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Saturday, June 1, 2013

A First Look at the Eldar Codex



Here is a First look at the new Eldar codex. There is a lot that I have been delving into since I picked up the codex, but some of the first things that jump out at me.......


1. Wave Serpents with their new shielding. Just wow. Very cool with the option to forgo the shields to add to the shooting firepower of the vehicle. Of course the shields reduce penetrating hits to glances on a 2+

2. Wraithknights. Of course we knew they were expensive, but some of the upgrades are just too expensive to really use. Not to mention that you can give the thing 4 shooting weapons and it can only use 2. Think I will stick to the one single wraithknight I got at release.

3. Crimson Hunter.... all goodness. I like it although it can get a little expensive for an AV10 flyer. Good shooting, good balistic skill.

4. Guardians have better options and an increased balistic skill. Gone are the days of BS 3 eldar. Of course shuriken catapults still do not look compelling.

A lot more I am sure, and of course there are more videos on the youtube site. So check them out
http://www.youtube.com/channel/UCY2bGWwIQDpw9wqz3HZutAA?feature=results_main

23 comments:

  1. I love the opening shot man, its like "check out my codex SWAG". Thanks for the teaser, off to get mine tomorrow!

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  2. That's a great intro, Natfka, and I agree with your points of interest. It's a shame that the Wraithknight can have so many weapons, but only shoot two a turn. At the same time, it's a lot more survivable being a MC than a walker, so some compromise is in order.

    For anyone interested, I'm going through the codex myself today and am posting several review articles (one up already!). Follow my homepage link to find it!

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    1. ... and that would be at http://murphy80.hubpages.com

      Thanks!

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  3. The bit everyone seems to be missing is the run/shoot or shoot/run rule.

    That's really rather amazing, especially with fleet. We play a house rule that fleet gets you a fixed 5" move and a normal run is 4" - that's true hit and run. We assumed there were too many dice rolls so cut it down to an average number - we do the same for jetpacks and jetbike moves.

    And jetbikes as troops? Hang on - think it though: move forward 12, then another d6, shoot, then jetbike away - at T4 with a potential 2+ save. It's times like this when you wish for Privateer 'unit activation' rules, so you can complete an entire 'phase' with one unit.

    But goodness me. Jetbikes as allied troops?

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    1. Jetbikes were troops in the previous Codex, that didn't change - so I think that may be why nobody is really bothering to mention it.

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  4. A little more expensive maybe, but looks like they finally are figuring out how to run Ravenwing/Deathwing in an Eldar fashion.

    Wraith/Jetbikes and some psychic giggles for support/disruption.

    Well done, so far.

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  5. Everything in the book is too expensive honestly.

    Serpents are awesome - but to get a decent one with a HF and a cannon you're looking at 145 points. Thats a whole squad of avengers right there.

    The wraithknight is just sad. Its way too expensive. If it STARTED at 200 or the suncannon wasn't a ridiculously priced plasma cannon then I'd be all about it. As it is, it wont see the table.

    As for the crimson hunter - sorry but its overpriced trash too. You'd better take three of them because you'll lose one 72% of the time if there's a quad gun on the table.

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    1. btw 72% was a figure I pulled out of my butt. What I meant to imply is that a quad gun will kill it nearly every time it comes on the board.

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    2. scared of quad guns? oh I pity how much you suck at this game

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  6. Dude seriously? Had enough of reading your constantly negative comments on bols this week, dont need it here too. Thanks for sharing - we get it - you think the dex is mostly bad. Some of us are still trying to enjoy the release for what it is, not what it could have been of wish listing came true. What is there for you to gain from spreading your misery about further? Do you get something out of being one of the first to say 'blah blah this dex sucks'?

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  7. Natfka in response to your question in the video about how the wraithknight will work with the while 4 guns but only able to fire two thing, well it's like this, if you arm it with a sword then obvs no problem, a suncannon, use one of the scatter lasers to Mark your target before using the sun cannon so you get those crucial re-rolls to hit, and as for the heavy wraith cannons well the two smaller weapons are for when you have to fir the cannons in the mode that is str 10 ap 1 blast but as a result cannot use them the next turn while they cool down, while they are "cooling" you can fire 8 scatter laser shots at str6 which will do a lot to take a chunk out of. Hoards of orks or nids or maybe a few space marines (in which case equip it with star cannons) and still be able to jet pack 12", the perk of this thing is it's ability to shoot and still move incredibly fast and even. If your opponent goes first you are t8 with 6 wounds so will be hard to kill and if you are killed well chances are you will have drawn Pretty much all he enemy fire and then viola the rest of the force strikes at full strength, I admit there are a few flaws to the wraithknight but it's not as bad as many have said at at all, and it looks like it has the potential to be extremly versatile

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    1. there is no cool down on the heavy wraithcannon. It is simply a S10 AP2 12" assault weapon with the distort special rule.

      Unless you are concerned with range issues of the heavy wraithcannon, then there is no real reason to arm yourself with the expensive other weapons.

      The only real reason to arm it with the secondary weapons is if you upgrade to the ghostglaive and scattershield option (since you would then have no ranged weapons). Even so, upgraded guns are 20pts apiece, turning your 240pt unit into a over costed 290pt unit (after the glaive upgrade)

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    2. I thought heavy wraith cannon range was 36"

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    3. doh, your right. 36" on the wraithcannon.

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    4. well, 36" on the heavy wraithcannon. (not the std wraithcannon which is 12")

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    5. Haha thanks. Good to see you back in action

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  8. Could you fire the scatter laser and one wraith cannon full blast one turn and then turn around and fire the other wraith cannon on full blast the next turn? (Waiting for my book, I live in the boonies)

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    1. this works with the suncannon, but then you only need one single scatter laser, not two.

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  9. Dave, as far as I can tell there is only one way to fire the Heavy Wraith cannon (s10 ap2 assault 1) where have you seen the rules to make it ap1 blast?

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    1. I think he was referring to the rumoured rules, which furned out to be incorrect.

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  10. Just saw the twin linked bright Lance is only 5 pts on a wave serpent. Yay

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