As for other uses, Chaos Terminators have options. Termiscide has changed in from combi-melta to combi-plasma or combi-flamer. As firing platform Chaos Terminators are great, either sitting back with Reaper Autocannons or getting up close with Heavy Flamers and the host of combi-weapons.
Without a Chaos Lord run your Chaos Terminators away from your board edges and away from losing combats. Consider going small with these types of units less than 5 , so losing a Leadership test in assault still having a good rate of success and you don't lose a ton of points if things go badly.
The good thing about 6th edition is that unless you are down to one or two models you can still rally and fire a Reaper Autocannon while falling back. Don't forget the trusty Reaper Autocannon with the Twin-linked is a decent for anti-air in a pinch. In the codex they were just spikey Terminators without much flavor or fluff unless you gave them cool Chaos Space Marine wargear.
By Terminators were combined with Chosen and subjected to limited numbers depending on how big your games were. The limitation though provided some crazy amounts of special weapons like 10 Reaper Autocannons for certain builds. Chaos Terminators were still the suck with terrible metal models that wouldn't get replaced untill Finally by Chaos Terminators had their Elite slot back to themselves, and new much cooler plastic models!
Chaos Terminators got full access to Marks and Icon, but a limit of only 10 models per unit. The introduction of Termicide became prevalent, but quickly Terminators became underused because of no Fearless and the better all around Plague Marine.
Mark of Khorne keeps your attack count up even if you lose a few Chaos Terminators and Icon of Wrath gives you the strength six you will need to wound most things on 2s. This all-purpose unit for under points is a good tool for any situation. Consider what Combi-Weapons you want and don't be afraid to go with say 2 flamers and 3 plasma to handle whatever comes your way. Classic Termicide, but now taking 3 Flamers or 3 Plasma instead of Melta.
This unit is designed to take two Chaos Lords on Palanquins. Combined this makes for 20 wounds your opponent must chew through, made even harder with toughness five. Terminators are easily complimented by Imperial Guard or Daemons.
Imperial Guard blobs are also good at holding AP 2 units that pose the biggest threat to Chaos Terminators. Traitor Guard fluff also fits well with Chaos Terminators as the unit that corrupted them in the first place.
As for Daemons it really depends on the type of Chaos Terminator unit you run. If you plan on using unwealdy Chaos Terminators taking anything with high Initiative Fiends, Daemonettes can easily protect your Chaos Terminators from taking too many saves in assault.
Though I consider Chaos Terminators one of the best units in the codex the rise of Plasma does give me some pause.
Chaos Terminators still have great potential to evolve with the changing meta, because of the different ways they can be played. Just remember unlike other Terminators, Chaos Terminators do require a bit more finesse because they can disappear to just one bad Leadership roll.
It's Like Tactics is rated theory hammer because these are general observations and assumptions based on only few tested games. Email Me! For tactical articles feel free to email me to continue the discussion or if you discover an inaccurate interpretation of the rules-- edits will be made accordingly. About Commissions Contact Tutorials Gallery.
You can see all my Deathwing related posts here Previous Deathwing Army! More soon! Martin Barrow. Well I will look foward to it — always seen it your benchmark army! I ended up with 16 attacks from 1 guy. Now imagine the same thing with Baharroth and his S4. No wonder this was ditched in the last Eldar codex, and didn't make a comeback in this one. Baharroth is not my favorite Phoenix Lord. Granted, he is the cheapest of them all 5 points cheaper than Jain Zar and unlike Jain Zar can Deepstrike.
Just like Jain Zar he has Falcon's Swiftness, and he also comes with Night Vision and Hit and Run, and the latter is very useful to a squad of Swooping Hawks because it no longer requires you to pay for an Exarch and those abilities 30 points saved in total , and the last thing you want is your Hawks to be tied in close combat.
He also comes with a Grenade pack, so that's an additional cover-save ignoring AP4 small blast template the turn he deepstrikes along with your 6 man Swooping Hawk unit's own big blast grenade pack. Arguably also against Imperial Guard gunlines.
