I am the one to usually complain about audio as I’m trained but you guys have done really well in this video. The video quality is also super crisp! Good job guys the quality has taken a huge leap forward.
MFM Points as discussed in video: Asuryani: Asurman: 135 Avatar of Khaine: 300 Autarch: 75 Autarch Wayleaper: 80 Baharroth: 115 Corsair Voidreavers: 60 for 5 Crimson Hunter: 160 D-Cannon Platform: 125 Dark Reapers: 90 for 5 Dire Avengers: 75 for 5 Eldrad Ulthran: 110 Falcon: 130 Farseer: 70 Farseer Skyrunner: 80 Fire Dragons: 100 for 5 Fire Prism: 160 Fuegan: 135 Guardian Defenders: 100 Hemlock Wraithfighter: 155 Howling Banshees: 90 for 5 Jain Zar: 105 Lykhis: 120 Maugan Ra: 100 Night Spinner: 190 Rangers: 55 for 5 Shadow Weaver Platform: 75 Shining Spears: 120 for 3 Shroudrunners: 80 for 3 Spiritseer: 65 Storm Guardians: 100 Striking Scorpions: 75 Swooping Hawks: 85 Vibro Cannon Platform: 60 Vyper: 65 each War Walker: 95 each Warlock: 45 Warlock Conclave: 55 for 2 Warlock Sykrunner: 45 each Warp Spiders: 95 for 5 Wave Serpent: 115 Windriders: 80 for 3 Wraithblades: 170 for 5 Wraithguard: 170 for 5 Wraithknight: 435 Wraithknight with Ghostglaive: 420 Wraithlord: 140 Titans: Phantom Titan: 2100 Revenant Titan: 1100 Ynnari: The Visarch: 90 The Yncarne: 250 Yvraine: 100 Harlequins: Death Jester: 90 Shadowseer: 60 Skyweavers: 95 for 2 Soltaire: 115 Starweaver: Not stated, but other sources have it remaining at 80 Troupe: 85 Troupe Master: 75 Voidweaver: 125 Enhancements were a bit difficult to parse the exact points for most of them, but if you want to try listening through it: 3:47:20
This was the best codex review I've seen in a while, because of the combination of serious tabletop application talk and the jokes. Also, reference 1:28:23, I move that all Infantry are hereby referred to as INPANTRY instead.
Had a guy complain to me that one of his characters lost the ability to give OW for free on 4+... in exchange for basically Fire and Fade for free whenever the unit shoots. Some people just don't understand the power of movement, and it shows. I am not saying that Aeldari are broken now, I am saying that good players are going to be able to use this codex to a completely different level than casual players who just want to pew pew things in the open. This could be one of the armies with the most discrepancy between good players and bad players.
@@JackDespero I think players are always a little sour when something they have relied on changes, and probably is a bad take. The codex has made Eldar even more glass cannons. Some units have had a great glow up (with indicative point increases), but there have been some general nerfs too. No more shoot back with wraiths for instance, warwalkers loosing their -1 wound shield and 4+ invul, each warpspider now having to role individually when they jump to see if they die, and all the chonky units loosing a pip or more of toughness, farseers not making a unit (avatar) -1 to wound for an entire battle round, etc. Holding objectives will be harder, and Eldar will have to rely on the new flavoursome movement mechanics to survive, which represents the lore. Whilst some individuals will look various datasheets and decree they're broken. They will forget most of these units are T3 W1 - they will die quickly. They're not DWK, Sang' Guard or such like, and can be easily countered with the moat basic shooting profiles if caught unawares. Spears are durable as a basic marine, but on a 60mm base which makes staging / hiding quite difficult. It just means some of these glass cannons might actually kill something before their demise. Some opponents who might spam ultra durable deepstrikers who rely on their chonk to survive everything (such as sang guard with a character making them -1 hit & wound, normally with AOC placed upon them) might need to field a little more shooting and even think about screening (like most other armies) if there are some Banshee's around. The lack of the pre-codex Battle host & Strands of Fate will ultimately mean the lethality / efficiency of vehicles, special weapons and characters will reduce. Eldar will not be able to hit and wound reliably as they once did, guarantee overwatch on a Avatar or such like, or just pop 8 damage on a vehicle without a dice roll - that's a good thing. The new mechanics will be far more interactive, flavoursome, and lore accurate. Having to spend points means it will not be an army wide benefit like Oath of Moment, judgement tokens, etc which all increase the lethality of an ENTIRE ARMY. Nor is it like T'Sons with doom bolts going of everywhere or turning of saves for a unit. They will have to be thought about and no way passive. It's going to be fun, and there will be some good variety due to all the detachments, and if it is indeed overpowered, Eldar will be hit with the nerf stick once again.
All of both of this. Faction and skill expression are back for Eldar, instead of being BPD-yncarnate flipping between OP and Trash. Maybe finally we can expect to learn our books without needing to wait a year of nerfs before things level out 😂
The disparity between Aeldari and Drukari datasheets are quite noticeable in a lot of cases. When Reaper's Wager came out I looked at the Harlequins from a Drukhari player's perspective and thought they were somewhat standout in comparison, yet from an Aeldari player's perspective they were clearly sub-par/thrash. Amusing.
