Wraithguard can operate in an anti-tank role without need a Wave Serpent to deploy them. Both weapons also come with the Fallback and Shoot rule which is great to stop your powerful shooters getting bogged down by chaff in melee.

I can buy the argument for the flamer Wraithguard, but not the one presented for Wraithblades. You know what's tougher than Wraithblades and Wraithguard? Cheaper melee infantry that can jump in and out of transports with zero issues. For similar cost. 

19 hours ago, HeadlessCross said:

I can buy the argument for the flamer Wraithguard, but not the one presented for Wraithblades. You know what's tougher than Wraithblades and Wraithguard? Cheaper melee infantry that can jump in and out of transports with zero issues. For similar cost. 

 

Cheaper melee infantry have a different use case. Banshees for example are a glass hammer unit. They will sweep most infantry of similar value off an Objective on the charge but will not be able to hold that Objective in the face of retribution. If the Banshees jump back in their Transport when they get shot, they leave the Objective open for the opponent to claim. Sometimes you need something durable that can brawl against tough opponents and not be swept away themselves.

5 hours ago, Montford said:

In the Spirit Conclave detachment, the Spirit Guides aura is not making any sense to me. Unless it means that non-Asuryani psykers (such as a Harlequin Shadowseer) can now use Battle Focus?

 

 

The ability allows Wraithgaurd, Wraithblades and Wraithlords to use Battle Focus whilst within range of Farseers, Warlocks and Spiritseers, something that Wraith units do not usually get to use.

6 hours ago, Vardus said:

The ability allows Wraithgaurd, Wraithblades and Wraithlords to use Battle Focus whilst within range of Farseers, Warlocks and Spiritseers, something that Wraith units do not usually get to use.

 

That is right. Importantly it means that Harlequin and Ynnari Psykers do not get the Spirit Guide rule and do not generate Vengeful Dead tokens.

6 hours ago, Vardus said:

 

The ability allows Wraithgaurd, Wraithblades and Wraithlords to use Battle Focus whilst within range of Farseers, Warlocks and Spiritseers, something that Wraith units do not usually get to use.

 

OK it took me three times of reviewing the data sheets to notice that while they do have the Faction Keyword Asuryani they don't have Faction: Battle Focus up in the Abilities box. :wallbash::biggrin:

I’m trying to decide what to do with my alaitoc now they don’t have a themed detachment. I have a lot of aspect warriors in my army so am probably going to start with aspects host to begin with and then migrate to warhost when I’m more familiar with all the new tricks. 
 

I have 5-elf units of both spiders and hawks (hawks can be 10 if needed) and an autarch with swooping hawks wings, so would rather put her with the hawks thematically. Currently equipped with fusion pistol and banshee blade, definitely considering changing weapon loadout.
 

Anyone have any recommendations? 

Hawks and Spiders both benefit roughly equally from an attached Autarch so the question then becomes whether any of the Enhancements particularly benefit either unit. Shimmerstone is equally good for anyone and Aspect of Murder is probably better on a dedicated melee squad. Strategic Savant is OK but underwhelming which leaves Mantle of Wisdom. Hawks definitely benefit from this more than Spiders since Spiders have Torrent weapons so don't need it.

 

The upshot of this is that either squad is a fine place for the Autarch but if you like the look of the Mantle Enhancement, a 10-man unit of Hawks will get the most mileage out of those rerolls. A Fusion or Reaper Launcher would be better than the pistol IMHO but it is probably not essential to swap.

16 minutes ago, Karhedron said:

Hawks and Spiders both benefit roughly equally from an attached Autarch so the question then becomes whether any of the Enhancements particularly benefit either unit. Shimmerstone is equally good for anyone and Aspect of Murder is probably better on a dedicated melee squad. Strategic Savant is OK but underwhelming which leaves Mantle of Wisdom. Hawks definitely benefit from this more than Spiders since Spiders have Torrent weapons so don't need it.

 

The upshot of this is that either squad is a fine place for the Autarch but if you like the look of the Mantle Enhancement, a 10-man unit of Hawks will get the most mileage out of those rerolls. A Fusion or Reaper Launcher would be better than the pistol IMHO but it is probably not essential to swap.

Thanks I am debating between those two ranged weapons as ideally if I put them with the hawks I would try to keep them as far away as possible from harm but then the fusion gun would get little usage. But though it seems much better than the reaper launcher for a hawk unit with the better bs and mobility. 

