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Autarchs, they have nice high WS and BS but so what, all leaders do. They come with a 4+ invun and a 3+ regular and they +1 to all reserve roles, but so what, thats not actually that good. they are T3 and S3 so can't really do any more damage than a squad of banshees in combat. You can equip them with a jetpack and fusion gun and send them tank hunting, but again, with less success than a squad of fire dragons.
It seems to me that Autarchs are trying to hard to do everything, all you end up with is somthing that can be killed with relative ease and that can not dish out any sort of effective damage in return. It seems that they are just a posh way to throw your points away, there is nothing amazing about them. People were speculating that farseers would dissapear and be replaced by these allmighty Autarchs, some how I don't think so. Give me a farsser any day.
What do you think, people with new dex especially, do you find yourself trying to put together army lists just to sink 150+ points with this character who is not effective in combat, nor effective at shooting, nor does he have any usefull abilities that can benefit the army.
Maybe I'm wrong, this is just my opinion, and from now on I'll be sticking to 'good ol'farseers'. What does everyone else think?
Try this one on for size.
Autarch with jetbike, banshee mask, and a laser lance.
5 str 6 attacks on the charge, that will always strike first, and allow no save. He also hits on a 3+ against just about any enemy out there. All for the reasonable cost of 123 points. Of course, if you feel the need, you can swap the mask for mandiblasters and add another attack.
If you give him a squad of 3 shining spears, with exarch with a starlance and withdraw for 157 points, the entire unit can ditch out and charge in again next turn. Adding 4 str 6 attacks and 3 at str 8. I can think of very few squads that can stand up to that kind of punishment.
True, seers are powerful, but his biggest strength is not in his statline, its in his ability to seamlessly mesh with any aspect squad, and gain any exarch powers shared by the rest of the squad.
Another squad will almost always benefit you more than a few upgrades to all squads. Remember: Troops before Toys.
The 'Modular' HQ system is tried and tested. It works and it's brilliant.
Take a look at Chaos which also works on the modular system. We're known for scary HQs that can be tailored to any situation.
I reckon a new command unit is one of the best things to have come to the eldar.
The combos that Sepirth came out with certainly make me feel uneasy about facing the eldar.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
I know this is more about the pros-cons of the new HQ.. BUT..
I never play a "vanilla army is what I think you call it" I just think the new HQ is more about theming your army than power gameing
What I am saying is that now you don't "NEED" that pest of a Farseer at the head of your army. We all hear about the oh so unruly pirate eldar (not dark Eldar) bands and savage ranger groups who have little to no contact with the craftworlds.. well now we can field them... this is much much goodness :yes:
Scorpion Sword, Swooping Hawk wings, and a Banshee Mask.
Goes first, can cause alot of damage, and get into CC real quick.
Then combine him with the new Swooping Hawk Exarch power and you'll be quickly raining grenade death upon your opponents.
I really like the Autarch and his abilities, so much versatility. Like Karmoon said, mod HQ's are great. Chaos has already proven this.
Well the great thing about Autarchs is that they can do everything. The Autarch is able to add a degree of flexibility to an army largely comprising of specialist units thanks to his wargear options.
Basically life sucks, there is only war and you're probably gonna get eaten by Tyranids, have fun.
I am likewise very excited about the possibilities the Autarch provides. I hit on a combo similar to Sephirth's: jetbike, laser lance, mandiblaster and reaper launcher. I don't have the codex yet, so I don't know how much it will cost, but it sounds fun. I'm also grateful to have an option besides the Farseer, as I just don't care much for Psykers. I get my magic fix in fantasy.
Last edited by Lord Azrael; October 24th, 2006 at 21:06.
Autarchs will be a good buy, especially because of +1 on the reserve roll. Alternatively they can be fielded to perform certain tasks that certain unit can't (for example: Warp generator, maindblaseter (ha, I didn't write tormentor helm), pistol, power weapon in Warp Spider unit, this unit has gained some hth support which generally is lacking when facing MEQ's)...
I will however be sticking to a Maugan Ra and probably a farseer.
This above all; to thine own self be true.
the +1 reserve roll combined with the swooping hawks skyleap seems like a nifty little combo, grenade's away!
Space Marines are the gateway drug
If everyone makes fun of West Virginia, who does West Virginia make fun of?
now as i don't have the new codex and am going to probably butcher the autarch because of it.
Mod Hqs are the B-E-S-T thing to come to 40K. i play chaos, after all. my simple 111 pt Lt. normally makes up twice his points and never dies. now i am scared because there is something besides a wraithlord that can actually kill him for around his pts cost. he's a chaplain killer and if the autarch comes out to be like him, well pesky follwers of the mon-keigh god, EAT CHAINSWORD! i personally don't care for farseers except in the fluff where they are awesome. although i have seen them dish out a couple of wounds to my chaos lord( what is up with that!) my lord always ends up mirdering him with my evil berzerker glaive( muhahahahaha). i'm rambling arent i?
Well to sum it up the autarchs are probably the best thing for eldar.
Zoe: Doesn't the bible say something specific about killing?
Preacher: Yes, but it's somewhat fuzzy on the subject of kneecaps.