@TheCharlaton looking interestig enough that I've invested in 25 Harlequins and a few vehicles. It will come down to points somewhat naturally, but it looks more intriguing now than it did for sure.
love this, thanks!! of note: the skyweavers gained -1 to hit at all times but also gained a S and an AP on the zephyrglaive which is now the same profile as the solitaire at 6 2 2! They also have access to quite a few of the stratagems which is nice, including bloody dance which is very cheeky with their noted speed. (I wish star engines was accessible to mounted!). and the harlequins struggle into terminators, having a flat 3 dmg gun is still dev wounds into infantry :D
Asurmen lives up to hype. In my first game with him he killed Marneus Calgar, both Vic guard and 2 company heroes (first two already dead) on his go turn. 27 devastating wounds all said and done.
Also Clowns can ride in Craftworld transports now. Aeldari faction keyword was changed to Asuryani and transports still say Aeldari, which clowns have as one of their keywords. So go out there, pop out of a Falcon and hit something with dev wounds plus re-rolls while you can.
The guardian detachment should include War Walkers, the weapon platforms(Even when not stuck to guardians), and the Tanks and it might not be awful since they are all piloted by guardians. Technically the bikes too but i can understand why they want them to be taken in Saim hann instead.
Sounds like a great codex. Sisters, in particular, have no chance against it, due to the fade stratagem. The idea is first you shoot something with an immolator for ignore cover, THEN you shoot for a castigator so you get plus one AP....then you shoot a 3rd castigator.
I will gladly spend 2 CP in the Wraith detachment to charge Deathwing Knights, strip their -1 to wound, then give that to myself. What an amazing Uno reverse card of a move 😂
How is that bit about the Troupe Master consolidating back into a transport without a token? The TM skill says you have to get closer to the closest enemy unit, right? Got confused there and would love to understand what's am I not getting here bc that's a sick trick.
Do the Guardian Battlehost Stratagems apply to the unit, even if it has a Seer Council, Farseer and Heavy Weapons Platform? Cause suddently rerolling wound rolls on an infiltrating, overwatching unit of that type sounds kinda scary.
About the jumping back into the transport using the strategem - isn’t there a base rule that excludes a unit from embarking in a transport the same turn that it disembarked? If there is there doesn’t seem to be a rules carve out in the strategem that would allow that
Can i put all my mounted units into reserve during the declare battle formations phase ignoring the default reserves points limit with the windrider host detachment?
Alright, so hear me out. You pick Spirit Conclave, you get a Vengeful Dead token that gives +1 hit and wound against an enemy who killed a psyker model. Then you get the Kill Team Corsair -no no, hear me out-, you get a Kill Team Corsair with Yvraine -no, stay, listen to me-, you get Yvraine in a squad of Kill Team Corsair and you keep picking the Wayseeker to die, you get a token, and then Yvraine resurrect them. There you go, infinite token glitch, I'll take bitcoin, thanks.
I love wraiths, spirit conclave is probably the only thing I’m going to be running this edition (mainly because I’m new to the army and my force is mostly wraiths). I’m really not a fan of the detachment rule basically only existing if your opponent kills you
Think you kinda just have to see that part of the rule as a little bonus and instead play mainly with the fact that you'll have a bunch of movement shenanigans. I feel your pain though as a fellow Wraith enjoyer.
The farseerer skyrunner is a good suicide target for spirithost. He can move fast to something big, make it -1 to wound for a round and die then for the +1 to hit and wound. All that for 80 points
Idea for an ethereal rule, if they die the t’au army has to roll battleshock tests but then get plus one to hit and wound against the unit that killed the ethereal. Maybe limit 1 ethereal to an army if you’re worried about t’au abusing it with suicidal ethereals Maybe detachment rule for Ethereal bodyguard cadre or something
If you Fire and Fade, because it counts as a Normal move, could you also spend a token to increase that move by 2'' (3'' cause of War Host detachment rule?)? So D6+4, effectively?
Honestly, 1 CP to have a squad of 2 War Walkers reactively fire their 4 bright lances hitting on 2+ is pretty good! It’s not an army revolving around guardians imo but around War Walkers, Support Weapons and Dire Avengers. With a sprinkling of guardians here and there. Sounds super fun to me😁
It's once per battle round. You have to lose an expensive unit to trigger it. A unit that destroyed guardians has to be a preferred target for walkers' guns. Walkers have to have line of sight to the unit that destroyed guardians. Opponent has to make a mistake of not targeting walkers before guardians. At this point, as an eldar player, why do you have so much of you stuff exposed to be shot off the board anyway? It's waaaaay to niche IMO.
@HKMac07 if a unit is making a normal move and all models are within 3" of a transport it may embark. Those are the only requirements, making a normal move, and finish the normal move with all models within 3". Doesn't care how you get the move or whe. It happens. It's the same way SM gladius reactive move jumps into a transport as well.
