Sunday, July 1, 2012

Unit break down after initial 6th ed read

This is how I see things after reading the rule book, this is all just theory from reading the rules I’m not going to comment on vehicles as I’d like to test them out in play first.

Avatar – I think this guy will do okay
Pro: Fear, it’s in writing he ignores flamestorm cannons, smash attack, Hammer of Wrath, challenges? (Say you’re fighting TH/SS termies you challenge the serg, either he buggers off or you don’t have to fight the other average joe’s at the same time), Warlord trait
Con: Random charge range (Like scorpions this will generally help more than hinder I just don’t like randomness)

Farseers
Pros: Best psychic defence in game, improves Deny the Witch to squads they are in, Warlord trait. I’ll be running 2 Farseers (RoWarding still stacks and there’s no range nerf) one using codex powers the other Divination. Doom + Misfortune = big lols!
Cons: Witchblade nerf

Autarch
Pros: Warlord trait, Hammer of Wrath if taking wings/WJG/JB, Precision shot
Cons: Can’t think of much.

Warlocks
Pro: Bonus to Deny the Witch
Con: Witchblade nerf

Scorpions
Pros: … can throw plasma grenades?
Cons: Overwatch, Random charge range (admittedly their charge range has the potential to be a lot higher, it’s not like the fleet nerf but anything random is bad IMO) Disordered charge, Cover generally lower, Wound allocation (think shooting casualties when advancing), Challenges mean Claw Exarchs may die before being able to attack or be useless.

Fire Dragons
Pro: Fusion guns still own
Con: Melta bombs are unwieldy – this hurts for when you’re assaulted by dreadnaughts

Wraithguard
Pro: Fearless is buffed, Overwatch
Con:

Banshees
Pro: Challenges (Exarchs go Sergeant head hunting) CC wound allocation may prevent retaliatory attacks?
Cons: Overwatch, fleet nerf, random charge range, disordered charge, power weapon nerf, cover generally lower, shooting wound allocation

Harlequins
Pros: Rending AP still good, CC wound allocation may prevent retaliatory attacks? Shadowseer improves Deny the Witch
cons: VoT nerf, Overwatch, fleet nerf, random charge range, disordered charge, power weapon nerf (troupe master), cover generally lower, shooting wound allocation

Avengers
Pro: Overwatch, Shooting wound allocation (keeping assault units out of range) cover saves generally lower means more killy vs orks etc
cons: (if you’re one to use them as an assault unit add in all the cons banshee’s have)

Rangers
Pro: Precision shot, overwatch, cover saves generally lower means more killy
con: Nothing?

Guardian
Pro: Squads w/ a warlock have improved Deny the Witch, overwatch, Cover saves generally lower, heavy weapons able to remove hull points when glances used to be kinda useless
Con: Lower cover saves for yourself?

I don’t use Storm Guardians so got no real comments

GJB
Pro: Jink, Hammer of Wrath, wanna race? Seeya in 48”! Shuriken cannons remove hull points, Warlock improves Deny the Witch
Con: I don’t play Saim Hann I don’t have enough jetbikes! witchblade nerf, Random Assault movement (generally will be higher but I don’t like random)

Shining Spears (I think these guys get the most buffs)
Pro: Jink, Hammer of Wrath, ludicrous speed, Skilled Rider
Con: power weapon nerf

Warp Spiders
Pro: Hammer of wrath, Deep Striking is safer, hull point shredders, overwatch
Con: power weapon nerf (I’m clutching for something)

Swooping Hawks
Pro: Hammer of wrath, Deep Strike is safer, can throw various grenades, shreds hull points with haywire, overwatch
con: fleet nerf, power weapon nerf (this is clutching more than with the spiders, but I do fleet with my hawks often)

Shadow Spectres
Pro: overwatch, cover generally lower, may be able to rip off hull points well?
con: Random Assault movement (generally will be higher but I don’t like random)

Support weapons: I skipped these rules I don’t like artillery

Reapers: move and snap shot, overwatch, cover is generally lower
con: Can’t overwatch the tempest launcher

Wraithlord
Pro: Easier to gain cover, Fear, Smash, Hammer of wrath, Overwatch/Wall of Death
Cons: Krak grenades/melta bombs

Did I miss anything? Overall I'm not liking close combat for my Eldar (my Wych Cult is crying on the shelf) however I think shooting is where it's at and that's how I'll be rewriting my lists.

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