Goatboy’s 40k: Quick and Dirty Eldar Craftworlds Review

Goatboy here again with another quick review on the new Eldar book to come down the pipeline.

Overall the book didn’t change up as most Eldar armies are still going to use Ynarri as their “faction”.  Which still leaves the book with the same old Stratagems as they can only get it if they have a full “Eldar Craftworlds” detachment.  Sure you can do this with careful unit picks but it still leaves the army somewhat in a lurch until the hinted at “Ynarri” book comes out that will most likely have all the units available, reprinted, and reset up to just be Ynarri with their own Stratagems, spells, and other goodies.  Overall I find the book a tad boring as it does bring something good to the army – unit wide point drops in almost every choice – but still leaves something to be desired with some kinda meh Craftworld rules.

Prices are Dropping

Let’s begin with the good from the book.  Almost every unit sees a point drop.  In fact that is the best thing to come from this book as so many things got cheaper and still stayed the same power wise.  So many units just got better by being less points.  Eldar finally have a decent troop choice in the Rangers as they saw a huge drop to make them viable.  Dark Reapers are going to do wonders murdering any big Daemon Primarch that decides to get into range.  Banshees also saw a big point drop and a complete shift in their rules that is pretty dang interesting.  The Mask lost the rule of always going first – but instead they just turn off your overwatch.  Mix this in by become Acrobatic (move, advance, and charge) as well as still keeping their extra 3″ on advances and charges means you have a unit that can book across the field, hit pretty hard, and maybe with Doom become an absolute murder machine.  There is even a cool stratagem for 1CP that lets automatically go 6″ for your advance.  Hrm doesn’t that seem pretty dang good?

Craftworld Rules

Overall the Craftworld don’t seem nearly as interesting as some of the other “Legions, Chapters, etc”.  I am not sure why they felt a bit more – lackluster and again – I feel most people will forgo the Craftworld and just go Ynarri.  Ynarri removes the craft world rules they get so it feels a bit weak to me.  The ones I like are the Alaitoc as they gain the -1 to hit if over 12″ away.  This can get pretty dang annoying with some of the other powers and combos they can stack up.  There are no troop movement shenanigans so Saim Hann are the in the same boat as before.  Ulthwe gain a 6+ FNP for every model which can be pretty annoying when those 6’s get hot.  Inyanden have already been shown by GW – and with their special relic and army builds they could be very strong indeed.  Still it just pales when compare to pulling all the crazy Ynarri tricks of going in your opponents turn when something dies.

Direct order from GW only, not in the codex.

No New Units

There appears to be no new units in the book which is a shame.  You would think the Bonesinger would come back (IN the codex) as that would be an easy one to put in there.  The Autarch had a huge change as while they did get an extra rule – ability to gain back  CP on a 6+ – they did lose a ton of options.  In fact there are just 3 of them – the basic on foot one, the one with the Swooping Hawk back pack, and a Jet bike one.  It just feels really odd to not be able to make them like one of the Aspect warriors in the Banshee set up as well as the old Warp Spyder one.  All of the Phoenix lords saw a drop in point costs with only a real change to Jan Zar in that she is the one that gives out the always go first Aura.  All the Lords do not gain any Craftworld bonus as well as no Warlord Trait.  I think Rangers will end up being the default Troop choice for most all Craftworld armies.

You can now do this with strategems!

Strategems

The Stratagems are ok.  I already talked about the one that lets you auto advance 6″ – but there are a few other ones that are decent.  The Wave Serpent was one of the few things that didn’t see a point drop but that is ok as it still is one of the best Transports in the game.  They have a new Stratagem called Overloaded Energy Shield that lets you shoot the shield again once you have already shot it.  So now they have another avenue of “Smite” spam coming and I expect most armies to burn those shields all game.  There is also a funny Avatar one for 3 CP that lets the Avatar come back after dying with d6 wounds.

