Saturday, February 23, 2013
Editorial, Eldar in 6th edition, overview and tactics. HQ
So I decided to do an overview on Eldar in 6th edition, based on how they have so far been for me. I'll start with HQ, and just run through the entries is as they come up in the codex. So...
HQ
Autarch: I've found that the Autarch is still a good HQ choice for the army, with a decent stat line, and a lot of versatility an autarch can usually provide alot of benefit to an army for a reasonable cost. With the master strategist ability and the changes in 6th edition reserves you only need one Autarch now to bump your reserve rolls to 2+ which is nice. They did lose a little bit with the change in power weapons, but with a high initiative, they will usually get to hit first in a challenge. They should be equipped with wargear in respect to what you plan on having them do in your army. I like the warp jump generator, or the jetbike. The warp jump generator is nice when you want to add some extra punch to a warp spider squad. The jetbike is good with the lance, but I don't really like the options for units to attach him to. Mandiblasters are worth it for the +1 Attack, never take a Banshee mask, its usually not worth it since he has such a high Initiative any way. Power weapon normally, or lance if on a bike, chainsword still not worth it. Now for guns, the only options worth considering are the reaper launcher or fusion gun. The reaper launcher is not bad if your going to be keeping the Autarch in the back ground for some reason. The fusion gun is probably the obvious choice, but keep in mind if your taking it for Anti tank capabilities you may be able to save a couple points if your willing to live with him throwing a haywire grenade instead. This is a fun HQ, but remember he really is not the toughest guy in the world and is not built to take alot of punishment.
Farseer: The Farseer is really the benchmark HQ for the Eldar army. Not much in CC, but great support abilities, and the best psychic defense in the game hands down. The psychic powers are good I recommend using their own powers not the new ones. In 6th edition you could say that a Farseer is almost a mandatory choice. My best tip for them, is to determine what you want them to do in your army and equip them appropriately, you can save alot of points by not taking psychic powers you won't be using. Not alot to say about them, except take one and consider taking two if it works for your army.
Warlocks: I've found that they are expensive. If you build them right, and sink enough points into them they can be a fairly decent Deathstar. That being said, they are not really my play style. I have not enjoyed the return from the points I have to sink into them. They will need at least one Farseer, possibly an Autarch, and possibly an allies HQ to make them viable. Not a bad unit choice, but not my cup of tea.
The Avatar of Khaine: This is an interesting one. The avatar has good stat lines, and at the point cost is fairly economical. Like most things in the Eldar army he needs to be supported. Specifically with a farseer casting fortune, and a close combat unit to help support/shore him up. If your going to use him, I recommend having him stand center stage and head right at the core of the enemy. You need to make him be the focus. Keep the enemy focused on him, there is a good chance that he may not even make it into combat unless your opponent has something that can actually cause some damage to him. Him being a character is just an added bonus there is not much in the game that can stand up to a challenge from him. Also that fearless bubble is awesome!
Yriel: This guy is still a badass. For the point cost you get a great CC character with a weapon that ignores armor saves, and strikes at initiative. Add to that the master strategist ability, and he is the best on foot Autarch you can get. The Eye of wrath also allows him to deal with crowds. I use this guy fairly often and he tends to be fairly effective. I think the only reason I don't get more out of him, his that my opponents go out of their way to either avoid him, or kill him before he can get into combat.
Eldrad: I like Eldrad, even if he is dead. He is the Farseer that gives you everything, and extra. I usually shy away from him though due to point cost. Choosing instead to go with a more "economical" farseer. He can be very good, and very key to alot of armies/builds. I think most of the times you'll want to take him is when you need to double up on psychic powers like fortune, but can't/don't want to do a double farseer build.
Phoenix Lords: I'll cover them individually in a little bit. The good, strong stat lines, good armor, and eternal warrior. The bad expensive, typically no invulnerable, and they typically don't add much the army as a whole. They got a bump and a loss with the change in power weapons. Since they have a 2+ armor save, they are better protected, but they also can't fight 2+ as well.
Asurmen: Invulnerable save, and reroll to hit in combat are awesome, decent with anti infantry shooting, and can instant kill things. The problem that I have with him is that he is to expensive for a model that can only kill infantry and doesn't help my army as a whole.
Jain Zar: This chick is mean, but only in close combat. Consider this, for fewer points you could have a 10woman banshee squad with kited Exarch.
Baharroth: Since your probably not going to take swooping hawks, and you don't need a few extra power weapon attacks, don't bother.
Karandras: Now this guy I like. When I say that I mean I use him with a specific army build, and he works out great for me. He has a lot of Universal special rules that transfer to what ever squad he is with. Move through cover is nice, infiltrate is good, feerless nice, and stealth can be exploited. I like to put him with guardians with a warlock with cover save. This gives a unit of cheap models a 4+ cover save, and with a farseer with fortune you have a relatively cheap unit with a very nice save. That and he has devastating attacks, 6 base power fist attacks is super bad ass.
Fuegan: Cool guy still very expensive, consider his cost to a full squad of fire warriors. What would you rather throw at your opponent, Fuegan, or 10xFire Dragons
Maugan Ra: Expensive like the rest of them, its a little sad, that his long range capabilities are nothing to write home about. He does have a good CC ability with the executioner. You would probably be able to get a little more out of him than alot of the other lords.
One of the things about the Phoenix lords is that alot of times they are wasted in their owns aspect squads.
I personally like to run with a farseer and Yriel, a farseer and Karandras, or Eldarad with the Avatar. Now depending on the army build, an allies HQ can be very helpful as well. Over all, I think that the Eldar have a very nice HQ section, with a variety of units.
Well, that is all I got for now on HQ till next time.
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