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JMichael
06-30-2012, 11:44 AM
Just thought we should have an Eldar thread.

Played my first 6th ed game last night. while we are certainly still figuring the rules out (thank you GW for posting the FAQ right away!).


So here are some Eldar specific observations.
AP of '-' is no longer a -1 on the Vehicle damage chart. Warp Spiders just got a bit more deadly!

Snap Firing 10 wratihguard = hell yes!!!!

Tank Hunters now lets you re-roll you Armor Penetrating roll. Waaaayyyy better than the previous +1.

Witchblade - no longer S9 vs vehicles. Now it has Armorbane and Fleshbane. Though the Singing Spear appears to still use the codex rules (S9 vs vehicles).

Turbo Boosting Jetbikes - can still cast powers, but can't do any voluntary action AFTER turbo boosting!

Looks like you cannot assault after disembarking (even if teh vehicle had not moved first??



Now a couple of questions for you.

1.) Star Engines (may make a 12" move in lieu of shooting). But moving Flat Out is now an 18" (for fast skimmers) move in the shooting phase as well.
The only difference I can see is with transports. A transport cannot move flat out after a unit has embarked on it. But if it could insteand use Star Engines, that would help the Falcon/Wave Serpent get out of danger after picking up a squad.
But if the vehicle moves then disembarks it cannot move any further that turn (so no Star Engines).

2.) Farseer and Mastery levels. the FAQ states Farseers are Mastery level 1. BRB p66 states Master Level is the # of powers the psyker knows and can use/turn.
-- I haven't delved to far into the psyker rules yet, but does anyone know how this will effect our 'supposedly' great Farseers? Could you only take 1 power, 2 with Spirit Stones? Can a Farseer other than Eldrad no longer have 4 powers?

Melon-neko
06-30-2012, 12:07 PM
Just thought we should have an Eldar thread.

Played my first 6th ed game last night. while we are certainly still figuring the rules out (thank you GW for posting the FAQ right away!).


So here are some Eldar specific observations.
AP of '-' is no longer a -1 on the Vehicle damage chart. Warp Spiders just got a bit more deadly!

Snap Firing 10 wratihguard = hell yes!!!!

Tank Hunters now lets you re-roll you Armor Penetrating roll. Waaaayyyy better than the previous +1.

Witchblade - no longer S9 vs vehicles. Now it has Armorbane and Fleshbane. Though the Singing Spear appears to still use the codex rules (S9 vs vehicles).

Turbo Boosting Jetbikes - can still cast powers, but can't do any voluntary action AFTER turbo boosting!

Looks like you cannot assault after disembarking (even if teh vehicle had not moved first??



Now a couple of questions for you.

1.) Star Engines (may make a 12" move in lieu of shooting). But moving Flat Out is now an 18" (for fast skimmers) move in the shooting phase as well.
The only difference I can see is with transports. A transport cannot move flat out after a unit has embarked on it. But if it could insteand use Star Engines, that would help the Falcon/Wave Serpent get out of danger after picking up a squad.
But if the vehicle moves then disembarks it cannot move any further that turn (so no Star Engines).

2.) Farseer and Mastery levels. the FAQ states Farseers are Mastery level 1. BRB p66 states Master Level is the # of powers the psyker knows and can use/turn.
-- I haven't delved to far into the psyker rules yet, but does anyone know how this will effect our 'supposedly' great Farseers? Could you only take 1 power, 2 with Spirit Stones? Can a Farseer other than Eldrad no longer have 4 powers?

Page 418, the psykers codex will usually state how many powers he has. Where this is not the case they have a number of powers equal to their mastery level

I read star engines as to be in addition to moving flat out, partially because they are worthless otherwise. Star engines cannot be used if a unit embarked/disembarked (FAQ)

JMichael
06-30-2012, 12:08 PM
Well with reading teh FAQ more closely. A farseer is Mastery Level 1 who must choose 1 to 4 psychic powers.

Also glad that the Avatar is once again a Daemon.

