I am using a wraith cannon and sword combo and it is putting in work honestly. I would hate to see them separated. I felt the 2 wraith cannons to be redundant and boring. The shield is completely pointless at there level of toughness and wounds.
TBH in the current edition with lower AP 2+ is a big deal and it means that out of cover they will save anything that is not AP-3 or better just as welll as the shield wraithblades. With 2 more attacks they do better against hordes, but I think giving them sustained attack could be more interesting, focusing on them being blenders.
The biggest problem with the Warlock Conclave is the unit now costs £70 RRP for 4 models. That makes them quite possibly the worst value per point in the game. They should really do 4 at £35.
@nickthenoodle9206 , what are you talking about? There data sheet has nothing to do with lethal hits at all. The 4+ critical hits on charge would trigger his deviating wounds.
if i'd won the last channel contest, i was going to pick Yvraine and some Aeldari. then i could at least use some of my drukhari in an army that's more interesting than dark lance spam.
@@kyrridas1573 Yeah, haemonculi, the avatar, solitaires a few named characters and, for some crazy reason, corsairs. Nevermind the Ynnari recruiting corsairs in lore and Yvraine and her boyto... I mean vigilant protector can join corsairs if they are the warlords
Since GW are requiring the Phoenix Lords to attach to a unit of aspect warriors, I feel like a fluffy rule for them would be that if they die, the Exarch can don their armour and they resurrect
@@BOBOFSAGGET I don't think so. But aeldari don't need buffs right now. Also I'm a t'au and TS player. No one in my local meta uses space marines. It's nice. 💁
@@dinosaurandnapkin Youre talking bullshit. Only a few Eldar units are to strong, most units actually suck. A fucking meta list dont define a whole faction.
Played a duo's tournament after the eldar update on the 5th but the people we played were still using the old eldar rules for fate dice. This resulted in them absolutely decimating us first turn by guaranteeing max damage and hits on all of our big vehicles. Miserable to play against because everything was practically guaranteed
Honestly felt like they rolled more dice then they should have and even the 4s and 5s where good enough for them to wipe our units. Felt very unfare but we didnt know enough about eldar to know what they were doing was wrong and that changes have been made to limit fate dice to once per phase, not one huge shooting phase
One possible use of Voidscarred is as a cheapish 5 man units assassination team aiming at bringing a precision blaster with full reroll + Executionner on something like a Technomancer on a Necron blob. Still more expensive than rangers, yet much harder to hide against it behind walls.
Too bad gw says fuck you modularity is a bad thing and if you take anything but the "best thing" everytime then you deserve to be punished for it. And all the drooling mounds of consumer flesh that run 40k group chats of any kind will go out of their way to prevent people from talking about it or expressing discontent over a product that doesn't live up to their expectations with a resounding. "If you don't like it then don't play it! ECKKKS DEEEEEEE."
Unfortunately it's useless now. There's no lever to balance it back into playability since wargear all costs the same. It would need to be its own datasheet entry.
@@izzydarkhart4144 yeah I guess I can understand that. It's just sword and board is pretty week compared to any wraithcannon build. Shouldn't be so expensive
Fate dice are OP because of devstating wounds, thats the real rule that needa adjustment. Auto wounding with a fate dice, sure, but dont convert damage to mortals and its much better
@@Sbrady31789 Gw has the linguistical and mathematical ability of an infant and tries to mash similar phrases together because hiring editors would mean execs might have to take time out from huffing rattlecans and glue fumes.
I honestly think GW is going to add new Detachments in future chapter approved updates. Things like the Space Marine Chapters namely Salamanders, White Scars, etc. then I could see them adding other things like Y’nari, the Speedwaagh!, the Farsight Enclave, some Necron Dynasties, some Tyranids Hives, some Forge Worlds, etc. everyone will get a second potential detachment, some factions may get more than one more. I think by the end of 10th edition all of them will get a second detachment but I think it’s odd to program a submenu into the battle force builder if there are never going to be choices for it.
Query: Your bit on Warp Spiders say they can only flickerjump once per game, but I don't see any mention of that limitation in the datasheet. Am I missing something?
First game last night. Min sized squad were absolute mvp jumping right where the opponent didn’t want them and letting rip with 6d6 torrent. Then overwatch the next turn when they try to move away for another 6d6 then phantasm them to relative safety.
Great review. One thing you do not mention is the effect the changes in fly have on the superheavy grav-tanks. I tried using my scorpion in a match as I thought the gun was fun but it ended up being unable to move anywhere because of the combination of its large footprint and being unable to move over walls with its size and 14 inch move.
With the change to fate dice, Guardian Defenders are over costed and not worth the investment vs other stronger units that can take there place. For Prince Yriel you forgot the part that lets you place the redeployed units in reserves so you can exceed the maximum reserve unit count.
Throwing this out here for community input. We have an eldar player who runs the spiritseer-wraithguard combo unit. Per the writing of the spirit seer's revive ability, it seems like the character can revive two wraithguard models per turn as it reads in the command phase, not your command phase or the player's command phase. Is there a rule somewhere in the larger rules which only allows this in the eldar player's turn or states this ability can only be used once per turn? Appreciate the input.