And having two of those land on enemy troops while your Hawks arrive with extreme precision on the spot you want them to, can help you foil a Tau player's battle plans and seriously disrupt that of a Necron player too - given 6th edition's shift from putting all your infantry in transports to an increase in static gun lines, this is useful. The Shining Blade also has the Blind special rule, so if Baharroth and friends assault a Necron squad, there's a good chance they will only be getting hit back on 5s and up.
In light of all this, I think Baharroth actually is better in this codex than he was in the previous edition, and makes for a perfect HQ choice if you will be fighting light infantry or Necrons. Tired of quantum shielding? Use your haywires and glance their craft to death including the mighty Monolith, plain and simple. Maugan Ra - Phoenix Lord Maugan Ra is probably the coolest Phoenix Lord in terms of both fluff and appearance - having gone back into the Eye of Terror and saved an entire Craftword Altansar , he is the definition of badass.
Unfortunately, in game terms I don't quite know what to do with him. He also has Relentless, but I fail to see what the point of this is, because his weapon is an Assault weapon anyways. He has Mark of the Incomparable Hunter, so while the Reapers are shooting at something else, like MEQ or vehicles if you give them starshot missiles, Maugan Ra can instead direct his shots at a different target, such as light infantry or light vehicles.
He gets Precision Shots on a 5 and up, and has Fast Shot, as well as Night Vision, so you bet this guy will be firing at something. We're talking about five S6 shots that pin and rend upto 36" here. With his Ballistic skill, you bet they are going to hit. But that's that, I guess. In my opinion way too costly for someone who gives you a 5 shot S6 weapon and only has situational use in terms of close combat. The ranged weapon can easily be compensated for if you invest these points in War Walkers, and besides, even Baharroth already comes with a 24" 3 shot S5 ranged weapon.
Verdict: waste of points for a jack of all trades, master of none. However, there is an alternate use for him, and that is by attaching him to a Harlequin squad with a Shadowseer with Veil of Tears and a Death Jester.
This squad can now move, run, and still pump out 8 S6 rending shots, 4 of which are rending and all of them pinning But if he directs his firepower at the squad, he has to get past the Veil of Tears, potentially wasting his firepower while the rest of your army is on their way to tear him up in CC , claim objectives or shoot him to oblivion.
Unfortunately, even with this edition GW didn't add a Warp Spider or Shining Spear Phoenix Lord, which is a real shame because many of us had been waiting for these for such a long time. Autarch The Autarch has received some changes. This comes in handy when you want your Crimson Hunters to arrive after the enemy flyers have arrived, for example. His stats remain unchanged, the points cost for his upgrades mostly, too, although the power sword, avenger catapult and death spinner have gone up in points while the laser lance has dropped by half.
Also, his jetbike, warp jump generator and swooping hawk wings are cheaper now. In short: has be been buffed? On a jetbike build, the reaper launcher and fusion gun are largely a waste, as you'll get to use the former very seldomly if your goal is to get him to charge into close combat, and the latter isn't necessary as the Autarch can charge a tank and will use his S6 lance against rear armor.
Not that you should use this guy as your primary tank hunter in the first place anyway. On top of all this, the Autarch has access to the Remnants of Glory wargear list, giving him some cool but costly options. Every turn. If that's not insane I don't know what is. Imagine the hilarity of it - a single infantry model skittering from one corner of the game board to another the next turn.
That's creepy. And the best thing is, it will guarantee you Linebreaker. Lots of stuff to play with, including the Uldanorethi Long Rifle that allows him to sit back and take potshots at marines although the reaper launcher is probably better at this and deal wounds on Monstrous Creatures with relative ease. The Autarch also adds a much needed close-combat punch for both the Warp Spider and Swooping Hawk aspects if you kit him out with the warp jump generator or swooping hawk wings, allowing said squads to shoot an enemy and then finish them off with a charge, both their exarchs providing additional pain through their power weapon upgrades.
