Author Topic: Review: Codex Eldar  (Read 2272 times)

MM3791

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Re: Review: Codex Eldar
« Reply #15 on: June 03, 2013, 02:38:29 PM »
Ah thanks for the "eldar pseudo rending" clarification.. gw is always overlapping rules  ::)

I'm not sure banshees are useless, they have always been a glass cannon alternative option to the scorpions. Can they assualt out of a transport? Also for the record Scorpions have always been really good.. and despite interweb belief, the game can still be very much CC oriented. Two Str 10 guns on the wraithknight is nothing to scoff at

andalucien

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Re: Review: Codex Eldar
« Reply #16 on: June 03, 2013, 02:45:51 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.

I think you're still trying to pigeonhole it too much into either role.  What really what makes units like this so good is that they can switch between roles as necessary.

If it were just a jump mc with its stats, it'd probably be solid at 175 points or so.   It would jump around in the opponent's face , killing all sorts of tactical squads, vehicles etc, being immune to small arms fire and requiring an awful lot of anti-tank fire to take down (e.g. 18 long fang missile hits assuming that you can keep the thing's toe in area terrain).    So you take a creature like that and give it the firepower of a land raider for another 75 points or so, so when it's not more important to be charging something, it can destroy the predator across the board.    I like it.
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.

Chase

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Re: Review: Codex Eldar
« Reply #17 on: June 03, 2013, 02:46:45 PM »
The Wraithlords I had sitting around both sold this weekend, as did the extra one I brought in.

Wraithguard boxes didn't last long.  I'm supposedly getting a bunch more this week, so that's nice.

The Wraithknight did better than I thought it would (I took some of Abington's too).

The Hemlock didn't fly off the shelves like I figured.

The two Finecast models didn't last long.  Now they're special order only.  I think I'm going to TRY to get a few for the wall anyways.  They look awesome.

Guardians sold out.

Rangers sold out.

The Codex did better than any book since Necrons.


Interestingly, the Riptide did well this weekend too.


Eldar did pretty well over all.  Oddly, no bike sales at all...  :)  Iyanden look bad ass based on the preview video.  I like that the Wraithknight can be a warlord.  Frees up HS spots.
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andalucien

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Re: Review: Codex Eldar
« Reply #18 on: June 03, 2013, 02:48:28 PM »
And.... while we're comparing this to the riptide....  it's only fair to look at what would happen if a wraitknight charged a riptide.  Splat.  Most likely the riptide would get run down after 1 round of combat.
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

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Re: Review: Codex Eldar
« Reply #19 on: June 03, 2013, 02:51:35 PM »
Doesn't the wraithknight also have a rediculious amount of wounds too? And its abilty to provide devastating long range firepower as well as its high mobilty can be used to quickly put pressure on an enemy flank. Its a very versitile(and scary) unit.. probably why it sold so well

Loranus

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Re: Review: Codex Eldar
« Reply #20 on: June 03, 2013, 02:59:25 PM »
Chase you think you will have any Eldar books for this Thursday?
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Sir_Prometheus

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Re: Review: Codex Eldar
« Reply #21 on: June 03, 2013, 03:03:39 PM »
And.... while we're comparing this to the riptide....  it's only fair to look at what would happen if a wraitknight charged a riptide.  Splat.  Most likely the riptide would get run down after 1 round of combat.

Well, no.  Firstly, I don't think you'd catch it, the riptide can boost 4d6 if it needs to, plus the move and run moves.  Second, riptide has 5++ for free, and 3++ if it needs it. 

Riptide could actually stand it's own, but it doesn't want or need to.  I don't think your average Tau player will have that much trouble killing a wraith knight, but I've actually rearranged things in my list kill the guy who took 3 riptides. 

Doesn't the wraithknight also have a rediculious amount of wounds too?