Warlords & Relics

Warlord traits it feels like the normal ones are somewhat out of place.  They just don’t feel nearly as interesting as they could be – while the Craftworld ones have a few interesting ones.  I like the Ulthwe one that lets you roll a d6 each player turn to gain a CP back on a 6.  That feels pretty interesting.  The regular Warlord trait of Fate’s Messenger gives you an extra wound a 6+ FNP so with a Ulthwe Craftworld you can gain 2 6+ FNP rolls as needed.  There is another one that lets the Warlord “target” characters but with very little long range shooting for the HQ models – no Reaper Launcher etc – it becomes less viable.

The Relics just don’t feel nearly as amazing as some of the Chaos ones or the AM ones.  We saw the Iyanden one already which is pretty fun in a Wraith based army.  There are a few other ones that give more abilities to HQ’s like a -1 to hit and other options.  Still the HQ’s are staying the same as before – which is normally a few Farseers, Warlocks, and the Ynarri big dress lady.  Again I don’t want to just be a full on Meh to the book – it doesn’t help that I am not an Eldar player and this book does nothing to make me want to be one.

My cat is psychic – suck it mon-keigh!

Psychics Are Hot

The shining bit of the book really is the Runes of Battle Psychic spells.  There are a few neat ones as they are designed to be useful in most games.  Quicken and Restrain seems pretty amazing with a Casting Value of 7 and Quicken allowing the unit to move again and Restrain causing an enemy unit to move half their distance.  This is all within the “sweet” spot of 18″ so this could be pretty interesting to force things like Magnus or Mortarion to slow down.  The first 3 from the Index stay the same and the 3 additional ones are Protect/Jinx, Quicken/Restrain, and Empower/Enervate.  The two other ones stay the same as the old powers from 7th edition with staying at Casting Value of 7 or 6.  Overall the Fate powers gains 3 more powers as well with Executioner, Will Of Asuryan, and the good ole Mindwar.  Executioner seems to be the decent as another “mortal wound spam” option as it hits the closest unit with d3 mortal wounds and if it kills a model does another d3 mortal wounds.

Final Thoughts

Overall this book will be great for those Ynarri players out there as one third of their unit choices has had a huge drop in point costs.  This has me feeling like most of the other options in their build will see a point drop as well – and if their book combines all the choices into one grand set of units to pick from – means they will get access to Objective Secured troops, more Stratagems, and some interesting “forbidden” relics.  I expect most armies to have Rangers, Dark Reapers, and some mixture of casters with Farseers, Warlorks, and maybe a Phoenix lord to help “lead” the army.  Still it just feels like Soul Burst is too good to pass up in most pointy earred space jerks.

~ Have at it Eldar fans.  Will a codex of mainly reduced cost units get the job done?

  • Drpx

    TL; DR version: if it’s not going to be Ynnari, it’s going to be Alaitoc Dark Reaper spam.

    • 40KstillRulesTheTT

      True that, with Alaitoc just buble wrap 30 reapers with a few wave serpents and other tough stuff (so no one can drop near the dark reapers), blast away and enjoy.
      The worst is I’d actually enjoy trying out this reaper spam… (I don’t even know why…)

      • Heinz Fiction

        While reapers are pretty good vs multi-wound models they are actually not great vs single wound light and heavy infantry. I wouldn’t build a list based soley on them

        • 40KstillRulesTheTT

          OK, you are right, make it 20 reapers + other anti infantery stuff.
          Reapers are the best anti vehicule unit ATM, but you do need other stuff too to deal with infantery. Though that fire prism aint bad now. We’ll se how it all plays out.
          Perhaps tyranids will get something to deal with dark reapers reaping 5 big bugs in per turn… IF GW actually thought their codexes through…

        • Da Gargoyle

          How is it that Reapers are not good at single wound models? Multiple S8 or S5 shots at a single model with -2 ap gives you a reasonable chance to kill. Or do you mean it is likely you are wasting ammo over killing a single target?

