Thursday, July 13, 2023

Warhammer 40,000 - Aeldari Index



As I write this, I've been working on airbrushing my first five Neurogaunts while trying to catch up on a ton of media too.  Oh yeah, and chores.  All of this together probably isn't adding up to much productive, but I'm feeling pulled in multiple directions.  I am still making progress, but would likely be making more if I could focus.

But enough of that, let's talk space elves.

The Aeldari Index is currently considered the strongest of 10th Edition.  Even with the nerf, Fate Dice still allow you to front load a massive amount of damage into an Alpha Strike.  The Wraith Knight may have seen a points bump, but it's still an impressive piece of tech.  And all of the other amazing Aeldari units have mostly gone untouched.  Lets see what else this Index might still have hiding beneath the surface.


ARMY RULES

Where as Miracle Dice allow you to steadily fix the occasional roll throughout the game, becoming more focused and impactful as your units die, Aeldari start with a large number of Fate Dice.  Initially, there was no real limit to how or when they could be used, allowing players to setup attacks and spike them to incredible levels.  Now, you only get to use one per Phase.  But this still allows you to fix your most important rolls to setup a strong early position.  Adding to this consistency, when an Aeldari unit makes an attack they get to re-roll one Hit roll and one Wound roll.  These are two powerful mechanics that can help make sure you get the most out of your units.

We also finally get rules for Harlequins and Ynnari, as well as Corsairs.  You can include Harlequins and Corsairs (Anhrathe) in a Drukhari army using the normal ally rules.  Ynnari though are different.  A Ynnari army is still an Aeldari army, but now you can include up to half of your force as allied Drukhari.  What's important here is that Drukhari are still Aeldari with the Aeldari Keyword.  This means that though these Drukhari will lose Power From Pain, any rules in the Aeldari Index that affect Aeldari should still affect allied Drukhari.  This could be Errata'd later to only affect the Faction Keyword, but for now it allows the Ynnari to function as a unified force.


ENHANCEMENTS

We've already had all of the Aeldari Enhancements and Stratagems previewed, but now we get to see the point cost for the Enhancements.

The Phoenix Gem - 25 pts

25 pts seems pretty good for a resurrect effect.  We know that Farseers are going to be important in many lists.  Keeping them alive sounds like a good idea.

Reader of the Runes - 20 pts

This can potentially give you up to five re-rolls, though there's a good chance you'll only get a couple.  I'm betting this will be one of those things where every time you take it you never really need to use it, but every time you don't you wish you had it.

Fate's Messenger - 15 pts

Two things, here.  First, this is once per turn, yours and your opponents.  Second, this is any model in the unit.  You are taking this.

The Weeping Stones - 15 pts

And this one is only 15 pts too!  It's potentially one or two more fate dice during the game, depending on the combos you set up.  Another really good buy!

These are all really for their points.  As I said in the KC Reveals, many of these would be auto-include in other armies.  Here, you'll be constantly fretting over which one to leave home.


DATASHEETS

Again, we've seen a lot of these already, but now we get them in their full context.

Asurmen - 120 pts

After the KC reveals, I said there was nothing about Asurmen that couldn't be addressed by a fair points cost.  This feels fair to me.

Autarch - 65 pts

That's a ton of flexibility for a 65 pts Leader!  Granted they've only got the nerfed version of the Captain ability, but they're also going to be gaining you a CP every battle round.  The big drawback here is that they can only join Guardians.  I feel like you take one to be your Warlord and that's it.

Autarch Wayleaper - 80 pts

Honestly I think this is better.  For 15 pts you get incredible mobility and Lone Operative.  The Aura is arguably more useful than the Captain style ability.

Autarch Skyrunner - 80 pts

This one is going to depend on how affordable Windriders are.  They looked pretty good in the preview, though mostly as a Bodyguard unit for Farseer and Warlock Skyrunners.

Avatar of Khaine - 295 pts

As soon as I flipped to this datasheet, I was trying to think of what he'd need to cost to make me think twice about him.  And that ain't it!  It's admittedly fairer than some other big and tough models we've seen, but I still think he's really good at that price.

Baharroth - 125 pts

Okay, that's two Phoenix Lords with +1 to Hit.  Now I'm trying to remember the Uncle K reveal.  While he doesn't look as annoying as he was in 9th, he still looks like he's going to be a pain to deal with.  If you're taking Swooping Hawks, you're taking him.

Corsair Voidreavers - 70 pts for 5 models (14 pts per model)

Oh!  We hadn't been strictly following an alphabetical order, so I'm kinda surprised to see these so early.  They've got Scout, access to some big guns, and an Objective taking ability for re-roll Hits.  But 14 pts per model feels overpriced.

