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===Eldar=== *'''[[Warhammer_40,000/Tactics/Eldar(7E)|The Entirety of 6th and 7th Edition Eldar]]''': No really. Eldar were pretty much the pet army of [[Phil Kelly]], and it showed in how their army consistently managed to be the top or damn close to it. To include a few notable crimes against balance: * '''Battle Focus:''' * '''Serpent Spam:''' From 6th Edition, the Wave Serpent gained a massive upgrade in power from 5th Edition. Aside from getting a bump to Ballistic Skill 4 (as opposed to 3 in the previous Codex) for a pittance of point-costs, and all Shuriken Weapons gaining the Bladestorm upgrade (6s to wound ignore armor saves), the Wave Serpent's Shield was changed so that rather than capping the strength/removing bonus dice to penetrate it, it would downgrade Penetrating Hits into Glancing Hits on a 2+. However, the real the Serpent Shield could alternately be used "in extremis" as a glorified wave motion gun: [[Cheese|It would fire D6+1 strength 7 shots with infinite range, ignoring cover, and wrecking enemy vehicles]]. [[RAGE|Since the Serpent Shield was wargear and not a weapon, you couldn't destroy it with Weapon Destroyed]]. [[Anal_Circumference|The real fondue was taking a Twin-Linked Scatter Laser for "Laser Lock;" You got 4 S6 shots, rerolling to-hit, and if you hit with at least one, you could reroll to-hit with all other weapons being fired by the Wave Serpent. Thus, the Wave Serpent was transport, anti-aircraft, anti-everything in one go.]] Although Serpentspam got suitably nerfed in the 7th Edition update, it got replaced by the below: * '''Scatpack Spam:''' * '''Warp Spider Spam:''' Warp Spiders got a notable upgrade in 6th Edition, receiving a point drop and innate Hit and Run/Deep Strike, while their Deathspinners gained the '''Monofilament''' rule, making them deadlier against low-initiative models and vehicles. Although 7th Edition reworked Monofilament so they weren't innately stronger versus vehicles, they got upgraded in two additional ways: First of all, [[Cheese|Monofilament was changed so they wounded enemy models on Initiative instead of Toughness, and very few models had Initiative greater than 5]]. However, the real issue was Warp Spiders gained the ability '''Flickerjump:''' [[Cheese|If targeted by enemy shooting, the Warp Spiders could immediately move 2d6 inches, and if they ended up out of range/line of sight, the enemy attack was wasted.]] [[RAGE|Aggressively spamming Warp Spiders allowed an Eldar player to win Maelstrom objective games on your turn, after they dropped in to slag any real resistance otherwise.]] * '''Wraithknights:''' "And you thought the Riptide was Big." The Wraithknight was the penultimate step (after the Riptide) to the reintroduction of Knights to 40k that Games Workshop was going to continue making the game revolve around giant models. It was powerful enough in 6th edition, where it cost like two Wraithlords while having twice the wounds, and extra mobility while sharing the same slot to boot, but [[Cheese|7th edition went and turned them from Jump Monstrous Creatures to Jump Gargantuan Monstrous Creatures, giving them Stomp, Feel No Pain, immunity to Instant Death (only taking D3 extra wounds instead), and the ability to fire an unlimited (rather than two) number of guns, split-fired at different units.]] [[Rage|This came with a point increase that was less than the price of an unupgraded Razorback, still making it cheaper than the Imperial Knight which it was vastly superior to.]] **Note that despite the rage about the Wraithknight having access to D-Weapons, the most common variant was actually the Forgeworld Skatach Wraithknight. The Skatach cost a few more points than the vanilla one, but rather than having two Wraithcannons, it had two Deathshrouds. [[Rape|Imagine a Nightspinner's gun, but as a Hellstorm.]] [[Cheese|The Skatach became a tournament staple because it had innate cover-ignoring and crowd control that the rest of the Eldar army lacked, while being able to operate at optimal efficiency without needing a Farseer to buff it.]]
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