Having
read though the second edition of the Doom of Mymeara with excitement
over the updated rules for Eldar warmachines and units I though I
would share with you all what I though. This review will be in three
parts, the First (this part) will be on the Eldar rules, the Second
part will be covering the Rules for Corsairs, and the third Forces of
the Imperium, Background and my overall opinion of the whole book.
Anyway onto the Eldar units...
Forces
of the Eldar
With an
updated Imperial armour it means we get updates rules, and this time
its the turn of the Eldar. Quite a lot of it is just a bit of a
polish of the existing rules to bring them back up to date with 7th
edition and the current Eldar codex. I will go though them unit by
unit to give you a clear view of the changes, but I wont go over
point changes exactly, as i'm not 100% sure what every unit used to
be.
Shadow
Specters
The first
thing I noticed about the Shadow Spectres is that their profile is
the same as the rest of them except for the Exarch who only has the
traditional 1 instead of 2, which I only mention for the sake of
continuity. I think the 2 wound exarch is silly, but such is life.
Anyway
Shadow Spectres are a jet pack infantry unit who specialise in taking
out tanks as well a being able to take out light infantry if needed.
They are relatively low in number at 25 points a model but do have a
3+ save to keep them alive, but they also come with a spectre
holo-field which gives them a 5+ cover save if they move, and a 4+ if
they thrust in the previous turn. They also gain fear, and the exarch
power forces enemy units within 12 to roll and extra D6 for
leadership and moral tests and take the highest two. So straight away
it makes them an interesting unit for psychological warfare if you
can get them close to the enemy.
Each
Spectre comes with a Prism rifle. This has two modes, one is an
anti-infantry unit which is a strength 4 ap 4 blast, which is nice
when you trying to take out Tau or Storm troopers. However the other
mode I a strength 6 lance shot. I know it doesn't sound reliable at
taking out tanks, but for each hit you get you can choose to exchange
them all for a single shot with either +1 strength or -1 AP for each
shot after the first. So soon you can have an Ap 1 shot with ease or
upping the strength to 9 with out much of a problem.
However
you still only get 1 shot, which isn't great at taking out tanks, and
is poor when you face super heavy tanks. If you want specific
anti-tank Aspect stick with Fire Dragons, but the Spectres give you
options, which the Eldar pay a lot for. For 25 point a model you get
an ok infantry killing unit and a risky one shot anti-tank shot which
is very dependent on number of hits, so it wont take out flyers. But
I believe that the psychological aspect of the unit is by far the
most useful if you can keep them alive, however I have never used
them... so that purely just looking at the rule rather than
practical experience. Still I like this unit.
Irillyth,
Phoenix lord of the Shadow Spectre
With a
new aspect comes with a new Phoenix lord. He comes with the standard
lord profile with a few extra bits of wargear and special rules. The
weapon of choice for this lord is the Spear of Starlight, a heavy 3
strength 7 ap 2 weapon which can take out tanks with a bit of luck.
It can also be used in combat with a bonus to strength and ap 3 (or 2
on the charge) which isn't too bad. The extra special rules are fear,
night vision, hit and run and acute sense. First of all I have no
idea why he has acute senses as he can't outflank as far as I can
see... so yer. Hit and run helps his unit stay out of combat where he
doesn't really want to be when he could be shooting at stuff. He also
ha the Spectre exarch power which is handy, but this combines with
his warlord trait. If an enemy unit within 12 inches targets his unit
they have to take a leadership test, if they fail they can only snap
fire at him.
Overall I
have no idea why you would take him really other than fluff or if you
really like Shadow Spectres, a he doesn't add all that much bar a bit
of a beat stick. He's ok as a combat character but in an Eldar army I
feel your HQ should help your force more than be a combat monster,
but that's just me.
Eldar
Hornet
This is
the fast attack choice which invalidates the vyper, it has higher
armour, not open topped, two weapons which can be upgraded like the
vypers with the addition of pulse lasers and come equipped with star
engines. Also you can scout (so outflank) and ha acute senses, it
also can go flat out and still snap shoot. But the nail in the coffin
is its only 20 points more than a vyper with 2 weapons. For those 20
points you get a hell of a lot and really unless your on a points
budget take a hornet. Thanks to do points drop of the vyper in the
recent codex, the vyper I still viable, but not so long ago the vyper
and hornet used to be the same points and the vyper never stood a
chance.
Focusing
on the Hornet now, if you pay 80 points you can have 4 strength 8 ap
2 shots on a fast skimmer which outflanks. This is very powerful but
also still quite weak, as 2 hull points with av 11 isn't going to be
winning any wars of attrition. But if you are playing eldar in an war
of attrition you are doing it wrong (unless your just using wraith
units). If I had a unit of 3, I would use the Hornets in every
game, they really do look amazing.