Corsair Voidscarred - 90 pts for 5 models (18 pts per model)

That . . . that's a lot.  That's both a lot to try and take in and a lot for this unit.  It looks like they're a pseudo assassin unit.  They've got a ton of options, including the ability to shrug off an attack once per game.  It says once per turn, but remember that once you allocate an attack to a model, you have to keep allocating attacks to it.  So it's going to be a truly rare occurrence to get another use out of Channeller Stones.

Honestly, I keep going through the options, but I'm realizing I'm looking for a reason to not rate these as a complete fail.  They're just too expensive for what they bring.

Crimson Hunter - 160 pts

This feels like a highly mobile bright lance platform.  Honestly, it's not bad, but unless there are lots of flying targets it'll probably feel a little underwhelming.

Dark Reapers - 75 pts for 5 models (15 points per model)

Can we get a range refresh on the range refresh?  Honestly these are one of the few fails of recent GW.  I'd probably fill in the details on the helms and just keep them blank.  I think they'd feel much more menacing that way.  Anyway, value!

Their firepower honestly feels a little underwhelming for what they're supposed to represent.  They look like they can do damage but not really "reap" anything.  I kinda wish they were a little more expensive but did more damage.  As they are, I think they're fine.

Death Jester - 70 pts

Our first Harlequin enters the fray!  The real saving grace here is Lone Operative.  Otherwise, they're interesting but I'm not excited.  On the one had, you have to destroy a model to force the battle shock test.  On the other, using a fate dice to spike 3 free hits with the shrieker cannon sounds hilarious!  Still, this is probably our go-to assassin.

Dire Avengers - 70 pts for 5 models (14 points per model)

These seem okay at that cost.  One the one had, they provide great board control.  On the other, they get shot and die.  At least they have the Invuln to help them last a little longer.

Eldrad Ulthran - 100 pts

Hmm . . .  100 pts for 3 Fate Dice, the ability to potentially get +1 to Wound against a target, and an occasional sniped character.  That's a lot of different tech rolled into one.  I think the flexibility makes him okay.

Falcon - 140 pts

That is not a lot at all for the combined transport and firing platform!  I like it!

Farseer - 65 pts

Yep, you're taking a Farseer.  The only question is which one.

Farseer Skyrunner - 75 pts

For only 10 more points you get significant mobility, a durability buff, and a potential re-roll buff.  If Skyrunners or Windriders are affordable, you're taking this one.

Fire Dragons - 85 pts for 5 models (17 pts per model)

These feel a bit expensive, but if you combine them with a Falcon they're going to bring something down.

Fire Prism - 150 pts

These were auto-include at the old price, and even with a 25 pts bump I still think you take these.

Fuegan - 115 pts

Oh that's a lot of damage!  That is so much damage!  I'm actually really liking Fire Dragons now!

Guardian Defenders - 110 pts for 11 models (10 pts per model)

They'd be a decently costed troop in any army.  With them granting you Fate Dice, you want as many as you can get.

Hemlock Wraithfighter - 155 pts

I feel like this is also okay.  I'm not sure how much use you're going to get out of the ability, but you at least have the movement to get it where you need it.

Howling Banshees - 85 pts for 5 models (17 points per model)

Advance and Fall Back and Charge makes these pretty good at that cost.  They strangely don't have any Battle-shock ability for their banshee masks, though.

Illic Nightspear - 65 pts

He grants his unit Lone Operative.  'Nuff said.  The good sniper rifle, and the re-roll wounds are just gravy.

Jain Zar - 105 pts

Oh . . . oh I'm really liking Banshees and Jain Zar.  The board control and charge threat they have is so tasty.

Karandras - 100 pts

H-how?  How is Karandras the cheapest of the Phoenix Lords so far?  Do you see those abilities?  That close combat profile?  He's a blender!

Maugan Ra - 130 pts

Alright, can you save Dark Reapers?  Right off the bat, why is The Maugetar AP-1?  The 6 attacks are nice, but why isn't this as good as a reaper launcher on the shot?  Additionally, I'm not a fan of units that are built to finish other units off.  And he's the most expensive Phoenix Lord we've seen so far!  Pass.

Night Spinner - 170 pts

This is definitely not he best Indirect platform we've seen.  And with the new tax on it, I'm not sure it's very good.

Prince Yriel - 100 pts

Why is Yriel so expensive?  He's not a bad model by any stretch of the imagination, but he's not worth 100 points.

