How 6th Edition Changed My Army
It has been awhile. With a severe lack of games I basically hung up the keys to the Wave Serpent and settled in with some other hobbies. Lack of games of course meant a lack of content and thus I had no reason to update.... until now! BAM! Look at it! It's a book with pictures and words and because of it I can continue updating this blog.
So what can I talk about? Well, you can go plenty of other places to get the skinny on how the rules have changed. Get the book, play some games! This is going to be an interesting edition for everyone! What I would like to talk about first are my thoughts on how this book will change the way I play the game. Let's breakdown the changes to each unit:
Guardian Jetbike Squads
This edition has made the Eldar jetbike a big deal. It is much faster, one of the fastest units in the game. With the ability to move 12", shoot, then move an additional 2d6" in the assault phase. This gives the squad a potential 24" move per turn, with an average of 19" Turbo-boost is where it's at though. The Eldar jetbikes can now move an additional 36" in the shooting phase for a total move of 48". Positioning will never be a problem, ever. The bikes got more durable too. The jink special rule granting them a 5+ cover save just for moving, which becomes 4+ if they move flat out. This on top of the 3+ armor save and jetbikes will be even more of a pain to kill. It gets better though. There is no more 3(4) for toughness. The bike just flat out improves toughness by 1. This means little for the Guardians, but when the Farseer comes into play it's pretty awesome. Shooting for the jetbikes has gotten more deadly. Overwatch will give them an added volley of fire before being assaulted, but more importantly the Hull Point rules make shuriken cannons to the rear armor a lethal treat and far more reliable. Finally, in assault the jetbikes have Hammer of Wrath giving them an extra volley of attacks on the charge. Sure it's still Guardians, but it certainly helps. In all I see a lot of little tweaks to the rules that add up to a big power boost to these units. Biker armies are looking to be the big thing this edition and it's nice that I am already ahead of the curve.
The humble Vyper sees some improvements this edition as well. Though hull points will have a devastating effects on vehicles this edition, the Vyper has never been a vehicle known for durability. It got slightly vaster with an 18" flat-out move on top of it's normal 12" move. Though my Vypers sport brightlances the new shooting rules give you the opportunity to dakka them up with two shuriken cannons and fire both like the Dark Eldar Venoms do with their splinter cannons. This is something I'll likely explore as my lists evolve. Jink is also a boon shared by the Vyper which in some ways will assist the durability issue. I'm really looking forward to seeing what the Vyper is capable of.
My usual list runs two and I don't think the Fire Prism has lost much effectiveness. It's got 3 hull points, but no longer suffers the ill effects on a glancing hit as before. This has an additional side effect in that I no longer see the value of holo-fields. It's not that the holo-field isn't effective anymore, it is. The issue is with it's points cost. It's less needed when hull points are on the line and I can save up the points from two holo-fields to add another Vyper, or Warlock and goodies to the list. Spirit Stones on the other hand have become more useful in that a shaken vehicle may still fire snap-shots. This does nothing to help the prism cannon, but at least the shaken lets me still fire the catapults, or even better a shuriken cannon. Added in the ability jink and you've got a solid tank. I see linking shots as a less useful proposition as you can just as easily take down vehicles with volume fire as a single well placed shot.
Always a favorite of mine, the Nightspinner is looking to shine this edition. It has a very similar set up to the Fire Prism. I see it shining in this edition simply because of an increased use of infantry, or at least what I expect to see an increase in the use of infantry. The lack of an ability to assault from most transports will hopefully see players compensate by bringing larger squads on foot. This will no doubt make them easy prey for the Nightspinner.
Benefiting from everything this edition gave to the Jetbike Guardian the Seer Council stands to gain the most from these improvements. The Witchblade is disappointing as the weapon is no longer Str 9 vs vehicles, however it is still just as potent against models with a toughness value. The Singing Spear however is under no such restriction though I don't see myself changing the number of spears I bring to the field. The changes to psychic powers I find most interesting. I enjoy the restrictions placed on the psychic hood, but am less exciting out any unit being able to stop psychic powers, fortunately only one of my powers targets enemy units. The new disciplines are very interesting and very appealing however I can discount the effect that fortune has in boosting this unit and as such will stick with my Eldar powers. I do look forward to writing up some other lists that take advantage of the new powers. The Telepathy discipline is greatly appealing. In all, this unit got much more dangerous and I greatly look forward to using it on the field of battle.
In all my list seems quite effective in this edition. Army wide use of the jink rule, extra speed, and an increase in the effectiveness of my firepower should give me quite the edge. I really look forward to seeing how my games will play out