As you can see, there are lots of different ways to field him, although I still think the Jetbike Lance Mantle-Autarch build is so far the best available. Illic Nightspear One of the best snipers in the galaxy, perhaps not as good when it comes to raw killing power as the famed Vindicare Assassins, but with abilities that give you more board control including the ability to field entire units of Alaitoc Pathfinder snipers that always target whichever enemy model you want - the strategic implications of this are bountiful.
Illic Nightspear has against Necrons both Hatred makes him better in close combat and Preferred Enemy re-rolls 1s when wounding that C'tan Shard? Yes please! If you decide to stick him in a unit of Rangers for added protection, he gains both of these USRs , but can no longer start the game anywhere he pleases and instead follows the normal limitations for infiltrators, but he can still split fire due to the Mark of the Incomparable Hunter Warlord trait.
As mentioned before, Illic Nightspear can turn your Rangers into Pathfinders very characterful for Alaitoc armies which does look like a very pricey upgrade, as each guy is now literally twice as costly as a normal ranger, but benefits from shrouded in addition to stealth and most importantly, they can precision shot anyone they like without having to get lucky, although the victims still get to take their cover and usually also their armor saves.
Except Illic Nightspear's sniper rifle doesn't allow them the latter thanks to AP2. Problem however is the fact that his sniper rifle does not ignore cover saves. Still, we're talking about his BS9. And you want to know what the best thing about him is? He costs just as much as Yriel. But will oh-so-obviously be of a much more valuable strategic asset to your army than the cc -monster can ever hope to be, nevermind the fact that he is that much cheaper than the cheapest Phoenix Lords.
However, in addition to cover saves, there is another caveat: and that caveat is called Lookout, Sir! This makes him very useless when it comes to taking out enemy HQs that are part of squads, or Hive Tyrants with Tyrant Guard. Still, I think for the points you get a lot and in high points games this guy becomes a must have due to the sheer number of special weapons and upgrades among certain squad members you will be encountering.
Farseer The Farseer is perhaps the most iconic unit in the entire Eldar faction. People who haven't played Eldar will still know what a Farseer is, that's how popular these psykers are. Let's see what the new codex has turned them into, shall we? Of course, you could also wield a single-psychic-power Farseer ranging from 75 to 85 points. Either way, giving him Runes of Witnessing gave all enemy psykers a real tough time passing their tests throughout the game, while Runes of Warding made the threat of Perils of the Warp negligibly low.
In the new codex, there are quite a few changes. To begin with, the Farseer's cost has been altered in that he is cheaper than the Spiritstone wielding dual-power version of the old codex, and is now Mastery Level 3, but costlier than the single power version of the old codex which is no longer an option.
Given the randomness of psychic powers, this is a balanced points cost. However, both RoWa and RoWi are useless now, as they cost just as much as before, but are one use only and also have different rules that have severely nerfed them.
On the pro side, the upgrade to Eldar Jetbike has dropped by half its points cost, making a Farseer on Jetbike just as much of a tempting option as sticking him with one of your Aspect Warrior squads in a transport. As to the psychic powers themselves, Guide is now the Primaris Power, so your Farseer will always have access to this if you are unhappy with what you roll All other psychic powers from the old codex have made it into the current one Doom, Eldritch Storm, Fortune and Mind War , but have received some buffs.
To begin with, their range has been noticeably boosted to a common 24 inches. Mind War especially benefits from this, as the new rules now prevent enemies from using cover saves against it, only allowing for invulnerable saves, making your Farseer a very effective sniper - remember that we're not just talking about enemy ICs and MCs here, but also single-wound sergeants and heavy weapon dudes that can now be cleanly shaved off a squad with no cover save to protect them.
However, this power is still relatively harmless as Lookout, Sir! If you roll worse, you have to select a random model. Fortune has been buffed in that it now also allows your unit to re-roll failed Deny the Witch rolls, but both Fortune, Mind War and Eldritch Storm now cost 2 Warp Charges to cast.
