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Eldar: New Codex
 Moderated by: HDEagle71  

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Professor Chaos
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 Posted: Mon Nov 27th, 2006 06:01 pm

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Does anyone know if the Eldar Craftworld Codex still viable and works with the new codex?



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HDEagle71
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 Posted: Mon Nov 27th, 2006 07:41 pm

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No it does not they have craftworld in the new codex kind of like they have cults in the chaos codex.

Just not as much stuff broken out to be different though.

 

 



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TW
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 Posted: Wed Nov 29th, 2006 03:18 pm

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technically it is just one list now, but they have 'fluff' sections that describe what the craftworld is like, what units it features, etc.

 

I also think that the codex is flexible enough that most of the old craftworld armies are still legal, although some units may have changed categories.

 

you can still run all bikes and skimmers legally, however.

Professor Chaos
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 Posted: Wed Nov 29th, 2006 08:22 pm

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What about a wraithgaurd army?



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 Posted: Tue Dec 5th, 2006 06:44 pm

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I don't have the codex here, so I'll have to check if wraithguard are troops or elites now.  Wraithlord is a heavy.

they have a new rule where if there isn't a psyker within 6" they have to test if they are 'dumb' for the turn, i think if you roll a 1 on a d6 they can't move or shoot that turn.

 

 

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 Posted: Wed Dec 6th, 2006 02:56 pm

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It is not viable.  the new Eldar book's deign is meant to accomadate any army of the major craftworlds without mucking it up with special rules and  50 man seer councils.

to add to this, The Ulthwe strike force is not meant to ber a viable army composition either.

Hope this helps!

 

Tim



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 Posted: Wed Dec 6th, 2006 02:58 pm

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Professor Chaos wrote: What about a wraithgaurd army?
 

You can replicate a Wraithguard army by taking 10 man wraithguard squads as troop units (they count as troops if taken as full sized squads) and take wraithlords as you HS choices.



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