This is how I see things after reading the rule book, this is all just theory from reading the rules Iím not going to comment on vehicles as Iíd like to test them out in play first.
Avatar Ė I think this guy will do okay
Pro: Fear, itís in writing he ignores flamestorm cannons, smash attack, Hammer of Wrath, challenges?, Warlord trait
Con: Random charge range (Like scorpions this will generally help more than hinder I just donít like randomness)
Pros: Best psychic defence in game, improves Deny the Witch to squads they are in, Warlord trait. Iíll be running 2 Farseers (RoWarding still stacks and thereís no range nerf) one using codex powers the other Divination. Doom + Misfortune = big lols!
Cons: Witchblade nerf
Pros: Warlord trait, Hammer of Wrath if taking wings/WJG/JB, Precision shot
Cons: Canít think of much.
Pro: Bonus to Deny the Witch
Con: Witchblade nerf
Pros: Ö can throw plasma grenades?
Cons: Overwatch, Random charge range (admittedly their charge range has the potential to be a lot higher, itís not like the fleet nerf but anything random is bad IMO) Disordered charge, Cover generally lower, Wound allocation (think shooting casualties when advancing), Challenges mean Claw Exarchs may die before being able to attack or be useless.
Pro: Fusion guns still own
Con: Melta bombs are unwieldy Ė this hurts for when youíre assaulted by dreadnaughts
Pro: Fearless is buffed, Overwatch
Pro: Challenges (Exarchs go Sergeant head hunting) CC wound allocation may prevent retaliatory attacks?
Cons: Overwatch, fleet nerf, random charge range, disordered charge, power weapon nerf, cover generally lower, shooting wound allocation
Pros: Rending AP still good, CC wound allocation may prevent retaliatory attacks? Shadowseer improves Deny the Witch
cons: VoT nerf, Overwatch, fleet nerf, random charge range, disordered charge, power weapon nerf (troupe master), cover generally lower, shooting wound allocation
Pro: Overwatch, Shooting wound allocation (keeping assault units out of range) cover saves generally lower means more killy vs orks etc
cons: (if youíre one to use them as an assault unit add in all the cons bansheeís have)
Pro: Precision shot, overwatch, cover saves generally lower means more killy
Pro: Squads w/ a warlock have improved Deny the Witch, overwatch, Cover saves generally lower, heavy weapons able to damage vehicles when glances used to be kinda useless
Con: Lower cover saves for yourself?
I donít use Storm Guardians so got no real comments
Pro: Jink, Hammer of Wrath, wanna race? Seeya in 48Ē! Shuriken cannons can destroy vehicles, Warlock improves Deny the Witch
Con: I donít play Saim Hann I donít have enough jetbikes! witchblade nerf, Random Assault movement (generally will be higher but I donít like random)
Shining Spears (I think these guys get the most buffs)
Pro: Jink, Hammer of Wrath, ludicrous speed, Skilled Rider
Con: power weapon nerf
Pro: Hammer of wrath, Deep Striking is safer, vehicle shredders, overwatch
Con: power weapon nerf (Iím clutching for something)
Pro: Hammer of wrath, Deep Strike is safer, can throw various grenades, shreds vehicles with haywire, overwatch
con: fleet nerf, power weapon nerf (this is clutching more than with the spiders, but I do fleet with my hawks often)
Pro: overwatch, cover generally lower, may be able to rip off hull points well?
con: Random Assault movement (generally will be higher but I donít like random)
Support weapons: I skipped these rules I donít like artillery
Reapers: move and snap shot, overwatch, cover is generally lower
con: Canít overwatch the tempest launcher
Pro: Easier to gain cover, Fear, Smash, Hammer of wrath, Overwatch/Wall of Death
Cons: Krak grenades/melta bombs
Did I miss anything? Overall I'm not liking close combat for my Eldar (my Wych Cult is crying on the shelf) however I think shooting is where it's at and that's how I'll be rewriting my lists.
[mod]Removed some rule references which were too specific - Iris.[/mod]