    • Defenestratus

      That’s just his opinion, and his opinion is usually wrong.

    • zeno666

      Spamhammer 40k…

  • Arthfael

    They removed warp spider jump packs from Autarchs!? WTH?!

    • Adam Richard Corrigan

      Sounds like I’m going to have half a dozen unusable autarch models as I had made most of the previously available options.

      • Arthfael

        Do keep them. They are bound to become available again. This just does not make sense.

      • Red_Five_Standing_By

        They are still 100% usable with the Index.

        Remember, Space Marines cannot have Librarians on bikes in their Codex but they can in the Index.

    • Defenestratus

      Because GW doesn’t make an Autarch with jump pack model anymore. He can get it in the index and if your opponent doesn’t let you use the new codex rules for him then find a new opponent.

    • I_am_Alpharius

      You can still use them GW has made that clear. See the article below, published when 8th was launched:

      https://www.warhammer-community.com/2017/07/05/codexes-your-questions-answered-july-5gw-homepage-post-2/

      • Dulahan

        Just, it won’t have the additional juicy Eldar Autarch rule of having the CP regen stuff.

        • I_am_Alpharius

          Thats an stright update to the Path of Command ability. Likely GW will FAQ the index with the change. They’ve done that for SM, CSM and GSC when changes are made to generic rules.

          • Red_Five_Standing_By

            Yup.

    • zeno666

      The new good guy GW! Invalidating purchases.
      Sounds a lot like the old GW… No suprise here.

      • Xodis

        Except its not invalidated. They are in the Index, and if there are no rules in the Codex for a model, you are suppose to refer to the Index.

        • Dulahan

          Though it will be at the cost of still being overcosted, and not having the CP regen rule.

          • Xodis

            Sure, but still not invalidated as a purchase.

    • Vachones

      My Autarch with the Warp Jump Generator and fusion gun was one of my favorite models. The removal of all the cool options for Autarchs makes me sad, I understand now how space marine players felt when their characters on bikes were left out.

      • euansmith

        I’m sure there is a good, fluffy reason for Space Marine Characters losing their bikes; like some Servitor accidentally deleted the appropriate STC entry. Eldar forgetting how to use equipment is more difficult to paper over.

        • TheMawr

          In this case though fluffy defendable :).
          With the great rift warp shenanigans all Autarchs with jump packs gotten lost in time and space as soon as they used it 😉
          (This should however also afflict the warp spiders.. hmmm..)

      • Red_Five_Standing_By

        Just run it out of the index.

  • DrLove42

    Am i the only eldar player who doesnt wamt to be Ynari then?

    • Inian

      Nope, I also think the Ynnari are pretty boring. Although I don’t like my Craftworld rule either, but I will just use the rules for another Craftworld than the one I have painted.

      • BJ Mickle

        I always wanted to be alaitoc, and wanted to field rangers since I first played Eldar, but ended up getting far more jetbikes due to last edition. And now apparently everyone is going to want to be alaitoc? I’m not sure whether to be happy or mad cuz “i liked them before they were cool”?

        • LankTank

          Well you didnt really. Because you jumped into the jetbike bandwagon instead of staying true to your path of shadows

        • lorieth

          “before they were cool”
          You mean before the ranger disruption tables? 😉

    • Arcaim Ulthurian

      Nooope – right up there with you; I liked the models, I didn’t care for their rules.

      • AntonisLak

        This… i play biel tan and i love them but they got the whorst trait of all.

        I’m still going to paint more, play them and have fun, and those shuriken rerolls may be useful after all!

        • tylran

          Well, you always had to have Wave Serpents and other transports to support you. They might be surprisingly good now. Not like “clean the board in a turn” good, but maybe +4-10 wounds caused each turn good.