29:03 where does it way that both warlock skyrunners and farseer skyrunners can join the same windrider squad because i didnt see it on either of the leaked datasheets?
I have a question about the Ynnari Transport thing: The "Servants of the Whispering God" rule states that ASURYANI Units are becoming "YNNARI Units". The Falcon/Wave Serpent Rule says "It cannot transport "YNNARI models". As Far as i understand it from previous rules like Spiritseer joining a Wraithlord. That Unit and Model Keywords are different. So if thats true, arnt ASURYANI in YNNARI still no YNNARI Models, but the Unit is YNNARI and therefore are able to embark into an Falcon/Wave Serpent? Im not sure about this, thats just how i understand it and pls correct me if im wrong. Thx for the awesome video.
Theres some interesting things that feel they absolutely dropped the hat on - like the Ynnari Wave Serpent issue... How likely do you think a day 1 FAQ is?
Mostly excited for the book though, even if some things have been granted a lack of kneecaps by the nerf bat, generally it feels theres wildly better internal balance compared to the index... which is weird to be saying 😂
Did they talk about how Ynari gets fight first for free if below starting strength? Some of the rules require loosing models but others are below starting strength, so units like Yncarne just need to take a wound and then can fight first.
They should have combined seer and guardian into one detachment because that's what ulthwe is, and replaced one with alaitoc, instead of effectively deleting them. So disappointing, especially with also losing illic to legends.
@@Marco-nx4hmWell, that's kinda what I mean. They didn't have to split them into two different detachments, especially if doing so meant leaving alaitoc in the dark.
About the Drukhari datasheets, sadly I think that because DE Codex is going out in 2026 (likely) they don't want DE players playing with """spoilers""" datasheets from the Eldar Codex. So they kept the same own bad detatchments and they choosed to eventually Errata them when the DE Codex will coming out instead of errata the actual Index DE with the new Ynnari Drukhari datasheets.
Can you not Fade Back (battlefocus) into a Transport as well? If so, that's 4 different ways you can re-embark into a transport 😮 Fade back, Skybourne Sanctuary, Fire and Fade, amd Asurmen
Does the devastator character unit in Jack's angelic inheritors list just get annihilated by fire dragons in a transport pulling up and obliterating them?
For the Torc enhancement i'm also wondering if it kind of works like Lion's counter spell type affect. So they would have to spend the 1 CP to start the process so do they just lose that 1 CP if they don't have enough after the updated cost.
I asked my TO about this and the ruling (currently) is that if you have the extra CP to pay for it, you're required to. If you don't, the strategem fails and you don't have to pay for it, but you still count as having attempted it.
Do you guys think this army will be a problem for the game the way index Eldar was? It seems like they basically get to roll very good dice into their opponents, while their opponents are highly limited in how they can interact with the Eldar
My prediction is that Aeldari will be very strong at the top of the Meta but only above average in general. It takes a good deal of skill to run them properly.
I think this is one gw will be playing wackamole with a while trying to balance it. I think the army rule itself is a problem that won’t be easily points adjusted for . They could honestly take it down to 2 battlefocus points a turn ar 2000 pts and that would probably be a fair place for the army.
@@startingfromlevelone9510 Four tokens in my opinion seems pretty fair. Straight away you're excluding the majority of your army from your army rule. You're not increasing the lethality of an entire army passively like Oath of Moment, or judgement tokens.. Nor can you use them like T'Sons to Doom Bolt a unit or instantly nullify damage. Four units will be able to do some movement shenanigans. In most instances that will be increasing the movement by 2" (the only one you can use multiple times), an overwatch denial (for one unit), and then holding one in reserve in hope you can use it in your opponent's turn. I'm not saying that this is not strong, but it's quite situational. Unlike the previous rule, which allowed all Eldar units to re-roll a single hit and wound, the army has lost a lot of their efficiency for characters, vehicles and special weapons - personally I think that's a good thing. Nor will you see players magically put 8 damage on a vehicle without rolling a dice. Eldar are only T3 1W.. They will be easily killed with the most basic of shooting profiles. With the loss of toughness throughout the whole army, abilities to -1W for an entire turn, worsening of invuls, loss of shoot back, and reduction in the size of wraiths, movement will be the key to survival.
maybe the guardian detachment can overperform on 1000 points? I dont play a lot, but since you cant bring 3 of each unit in 1000 points games I assume you would face less tanks...
Can I take Yvraine, the visarch and a unit of storm guardians within the harlequin detachment? I know they won’t get any detachment benefits but I’m seeing contradicting statements online. Apologies I’ve not watched this video yet but hoping someone can help answer this question!
Cheers yeh I’ve finally worked out that the Ynnari restrictions are within their detachment whereas the disparate paths is in the faction rules section.
