So, Crimson Fists for a last shot before the new book hits... Looking at the rumors, my stuff won't change much, just getting some bonuses really. Might bring a Tactical squad with the Imperial Fist's "Bolter Drill" being a permanent thing... Dunno :-) Troops have always bee the weak point for the more recent Marine armies I feel, so the Scouts might well get bumped to try something different. Have to say I like the IDEA of the Centurions, but $78 for the box of 3 figures? A bit rich for my blood at the moment I think. $26 for a non character Terminator figure? I think it will be horribly effective in my Crimson Fists force gaining Tank Hunter.. Oh, only really considering the "Devastator" version. Without a FAQ, Slow and Purposeful means the Heavy Flamers are less useful on the HtH version combined with the lack of an invulnerable save means I have to ask "why?". And honestly I do not have issues dealing with things in HtH, so really just shoot things more...
So, getting in a game this week... Using the current Codex, Crimson Fists:
Pedro Cantor 175
Librarian (Terminator Armor, Null Zone, Vortex) 125
Sternguard (2 Heavy Flamers, 4 Combi Melta, 3 Combi Plasma, SGT with LC, Combi Melta)
Drop Pod (Locaor Beacon) 370
Sternguard (2 Heavy Flamers, 4 Combi Melta, 3 Combi Plasma, SGT with LC, Combi Melta)
Drop Pod (Locaor Beacon) 370
Scout Squad (8 Snipers, Cloaks, ML, SGT w/Sniper) 180
Scout Squad (8 Snipers, Cloaks, HB, SGT w/Sniper) 180
Thunderfire Cannon 100
Thunderfire Cannon 100
Vanguard Vets (5, Jump Packs, Power Weapons, PF) 250
So, Scouts deploy with the Cannons on the field... Pedro rides in with one and the Librarian with another Pod. Vanguard comes in on a Locator Beacon to assault out of reserve for one last time... Fast, and like my Fleshtearers list, win big or die quick...
Wound up dropping a few things to buy Melta Bombs on the Sternguard, figured I'd face a tank line... Didn't, but still worked out. Wound up regretting the lack of AAA or a flier of my own as the 2 Heldrakes simply ran the field and killed off a LOT of my stuff. Game ended up with one Thunderfire on my side and the 2 Heldrakes on his... Time expired and with my First Blood, I got the minor "I won?"... Good game as always against Joe...
Mostly X-Wing... Some real life/job stuff here and there... Oh, and motorcycles too!
Monday, September 2, 2013
Wednesday, August 14, 2013
Marines in a few weeks?
On to Marines? Looking
like Marines come out next. Interesting,
I am a bit surprised they were not one of the first ones, but still… I DO have a Crimson Fists army and another
huge mess of generic ancient Marines, so I’ll be getting the book at least.
Going over the rumors and leaks, I have to admit I am a bit
concerned that this might either be broken good or complete crap like the Dark
Angels.
The rumors I am liking:
Scouts getting the Land Speeder Storm as a dedicated
Transport: Why did this take so
long? IIRC, the model was out before the
5th edition codex. Personally
I never bought the kit because it was “eh” at best and ate up a second slot… Also, might or might not be able to do cool
things like flank and hit the table assaulting, etc… So, if I can use the open top skimmer as a
dedicated transport for the Shotgun Scouts I have in my CF army if I convert
one of the many Speeder models… So,
neat, but certainly I think NOT over powered in any way shape or form.
AA Rhino: Sounding
more and more like an actual dedicated AAA vehicle. FINALLY?
Not that the needing to field your own fliers was a problem or anything… OK, it was a VERY sore point for me at least… But in any case, looking like the Marines
will have some decent AAA threats. Have
to admit I am REALLY kind of hoping that all of the other flavors of Marine
will get this kit as well right out of the box.
