So everyone is up in arms about the new D weapon arms race that Craftworld Eldar seems to have started. I had a moment to look at the eBook edition this morning. The thing I'm looking into specifically are Wraithguard and their respective Wraith weapons. At first glance they're pretty potent. The cannon is straightforward, and the D-Scythe's template weapon could also be potentially destructive (imagine getting to toss a flamer template over multiple vehicle hulls).
Their biggest weakness is the short range of their available weapons. Yes, strength D is very potent but what people are refusing to see is the larger picture. Wraithguard are bulky. You can only fit 6 in a Wave Serpent as a dedicated transport. There are a plethora of long range, high strength weapons that do not care about those Wave Serpents OR those Wraithguard. Leman Russ Battle Tanks, Chaos Defilers, and the Necron Doomsday Ark are just a few of the models that can vaporize .
The Codex hasn't changed much. Everyone see's the proliferation of D weapons and panics. The Eldar game is the same. They maneuver. The make the movement phase matter. People get caught up with the shiny weapons and the special rules they often disregard the basics. If you know how to control your army -no matter what army it is- you can control the movement phase. The Eldar have some built in mechanics to make their movement a bit easier. This is only "unfair" because people are lazy and won't read any other codex but their own. Know your enemy, and you know how to defeat them.
If you control the movement phase you can take objectives. If you control the movement phase you can out maneuver your opponent. This is why we decide -before the game even starts- what terrain does in respect to cover saves and line of sight. Because that's the knowledge you need to be an effective general in the movement phase. If you can position key elements of your force behind cover the shooting phase doesn't matter. If you can keep terrain between you and the howling banshees then the assault phase doesn't matter.
At the end of the day player's need to cowboy up and forget the news cycle that drops all that D weapon click bait. Remember your fundamentals. Continue to practice the universal rules of Warhammer 40k. Maneuver your models where they need to go. Force your opponent out of position. Follow through and punish them for whatever choice they make. But above all else be gracious, whether you win or lose. At the end of the day it's all about having fun.
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