Well,
with a few months of play under my belt I feel I've got a good idea
of the differences between the prior book and this one. There are a substantial volume of minor tweaks to units, but the biggest difference (which I get to at the end) is the addition of formations and encouraging tank squadrons. I gave a short blurb for pretty much each unit, but I didn't go too in depth as overall things didn't change too too much.
Exarch
powers – they've been cleaned up in that now they're not optional,
and this means people aren't ignoring half the options. It also
means they've been dropped from the Avatar.
Psychic
powers – In my opinion this is now the best psychic tree in the
game. The replacement for Death Mission (Will of Asuryen) is a very
potent power capable of providing synapse style support to leaders
with questionable leadership values and Eldritch Storm has finally
been brought to where I've wanted it to be for ages, a true end boss
style super power. Combined with other powers like the divination
power that allows you to ignore cover or guide it's incredibly
potent. Moreso when it's cast the shockingly high WC 4 version.
Even Mind War was improved to remove the psychic backlash aspect of
it.
HQ
Avatar
– Now LoW
Autarch
– Really there wasn't much in the way of change, but some of the
wargear did shift, the banshee mask in particular now allows the
Autarch to provide a real support role to the use of aggressive
disruption tactics to units like Swooping Hawks. Ultimately if you
used this guy before you will continue to use it, but he can still
drag the best abilities from certain units like banshees, hawks, and
scorpions.
Farseer
– Pretty much the only change was that the runes were made
incredibly good, and built in to the unchanged base cost. Point for
point it's the best psyker in the game.
Spiritseer
– Spirit Mark is now better. Not much else has changed, but I no
longer forget to pick a unit to spirit mark so I get less aggravated
when I use them.
Warlock
Conclave (Formerly Warlock Council) – Completely reworked as a
unit. They are no longer pilfered to give warlocks to guardian
squads. In addition they made them a brotherhood of psykers,
limiting the bookkeeping for large units (and limiting your ability
to tap the well to cherry pick the powers you really want), but
allowed them to keep a mastery level for each warlock which meant
they remain viable at their standard cost. I'll save discussion of
this unit for the formations.
ELITES
Howling
Banshees – Wow. What a difference a few changes can make. They're
faster, cheaper, and their masks do what we wish they did in the last
book. Jain Zar makes the unit scary fast and adds a hack of a punch
as well.
Striking
Scorpions – Mandiblasters are better and Shadowstrike was added on.
A beastly unit now and Karandras provides some major boosts as well. The Exarch power makes for a nice little bonus in most combats and synergizes very well with Enervate or Enhance as the case may be.
Fire
Dragons – They got a major buff against vehicles wrecking them on a
4+. I'm not sure why they got that other than to keep them an option
in the face of new wraith guard.
Harlequins
– Now in their own book.
Wraith
units – Previously I wrote about these units in TROOPS, but now the
ability to bounce units around the FOC is gone.
Wraithguard
– I'm pretty sure everyone knows just how fierce the guard are for
both original and scythe versions. Even moreso than Fire Dragons
these units are pretty much point and kill.
Wraithblades
– They are unchanged from the prior book, so their use is exactly
the same, just rush forward and hope enough survive to actually take
out their intended target.
TROOPS
Guardian
Defenders – Other than the Warlock being built in to the unit there
is no change.
Storm
Guardians – As above
Windriders
– The big change here is that all bikes in the unit can upgrade to
a heavy weapon, either shuriken cannon, or now scatter laser. People
in tourney circuits love all scatter lasers, but I find that makes
units too pricey and unable to handle casualties. I personally limit
myself to at most 1 per 2 bikes, and I stick with cannons because I
find their versatility is worth the lost shot and range.
Dire
Avengers – Deference Tactics is a really great bonus to the unit
and gives them added flexibility when it comes to holding objectives.
Rangers
– They've upgraded from stealth to shrouded, but their overall use
is the same.
TRANSPORT
Wave
Serpent – The shield was fixed. Lower strength, one use only,
range has been reduced by more than 2/3's, and pinning is replaced
with Strikedown. For once everyone seemed happy with rules change to
a unit despite it being a hefty nerf. Now the Serpent is actually a
transport more than a gunship and faux anti-aircraft fire platform.
FA
Vyper
– 10 pts Cheaper, and considering I always used a squadron of 3
with dual cannons I can now have that build for 30 pts cheaper.
People don't give the unit enough respect, which, if you use them
aggressively can be played to your advantage as they tend not to take
fire until after they've done their damage.
Swooping
Hawks – 6” of extra move has made them even more impressive.
They've also been gifted the ability to give a vector strike style
haywire attack to flyers and flying monstrous creatures. They are
scary good. Baharoth can make them faster and more potent for
disruption.
Warp
Spiders – Their movement was changed and now when warp jumping
ignore dangerous terrain checks. They also got the flickerjump rule
pegged on making them potentially more survivable, but really it just
makes them more characterful. Monofilament was toned down, no longer
providing bonus strength, a notable nerf in regards to firing at
vehicles, but that's not such a bad thing, really. Monofilament
rolling against Initiative harkens back to second edition and will be
a point of terror against things like the riptide, now getting
wounded on a 2+ and Wraithknight, suddenly getting wounded on a 3+.
It also means Warp Spiders are less potent against Slaaneshi daemons
and the Avatar, unable to wound models with an initiative 10.
Hemlock
– D-scythes got a boost (though I still wish they ignored cover)
and it went up to ML 2 to be in line with the standard Spiritseer.