Rangers - 55 pts for 5 models (11 pts per model)

Oh!  Oh wow!  Rangers are good!  Rangers are really good!

Shadowseer - 60 pts

Giving a Troupe Stealth and Advance and Charge for 60 points with that profile sounds good to me.

Shining Spears - 120 pts for 3 models (40 points per model)

Hmm.  That's a lot of speed, damage, and a surprising amount of survivability.  But these are going to die.  I think you're paying to much of a premium for the speed here.

Shroud Runners - 80 pts for 3 models (~26.67 points per model)

These also feel like you're paying a bit of a premium for the mobility.  The ability to mark a target is nice though.  Oh wait!  They're 3 wounds.  That's actually pretty good.

Skyweavers - 95 pts for 2 models (~47.5 points per model)

The haywire cannons are really nice, but it still feels like too much for these.  At least you've got 3 wounds and a permanent 4+ Invuln here.  Honestly, I think they're probably a better deal than the Shining Spears are.

Solitaire - 115 pts

This . . . this one is ridiculous!  Base 12" move, a once per game 2D6" bonus, and Advance and Charge?  Fights Firsts and Lone Operative?  Oh!  And a 3+ Invuln!  Wow!

Spiritseer - 65 pts

I don't know if Wraithguard are good yet, but if they are you're taking this!

Starweaver - 80 pts

This is pretty good for that kind of mobility.

Storm Guardians - 115 pts for 11 models (~10.45 pts per model)

The Guardian fusion guns are nice, as is sticky objectives.  Also, this is one of the best Invulns I've seen on a unit like this.  But I still feel you want as many Defenders camping objectives as you can.

Striking Scorpions - 75 pts for 5 models (15 pts per model)

Yeah, these definitely shred.

Support Weapons - 105 pts

There's our first appearance of the D-cannon.  There are some nice gun options on this.  But they're not very mobile, and the D-cannon has a pretty short range.  I feel like these are a victim of the blanket nerf on Indirect.  I think they were fine before, they're garbage now.

Swooping Hawks - 75 pts for 5 models (15 pts per model)

And swooping hawks can still bounce.  Which means that a unit lead by Baharroth is still really hard to deal with.

The Visarch - 90 pts

Well that's freaking odd.  He can be attached to Corsairs, even though you can't take them in Ynnari.  Which honestly doesn't make sense either, but there you go.  I guess you can still bring him in a combined Aeldari force.  He grants a unit Fights First, which is always awesome.  I think that justifies his cost even before you get to Asu-var.

The Yncarne - 270 pts

Okay, as appropriate, this is nowhere near the beater the Avatar is.  So at first the cost had me a little taken aback.  But it can still bounce around the board when you kill stuff.  This is going to be one of those models that will take some work to get the most out of it, but when you do . . .

Troupe - 75 pts for 5 models (15 pts per model)

Unfortunately you have to field a unit of 10 to get access to neuro disruptors and fusion pistols.  This is a bit frustrating, since Starweavers can only hold 6.  I think they're fine.

Troupe Master - 55 pts

Okay, but this makes a Troupe so much better!  A Troupe with a Master seems like a legitimate bargain!  It's just the Troupes themselves, and with them Harlequins, I'm not sure of.

Voidweaver - 100 pts

This feeling a bit over-costed to me.  Also, I'm pretty sure you always take the prismatic cannon now.

Vypers - 75 pts

This feels much better to me, even without the Invuln.  I also really like the Harassment Fire ability.

War Walkers - 95 pts

This also feels over-costed, though the extra firepower is nice.

Warlock Skyrunner - 55 pts

And we jump out of order again.  We still need to know how Windriders are.  But if they're good, this isn't bad.  I like the flexibility and wish more Psykers had stuff like this.

Warlock - 45 pts

I actually really like the Warlock on foot.  Quicken helps get your Defenders on objectives as quickly as possible, and Restrain might help keep them there that little bit longer.

Warp Spiders - 100 pts for 5 models (20 pts per model)

Oops!  Now we've completely lost alphabetical order.  These feel really over-costed to me.  The death spinners and the extra mobility are great, but I feel you're paying some premium prices here.

Wave Serpent - 120 pts

That is an odd ability for a Dedicated Transport to have.  It's not like it won't help, it's just odd and unreliable.  I also feel this is a bit pricey for a Dedicated Transport.

Webway Gate - 220 pts

This is an interesting piece of tech, but it's way to expensive.  The ability it gives you to keep control of your deployment zone is fantastic, but you don't win the game by controlling your deployment zone.