Doom can now allow a unit to re-roll failed armor penetration rolls against vehicles aka the tank hunter USR , so that's a big buff to an already great power.
Ignore its strength in the weapon profile - the S3 big blast was a thing of the past. Is that cool or what? The Ghosthelm has been nerfed in that you now have to use up a Warp Charge to negate Perils. There are two new psychic powers: Executioner and Death Mission, with the former being a good sniping power that works great against Monstrous Creatures due to Fleshbane, and the latter being somewhat unrealistic in that it beefs your Farseer up at the expense of being able to cast other psychic powers to become an incredible close combat fighter in terms of WS , BS , I and A, but puts a countdown timer on his own life.
There are three ways to field a Farseer - either joined with a unit and usually aboard a Wave Serpent, on a Jetbike with the Mantle of the Laughing God relic, or on foot at your firebase, buffing your long range.
The best way to cheaply deliver him into CC is to either buy him a Jetbike and turbo boost, or stick him with a Storm Guardian squad in a Wave Serpent or if that's too costly, just footslog them with a Conceal Warlock. On the way, he can Mindwar enemy heavy weapon dudes and sergeants. The Farseer has plenty of uses where he can boost squads or even prove his worth in close combat himself, so overall I think this guy is well worth his points, even though he received some nerfs, because in other areas he has received buffs.
I don't take him because I loathe unpredictable units, but this unpredictability itself is a fascinating new side to 6th edition 40k and makes for some very interesting builds and games, and an Eldar army with a Farseer is a staple and welcome sight on any battlefield. Spiritseer The Spiritseer is a more aggressively oriented Psyker compared to the Farseer. He is 30 points cheaper, has 1 less LD , 1 less wound, and 1 less Mastery Level, but makes Wraithguard and Wraithblades Troops choices.
Which is insanely good, because having these guys as scoring units is what makes them that much more worth their points. He has access to Telepathy and Runes of Battle psychic disciplines, and can take gear from the Remnants of Glory list. Shrouded as Primaris? I'll take it. Yes please. Or a Soulblaze Heavy Flamer to compliment a Wraithblade unit? Eldrad Ulthran The daddy of all Eldar psykers; probably the most badass psyker in the 41st millenium itself.
Canon has been rewritten to bring this guy back from the dead as the Medusa V Campaign had otherwise doomed him to end up in or, technically you can say the events written in the previous codex haven't taken place yet during the timeline setting of this current codex, meaning they will happen after all, but the 13th Black Crusade is pretty much the end of the 41st millenium and the beginning of the 42nd, therefore no longer being relevant for the Warhammer 40k universe's meta.
Question is: is Eldrad the powerhouse he used to be in the last codex? Before we compare him to his former self, let us compare him to the new, bog standard Farseer. And because he can cast upto 4 spells per turn, the chance of him being able to cast at least 5 spells a turn is almost guaranteed.
The Staff of Ulthamar has been buffed in that it is now a Force Weapon, allowing Eldrad a chance of taking out any multi-wound model he fights in CC , although his number of attacks remain meagre. But just imagine having Eldrad cast Death Mission on himself and then charging the enemy I have no idea why he even has a Witchblade - the Staff of Ulthamar is neither two-handed nor unwieldy, so he has 2 base attacks with this and his shuriken pistol, making the Witchblade only relevant if some enemy's special rule renders his Staff of Ulthamar obsolete like the Disarming Strike Exarch power.
That's attacks at Initiative 10, Weapon Skill 10, i. Unfortunately, Death Mission poses a restriction in manifesting psychic powers other than it, so Eldrad can't activate his Force weapon to insta-kill them.
Of course, Eldrad is more effective when aiding your army with his plethora of powers, and the tactical repositioning at the beginning of the battle also helps, so I'd say this guy is definitely worth his points cost although he can't take a jetbike , probably more than any Phoenix Lord whose scope is far more limited.