It no longer has fixed powers, giving it variable roles. The change
to the Mind Shock pod is alright, but is situational. Unfortunately
it doesn't synergize with Psychic Shriek.
Crimson
Hunter – The discount makes them more appealing with a vast array
of competitors within the slot.
Shining
Spears – They gained a rule that gives them a 4+ cover save just
for moving, sort of recreating where they were in 6th with
the classic Jink, but they lost access to hit and run, close to a
death knell for the unit, especially since they still have the old
models. They're best off coming on as reserves and then going
directly after priority targets.
HEAVY
Wraithlord
– Previously I felt this unit should have been moved to elites like
dreadnoughts and riptides and I still think that, but it's less of an
issue now. For its points it is a solid choice, but it doesn't
really stand out.
Wraithknight
– Now a LoW.
Support
Batteries. The Vibro Cannons are unchanged. Shadow weavers got the
new monofilament rule, so the big news are the D-cannons getting D
strength. Their use hasn't actually changed from prior iteration, so
if you used them before you can still use them in exactly the same
manner, menacing area denial.
Fire
Prisms – Mostly unchanged, but now they can be taken in squadrons,
and when doing so have the option of combining fire similarly to the
4th edition book. Sit back and fire using range as your
best defense.
Night
Spinners – Similar to Fire Prisms they gained the ability to
squadron and get real synergy from doing so by having their shots get
stronger the more are added in the unit, providing a very potent
barrage.
Falcons
– Like the other tanks in the slot they can now be taken in
squadrons, but doing so doesn't provide any bonus until you have 3,
though what a bonus it is, gaining deep strike with no scatter. An
entire battle plan can built around this unit and their occupants
since they're so reliable, but you may want to consider Autarch
support to reduce the chance of them not arriving when you need them.
War
Walkers – Virtually unchanged from the prior book, coming with
scout and battle focus and a 5++, so the only real difference here is
that they no longer need to pay an additional 10 pts per EML to get
skyfire missile access. If ever you tried them out with 6 EMLs it
saves you 60 pts. Against Tyranids using flying MCs you can see this
being a handy (though pricey) option.
Dark
Reapers – still great, but now 5 pts cheaper per model and gained
inescapable accuracy. Paired with their reaper rangefinder helmets
they can be an absolute terror to some units.
Lords
of War
WraithKnight
– it's finally a GC, has a D str attack with the sword and got a
price bump... though not as much as I was expecting. I'd consider it
about 50 pts too cheap, but it's not the only under priced unit in
the game so I don't stress too much about it. But, similar to the
Imperial Knight, it can take over a game.
The
Avatar – It lacks the ability to be modified by Exarch powers, but
it gained a furious charge and rage radius buffer, bonuses that
effect itself, and gained +2 str in CC thanks to the wailing doom.
It's a fantastic support unit, and capable on its own of carving a
swath through the enemy. When you have the Avatar try build the list
around it.
FORMATIONS
The
new area to look over and probably the biggest area of change in the
book.
Craftworld
Warhost – Amazing. Any unit with battle focus runs at 6”
guaranteed. This makes your units dependably terrifying and only
requires one guardian style build along with one auxiliary unit.
Guardian
/Storm Guardian/ Windrider Battlehost – On their own they're meh.
The free heavy weapons are nice, but really you're probably only
taking one of these if you want to unlock the Craftworld Warhost.
Seer
council – Amazing. This unit is expensive though, so be aware a
full size squad sporting Eldrad Ulthran is effectively a DeathStar by
design and will run at Scout titan costs. A lot of the time this
unit will control the game and the way you use it will dictate
whether you win or lose. Capturing warp charge on a 3+ doesn't just
make your casting more reliable... it means you're throwing fewer
dice to cast powers and therefore are casting more powers overall.
Add in the fact that the Warlock Coven works the way other armies
wish their psychic brotherhoods worked by manifesting a warp charge
despite not acting as a separate psyker means your bookkeeping is
reduced and you can focus where you want to roll your powers based on
what your Farseers rolled up. As a foot unit they are totally
viable, and if you really want you can just buy a Wave Serpent as a
FA choice and load them up to give some protection if you don't get
the first turn.
The
Aspect Host – Another winner. The ability to choose between BS and
WS isn't even a real decision most of the time. BS is far more
useful, even for hand to hand units. +1 WS will require a hand to
hand style build paired with opponents that have a comparable weapon
skill. That said the +1 BS is absolute gold and can ignite a real
nightmare scenario for opponents. That doesn't even account for the
rerolls to LD tests that are tagged on to these units.
Dire
Avenger Shrine – An alright choice, but nearly unnecessary in
comparison to the Aspect Host. The somewhat return of the old
BladeStorm is nice if you really want to do a sweeping alpha strike
whilst deploying from Wave Serpents, but considering two of the units
can't upgrade to have an Exarch this particular formation doesn't
have much shine for me. Perhaps if it also gave Objective Secured
I'd be more enticed.
Crimson
Death – A very solid formation that can transition these units to
something much more survivable. That said it is an expensive
formation for 3 units that are still very vulnerable to mild
firepower and often have their firepower reduced drastically.
Wraith
Host – It bumps up the Spiritseer's ability range and makes it more
potent, and gives Battle Focus to all the units in the list. For
units that are normally ponderous and with short range it's a
stunning upgrade. As part of a Craftworld Warhost it's stupidly good
and can catch many opponents off guard if they're not used to that
speed coming from that footslogging force.