Well, once
those Harlequins dropped we knew it was coming soon, but with the old book
being barely 2 years old it is still hard to believe that the new one is upon
us already. Not only did this release bring a new codex to us, but a new set of
datacards and some new models too. With Eldar being one of the more powerful
books out there, this release had a lot to deliver in terms of re-balancing the
game. Let's take a look firstly at the book and cards, then the models, and then
finally the rule to see if everything lived up to expectations. Seeing as this
is more of a (ill-thought through) tweak than a major update I'll only talk
about things in detail if anything has changed - if not I'll simply write
'same', and obviously all harlequin stuff has gone from the book.
Codex:
Well, I loved
the old codex cover and the new one is equally gorgeous, portraying a
Saimm-Hann Warlock rather than Ulthwe Farseer. The newly rechristened Codex
Eldar: Craftworlds is quite the tome, weighing in at 33% bigger than the
previous incarnation and being on par with codex Space Marines. A price
increase came with this of course but page for page it's better value. Let's
not forget the datacards too at this point, which grant Eldar not only the
tactical objective deck but also the two disciplines established in the
previous book, bringing them up to date with other armies. It's also worth
mentioning the very pretty and overpriced Ltd edition, which has of course sold
out immediately.
On to looking
at the Codex in more detail now then. If it wasn't for the fact that they're
effectively the first army to get a update to an existing hardback, then I'd be
really excited about the book. As it happens it's still a really nice book and
divergent enough from its predecessor to be worthwhile. The first section deals
with the background and the Craftworlds, with double page spreads for each of
the 5 main Craftworlds and smaller sections for the lesser ones. We then move
on to the new trend of computer generated pics of Different colour schemes for
both the Craftworlds and Aspects. Some interesting ideas in here and the pics
are a bit higher quality than with some other previous instalments. We are then
treated to some glorious full colour pages focussing mostly on Saimm-Hann. We
then move on to data-slates rules in the usual format. and My biggest complaint
about the book both picture and rules-wise is that Alaitoc yet again seem to be
underrepresented. I should be used to it by now playing both them and Iron
Hands but never mind. Still, a lovely and chunky book sure to please Eldar
fans, tho I confess I preferred the old cover a bit more.
Models:
Well, they're
finally here and after almost two decades of waiting the Eldar have
finally got the Jetbikes they deserve,
and they look great. They fit nicely with both the Dark Eldar and Harlequin
designs and finally give the Eldar that sleek, fast look that they deserve.
Essentially the same sprue x3 in a box, they also have the option for a scatter
laser or shuriken catapult each (more on that later) and are compatible with
the guardian box set to add variety. Finally, we are also treated to a plastic
set for either a Farseer or Warlock on a jetbike in the form of the skyrunner.
This is a slightly more detailed jetbike with a single body, just with a
different rune and head for each and the option of either a singing spear or
witchblade, plus different vanes for the bike. Bizarrely, the old finecast
jetibike autarch and shining spears have been released packaged with the old
jetbikes - a bit odd and lacking in uniformity but there you go. A canny
hobbyist could always convert the shining spears/autarch onto the new jetbikes
or use the regular jetbikes to double up on seer council models using
greenstuff. Lastly, we are treated to an elegant, gorgeous Autarch model which
has swooping hawk wings, a power sword, mandiblasters and a fusion pistol (new
option). Very nice model and bringing the range a step closer to plastic
perfection.
Rules:
Army special
rules:
Battle focus -
same.
Ancient doom -
same.
Warlord traits:
1 - Ambush of
blades - same.
2 - An eye on
distant events - now D3 units gain scout.
3 - Falcons'
swiftness - Now add 3 not 1.
4 - Fate's
messenger - same.
5 - Mark of the
incomparable hunter - same.
6 - Seer of the
shifting vector - now 12" not 6".
Maelstrom
missions:
11 - Legacy of
sorrow - 1 VP if an enemy character was removed
12 - Skyborne
assault - 1 VP if an enemy unit was destroyed by an Eldar skimmer/jetbike. (3+
= D3)
13 - Khaine's
wrath - 1 VP if an enemy unit is successfully charged. (3+ = D3)
14 - Guardians
of the hidden path - Roll a D6 - 1VP if no enemies in 12" of that
objective at end of turn.
