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New Eldar Codex 6th Edition Review Warhammer 40k - Part 4

Updated on June 24, 2016
Eldar Codex Review 6th Edition Elites
Eldar Codex Review 6th Edition Elites

Elites (and Welcome Back!)

The Aspect Warriors are the signature troops of the Eldar army, and the Elites section of the Eldar Codex 6th edition is were we find most of them. This is Murphy, reporting for duty, and welcome to Part 4 of my Eldar Codex Review 6th edition!

If you haven't yet read Parts 1 - 4, you may want to pause and go read these articles. You will be missing some key information about Exarch Powers and some of the new army rules that apply to the Eldar army as a whole. I'll pause here while you catch up:

Right, welcome back! Let's continue on, shall we?

Eldar Codex Review 6th Edition Elites
Eldar Codex Review 6th Edition Elites

Wraithblades

Wraithblades are a new unit for 6th edition. They are basically close combat Wraithguard. They can be taken in units up to 10 and they have the same stats as Wraithguard. I've already reviewed Wraithguard in Part 3 because they can be taken as Troops if you select a Spiritseer as an HQ choice. Wraithblades can ALSO be taken as Troops in this way, but I ran out of room in the last article. To read about the Wraithguard, click the link to Part 3 at the section above. We'll wait.

Alright, Wraithblades are some tough hombres. Here they are at a glance:

Other than that high Strength and Toughness, it's their wargear that makes them stand out. You have two options to equip them:

  • Two ghostswords: +1 Strength (for Str 6!), AP 3, and you gain the +1 Attack for having 2 weapons.
  • Ghostaxe and Forcershield: +2 Strength (for Str 7!) and AP 2, but they are Unwieldy. The Forceshield gives the Wraithblades a 4+ invulnerable save.

Murphy's Take:

The Wraithblades are heavy hitters. With an incredible strength and AP 3 or AP 2 attacks, they will cleave through just about anything. A squad of 5 Wraithblades with ghostswords will throw 15 dice on the assault, will hit with about 7 of them. Against most troops, you will wound probably on 6 of those hits due to your high strength, and cut right through power armor. In return, most things short of power fists are going to bounce right off their high Toughness and 3+ armor save.

Use ghostswords to cut through power armor and the equivalent, or use ghostaxes to cut through terminator armor. Personally, if I were to buy a boxed set of these, I would magnetize the arms so I could field both units during different games.

Eldar Codex Review 6th Edition Elites
Eldar Codex Review 6th Edition Elites

Howling Banshees

To me, your humble Murphy and narrator, Howling Banshees are the iconic Aspect Warriors. Incredible female warriors leaping through a hail of enemy fire, masks screaming and blades crackling with energy.

  • Can field up to 10 in a unit.
  • 4+ armor save (3+ for Exarch)
  • Shuriken pistol and Power sword
  • Banshee Mask - Reduce enemy Initiative by 5 (minimum of 1) upon a successful charge.
  • Acrobatic - +3" on Run moves
  • Fleet - Like most Eldar units, but I thought I'd mention it here, too.
  • Wave Serpent as transport - New review and tactics here!

Notice that there are no assault grenades there? Their Banshee Masks kind of make up for that, in that they will likely going simultaneous with anyone opponent in cover. Against, higher Initiative models like Dark Eldar, Daemons, or Tyranids they will likely go first when most units wont. That's something assault grenades can't do, so it's a mixed bag.

The Exarch can take a few wargear options. She can replace her power sword with a:

  • Triskele: Ranged - 12" Str 3, AP 3, Assault 3 and an AP 3 melee weapon.
  • Executioner: +2 Str, AP 2, Two-handed (which means she gives up the +1 attack for two weapons).

She can also replace her power sword and shuriken pistol for a pair of Mirrorswords, which are AP 3 weapons with the Mastercrafted rule.

The Exarch can take up to 2 of the following Exarch Powers (read Part 1 of my review for details on the these):

  • Fear
  • Disarming Strike
  • Shield of Grace

Murphy's Take:

Right now, the Internet is filled with hatred for Howling Banshees. The majority of people really wanted them to have a rule to be able to assault out of transports, but alas, this was not to be. It seems that people fear Howling Banshees so much that they will shoot them to death before any other targets. Since they either have to run across the field or jump out of a Wave Serpent and stand there for a round, they are easy targets.