Warlock Council Unfortunately, Warlocks have received a major nerf in this codex. In the last codex already they had been nerfed by being made costlier because they then came equipped with Shuriken pistols and Witchblades by default in the pre-previous codex a warlock costed 11 points and came with a Shuriken pistol and cc -weapon, so you could spam them with the Heavy Flamer psychic power for relatively cheap Since psychic powers are randomly rolled for in 6th edition, you no longer know what you will get, although now each Warlock has 2 psychic powers he can use offensive and defensive versions of the same power he rolled.
Even though it only targets your psyker, the Shrouded USR in the BRB says that the entire unit will benefit from it if one model has it.
It is also great if you want to hold that home objective at all costs, no matter how much non cover save ignoring fire the enemy pours at you. Either way, I have never been a fan of moving Guardian Defenders out in the open - even with Conceal, they will die easily and there is no point in sinking this many points to make your squad just a bit more survivable.
Those 35 points are put to better use elsewhere. The offensive ability of the Primaris Power, Reveal, is only useful in situations you seldomly encounter on the battlefield - it does help immensely against Tau Stealth Suits or disruption podded vehicles and the like, but its short range and the Tau suits' assault move means you need to get there with your Warlock in the first place - good luck with that.
Renewer can immensely help your Wraithlords, Avatar and Wraithknight stay afloat. Horrify is cumulative, so if two Warlocks get it, all the better. Now you are lowering a squad's leadership by Oh I'm sorry did you say your Deathwing Terminators are fearless?
Well right now they are running for the hills, hmm gee I wonder what the Inner Circle will make of this. However, it also only has 18" range, just like all other Runes of Battle powers, so getting your Warlock in range is the tricky part. Power armored Dire Avengers if you are fielding a Spiritseer , anyone? Unfortunately, Warlocks still cannot join Aspect Warrior squads, so these powers are largely put to waste unless you field them as a unit or really let the core of your army consist of Wave Serpents transporting Storm Guardians, or attach a Spiritseer to an aspect warrior squad.
Furthermore, Perils of the Warp no longer allow invulnerable saves to be taken even if successful ones had to be re-rolled in the previous edition. Don't bother with them. Perhaps one small little fact worth mentioning is that you can now take them without having to take a Farseer. So if your list has the Avatar, a Phoenix Lord or an Autarch as HQ , you can now field warlocks, which wasnt legal in the previous dex.
However, keep in mind that you cannot take them as your sole HQ choice, as 6th edition requires a legal armylist to have a Warlord, and as defined in the BRB , this has to be a model with the character keyword and from your HQ section. Warlocks merely have the infantry unit type when taken as a group, and only gain the character keyword when sent off to lead units, but at that point they are no longer in the HQ section. Elites Fire Dragons Fire Dragons are different now. Still, what this means is that your Fire Dragons are now more survivable after they disembark, giving them a fair chance of surviving into that additional turn during which they could take out another tank.
The Falcon will be kitted out with a Scatterlaser to make its other weapons twin-linked , Pulse laser Anti Tank and Shuriken cannon together with the SL for some solid anti-infantry firepower as well. What this makes for is an expensive, but mobile unit that can be dropped off next to something - anything - and make it disappear, regardless whether it is a tank, huge infantry blob or terrifying monstrous creature.
The Wraithguard are definitely tougher, but the Fire Dragons possess a Heavy Flamer and come with melta bombs to make sure whatever tank they shot at will get blown up if for some miraculous reason it survived the shooting phase, something which 5 Wraithguard can't do, should they fail at taking out the tank during their shooting phase.
Another thing that makes Fire Dragons insanely better than their counterparts in 5th edition is that they can now actually charge a Monstrous Creature and finish it off in close combat. Yep, you heard right. And because the Fire Dragons all have initiative 5, they usually get to strike first. So if you have reduced an MC to 2 wounds or less 3 is pushing it you can charge in with your Fire Dragons and bring the beast down instead of despairing like you used to in the previous edition.