Melon-neko
06-30-2012, 12:47 PM
On page 66 under establishing mastery levels it states that older codex may state mastery level long hand based on how many powers per turn they can used. So mastery is based of how many powers can be used per turn, unless otherwise noted

JMichael
06-30-2012, 12:56 PM
On page 66 under establishing mastery levels it states that older codex may state mastery level long hand based on how many powers per turn they can used. So mastery is based of how many powers can be used per turn, unless otherwise noted

It seems that 6th editino FAQ states a Mastery level of 1, even though they can take multiple powers.
I'm guessing that Spirit Stones won't increase your mastery level, but still allow the Farseer to cast 2 powers/turn.

D'Natagal
06-30-2012, 01:01 PM
Has anyone else noticed that squadrons has changed a lot...instead of immobile=destroyed, you now get to abandon the model and treat it as a separate unit. Crew Stunned actually means something, so I guess taking stones on my Vypers will be worth it!

Melon-neko
06-30-2012, 01:11 PM
It seems that 6th editino FAQ states a Mastery level of 1, even though they can take multiple powers.
I'm guessing that Spirit Stones won't increase your mastery level, but still allow the Farseer to cast 2 powers/turn.

The amount of powers you can take is not what determines mastery level, it is the amount of powers you can use per turn. A farseer is mastery 1, but spirit stones is an upgrade that allows him to use a second power per turn, thus making him mastery level two. Mastery level primarilymeanshow many warp chargesacharacter generates per turn, which dictates how many powers per turn. If the spirit stones. Do not increase the farseers mastery level, he will generate an additional warp charge and won't actually be able to use more than one power because he will only have 1 warp charge

DarkLink
06-30-2012, 02:45 PM
Yes, luckily the faqs clarify how you generate psychic powers, because the new rulebook is supremely unclear on who gets the book's powers and who doesn't.




This is a duplicate thread, btw: http://www.lounge.belloflostsouls.net/showthread.php?t=22748&page=3

xxxxDMANxxxx
06-30-2012, 03:06 PM
Can a warlock use the psychic powers from the big rule book?

Melon-neko
06-30-2012, 04:01 PM
Can a warlock use the psychic powers from the big rule book?

Nope

JMichael
06-30-2012, 05:45 PM
In the unit summary at the end of the rulebook, they list the Nightspinner as a Transport!?

I know the Forgeworld Nightspinner can transport 6, does this mean that...perhaps...in the future our Nightspinner (which I prefer 10-1 to the Fire Prism) will be able to transport troops?

Interesting that the FAQ does not have an errata enabling the Nightspinner to transport...

Lord_Victor
06-30-2012, 06:50 PM
Man, this will probably sound WAAC, but I belive that Eldrad can cast 4 powers a turn.

The FAQ lists him as Mastery level three. It directly references spirit stones as already counting towards that maximum. However it makes no mention of his staff, and since his staff does not always allow the casting of a 3rd power (since he can't be in combat if he wants to cast three times) then I can't see how it could be included in his mastery level.

So in my opinion, Eldrad is a mastery level 3 pysker and hence can cast 3 powers each turn, and furthermore if he is not locked in close combat can cast 1 additional power, which as per the rules can be a power that he has already cast this turn.

Thoughts?

Melon-neko
06-30-2012, 07:20 PM
Man, this will probably sound WAAC, but I belive that Eldrad can cast 4 powers a turn.

The FAQ lists him as Mastery level three. It directly references spirit stones as already counting towards that maximum. However it makes no mention of his staff, and since his staff does not always allow the casting of a 3rd power (since he can't be in combat if he wants to cast three times) then I can't see how it could be included in his mastery level.

So in my opinion, Eldrad is a mastery level 3 pysker and hence can cast 3 powers each turn, and furthermore if he is not locked in close combat can cast 1 additional power, which as per the rules can be a power that he has already cast this turn.

Thoughts?

It doesn't matter. Each use of a psychic power requires one or more warp charges. His mastery level of 3 produces 3 warp charges. So unless he has some other way to generate a warp charge he wont be using a 4th power, staff or not.

Lord_Victor
06-30-2012, 07:36 PM
Good catch Melon-neko, I knew I had to be missing something.

On the plus side Mastery 3 would allow him to cast 3 powers a turn even if not in cc now right? Would the staff still allow him to cast a power that he already has?

Stupid FAQ isnt very comprehensive :/

Melon-neko
06-30-2012, 07:42 PM
Good catch Melon-neko, I knew I had to be missing something.

On the plus side Mastery 3 would allow him to cast 3 powers a turn even if not in cc now right? Would the staff still allow him to cast a power that he already has?