My Wolves and Fleshtearers would be well served by having access to this
tank… Not something I am counting on
though given GW…
On the fence about:
Grav Weapons: Have to
wait and see I think. If the info is
correct and they wound based on the target’s armor save and are AP 2, then I
think they might be overly powerful. As
long as they are rareish like Melta weapons, then I am not really seeing any
real problem… OTOH, if they are common,
cheap and better than Melta? Well…
Things I am NOT looking forward to:
Vanguard Vets: Word
is they lose their ability to Assault from Deep Strike. If this is true, then why would anyone ever
take this unit? They become just another
3+ armor save Assault Squad. Extra
Attacks I guess and I COULD spend a crapton of points/money and go TH/SS for
some reason… Still a lot of EXPENSIVE 3+
save bodies that still cannot get into Assault easily enough. Thinking about facing Tau, I drop in, get hit
by Interceptors, some of which are large blast Marine Killing weapons… Then I sit around a turn while the Tau shoot
at me with full BS or more likely), THEN I get to take the few survivors (if
any) and try to assault into the supporting overwatch fire of doom, which might
be at higher BS if there are enough markerlights… Really?
So, this tells me that this will not ever actually happen on a gaming
table… I guess my BA based Fleshtearers
will still do this for now assuming they do not FAQ them out of existence.
Guess that leads me to my next thing I am either on the
fence about of not looking forward to:
Is this Vanilla only, or will a lot of the changes be propagated through
all of the “Marine” Codices? Right now,
my Wolves are at best and Ally force, incapable I believe of taking on a top
tier list on their own. The DA are just
bad all around lacking serious cover from the Heldrakes and now Tau
combos. The BA are an assault or fast
Rhino Hull based army, neither of which will work overly well in the modern
era. Not saying that it auto loses, just
that the Xenos’ ability to simply kill Marines in 3+ (and even 2+) armor has
passed the old standard of 4’s across the board for characteristics and 3+
armor being enough to win games… The
Bolter itself is certainly showing its age as well. Range, Str and AP are all average… To put it in modern perspective, the lack of
say, Rending like the Eldar get, the Necron’s 6’s glance Vehicles or the Tau’s
greater range, Str and extra rules… Well,
why bother really? I wind up with an
inferior weapon on an expensive trooper who is now easily taken down by the
things further up the power spiral… I
guess the Marines will themselves be going down in cost, so at least they won’t
be so expensive on their own… Just a
wait and see what, if anything else changes and whether the “3+ Armor Mafia”
can get back to competing on the tabletop…
Monday, August 12, 2013
Elites, DLC and Marines coming out next Month
Mkay, I apparently read too many other blogs… Goatboy had a pretty decent write-up about
how “Elite” as a slot in the 6th edition Codices has become
something less than “Elite” here http://www.belloflostsouls.net/2013/08/goatboys-monday-40k-elites-are-not-so.html. I’d have to agree for the most part. But the same can be said of Fast and Heavy
Support really… While HS has some of the
“BFG” stuff, and both HS and FA CAN become scoring in certain missions, frankly
the current edition punishes you for bringing anything other than “Troops” or
things that can be made Scoring more often than not. So, the books with the best “Troops” are the
most successful armies. Have to admit,
this is one of my major concerns with the upcoming Marine book.
Rumor has the Grav weapons coming in with AP of 2. So, the new Melta perhaps? Just remembering 5th edition where
there were IG Vet Squads, whatever else, all armed with as many Melta weapons
as they could because there were a lot of Vehicles and there frankly was no
real disadvantage to the use of Melta.
It killed “Whatever” you were shooting at. In some cases not as efficiently as Plasma,
but it wouldn't kill YOU for shooting the weapon, so… Oh, and it was/is cheaper. Hoping the Grav weapons are not too over the top silly, but good to see ancient things hitting the field again... Now, hoping the AA stuff is actually good enough to keep the Heldrakes at bay for a bit...
In any case, the current Tactical Squad in the Marine books
is pretty worthless in my opinion. Not
very mobile, the bolter isn't that powerful a weapon these days, and the 3+
armor just isn’t what it was years ago.
Scouts with the proliferation of “no cover saves” in recent books have
taken yet another hit and are now back to novelty status from a solid, cheap
Troop option. And…? With the Vanilla Codex, a bike CPT would
allow you to use Bike Squads as Troops I guess.
Great, until you hit your first Heldrake or Tau gunline. Then, just more expensive casualties. Blood Angels get Assault Squads as Troops, as
well as Death Company (and DC DNs).