Lynx
Now here
we have one of the biggest changes to the units, the lynx is no
longer a super heavy lord of war. What we now have is a 5 hull point
heavy support unit (we have too many heavy support units) and has
taken about a 100 point drop. Other changes include it armour which
ha improved, and its weapon which is no longer a pulsar, its now a
lynx pulsar. It has also lost its titan holo-field so its no longer
able to just dodge shots. Oh and its now a flyer with hover.
The Lynx
Pulsar now has two firing modes, Saturation, which is a single 48
inch large blast D weapon (so similar but weaker than it used to be)
and Salvo, which gives you 3 twin-linked D shots at 24 inches. While
it has lost a lot of range the salvo mode could be very devastating
against a super heavy or gargantuan, 3 twin-linked D shots is nothing
to sneer at. The option of swapping it for a Sonic lance is still
there if you bought the model before it got discontinued.
Its
special rule is called Sky-hunter, while it a flyer the lynx can only
make snap shots but when its hovering it counts as a fast skimmer.
Even though its a flyer you can choose to start on the table but you
can't take to the sky until turn 2. Why this rule is called
sky-hunter I have no idea as its not very good at hunting in the
sky.... but what ever. If you are flying you might as well jinx as
you lose nothing at all.
I am very
mixed on this change, I doubt I will be using it as a flyer all that
much so I can actually shoot with it weapon, but the twin-linked
snap-shots aren't exactly terrible. Even though its got 5 hull
points, AV 12 won't keep it alive all that long. So when I next use
it, I will have to keep it off the table and try and bring it on turn
2 and kill what ever needs killing. I think the lynx is going to be a
nice addition to the Eldar force but competing with so much in the
heavy support slots I don't think it will be an auto-include. Watch
this space, I will try and use mine soon.
NightWing
The
nightwing is a light flyer with 2 hull points and a good arsenal. It
come with two shuriken cannons and two bright lances, so I can take
down another flyer with ease. You can buy a second one for a unit of
2 so you can hunt down bigger flyers. While only having av 10 and 2
hull points its easy to blow out the sky, but the nightwing has a
little trick for that, it come with Agile and Stealth, so a 6+ cover
save normally, but if it jinks, it goes to a 2+ cover save, which is
a tough nut to crack. Unfortunately every one and his dog ignores
cover saves thanks to formations and special rules so its less useful
than you might think at first. It also comes with vector dancer to
you can get what you need to. You can buy a holo field for a
guaranteed save though which I am thinking you might need to do in
order to survive an unfortunate match up.
For 125
points I think its a cool flyer but you are going to be jinking most
of the time which reduces its ability to actually deal damage but if
you can place it well I don't see how it won't be a great addition to
an Eldar force.
Pheonix
Bomber
A very
different flyer to the Nightwing, still av 10 with stealth, but 3
hull points. It focus is taking out infantry on the ground as it has
strafing run and weapons for taking down infantry. It comes with two
shuriken cannons, two pheonix bombers and a pulse laser. The pulse
laser appears to be more to defend itself if another flyer attempts
to take it out the sky, or if you need to desperately take out a
tank.
It really
shines when shooting at marines in the open, its phoenix missile
launchers have 3 strength 5 ap 3 shots, so with two of them and the
shuriken cannons they will be hitting on 2+ then hopefully just shred
infantry. However for this rather specialised role you are paying
just over 200 points, which is a little pricey for something which
struggles to shift models who are in cover. Personally I don't rate
the bomber but if you can come up with a role for it please comment.
Vampire
Raider
A super
heavy flyer (with hover) with 12 hull points will be hard to shift,
but it also ha a 4+ invulnerable so good luck doing anything to it.
This flyer has a transport capacity of 30 models so I can move units
where they need to go, but its armament is rather weak. They can have
a scatter laser and a twin-linked pulse laser, so nothing amazing,
but you can swap the pulse laser for a twin-linked pulsar which
helps.
I really
don't get exited about this unit, its resilient and can hold an army.
But its very dull and I can't help but feel its better to use this in
a massive game (6k+) where you need move an army in order to
reinforce a section of the battlefield. Its jut very expensive and
dull.
Warp
Hunter
Another
heavy support unit for the Eldar, this tank is an odd one, its the
Eldars Barrage tank. It has the same stats as the other eldar tanks
like a falcon for fire prism, but its weapon is very unique. Unlike
the large range of the Imperial Artillery tanks, the Warp hunter only
has a 36 inch range, but what it lacks in range it make up for in
damage. It fire D3+1 3 inch blasts, and its strength D ap 2. However
before you cry out op, it gets -1 to its roll on the D chart, so it
can never roll a 6. But still it has the possibility to just murder
tanks and monsters that it can hit. Infantry will still die to it,
but it only a 3 inch blast so they aren't too worried about that as
they can just hide in cover (it can't ignore that).