          I run 3-5 squads of Dire Avengers, so I’m stoked about that rule. I might not need to pick up an Autarch, except for that CP rule. For me, I’m looking forward to whipping out my FW Avatar and rolling with 2 Farseers and some Warlocks, 2×6 Banshees in a Wave Serpent and then more Serpents and Dire Avengers, Dark Reapers and some more firepower or close combat threats. Maybe Shining Spears?

    • Gabor Fazekas

      tried ynari, not bad but even if the triumvirate chars are pretty i wont buy them so i can use a complicated time consuming (tho very usefull) sfd

    • Devourer

      I don’t want them too. It just feels wrong to hop on the “power from death” train…

    • Adam Richard Corrigan

      I will use them when I want to use the pretty models but no I will be Craftwprld all day long.

    • Defenestratus

      No. Ynnari are dumb. Eldar death cult… The thought turns my stomach.

    • phobosftw

      No dude I got ur back, Im all about dat Craftworld.

    • Xodis

      No. I might make a small Ynari force simply because the models look cool….but my Craftworld will not be switching sides.

    • BigGrim

      Nope. I’m a Craftworlder to the core. No new Death God for me!

    • Da Gargoyle

      No, I am pretty much remaining Craftworld, though it’s my own creation so I don’t know that I get a Craftworld rule in any event. Mine is a returned world that has come back from deep – deep interstella travel. Illiandius, who have adapted a metal sheen to their armour, (Mostly tin bitz). That ain’t changing any time soon.

  • Marco Marantz

    The Eldar codex doesnt look as ridiculously OP as 7th except for a few things which are very strong. Executioner is a bit strong, Wraith Knights one-salvoing land raiders is too strong, move-shoot-move-charge is too strong; combined with banshees especially (turn one charges from deployment zone to deployment zone are quite achievable).

    • Adam Richard Corrigan

      I don’t think any of those are too strong when you look at other codexes options but the Hemlock was already too good and has gotten even better with a -2LD and str 12 shots which will now kill T6 stuff on 2’s.

      • Marco Marantz

        Of course…totally agree.

    • InstaAxeToast

      Wraithknights could already one salvo a landraider, they have a slightly better chance of doing it now (wounding on 2s vs 3s).

      On average you will do 6.61dmg to a landraider.

      It is a 500 point model, it needed a boost. I think this was a pretty good way of doing it.

    • LankTank

      Sounds to have a pretty solid balance. Disapointing about the autarchs but we could see that coming.

  • DawnStone

    I certainly agree that once Ynarri are released with stratagems, warlord traits etc they will be the go to choice for Craftworlders, given that soulburst > battle focus… but in the meantime? The Craftworld traits may be be a bit vanilla, but don’t forget they’re effecting all your vehicles. -1 to hit on Flyers, Grav Tanks & Wraithknights? Yes please. Ynarri meanwhile offer vehicles nothing. In addition, the relics and traits may not be as powerful as some of the other codexes, but its better to have them than not to. In terms of stratagems, there are some really nice ones: deepstrike stratagems, the Fire Prism stratagem, and the couple of movement based stratagems are all hard to pass up.

    Besides, you can still include some of the favoured Ynarri tactics, such as Yvraine + Dark Reapers, in a separate detachment as long as she’s your warlord.

    • Defenestratus

      I’ll never play ynnari no matter how good their rules. I don’t play 40k to win, I play it to have a cinematic experience in my imagination… Death cult Eldar just go against everything that I’ve loved about Eldar for 25 years… They’re an abomination.

      • DawnStone

        I wholeheartedly agree, Eldar should be about keeping the living alive! I’m more talking from a tournament standpoint, in a regular game I’ll run Biel Tan like I always have.

      • 40KstillRulesTheTT

        Thankfully someone to call that Ynnari lore what it really is: total stupidity ! “A dying race, dwindling numbers, they get super strong when dudes die around them, cause reasons, the soul, etc.”
        Eldar lore was much better off for lack of it !
        I’m glad you need to take a named character though, this way less people are inclined to play it where I am

      • Ryan Davis

        Here here!! While I don’t mind having them in the fluff, as an avid craftworlder for the last 15-20 years I can see a eldar death cult as only one thing. An enemy.

