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===Cons=== *Shuriken weapons lost their AP bump on a critical wound. Kinda hurts your units that could once punch above their weight class but should've been seen coming with Hail of Doom lists from last edition being so popular. At the very least it's now been relegated to a 1CP stratagem (Blade Storm) that can be used on any Ranged weapon. *Though Shuriken Weapons retained their increased range from last edition, Craftworlders still need to get a bit close for comfort to actually use many of their weapons. Most of your infantry is going to easily find themselves within charge range just to fire their weapons at all. This is not the kind of position your squishy elves tend to enjoy. *Defensive statlines are relatively unchanged from the buffs they've been given in the jump from 8th to 9th. It's not saying much when you've still got a T3, 1W, 4+ save across most of your units. *As is their signature style, the Craftworlders field armies of specialists. Woe betide that unit of Howling Banshees thrown at an enemy Leman Russ tank or that squad of Fire Dragons facing down a herd of Ork Boyz. When caught outside their element, your units are going to have a real bad day; it would certainly be nice if Banshee’s were good against Ork boys- but with only 3 ST4 attacks their not going to do much, and Fire Dragon’s aren’t going to be effective against anything other then speeders and other light vehicles, they won’t be able to hurt actual tanks at all- so it would be nice if they were actually good at what they are supposed to be good at. *You’re a traditionally psychic faction in an edition where the psychic phase has been removed. This translates into the 18 psychic powers we had in 9th edition largely getting deleted or handed out as core abilities here and there to Psykers. This dramatically reduces each Psyker's flexibility or in some cases (such as the Spiritseer) completely neuters them outside their very specific roles. *As an army that's traditionally relied on MSUs for the past few editions, this is kinda a negative when it comes to attaching characters to squads. A 5-elf blob of the previously mentioned statline isn't hard to chew through for most armies by any stretch. *We're considered OP in competitive, meaning nerfs are inevitable. Pray that they don't whack us too hard. But then again this is nothing new, and the whaling and calls for Nerfs started even before the first leaks appeared (Eldar are fragile but hit hard- rules show that Eldar hit hard, immediately calls for them to be nerfed). This is a common expectation from the community whenever Eldar get a release, and is becoming very boring (it’s the exact same song and dance as always) the same thing happened in 9th, when people were adamantly claiming that Eldar were S tier, and would dominate the game- and then people actually played them on the table and it became very clear that they were nowhere near S, but rather a high Mid/low high tier army; they floated around the 50% mark for almost the entirety of 9th. Are they going to be strong, yes (and point adjustments are likely), but once people adapt to the new meta, hopefully the loud noises will once again fade into the background. If your going to play Eldar expect to be facing an endless wave of people proclaiming every single element of your rules are OP, even if they have never actually looked at the rules themselves; it’s just something you’ll have to get used to.
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