Thursday 30 April 2015

7th Edition Eldar - Howling Banshees

I am not going to write a full codex review, or even cover most of the units, it only seems like five minutes ago I was doing that for 6th edition.

Howling Banshees have had a significant boost.

They now move an additional 3 inches while running or charging.  Now running is okay I guess, but the boost to charging is tremendous.

They also now also ignore penalties to initiative while charging into cover.  The exarch also prevents any overwatch being fired.

They have gone from being the worst unit in the codex, to pretty good now.  Still struggle to wound anything really tough though and will bounce off anything with a 2+ save.

Wednesday 29 April 2015

7th Edition Eldar - First Impressions - The internet panics

7th Edition Eldar - First impressions

Before I start, I will admit I play eldar.  I have for twenty years, so I have seen quite few codexes come and go.

I have seen a lot of panic on the internet about how broken things are in this new book.  But this essentially boils down to two things.  Spamming list entries and tourney play.   I do neither, so I personally don't like to be tarred with that brush.

Games Workshop has said MANY times that their game is not designed with competitive play in mind.  It is beer and pretzels type gaming.  You may disagree with this all you like, but that is the fact.

There are, as far as I can tell only a small number of issues which people have with the eldar book.

Number 1.  Scatter bikers.  Every single jetbike can now take either a shuricannon or a scatter laser. I have to admit, this seems a no brainer.  There is a lot of fear about people spamming these, but it is fairly expensive to do, with the specialised FOC chart in the new book.  In casual play, taking a squad or two and limiting heavy weapons is more than fine. You probably want some ablative wounds anyway, as if ap3 ignore cover weapons come your way, then the squads going to lose a lot of models.  New good rules for new models, has been a thing for quite a while now.

Number 2. Wraithknight.  Hes now a jump gargantuan creature armed with two D guns.  He is also pretty cheap in terms of points.

Number 3. Ranged D guns on pretty much all wraith units.  I don't personally see the big deal here, most of these were s10 before, and never seemed all that great with them being a single shot, short ranged and no blast.  The D-flamers got a buff, but they can't instant death and suffer a penalty on the D chart.

Apart from that, there have been debuffs.  Serpents shields been nerfed quite heavily, although I think we all expected that.  Exarchs lost a lot of customisation options, as did the Avatar.

I dont think the Autarch is any better.  Certainly I wont be taking one.

Guardians are a bit naff still.  And unless you spam scatter bikers, you are taking some.

Free flak missiles as well as two wounds on the exarchs are welcome.

Wednesday 1 April 2015

Destiny - Warlock

So this is my first class specific review on Destiny.  My main character for the majority of the game, the warlock is the balanced class in my experience.

The warlock currently comes in two flavours.  Voidwalker and Sunsinger.

When you start the game, until you get a character to level 15, you can only use a Voidwalker.

Voidwalker

Pros:  This is a strong solo class with some decent grenades in Axion bolts and vortex grenades, and its super is absolutely lethal with a lot more customisation to it than other classes supers.  I personally prefer having huge blasts with vortex so it remains in play for a lot longer, but others prefer lance which fires it straight forwards or shatter which gives you three smaller blasts.  A strong choice in pvp where the big blasts can wipe out entire teams of enemies.  As a warlock, your grenades don't harm you, so you can throw them around without too much worry.

Cons: In terms of defence, and overall game play, this class just seems lacking compared to the Sunsinger.  With no ability to get an overshield, you can get healing via energy drain, but it doesn't seem very practical in the higher end missions.  Like all of the initial classes, this class doesn't really contribute a great deal to team play in the nightfall or raids so you rarely see them at the top level.

Sunsinger

Pros: This class is all about two things.  Being able to self ressurect and control choke points with grenades.  The super allows you to chuck a bucket load of grenades in a short period of time which can be really handy.  Coming back to life helps no end with the raids, and nightfalls where dying is often fatal.  This class is an insurance policy to ensure you complete the harder missions.

Cons:  The super lacks punch.  In pvp you need to use tactics to make the most of this class, but it is considerably easier to switch out to Void walker.  In lower end missions where you are a couple of levels or higher than the mission, or on general patrols, then this class just feels lacking compared to the Voidwalker.    There are a lot less combinations available to max out a particular build style compared to Voidwalkers too.  Essentially you pick one of the three (all pretty good) grenades, and ensure you can resurect.  The rest doesn't really do much to determine your play style compared to the quite drastic changes that the Voidwalker can do with his.

Conclusion

For me, it is all about the Sunsinger.  Actually completing missions is more important to me than being the main man in damage dealing.  The Sunsinger trades the ability to do a huge explosion for being better balanced overall.  The voidwalker however is a very fun class to play and would suit someone who is more aggressively minded in their play style and assuming the other players in their party can cover the lack of a Sunsinger then it is good to go.   In overall terms, both of the Warlock classes seem to be fairly similar.  Certainly closer together than the two Titans and Hunters appear to be.