Nope it can be used to both phases, down side being that the spirt seer takes there dev wounds and turns them to lethal hit causing a huge nerf in damage and they might be better off with out him considering has tanky they are.
If you need advice on starting off, I'd recommend picking up the combat patrol to form the solid core. I recommend guardians defenders. Shuriken cannons I'm quite the fan of. However, I've known people have good results from the others. Adding to the army I recommend getting another unit of guardians and an autarch. Use them as storm guardians and use them on forward objectives. After that aspects of your choice. However, I'd recommend some dark reapers for punch. Wraith units are solid an war walkers are nimble. Speaking of on war walkers I recommend missile launcher and a bright lance. Not had much experience with most of the vehicles but wave serpents are useful. Hope this help
I not seeing the downside that people are complaining about? Harlequins are still awesome and winning games for me. There are not SS tier like craft world but they are still A and way better them mostlyany army. Look at 10th edition in a vacuum and stop comparing everything to 9th when the editions are completely different.
@izzydarkhart4144 are you fighting mostly T3 armies? Because Troupes have next to no damage output now. And lost EVERY other rule that made them interesting...
You say that it's unfortunate that Ynnari and Harlequins don't have a detachment of their own. I on the other hand appreciate the Ynnari being allowed to mix as normal, and actually bring *some* of the named characters who are either a part of or actively work with them again. Still some weird barred off units, but hey I'll take not receiving another shotgun blast to the kneecap for being busted 2 editions ago.
Tbh we’re still kinda taking the kneecap blast. If you want drukhari you can’t have the autarch warlord, which means no extra CP. also you can’t have troupes be battleline, meaning if you’re trying to play a bit competitively it’ll just be kabalites there (guardians aren’t great, and wyches are awful). Really, just needing to take yvraine and have her be the warlord is a pretty big hamstring tbh, and the fact you can’t take corsairs (one of the better units to lead) is just bizarre.
@nathanieleck1023 Look after how very restrictive, and also just plain bad it was in the last book. Having a lot more freedom in how we build the lists is pretty nice. I'll take not being the most competitive choice.
Exactly what the previous guy said. Technically you can currently, but don't bet on being able to do so when the codex drops, same as being able to take characters from different Craftworlds (Eldrad and Illic, Yriel may get a pass as he is a Corsair).
The lore supports taking both and there isn’t anything broken with taking both the avatar hits harder and is harder to take down but the yncarne gets the teleport ability which can be more fun to play with it’s really just a matter of what you want anti infantry or anti tank
@@Perkiestgoth I think im going to do the same. Not only is the wording wierd but other abilities like it work differently. Space marines get 1. Tsons get 0 - 2 with a roll. Its wierd this is just 2 and on such a cheap HQ. Defo feels intent was yours only.
I've been a little confused about the windriders' ability. Is it full rerolls against anything on an objective, or only if that thing on the objective is also the nearest target?
Autarchs cannot lead Aspects Warriors because they no longer are one. Being an Autarch means you have walked multiple Aspects and left them before becoming an Exarch, who are the leaders of the Aspect Warriors and can never leave their path again. Aspect Shrines are another layer of institutions in the Eldar society alltogether. They are like sects, there are multiple shrines of the same Aspect spread around the Craftworlds. Aspect Warriors and their Exarchs are institutions of the Aspect Shrines. There are also multiple color schemes for the various Aspect Shrines but Eldar Codices highly encourage the player to make their own color schemes for their Aspect Warriors. The Autarch is an institution of the Craftworld. Thus he leads Guardians. Both use the Standard Craftworld color scheme.
GW doesnt want autarchs in any aspect warrior squad for some unknowable reason, which is weird because they're supposed to be the very best of the aspect warriors who became commanders.
Am I wrong? but wouldn't adding a spirtseer take away the wraithguards devastating wounds, swooping it for lethal hits pretty much nerfing there damage by a lot. At their toughness and wounds level, it does not seem worth the hit to your damage for just 2 units coming back every turn, especially if you have 10 in a unit. I could be wrong or splitting hairs, but I do not see the appeal.
What kinda sucks is that they did an army wide "once per phase". Which kinda sucks when I gotta choose between who I want to survive the enemy shooting/mellee phase with needing a high roll.
hey ppl im new to warhammer, looking over the datasheet for eldar on the free download the wraith night is listed for 370 points not the 485 ppl are quoting... also their no info on the upcharge for running exarchs in your units? any help pointing me in the right direction? where do i find the correct 10th ed datasheet for eldar?
@@adept5500 oh damn thats right. I thout it was like the Technomancer, having Leader and then granting lone operative in addition through wargear. Oh well that makes him more useless than 9th i feel like
What's exciting about ynnari for me is that the drukhari units get the reroll 1 hit and 1 wound detachment rule and get to use the stratagems as they have the aeldari keyword. Bladestorm on a bunch of splinter rifle wielding kabalites looks like fun.
Now now, just because they start with as many miracle dice as you can expect to gain in a game if you take several losses and can then change them all to 6s and have vastly better units for a lower cost doesn't mean that... Oh hang on. No, you're right.
