Finally, a semi-reliable way to heal your units! With a psyker Warlord you can hedge your bets, who will guarantee this is always marker 2 or 5. If they did not move in their last movement phase, add 1 to the roll. He has a fairy durable statline for a character, but suffers from the 6+ armour save of the Orks. It's also mono-target, so it has the most synergy with other mono-target buffers, meaning Warlocks, Spiritseers, and Farseers. For example, it'll repair Vypers at range just fine since it doesn't care about the presence or absence of Biker , but you'll get overall better performance on a Warlock Skyrunner Conclave.Next
Every other army can buff their troops as well. This allows you to keep things like Power From Pain or Rising Crescendo and doesn't lock you out out of the units, Mandrakes or Drahzar. That's the state of every index I've looked at so far they all just seem bland all of the cool nuances have been cut out. These powers allow them to play both a supportive and offensive role for army. That speed you mention is still dramatically lower than Deepstriking in via a Webway Portal or infiltrating. Accordingly, this is best used on as elite targets as possible to maximize how many points you're returning to the table with as few wounds as possible, both to maximize your chance to res rather than heal, and so that your res restores as high a percentage as possible of the target's total wounds.Next
I totally agree with you on the -1 to hit thing. There's nothing fundamentally wrong with the idea of splashing other subfactions like you talk about- Tyranids do it quite effectively in their lists, and all of the top-tier Tyranid armies I've seen run at least two different Hive Fleets. Designed to overwhelm enemy units in a flurry of attacks, ghostswords excel at slaughtering any and all infantry they're sent up against and, if supported with a Spiritseer, can even put a dent in lighter vehicles through the sheer volume of saves they'll need to make. Terrain was never an overly complicated subject, but the simplification works well. With the way Wounding works now, use the dual blade profile for the T8 or higher enemies.Next
As an added bonus, more Detachments also means more combinations of Drukhari Obsessions to work with. This rule applies to Ravenwing units in the army. There seems to be a lot of shoddy design flaws in the book itself. Given their relative fragility, this can be crucial in turning those S6+ wound rolls from 2+ to 3+, S4 from 3+ to 4+ and S3 from 4+ to 5+. Unless you don't mind converting , or are willing to spend twice as much as they originally cost on ebay, you're kinda shit out of luck.Next
They get it against everything even mortal wounds now. Having said all of that, I'm with you in aaserting that Alaitoc is the way to go in the overwhelming majority of cases. Given that we're a predominantly melee army, we really needed to keep the part that helped those units get into combat faster. Not much else to say but take it and engage blender mode! So, no, nothing official when is there ever , but may-ish seems like as solid a bet as we're going to get. For the rest of the phase, subtract 1 from hit rolls made against that unit for the phase. Agreed on the Cronos, a support unit really shoul be able to offer some support. They were a little heavy handed with the Wraithknight.Next
But you weren't taking this over Labyrinthine Cunning anyways. With the new Codex, this is actually fairly good now - since taking full-strength or at least ten-elf units gives you increasing benefits, dying to morale attrition is a greater risk. My current army typically puts ~10 units in reserve, and thus many opponents are very nearly finished deploying before I put my first unit down onto the table. I struggled with the tradeoffs, and finally decided that they were worth it in certain lists. Re-roll all failed to-wound rolls against a unit with the Slaanesh keyword.Next
Finally you have psychic powers to allow you to move after deep striking anyway, which again just make it more likely you are charging really small distances. Even better with Kabal of the Flayed Skull, which makes them even faster, and also boosts their accuracy while negating cover. So two Ravagers might be a minimum requirement just to have some tiny chance of killing tanks. Check out the directory below for even more awesome Warhammer Communities. Any Eldar with this ability which excludes most of their vehicles, Wraithguys, and one or two others can move and even advance while still shooting normally, but not with Heavy weapons. This would be really good on a Ravenwing Talonmaster, making it much harder to kill. Make a single hit roll, if it hits, it deals D3 mortal wounds.Next
His roll will be closer to the Haemies of 5th edition. For T6-T9 the disintegrators do more consistent damage than the dark lances — with the dark lance, you always run that risk of rolling 1-2 on damage and then have to decide whether to blow a command point on re-rolling for damage. And you're proving us abundantly right. But if you are playing Alaitoc, we instead take six wounds as the Lascannons hit less often , which also puts us in the top tier of our damage table- and unlike the Iyanden vehicle, which can only take three more damage before it is destroyed, our Alaitoc vehicle can take six more damage before going down. The biggest change, I think, is to cover. I think warriors are okay - and may become good with a half-decent chapter tactic.