        • LankTank

          Oh lordie, raise the roof!

      • AntonisLak

        preach

      • Damistar

        Many Eldar feel the same way incidentally. I recall that Ulthwe and Biel-Tan are both against the idea of Ynnead. They exiled Eldrad for his meddling in Eldar cosmology.

      • Dulahan

        Let’s not mince words here. This is 40k. I give Ynnari at LEAST a 50% chance of being some sort of Slaaneshi trick. And maybe a 10% chance of being a Tzeentchian trick on Slaanesh to steal the juicy souls for himself. 😉

        And I say this as someone who wants the Eldar to win against Slaanesh. Not end times mutual destruction, but straight up win.

        • Antoine Henry

          For me Eldars shouldn’t be Ynarri, Harlequins/Dark Eldars most likely.
          I only play ynarri with Harelquins and Dark Eldars.

      • BigGrim

        I’m with you man. I cannot be doing with this Nu-Eldar flavour.

  • euansmith

    I look forward to seeing Goatboy’s Spamhain Craftworld army lists.

    • Commissar Molotov

      Spamhain is my favorite food-themed metal band!

      • euansmith

        Their back catalogue can be a bit samey.

    • Red_Five_Standing_By

      He would run like 6 minimum-sized Ranger squads all with tricked out Wave Serpents. Lots of Dark Reapers with Wave Serpents. Vypers. Lots of Spirit Seers.

  • Yves Ewen

    I did already play Ynnari before this book came out, but from sheer power level i am unsure if it remains stronger than Alaitoc. Having Rangers, Dark reapers and Fire Prisms blast away at you from Range while having -1 to hit could be really devastating, even if they only shoot once each.
    The strongest option might be to mix detachments of different Craftworlds and Ynnari. Ulthwé for the Warlord Trait with the command points and maybe the smite Relic. Alaitoc for shooty backline units, and Ynnari for close up destruction units that benefit from a dead enemy unit. But you need to be careful what unit can use which buff and stratagem and if they are available to craftworld, aeldari or other keywords.
    A shame that your Ynnari Detachment can’t use Webway strike. That would have been well worth it imho.

    • Me

      They may yet get that ability when their specific codex comes out.

  • tylran

    You know it’s not going to be much of a “review” when basically all the names are consistently wrong, starting from Ynnari to Iyanden. Can we get a review from Muse or someone who actually knows something about Eldar and doesn’t just fill the entire page with Ynnari fan-service. Most of the article is about Ynnari for Pete’s sake!

    • BigGrim

      Well it IS Goatboy. He is a clown.

  • Grudir

    It’s silly that Craftworld and Regiment traits affect vehicles, but Chapter and Legion don’t. There’s no good reason for what’s looking like a retroactive nerf.

    • Ronin

      This 1000x. It’s as if they prefer marines not using vehicles.

      • fenrisful2

        marines have power armour (and terminator armour) they don’t need vehicles.

        • Grudir

          I don’t buy that excuse. After all, if a Wraith Knight or a Hemlock can somehow benefit from Fieldcraft, then an Imperial Fist Vindicator, a siege tank, should benefit from Siege Masters. And try selling foot slogging to anyone when they have to try and attack 2+ save, -1 to hit Alaitoc Dark Reapers by walking up the board.

          • 301stFeinminsterArmoured

            Jump Infantry/Terminators/Drop Pods/Storm Ravens/LS Storms/Reivers/Scouts. It really isn’t that hard to get close enough to negate their Craftworld trait.

