First up thinking about my wych cult as this is a very basic army without many variables to playstyle. And I think it’s going to take a swift knee to the vulva for the following reasons.
* FNP is 17% less effective.
* The average charge range under 5th when assaulting out of a raider is 23.5” (12” raider move, 2” deployment 3.5” fleet, 6” charge) under 6th edition this drops to 13” (6” vehicle move, 7” charge).
*Snap shot at my charging wyches
* Agonisers AP3
* IC challenges (no T3 character wants to fight the Emperor’s finest, that’s what the shardnet wych is for).
* No charge bonus for multi-assaulting
* In shooting, casualties are taken from the front meaning Im further away from CC
* Cover dropped to 5+
So how does my army benefit?
* Dark Eldar night vision completely sees through the darkness
* Haywire grenades can be thrown and en mass can really mess vehicles up!
* AP 2 (dark lances) gain +1 dmg on the vehicle dmg table.
* Fast skimmers I believe are faster
See a trend? Assault nerfed, shooting buffed.
So how do these rumours affect my CWE? As my CWE are a much more dynamic force I’ll have to look at each unit individually.
Farseer: As long as I can still BUY powers from my codex I think 6th will be a buff for this guy. I think lots of armies will take Eldar as allies just to get Runes of Warding, everyone’s going to be wanting to use the new powers and blowing peoples brains out via RoWarding is just funny. Also the Ghosthelm will be the ONLY item that prevents a wound from Perils (no more invul saves). I think I’ll be taking 2 farseers, one using Doom/Fortune from codex the other taking the Divination school as there is some pretty brutal combos with those two. (not to mention 2 RoWarding on the table).
divination
primary target unit rerolls failed hits - Eldar guide power now for everyone!
psycher and unit gain counter attack and get full BS for overwatch
target unit gain 4++
target unit must reroll passed armor saves - Inverse Fortune? Could be good!
psycher and unit ignore cover - Good against dug in units...or fast vehicles
psyker rerolls failed failed hits, wounds and armor saves - And Eldar fortune+
psyker roll 3 dicechoose the result you want when rolling for reserves, outflank and mysterious terrain - WINNING!
http://www.lounge.belloflostsouls.net/showthread.php?t=22709
Imagine combining the 4th power in that list with doom. I get to re-roll failed wounds and you have to re-roll successful saves. Somebody pinch me!
Howling Banshees: These girls suffer the same way wyches do but have less redeeming qualities.
* Average charge out of a vehicle under 5th 11.5” (2” deploy, 3.5” fleet, 6” charge) under 6th it will drop to 7” (average of 2D6 charge).
* Power weapons AP3
* Snap fire
* No charge bonus for multi-assaulting
* In shooting, casualties are taken from the front meaning Im further away from CC
* Cover dropped to 5+
Dire Avengers: These guys see a few buffs
* Able to snap fire
* In shooting, casualties are taken from the front meaning Im further away from CC
* Cover dropped to 5+ (it hurts my DA’s as well but generally I have more small arms shooting orks etc than there is Ap4 weapons shooting my Avengers.. I hope.).
* Random charge length see’s units falling short to assault me
*Pre-measuring gives me guarantee on the two things I want my Dire Avengers doing and that is moving and shooting
Fire Dragons: same benefits the Dire Avengers receive in addition AP1 weapons gain +2 on the damage table.
Wave Serpent: I am still on the fence with how vehicles will operate in 6th. Currently I never anticipate my Serpents being able to shoot due to being stunned so often, if they do that’s just a bonus. So here is the pro’s and con’s as I see it.
Pro: Able to fire 2 weapons at normal ballistic skill when moving 12” – Time to bring back those chin cannons!
Move a total of 30” when going flat out instead of 24”
Glancing hits don’t prevent the vehicle from shooting
“jink” save?
Cons: Every serpent, every game, every turn seems to be shaken but they can see out the entire game this way. Hull points mean 3 glances and they’re down.
Only able to move 6” and deploy – what a jip!
Regardless of how fast I move only 3’s to hit me in CC…
Warp Hunter: Most the same as the Serpent however something more prominent is +5 cover save vs ap2 large blast!
Hornets: Same as above
So what are my thoughts for my CWE? The Banshees are going to live in their box in favour of more dakka, everything else should be fairly ok.
So Im writing this at 3am. I hope it makes sense.
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