Good hunting! Howling Banshees Banshees got a 1 point reduction, but this hardly redeems the desolate state Eldar Banshees are currently in. I remember the good old days when Banshees meant something on the battlefields of the 41st millennium — they were a unit feared by many and rightly so, for they would slice through a terminator unit with their plethora of armor ignoring attacks before the swiftest of them could even strike a blow.
And now, 6th edition has made power swords about as useful against terminator armor as a wad of cotton candy. I also remember the eternal debate raging years ago between Banshees and Striking Scorpions — both had their uses, but which one to take was the ultimate question.
In light of all these developments, Banshees have taken a back seat and lurk in the shadows, watching Eldar players take other units to battle in their stead. They did gain a new special rule — acrobatic — which gives a massive boost to their Run distance. Instead, it has master-crafted meaning ONE failed to-hit re-roll.
And you lose your shuriken pistol, unlike when taking the two-handed Executioner. But the Executioner still remains my favorite - S5 always comes in handy. This however means that they may not get to assault the enemy unit they actually wanted to assault as it may be further back and we're also not taking into consideration that the target enemy unit can move backwards and still shoot at the approaching banshees.
While in the previous edition a Wave Serpent got them safe and sound into CC by turn 2 24" flat out on turn 1; disembark on turn 2 and then move, shoot and charge upto a total of 12" in 6th edition you can no longer assault the turn you disembarked from a transport, even if it was stationary, so you won't be able to assault before turn 3 12" vehicle move on turn 1 and shoot with all weapons at normal BS , 6" vehicle move on turn 2 and 6" disembark, shoot with everything once more; then 6" move, shoot and 2D6 " assault on turn 3.
Purchasing a costly Wave Serpent for your girls, in effect, only protects them from enemy fire during turn 1 - they will still be exposed to one round of enemy fire on turn 2. Banshees on foot, having an average run distance of 12", which is the same as a Wave Serpent moving at cruising speed, are exposed to 1 more round of enemy fire than Banshees aboard the transport are, so the question is A 10 woman Banshee squad is cheaper than a 5 woman squad inside a Wave Serpent.
But on the other hand the Wave Serpent has mutated from a reliable transport to a killer Gunship in the new codex, so really this is no longer about transporting the fearsome Banshees into CC as it used to be in previous editions, but rather purchasing a fearsome battle tank with a Banshee "cleanup" squad as a mere bonus.
Striking Scorpions Striking Scorpions are also benefactors of the new codex. For an additional point per model, they gained fleet, the stealth special rule, the infiltrate special rule and the move through cover special rule, all without having to take an Exarch. At S6. And AP2…again, making the other Exarch weapon options utterly useless. Seriously, who would even consider them now?
Yes, you heard right — this weapon was certainly designed by Matt Ward and is probably the most overpowered non- IC weapon in the entire metagame right now. Only from — did Striking Scorpion Exarchs possess 4 base power attacks at S6 and 5 on charge…albeit at Initiative 1.
The 50 points you save this way can be used to purchase a Vyper, which will come in handy against GEQ. Before we wholly dismiss Banshees however, note that the Striking Scorpion Exarch can be theoretically taken out in a challenge, and once he is gone, there are no armor save ignoring weapons in your squad anymore, while with Banshees you cannot do that. Still, 4 out of 5 times the Striking Scorpions come out on top now. In the new codex, they have become more versatile.
To begin with, the standard Wraithguard-wielding-Wraithcannon configuration has gotten 3 points cheaper. However, you can no longer field 3 man units as the minimum squad size has risen to 5. So the standard Wraithcannon loadout exists to either destroy armor, monstrous creatures, or heavy infantry, although Fire Dragons can do these equally well, albeit take a lot less punishment. Wraithguard are essentially Fire Dragons with insurance — no need to depend on melta range and you can take a ranged beating.