However
it comes with a second firing mode, allowing it to use to flame
template, still D -1 ap 2 shot, and if you use this you are using it
as a last ditch attempt to survive (as otherwise you would just move
away). It makes it a flamer with ap 2 which wounds on a 2+, very
scary.
I have
one of these models and will be using it in the future, but how I
will be using it I don't know. It doesn't have the range to sit at
the very back, so I will have to keep in supported, maybe with
guardian defenders to protect it? Not too sure but this model has the
potential to really do some damage.
Wraithseer
Like a
Wraithlord the wraithseer is a strength 8, toughens 8 monstrous
creature with 4 wounds. Unlike the wraithlord, the wraithseer is a HQ
choice and a psyker. Since his last iteration he has been improved in
a few subtle ways. No longer does he require a second Hq unit to
field him, he can now just be selected on his own to lead your force
to victory. He can take a heavy weapon for his shoulder like the
wraithlord, but also has the option of a D-cannon or wraithcannon so
can take out tanks with ease. As standard the wraithseer comes with a
ghostspear which increases his strength to 10 and give him sunder
(re-roll failed armour penetration rolls).
In
addition to being a kick as beat stick, the Wraithseer has some
abilities to boost your force. Being a level 1 pyker with a twist, he
comes with 3 powers as standard and can cast one of them a turn. His
powers focus around other wraith units, he can give another wraith
unit (not knight) fleet, or give a wraith unit feel no pain (5+),
again not wraith. Both of those powers can help a wriath unit either
get into combat, or just be even harder to shift. The 3rd
power is an assault D6 witchfire attack which won't do much damage
but forces the unit to take a pinning test at -2 ld.
Over all
I think the Wraithseer is a nice unit to add to a wraith heavy army,
adding both a few useful powers as well as being able to take a
punch.
Skathach
Wraithknight
A
Wraithknight that is designed to protect the webway but is now
available for you to use on the battlefield. I am not surprised that
they released a new wraithknight as the original is so popular. This
monster has the same basic profile as the regular wraithknight and
can be used instead of one in any formation or detachment which is
allowed to take a regular wraithknight.
Now the
two difference between the two knights are the weapon options and a
webway shunt generator. The shunt generator allows the knight to make
a special shunt move instead of moving. It allows the knight to take
it off the table and redeploy it within 12 inches of its starting
position then scatter D6 inches then you can shoot, run or charge a
normal, OR place it into ongoing reserve. If you scatter onto an
enemy unit or land within 1 inch you take a wound and are forced into
ongoing reserve. Now I only see this being useful for getting out of
combat and recharging or jut getting away from a scary unit as you
can just jump within 12 inches anyway so no real benefit unless you
need a very lucky scatter to move a little extra. Its just a little
extra protection from getting bogged down in combat as this guy wants
to be shooting.
Speaking
of shooting you get a choice of two weapons, either two Inferno
Lances or Deathshroud cannons. The inferno lances are your anti-tank
option, each gun get D3+2 meltagun shots at 36 inches, so with both
of them that's a minimum of 3 shots each and a very dead something.
The deathshroud on the other hand kills infantry, with two firing
modes. The first is a strength 7 ap 4 hellstorm template with shred
and momofilament. The other is a 7 inch blast again with monofilament
and shred. Its not going to take out terminators but infantry will
die, even if its just because of the sheer number of wounds it will
cause, its best at slaughtering Tau but marines will die in a pinch.
If you were stuck in combat with a horde of something and shunt out
of combat you can then just flame them as they stay in a compact
formation as they can't move after you leave combat.
Personally
I think the version with Inferno lances is the better option, and for
315 points its a steal. It doesn't get an invulnerable save unless
you drop a gun which I can't say I would do as I would want maximum
damage from it. Still a scary unit to face.
Wasp
Assault Walker
The wasp
is an elite war walker, its profile is exactly the same, its weapon
options are the same the only difference is they have a wasp jump
pack. The jump pack allows the wast to use it in either the movement
phase or assault phase. If used in the movement phase the walker can
move between 8 and 12 inches in a single direction ignoring terrain
and models but it can only fire snap shots. If its used in the
assault phase they roll an extra D6 for their charge and discard the
lowest and inflict D6+1 hammer of wrath attacks.
Its an
extra 10 points for the wasp over a war walker and really I quite
like it, as I like war walkers in general and the additional movement
of kick in the assault phase is quite a nice addition. I would likely
just use them as a war walker, supporting other units and if I need
to run away I have that option, or if I need to take out a tank on 1
hull point I can just hammer it to death. Not a bad unit.