Assault troops are “eh” these days overall. I do FAR better with them than my Tac Marines
in my Fleshtearer force as the Jump Packs at least make the lads mobile enough
to try to run a flank or use a big piece of terrain to hide in and assault out
of… So, against all but the most
powerful armies like the Necron air force, Chaos allies, Tau Gunlines and now
Eldar forces they can at least be a threat that must be dealt with… The Death Company are really only technically
Troops as they can NEVER hold anything, so they are just shock troops for
me. Kill as much as they can and hope I
have the only force still standing at the end.
Not being able to assault out of Reserve for the most part means that
Scouts and Deep Strikers by and large are no nearly so good as they were. Oh, and there are Interceptors now that can
just kill you as you hit the field. So,
even less useful given I can only Reserve 50% or so of the force in this
edition. Target saturation is hard when
you only have a few Deep Strikers…
So, back on topic J.. I am interested to see what, if anything else
that GW does for the old Tactical Marines.
It does not appear as if they will themselves be getting anything in the
lines of new Transports or armor, so…
Well, I am assuming a major points reduction at least, but really what
else? Another Melta Gun is neat and all,
but what else can they do? Just having
the required bodies to hold objectives is not enough I think. They probably wouldn't get the Sternguard
ammo types, and that might well be overly powerful… Remembering the old CCW/Pistol/Rifle weapon
load out would be nice, but really nothing new or all that useful. Seeing the Tau get the ability to provide
cover fire for their own people as they get charged and this being applied in
the Apocalypse Marine formation? Might
be something that at least some of the new Tactical Marines might get something
to that effect… But what else
really? Guess this is why I’m not a game
developer…
Other thing, the Supplemental Codices… Are they really supplemental or are they
something different? http://blog.spikeybits.com/2013/08/editorial-digital-releases-are-they.html?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+SpikeyBits+%28Spikey+Bits%29
Pretty darn expensive for the 2 pages of rules, and of
course there is the whole bypassing the FLGS thing… Since I actually PLAY at the game store, I’d
much prefer to make my purchases there. ‘course,
with electronic content, this is not an option.
For the most part I am not really seeing this as a major problem… So far they’re “neat” options, but nothing game
breaking or really overly powerful that will be dominating the competitive scene. I know GW does not support this and they
claim to not to care or write their rules with this in mind, but this is how a
LOT of the game is played here in the States…
The fact that the rules are “exclusive” and not generally available to
everyone is a major concern for me as a player in a tournament, and honestly I’m
not sure I’d be allowing them as the Tournament Organizer… I have a small one coming up at the Gopher
next month, and due to the size, not a major issue for me J… But of course by then at least one more will
be released, and if this is the one that breaks it? I guess my major objection to this is the
clear “cash grab” as they release the DLC a bit at a time for “premium” prices. I am concerned that the cost will continue to
shoot up while they release more and more things that break the game further,
requiring the competitive players to keep buying direct from GW… Guess we’ll see.
Tuesday, August 6, 2013
Eldar continued and the general 40K scene locally
After a number of games involving
the Eldar, the one glaringly obvious conclusion I have come to is that the Wave
Serpent is vastly overpowered. I’m not
brining what I feel is a “Let’s Spam Them” level of the things, but even the 4
that I was fielding were more than enough.
Averaging 9 wounds/WS/turn. With
3 of them starting on the field for me, and not particularly caring about cover
saves… Oh, and they can move 12” and
fire both of their main weapons? Mine
are coming in at 135 points with the Holo Field. The Shuriken Cannon would be awesome, but
just can’t quite justify the extra 10 points/Serpent… Yet.
It is a major consideration, and frankly with more Marine rumors
floating about? Not sure this isn’t
going to get FAQ’d out of existence. I
can count on one hand the number of times I have NOT fired the Shield as an
offensive weapon, and almost all of these were Turn 1 when I either had no
targets or the other side went first and I was unable to have fired J… Hoping to survive the Meltas dropping in on
me…
Last night’s game I used the
Farseer for the first time. Doom with
the sheer number of shots? And with
Sniper, Shuriken and “d” class weapons all getting huge bonuses on the 6’s to
wound? Have to say, the life span of the
big MC’s or Terminators will be very limited I think near one of these lads. Picked my target, Doomed and Guided… Did use the Eldritch Storm twice as well, and
rolled snake eyes for the wounding myself…
NOT a bad power I have to say.
Fleshbane and a large blast? 2
power points though… Still, bunched up
stuff wounding on 2+? Thinking that a
Farseer/Spiritseer combo will allow me to have the best of both worlds.
