Hi folks,
Hot on the trail of the Grey Knights comes yet another Codex
update, this time for the dark cousins of the Crafworld Eldar. That leaves a
grand total of two (well, four if you count the two digital codexes) codexes to
be updated in the 6th/7th ed format. I’ll give a brief
overview of the release and I’m sure my friend Alex at from the fang will be
eager to post a more in-depth review on his blog in the near future.
Book:
The book follows the recent format and actually in parts appears
more like one of the supplements using digital art of individual kabal colour
schemes to fill some pages. There’s the usual background, which makes heavy
reference to Lady Malys despite her absence from the book (more on that later).
The Army list is laid out in the new format and it’s great to compare to the
older book and see how much has been added to the range in wave releases since
that initial wave way back when. There is a formation and detachment as we have
come to expect, but alas no lord of war in a surprising move. Everyone and
their Gran was betting on vect for LoW. I have to say the double page spreads
of artwork (of which there are at least 3) are absolutely glorious in this book
– my favourite to date. All in all a very solid publication. I was actually
looking at the old Necron (3rd ed) book the other day and, to be
honest, it might have been 1/3 of the price but it was almost half the size and
nowhere near as high quality. Books may be expensive from GW these days but you
get quality for what you pay and there’s a cheaper digital alternative at
least. I’ll also mention the cards here, which are basically the maelstrom deck
plus combat drug cards. Most of my 7th games have been maelstrom and
there’s no doubt that the cards make life a lot easier for this. Also, being
able to draw a combat drug card and leave it on the table is a nice reminder
in-game.
Models:
It comes as little surprise that the special characters lacking
models got the axe. What is harder to swallow is the fact that there were so
many, leaving the book rather scant in terms of special characters. The actual
releases were as follows. Wracks got a plastic release, which is a double edged
sword really. On the one hand they’re now plastic and got a set of pilot and
gunner arms as well as a new weapon, plus the price is about the same as
before. On the other hand they’re nowhere near as cheap as warriors and wyches,
which is sadly the way it goes thesedays. It’s a good thing that older models
don’t get regular price-hikes, but when you compare the size and cost of say a
stompa and a gorkanaut then things don’t really add up. The wracks themselves
are pretty near identical to their finecast predecessors and I think that
despite the fact you have to sacrifice yet more expensive models to make you
raiders/venoms/ravagers have coven pilots, it’s great that you now at least
have the option. Besides, that would leave you with enough spare weapons to
tool up squads plus their acothyst with say liquifiers, making for 3/10.
Next on to the 3 plastic character clampacks. Again, there are
pros and cons to this, as they’ve essentially replaced 3 adequate models with
others when in fact these resources could have been allocated to producing
plastic special characters, or vect on a dais for that matter. The Archon is in
my opinion the worst of the bunch with a static pose and poorly thought out
arms. Even the head is inferior to the previous sculpt IMO – glad I have the
old one. The haemonculus model is lovely in a twisted kind of way but sadly now
that the book is limited to one haemy per HQ slot I’ll be sticking with the
older model, which was still pretty darn good. The succubus, however, is IMO
one of the nicest models GW have put out in a while. Dynamic and beautifully
sculpted I am very tempted to replace my old succubus (still a lovely sculpt)
with the new one simply because it’s so awesome. Saving the best til last,
there is of course the voidraven. Finally released, it is a gorgeous model,
which is essentially a larger razorwing. I can’t wait to get my hands on this
model TBH as it looks great. In conclusion, it was a humble release on par with
the Space Wolves book that didn’t really add anything to the book but tidied up
a few loose ends bringing the range to a tidy conclusion, for now…..
Rules:
The first thing to point out is that Dark Eldar have gained very
little and lost Baron, Duke, Lady Malys, Decapitator and Vect! That’s a massive
chunk of HQ lost and actually puts them on par with Grey Knights/Sororitas for
least special characters per army. Although Malys can be represented fairly
well using wargear/relics, sadly none of the others can. Also gone is the
ability to take 1-3 haemonculi and the ancient profile in now simply the
standard. FOC shifting is now also gone sadly, meaning your wracks will only
ever be elites (unless of course you want a covens supplement, but more on that
later). Night vision and fleet remain across the board, while there have been
big shake ups on both combat drugs and power from pain. Combat drugs now are +1
stat boosts, where you roll/draw one at the beginning of the game and apply
that same result to all units with combat drugs for the game. Simple, but
obviously some results will be more favourable than others.