It has 6 wounds, while the riptide has 5.  It's also T8 compared to T6.  But the Riptide has a 2+ save, an invo save for free, that as I mentioned it can make 3++.  The riptide is actually a harder target against most things.  :)

andalucien

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Re: Review: Codex Eldar
« Reply #22 on: June 03, 2013, 03:36:10 PM »
Next time we're both at a tourney.  You bring a Riptide and I'll bring  something that I'll pretend is a Wraithnight.  You can buy the extra drone, feel no pain, or whatever, to make it add up to 250 points.  During a round break, let's throw down. Mana a mano.  May the best shouldn't-be-a-monstrous creature win.
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.

Chase

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Re: Review: Codex Eldar
« Reply #23 on: June 03, 2013, 03:39:24 PM »
Chase you think you will have any Eldar books for this Thursday?

Entirely depends on if what I have left lasts until then (which I doubt) and if the first part of the GW order I just put in shows up for Thursday (which is very likely).
"In the absence of orders, go find something and kill it."
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andalucien

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Re: Review: Codex Eldar
« Reply #24 on: June 03, 2013, 03:56:05 PM »
I think that the Avatar isn't chopped liver either...

Buy it fast shot and now you have a surprisingly nasty lil' guy...

Step 1.  Move 6"
Step 2.  Run with Fleet (Average 4.5")
Step 3.  Fire a meltagun twice, with a 2+ re-rerollable to hit.
Step 4.  If it's still there, charge it.

Well... I guess you can't do both step 2 and step 4...   but still.
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.

Sir_Prometheus

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Re: Review: Codex Eldar
« Reply #25 on: June 03, 2013, 04:00:58 PM »
Next time we're both at a tourney.  You bring a Riptide and I'll bring  something that I'll pretend is a Wraithnight.  You can buy the extra drone, feel no pain, or whatever, to make it add up to 250 points.  During a round break, let's throw down. Mana a mano.  May the best shouldn't-be-a-monstrous creature win.

Sure.  :D

Seth

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Re: Review: Codex Eldar
« Reply #26 on: June 03, 2013, 04:04:45 PM »
     From what I have gathered I feel that they have gotten better overall. There seems to be a lot of synergy there. They are not and have not been for quite sometime a hammer army. They have always been a finesse army that when used right will preform quite well but small mistakes along the way really add up. Over all I am excited, they got better at what they were good at before. They are highly mobile fast striking army. That needs to be supported by all the parts. It just seems that they got a few more tricks and ways for their units to interact together.
     If you were waiting for another powerhouse army they are not them and although i might have been happy at first I think in the end i would have been disappointed because this isn't who the eldar are.
     Plus crystal targeting matrix for everyone is awesome. I had said that with all these codices coming out that when the new eldar codex comes out I better get my ctm back. Wel I got it back like never before...for the entire army.
those who win every battle are not really skillful- those who render others' armies helpless without fighting are the best of all.  ~Master Sun Tzu

Seth

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Re: Review: Codex Eldar
« Reply #27 on: June 03, 2013, 04:11:13 PM »
it shouldn't be a full monstrous creature though. the warwalker with pilot isn't but the wraithlord who has no person just a spirit stone inside is. the wraithknight has a pilot and a spirit stone. twins one dead, half mc half tank. he should have gotten wounds and an armour value
those who win every battle are not really skillful- those who render others' armies helpless without fighting are the best of all.  ~Master Sun Tzu

King of the Elves

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Re: Review: Codex Eldar
« Reply #28 on: June 04, 2013, 11:20:33 PM »
I really need to sit down and read this codex cover to cover, too busy with lame stuff like school and finals haha.

robpro

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Re: Review: Codex Eldar
« Reply #29 on: June 05, 2013, 10:46:27 PM »
I think you can definitely build a list to use a Wraithknight, maybe 2, but it won't be nearly as good as say taking 3 riptides. Anybody think the Warlord trait that makes you not scatter if you enter play from deep striking with 6" of the Warlord would be neat to use with a Wraithknight?

I really like that Guardians are playable now, I've always wanted to run an Ulthwe theme. I wish the minimum squad size could go down to 5 so they'd fit in a falcon, but Wave Serpents are looking like pretty badass mega-alpha strike gunboats these days so that's not all bad.