Author Topic: Review: Codex Eldar  (Read 2277 times)

Chase

  • Global Moderator
  • God
  • *****
  • Posts: 5433
    • Email
Review: Codex Eldar
« on: June 03, 2013, 01:49:17 AM »
So this is where I ask you all to review the new Eldar book.  Sorry to all of you who thought I was going to drop totally pro knowledge bombs on everyone based on my extensive experience.

So yeah, what looks to be hit or miss?  How's the Wraithknight?  It sold really well this weekend.  Is it justified or just awesome looking?  Does the book seem as deep as the other 6th ed books?

Here's hoping I can get ANY of the models this week.  :/
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

Admech79

  • Newbie
  • *
  • Posts: 35
Re: Review: Codex Eldar
« Reply #1 on: June 03, 2013, 03:48:55 AM »
I think the fighter is the big win for new unit
While the wraithknight looks great.
Tactics wise I'm not too sure,  with it being so huge and so costly
Plus with the competition for heavy slots
I don't feel is auto include like the riptide was for the tau
Since the fire prism got so much  improvement

jhobin

  • Paragon Tier Level 14
  • ***
  • Posts: 473
Re: Review: Codex Eldar
« Reply #2 on: June 03, 2013, 10:37:45 AM »
Looking at it from the Allies point of view;

-The farseer is a great deal for 100pts for those armies that have no or bad psychic offense / defense.

-There's great choice's for the mandatory troop choice as well. Min sized bike squad held in reserve to claim obj (cheapest) / squad of guardians with scatter laser or Bright lance / min dire avengers in a serpent. 
"I'm going to sacrifice my pyramid turtles"
-Anonymous card player who makes me wonder if I sound like this talking about 40k!

Moss:"What operating system is it running?"
Bomb Technician:"Vista!"
Moss:"Where all going to die!"

andalucien

  • God
  • *****
  • Posts: 1180
Re: Review: Codex Eldar
« Reply #3 on: June 03, 2013, 10:43:19 AM »
Jetbikes seem totally insane now.   They were actually very annoying to play against before, and they've now been buffed I would say about as much as Flamers were buffed when the infamous White Dwarf article came out.
Name:  Matthew Forsyth
Club:  Errybody in the gettin tips
Where I play: basically I only show up for tourneys or when I'm on my way up to New Hampshire to visit my folks.  I live about 45 mins from both stores, to the south.

Smutz

  • Newbie
  • *
  • Posts: 9
Re: Review: Codex Eldar
« Reply #4 on: June 03, 2013, 10:48:55 AM »
Big thing that I saw was that waveserpents are no longer so extremely high costed. bright lance upgrade went from +40 points to +5. This is going to go a long way for my style of play.

-Smutz

MM3791

  • God
  • *****
  • Posts: 1124
Re: Review: Codex Eldar
« Reply #5 on: June 03, 2013, 10:57:51 AM »
I heard all troop choices including guardians and dire avengers got huge buffs. Also heard fire dragons got an armor increase too. Not sure about the flier ruleswise, but its definately the BEST LOOKING 40k flier to date.. kinda reminds me of a futuristic F-16.. very cool.

Smutz

  • Newbie
  • *
  • Posts: 9
Re: Review: Codex Eldar
« Reply #6 on: June 03, 2013, 12:18:58 PM »
I heard all troop choices including guardians and dire avengers got huge buffs. Also heard fire dragons got an armor increase too. Not sure about the flier ruleswise, but its definately the BEST LOOKING 40k flier to date.. kinda reminds me of a futuristic F-16.. very cool.