Stupid FAQ isnt very comprehensive :/

Eldar players are supposed to see the future and know the answers =D
Yeah, the FAQ is kinda bad.

Anyway, I don't have the codex on me. I believe his staff said something like, if not in CC eldrad can cast an additional power per turn and may even use the same power twice. The first part is basically null since mastery level 3 replaces it, so I would think the second part is a specific over ride of the base rules and would indeed let him use a power twice per turn.



On a different note, I tried out divination today. It has some neat powers but i think the base Eldar powers are better (telepathy serves a different role imo)

There is not fortune style power in the Divination pool. If you want to do a seer council anvil, it is much harder. There is a power called precognition that lets the Farseer himself reroll basically everything, which you can simulate fortune with by abusing lookout sir argh rules, but it puts your farseer at more risk.

one of the divination debuffs is like doom, except instead of rerolling failed to wounds the target rerolls successful armor saves. Better with s6 weapons, worse with catapults.

the divination guide power has a longer range so its a bit better.

Just some experiences from the game i just played. =)

Montserrat
07-01-2012, 06:19 AM
Eldar 6th Ed. FAQ its a SHAME.

Nerfldar for an entire year.

No chages on basic weapons, shuricat stays at the space marine shotgun level, dam you thorpe the day you cripled shuricats in 3rd editions!!!!!

Psiquers? no thakns imperion has better and stronger ones. Warloks has no acces to new powers, it was a good chance to make defenders usesful...

etc etc

CRAP, and more crap for eldar since 1999

JMichael
07-01-2012, 02:10 PM
I think Fortune on our Skimmers (now all have 5++ save), Farseer on Jetbike that Turbo boosts can now cast powers before turbo boosting, Jetbikes in general have a ridiculous fast move now.

Tank Hunters are much better than before, and War Walkers able to Smash hit 1 A at Str10!
And the possibility of Night Spinners transporting troops as well!

Me likey, and don't feel nerfed at all. Yeah, we need updated psykers and Exarch Powers but were competitive in 5th and I feel are still in 6th.

Mr Mystery
07-01-2012, 02:16 PM
Wraithlords count as characters. That means Precision Strikes. Shooting and Combat. Shuriken Cannon and Scatter Laser are likely to ruin IG days by sniping out their commanders. Dark Eldar too, as you can allocate to special and heavy weapons, or unit champions, or whatever you happen to feel is in dire need of death at that precise moment in that squad.

They can also challenge, alllowing them to either single out Powerfist toting champions for a quick power-noogie, or send them skulking up the back whilst you crack on beating up his unit....

DarkLink
07-01-2012, 02:55 PM
That's awesome for character MCs, taking out the only dude that can reliably hurt them. How many 'nid MCs are characters? And was the Dreadknight a character? I don't recall.

Dalleron
07-01-2012, 03:15 PM
You could still do a pretty decent pysker army with eldar. Take a reg farseer and use codex rules. Take Eldrad with his 4 powers and mastery level 3 with the new powers. Giggiddy. Pretty expensive though.

Mr Mystery
07-01-2012, 03:19 PM
Avatars also benefit as Characters.

For Nids, it's Tervigon, Tyrant and Broodlord. Oddly, Prime isn't on the list??

Rev. Tiberius Jackhammer
07-01-2012, 03:24 PM
Avatars also benefit as Characters.

For Nids, it's Tervigon, Tyrant and Broodlord. Oddly, Prime isn't on the list??Primes aren't monstrous creatures, but they are Independent Characters - and that makes them Characters automatically, right?

Mr Mystery
07-01-2012, 03:28 PM
It does indeed. I was just mentioning they aren't on the Nid unit listing.

Looking forward to taking on a wide variety of opponents!

Probably also worth pointing out that all Exarchs count as characters, and thus benefit from Precision Strikes, and can issue/meet challenges. Invisible Powerfists beware!

Surendil
07-01-2012, 04:22 PM
One thing that I've found... an aegis defence line (or another fortification with a gun emplacement) with a fire dragon squad inside... if the exarch is in base contact with the gun (I'm looking at a quad-gun), he'd be quite a beast against flyers and deep striking vehicles, wouldn't he?

Mr Mystery
07-01-2012, 04:58 PM
He would indeed!