The codex has made Eldar even more glass cannons. Some units have had a great glow up (with indicative point increases), but there have been some general nerfs too. No more shoot back with wraiths for instance, warwalkers loosing their -1 wound shield and 4+ invul, each warpspider now having to role individually when they jump to see if they die, and all the chonky units loosing a pip or more of toughness, farseers not making a unit (avatar) -1 to wound for an entire battle round, etc. Holding objectives will be harder, and Eldar will have to rely on the new flavoursome movement mechanics to survive, which represents the lore. Whilst some individuals will look various datasheets and decree they're broken. They will forget most of these units are T3 W1 - they will die quickly. They're not DWK, Sang' Guard or such like, and can be easily countered with some basic shooting profiles if caught unawares. It just means some of these glass cannons might actually kill something before their demise, and three spears on 60mm bases are quite challenging to stage / hide. The lack of the pre-codex Battle host & Strands of Fate will ultimately mean the lethality / efficiency of vehicles, special weapons and characters will reduce. Eldar will not be able to hit and wound reliably as they once did, guarantee overwatch on a Avatar or such like, or just pop 8 damage on a vehicle without a dice roll - that's a good thing. The new mechanics will be far more interactive, flavoursome, and lore accurate. Having to spend points means it will not be an army wide benefit like Oath of Moment, judgement tokens, etc which all increase the lethality of an ENTIRE ARMY. Nor is it like T'Sons with doom bolts going of everywhere or turning of saves for a unit. They will have to be thought about and no way passive. It's going to be fun, and there will be some good variety due to all the detachments, and if it is indeed overpowered, Eldar will be hit with the nerf stick once again.
Really support GW sending out the points with the review copies, it’s a major step to supporting their players!
The vibe between you two is very wholesome
4 hours, my poor family won’t find me for a while
I am the one to usually complain about audio as I’m trained but you guys have done really well in this video. The video quality is also super crisp!
Good job guys the quality has taken a huge leap forward.
Thank you for noticing!
MFM Points as discussed in video:
Asuryani:
Asurman: 135
Avatar of Khaine: 300
Autarch: 75
Autarch Wayleaper: 80
Baharroth: 115
Corsair Voidreavers: 60 for 5
Crimson Hunter: 160
D-Cannon Platform: 125
Dark Reapers: 90 for 5
Dire Avengers: 75 for 5
Eldrad Ulthran: 110
Falcon: 130
Farseer: 70
Farseer Skyrunner: 80
Fire Dragons: 100 for 5
Fire Prism: 160
Fuegan: 135
Guardian Defenders: 100
Hemlock Wraithfighter: 155
Howling Banshees: 90 for 5
Jain Zar: 105
Lykhis: 120
Maugan Ra: 100
Night Spinner: 190
Rangers: 55 for 5
Shadow Weaver Platform: 75
Shining Spears: 120 for 3
Shroudrunners: 80 for 3
Spiritseer: 65
Storm Guardians: 100
Striking Scorpions: 75
Swooping Hawks: 85
Vibro Cannon Platform: 60
Vyper: 65 each
War Walker: 95 each
Warlock: 45
Warlock Conclave: 55 for 2
Warlock Sykrunner: 45 each
Warp Spiders: 95 for 5
Wave Serpent: 115
Windriders: 80 for 3
Wraithblades: 170 for 5
Wraithguard: 170 for 5
Wraithknight: 435
Wraithknight with Ghostglaive: 420
Wraithlord: 140
Titans:
Phantom Titan: 2100
Revenant Titan: 1100
Ynnari:
The Visarch: 90
The Yncarne: 250
Yvraine: 100
Harlequins:
Death Jester: 90
Shadowseer: 60
Skyweavers: 95 for 2
Soltaire: 115
Starweaver: Not stated, but other sources have it remaining at 80
Troupe: 85
Troupe Master: 75
Voidweaver: 125
Enhancements were a bit difficult to parse the exact points for most of them, but if you want to try listening through it:
3:47:20
@@nathanm5653 bless you dude
Amazing, thank you!
timestamps - roughly
2:55 - Army Rule - Battlefocus
11:44 - Detachment - Warhost
22:39 - Detachment - Windrider host
30:46 - Detachment - Spirit Conclave
41:32 - Detachment - Guardian Battlehost
52:40 - Detachment - Ghosts of the Webway
1:05:44 - Detachment - Devoted of Ynnead
1:18:34 - Detachment - Seer Council
1:29:06 - Detachment - Aspect Host
1:39:10 - Units breakdown start (not doing that, if someone makes it, post in comment and I will add it here)
Where are the points? I just want a screenshot of the MFM points but I cant find it.
Where’s the points
@@ComplexConcept no screenshot. Just talking
This was the best codex review I've seen in a while, because of the combination of serious tabletop application talk and the jokes. Also, reference 1:28:23, I move that all Infantry are hereby referred to as INPANTRY instead.
Small FAQ is out. They renamed Psychic Destroyer to Psychic Tickler to better reflect its effect.
Had a guy complain to me that one of his characters lost the ability to give OW for free on 4+... in exchange for basically Fire and Fade for free whenever the unit shoots.