Guardians got better but mostly because of 'bladestorm' rewrite (all shuriken weapons are AP2 on wound rolls of 6's) and point cost decrease(9 points per model). dire avengers didnt really change due to to fact that they lost the previous version of bladestorm. so gained AP2 on 6's lost 1 shot ea.
« Last Edit: June 03, 2013, 12:24:04 PM by Smutz »

andalucien

  • God
  • *****
  • Posts: 1180
Re: Review: Codex Eldar
« Reply #7 on: June 03, 2013, 01:04:28 PM »
Well... dire avengers (like everything else) got the ability to run before or after shooting, which is HUGE for Dire Avengers given that they are a short range dakka unit which doesn't really want to be in combat against combat specialists.
Name:  Matthew Forsyth
Club:  Errybody in the gettin tips
Where I play: basically I only show up for tourneys or when I'm on my way up to New Hampshire to visit my folks.  I live about 45 mins from both stores, to the south.

MM3791

  • God
  • *****
  • Posts: 1124
Re: Review: Codex Eldar
« Reply #8 on: June 03, 2013, 01:09:06 PM »
AP2 on 6's is called Rending. Also no other army can run and shoot at the same time.. that's a pretty damn useful ability.

Sir_Prometheus

  • God
  • *****
  • Posts: 1573
    • Email
Re: Review: Codex Eldar
« Reply #9 on: June 03, 2013, 01:15:07 PM »
It seems very strange to me in that mostly, it seems like the good units got better, and the bad got worse.  Well, maybe not so extreme as that, but for instance, guardian jet bikes were awesome before, and now they're way, way cheaper, and the guns are even a little better.  No one was taking banshees, mostly because they were expensive, fragile, and there was no safe way to deliver them....now they're still all those things, and they forgot their plasma grenades.

Guardians got pretty decent, to the point that there's no longer much need for dire avengers. 

Both swooping hawks and warps spiders pretty good now, but I think it will be awhile before people realize that.  Also, I think the warp spiders models are old and people don't like them.  People who would play swooping hawks probably already have the models.  I guess don't expect a lot of model sales.

All Bikes are good.  Stupid good.  Wave serpents and fire prisims are pretty good, but I hear there's not much point to the flacon anymore, which is weird. 

I DON'T think the wraith knight is very good, game mechanically.  Expensive as hell, but doesn't really give you any benefit over taking say, two wraithlords.  The big problem is it can only shoot two guns(you can give it up to 4), and it's 3+ save.  It also doesn't have a invo save.  You can buy it one, and that's only 10pts, but it replaces it's two (really fancy) guns, meaning you essentially have to pay for two replacement guns, that aren't as good.  To give you an idea, I think killing a riptide is actually harder to kill, and the riptide will come out at least 50 pts cheaper, and probably do more dmg (granted, with markerlight support). 

Lots of people seems to like the wriathknight model (I don't, it's too big to be convenient to transport, and it's ironically too humanoid for me, much more so than the wraithlords or guard).  But it's also $115, and people will start to realize it's not good in-game, and the novelty will die off.  So you may be selling them now, but I wouldn't expect that to continue.

Wraithguard are pretty awesome, wraithblades look cool, but perform less well I think.  Wraithlords are proabably a little better than before.  Because they don't get stupid 1/6 without a chaperone and their guns are cheaper. 

Banshees are awful.  Scorpions are pretty good, but the game isn't so much about CC anymore.  Shinings spears are awesome like all the bikes. 

There's no real reason to take a vyper or war-walker. 

Avatar is overpriced and I don't think there's a compelling reason to take him.

I don't love either of the Flyers game mechanically because they're expensive and fragile (AV10) but at least they have a hellacious output of damage.  They're "over-balanced" like the DA and Tau Flyers.  But at least they do look cool and they definitely have a use so I'd expect to sell them.

Since you need model predictions, Chase, I'd stock:

1) Guardians
2) bikes
3) Wraithguard
4) Farseers/spirits seers etc
5) the Flyers
6) I'd expect Wraithlord sales to pick up as Wraithknight sales taper off. 

andalucien

  • God
  • *****
  • Posts: 1180
Re: Review: Codex Eldar
« Reply #10 on: June 03, 2013, 01:18:33 PM »
AP2 on 6's is called Rending. Also no other army can run and shoot at the same time.. that's a pretty damn useful ability.