1 - adrenalight - +1 A
2 - Grave Lotus - +1 S
3 - Hypex - +1 I
4 - Painbringer - +1 T
5 - Serpentin - +1 WS
6 - Splintermind - +1 Ld
Power from pain is now a lot more straightforward and there’s a
lot less bookkeeping to do. Simply apply a rule per turn. Nothing on the first,
FnP 6+ on the second, FnP on the third, then add to that furious charge,
fearless and rage (cumulative) as the turns progress. This way all your force
are guaranteed to get more powerful as the game progresses and more pain is
inflicted. Much more global and simple a system, but there are a few more pros
and cons. There are several ways to advance the bonuses by a turn and they are
cumulative, meaning you can bolster you units from the start of the game. More
on this later. However, there is no more pain sharing to gain instant
awesomeness with independent characters breaking off and rejoining other
squads. I think these are both changes for the better – simpler and they work
better for the army overall.
HQ:
Without going into too much detail, the archon has no access to
AP2 melee weapons so should pick his fights carefully, but with access to clone
and shadow fields (4++ and 2++ respectively) and a high WS and I he’s still a
beast in CC. Sure he lost a few options, mainly wargear and CC weapons but
other than that all is the same. Both the archon and his court can also take
their own individual dedicated transports. Then there's the Haemonculus, who
still has access to all kinds of nasty arcane wargear, but can no longer be taken
1-3 per slot and move wracks to troops. He is a master of pain and thus can
advance his squads PfP level by one turn, making him a good bolstering unit
also. Lastly there’s the succubus, who’s
a close combat monster and has access to a great weapon, the archite glaive,
which has both an AP3 and AP2/+1S/2-handed mode. All 3 have access to webway
portals, which now simply allow the unit to deep strike without scatter!
Of note is the fact all. The Archons court is now a bit different
in that you can take 1-12 in any combo rather than 1 minimum of each. Slyth got
cheaper, medusae more expensive (but also more reliable) and the others
remained the same. The Lhamean now packs a blade which is poisoned 2+ and has
the lethal dose rule (along with several other weapons) granting instant death
on a to wound roll of 6. Not bad. The 3 special characters remaining are Urien,
Lelith and Drahzar. The former is more of a super Haemonculus, where the latter
are awesome in combat, especially Lelith, who still ignores armour saves and
has 7 attacks on the charge with rerolls in challenges! All 3 of them got
significantly cheaper too! Shame about Drahzars old model though – it’s the
only remnant of the old models range and looks terrible next to the other
glorious models which are arguably GWs finest.
Troops:
Still warriors and wyches, with a couple of differences. Warriors
got cheaper, though splinter cannons went up and became salvo 2/4 weapons. You
now need to upgrade all members of the squad to either trueborn or bloodbrides
for 3 points, at which point the wargear options change somewhat. Sadly though bloodbrides
no longer have access to haywire grenades universally and trueborn cannot take
shardcarbines. Is this a bad thing though as both those units used to see a lot
of action from what I understand and so toning them down somewhat will at least
give other options a look in.
Elites:
As mentioned trueborn and bloodbrides are now upgrades to
warriors/wyches which move them to elites, meaning the no loner have separate
entries. Wracks remain pretty much the same except they can’t shift to troops
any more and gained the ossefactor. Groteques have gotten more viable as they now
all pack a flesh gauntlet as standard (same rule as for the lhamean weapon
granting instant death on a 6) and can all be upgraded to pack liqifiers -
nasty! Shame no 3 pack of models for them though with some more dynamic poses. Incubi
got a bit cheaper and lost their onslaught/murderous assault rules, though
retained ap2 making them the dark eldar premium terminator slayers. Mandrakes got a 20% cost reduction, can now
fire their baleblast from turn 1 and gained a much needed shrouded (and a token
fear). Finally these chaps will start to see some action on the tabletop. No
more harlequins despite a 2-page mention in the fluff part of the book. Dataslate
inbound I suspect.
Fast attack:
As per the new codex formula transports have moved to fast attack
and thus we have the raider and venom here with a few points changes. The venom
is the only vehicle as best I can tell that gets access to flickerfields now
and a 5++ save as a result. Probably worth mentioning here that shock prows
allow a ram at av14 now, splinter racks give passengers twin linked and
chainsnares allow the model to tank shock. The razorwing is now a fast attack
choice rather than heavy. No real net change in points as some costs got
redistributed, but of note is that it can only take nightshields (stealth) and
no flickerfield. Scourges got a boost as they can now take 4 heavy weapons in a
5-man squad – nice! They are also the only unit (except slyth) who can take
sharcarbines now that trueborn have lost access and are cheaper all around. Reavers
got significantly cheaper but no longer have bladevane and caltrop attacks in
the movement phase - instead these are resolved as hammer of wrath style
attacks meaning you have to actually get invlolved in a combat now. Hellions
got cheaper and stayed pretty much the same but now obviously have no way to
move to troops without Baron. Beastmaster packs got much the same treatment as
the Archons court with it now being up to 12 in any combination including the
beastmasters. Although most got cheaper, razorwings went up in price and a few
things changed around such as clawed fiends getting rage and Khymerae becoming
daemons.