1 hour ago, jimbo1701 said:

Thanks I am debating between those two ranged weapons as ideally if I put them with the hawks I would try to keep them as far away as possible from harm but then the fusion gun would get little usage. But though it seems much better than the reaper launcher for a hawk unit with the better bs and mobility. 

 

The Lasblaster do make it tempting to have the Hawks flitting around at long range but if you do that, you might be better off taking Windriders which have similar firepower and speed but better durability. To get the value out of Hawks you need to get up close and make use of those Grenade Packs to start dishing out MWs on those hard-to-shift enemy units. With this in mind, a Fusion Gun on the Autarch is not such a bad option.

16 minutes ago, Karhedron said:

 

The Lasblaster do make it tempting to have the Hawks flitting around at long range but if you do that, you might be better off taking Windriders which have similar firepower and speed but better durability. To get the value out of Hawks you need to get up close and make use of those Grenade Packs to start dishing out MWs on those hard-to-shift enemy units. With this in mind, a Fusion Gun on the Autarch is not such a bad option.


An excellent point. Fusion blaster seems sensible then and range wise would make it comparable for either spiders or hawks. My reading of the grenade pack rule is 8” therefore deep strike and grenade pack not an option on same turn. (I found the phrasing a bit strange until I realise their phoenix lord allows 6” setup). Are people planning on setting up on the board and relying on firepower / turn 2 grenade strike or deep striking turn 2 then using it from turn 3 onwards? Or just running with phoenix lords?

It is a good question. Baharoth adds a lot to Hawks to the point that he seems almost mandatory with a 10-man squad. He allows the squad to leap back into reserves every turn and then DS again while showering the enemy with Grenades. Not to mention that he also crits on a 2+ on the turn he arrives from Reserves.

 

I am tempted to say that he is a better choice for leading a squad than an Autarch but that is true of almost all the Aspects. 

17 hours ago, jimbo1701 said:

Are people planning on setting up on the board and relying on firepower / turn 2 grenade strike or deep striking turn 2 then using it from turn 3 onwards? Or just running with phoenix lords?

Prepare for the part where the utility of swooping hawks is largely as action monkeys, suggesting 2x5 from deep-strike is usually preferable to 1x10. Their most valuable feature will be remaining hidden and confusing/confounding enemy choices more than actually killing stuff. 

 

For an Autarch I'd still probably just slap them in one of the 5s to keep action economy high. What that'll mean is it's an action monkey with some later game melee trade potential where you might actually kill the last few marines to claim a point unexpectedly (or expectedly).

 

Baharroth is cool enough, but needing to be so close to the enemy for their turn would make me hesitant to bank on him sticking around for long.

 

In sum, I would not be relying on the grenade firepower. It's a cool little feature when you NEED it to kill a marine on the way to melee, but early game it's all about hanging out in safety scoring points until your actual hitters have cleared your flank.

 

Cheers,

 

The Good Doctor.

1 hour ago, Trokair said:

Might be change that happend a while ago and I had jsut not noticed as I havent played Eldar since last edition. but since when are scatter lasers S5? 

 

This is was in the 10th edition Index. More shots but weaker.

Overall I'm happy with the codex, however a glaring issue from 9th ed remains, and I don't know enough about 10th ed to know how Eldar were on top tables - how are you scoring primaries? Getting out onto objectives is no issue. but holding them for a turn is tricky. Most apart from the home objective will be in the open, and eldar in the open mean dead elves. Is the plan just to annihilate the opponent off their objectives and keep the score similar then win on secondaries?

My approach to Objectives with Index list normally leaned on the following units:

  • Grav tanks
  • Wraithguard
  • Lone Operatives
  • Guardian Defenders (usually only my home Objective)

Grav Tanks and Wraith constructs are still solid options and will be my go-to choice for mid-field Objective holders. I mourn the loss of the Lone Op Autarch Wayleaper as he pulled double duty capping Objectives and generating CPs. We still have the Death Jester but without access to Fate's Messenger, he is not as reliable as he used to be.

 

Guardian Defenders no longer generate Fate Dice so I am on the fence about their utility as home Objective Campers. A free Fade Back move is not actually particularly useful if you want to hold an Objective. I suppose they make a decent place to stash Eldrad if you want some CPs and his Doom ability is unique and pretty handy.

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