Post by Joelercoaster on Jun 4, 2014 18:34:27 GMT -6
Had my first run with the Dark Eldar the other day. Mind, it was for the campaign, and Jeff hates himself so he runs fluffy Nid lists.
I largely stick with my initial impression that the army will play as the army has played. Jink is an interesting change - a 4+ regardless of movement is incredibly handy, even at the cost of snap firing. He had enough air targets that it was worth keeping the vehicles alive to designate their shooting for the next round. Adding to this that Splinterborn (that's trueborn with splinter cannons for you ninnies) can happily sit in a stable vehicle, fire a full 12 shots, and then enjoy a jink save to boot. Lots of utility on that front.
Flamers flaming the guys inside did some damage, but not huge amounts. Something to be careful for, but not game changing, yet.
PS, I actually ran a Wych Cult. 2 units of wyches, beasts, Reavers... and the shift in the vehicle damage was key. I don't think I had a single exploded transport (at least not when there were people still inside) in 2 games. Mind, Nids aren't exactly known for their AP1-2 shooting, but with Night Shields the majority of low AP stuff (read, melta) will be largely negated. Lascannons en masse may make a comeback, but currently aren't all the rage. Much anti-tank is either Melta, or high rate-of-fire weaponry. Being open topped still allows these to blow us sky high, but the change is truly dramatic for the army. I was actually doing things with Wyches! This could really be a big change for the Cults out there, and I'll certainly be bringing them in lists more readily.
I haven't pulled out the Eldar Allies yet, but I think it will be interesting. A 'seer should be able to cast 2 spells a turn, typically... I'm not sure how I want to roll for my powers. Gaining the bonus Primaris is awesome, but the Eldar Tree has so many WC2... and a couple of them are really not great (here's lookin' at you, Death Mission). Granted, it'll be a rare day you'd cast all 4 anyway, so having one you'll never use is moot. Divination is still a powerful tree, and even Scrier's Gaze in conjunction with the Duke's shenanigans is pretty sweet... le sigh. Anyway.
The poison nerf will annoy the coven players out there... I was never a Wrack user myself. But on the other hand, you'll typically have more hitting combat thanks to less explosions, so that should even out (probably in favor of the DE, really).
Woof. I wonder what the new codex will bring. I mean, a lot of the artifacts will become in line with the "relics" that every army (even nids, because obviously they only produce one of a good thing) has. They're largely unused, though, anyway. I'd love to see Skilled Rider become more of a thing, and I think the succubus deserves a 5++ vs all attacks (with the 4+ in combat). With a price bump to compensate... she's pretty solid for such a cheap HQ, but a few more options would be nice (really? The basic wych weapons? Why yes, let's give a S3 HQ a basic knife and be done).
Anyway. Yeah. DE are a thing.
I largely stick with my initial impression that the army will play as the army has played. Jink is an interesting change - a 4+ regardless of movement is incredibly handy, even at the cost of snap firing. He had enough air targets that it was worth keeping the vehicles alive to designate their shooting for the next round. Adding to this that Splinterborn (that's trueborn with splinter cannons for you ninnies) can happily sit in a stable vehicle, fire a full 12 shots, and then enjoy a jink save to boot. Lots of utility on that front.
Flamers flaming the guys inside did some damage, but not huge amounts. Something to be careful for, but not game changing, yet.
PS, I actually ran a Wych Cult. 2 units of wyches, beasts, Reavers... and the shift in the vehicle damage was key. I don't think I had a single exploded transport (at least not when there were people still inside) in 2 games. Mind, Nids aren't exactly known for their AP1-2 shooting, but with Night Shields the majority of low AP stuff (read, melta) will be largely negated. Lascannons en masse may make a comeback, but currently aren't all the rage. Much anti-tank is either Melta, or high rate-of-fire weaponry. Being open topped still allows these to blow us sky high, but the change is truly dramatic for the army. I was actually doing things with Wyches! This could really be a big change for the Cults out there, and I'll certainly be bringing them in lists more readily.
I haven't pulled out the Eldar Allies yet, but I think it will be interesting. A 'seer should be able to cast 2 spells a turn, typically... I'm not sure how I want to roll for my powers. Gaining the bonus Primaris is awesome, but the Eldar Tree has so many WC2... and a couple of them are really not great (here's lookin' at you, Death Mission). Granted, it'll be a rare day you'd cast all 4 anyway, so having one you'll never use is moot. Divination is still a powerful tree, and even Scrier's Gaze in conjunction with the Duke's shenanigans is pretty sweet... le sigh. Anyway.
The poison nerf will annoy the coven players out there... I was never a Wrack user myself. But on the other hand, you'll typically have more hitting combat thanks to less explosions, so that should even out (probably in favor of the DE, really).
Woof. I wonder what the new codex will bring. I mean, a lot of the artifacts will become in line with the "relics" that every army (even nids, because obviously they only produce one of a good thing) has. They're largely unused, though, anyway. I'd love to see Skilled Rider become more of a thing, and I think the succubus deserves a 5++ vs all attacks (with the 4+ in combat). With a price bump to compensate... she's pretty solid for such a cheap HQ, but a few more options would be nice (really? The basic wych weapons? Why yes, let's give a S3 HQ a basic knife and be done).
Anyway. Yeah. DE are a thing.