Troops? The 5 man Dire Avenger (DA) squads are
adequate if what you are doing is getting the 135 point uber-transport and a
few bodies to do the late game objective grabs.
The Wraithguard are awesome, and with the Spiritseer making them Troops
and granting a few other bonuses they have been my “go to” troop option. The DA with their 18” ranged rending (sort
of) weapon, move-shoot-move option and not bad stats overall are pretty darn
good. I’ve been less happy with the
Guardians with their limited range and large minimum size. Not bad per se, but unless you are running a
20 man squad I’m having a hard time seeing them being as good as or better than
the DA. The Heavy Weapon upgrades are
nice (except the Scatter Laser), but let’s be honest, I am NOT lacking on the
number of heavy weapon shots in my army.
Bright Lances might be the exception, but haven’t seen the massed AV 14
stuff in a while…
Picking up some terrain from one of
the other games locally… The set
includes 2 Bastions and 3 Aegis gun lines with the various guns. One Bastion I will be making standard for my
Imperial forces. Seeing the usefulness
of these recently playing with limited terrain, but having HtH Wraiths say
waiting in the building? Or just a squad
of Praetorians to man the extra Heavy Bolters?
The AAA option will I think be needed as well, though more for the
Interceptor option than the Skyfire recently…
Not seeing as many Aircraft, not entirely sure why, I think they are
still on the really powerful end of things…
Tau are hitting the field in bulk these days, a bit surprised I’m one of
the very few Eldar players.. But back on
topic, the second Bastion? Make it more
Eldar maybe? Dunno… Forgot to check if these were things I could
link together in Apocalypse games for one of the formations… So, if anyone local is looking to pick up a
Bastion or a few Aegis lines cheap, LMK…
Kind of in “wait and see” mode
really with most of the local gaming group…
The group is still large and growing, and with the Students coming back
now might even get larger… But most of
the people are cutting back on their purchases.
Dropping down to one or two armies, etc…
As more things get released in the 6th edition, I think the
game itself is getting a bit more balanced overall, but there are a few things
that really stand out about almost every new Codex. Chaos Marines got the Heldrake, Tau got the
load of “we break a lot of the game’s rules” stuff, the Eldar have their Wave
Serpent, etc… Really the only one I can
honestly say did NOT get something that stands out as broken/silly is the Dark
Angels. Without the Heldrake a LOT of
their stuff like the uber-bikers and the like would be really powerful and fun
to play… Now, they have the ability to
make their Bolters Salvo 2/4 with a magic banner. Neat I guess, if you are looking at causing
mass wounds to things that are concerned about bolters. So, yes, the people fielding the IG blobs,
Cultist blobs or Green Tide stopped doing that after a few of us played DA that
way… But overall, the DA book was the
one I’d point to and say it was a complete flop. A few “new” things in the special speeder and
unique flier, but the rules for both are such complete crap. A real shame, the flier at least looked nice
and having plasma armed speeders again was something in and of itself… Have to say, this is my big concern with the
Marine Codex coming out next month, or so the rumors go… FFS, a major company hiding its release
schedule until the last moment in this day and age? Anyway, the Marines have so much potential,
and there is SO much that they could draw on to make something new, unique and customizable
for almost every 3+ armor save player out there… Will they?
Hence the “Wait and See” attitude.
Right now a lot of us who play/played the 3+ armor armies are looking at
the game and seeing that for the first time that we can remember the “standard”
armor is no longer good enough. Either
weight of fire or low AP and/or the loss of cover saves has made it suicide to
bring certain units… Hell, certain
armies are just silly to bring these days.
Thinking for me my Fleshtearers are just silly to bring, but my Crimson
Fists are right there next to them. At
least the CF have the win big or die quick thing going for them. A lot of the players, especially the ones out
in Danville were REALLY not prepared for a hyper aggressive army played by
someone who understood how to use it.