Some people just don't understand the power of movement, and it shows.
I am not saying that Aeldari are broken now, I am saying that good players are going to be able to use this codex to a completely different level than casual players who just want to pew pew things in the open. This could be one of the armies with the most discrepancy between good players and bad players.
@@JackDespero
I think players are always a little sour when something they have relied on changes, and probably is a bad take.
The codex has made Eldar even more glass cannons. Some units have had a great glow up (with indicative point increases), but there have been some general nerfs too. No more shoot back with wraiths for instance, warwalkers loosing their -1 wound shield and 4+ invul, each warpspider now having to role individually when they jump to see if they die, and all the chonky units loosing a pip or more of toughness, farseers not making a unit (avatar) -1 to wound for an entire battle round, etc.
Holding objectives will be harder, and Eldar will have to rely on the new flavoursome movement mechanics to survive, which represents the lore.
Whilst some individuals will look various datasheets and decree they're broken. They will forget most of these units are T3 W1 - they will die quickly. They're not DWK, Sang' Guard or such like, and can be easily countered with the moat basic shooting profiles if caught unawares. Spears are durable as a basic marine, but on a 60mm base which makes staging / hiding quite difficult. It just means some of these glass cannons might actually kill something before their demise.
Some opponents who might spam ultra durable deepstrikers who rely on their chonk to survive everything (such as sang guard with a character making them -1 hit & wound, normally with AOC placed upon them) might need to field a little more shooting and even think about screening (like most other armies) if there are some Banshee's around.
The lack of the pre-codex Battle host & Strands of Fate will ultimately mean the lethality / efficiency of vehicles, special weapons and characters will reduce. Eldar will not be able to hit and wound reliably as they once did, guarantee overwatch on a Avatar or such like, or just pop 8 damage on a vehicle without a dice roll - that's a good thing.
The new mechanics will be far more interactive, flavoursome, and lore accurate. Having to spend points means it will not be an army wide benefit like Oath of Moment, judgement tokens, etc which all increase the lethality of an ENTIRE ARMY. Nor is it like T'Sons with doom bolts going of everywhere or turning of saves for a unit. They will have to be thought about and no way passive.
It's going to be fun, and there will be some good variety due to all the detachments, and if it is indeed overpowered, Eldar will be hit with the nerf stick once again.
All of both of this. Faction and skill expression are back for Eldar, instead of being BPD-yncarnate flipping between OP and Trash. Maybe finally we can expect to learn our books without needing to wait a year of nerfs before things level out 😂
Great to see the audio quality improvement!
6 wave serpents. You will certainly not regret bringing 6 wave serpents.
The disparity between Aeldari and Drukari datasheets are quite noticeable in a lot of cases. When Reaper's Wager came out I looked at the Harlequins from a Drukhari player's perspective and thought they were somewhat standout in comparison, yet from an Aeldari player's perspective they were clearly sub-par/thrash. Amusing.
How's that detachment look now with Harlequin buffs? Yikwa.
@TheCharlaton looking interestig enough that I've invested in 25 Harlequins and a few vehicles. It will come down to points somewhat naturally, but it looks more intriguing now than it did for sure.
love this, thanks!! of note: the skyweavers gained -1 to hit at all times but also gained a S and an AP on the zephyrglaive which is now the same profile as the solitaire at 6 2 2! They also have access to quite a few of the stratagems which is nice, including bloody dance which is very cheeky with their noted speed. (I wish star engines was accessible to mounted!). and the harlequins struggle into terminators, having a flat 3 dmg gun is still dev wounds into infantry :D
Cant wait to sit down with this bad boy. 4 hours of breakdown- genuinely looking forward to this
Thanks, guys.
Love it thanks for the great work! Love the fact GW realise the MFM as well
Fantastic job gents!!! Great breakdown and I can't wait to get my codex and try them out myself
Yes! Been waiting for your breakdown
Thanks Quinton and Jack.
Asurmen lives up to hype. In my first game with him he killed Marneus Calgar, both Vic guard and 2 company heroes (first two already dead) on his go turn. 27 devastating wounds all said and done.
That is not okay lmao, hope they reel in nonsense quick.
@@Steeb1136 They will. As soon as the market is saturated.
Great video, loved it!
Brilliant coverage of the new codex, cheers guys
Also Clowns can ride in Craftworld transports now. Aeldari faction keyword was changed to Asuryani and transports still say Aeldari, which clowns have as one of their keywords. So go out there, pop out of a Falcon and hit something with dev wounds plus re-rolls while you can.
53:40 the Solitaire is super strong even outside Harlequin detachment because you can Blitz+immune to overwatch
Super strong is a bit of an overstatement, but he is a fun piece yeah
I am SO freaking excited to run an aspect host list.
The guardian detachment should include War Walkers, the weapon platforms(Even when not stuck to guardians), and the Tanks and it might not be awful since they are all piloted by guardians. Technically the bikes too but i can understand why they want them to be taken in Saim hann instead.
4 hours! You are thorough!
Sounds like a great codex.