15 - Strands of
fate - Roll D6 - +/-1 if Warlord is a psyker - ! VP if you control that
objective at end of turn.
16 - Combined
strike - 1 VP if you destroy a unit in psychic/shooting/assault phase. D3 if
any 2 of these phases. D3+3 if in all 3 phases.
Wargear:
Remnants of
Glory:
Kurnous bow
(replaces Mantle of the laughing God, 10pts) - 12" rending pistol, S4 AP3.
Shard of Anaris
, Uldarnoreth Long rifle, Faolchu's wing, Phoenix gem, Spirit stone of
Anath'Lan, Firesabre - same.
Ranged weapons:
D-weapons - all
same except strength is now D (!) for all of them. Scythes -1 on the D-table.
Eldar missile
launcher - Flakk missile now called starhawk, plasma no longer pinning. It also
appears the EML comes with all 3 types of ammunition now as standard.
Laser weapons -
same except for scatter lasers which no longer have the laser-lock rule.
Monofilament
weapons - same profiles except that the spinnaret rifle and doomweaver no
longer have pinning. Also, the monofilament rule has changed. It is now AP2 on
a 6 (unless would be higher) and you now roll the weapon strength vs the
initiative of your opponent. (toughness still used for instant death) There is
no strength boost vs vehicles now.
Reaper launcher
- same except starshots no longer have pinning.
Shuriken
weapons - same. Bladestorm unchanged.
Vibro cannon -
same but worded in a less confusing way.
Fusion weapons,
Prism cannon, Ranger long rifle, Starcannon/Suncannon, Tempest launcher - same.
Melee weapons:
Biting blade, Chainsabres,
Diresword, Executioner, Ghostweapons, Mirrorswords, Powerblades,
Laser lance -
impact rule is gone so now they're always AP3.
Scorpion
chainsword, Scorpions claw, Star lance, Triskele, Witch staff - same.
Armour - all same, but note thataall Exarchs now have the same armour as their aspect.
Treasures of
vaul:
Banshee mask - now
cause fear and prevent overwatch fire if even one model has one.
Grenade pack -
now barrage but otherwise the same.
Heavy weapons
platform - now counts towards morale checks but no mention of transport capacity.
Mandiblasters -
now wound on a 4+ (Gargantuan 6+)
Swooping Hawk
wings - now move 18" as jump infantry and has skyleap incorporated into
the rules.
Warp jump
generator - same except that now it needs a double 1 to kill a member of the
unit.
Eldar jetbike,
Forceshield, Ghosthelm, reaper rangefinder, Scattershield, shimmershield -
same.
Vehicle
equipment:
Holo-fields -
now provide a 5++ unless immobilised
Mindshock pod -
models within 12" -2 from their Ld, morale, pinning tests.
Serpent shield
- defensive mode still downgrades penetrating hits to glances on a 2+ but the
shooting attack is now (thankfully) one use only and 24" range and is S6
AP- assault 2D6 strikedown, so no more pinning.
Crystal targetting
matrix, Ghostwalk mantle, power field, spirit stones, Star engines, Vectored
engines - same
Psychic powers:
Runes of battle
- all the same
Runes of fate -
all the same except for the following:
2 - Doom - now
warp charge 2
3 - Will of
Asuryan - blessing targetting psyker - fearless and admantium will for all
units in 12"
4 - Is now
fortune (death mission gone) and is the same.
5 - Mind war -
same except no penalty to the Farseer for losing.
6 - Eldritch
storm - now has 2 profiles and has changed. Warp charge 3 is 24" S3 AP3
fleshbane, haywire, large blast, pinning. Warp charge 4 is an apocalyptic
blast.
Well that's a fairly brief overview for the global changes to the book. Some changes for the better so far but will this hold true for the individual units in the book? Next time I'll look over the HQ, Troops and Elites choices available until wrapping up in part 3 with Fast, Heavy, Lords of war, Formations and the Warhost.
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