However, Wraithcannons have been changed somewhat. So this is actually a boost, as now your Wraithcannons can potentially insta-kill any multi-wound character upto T5 without even having to roll a 6 to wound, as long as they fail their invulnerable or cover save at least once. Against vehicles, the Wraithcannon profile has also been changed in that they no longer glance vehicles on a 3 or 4, and penetrate them on a 5 or 6, but merely penetrate them on a 6 IF they havent done so already in a lesser roll.
Now this makes no sense to me. A S10 weapon is going to penetrate even the toughest tank AV14 on a Wraithcannons are now worse against glancing AV14, but better at everything else incl. Should the MC even fail a single inv. I personally see D-scythes as a costly, useless option — there are plenty of other troops in the Eldar army that excel at taking out light infantry, and even against heavy infantry do we have ample amounts of weaponry that safely do the job from afar.
This is the reason why we need Fire Dragons and Wraithguard…drop them off near an MC and watch them bring it down in 1 turn of shooting. Wraithblades offer a different approach. Personally, I hate the dual Ghostsword Wraithblades…what are they trying to accomplish? At best, they are an improved read: more resilient version of Banshees, as you can get 1 for every 2 Banshees you would otherwise be able to field and that 1 Wraithblade will likely last longer than 2 Banshees do and even though it only has half the number of attacks, it wounds things far easier, but has no banshee masks to reduce enemy initiative.
However, it gives them 1 additional strength over the Ghostsword making them better at wounding monstrouc creatures and makes their attacks AP2, being able to crack open even terminator armor.
The important bit is…they get Forcefields. And at no additional cost over the dual Ghostsword option. This makes Ghostaxe and Forcefield-armed Wraithblades viable as running footsloggers.
Previously, you either used Wraithguard with transports to get them to blow stuff up with their short range guns, or marched them on the battlefield as a bullet sponge to keep the rest of your army safe - but AT weapons, plasma and such could still bring them down quickly.
Or should he focus them on your tanks and let your running Wraithblades reach him in the next turn or two? Ghost Axe Wraithblades' only bane is getting bogged down by light infantry in close combat, something the standard Wraithguard also fear, but unlike their Wraithcannon wielding cousins, the Ghost Axe wielding Wraithblades need not worry as much if they get assaulted by more dangerous things.
Out of all Wraithwarrior options, I believe this one is the most versatile one, as you can use them either as effective footslogging bullet sponges, tank hunters or with a little bit of luck, MC and heavy infantry hunters, too. Perhaps the best thing about Wraithblades is by taking a Spiritseer as HQ you can make ALL of them troops choices, thereby not only freeing up Elite slots in bigger battles that can then be filled with Fire Dragons, Striking Scorpions, Harlies and so on, but also making your Wraithwarriors scoring units.
Enemy tough-as-nails unit occupying an objective? No problem. Drop a D-scythe Wraithguard unit near them and watch how their toughest warriors are swept off the objective like leaves in the wind when your Wraithguard turn on their leafblowers Harlequins Ah yes, the Harlequins.
Enigmatic and frivolous, Harlequins have beeen gleefully wrecking havoc on battlefields for a long time. How have they changed in the new codex? The answer is simple: not at all. The stats, equipment and points cost have remained the same. The Shadowseer however must now test for the Veil of Tears psychic power and no longer passes it automatically like he used to do in the previous codex this should have warranted a slight points reduction However, the 6th edition Furious Charge means Harlies no longer get I7 when charging.
They are also subject to the nerfs to close combat 6th edition brought with it, such as assaulting out of stationary transports and most importantly overwatch Interestingly, the Harlequins do not benefit from any of the new Eldar special rules such as Ancient Doom and Battle Focus either. The issues with harlequins and shadowseers seem to be becoming one of my pet peeves in the new eldar codex.
Let's look at it this way: the shadowseer is mandatory for the unit to function. Second, the spiritseer provides the obvious way for the unit to move across the board on foot. This is something most assault units must do somehow - either through toughness, transportation, cheap bodies, and other tricks. Except now that he's a psyker the spiritseer can derp and leave the unit exposed Design issue number two.