I was messing around in the app trying to put together a Sororitas list while watching this and so I wound up just thinking 'hmm, that would be an autoinclude if the Sisters had a unit like that' over and over
I like what GW have done for us in 10th, vehicles are heavy hitting clearers, Wraiths are durable point holders and Aspect Warriors are utility units that are all still unique from each other. The problem just comes down to the two problem core rules and that we're undercosted for what we can do.
Can't say I am a fan of how they have treated aspect warriors. I would gladly take a power hit to have them play a more central role, many of them are just not good at their specialities now which isn't how they should be in the lore. Sure Dark Reapers are good when you make them 75pts, but they should be far more elite. Banshees and Scorpions are both also very underwhelming. I would take Wraithguard losing their silly reactive shooting ability and our detachment ability being replaced with something reasonable if some of these issues would be fixed.
@@oliverp3545 Some aspects are ok for utility (warp spiders, swooping hawks, maybe striking scorpions), but not all. You are also ignoring the fact that many aspects are supposed to be damage dealers from a lore perspective. Reapers? Fire Dragons? Banshees? These are all supposed to be elite specialist damage dealers. I am NOT arguing that Eldar do not have effective and competitive builds, that would be ridiculous. What I am saying is that many players don't like the balance of units in the index and would happily trade a bit of raw power to have more viable compositions. For some reason GW never seem capable of making more than half the Aeldari roster decent at any one time, normally while making a few units stupidly overpowered. An index can be powerful but still poorly designed and not enjoyable for much of the player base.
Sure Aeldari look strong in a few ways but there is no way they'll be OP after all they cant do super strong stuff like reduce the toughness of the enemy!!
We will also be one of the later factions to get a codex so likely codex creep will be a thing that levels the field....interested to see what marines and nids codex do to the meta.
Really? Most I see seem happy that now they can play without getting shit for it, or at least less than before. Just a shame with the internal balance with how mechdar > cool aspects
If your eldar players are trying to guilt trip you over getting a mild balance patch on the insane strength of launch eldar they're either huge assholes or imaginary. Most of the local elves are just happy that they get to play actual games instead of 2 turn pickup.
Wraithguard are insane. my friend and I agreed that we would happily pay double and still take them in full units of 10. The shooting back doesn't even have to be at the thing that shot/attacked them. They are just the antithesis of 10th: they will kill a unit in your turn with overwatch and shooting back. And then to top it all off they revive one every turn. With a unit size of 10, its almost impossible to kill them all in a single unit's shooting with their defensive profile and so they will almost always get to shoot back. Units of 5 may be a bit more manageable, but at sizes of 10 you have to accept that in order to kill them you will have to sacrifice units to them in your turn. You cant even charge them to stop their shooting (assuming they dont just overwatch and then phantasm away in their movement holy shit phantasm is broken) since they get the pistol keyword. You punch them in melee so they shoot you and punch you back its wild.
Used eldar other day with the new nurfs still won total obliterated chaos army i was against all he had left was abbaddon with his terms with an every inclosing circle of wraiths coming
Thank you for the nightmare fuel. No seriously thank you for this detailed breakdown of the big bad known as the Eldar. I was having trouble discerning why they are so op, but with this i can see why nobody wants to play against them right now.
Nah, they’re only broken if you’re bringing certain units. The majority of units that are fluffy (like aspects, guardians, conclaves, etc) are all pretty bad. So causal eldar feels pretty bad, and comp eldar is just D cannons, wraithknights, fire prisms, and warp spiders.
Ah, Eldar. I'm glad to be a narrative guy with my competitive days long behind me. I don't play anyone with them anymore, but if I did I'd be happy to concede before deployment to save time. Let's see. I played against them on and off from 2nd-7th editions. 2nd - Phoenix lords, Harlequins and Eldar Dreadnoughts have killed you before your army list is finished. 3rd - good luck getting anything on the table past the disruption table. S6 glancing your Dread to death? Not a Wraithlord, he'll have 3 wounds, T8 and a 3+ save 4th - if the Eldar player fluffs then the Shining Spear Exarch won't kill your entire terminator squad and one of his mates will need to have a go. 5th - largely as above 6th - nice army you got there. Be a shame if I have a Wraightknight. Still, multiple-turn games are overrated. Nice that you got a 12" vehicle though. My bikes go 36". 7th - Wraightknights are a LoW so you can only have one! Except there's a formation that lets you have twelve. I still remember my last game against Eldar. We were packing up having played a turn. My traitor guard army was regretting all of its choices (but at least I'd spent the turn packing them away so time was saved). My opponent was lamenting at length about how poorly his army had performed (presumably he expected to table an army on a different table in turn 1 as well as mine). He also spoke in some detail about how Chimeras were broken because I'd managed to fire a plasma gun from a firing point and shear a hull point off of a Wave Serpent. You might think I'd get annoyed, but I was having an almost out-of-body experience in my bafflement. I hear that there was a brief moment at the beginning of 8th when they were merely a very strong faction and not a win button. But by that point, my broken Chimeras and I weren't gaming with anyone who had the army!