Heavy:
The ravager still resides here and there is now a point charge to
upgrade disintegrators to dark lances. The voidraven also has had some points
adjustments and a downgrade to av10 all round. The void mine is now a large
blast though and there is a new weapon option in the form of darkscythes,
effectively blast template dark lances for attacking non-aerial targets. This
is a fairly lightly armoured vehicle that once you start piling on the upgrades
gets very expensive very quickly (235 with missiles and night shields). Both
the talos and cronos saw some tweaks. The talos now no longer has random
attacks and, most notably, both can now be taken in units of 1-3, but with no
mixing and matching. Costs generally went up for these chaps and some of the
upgrades changes points, though they both get feel no pain as standard now.
Formation
and detachment:
The detachment first, which is pretty similar to a normal
detachment except you get 6 FA slots of which one is compulsory. You get the
usual reroll warlord trait and in addition get a 5+ cover save for troops and
6+ for all else in both the first turn and any night fighting turn. Hardly
worth getting exciting about but the extra FA slots are handy. The formation
requires lots of kabalite units and all must have transports. In addition to
the above, they also get the ability to add 1 to the PfP turn so long as the
warlord/archon is alive. This is cumulative with the rules for the haemonculus
and one of the relics discussed below.
Relics and
Warlord Traits:
Animus Vitae - s4AP2 8" one use - that turn add 1 to the PfP
turn for the whole army.
Archangel of pain - one use - Ld test within 9", wound for
each point failed by (no saves - fearless and ATSKNF ignore)
Armour of misery - effectively ghostplate with -2 Ld penatly for
units within 6"
Djin blade - AP3 melee - user gains +2 attacks but on a roll of 1
wielder wounded
Helm of spite - all units in 12" gain admantium will and all
psykers suffer a perils for any double on a psychic test
Parasites kiss - 2+ poisoned AP5 MC pistol - unsaved wounds grant
a wound back to bearer.
1 - ancient evil - all units in 12" have fear
2 - Labyrinthine cunning - reroll seize, night fight and reserves!
(clearly very useful!)
3 - soulthirst - warlord has rage
4 - hatred eternal - warlord has hatred
5 - blood dancer - warlord has +1 WS
6 - towering arrogance - all units in 12" have fearless
Coven
supplement:
I don't know much about this TBH but from what I've read it has
several formations and a detachment which allows more HQ, elite and heavy slots
to be taken but no troops are compulsory. A good way of approaching the fact
that all the coven units are in the HQ, elite and heavy slots. There are
obviously warlord traits and a seperate list of relics both power from pain
table. Here's what I found on BOLS so all credit to them and their sources. (haven't had time to digest this yet nor can I confirm their accuracy):
PFP table
1 – nothing
2 – Fearless
3 – Fear, Fearless
4 – Fear, Fearless, it will not die
5 – Fear, It will not die, zealot
6+ - Eternal Warrior, fear, it will not die, zealot
2 – Fearless
3 – Fear, Fearless
4 – Fear, Fearless, it will not die
5 – Fear, It will not die, zealot
6+ - Eternal Warrior, fear, it will not die, zealot
Warlord
chart
1 – talos & chronos reroll FNP rolls of 1 within 12”of warlord
2 – warlord plus any grotesques he joins gain it will not die
3 – add or subtract 1 from reserve rolls
4 – If your warlord is slain by an attack/weapon with AP 1 or 2 or with the ID rule, gain D3 VP
5 – Warlord plus wracks he joins gain FNP4+
6 – Warlord gains preferred enemy
1 – talos & chronos reroll FNP rolls of 1 within 12”of warlord
2 – warlord plus any grotesques he joins gain it will not die
3 – add or subtract 1 from reserve rolls
4 – If your warlord is slain by an attack/weapon with AP 1 or 2 or with the ID rule, gain D3 VP
5 – Warlord plus wracks he joins gain FNP4+
6 – Warlord gains preferred enemy
Artifacts
10pts – pick one of the following at the start of your turn which lasts until your next turn – IWND, fleet, poisoned 4+, rampage (used each turn)
10pts – fighting in a challenge – opponent suffers -5 to initiative
25pts – 8”range, S1, AP2, assault 1, blast, instant death, no effect on vehicles (used as a grenade in shooting phase)
10pts – Additional D6 attacks at S3, AP- at initiative 10, grant an additional pile in move at this step, no bonus applicable for furious charge, rending etc
20pts – IWND 4+, only wounded by poisons special rule on 6
35pts - +1 to FNP rolls, negate first wound suffered if it has the ID rule but when this happens, the item is lost
