Eldar army list 5th edition


















These are Space Elves who've been around since humans were monkeys, and they can't best Gateway of Infinity? All of these changes are absurd. Eldar players truly are the whiniest of the bunch. The only thing I can agree with is decreasing the cost of waveserpents a little.

Went digging through my old posts, and guess what? Cheese Elemental wrote: I'd make Eldar generally better at using psychic powers. Personally i think a simple switch to fast attack is best. If you add to the tank your going to have to increase the price. The biggest nerf that falcons got was that deflective weapons became Strength 4. If they were still Strength 6 I think the falcon might still have a place as a in heavy support.

Hm, a few things: - Shining Spears squadsize up to 10 - Autarch maybe able to take exarch weaponry? Or exarch powers. Anyway, he needs some more customization.

I dunno, Eldar are already pretty powerful. Alot of this stuff would make them incredibly broken. I mean where are any of the downsides? Some points go up but not alot.

The Avitar is already amazing for points. His only downside is that he is slow. If anything he should be more costly or worse IMO. The Farseer getting more powerful and cheaper in cost?

Again, the seer is pretty amazing. A kitted out one on foot runs around points but the impact on the game if used correctly far exceeds that.

Banshees and Scorpions getting more attacks for their cost is too much. They would have 3 attacks base 4 on a charge. If anything there just needs to be a way to take them as troops if you take an Autrarch of a certain type.

When you look at the Crack shot for the whole squad it just seems ungodly. Ignore cover and re roll wounds for all meltas in there? You might as well just wipe off anything they shoot at now. Not alot of points in the grand scheme of things. The Wraithguard maybe. I'd say 2 wounds would be legit.

Or the dropping 5 points. Not both though. The strength 4 for the leader The auto fall back I dunno about. I'd be ok with the Wave Serpent costing less if it lost the energy shield on the side armor. As it stands I feel it is about appropriately costed for how damn hard it is to kill and the speed of the thing. The weapons costing less I'd be cool with. The DA 's stuff is ok. Really they aren't a CC squad so it's kinda a moot point. If anything these guys should go down in cost by a point or 2.

The Rangers seem fair. The Guardians as well. As for the Hawks I dunno. I think assault 10 is a bit much. The gernade pack is pretty cool too. Viper changes fine it needs help. The Reapers shouldn't get the Crack for the whole squad. He has T8. Falcon changes fine. Overall, I don't see much of a problem with the Eldar codex aside from the troop choices.

The rest of the codex is pretty strong save a few units that could use some point tweaking I think the Falcon, Viper, Hawks come to mind.

The Autrarch should be a more focused choice but allow you to take a corresponding unit then as troops. The DA 's need to go down in points a bit. Other than that I don't think Eldar need these changes. Alot of the stuff you posted would make them just overpowered and broken. I think all their stats should be 10, and all the models only cost one point. Schepp himself wrote: number9dream wrote: Hm, a few things: - Shining Spears squadsize up to 10 - Autarch maybe able to take exarch weaponry?

Schepp himself wrote: Powerguy wrote: So yeah on the whole I like it but its mostly just making minor changes to everything rather than the more drastic changes needed for some of the units which are currently useless or not worth taking, the changes often don't address the underlying flaws in the unit.

I completely agree about the DA exarch Trust mathematics not Murphy's law. Updated some stuff. For a webway portal I was considering a big Sylith or Grotesque unit, the grotesques are tougher but the Sylith can put down some fearsome shooting the turn they drop with 3 poison shots a piece plus they can have some ablative Ur-gul to take any str10 hits in combat. Can you see anti tank being an issue with the loss of haywire wyches? I used to run 2 ravagers and a voidraven bomber, and still supplemented that anti tank with haywire wyches.

Replacing the wyches with other anti tank seems so much more expensive ie. Looking forward to your battle reports with the new codex : Rathstar. You need to take a army which goes down a balenced path. All the lists are good but an over reliance one one type of fast attack will hurt you baddly. The best here was the webway but i would make some changes.

First get rid of the medusa and archon the will decimate orks and tyranids but unless your freind usaly brings them give it a miss Drop 3 incubi and give them a venom insted 7 incubi wipe out a squad to quikly and leave you exposed you want to aim to wipe them out on their turn or have cover to consolodate into.

With the new points add 10 medusa in a raider with splinter racks and maby a ram and sails. Just charge it right at the enemy. This is amazing. To put it into perspective that is 30 poisen shots at BS 4 re-rolling!! May have medium-sized creases, corner dings, minor tears or scuff marks, small stains, etc.

Complete and very useable. Very well used, but complete and useable. May have flaws such as tears, pen marks or highlighting, large creases, stains, marks, a loose map, etc.

If you have any questions or comments regarding grading or anything else, please send e-mail to contact nobleknight. Share This: Link Copied! Add to Cart. Add to Want List. Sell Us Yours. Product Info Title. Games Workshop. Warhammer 40, Description This codex is for Warhammer 40, 5th Edition. It was a blunt force instrument; you just clubbed the other guy over the head with it. This is where I see people having trouble in 5 th edition.

With the changes to the core game rules, these old style skimmer armies lost a lot of steam. Falcons are no longer unstoppable juggernauts and Harlequins, while still amazing assault units, are no longer able to rip through an army like a buzz saw. The game has changed and so tactics and overall ideas about how the army plays need to evolve as well. Playing a 4 th edition style Eldar army in 5 th is not going to get the results it once did.

Eldar are an army that requires synergy within the list in order to succeed. What I mean by synergy is that an Eldar list must have a mesh of units that all are able to support one another in order to mitigate its weaknesses and multiply its strengths. Eldar and their dark kin are an army that are really easy to lose with, but once mastered can be extremely powerful.

So how to do it? Any good list must begin with an overall strategy in mind. You need to address the main objectives of 5 th edition missions and how to succeed in achieving them with what yo have available in your codex.

There are a multitiude of options in each dex, but for the sake of this article we will analyze two builds: foot Eldar and an aggressive Mech list. If you decide to go foot Eldar which is a very potent option in 5 th , your best bet is to go with Guardians, Dire Avengers and Rangers as your troops choices. Guardians, while not providing a ton of kill power, are very useful none the less. They need to have rate of fire weapons, the cheaper the better.

Mine always take a Shuriken Cannon which compliments their role of anti infantry. Second, max them out. Less kill points to give up and they can perform one, hugely important function: screening. A foot list needs to have mobile cover think Mek Boys, Venomethropes, etc. They also provide a screen from enemy assault units. They are a big, tough to shift scoring unit as well and can move and fire their weapons.

This means that at close range, they can lay down a lot of flak fire to shred infantry. I know it runs counter to conventional wisdom, but conceal is a great buy for the warlock here. This unit is also an assault defense as anything charging them and as they are the screen, they will be the only thing able to be charged will get stuck in the fearless Guardians and get counter charged next turn, or if they wipe the Guardians out, get shot and countercharged next turn.

Now the real power of this unit comes when combined with the HQ choices. A foot Eldar list needs two things to really be viable: the Avatar and a Farseer Eldrad is really the clear choice here. The reason being that the Avatar makes everyone fearless and provides incredible counter assault and the Farseer fortunes the guardian screen to make them really difficult to kill and the Avatar too with Eldrad, which is why you need him.



0コメント

  • 1000 / 1000