Bruh, I think you might want to dial back the elf salt. They sure as shit aren’t the most busted faction of all time. Eldar have historically been fairly strong, but were also among the worst armies for 4th and 5th editions, along with most of 6th, due to their codex being older than some armies. If you were playing comp then there were much worse things knocking around in 6th and 7th editions as well. Muuuuuuuuch worse. Also in 8th they were bad at first, and then were alright with flyer spam but only in a super competitive sense, and then they were bad all the way until late 9th. Even then, in 9th they were always outshone by the harlequins anyway. They’ve rarely if ever been a win button faction, and historically have had among the highest skill floors to not just get tabled because of poor placement. Even now they’re only really good if you’re taking a handful of very specific units and taking none of the fluffy ones.
Warp spider's flickerjump is not once per game, just once per turn.
Sword and board wraithknight should be its own datasheet
100%
Really GW should just bring points back for wargear…
@@nathanieleck1023was about to just say this too
@@nathanieleck1023 Agreed.
I am using a wraith cannon and sword combo and it is putting in work honestly. I would hate to see them separated. I felt the 2 wraith cannons to be redundant and boring. The shield is completely pointless at there level of toughness and wounds.
Wraithblades with swords should have twin linked, and even then I dont think they'd be worth losing the invul for
TBH in the current edition with lower AP 2+ is a big deal and it means that out of cover they will save anything that is not AP-3 or better just as welll as the shield wraithblades. With 2 more attacks they do better against hordes, but I think giving them sustained attack could be more interesting, focusing on them being blenders.
I keep learning for the new edition, thanks for these videos :D
The biggest problem with the Warlock Conclave is the unit now costs £70 RRP for 4 models. That makes them quite possibly the worst value per point in the game. They should really do 4 at £35.
Just came back to the hobby in 10th playing Eldar now. Really love the feel of the army.
So Karandras doesn't get the +4 Critical Hits on the Charge to the unit. That's just to himself.
Lethal Hits denies Devastating Wounds.
@nickthenoodle9206 , what are you talking about? There data sheet has nothing to do with lethal hits at all. The 4+ critical hits on charge would trigger his deviating wounds.
Lol you are both wrong a crit hit generate sustained hits as in more attacks
if i'd won the last channel contest, i was going to pick Yvraine and some Aeldari. then i could at least use some of my drukhari in an army that's more interesting than dark lance spam.
Drukhari in an Ynnari list get the battlehost detachment right?
@boyanpenev9822 I'd have to double check, but they should. Kabal and Cult units have the Aeldari keyword. You're just not allowed to take haemonculus.
@@kyrridas1573 Yeah, haemonculi, the avatar, solitaires a few named characters and, for some crazy reason, corsairs.
Nevermind the Ynnari recruiting corsairs in lore and Yvraine and her boyto... I mean vigilant protector can join corsairs if they are the warlords
Since GW are requiring the Phoenix Lords to attach to a unit of aspect warriors, I feel like a fluffy rule for them would be that if they die, the Exarch can don their armour and they resurrect
Agreed!
That and I feel that autarch should be able to join any non vehicle/wraith unit
The faction needs to be kneecapped more than they need to start getting corrections that make them even better don't you think?
@@dinosaurandnapkin Boohoo lets nerf everything that isn't space marines right? Because screw supporting armies that are actually nice
@@BOBOFSAGGET I don't think so. But aeldari don't need buffs right now. Also I'm a t'au and TS player. No one in my local meta uses space marines. It's nice. 💁
@@dinosaurandnapkin Youre talking bullshit. Only a few Eldar units are to strong, most units actually suck. A fucking meta list dont define a whole faction.
why is no one talking about that voidreavers dont have melee attacks when they use shuriken rifles?
Absolutely. Yet more proof that 10th was not play tested.
This.
My Aeldari army arrived in the post this morning, I love your timing lol
Played a duo's tournament after the eldar update on the 5th but the people we played were still using the old eldar rules for fate dice. This resulted in them absolutely decimating us first turn by guaranteeing max damage and hits on all of our big vehicles. Miserable to play against because everything was practically guaranteed
*Duos
How does that even work? On average, 12 rolls should have 2 sixes. Crazy that there should reliably be so many 6s in the pool to make a difference
Honestly felt like they rolled more dice then they should have and even the 4s and 5s where good enough for them to wipe our units. Felt very unfare but we didnt know enough about eldar to know what they were doing was wrong and that changes have been made to limit fate dice to once per phase, not one huge shooting phase
@@colecko2388 *unfair. "Unfare" is not a word
@@dxpsumma383 Farseers let you change once of the dice rolls to a 6 each turn.
Fates messenger on spirit seer for auto devs on one wraith cannon
Could you do the thousand sons next? I can’t find much relevant stuff online and I haven’t had chance to order an index yet
What do you mean order an index? I'm new I thought it was free
@magnusred2945 they mean like a breakdown of what's good and why.
I’ve yet to face Aeldari on the tabletop. I’m eager to fight them!
One possible use of Voidscarred is as a cheapish 5 man units assassination team aiming at bringing a precision blaster with full reroll + Executionner on something like a Technomancer on a Necron blob.