10pts – pick one of the following at the start of your turn which lasts until your next turn – IWND, fleet, poisoned 4+, rampage (used each turn)
10pts – fighting in a challenge – opponent suffers -5 to initiative
25pts – 8”range, S1, AP2, assault 1, blast, instant death, no effect on vehicles (used as a grenade in shooting phase)
10pts – Additional D6 attacks at S3, AP- at initiative 10, grant an additional pile in move at this step, no bonus applicable for furious charge, rending etc
20pts – IWND 4+, only wounded by poisons special rule on 6
35pts - +1 to FNP rolls, negate first wound suffered if it has the ID rule but when this happens, the item is lost
Coven
Detachment
Required – 2HQ, 2 Elite
Optional – 4HQ, 6 Elite, 4 Heavy Support
Units that are available in the detachment – Urien, Haemonculus, Raider (DT only), Venom (DT only), Wracks, grotesques, talos, chronos
Benefits – if this is the primary detachment you can reroll warlord chart from this book. All enemy units within 12”of 1 or more models from this detachment suffer -1LD
Required – 2HQ, 2 Elite
Optional – 4HQ, 6 Elite, 4 Heavy Support
Units that are available in the detachment – Urien, Haemonculus, Raider (DT only), Venom (DT only), Wracks, grotesques, talos, chronos
Benefits – if this is the primary detachment you can reroll warlord chart from this book. All enemy units within 12”of 1 or more models from this detachment suffer -1LD
Formations
1 - urien or
haemy plus 2 units of grots - d6 roll at start of game for grots - +1S, +1T,
fleet, shred, rage, 4+ FNP
2 - 1 haemy, 1 chronos, 2 units of wracks - all wracks gain precision strike, wracks treat turn 1 higher for pfp. if haemy is the warlord he gets trait 4 automatically
3 - 2 units of wracks in 2 venoms - if a unit in this formation scores first blood, gain D3 vp rather than 1. Wracks must start embarked an in reserve. Deployed turn 1 via deep strike
4 - unit of 5 Talos - gain scout. Score an extra vp for any non vehicle unit killed in combat
5 - 1 haemy, 1 Chronos, 1 Talos - form a single unit. Characters may not join it outside of this formation. Talos and chronos gain +1ws and init. If haemy is warlord, gain trait 1 automatically
6 - 1 haemy, 3 units of wracks with raiders. Master of pain from haemy confers to all units in this formation within 12". Warlord trait 5 if haemy is warlord
7 - all 6 formations as above in 1 formation - called the carnival of pain. Urien form formation 1 has his master of pain rule confer to whole formation. All non vehicles reroll 1's to wound in combat
2 - 1 haemy, 1 chronos, 2 units of wracks - all wracks gain precision strike, wracks treat turn 1 higher for pfp. if haemy is the warlord he gets trait 4 automatically
3 - 2 units of wracks in 2 venoms - if a unit in this formation scores first blood, gain D3 vp rather than 1. Wracks must start embarked an in reserve. Deployed turn 1 via deep strike
4 - unit of 5 Talos - gain scout. Score an extra vp for any non vehicle unit killed in combat
5 - 1 haemy, 1 Chronos, 1 Talos - form a single unit. Characters may not join it outside of this formation. Talos and chronos gain +1ws and init. If haemy is warlord, gain trait 1 automatically
6 - 1 haemy, 3 units of wracks with raiders. Master of pain from haemy confers to all units in this formation within 12". Warlord trait 5 if haemy is warlord
7 - all 6 formations as above in 1 formation - called the carnival of pain. Urien form formation 1 has his master of pain rule confer to whole formation. All non vehicles reroll 1's to wound in combat
Conclusions:
Well, where to start. I think the book has made a good transition
to the new edition all in all. Although the model release was maybe not that
spectacular in scale or adding anything new, the models are still great. It's
no surprise that special characters went which is a shame but if the past few
releases have shown us anything it's that this edition (and 6th) is all about
consolidating armies and getting them up to spec. There's no guarantee that
when the next Dark Eldar book comes along we won't see some of these chaps
returning. I like that a lot of the overlooked units in the previous book are
now viable options and that a lot of the no brainer units have, for one reason
or another, been toned down. On the surface of things it looks like this book
is fairly well balanced overall and should give Dark Eldar players some fun
coming up with new ways to play, new units to use and new combinations to come
up with. I get the distinct impression that the next 2 releases will be much
the same as this in terms of model releases and tidying up loose ends from 5th
edition.
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