I play Chaos Daemons, people, so I can sympathize. My Daemonettes are Toughness 3 and only have a 5+ invulnerable save. No transports. Granted, my little daemons are only 9 points versus the 15 points for a Banshee. Still, the situation is similar. How do I get around it? Easy. I run something bigger and scarier right in front of the Daemonettes to attract attention. In my case, that's usually a Greater Daemon or a Daemon Prince. What could we use with Howling Banshees?

What about pairing them up with a unit of Wraithguard or Wraithblades? Make your opponent pick his poison. You can't keep every unit alive in 40k, and part of being a general is sending good men and women to their grisly deaths to serve the greater plan of battle. That's something I learned watching WWII movies and playing Flames of War. It must be true.

Eldar Codex Review 6th Edition Elites
Eldar Codex Review 6th Edition Elites

Striking Scorpions

These aren't Shuffling Scorpions, nor Scurrying Scorpions. They are are Scorpions What Strike! I always wanted to like these guys, but they just never seemed as deadly as their Howling Banshee counterparts. Maybe that's true if you compare power swords and chainswords, but let's see exactly what's beneath the scorpion's shell.

  • Heavy Aspect Armor (3+ save)
  • Scorpion Chainsword (+1 Str and AP 6)
  • Mandiblasters (Auto Strength 3 hit at Initiative 10 every round).
  • Infiltrate
  • Move Through Cover
  • Stealth
  • Wave Serpent as transport - New review and tactics here!

These guys make for a nice unit to get up and close quick, or to hunker down in some out of the way area terrain until the time is right to strike.

Their Exarch can replace one of his weapons for:

  • Scorpion's Claw (x2 Strength, AP 2, not Unwieldy and 12" Str 4, Assault 2 Bladestorm (pseudo-Rending))
  • Biting Blade (+2 Strength, AP 4, Two-handed)
  • Two Chainsabres (+1 Str, AP 5, Rending and 12" Str 4, Assault 2 Bladestorm (pseudo-Rending)

He can also take up to 2 of the following Exarch Powers:

  • Monster Hunter
  • Crushing Blow (might stack nicely with the Scorpion's Claw)
  • Stalker

Murphy's Take:

The Striking Scorpions just strike me as cool. They are fast, heavily armored, and can sneak around in jungles and ruins. At Strength 4 and 3 attacks on the charge, plus some sneaky AP 2 attacks from the Exarch if equipped properly. I think they will be overlooked by a lot of opponents because they aren't charging forward with power weapons blazing. They are certainly more survivable than Howling Banshees, however, and with Infiltrate you will be putting pressure on objectives early in the game.

Eldar Codex Review 6th Edition Elites
Eldar Codex Review 6th Edition Elites

Fire Dragons

Want to bust some tanks? How about mow down a squad of terminators? Fire Dragons will do both. There isn't a lot of special tricks to the Fire Dragons, but that's okay, as they are mostly a wargear specialized unit. Let's check them out:

  • Heavy Aspect Armor (3+ save)
  • Battle Focus (run/shoot or shoot/run - important to mention for short range weapons)
  • Fleet (again, re-rolling run moves is important here)
  • Fusion Gun (12" Str8, AP 1, Melta - Remember you're getting 5 of these minimum in a unit!)
  • Melta bombs
  • Wave Serpent as transport - New review and tactics here!

The Exarch can take two weapon upgrade options:

  • Dragon's Breath Flamer (basically a heavy flamer for free)
  • Firepike (a Fusion Gun with an 18" range, thus a 9" melta-bonus range)

He can choose 2 from the following Exarch Powers:

  • Iron Resolve
  • Crushing Blow (not sure why +1 Str is needed here)
  • Fast Shot (2 shots with that fusion gun or firepike!)