Still more expensive than rangers, yet much harder to hide against it behind walls.
Here comes the salt lol 😂
Man I really think sword and board wraithknight got hit unfairly. It was never that good or abused towering
Too bad gw says fuck you modularity is a bad thing and if you take anything but the "best thing" everytime then you deserve to be punished for it. And all the drooling mounds of consumer flesh that run 40k group chats of any kind will go out of their way to prevent people from talking about it or expressing discontent over a product that doesn't live up to their expectations with a resounding. "If you don't like it then don't play it! ECKKKS DEEEEEEE."
Unfortunately it's useless now.
There's no lever to balance it back into playability since wargear all costs the same.
It would need to be its own datasheet entry.
I still use the waith cannon and sword combo. Shits still good. I would hate if they got separated.
They should point tanks and monsters based off loadouts not the unit as a whole
@@izzydarkhart4144 yeah I guess I can understand that. It's just sword and board is pretty week compared to any wraithcannon build. Shouldn't be so expensive
Fate dice are OP because of devstating wounds, thats the real rule that needa adjustment. Auto wounding with a fate dice, sure, but dont convert damage to mortals and its much better
Old fate dice was more balanced.
Well you see miracle die have the same rules the only thing that's different is they don't get 12 of them to start the game
@@Sbrady31789 Gw has the linguistical and mathematical ability of an infant and tries to mash similar phrases together because hiring editors would mean execs might have to take time out from huffing rattlecans and glue fumes.
Correct, but to be honest I'd just prefer old 9th ed fate dice
The issue is devastating wounds should just not carry over, just change the rule to 'no saves' not 'damage into mortals'.
I honestly think GW is going to add new Detachments in future chapter approved updates. Things like the Space Marine Chapters namely Salamanders, White Scars, etc. then I could see them adding other things like Y’nari, the Speedwaagh!, the Farsight Enclave, some Necron Dynasties, some Tyranids Hives, some Forge Worlds, etc. everyone will get a second potential detachment, some factions may get more than one more. I think by the end of 10th edition all of them will get a second detachment but I think it’s odd to program a submenu into the battle force builder if there are never going to be choices for it.
I doubt they’ll do this outside of the codex releases. New detachments are supposed to be the main reason to buy a codex.
I accidentally started a aeldari army...I just bought ebay lots because they were a good price...now I'm glad I picked them up
Query: Your bit on Warp Spiders say they can only flickerjump once per game, but I don't see any mention of that limitation in the datasheet. Am I missing something?
I believe you are correct sir, can’t find anything either to back that
First game last night. Min sized squad were absolute mvp jumping right where the opponent didn’t want them and letting rip with 6d6 torrent. Then overwatch the next turn when they try to move away for another 6d6 then phantasm them to relative safety.
Seen this said on a couple of videos (art of war guys said it) not sure where this has come from feel like I have missed something.
It's not once per game
@@Perkiestgothyeah... wondering why all the big channels are getting this wrong?
Great review. One thing you do not mention is the effect the changes in fly have on the superheavy grav-tanks. I tried using my scorpion in a match as I thought the gun was fun but it ended up being unable to move anywhere because of the combination of its large footprint and being unable to move over walls with its size and 14 inch move.
I’m betting u can use the bladestorm strategem on shroud runners to give the scatter lasers AND the sniper rifles an extra pip of AP….
2 pips
Yep, but only crit wounds:) 42 shots though, not a joke from a six pack:)
It can indeed be really strong with a 10 man squad rangers with illic.
The full reroll will make an average of 3 ap3 shots with them.
Quite handy
Bring on the Drukhari review!
Thank you for the extensive review Auspex! If I may ask, what would be your top 3 units to nerf and to buff in this list?
Thanks,
Comment for the Skull Throne
Thanks for the analysis
47:52 the twin link starcannons have 4 shots instead of only 2
Because eldar are made by a separate team balancing
hank you for this guide for newcomers! I may try out the space elves one day...
With the change to fate dice, Guardian Defenders are over costed and not worth the investment vs other stronger units that can take there place. For Prince Yriel you forgot the part that lets you place the redeployed units in reserves so you can exceed the maximum reserve unit count.
Throwing this out here for community input. We have an eldar player who runs the spiritseer-wraithguard combo unit. Per the writing of the spirit seer's revive ability, it seems like the character can revive two wraithguard models per turn as it reads in the command phase, not your command phase or the player's command phase. Is there a rule somewhere in the larger rules which only allows this in the eldar player's turn or states this ability can only be used once per turn? Appreciate the input.
Nope it can be used to both phases, down side being that the spirt seer takes there dev wounds and turns them to lethal hit causing a huge nerf in damage and they might be better off with out him considering has tanky they are.
Per the writing I think it can but I really feel like it’s an oversight and the intent is only in your command phase
Will you make a video on how to start and Eldar/Harlequin army?
If you need advice on starting off, I'd recommend picking up the combat patrol to form the solid core.
I recommend guardians defenders.
Shuriken cannons I'm quite the fan of. However, I've known people have good results from the others.
