So I got to play my first game of 8th ed today... 1850 points.
Aeldari vs Imperium
I was running Craftworld Eldar combined with Harlequins in a Battalion with a Lord of War Wraith Knight while my opponent had Astra Militarum with a Vindicare in a Battalion with a Lord of War Knight Paladin.
Rough Lists
Aeldari
Farseer, Illic Nightspear, Shadowseer, Solitaire, 2x5 Dire Avengers, 5 Rangers, 8 Harlequins, 2 Skyweavers, 2 Wave Serpents, Dual Wraith cannon Wraith Knight
Imperium
Pask in punisher, Yarrick, Vindicare, 20 conscripts, 2x5 scions, 2 wyverns, manticore, 2 hell hounds, 6 bullgryn, Knight Paladin
Mission & Deployment
We rolled Kill Points and decided to roll deployment getting number 5 - the arrow head style deployment.
I won the roll for choosing sides.
Things started to get interesting from here... We both had 12 units to deploy - meaning he would 100% be going first as he would deploy his army before I finished... then we looked at transports and discovered that you deploy the transport AND its contents at the same time. This mean that I would go first as I would deploy the farseer and both avenger squads out of order and thus be finished first!
I wont go into great detail about the game - and yes, I lost. I do have a bunch of learning from this game though...
Lets start with the missions themselves and deployment.
• Reserves are not a thing. You can’t place units into reserve as you please – they have to have a rule allowing it.
• Following on from this – flyers start on the table as none of them seem to have a rule starting them in reserves
• Deploying transports can drastically change who gets to go first – as you declare who is embarked when you deploy the transport – thus taking at least 1 more choice out of your deployable units. Characters being a separate unit only helps this.
Terrain
• Most things are not getting a cover save if they are not infantry. Nearly every piece of terrain rules specifies infantry and on top of that specifies entirely on or within. Terrain saves are actually quite hard to get. Hills specify you get nothing from them!
Movement
• The different move rates are a big deal – especially for vehicles
• Advancing in the move phase makes you take that gamble early
• Fall back is a huge game changer – potentially stopping enemy units firing in future turns even if you have little chance of harming them is a big deal…but see overwatch for the flip side
Psychic Phase
• Smite is a great power to have on hand and it’s basically free damage
• The powers are far from reliable to cast
• Perils hurts!
Shooting
• Splitting fire is not going to be a huge big deal most of the time for anything but specialist weapons.
• Models with multiple weapons can shoot all of them (except pistols) so things like techmarines with multiple weapons and a thunderfire cannon are hugely better at shooting
• Wounding things like vehicles is much harder – typically 3+ is your best result
Charge phase
• Basically the same as 7th save for a unit being able to overwatch more than once if its unengaged and enemy fail charges as well as not having to charge a unit you shot at!
Fight
• Getting the charge is massive
• Interrupting the charge attackers with command point abilities is a big deal as well
• You can split your attacks between weapons if you so choose and between enemy units as well
• Consolidate is now towards the nearest enemy model!
Morale
• Losing a model or 2 from most units won’t be a big deal as you will likely auto pass the test
• Its by model so multi wound stuff is very hard to get fail a morale test
Lastly, while this game took ages to play as we were constantly looking things up, I can say it was a great FUN game to play! I have unit break down initial thoughts as well but I will put them in the next post