Sunday, June 11, 2023

Aeldari and Guard Reveals from the Kansas City Open

The exhibition match on day two of the Kansas City Open between Nick Nanavati and Andrew Gonyo was a real nail biter.  Both played a tight game with some well thought out strategies and plays.  Both absolutely decimated each others armies in the process.

Unfortunately the scenario I was worried about with Gambits came to pass.  As in most tight games, both players had maintained near perfect control of their short board edges.  And with Search and Destroy as the deployment map, both had solid control of a table corner outside of their deployment zone.  At the end of Turn 3, Andrew drew Orbital Strike Coordinates.  The brilliantly played game was determined by whether he could roll an 11 or 12 on 2D6.  He rolled a 10, and Nick broke his losing streak to his long time friend and rival.

So this game is a prime example of both the good and bad of 10th Edition.  Considering how much I enjoyed watching it, its still a net positive.  And we got what I think is a good preview of how Aeldari and Guard will play.


AELDARI

We got a ton of previews for the new Index, including all of their Enhancements and Stratagems, though still not a single servant of Cegorach or Ynnead in sight.

Bladestorm

The replacement for the Shuriken rule, this potent 1CP Stratagem greatly improves the potential damage of any unit in your army.  When paired with a source of improved Critical Wounds, such as the ANTI rule, it's absolutely devastating.

Feigned Retreat

Fall Back and Shoot and Charge for 1CP.  'Nuff said.

Fire and Fade

The infamous Eldar rule is a 2CP Strat.  You can't target a unit in Engagement range, and that unit can't charge or embark on a transport.  But this is still awesome.

Lightning-fast Reactions

For 1CP, a unit gets -1 to Hit in either the Shooting phase or the Fight phase.  A little boring but potentially effective.

Matchless Agility

An automatic 6 for an Advance roll for 1CP, and there don't appear to be any restrictions on it.  Nice!

Phantasm

Move up to 7" in your opponents Movement phase for 1CP.  Combined with Fire and Fade this will drastically help in making sure its difficult for your opponent to line up attacks against your otherwise frail units.

Fate's Messenger

Once per turn you get to change the result of a Hit, Wound, or Save to a 6.  That is incredible!  Fate Dice are definitely a scarce mechanic, so anything you can do to not use them is a good thing.

The Phoenix Gem

Resurrect the bearer on a 2+!  And at full wounds!  This would be auto-include in any other army.  Here, it's got some stiff competition.

Reader of the Runes

You can only put this on a Psyker, but you'll be bringing your Farseers and Warlocks.  This enhancement lets you re-roll one of your Fate Dice for each of your Command phases.

The Weeping Stones

As I said, Fate Dice definitely appear to be scarce.  Anything that adds more is a good thing.

Asurmen

I've already heard lots of gnashing of teeth over this model.  He's definitely good, hitting like a train in melee while granting +1 to Hit and free Overwatch to his accompanying Dire Avengers.  But honestly, there's nothing here that can't be addressed by a fair point cost.

Avatar of Khaine

The main Aeldari centerpiece model is a beast!  He grants +1 to Advance and Charge rolls for nearby units, and even if you can get past his T12, Sv2+, and 4+ Invuln, he halves all incoming Damage.  I have a feeling we'll be seeing him a lot.

Dire Avengers

This is probably where the gnashing of teeth is coming from.  But it's not Assurmen that's making these vicious, though he does enable a second unit to come out and play.  I still think there's nothing here that matters if they've got good point values.

Eldrad Ulthran

The classic Eldar hero is okay in combat, with some ability to snipe out enemy Characters.  He also bears the classic Doom psychic power.  But you're probably taking him for three more Fate Dice.

Farseer Skyrunner

Like the previously revealed Farseer, he comes packed with some decent weaponry and Branching Fates.  But this one brings Guide with him.  Honestly, you'll likely want to bring one of each Farseer in an army.