Sisters, in particular, have no chance against it, due to the fade stratagem.
The idea is first you shoot something with an immolator for ignore cover, THEN you shoot for a castigator so you get plus one AP....then you shoot a 3rd castigator.
I will gladly spend 2 CP in the Wraith detachment to charge Deathwing Knights, strip their -1 to wound, then give that to myself. What an amazing Uno reverse card of a move 😂
Really excited for the codex :) painting up a waveserpent and preordered the warpspiders and their new phoenix
Awesome video!
Watching the hilarious edits, love it❤
The reactive move enhancement on the spiritseer is pretty important IMO. Since they don't join squads they may often need to reposition out of danger.
Have been hitting refresh constantly waiting for this since pre-orders dropped!
Lets goooooooo, Been waiting soo many years 30+ for new Phoenix Lords
3:22:00 heads up guys, the corsairs dont have access to battle host ability so you can't boost their movement
Oh my god dude, that is what happens!
🤯 *Mindblown* 🤯
😂
How is that bit about the Troupe Master consolidating back into a transport without a token? The TM skill says you have to get closer to the closest enemy unit, right? Got confused there and would love to understand what's am I not getting here bc that's a sick trick.
the star*weaver transport allows them to consolidate back in. the TM just gives a 6inch consolidate instead of 3 now.
This seems way better then the " internet breaking starshatter"
oh my god the bois are looking HD in this one! happy codex guys, best wishes
How are you able to flip dice to 6's with aspect warrior's is that just an ability of the shrine's now?
Never mind found it 2:02:41
3:18:30 for the Mfm points
Ha. "Just add a million funds to your wraith Knight! Model for advantage!" 😆
Do the Guardian Battlehost Stratagems apply to the unit, even if it has a Seer Council, Farseer and Heavy Weapons Platform? Cause suddently rerolling wound rolls on an infiltrating, overwatching unit of that type sounds kinda scary.
About the jumping back into the transport using the strategem - isn’t there a base rule that excludes a unit from embarking in a transport the same turn that it disembarked?
If there is there doesn’t seem to be a rules carve out in the strategem that would allow that
You can’t embark in the same phase as you disembarked so these rules will still let you get back in 😊
@ ok, I thought there was something
Warhost is like the guard mechanised detachment but just better
I so wanted Ynnari to be a thing. I really need Drukhari to get their codex soon. Wraith time for me then.
On the Ynnari plan for the 6 wave serpents to explode, cant field them if theyre empty, so can only field 2 with Yvraine and Visarch in each XD
Can i put all my mounted units into reserve during the declare battle formations phase ignoring the default reserves points limit with the windrider host detachment?
I named my brand new baby Bunny Eldrad!
Alright, so hear me out. You pick Spirit Conclave, you get a Vengeful Dead token that gives +1 hit and wound against an enemy who killed a psyker model.
Then you get the Kill Team Corsair -no no, hear me out-, you get a Kill Team Corsair with Yvraine -no, stay, listen to me-, you get Yvraine in a squad of Kill Team Corsair and you keep picking the Wayseeker to die, you get a token, and then Yvraine resurrect them.
There you go, infinite token glitch, I'll take bitcoin, thanks.
Guardian detachment's rule cover Dire Avengers too!
Why there are no Ynanri Drukhari points in the MFM section? I was so curious if the book ones are final 😢
I love wraiths, spirit conclave is probably the only thing I’m going to be running this edition (mainly because I’m new to the army and my force is mostly wraiths). I’m really not a fan of the detachment rule basically only existing if your opponent kills you
Think you kinda just have to see that part of the rule as a little bonus and instead play mainly with the fact that you'll have a bunch of movement shenanigans. I feel your pain though as a fellow Wraith enjoyer.
Like they said in the video. Nothing stopping you yolo yeeting a sacrificial psyker in to a big target to get the buff.
Sounds like Jack woulda liked index troupes too!
The farseerer skyrunner is a good suicide target for spirithost. He can move fast to something big, make it -1 to wound for a round and die then for the +1 to hit and wound. All that for 80 points
Idea for an ethereal rule, if they die the t’au army has to roll battleshock tests but then get plus one to hit and wound against the unit that killed the ethereal. Maybe limit 1 ethereal to an army if you’re worried about t’au abusing it with suicidal ethereals
Maybe detachment rule for Ethereal bodyguard cadre or something
@ArtofWar40k would you guys give a re-review of the Armoured Warhost detachment since it’s changed so much?
29:10 can you explain lethal hits on 5?
If you Fire and Fade, because it counts as a Normal move, could you also spend a token to increase that move by 2'' (3'' cause of War Host detachment rule?)? So D6+4, effectively?
Honestly, 1 CP to have a squad of 2 War Walkers reactively fire their 4 bright lances hitting on 2+ is pretty good! It’s not an army revolving around guardians imo but around War Walkers, Support Weapons and Dire Avengers. With a sprinkling of guardians here and there. Sounds super fun to me😁
It's once per battle round. You have to lose an expensive unit to trigger it. A unit that destroyed guardians has to be a preferred target for walkers' guns. Walkers have to have line of sight to the unit that destroyed guardians. Opponent has to make a mistake of not targeting walkers before guardians. At this point, as an eldar player, why do you have so much of you stuff exposed to be shot off the board anyway? It's waaaaay to niche IMO.