Adding to the army I recommend getting another unit of guardians and an autarch.
Use them as storm guardians and use them on forward objectives.
After that aspects of your choice. However, I'd recommend some dark reapers for punch.
Wraith units are solid an war walkers are nimble.
Speaking of on war walkers I recommend missile launcher and a bright lance.
Not had much experience with most of the vehicles but wave serpents are useful.
Hope this help
And in terms of harlequins most of my knowledge is second hand.
Troupes and clown cars are reliable and fun to play
If you read the datasheet on the gate it says it comes with 2 arches so wouldn’t that mean it has 24 wounds 12 per arch?
I dont think so. Deployment rules say that both are treated as a single model after deployment
@@thetoadman3172 right for deployment it also says it consists of 2 arches in the unit composition on the app
The Avatar doesnt make the Eldar "Fearless" anymore?
As a harlequins player I was super excited for 10th now my pile of worthless clowns makes me sad
I not seeing the downside that people are complaining about? Harlequins are still awesome and winning games for me. There are not SS tier like craft world but they are still A and way better them mostlyany army. Look at 10th edition in a vacuum and stop comparing everything to 9th when the editions are completely different.
@izzydarkhart4144 are you fighting mostly T3 armies? Because Troupes have next to no damage output now. And lost EVERY other rule that made them interesting...
Brutal time to be aspect heavy, I need to paint more falcons.
You say that it's unfortunate that Ynnari and Harlequins don't have a detachment of their own. I on the other hand appreciate the Ynnari being allowed to mix as normal, and actually bring *some* of the named characters who are either a part of or actively work with them again. Still some weird barred off units, but hey I'll take not receiving another shotgun blast to the kneecap for being busted 2 editions ago.
Tbh we’re still kinda taking the kneecap blast. If you want drukhari you can’t have the autarch warlord, which means no extra CP. also you can’t have troupes be battleline, meaning if you’re trying to play a bit competitively it’ll just be kabalites there (guardians aren’t great, and wyches are awful).
Really, just needing to take yvraine and have her be the warlord is a pretty big hamstring tbh, and the fact you can’t take corsairs (one of the better units to lead) is just bizarre.
@nathanieleck1023 Look after how very restrictive, and also just plain bad it was in the last book. Having a lot more freedom in how we build the lists is pretty nice. I'll take not being the most competitive choice.
maybe a stupid question. but can you take both avatar of khaine and the yncarne together now (asuming Yvraine is not your warlord)
You can take both. It may change when the codex comes out but now is legal to use them both.
Exactly what the previous guy said. Technically you can currently, but don't bet on being able to do so when the codex drops, same as being able to take characters from different Craftworlds (Eldrad and Illic, Yriel may get a pass as he is a Corsair).
As of now, you can, but that is stupid as that would be that cast of half your army in 2 units.
The lore supports taking both and there isn’t anything broken with taking both the avatar hits harder and is harder to take down but the yncarne gets the teleport ability which can be more fun to play with it’s really just a matter of what you want anti infantry or anti tank
Played with the "twins " last night. Very strong pair
Something I was curious about: does the Spiritseer resurrect a wraith model on every player's command squad, or just your own?
Both command phases
Its worded differently then other abilities that work "Each Command" phase. Suggest possible typo but it does currently read like its both.
Rules as written yes but locally we have been playing it in your command phase only which we think was the intent.
@@Perkiestgoth I think im going to do the same. Not only is the wording wierd but other abilities like it work differently. Space marines get 1. Tsons get 0 - 2 with a roll. Its wierd this is just 2 and on such a cheap HQ. Defo feels intent was yours only.
I've been a little confused about the windriders' ability. Is it full rerolls against anything on an objective, or only if that thing on the objective is also the nearest target?
I think 500 points of Eldar could table a 2000 point Tau list
The reaper launcher s5 shot is only damage 1 not 2 that’s a big difference it is damage 2 on the Autarch and has heavy but dose not ignore cover
Autarchs cannot lead Aspects Warriors because they no longer are one. Being an Autarch means you have walked multiple Aspects and left them before becoming an Exarch, who are the leaders of the Aspect Warriors and can never leave their path again.
Aspect Shrines are another layer of institutions in the Eldar society alltogether. They are like sects, there are multiple shrines of the same Aspect spread around the Craftworlds. Aspect Warriors and their Exarchs are institutions of the Aspect Shrines. There are also multiple color schemes for the various Aspect Shrines but Eldar Codices highly encourage the player to make their own color schemes for their Aspect Warriors.
The Autarch is an institution of the Craftworld. Thus he leads Guardians. Both use the Standard Craftworld color scheme.
Can’t wait
Anyone know why the Autarch Skyrunner can't lead Shining Spears? I feel like they are the only unit without a leader
GW doesnt want autarchs in any aspect warrior squad for some unknowable reason, which is weird because they're supposed to be the very best of the aspect warriors who became commanders.