Fire Prism

We already saw how awesome the Prism cannon is.  Now we learn that it gets to re-roll another hit and wound when shooting.  Fire Prisms are going to be mean.

Karandras

Oh wow!  Uncle K gets 4+ Critical Hits on the Charge!  And he gets Devastating Wounds!  Yeah, he's still a blender.

Rangers

Coming equipped with Infiltrators, Stealth, and a 5+ Invuln against shooting, Rangers also get that D6" Normal move if an enemy unit gets close to them.

Storm Guardians

Sticky objectives might actually give the more melee focused Guardians some play.  The fact you can give them a 5+ Invuln definitely helps.

Striking Scorpions

Uncle K's opening act also comes with DEVASTATING WOUNDS, though theirs is limited to anything but Monsters and Vehicles.  They can still blend quite things quite well.

Support Weapons

These are a bit odd, and are another unit that has been a point of contention.  The obvious choice here, without knowing points, is the D-cannon.  An absolutely terrifying gun, it's potentially devastating against any target.  But the Artillery Barrage rule doesn't want you using it against Monsters or Vehicles.  How this will affect use of this unit will depend quite a lot on how much that D-cannon costs.

Vypers

Fast moving and able to carry some scary weaponry, the fact that Vypers can mark targets and deny them Cover is gravy.

War Walkers

These fast moving walkers can bring more weapons to bear for you, all while maintaining a 4+ Invuln and -1 to Wound.

Warlock Skyrunner

We don't get Leader rules for this one, but we know the Farseer Skyrunner can Lead a council of Warlock Skyrunners.  Either way, you might want to pair them for their ability to grant your Skyrunners Stealth.

Warp Spiders

In case you couldn't tell, scary weapons on the move are kind of the theme here.  Flicker Jump only risks a single model when you use it, meaning any turn you don't want to Charge you'll be teleporting these around the battlefield.

Wave Serpent

The classic Aeldari transport can still bring plenty of guns, though it doesn't have the Fire Support rule the Falcon does.  Instead this model gets to potentially inflict a few mortals and a Battle-shock test.

Wind Riders

This mobile shuriken cannon platform will often be used to protect your Warlocks and Farseers.  They get to re-roll Hits of 1 against their closest target, or all Hits if that target is on an objective.  Pretty good for getting the most out of SUSTAINED HITS.

Wraithguard

Finally we get to see the scary weapons the Wraithguard get to bring with them.  This will likely make them a primary target for your opponent, potentially making them good distraction units.  But if they do, one of their units is getting shot back, even in combat.


IMPERIAL GUARD

Against the nightmarish weapons of the 41st Millennium, the Guard still feel like they're made of tissue paper.  They get around this by having lots of bodies to throw at a problem, bringing them back seemingly indefinitely, and having absolutely punishing Indirect weaponry.

Armoured Might

While it's 2CP, just as we saw with Death Guard, there doesn't appear to be a limit on this.  If your opponent is peppering you with 1 Damage weapons with DEVASTATING WOUNDS, this reduces all of that incoming damage to 0.

Expert Bombardiers

This 1CP Strat lets you call down accurate fire from your Indirect weapons.  Although you're opponent will still get the Benefit of Cover, I'm sure there are ways to deal with that too.

Fields of Fire

There's a bit of text here, but this 2CP strat basically lets you coordinate the fire of two units.  If you do, you get better AP on the second unit's shots.

Inspired Command

After your turn is over and you've seen how your round has played out, you can issue one more order for 1CP.  Note, you still can't give more than one order to a unit, but this will let you give a potentially exposed target Take Cover.

Reinforcements!

For 2CP you get to bring back a destroyed Regiment unit as Strategic Reserves.  Andrew made a lot of use of this and it really helped him keep the pressure up and control the battlefield in the late game.  Note this is for Regiment units.  You might be surprised to find what units have that Keyword.

Suppression Fire

For 1CP you get to hand out -1 to Hit to the target of one of your units, though you still have to hit the target.