The amount of times I heard, "that's pretty good" (echoed back-and-forth 3 times) and not a single, "it's probably overpowered/broken."
Maybe I'm missing it but where is it said that asuremans unit and the fire from fade ability allow you to rembark into transports?
The wording on the abilities is "normal move"
@@varethiustariel oh is it also because the fire and fade/Asuremen stuff happens in the shooting phase not the movement phase?
@HKMac07 if a unit is making a normal move and all models are within 3" of a transport it may embark.
Those are the only requirements, making a normal move, and finish the normal move with all models within 3".
Doesn't care how you get the move or whe. It happens. It's the same way SM gladius reactive move jumps into a transport as well.
29:03 where does it way that both warlock skyrunners and farseer skyrunners can join the same windrider squad because i didnt see it on either of the leaked datasheets?
You can attach a farseer skyrunner to a warlock skyrunner unit and then attach the warlock skyrunner unit to a unit of windriders
@CatroiOz I see
I have a question about the Ynnari Transport thing:
The "Servants of the Whispering God" rule states that ASURYANI Units are becoming "YNNARI Units". The Falcon/Wave Serpent Rule says "It cannot transport "YNNARI models". As Far as i understand it from previous rules like Spiritseer joining a Wraithlord. That Unit and Model Keywords are different. So if thats true, arnt ASURYANI in YNNARI still no YNNARI Models, but the Unit is YNNARI and therefore are able to embark into an Falcon/Wave Serpent?
Im not sure about this, thats just how i understand it and pls correct me if im wrong.
Thx for the awesome video.
RAW that enhancement that allows "Guardian fusion guns" to re-roll damage doesn't work because storm guardians have regular fusion guns.
Great breakdown. thank you
I get and share excitement of new Eldar codex, but can u please tell Quinton, to go easy on caffeine and get some sleep.
Is there a summary of these points!?
I missed the preorder of Fuegan and the new Spider Phoenix Lord AH+h-HHH!!!
Don't Shining Spears reroll 1s to hit in Aspect Host? They do have the keyword, aye?
Theres some interesting things that feel they absolutely dropped the hat on - like the Ynnari Wave Serpent issue... How likely do you think a day 1 FAQ is?
Mostly excited for the book though, even if some things have been granted a lack of kneecaps by the nerf bat, generally it feels theres wildly better internal balance compared to the index... which is weird to be saying 😂
Did they talk about how Ynari gets fight first for free if below starting strength? Some of the rules require loosing models but others are below starting strength, so units like Yncarne just need to take a wound and then can fight first.
They should have combined seer and guardian into one detachment because that's what ulthwe is, and replaced one with alaitoc, instead of effectively deleting them. So disappointing, especially with also losing illic to legends.
@@shaunperron7080 Guardian is going to run a lot of psychic support imo
@@Marco-nx4hmWell, that's kinda what I mean. They didn't have to split them into two different detachments, especially if doing so meant leaving alaitoc in the dark.
@@shaunperron7080 yeah, im agreeing with you
Are warwalkers not good? Like the guardian detachment benefits them
About the Drukhari datasheets, sadly I think that because DE Codex is going out in 2026 (likely) they don't want DE players playing with """spoilers""" datasheets from the Eldar Codex.
So they kept the same own bad detatchments and they choosed to eventually Errata them when the DE Codex will coming out instead of errata the actual Index DE with the new Ynnari Drukhari datasheets.
Like Agents.....lets hope they are not just an afterthought
And then Ynnari will be good for 3 months, before 11th edition.
Can you not Fade Back (battlefocus) into a Transport as well? If so, that's 4 different ways you can re-embark into a transport 😮
Fade back, Skybourne Sanctuary, Fire and Fade, amd Asurmen
Does the devastator character unit in Jack's angelic inheritors list just get annihilated by fire dragons in a transport pulling up and obliterating them?
spirit Conclave looks like a hard counter for Hypercrypt necrons
We’ve never been so back before (ironically I play Deathwatch).
Really looking forward to all of the non-interactive "shoot and re-embark" lists we're gonna see for the next 3 months...
For the Torc enhancement i'm also wondering if it kind of works like Lion's counter spell type affect. So they would have to spend the 1 CP to start the process so do they just lose that 1 CP if they don't have enough after the updated cost.
I asked my TO about this and the ruling (currently) is that if you have the extra CP to pay for it, you're required to. If you don't, the strategem fails and you don't have to pay for it, but you still count as having attempted it.
I wish the Tau codex would also be so good done
the tau codex was well done though?
