Speed and more speed, of course with finesse used to be the way of the Eldar. In some regards you can still say that they are indeed fast across the table when referring to fast skimmers, or jetbikes, but in reality, Eldar have lost a lot in regards to the speed advantage over other armies.


Eldar used to be feared for how far across the table they could reach. Now with all armies able to run, and eldar simply being able to re-roll this number or assault dice (not arguing that this is not useful) Eldar are no longer the master of speed on the tabletop.

I have faced Dark Eldar many times, and losing the ability to move a raider 12" get out and assault, is a huge problem. I know you can move 6 get out 6 and then assault, however, it was that 12 vehicle movement that gave you the edge on placement and direction of your assault.

Its been several times now that I have simply moved a rhino at that 6" vehicle movement position, and completely stopped a raider from being able to launch an assault from. You can even pin them in, so that they cannot deploy their troops, gaining valuable time on holding back a Dark Eldar spearhead.

I think the point of all this tonight, is that I was really contemplating how slow eldar have become in relations to the other armies in 5th and 6th.

Here is to hoping that Eldar receive something in the near future to increase their speed.

23 Comments:

  1. Personally I feel enhanced sails are essential in this edition as if the first turn assault isn't possible I want to be sure that I am in the position to do so on the second.

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  2. the ability to assault or not is not what hurts us the most, its the lack of ability to stay in a fast moving vehicle and still shoot. the effective range of a blaster had both reduced and become vastly more dangerous to use as u have to dismount. that said, s4 explosions on open topped tpts is also an unjustifiable nerf.
    tpt vehicles need to be less of a death trap and allow fast movement without reducing the firepower of the squad inside. This would set the eldar appart from the monkeigh. as it is, ig in a chim are as effective and vastly better protected. this makes no sence from a fluff or gameplay perpective. "fast but fragile" is fine, "slow and even more fragile than ever" i dont get

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    1. oh, and fast vehicles are supposed to be more difficult to hit. this is not the same as being in cover. the jink save and its improvements being cover is pointless with the increasing proliferation of ignores cover weapons ( sms, baleflamer for example) make being fast irrelevant, leaving us only with fragile. skimmer jink should be invul. If our Bright kin get the balance right, i can see my Commorites switching sides, as i cant see DE getting another look in in the next few years. its a sad waste of some of the most beautiful models i have ever owned

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  3. Yes make the jink save a 5+ invuln and increase it to 4+ if going flat out.

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    1. Or at least allow the jink save to apply to turn 1 deployment.

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    2. This comment has been removed by the author.

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  4. I, for one, am waiting until the next codex comes along. I wan to have an Eldar army, but there is no point until I know what the changes will be. Why start something, only for it to be obselete in June?

    I think that the new codex will be interesting, to say the least.

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  5. The 6th edition rules took a major dump on Dark Eldar.
    They needed a massive update to bring their skimmers into line with the new edition, for movement, assaulting and shooting from the moving skimmers.

    Some few small things went in their favour, but it's a sad state of affairs generally.

    The biggest problem will be if CWE follow in DE footsteps, in the same fashion that the DE codex was based on the already rubbish CWE codex.
    If that happens I think it will be largely a flop.

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    1. you think the current eldar codex is crap? I pity you, I really really do

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    2. Yeah the current Eldar codex is great actually. All it really needs is a few points changes, and some better heavy MBT and its pretty solid.

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    3. There aren't many good builds in the current codex, and there are bunch of units that are absolutely worthless. However, the builds that are good are great. And when it comes to speed, I'm pretty happy with being able jump my Jetbikes 48" across the board on turn 1. Crack Shot/Tank Hunters on a Quadgun makes short work of flyers, and Prescienced War Walkers aren't bad either, and great at pouring fire into units.

      The Eldar codex isn't as bad off as some people seem to think it is. I took first overall in my last tourney with it against some good players using Dark Angels, Grey Knights, Chaos Daemons, and Chaos Space Marines.

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  6. The current eldar codex has a few good units but lots of bad ones and is generally overcosted across the board.

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  8. Eldar lost their speed in 3rd edition.

    The last time Eldar were well and above all other armies in speed was 2nd edition where our tanks could go (IIRC) 24" and still shoot everything, Swooping hawks could leap 36" in the movement phase, and Warp spiders could basically warp up to 30" total between the movement and shooting phases (And when they warped into close combat, the enemy didn't get overwatch! That would be great to bring back)

    The one thing about 3rd edition that killed the "fast moving" army was the removal of all "to hit" modifiers in the game. Fast moving targets were hard to hit and thats how the Eldar made their bread and butter - it actually FELT like you were playing a fast army when your opponent couldn't even HIT your transports.

    We'll see what they do to Eldar to make them a "fast" army - I doubt they really will since they have lost that moniker now for a while. They're certainly "quick" but more resilient than their Dark kin.

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    1. Warp Spiders in 2nd edition were just grossly unfair ...and not fun to play against. Yes, they got nerfed too hard, but going back to why they were nerfed in the 1st place isn't recommended...

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    2. The "unfair" part of warp spiders were their guns, not their jump packs. If you jumped a total distance of more than 18" then you had to roll a D6 for each spider. On a 6 it was "consumed".

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  9. I am ok with being as quick as the dark eldar as we are more resilient. To me the only army who should even be able to match the eldar for speed is the dark kin. Everyone else should be left in our dust.

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  10. I agree whole-heatedly with this article. While it's not like Dark Eldar were completely crapped on with 6th edition, we were still hit pretty hard, and there's a lot of things (Str 4 hits from being in open-topped vehicles) that I don't even understand why they were implemented.

    Not the mention the whole no assaulting from reserves really hurt a lot of units across codices (I feel terrible for anyone who ran a WWP list).

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  11. Dark Eldar has the best models, but one of the worst codexes...

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  12. How are you blocking a squad from getting out of an open-topped vechicle?

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    1. No the codex was great in 5th edition,I would even call it a masterpiece, but it got hit really hard by sixth edition. Strength 4 explosions, not assaulting from reserve and over watch hurt them badly.

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    2. No the codex was great in 5th edition,I would even call it a masterpiece, but it got hit really hard by sixth edition. Strength 4 explosions, not assaulting from reserve and over watch hurt them badly.

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  13. I know exactly what you mean; I've had my DE jet bikes and raiders swatted from the skies by terminators. My bikes were going turbo-boost....moving a blindingly fast speed yet, all my opponent seemingly needed to do was assault and that was that. wiped out. Jink saves of 3+ meaningless. All simply because they are cover saves.

    Also, our flyers are supersonic but this seems to have no effect in game at peoples ability to hit them. So much for the design ethic of forgoing heavy armour for speed as defence. speed seems to be no defence at all currently. What I wouldn't give for some decent armour on my DE troops

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