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  1. #1
    Member Grooveyyoda's Avatar
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    My first impression of 6th

    Last night I had a 750pt game with my brother in law to familiarise ourselves with the new rules.
    I took my eldar list up against his orks, which was a bit one sided as I took a prism and 3 SL Walkers, but the thing that struck me most was the change in CC and also in psychic powers.
    I may have just been rolling badly but I failed to doom anything as I either failed the test or he resisted my doom, and only managed to guided my walkers once.
    CC seems to have taken a massive nerf with the new charge rules of 2d6 there was a point where a mob of boys would have toasted my dragons in CC but I managed to get 2 kills before he charged which put him out of range by 1 inch from what he rolled.
    It resulted in him being tabled with me losing only 1 pathfinder out of my whole army, I think this is a new era for shooty armies.


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  3. #2
    Son of LO Marnepup's Avatar
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    I don't think you should decide that psychic powers got nerfed based on a couple of bad rolls. Even the stuff that he gets to resist is only stopped on a 6, or a 5, if he has a psycher with hood. Hoods got a serious nerf, not psychic powers.
    IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
    Brets 1997-1999 __ TK since 2009 __ Empire since 2010

  4. #3
    Member Grooveyyoda's Avatar
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    yeah as I said in the title, it was only my first impression, I'm far from decided on anything

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    Senior Member Der_Kaiser's Avatar
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    Just did my first 6th edition game last night. My Eldar vs shooty Marines, 1500 points. I took Eldrad (more from just wanting to try out as many new psychic powers as possible), 10 bladestorming dire avengers in a wave serpent with brightlances, 5 DAs in a falcon with a brightlance, 5 Fire Dragons in an identical falcon, 5 pathfinders, 8 Harlequins with a troupe master and a shadowseer, and 8 Warpspiders with an exarch. He had a couple 10 man tac squads with assault cannon razorbacks acting as gun platforms, a vindicator, a unit of scouts with telion, a stormtalon gunship, and a jump chaplin with an assault squad. I lost, but not without learning a few important things.

    1) I forgot about the "look out sir" rule every. single. time. This cost me my troupe master, shadowseer, and my exarchs for my warp spiders and dire avengers. I also need to be more careful about where I place stuff with the new wound allocation rules. Put your characters at the back of the unit. The days of leading from the front are over.

    2) A moving skimmer with invisibility cast on it is very hard to kill. The same goes for the DAs inside it when you can give them a 4+ invul.

    3) There were a few instances where I was undone by bad rolling, but this is to be expected. One example being when I cast Psychic Shriek on his Assault squad but he rolled the 6 for his Deny The Witch roll. This was followed by Eldrad besting his Chap in a challenge, but also with me completely flubbing my saves on the Dire Avenger unit, so I very much lost the combat and ran for it, with Eldrad getting run down.

    4) Warp Spiders are great. They killed several marines and his vindicator, and had I remembered Look Out Sir, could have charged into the assault marines and bailed out the Dire Avengers (the whole plan was to challenge the sergeant with the powerfist, since the chap was already fighting eldrad. All those powerblade attacks should do the trick), but alas.

    5) I was definitely getting a lot of milage out of my falcons. More than I thought I would anyway. 3 strength 8 AP2 shots is nothing to sneer at, especially when you can move 12", fire both the pulse laser and the lance, and get a 5+ jink save.

    6) I feel like pretty much anytime a vehicle was wrecked by losing all its hull points, subsequent damage rolls would have destroyed it anyway. I think the only time we'll really notice hull points is when somebody is playing necrons.

    7) I need to play smarter with the Harlies. There wasn't really anywhere safe to put them, and they could have really benefitted from cover. Alas, the only place I had that would have given them cover was occupied by my pathfinders and was a good distance from the enemy. Also, REMEMBER LOOK OUT SIR!!!

    All in all I thought my list at least had merit, but was hindered by some bad luck and some poor decisions. Hopefully with a little more knowledge of the rules I'll make fewer bad decisions next time. I'm gonna try out this list some more, or at least variations on it, maybe at 1750 or 2000 (sorry, 1999 points), Maybe with a pair of Farseers instead of Eldrad, or maybe my faithful old Eldrad/Avatar combo. We'll have to see what the future holds.
    The enemy's gate is down

  6. #5
    LO Zealot Farseer Macleod's Avatar
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    Quote Originally Posted by Der_Kaiser View Post
    gonna try out this list some more, or at least variations on it, maybe at 1750 or 2000 (sorry, 1999 points),
    Why 1999pts? Is it due to the extra org chart? Its an optional thing not mandatory.

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