But against someone who has either seen it or understands how to defend
against it or at least react to it? I
have one trick/shot to do so much damage as to force the game to end or I
die. This has gotten far worse with the
Tau and Eldar now hitting the field. My
Scouts were my “Troops” to sit on objectives, but they are one of the “Why
Bother” units these days. Sternguard are
great, but few in number. Few AA options
and the general feeling that the power spiral has passed the Marine based
forces by mean there are more than a few players simply finding other games or
just no longer showing up regularly… Of
course, the general feeling of being priced out of the game has grown a lot
recently, and I know that with reality being what it is I and a lot of the
others I talk to have had to seriously cut back on their purchases… Thus, dropping to fewer armies, not buying
new stuff, etc… Maybe this will reverse,
but…
Wednesday, July 31, 2013
1850 Eldar list, something different for me...
So, the Wraiths work really well... Will try testing something different...
1850
Farseer (Phoenix Gem)
Dire Avengers (5, Wave Serpent w/ HF and TLSL)
Dire Avengers (5, Wave Serpent w/ HF and TLSL)
Rangers (5)
Striking Scorpions (9, Exarch w/crushing blow and chainsabers, Wave Serpent w/HL, TLSL)
War Walkers (BL/SL on each)
Crimson Hunter (Exarch, Marksman's Eye)
Swooping Hawks (6, Exarch w/ sun rifle and Marksman's eye)
Warp Spiders (5, Exarch with Spinneret Rifle and Marksman's Eye, fast shot)
Dark Reapers (3, Exarch w/Tempest and Fast Shot, Wave Serpent w/ standard loadout)
So, a LOT of Marksman's Eye... Yes, I know it means I need to roll 5+ to hit, but getting to place the shots can be huge... The Jaeger seems like it will be nice with the 4 Str 8 AP 2 shots to deal with Paladins nicely and getting to kill off say, an Apothecary on a flyby? Not bad...
A little short on actual Troops bodies, but DAMN, there will be a lot of shooting.... And accurate shooting at that... We'll see how it works out I guess...
Saving up my hobby money, guessing the Wraith Knight will be coming here soon... Anyone looking for a few ancient Magic cards :-) Probably break apart my old decks with things like Taigas, etc...
1850
Farseer (Phoenix Gem)
Dire Avengers (5, Wave Serpent w/ HF and TLSL)
Dire Avengers (5, Wave Serpent w/ HF and TLSL)
Rangers (5)
Striking Scorpions (9, Exarch w/crushing blow and chainsabers, Wave Serpent w/HL, TLSL)
War Walkers (BL/SL on each)
Crimson Hunter (Exarch, Marksman's Eye)
Swooping Hawks (6, Exarch w/ sun rifle and Marksman's eye)
Warp Spiders (5, Exarch with Spinneret Rifle and Marksman's Eye, fast shot)
Dark Reapers (3, Exarch w/Tempest and Fast Shot, Wave Serpent w/ standard loadout)
So, a LOT of Marksman's Eye... Yes, I know it means I need to roll 5+ to hit, but getting to place the shots can be huge... The Jaeger seems like it will be nice with the 4 Str 8 AP 2 shots to deal with Paladins nicely and getting to kill off say, an Apothecary on a flyby? Not bad...
A little short on actual Troops bodies, but DAMN, there will be a lot of shooting.... And accurate shooting at that... We'll see how it works out I guess...
Saving up my hobby money, guessing the Wraith Knight will be coming here soon... Anyone looking for a few ancient Magic cards :-) Probably break apart my old decks with things like Taigas, etc...
Tuesday, July 30, 2013
Broken Units in 40K now…
Saw this (http://www.belloflostsouls.net/2013/07/40k-top-10-units-that-are-ruining-game.html)
and it got me thinking that while I agree with a number of those on the list… There are a number of questions I’d raise and
of course, my opinion differs a bit…
Could very well be how things are played locally here, but here it goes.
Mr. Vela lists the following as the 10:
Space Wolf Rune Priest
Wave Serpent
Necron Nightscythe
Heldrake
Tau Commander
Nurgle Daemon Prince
Eldar Wraithknight
Necron Annihilation Barge
Tervigon
Codex Imperial Guard
The Necron things I kind of agree on, though there are a LOT
of things in the Necron codex broken.