          • LankTank

            Yeah and while we are at it, why don’t we make all eldar toughness 4. The codexes have a good balance and differences. But yeah, give a ravenguard land raider stealth tactics, cause that makes sense

          • Ronin

            They gave stealth tactics to a wraithknight. 😉

          • LankTank

            Yeah but super powered holo Fields blah blah blah. in the lore even their spacecraft have that sort of capability. Space marine tanks do not, they are armoured boxes

          • Ronin

            That’s irrelevant considering all the other craftworlds would have – 1 to their hit rolls too. Still, consider the fact that it’s – 1 to hit for a giant phantom titan which the alaitoc rules fluff that it gets that simply because of careful planning and positioning. I will let you know that I do own one and may do this for the sake of comedy. Alternatively I can run iyanden and laugh at the damage table.

        • Ronin

          You’re not entirely wrong considering my “Spartan Phalanx” list was pretty successful with no vehicles, but it’s nice to entice people to throw some variety with vehicles in and would it honestly throw off the balance when infantry spam is the way to go this edition?

    • Spade McTrowel

      For Marine armies (Imperium and Chaos) the tactics are based around Infantry, and vehicles are secondary support. For the Guard and Eldar, vehicles are taken as granted to be a main part of the tactical planning.

      • Grudir

        First, that’s an excuse for power creep Alpha Legiuon should have the same benefit as Alaitoc as its the exact same rule. And its support in the background is weak, as since the Great Crusade Marines have maintained and operated many of these vehicles (certainly longer than any Guard regiment and almost as long as the Craftworlds considering the Fall of the Eldar is contemporaneous with the Great Crusade) . It leads to weird questions: so Alpha Legion can use radio jamming to make themselves harder to hit, but not the tanks they brought along to fight alongside them? And even then, if we accept your idea, those those vehicles are still driven and operated by Space Marines from those Chapters and Legions, marines with decades or centuries of experience in their chosen doctrine.

        • LankTank

          What power creep? There’s none. And you are forgetting that eldar vehicles are incredibly more advanced than a rhino. For marines, vehicles dont allow a chance for honour and for many chaos, a punishment.

          • Grudir

            Background shouldn’t be the sole arbiter of rules, and especially not background people are pulling out of nowhere. There is no SM/CSM throughline of “too honorable/insane to use vehicles”,.

    • nope none

      Marines are extremely powerful. This must be a balance issue for competitive play. Every army that is not marine based has some combination of worse overall saves, toughness, BS, WS, S etc… Marines were also gifted captains and lieutenants that allow rerolls. You also got all the primaris goodies while basically all other forces have nothing new. Every other army would kill for Hellblasters and Redemptors…

      So….at least you’ve got that going for you.

      • Ronin

        I wouldn’t say they’re extremely powerful considering we keep hearing about how guard is smashing the competition. The only really OP thing in the marine codex is Guilliman. Stats are negligible if the points are costed appropriately. What drives armies to do well is abilities and points cost which is why guard are way more efficient at doing things than marines are at the moment while Grey Knights and their superior stats are struggling hard.

        • nope none

          Guard just got nerfed so we’ll see.

          • Dulahan

            Hell, even post codex, pre-most recent nerf. A Smurfs army just won a major tournament with Tac Squads being a large chunk of the army. And Ravens made a good showing too. Guard weren’t even in the top 4, if not top 10, in that Tourney!

          • Ronin

            Format and terrain also makes a difference considering Guard just won SoCal open (albeit, thanks to some DQs, but still managed to be placed up top). The GW tournament format simply used Eternal War rules and had much less terrain and line of sight blocking compared to the ITC/Nova formats.

        • LankTank

          Guard werent, a broken conscript squad was and thats been fixed (albiet by ruining commissars rather than fixing conscripts)

      • Grudir

        Man, Chaos got Hellblasters? Well, won’t my Night Lords be shocked.

        I would kill for a transport as tough and shooty as a Wave Serpent. And despite it being one of the best tanks in the game, it benefits from Craftworld.

        • nope none

          I should have excluded Chaos. When the Demons dex drops, you’ll undoubtedly be happy.

          • Dan

            if you’re willing to take daemons.

            “your codex doesnt work without this other codex” is just bad design.