It's not called Rending for the Eldar :)  It's because their weapons lack the Armour Pen bonus that Rending weapons have.
Name:  Matthew Forsyth
Club:  Errybody in the gettin tips
Where I play: basically I only show up for tourneys or when I'm on my way up to New Hampshire to visit my folks.  I live about 45 mins from both stores, to the south.

andalucien

  • God
  • *****
  • Posts: 1180
Re: Review: Codex Eldar
« Reply #11 on: June 03, 2013, 01:25:00 PM »
I think wraithknights will be pretty good.  Sure they cost as much as 2 wraithlords... besides literally being as tough to kill as 2 wraithlords, a wraithknight has the advantage of being a jump monstrous creature.   I don't think he's primarily a gun platform, he's a scary CC beast (4 str 10 attacks without the need to smash) who you can't run away from and who also happens to have some serious long range firepower.  He kind of reminds me of the Lord of Change in 5th edition Chaos Daemons, which I always loved for his versatility.
Name:  Matthew Forsyth
Club:  Errybody in the gettin tips
Where I play: basically I only show up for tourneys or when I'm on my way up to New Hampshire to visit my folks.  I live about 45 mins from both stores, to the south.

Typhus

  • Heroic Tier Level 10
  • **
  • Posts: 358
    • Email
Re: Review: Codex Eldar
« Reply #12 on: June 03, 2013, 02:08:11 PM »
STUFF

Wraithknight can become an HQ in Iyanden.  And it's entirely possible it will get a rules tweak.

WOOP WOOP
0000 - Rest Period - BUT YOU BETTER NOT SPEND FOUR WHOLE HOURS SLEEPING. IF YOU DO YOU ARE NOT ANGRY ENOUGH AND TOMORROW YOU GET THE FIRST CHANCE TO PLAY PIN THE TAU ON THE CARNIFEX.

Sir_Prometheus

  • God
  • *****
  • Posts: 1573
    • Email
Re: Review: Codex Eldar
« Reply #13 on: June 03, 2013, 02:10:19 PM »
Well, the jump thing is an argument, but....is that needed?

like you said it's 250 pts....for 4 attacks.  What's the intended target?  30 orks ain't gonna care.  Most things that's it's good at killing, like crisis suits, or vanilla marines are either hard to catch or just gonna run away.  It sure would be good for killing GK, everything from GKSS to dreadknights, to paladins, except all those things will kill it dead. 

Tyranid and Demon MCs all make pretty good targets for it...except they all have special abilities too, and things like poison and instant death.  It loses to them most of the time.

Basically anything it's worth spending 250 pts to try to kill in CC will murder it right back. 

I think it's really best for the two Str 10 guns, that's pretty awesome, but you don't much need the jump capacity for those and it's still a little low on the output for the cost. 

Typhus

  • Heroic Tier Level 10
  • **
  • Posts: 358
    • Email
Re: Review: Codex Eldar
« Reply #14 on: June 03, 2013, 02:15:49 PM »
Well, the jump thing is an argument, but....is that needed?

like you said it's 250 pts....for 4 attacks.  What's the intended target?  30 orks ain't gonna care.  Most things that's it's good at killing, like crisis suits, or vanilla marines are either hard to catch or just gonna run away.  It sure would be good for killing GK, everything from GKSS to dreadknights, to paladins, except all those things will kill it dead. 

Tyranid and Demon MCs all make pretty good targets for it...except they all have special abilities too, and things like poison and instant death.  It loses to them most of the time.

Basically anything it's worth spending 250 pts to try to kill in CC will murder it right back. 

I think it's really best for the two Str 10 guns, that's pretty awesome, but you don't much need the jump capacity for those and it's still a little low on the output for the cost.

Scatterlaser'/Suncannon - 3 Str6 ap2 blasts that are twinlinked will make most infantry cry tears of rage.
0000 - Rest Period - BUT YOU BETTER NOT SPEND FOUR WHOLE HOURS SLEEPING. IF YOU DO YOU ARE NOT ANGRY ENOUGH AND TOMORROW YOU GET THE FIRST CHANCE TO PLAY PIN THE TAU ON THE CARNIFEX.