The Barge is pretty low on the list for me. Tesla getting the 6’s count for 3 hits mean
their AAA is pretty darn good given the number of Twin Linked Tesla things they
have. Cheap fliers that ignore a lot of
the 6th edition rules? Yes,
that is the biggest problem I have with them I think. Cheaper and better than later actual fliers,
and no disadvantages for the transported unit should you shoot it down? This to me screams of a game design problem
more than anything, and having seen too many good games die out as game design
issues pile up and ruin the base game…
Tervigon? Not sure I
agree here… But then I am surprised that
so few players actually play Tyranids. I
honestly consider them to be among the more difficult ones to face overall,
though they DO suffer from a fairly limited list of “these things are good” in
their book. Flying MC’s and the other
big nasties though… Guessing the general
feeling from the online “competitive scene” constantly calling the Nids useless
combined with the difficulty playing that army in a timed competitive environment
mean it ranks pretty low. For me, it was
always a matter of target prioritization and I usually do fairly well against
them. But I tend to pick a target, shoot
it off the board, then move on to the next target. People shooting at a lot of targets will
usually end up not killing enough to stop the rush and get overwhelmed.
Heldrake? Yeah. When it goes beyond an “auto include” to a “serious
players are bringing at least 2” thing…
I made that last comment last night, mostly kidding, but the reality is
that there is almost no down side to the thing, it IS a hard counter to almost
any army in 3+ armor, or bike based forces and did more to kill off a lot of
people’s interest in playing those armies locally than almost anything else.
Tau Commander? Guess
I haven’t played against enough of the Tau at this point… Though there ARE something like 5 players now
locally… That in and of itself might be
telling…
Wave Serpent. Agreed,
and covered here previously. Probably
too good. Not un-killable, but darn good
for the points. At least it isn’t a damn
flier like the Necron equivalent.
Now some slight disagreement:
Nurgle Prince? Eh,
though perhaps the other Princes hitting the field have hidden this one from
us. Besides, with him hiding in ruins
means he isn’t flying about killing things…
Wraith Knight? Note,
I WILL be buying one. Not though that I
feel it to be overpowered… I could be
fielding 6 Eldar DN’s (Wraith Lords) right now, and I find them to be darn powerful
at the moment. The Knight? For the cost ($ AND points on the field), the
limits of it being essentially the same as its smaller brother make it a
slightly tougher to take down target that does not have the offensive punch to
double that of the WL. As a MC it can
fire 2 weapons. Neat, and the Str 10
uber guns look amazing. But the lack of
an invulnerable save or immunity to Instant Death mean that configuration is
likely out in general. I CAN add 2 more
have weapons I cannot fire most turns.
The WL has this free and the 2 flamers are actually useful at times… Just saying J…
So, the most likely configuration is the Sun-cannon with the 5++ shield and one
or two shoulder mounted weapons.
Rune Priest? Eh. The only thing in the codex not really killed
instantly by the swarms of Heldrakes.
Wolf Scouts have been nerfed out of usefulness, Long Fangs just die to
Drakes. Grey Hunters are still good, but
really have been overtaken by lots of the other 3+ save armies. Blood Claws are still crap. Frankly everything with “Claw” in the name is
crappy in the current book… So, the
wizard in the army still has a holdover magic defense. Neat I guess, but facing most current
armies? Really not a big deal. Having said that, if you regularly face
Daemons, Tyranid MC or other armies relying heavily on magic… Might well be different. Not the current case really locally. My old codex Eldar nerfed the GK, but it was
a serious uphill battle even without their psychics/magic… Right now, the bulk of the successful armies
are simply shooting their opponents off the table, not a lot of reliance on
tricks or magic…
Edit: You know, typed all that and I didn't really add anything I think...
So, what do I feel is broken right now? Well, there are a number of troubling things in the Tau codex for me. Getting to fire overwatch at better BS, firing with multiple units, etc.? No cover save, better BS... So essentially there are a LOT of things that break the basic rules of the game built into the book. I find that trend troubling. Thankfully, other than the Wave Serpent the Eldar codex is pretty well balanced I think....
Edit: You know, typed all that and I didn't really add anything I think...
So, what do I feel is broken right now? Well, there are a number of troubling things in the Tau codex for me. Getting to fire overwatch at better BS, firing with multiple units, etc.? No cover save, better BS... So essentially there are a LOT of things that break the basic rules of the game built into the book. I find that trend troubling. Thankfully, other than the Wave Serpent the Eldar codex is pretty well balanced I think....
:-) Of course, just my opinion on these things per usual...
Monday, July 22, 2013
Are the Eldar TOO good again?