Death Mask of Ollanius

This is a pretty situational Enhancement.  While it can be given to any Officer, it will only matter if that Officer is leading a unit with OC 2 models.  Battle-shock is a thing though, and you don't want to lose control of an objective with twenty models on it because you got hit by a special rule.

Drill Commander

Your unit has to Remain Stationary, but Critical Hits on 5s is awesome!  There are plenty of units that will get a lot of benefit from this.

Grand Strategist

An Enhancement that lets the Officer hand out another order.  Always useful!

Kurov's Aquila

An Enhancement that lets you Vect a Stratagem.  This rule seems to be everywhere in this Edition.  You probably should make sure you can use it.

Basilisk

The premiere artillery piece for the Guard, it of course comes with a pinning effect like what we've seen on other Indirect units.  It normally hits on 4s, though, so you'll want to make sure you have some spotting for it as often as possible.

Catachan Jungle Fighters

Those big knives grant improved Strength and AP on the charge.  I don't think this makes Catchans a good melee unit, but it makes them a potential threat to protect your other units with.  Note, that since Heroic Intervention is a Charge move, this should work there too.

Death Korps of Krieg

I've said it before and I'll say it again, planning for a unit to take damage feels like a bad strategy.  Yes, your units are going to take damage eventually.  Yes, it's nice to have them stay effective when they do.  But more models is still usually a better plan.

Deathstrike

This was a weird model in 9th, and I don't think it ever actually saw play despite worries around it.  It still feel more like an area denial ability than an actual damage dealer.  While it can damage bigger targets, the fact it's Damage 1 makes it more suitable to Infantry.

Heavy Weapons Squad

Another unit with boosted Overwatch, though this time it hits on 4s if it's near a unit with the Platoon keyword.  This can potentially give you some potent area denial.

Leman Russ Battle Tank

The work horse of the Guard comes with T11, W13, and Sv2+.  It can be given a loadout to make it brutal against both Infantry and Vehicles, and it has the ability we saw on the Wind Riders to get re-roll Hits of 1, or full re-roll Hits while attacking a unit on an objective.

Lord Solar Leontus

The new centerpiece model for the Guard is almost auto-include with that 1CP in your Command phase, the ability to redeploy three units, and 3 orders per battle round.

Platoon Command Squad

The flexible Command units of the Guard are still very much a thing.  In addition to its own rulebook worth of options, this unit lets you use Stratagems on a Battle-shocked unit with 6".

Primaris Psyker

Psykers have always been a useful but optional choice for Guard players.  With the potential for not just a 4+ FNP against Psychic, but a 4+ Invuln, this one is definitely tempting.  You know you're going to roll a 1 and hurt your own unit when you need it, though.

Ratling Snipers

The sneaky Ratlings have Fire and Fade, allowing them to try and pick off a target than get back to safety.

Scout Sentinels

Sentinels have always been a fun and flexible choice for Guard players, often with surprising amounts of power.  Scouts now come with the bonus of being able to spot for Indirect weapons.  Also note that these have that Regiment keyword . . .

Taurox

The Taurox may not be a Rhino, but it comes with the ability for the unit its transporting to disembark after an Advance.  This will definitely help get your squads where they need to be.

Wyvern

The new Indirect hotness, the Wyvern will not only shred nearly all Infantry, it gives the survivors -1 to Hit to boot!


FINAL THOUGHTS

Many players are finding Aeldari scary, and they definitely look it.  But I'd like to point out the number of rules we've seen at this point to return slain models or spawn new ones.  Aeldari don't seem to have any of that, echoing the dire straights their species is in.  They survive by being fast and making use of a potent bag of tricks.  In short, they need to be scary to have a chance against their higher endurance opponents.

Guard currently look like a board control army.  This is a faction that feels like it can be down quite a bit in the first two battle rounds and still come back to win games.  They practically scream that you want to setup your firing positions and then blast your opponent off the field.  And opponents facing them will have to be careful that any units they remove in those first few turns don't show up in their backfield.

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