Perfect strike isn't all that bad considering that they're in groups of five and it's only 1 attack. The horde breaker is the scarier half
Perfect strike is also only 1 damage so I agree it shouldn't be that bad. The horde breaker might be hard to set up as well, whenever I take kroxigor I don't bother with moonhammers because I often just get equal or more attacks with their base profile. I think the spell shrug is the most obnoxious part, but they'll still melt to salamander acid just the same
If they're only 5-man units that's not so bad then. A unit of 20 is still going to be pretty annoying though.
considering the current cost of lumineth units and the way that GW often prices rend, these guys are going to cost an arm and a leg. I dont think we have to worry about them being "too cheap."
they are eleats so 5 is the norm and even with 20 guys they only do 12-16ish damage againsed a 4+ save. if they cost 140-160(the same as other eleats) that means a full block is 560-640 and that's not that good at all. now if they are in 10 man units then things do get worse but not with perfect strike. they can fight 3 ranks deep so if 2 30 man where to fight each other that gives the first rank 8-10 attacks each and the rank behind them get 5 and the back rank 1-2ish. that means a block of 30 get 140 attacks that is crazy!
Exactly. These guys will do nothing. I dont even think you gotta really worry about the horde killer attacks cause its just so easy to mitigate those types of attacks with pileins and charges or just who you put into them.
One would think that moonhammers aren't worth it because it's only one model that can use it. If Krox got that as an option flto take other than Drakebite, that would be interesting. That and the swordies are looking to be on 32s perhaps? 5 of them doesn't cover much ground, but can likely be used for character hunting. They can clear screens with the horde killer, and absolutely wreck characters like starpriest and priests on the following turn/combat. That's not even considering LRL can activate two units in combat. These are going to be annoying, I still think, because of the whole, not just the magic shrug. Small units of 5 if not too expensive will be multi-tools for the elves.
It's manageable, assuming theyr're expensive enough to not be spammed. But it sure as hell isn't going to be much fun dealing with (near) guaranteed -2 rend hits. 5-10 of them is more than enough to be a credible threat against a lot of opponents. Especially frustrating if you like using medium level mounted heroes like scar vet on cold one or the various mounted SCE heroes. Those are normally not the worst of combatants, so bit of a shock when you see 10 random elves just cutting them down with ease. Really curious what their point cost will be, being able to to just cut down elite opponents & being able to just deliver an absolutly ridiculous volume of attacks against hordes seems like a lot of power to put into 1 unit. Even if those outputs end up being largely theoretical and they're not as bad in practise, those outliers do need to be taken into account. Bear in mind you get 1 attack per enemy model in range. Not per enemy model in the target unit. Much like how Kroak's attacks work. So you could potentially get even more attacks in if they're surrounded.
5 of these guys should almost never be getting into combat with your heroes unless you've already lost the game. Yeah, but why would you ever do that?
but they aren't just 10 random aelves they are blade masters each one is a hero in his own right. it would be like having a 10 man of oldbloods ... dang that would be cool
Should almost never. Yet, it may happen. And on the off chance it happens, they'll likely make their points back. I'm not saying it's happening every game, or guaranteed. But it's definitely something to be aware of. Especially if they do come up to 20 bodies in a unit and get whittled down to 5. They're still going to be able to do work. Which honestly is a good thing for a unit. Kind of wish Temple guard were similar to these guys. Just similar, not the same.
They are 10 random aelves for someone who's playing his first game against lumineth and doesn't know their fluff. As far as they can tell it's a unit, an elite one seeing as it's small & has fancy equipment, but still "just" a unit. So it shouldn't consist of 10 individual heroes.
I get the sense they're going to cost about 100 per 5. I think people will bring them for the same reason we bring Saurus Guard, but not really for their combat potential. Besides. All those perfect strikes miss out on the signature Lumineth MWs
That's only if their Sunmetal weapons rule is the same as the rest of the army. Hopefully it is, so it only goes off using Flurry. But 5 for 100? Temple guard doth protest much.
They look fragile. I thought they might only have 1 wound apiece, but I guess there's no evidence of that Plus, the hammer elves are 100 for 5. I think there might be a trade of durability for bodyguard potential? Maybe. ¯\_(ツ)_/¯
reaaally fearing that's going to be a thing.. the cows already give their dedicated aelfs a +1 attack buff, and those have similarly effective stats (2/3+/3+/-1/1, with either double damage or mortal wound on a hitroll of 6), so wouldn't be surprised if the wind spirit ends up doing the same for these (and for the kangaroos). Actually, looking at the stoneguard, they are surprisingly similar.
As long as their bows are still doing mortals on 5+, i dont see lumineth players taking many melee units, no matter how good they are.