          • nope none

            Tell that to GK players. The biggest lie they were sold was that they had a stand alone army. Hell, tell that to Storm Troopers, Sisters and Inquisition as well.

          • Dan

            at least those are subfactions or in the case of Sisters/Inquisition parts of a full dex all broken into pieces. This is a full main line codex.

            Granted its still bad design nonetheless on all counts.

          • LankTank

            You just seperate the detachments. Daemon buffs, powers and even epidemius affects obliterators, possessed, prinarchs, daemon engines, warp talons etc as per the death guard FAQ

        • LankTank

          No chaos only got double tapping terminators, alpha legion alpha strikes, chaos soups, fearless horde troop units, 2 primarchs, a bunch of cool traits and leadership shennanigans.

          • Grudir

            I think you’re missing my point. Maybe it’s my fault for not being clear enough. Maybe I’ve strayed. Fine that’s on me. I honestly didn’t think or intend this would turn out as such a bitter debate.

            I think CSM is in a good place. I really like the new book. I like the strategems, the Legion traits, the relics and Warlord traits. They let me play Night Lords and I am having fun. I have some complaints, but most of those are minor and maybe they’ll change. Maybe they won’t, but I’ll live with that.

            But my concern is that the way is now being written for new books. Those traits in the new codexes are functionally identical to traits in the earlier books. There’s no getting around that. So far, there’s been no clear mechanics based reason for these discrepencies. Some of the respondants to my post have tried to use fluff based reasoning, and that’s not really an answer. GW has been flexible with its backgroiund for a long time. After all, Tallarn went from a light infantry and Rough Riders to tank regiments.

            If I was given a clear mexchanical reason better than “it’d be too powerful”, there might be more room for dialogue. Powerful units are getting these traits, units like the Hemlock and the Wraithknight that would not get these traits if they had the and keyword.

  • Ninety

    If the leaks are all correct, Spiritseers are now 44 points to the Warlock’s 35, with full Smite and twice the wounds. I don’t know why you’d ever take Warlocks then.

    And wow, that pic with the sword and the cat has some messed up proportions.

    • Commissar Molotov

      That’s “Stretch” Eldorath, the greatest Eldar basketball center to ever play the game.

  • I just skimmed through this article, but stopped at seeing the words “Mortal Wounds.” Is there still a problem with Mortal Wounds in eighth? I don’t play eighth {Fifth!} so I don’t know.

    • Spade McTrowel

      No, Citizen.
      Mortal Wounds are fine.

  • GiftoftheMagi

    This review helps prove a theory I had about a month ago: GW will pump out Codexes as fast as they can, but with nothing new in models because they are solely focused on replacing Marines with Primaris, and adding yet more Nurgle. I don’t expect any models for any other army save maybe Tau until late next year at best.

    • Spade McTrowel

      It’s kind of stated.
      GW wants to get all the codices out first, then they will play around with making new stuff. Primaris and DG were the exceptions because of the boxed set.

  • Da Gargoyle

    So what was the outcome on the jet bikes. In the index they simply became untenable in the points cost. 20 per bike plus weapons cost of 10, 12 or 15 made for a 100 point 3 man squad for bog standard Windriders. It was worse for Shining Spears that cost 43 for the basic rider plus points for Exarch weapons. And of course your HQ choices were outrageous. But that’s OK because in the catalogue HQ’s on bikes cost a dollar a point anyway so I’m not buying them. ($280 for 5 bikes 3 Warlocks 2 Farseers)

  • Da Gargoyle

    Without knowing the actual points cost, to my mind the Codex would have to go some to make Rangers worthy again. They went from 12 to 20 points per model, an 80% increase for no appreciable gain. They would have to lose a minimum of 5 points to be worth it. Lets face it, hit on 3’s, wound on 4’s and no save modifier means that they can hide and hold but they are only a 1 in 6 chance to wound. Not good for a fragile 100 points.