Scorpion
and Cobra
I am
combining these two together as they aren't all that different from
their previous incarnations, and are rather similar. Both are 9 hull
point av 12 super heavy fast skimmer. The Scorpion come with a
twin-linked Pulsar (2 shot, 72 inch, large blast D weapon) while the
cobra come with its D-impaler (1 shot 36 inch, 7” blast D weapon
which can stay in place and kill things later on in the game). For
the points I would say that they are your average lord of war, and
which one to take is more a matter of taste than anything else.
The only
real change for them is they both lose the titan holo-field and gain
Improved holo-fields. This means they now have a 4+ invulnerable save
against shooting and in combat, which does help improve its
survivability, but not quite as much as the titan holo field did. I
understand the change though as it keeps the mechanics streamlined
and wont surprise opponents with some complex rule.
Not much
to say, want a lord of war, take one.
Revenant
and Phantom Titan
I have saved the Titans for last and lumped them together as they are
rather similar bar the size. Being eldar they can't just have
something like every one else, so they have two very 'unique' rules.
The first is something they have always had, Titan holo fields. When
they are hit by an attack (combat or shooting) roll a D6, if they
moved they are hit on a 4+ other wise it 3+. So its very good
protection against D weapons as half of them don't even hit you. Now
its a very strong rule but they also have a rule called wraith titan
which is just silly. When attacked in close combat by units which are
not super heavy or Gargantuan, they can only be hit on 6+ regardless
of ws or OTHER CONSIDERATIONS so they ignore other special rule as
well. Super heavys and gargantuans hit on a 5+ instead... now let
that sink in. Not only do you need a stupid roll to hit, the holo
fields kick in and knock some of those few hits off as well. What the
hell are they thinking? Also the rule allows them to run 12 inches if
it has only fired a single weapon. Now both titans have those special
rules making them rather hard to hit in combat and shooting... crazy.
The Revenant is the smaller of the two, with av 12 and 9 hull points
its possible to take out in a turn or two (bar the rule above). It
comes with jump jets which allow it to move 36 inches in the movement
phase ignoring terrain and models. So its very manoeuvrable which an
eldar titan should be with weak armour. Its weapons pack one hell of
a punch though, either Pulsars or Sonic lances. The sonic lance is a
ap 2 hellstorm template which always wounds on a 3+ so will kill any
unit it touches. Pulsars are 2 shot large blast D weapons, so again
will destroy vehicles with ease. In the past you always had to have
two of the same weapon, but now it appears that you can have one of
each. As that has never been an option in the past it does get me
thinking would it be worth taking mixed weapons? Probably not, as one
is close range and the other is rather long I don't see the benefit
of two different weapons. It also now has a heavy 4 skyfire missiles
so it can now also take out flyers. For 900 points you get a very
powerful killing unit, and if it didn't have the wraith titan I would
say its great, but as it is, its very over powered. It should have a
weakness, and combat would have been that but no longer.
The Phantom is the Eldars version of the Warlord, its the biggest of
their titans and ups its armour to 13 and 24 hull points. Being
bigger, it ups its weapons as well, being able to take two of the
three options available to it. Phantom pulsar is a heavy 4 large
blast D weapon with ap 1 which will just kill everything. The
D-bombard option is a primary 1, 10 inch blast D weapon which leaves
the template in place and any models left under it at the beginning
of any subsequent movement phases or shooting phase take a single D
hit. And it remains until your next turn. That can block off entire
sections of the battlefield as no one wants to risk taking extra D
hits for no reason. Take two of these on it and you can just nuke
your opponents army and watch it die in its own turn. This is an odd
change as once upon a time it just ignored void and power shields but
now it just kill the planet. The final weapon option is the Phantom
glaive, a D melee weapon (it only ha 3 attacks so nothing to worry
about) but if you take a wound or hull point the model can only snap
shoot and their attacks are reduced to 1. While I don't rate this
option its a nice addition and will stop a knight from murdering it
in combat (bar wraith titan that is). They also come with the same
anti-air missiles as well as an extra anti-tank missile launcher.
For 2500 points the phantom can and will murder a lot, as it should
as it like the warlord. But again why is it so resilient in combat?
Being able to nuke the battlefield is a bit weird, especially leaving
temples so you kill off what ever you failed in your turn. Just very
powerful, and I don't know if 2500 is enough, I would have to test it
out.
Anyway that is all of the Eldar units, with only 1 thing missing, the
Firestorm which isn't in the book for the Eldar for some reason.
Anyway next Tuesday I will review the Eldar Corsairs then the
Imperial forces and Background.
What do you think of the Eldar units? Have I missed anything?
Hi Malduran, thanks for the review, I only just saw it today. I quite liked it. Maybe some more pics would be nice though :)
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