Murphy's Take:

The old tactic has been to run a 5 man squad inside a Wave Serpent or Falcon. Use the transport to get them in position, step out, and blow away an enemy tank. Rinse and repeat. This is even better in 6th edition. Remember with transports, you can move 6", then do a normal move as you disembark, Run d6" (re-roll with Fleet) with Battle Focus, and THEN shoot your fusion guns. That is a potential 18" movement and then 6" range to get into that sweet spot for your melta rule. That is 6 melta shots if you choose Fast Shot for your Exarch (and why wouldn't you). Now, everybody summon their best Mortal Kombat voice and say "Toasty!"

Eldar Codex Review 6th Edition Elites
Eldar Codex Review 6th Edition Elites

Harlequins

To be honest, I could write an entire article about the Harlequins. Since they appeared in 2nd edition 40k, they've always been surrounded by an air of awe and mystery. They can often be a complicated unit with a lot of mini-characters and wargear to complicate things. A lot of Dark Eldar use Harlequins in their armies as "deathstar" units, or a melee unit that just can't be killed. That sounds a little too good to be true, but let's see:

  • WS 5, Initiative 6, and 2 base Attacks (so an improvement on Aspect Warriors)
  • Flip Belts (not slowed by difficult terrain)
  • Holosuits (5+ invulnerable)
  • Furious Charge
  • Hit & Run

With two weapons, Harlequins throw 3 dice in melee or 4 on the charge. They can also upgrade their close combat weapons to Harlequin's Kiss', which then gives them Rending. Two of the members can buy Fusion Pistols (6" fusion guns). Ten Harlequins with the Kiss upgrades are throwing out 40 Strength 4, Rending attacks on the Assault. That's pretty deadly!

They also can upgrade to some interesting characters:

  • Death Jester (gives you a Shrieker Cannon: 24" Str 6, AP 5 Assault 3 Bladestorm and Pinning)
  • Troupe Master (gives you an extra attack and access to a Kiss or a Power sword)
  • Shadowseer (gives you assault grenades and the all important psychic power Veil of Tears)

Murphy's Take:

Veil of Tears is pretty crazy. If you have it activated, any time an enemy unit wants to shoot at your Harlequins, they must roll 2d6 and multiply it by 2. That's how many inches that opponent has to target you. If you are outside that range, their shots are wasted. What this means is that most opponents will not target your Harlequins if they are much more than 14" away (average roll of 7 x 2). If they do target you, they waste a shot. Remember those Howling Banshees we were trying to protect earlier? Why not run them next to some Harlequins? If your opponent targets your Harleys, they run the risk wasting a shot. If they target your Banshees, then your Harleys are creeping closer and closer. Pick your poison.

Dark Eldar players have been sticking their Independent Characters into Harlequin squads. If you are running an Autarch, then this isn't a bad place to put him. It slows the Harlequins down some since your Autarch wont have a Flip Belt, but he will give the Harley's some added punch in melee. Consider it.

Eldar Elites

Which Elites selection has you the most excited?

See results

Fast Attack is Coming Up

Another night of reading and typing and I wouldn't have it any other way! I hope you've enjoyed this breakdown of the Eldar Elites in the new Eldar Codex 6th Edition. I think this is where the Eldar army really shines, as you can really customize your army. Imagine multiple unites of Fire Dragons as compared to multiples of Striking Scorpions. Wraithguards versus Banshees. There are a lot of tough choices, which I think is the sign of a well written codex.

With the Troops and Elites sections out of the way, we are moving on to the Fast Attack section of the Eldar army list. As if the last two sections weren't fast enough with Fleet and Battle Focus on every unit except for Wraithguards and Harlequins (which still keep Fleet at least). The Fast Attack section is going to be just insane!

Click here to continue to the New Eldar Codex Review 6th Edition Warhammer 40k - Part 5 - Fast Attack.


In the mean time, why not check out my brand new Iyanden Codex Preview for Eldar 6th Edition 40k


Hot off the press, GW just announced this "supplemental codex" and it looks amazing!

Please feel free to make a comment below. I try to respond as soon as I see the messages. We have seen a tremendous amount of feedback, advice, tactics, and even corrections from readers in past articles. The best part about this hobby is the dedicated community, so speak up!