@killjoy6090 the internal balance yes but the army rule is terrible also detachment are not well written and very lackluster
Do you guys think this army will be a problem for the game the way index Eldar was? It seems like they basically get to roll very good dice into their opponents, while their opponents are highly limited in how they can interact with the Eldar
My prediction is that Aeldari will be very strong at the top of the Meta but only above average in general. It takes a good deal of skill to run them properly.
I cant find the updated points where are they?
I think this is one gw will be playing wackamole with a while trying to balance it. I think the army rule itself is a problem that won’t be easily points adjusted for . They could honestly take it down to 2 battlefocus points a turn ar 2000 pts and that would probably be a fair place for the army.
That was my immediate reaction. 4 tokens is too much
@@startingfromlevelone9510
Four tokens in my opinion seems pretty fair. Straight away you're excluding the majority of your army from your army rule.
You're not increasing the lethality of an entire army passively like Oath of Moment, or judgement tokens.. Nor can you use them like T'Sons to Doom Bolt a unit or instantly nullify damage.
Four units will be able to do some movement shenanigans. In most instances that will be increasing the movement by 2" (the only one you can use multiple times), an overwatch denial (for one unit), and then holding one in reserve in hope you can use it in your opponent's turn. I'm not saying that this is not strong, but it's quite situational.
Unlike the previous rule, which allowed all Eldar units to re-roll a single hit and wound, the army has lost a lot of their efficiency for characters, vehicles and special weapons - personally I think that's a good thing. Nor will you see players magically put 8 damage on a vehicle without rolling a dice.
Eldar are only T3 1W.. They will be easily killed with the most basic of shooting profiles. With the loss of toughness throughout the whole army, abilities to -1W for an entire turn, worsening of invuls, loss of shoot back, and reduction in the size of wraiths, movement will be the key to survival.
They should have given better leadership options and theres no reason they needed to nerf prisms and ynnari so hard.
maybe the guardian detachment can overperform on 1000 points?
I dont play a lot, but since you cant bring 3 of each unit in 1000 points games I assume you would face less tanks...
Do you know when the new points will be uptated to the MFM?
When the Codex releases next month!
@@ArtofWar40k Thank you.
I don't understand the fire dragon Exarch thing at 1:35:00. How is he doing 6 + d6 melta 6
4 glorious hours!!!!! 😊
Marine meta b.Dec 2024 - d.Jan 2025. I think eldar is a hard counter to it
As a vanguard spearhead player I would be quite ok seeing new eldar on the other side of the table.
Can I take Yvraine, the visarch and a unit of storm guardians within the harlequin detachment? I know they won’t get any detachment benefits but I’m seeing contradicting statements online. Apologies I’ve not watched this video yet but hoping someone can help answer this question!
yes....but no Solitaire
No, cant take Ynnari units outside their detachment
Cheers yeh I’ve finally worked out that the Ynnari restrictions are within their detachment whereas the disparate paths is in the faction rules section.
It should be noted windriders went down to 4+ but gained a 5++.
No, they gained a 6++
Can you help me out - can’t seem to see where the points are discussed? Thanks
The last segement of the video
@ thank you!
When are MFM points discussed?
Last 40 minutes
@@rickychao3200 all the points or just some?
What is the list you have been testing?
There is a game in the War Room in which Quinton plays his new list against Johns Tyranids!
My friends believe that the Visarch should cost around 130 points. They got really hung up on the anti epic hero 2+.
Yall are sleeping on the shadow weaver 😅
WOOO ELDAR
The codex has made Eldar even more glass cannons. Some units have had a great glow up (with indicative point increases), but there have been some general nerfs too. No more shoot back with wraiths for instance, warwalkers loosing their -1 wound shield and 4+ invul, each warpspider now having to role individually when they jump to see if they die, and all the chonky units loosing a pip or more of toughness, farseers not making a unit (avatar) -1 to wound for an entire battle round, etc.
Holding objectives will be harder, and Eldar will have to rely on the new flavoursome movement mechanics to survive, which represents the lore.
Whilst some individuals will look various datasheets and decree they're broken. They will forget most of these units are T3 W1 - they will die quickly. They're not DWK, Sang' Guard or such like, and can be easily countered with some basic shooting profiles if caught unawares. It just means some of these glass cannons might actually kill something before their demise, and three spears on 60mm bases are quite challenging to stage / hide.
The lack of the pre-codex Battle host & Strands of Fate will ultimately mean the lethality / efficiency of vehicles, special weapons and characters will reduce. Eldar will not be able to hit and wound reliably as they once did, guarantee overwatch on a Avatar or such like, or just pop 8 damage on a vehicle without a dice roll - that's a good thing.
The new mechanics will be far more interactive, flavoursome, and lore accurate. Having to spend points means it will not be an army wide benefit like Oath of Moment, judgement tokens, etc which all increase the lethality of an ENTIRE ARMY. Nor is it like T'Sons with doom bolts going of everywhere or turning of saves for a unit. They will have to be thought about and no way passive.
It's going to be fun, and there will be some good variety due to all the detachments, and if it is indeed overpowered, Eldar will be hit with the nerf stick once again.
W take.