Pros:
- Rangers get to choose the targets for their AP1 shots
- Hull points make killing Armour 12 vehicles fairly easy. We have a plethora of S6 weapons that can glance them easily alot. A unit of guided walkers will kill a a12 vehicle in 1 round
- Some rumors seem to imply you can snapfire while turboboosting vehicles, depending on timing this could be useful.
- Allies (sort of). A couple units of Grey hunters could really improve our durability, hydras could help with enemy plans, a rerolling showfield archon could provide a solid punch. However I think eldar will tend to be called upon as allies more than being the main force.
- Warp spiders improve. They now get 3 attacks on the charge thanks to the impact hits.
- Howling Banshees can be S4 if you can find enough of the old models with axes. Their mask ignores the unwieldy rule in round 1.
- You can shoot and gain the extra movement from fleet.
- Jink save for vehicles (and bikes?)
- Wraithlords gan give up 1 attack to have a S20 smash attack (guessing capped at 10 so really only affects the avatar)
- Meltaguns get +2 AP (do fire dragons need it?)
Cons:
- Hull points make holofields worthless.
- Everyone (almost) can get runes of warding
- We lose our speed advantage, fleet goes from D6 extra to rerolling a D6. Not sure the math but this an inch or two difference.
- Everyone gets 6+ save vs doom
- Jink save not as good as turbosave
- 3+ to hit vehicles in combat regardless of speed moved
- Everyone else can throw grenedes (ok we can to but few units have grenedes)
- Everyone gains move and fire rapid fire full distance
- Cover saves reduced to 5+
- Overwatch hurts our assaulting units as they are only T3
- Everyone else gets access to a bunch of new psychic powers
- Flyers, unless you play with Forgeworld we have no anti-aircraft weapons
- Power weapons are AP 3, so the only things that punch threw termintor armour are fire dragons and scorpion claws
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