Otherwise, why not check out some of my other Warhammer 40k articles, all written for 6th edition. You can also check out my local gaming store and see what we're up up in any given week!

Thanks again for reading. For quicker updates, follow me on Twitter: @BenMurphy or check out my personal gaming blog forever-war.blogspot.com. I will be posting quicker updates there along with photos of my armies and projects. Murphy Out.

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    • murphy80 profile image
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      Murphy 4 years ago from Florida

      You will be amazed at how it all ads up if you do 1 hub every week or two. No hurry!

    • SomeEldarGuy profile image

      Alex 4 years ago

      Thanks man :) I'll have a second one up at some point, including Wraith Armies and that awesome solitaire Autarch :3 but my holiday ends on Monday, so it'll be a hassle.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      I'm checking out your first Hub now. Congratz! It is a lot of typing, which is why I don't get an article up every day like I want!

    • SomeEldarGuy profile image

      Alex 4 years ago

      well it's done xD few hours on/off of writing, how do you do it so often?! I've earned quite a bit of respect for the resilience of your fingers...

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Dude, that will be great! I've only done 1 hobby article so far (customizing the Heldrake). I'd like to do more, too, when time allows.

    • SomeEldarGuy profile image

      Alex 4 years ago

      Ok I'm gonna compile a load of blue chip units and techniques on a hub and do a write up on them each :)

    • SomeEldarGuy profile image

      Alex 4 years ago

      not that I'm a good painter, but I can compile them on a google doc, that normally works. :)

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      https://hubpages.com/user/new

      If you copy & paste that URL, and sign up, it lets Hubpages know that you were brought to the site through my hubs. It doesn't affect your account in any way, but it gives me a little boost b/c I encouraged someone to start writing :) Anyone is welcome!

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Any chance you have a place to post pictures? I'd love to see them painted up! If you are serious about writing hubs, let me look into something. I may be able to get you started quicker.

    • SomeEldarGuy profile image

      Alex 4 years ago

      Just ordered 10 Wraithblades, should be fun having a powerhouse unit like that, I'll let you guys know how they perform in due time. ^.^

    • SomeEldarGuy profile image

      Alex 4 years ago

      but that's still 6"+6" then a d6" run then fire, so that's a lot of ground covered in one turn.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Drew, thanks. I know exactly what you mean and we play it as you stated. I must have mistyped when I wrote the article, let me check and edit. Thanks!

    • profile image

      Drew 4 years ago

      Great review of the new codex. Just FYI, you can only move 6" during disembarkation. It is a normal move that must end within 6" of the access point, not 6" plus normal move (rulebook P. 79).

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      That is hilarious :D I would be something to see on the table, though and it would work! I have all the models, so I might give it a try.

    • SomeEldarGuy profile image

      Alex 4 years ago

      I could see it working against primarily long ranged armies or to thin out those particularly annoying units, but they lack the tank-killing potential, unless you're willing to spend another 20 pts on fusion pistols for the back-up harlies (potentially this could work with battle focus, assuming there's only 1 target that needs to be dealth with). But hey, it's a confident power brawler unit with survivability through tricksy means, what's not to like? You'll see this unit cropping up all over the place under the name "Tropic Thunder" xD worth it for the amusement.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      That's another great build, there! I like how it turns the Harle's into a shooting unit, when they are usually used for Assault. I don't know if 8 Str 6 pinning/rending shots is worth sinking more than 300 points into. However, they are very durable and could probably be used mid/late game to take out straggling units in assault!

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Ah, I see! I was thinking that the +1 came from the scorpion chainsword, but that wouldn't have added for the scorpion's claw. Using Crushing Blow makes sense now! Thanks!

    • SomeEldarGuy profile image

      Alex 4 years ago

      There's a great blue-chip unit going around for harlequins actually, if you get 5 Harlies, then get a death-jester and -veryveryveryimportantly- a Shadowseer, then stick Maugan Ra in with them, you have a unit which can troll it's way around the battlefield firing 8 S6 pinning/rending shots or split firing 5/3 (due to Ra's Mark of the incomparable Hunter) shots, while units attempting to shoot them are normally rolling 14" for their range from VoT (that's why the shadowseer is -veryveryveryimportant-) so they'll be ignoring most attempts to damage them, on the occasion that they ARE assaulted, well, it's a unit of harlequins with a Phoenix Lord, no problems there... on the whole they're not pumping out horrendous damage, but because they're outranging units attempting to shoot them they'll survive the match 9/10 times.