Yeah its very disappointing
Seems like people will need help defeating the eldar instead of getting shown how to use eldar
O TO THE P
Am I wrong? but wouldn't adding a spirtseer take away the wraithguards devastating wounds, swooping it for lethal hits pretty much nerfing there damage by a lot. At their toughness and wounds level, it does not seem worth the hit to your damage for just 2 units coming back every turn, especially if you have 10 in a unit. I could be wrong or splitting hairs, but I do not see the appeal.
Leathal hits is a double-edged sword for wraithguard with wraith cannons, but the hitting on 3+ balances it imo
What kinda sucks is that they did an army wide "once per phase". Which kinda sucks when I gotta choose between who I want to survive the enemy shooting/mellee phase with needing a high roll.
Hard decisions make the game more interesting.
hey ppl im new to warhammer, looking over the datasheet for eldar on the free download the wraith night is listed for 370 points not the 485 ppl are quoting... also their no info on the upcharge for running exarchs in your units? any help pointing me in the right direction? where do i find the correct 10th ed datasheet for eldar?
Can we get a tier list pls
Why are you saying lone operatives cant join units? The rule for LO states "unless leading a unit LO cannot be targeted >12"
It it doesn’t grant the ability to join units, that’s the Leader ability.
@@adept5500 oh damn thats right. I thout it was like the Technomancer, having Leader and then granting lone operative in addition through wargear. Oh well that makes him more useless than 9th i feel like
Anywhere I can find lists being used?
What's exciting about ynnari for me is that the drukhari units get the reroll 1 hit and 1 wound detachment rule and get to use the stratagems as they have the aeldari keyword. Bladestorm on a bunch of splinter rifle wielding kabalites looks like fun.
That is a brilliant idea, sadly yvraine is out of stock where ever I look
I assume the Anti-Infantry 3+ will trigger the extra AP from Bladestorm?
Is that really how this works ?
@@tombolton2140 yep that is the plan
Does autarch farm command points in your opponents phase as well?
no, only player command phase
5:20 hehehehe forsight
Shrouds?
The datasheets in this army make my Sisters of Battle look like we’re playing a completely different game. Wtf
It's a broken army at the moment.
Now now, just because they start with as many miracle dice as you can expect to gain in a game if you take several losses and can then change them all to 6s and have vastly better units for a lower cost doesn't mean that...
Oh hang on. No, you're right.
I was messing around in the app trying to put together a Sororitas list while watching this and so I wound up just thinking 'hmm, that would be an autoinclude if the Sisters had a unit like that' over and over
I thought of how to balance Aeldari nicely without waiting for GW to do it, but the store didn't have enough baseball bats.
love ur videos but my misophonia makes it so difficult:,((
Maybe I should break out my old 3rd edition Eldar army, considering how good the faction is now. 😂
I like what GW have done for us in 10th, vehicles are heavy hitting clearers, Wraiths are durable point holders and Aspect Warriors are utility units that are all still unique from each other.
The problem just comes down to the two problem core rules and that we're undercosted for what we can do.
Can't say I am a fan of how they have treated aspect warriors. I would gladly take a power hit to have them play a more central role, many of them are just not good at their specialities now which isn't how they should be in the lore. Sure Dark Reapers are good when you make them 75pts, but they should be far more elite. Banshees and Scorpions are both also very underwhelming. I would take Wraithguard losing their silly reactive shooting ability and our detachment ability being replaced with something reasonable if some of these issues would be fixed.
Aspects are mediocre to shitty af, none is good.
@@samhunter1205 they're fine as utility pieces, you don't need an entire army focused around damage output.
@@oliverp3545 Some aspects are ok for utility (warp spiders, swooping hawks, maybe striking scorpions), but not all. You are also ignoring the fact that many aspects are supposed to be damage dealers from a lore perspective. Reapers? Fire Dragons? Banshees? These are all supposed to be elite specialist damage dealers. I am NOT arguing that Eldar do not have effective and competitive builds, that would be ridiculous. What I am saying is that many players don't like the balance of units in the index and would happily trade a bit of raw power to have more viable compositions. For some reason GW never seem capable of making more than half the Aeldari roster decent at any one time, normally while making a few units stupidly overpowered. An index can be powerful but still poorly designed and not enjoyable for much of the player base.
Sure Aeldari look strong in a few ways but there is no way they'll be OP after all they cant do super strong stuff like reduce the toughness of the enemy!!
We will also be one of the later factions to get a codex so likely codex creep will be a thing that levels the field....interested to see what marines and nids codex do to the meta.
Just spam rangers tbh
3
Seriously GW couldn't have made them harsher
Don’t tempt fate like that mate
@@rudolfnv6666fate dice is a 6!
Eldar players keep trying to make me feel bad for their nerf but.... for some reason I'm unable to feel anything but glee
They are currently the strongest faction.
Even with nerfs still panning out they will easily still be top 3.
@@notknightbean which is why I can't feel a single drop of pity for them
Really? Most I see seem happy that now they can play without getting shit for it, or at least less than before. Just a shame with the internal balance with how mechdar > cool aspects
Nerf did one thing.
Thay will struggle a bit to table you turn one. 😅
If your eldar players are trying to guilt trip you over getting a mild balance patch on the insane strength of launch eldar they're either huge assholes or imaginary. Most of the local elves are just happy that they get to play actual games instead of 2 turn pickup.