Third, harlequins are supposed to be an exotic, weird unit even by the eldar standards. The fluff talks about some pretty crazy things about them and their abilities - and the vast majority don't make it to the codex. The masks projecting fearsome images don't give them fear. Their focus on fighting chaos and slaanesh in particular does not get them any special rules against slaanesh or daemons - in fact, they lack a rule the rest of the army gets.
And why didn't the Solitaire make it in this time? Harlequins can perform decently if their veil works, or die like thrice overpriced daemonettes if it does not. They now cost 3 points less per model AND already come with the Hit and Run Special rule — something you had to take an Exarch and a special power for, in the previous dex.
This makes for a very solid unit that can operate without an Exarch. Akin to what was done to the Dire Avengers Exarch, dual death spinners are no longer an option now, merely a twin-linked one for the same points cost. Nevertheless, I have to point out that monofilament weapons did receive a buff in that they can now potentially take out terminators.
Overall, no complaints from me regarding Warp Spiders — a unit that had been feared since 4th edition and continued to hold its own in 5th now just got that much better in 6th. On the other hand, you are now no longer forced to move every unit as far as the die roll shows, but rather treat that as the maximum distance they are allowed to move. In the new Eldar codex, a couple things changed.
This brings the Hawks on par with Space Marines — except they are far more mobile, can deepstrike and have tankbusting grenades that can take out Monoliths in one round of assault with a bit of luck. Last but not least: upon arriving from reserves, your Hawks do not scatter, so you can precisely have them deepstrike in close proximity to cover, but in view of an enemy squad, shoot everything, and then Battlefocus-run into cover, re-rolling the die if you're not satisfied with the run distance due to Fleet.
Because Blind, that's why. With little chance of passing the blind test, you can render a whole squad of the enemy pretty useless in shooting in the coming turn. Hawks are best used with an Autarch in your army for those reserve roll modifiers. Vyper The Vyper has received a noticeable boost. Kitting the Vyper out with better weapons definitely pays off now, as their points cost was deducted and you can now actually hit stuff for a change.
The Vyper also makes for a good infantry hunter — mount a Scatterlaser on top and you can land 7 shots every turn, 3 of which are twin-linked. Shining Spears Although the Shining Spears dropped by a whooping 10 points per model compared to the previous dex, they are no longer the mutt's nuts, because 6th edition made them lose their ability to take out an entire squad of terminators upon charging.
With AP3, these guys are no longer a must have, as they can't accomplish anything that Dark Reapers can't solve from afar. On the plus side, they gained Skilled Rider without having to take an Exarch and now can also Outflank. Unfortunately, the unit is not armed with Shuriken Pistols, otherwise each Shining Spear would have had 3 power attacks on charge, and the Exarch with Starlance 4, but that remains a dream. Still, I think in a typical 5 man Shining Spear squad, 3 Star Lance attacks on charge that hit on 3s and wound on 2s along with the unit's accompanying 8 S6 AP3 attacks can ruin any Monstrous Creature's day unless it is a Riptide or Tyranid MC with armored shell - especially now that Shining Spears can make their shooting attack with the Laser Lance at AP3 prior to charging as well good news!
In fact, it is a very bad idea to assault a Swarmlord as he has Initiative 6. If you're out hunting MCs , the monster hunter Exarch power is a must have. For its points cost it's a steal, as it benefits your entire unit.
The Exarch makes for a situational BS5 vehicle hunter, given his Star lance, and charging into the front of a tank that has AV10 on the rear isn't a bad idea either with all those laser lances, but all of the things the Shining Spears can do, can be done more efficiently by other units such as dual Shuriken Cannon War Walkers, Dark Reapers, Fire Dragons etc. And re-rolling armor penetration on enemy flyers cements its role as King of all Flyer hunters in the 40k metagame.
Also, having an Autarch as HQ helps. Heck, if you are playing Imperial Guard and the enemy has an officer of the fleet, that's even better for you! Until then, it can target enemy tanks and leave smoldering wrecks behind, and generally do its job without much problems.
0コメント