    • SomeEldarGuy profile image

      Alex 4 years ago

      Scorpion Exarch can get Crushing Blow, which buffs him up to S4 base, then double that for the Claw, very nasty, even to things like Carnifexes because you're getting that many high strength attacks (just make sure you take the thing down before it gets an attack back though xD)

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Thanks, guys! I will have more up this weekend. I promise!

    • profile image

      tango 4 years ago

      yeah. do it....just make your damn review! :D

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      Ozzy B 4 years ago

      Enjoying your review. I need part 5 please.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      I haven't actually gotten a game in with the new codex yet. I'm jealous! Quick question: is the Exarch with the scorpion claw Str 6 or Str 8? The claw is x2 Str, so wouldn't it be 6... or is there an additional modifier that I'm not seeing? Thanks!

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      That's so exciting that you will be picking your army back up again!

    • murphy80 profile image
      Author

      Murphy 4 years ago from Florida

      Thank you for the reads and the comments, guys!

    • SomeEldarGuy profile image

      Alex 4 years ago

      I played a game with 6 Scorpions the other day, and lets say that an exarch in a challenge is always going to win (instant death on most of my opponents helps), S8 AP2 really does seem to make an impact when on average you'll be striking first. I'd say there's no doubt that the Diresword, Scorpions Claw and Executioner are going to earn their money back very quickly once they hit terminators... Back to the Striking Scorpions, they're just as good a horde culling as they were last edition, and having infiltrate really makes them a game changer in the right hands.

    • profile image

      From Finland 4 years ago

      I played 40k with eldar 20 -years ago and it seems that I will be playing again in the near future.

      Great article!

    • profile image

      EldarPower 4 years ago

      Great article Murphy. Keep up the good work.

    • murphy80 profile image
      Author

      Murphy 4 years ago from Florida

      Petar, Daemal is correct. There is no Wraithsight in the new codex, however, Spiritseers (in the HQ section) have an ability that lets them mark an enemy unit within 12". Every Wraith unit (guards, blades, lords, and knights) can re-roll all To Hit rolls of 1. Also, in the new Iyanden supplemental codex out the 15th, Iyanden armies can field up to 5 Spiritseers with 1 HQ choice. I hope that helps!

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Adam, I agree that the scorpion's claw is an amazing weapon. Anything that gives you AP 2 without Unwieldy is just amazing. My Dark Eldar have a few weapons, as do my Daemons, and my opponents are always caught off guard. They don't want to believe it at first. I love when the rules actually showcase how inferior some Imperial technology is :) Also, the scorpion's claw does have that shooting profile attached, so there's no downside other than points.

    • profile image

      Daemel 4 years ago

      Wraithsight has been removed as of this codex.

    • Petar Markovic profile image

      Petar Markovic 4 years ago from Croatia

      I noticed wraithsight is not mentioned. Do wraithguards still have that special rule or is it removed? I do hope it is not removed since that would make wraiths kinda imba.

    • profile image

      Adam Birch 4 years ago

      Great article! In regards to the Striking Scorpions, the absolute weapon of choice for the Exarch is the Scorpion Claw; strike at Initative with a AP2 ST6 CCW and still be able to shoot and take potential advantage of the Bladestorm rule? (if I am reading that right).

      Looking forward to your next article!

    • murphy80 profile image
      Author

      Murphy 4 years ago from Florida

      I have exactly 1 small squad of Banshees and I'm going to try them out. I have 10 Wraithguard, but I am highly considering getting more, if only to magnetize them and use them as 'blades sometimes.

    • profile image

      Asuran 4 years ago

      Good stuff, ill be putting magnets on those wraiths for sure. Working up 2 teams of 10 right now. Gone be nice toying around with them. Im still missing banshees in my collection but i feel like they are gone be one of the last things ill buy.