Wraithguard are insane. my friend and I agreed that we would happily pay double and still take them in full units of 10. The shooting back doesn't even have to be at the thing that shot/attacked them. They are just the antithesis of 10th: they will kill a unit in your turn with overwatch and shooting back. And then to top it all off they revive one every turn. With a unit size of 10, its almost impossible to kill them all in a single unit's shooting with their defensive profile and so they will almost always get to shoot back. Units of 5 may be a bit more manageable, but at sizes of 10 you have to accept that in order to kill them you will have to sacrifice units to them in your turn. You cant even charge them to stop their shooting (assuming they dont just overwatch and then phantasm away in their movement holy shit phantasm is broken) since they get the pistol keyword. You punch them in melee so they shoot you and punch you back its wild.
Used eldar other day with the new nurfs still won total obliterated chaos army i was against all he had left was abbaddon with his terms with an every inclosing circle of wraiths coming
I like to call this the "WHAT WAS GW THINKING??" army
You must be a marine player
@@Trinine9 worse...World Eaters
If GW does'nt nuke the whole faction into oblivion till the end of the month, I'll eat my hat.
Thank you for the nightmare fuel. No seriously thank you for this detailed breakdown of the big bad known as the Eldar. I was having trouble discerning why they are so op, but with this i can see why nobody wants to play against them right now.
-Aeldari- Asuryani...
built a 1000 point wraith build. So tanky, and able to wipe custodes with ease.
First
Eldar in 10th- BROKEN
Nah, they’re only broken if you’re bringing certain units. The majority of units that are fluffy (like aspects, guardians, conclaves, etc) are all pretty bad. So causal eldar feels pretty bad, and comp eldar is just D cannons, wraithknights, fire prisms, and warp spiders.
Third
This faction is complete bs. I fully expect this tournament I'm going to be spammed by them
Nobody likes meta chasers.
Damn, GW really messed up the aeldari this time, I'm done with GW
Lol ok bye
Ah, Eldar. I'm glad to be a narrative guy with my competitive days long behind me. I don't play anyone with them anymore, but if I did I'd be happy to concede before deployment to save time. Let's see. I played against them on and off from 2nd-7th editions.
2nd - Phoenix lords, Harlequins and Eldar Dreadnoughts have killed you before your army list is finished.
3rd - good luck getting anything on the table past the disruption table. S6 glancing your Dread to death? Not a Wraithlord, he'll have 3 wounds, T8 and a 3+ save
4th - if the Eldar player fluffs then the Shining Spear Exarch won't kill your entire terminator squad and one of his mates will need to have a go.
5th - largely as above
6th - nice army you got there. Be a shame if I have a Wraightknight. Still, multiple-turn games are overrated. Nice that you got a 12" vehicle though. My bikes go 36".
7th - Wraightknights are a LoW so you can only have one! Except there's a formation that lets you have twelve.
I still remember my last game against Eldar. We were packing up having played a turn. My traitor guard army was regretting all of its choices (but at least I'd spent the turn packing them away so time was saved). My opponent was lamenting at length about how poorly his army had performed (presumably he expected to table an army on a different table in turn 1 as well as mine). He also spoke in some detail about how Chimeras were broken because I'd managed to fire a plasma gun from a firing point and shear a hull point off of a Wave Serpent. You might think I'd get annoyed, but I was having an almost out-of-body experience in my bafflement.
I hear that there was a brief moment at the beginning of 8th when they were merely a very strong faction and not a win button. But by that point, my broken Chimeras and I weren't gaming with anyone who had the army!
Bruh, I think you might want to dial back the elf salt. They sure as shit aren’t the most busted faction of all time.
Eldar have historically been fairly strong, but were also among the worst armies for 4th and 5th editions, along with most of 6th, due to their codex being older than some armies.
If you were playing comp then there were much worse things knocking around in 6th and 7th editions as well. Muuuuuuuuch worse.
Also in 8th they were bad at first, and then were alright with flyer spam but only in a super competitive sense, and then they were bad all the way until late 9th. Even then, in 9th they were always outshone by the harlequins anyway.
They’ve rarely if ever been a win button faction, and historically have had among the highest skill floors to not just get tabled because of poor placement. Even now they’re only really good if you’re taking a handful of very specific units and taking none of the fluffy ones.
Cool story bro
pretty sure men could beat space elves in real life lads.
Ima keep it real with you. I don’t think space elves exist in real life.
Overtuned, under costed, covers all grounds army. Whoever wrote this should either have wrote all the index’s (you know, fairly) or wrote nothing.
strands of fate is ridiculous
Not really when you consider it along with the detachment rule are meant to substitute the huge loss of reroles that previously we had.
It's just miracle dice but only one use per phase... so worse
@@oliverp3545 Minimum of 2 rerolls per unit, per activation.
@@oliverp3545 your datasheets are stronger than before
@@saturnianlotus8343 worse units for sob though
Wait, the Once per turn wording means one in your turn and one in your enemy's turn?
Yes. Otherwise, it would read "once per round."