Windriders - 80 pts for 3 models (~26.67 pts per model)

And we come to the moment of truth!  I've been waiting to see the cost on these since I feel they're mainly a bodyguard unit.  And they're expensive.  Sad.

Wraithblades - 170 pts for 5 models (34 pts per model)

I think if you go ghost axe and force shield, these aren't bad.  The 4+ Fight on Death is really nice.

Wraithguard - 155 pts for 5 models (31 pts per model)

Hmm.  I really like the ability to shoot back, and those are nice big guns.  But I don't like how swingy their shooting is.

Wraithknight - 475 pts

This received a pretty heft nerf.  It was unreasonably under-costed before, but now I think it's fine.

Wraithlord - 160 pts

I actually really like this.  That's a lot of damage this can dish out, and the profile isn't bad.  And when you finish off a unit with it, you get a Fate Dice.

Yvraine - 100 pts

I feel like you're paying a bit of a tax here to play Ynnari.  That's fine, because I think Ynnari look good.  And her abilities are very nice.

Warlock Skyrunner Conclave - 100 pts for 2 models (50 pts per model)

That's a lot to pay for models that don't do anything beside protect a Farseer.  Pass.

Warlock Conclave - 60 pts for 2 models (30 pts per model)

Again, these are just protecting the Farseer.  Pass.

Wraithseer - 160 pts

For the same price as a Wraithlord, you get fewer weapons and a battle-shock ability.  Pass.

Revenant Titan - 1100 pts

Interesting . . . it's Invuln is only against ranged attacks.  I would think Eldar would get the same kinda Invuln Tau do.  Honestly, I feel like this is way too expensive.

Phantom Titan - 2100 pts

At least this Titan gets Fall Back and Shoot and Charge.  Even though you'll probably never field one, I actually think this is a better deal than the Revenant.

Cobra - 415 pts

There's that really weird splash damage rule again.  Honestly, although this has a lot of wounds, I still think it's over-costed.

Scorpion - 410 pts

And there's that fun explosion ability!  This is a little better, but still very few weapons for that big body.

Nightwing - 150 pts

For 10 pts less, this is a Crimson Hunter without the pulse laser.  In my opinion, that makes it much worse.

Warp Hunter - 130 pts

Honestly, I really like this.  Especially with the Fire Prism taking a nerf, this is actually pretty good now.

Lynx - 155 pts

You're paying a pretty heft mobility tax here.  But it might still be worth it.

Hornet - 80 pts

This honestly isn't bad.  I wish it had more guns but I kinda like it.

Shadow Spectres - 80 pts for 5 models (16 pts per model)

Wow!  You have to pay for the Exarch!  They've got some nice skirmish potential, but they're definitely over-costed, especially with the Exarch no included.

Skathach Wraithknight - 440 pts

This is an interesting piece of tech.  You can start it on the battlefield and use the fact that it's towering to get a few alpha strike shots off.  Then you can put it in reserve and potentially get in close to bring all of its weapons to bear.

Irillyth - 105 pts

Although one of the more affordable Phoenix Lords, he does not synergize well with his unit.  His Battle-shock Aura wants to be in close to the enemy, but his unit wants to use hit and run tactics.  Not very good.


FINAL THOUGHTS

Huh.  I'm not as worried about Eldar now.  Don't get me wrong, they're still good.  But I don't think they're going to be oppressive now.  There are units in this Index that are definitely in the good to fantastic range.  But many units are just fine and were probably very dependent on being able to spam Fate Dice.  Now that they have to be more specific about where they fix their rolls, and I think they'll require much more skill to play.  The same is true with their mobility.  Movement wins games, but you have to know how to use it.  And Aeldari are paying a lot for some of it.  I think they're still going to be a mean top table army, but I expect bottom and mid tables won't perform as strongly.

As for the sub factions, Harlequins are hurting.  If they get a Detachment in the Codex that helps bring back some of the power they used to have, they'll probably be fine.  But right now, they feel like they're paying a tax for special rules they don't have anymore.  They still have some nice models though.  A Solitaire and one or two units of Troupes with either a Troupe Master or Shadowseer look like they can put in some work.

Ynnari are definitely interesting.  You lose access to a lot of powerful tech if you make a Ynnari detachment.  But you might be able to make up for it with the additional Drukhari datasheets.  I think Yvraine should be cheaper, but the Ynncarne and Visarch both look good.  I think Craftworlds are probably still stronger, but Ynnari should be good in a skilled players hands.

Corsairs don't bring much yet, unfortunately.

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