The more I play the new Codex and understand better how to use the Units in the book, the more I think that perhaps the Eldar are back to being overpowered... The 2 big things that worry me about this are: Marines are next, and if this is a power spiral, then that bodes ill for the game itself. And the LAST time the Eldar were what I thought of as overpowered, they spent more than 2 full editions in "penance mode" with a severely crippled and craptastic codex. I hope that neither of these happens again, but not holding my breath.
Don't get me wrong, the Eldar do not come off the shelf with the plug and play answer to every situation out there, but I do believe they have access to the tools that will make them able to stand against ANY other army out there currently and easily take apart a good number of them. Most of them in fact. There are only a few that I would hesitate to take my standard "All Comers" list against and be confident that at the least I will have a fighting chance against. SO much (almost) Rending, D Weapons, re-rolls/twin linking and Ignore Cover firepower in everything that it just feels like I have a FAR better force than my old standards of Wolves or Fleshtearers. GK and IG are I think likewise out shot and more importantly outmaneuvered by the MUCH faster Eldar forces.
Even my ancient Scorpions are getting back onto the field. They are actually REALLY good these days, though require a lot more finesse than say, the Death Company :-)... My Swooping Hawks are also quite good. Not 2nd Ed good, but using them as Light Cavalry to harass a flank, assassinate something specific hiding in the rear, or even Score on some missions... For 106 points? NOT bad at all. Mind, not like the FT's Vanguard Vets, but I think overall more useful.
Looking forward to testing out a Crimson Hunter. I think that upgrading to the Exarch will be a good thing for the called shots, re-roll on AP against fliers, etc... Not sure if the 5+ to call the shots will be useful in the short term, longer term as the massed Flier armies fade, I do think it will be. Being able to call shots against say, the Apothecary in the Draigo Wing's Paladin Squads might well be something to consider...
Overall, I think that the Eldar Codex is a VERY powerful one in the right hands, just hoping it is not TOO powerful for TOO many people.
Getting the Apocalypse book read now. Sad to see how many damn formations I CAN field without proxies all at once. No clue the actual number of points I can field, but it is going to be a LOT over the 6+ full armies I own. Only one Titan and one Super Heavy Tank (Eldar Tempest Class, no longer exists of course...), but still... When the lads gather and march, might be needing a cargo vehicle to haul them all... Looks like fun, but the potential for forever games seems there...
Don't get me wrong, the Eldar do not come off the shelf with the plug and play answer to every situation out there, but I do believe they have access to the tools that will make them able to stand against ANY other army out there currently and easily take apart a good number of them. Most of them in fact. There are only a few that I would hesitate to take my standard "All Comers" list against and be confident that at the least I will have a fighting chance against. SO much (almost) Rending, D Weapons, re-rolls/twin linking and Ignore Cover firepower in everything that it just feels like I have a FAR better force than my old standards of Wolves or Fleshtearers. GK and IG are I think likewise out shot and more importantly outmaneuvered by the MUCH faster Eldar forces.
Even my ancient Scorpions are getting back onto the field. They are actually REALLY good these days, though require a lot more finesse than say, the Death Company :-)... My Swooping Hawks are also quite good. Not 2nd Ed good, but using them as Light Cavalry to harass a flank, assassinate something specific hiding in the rear, or even Score on some missions... For 106 points? NOT bad at all. Mind, not like the FT's Vanguard Vets, but I think overall more useful.
Looking forward to testing out a Crimson Hunter. I think that upgrading to the Exarch will be a good thing for the called shots, re-roll on AP against fliers, etc... Not sure if the 5+ to call the shots will be useful in the short term, longer term as the massed Flier armies fade, I do think it will be. Being able to call shots against say, the Apothecary in the Draigo Wing's Paladin Squads might well be something to consider...
Overall, I think that the Eldar Codex is a VERY powerful one in the right hands, just hoping it is not TOO powerful for TOO many people.
Getting the Apocalypse book read now. Sad to see how many damn formations I CAN field without proxies all at once. No clue the actual number of points I can field, but it is going to be a LOT over the 6+ full armies I own. Only one Titan and one Super Heavy Tank (Eldar Tempest Class, no longer exists of course...), but still... When the lads gather and march, might be needing a cargo vehicle to haul them all... Looks like fun, but the potential for forever games seems there...
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