With a couple of exceptions, most of the vehicles also received an increase. Aspect Warriors almost universally took a 1 or 2-point increase and nothing received a reduction. Broad, untargeted points adjustments. HQs of all types received at least a 5-point bump Phoenix Lords received a 20.In their place the army gained access to its full complement of faction secondaries, which changed just slightly.
No one will shed a tear here as both secondaries were unfun and non-interactive.
- Secondary Changes. Two of the most common secondaries Craftworlds leveraged with their speed and hit-and-run ability were Stranglehold and To The Last.
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Let’s look at some of the biggest changes in Nephilim and how they affect the puritan elves: Hail of Doom coupled with a myriad of additional traits was a particular offender here and a shakeup was more than warranted. While I don’t think they were the greatest offenders in a meta filled with over-tuned bugs, fish, and clowns, Craftworlds certainly held their own in the way of overpowering builds.
Of all the factions to receive nerfs with the shift to Nephilim, Craftworlds probably received the most comprehensive series of adjustments. In this article James “Boon” Kelling will talk about the Craftworld Eldar (Asuryani), covering how the faction changed, what it means for playing them, how they fare in the Nephilim meta, and offer a list with some thoughts on playing them. With any big changes comes a new series of Faction Focus articles and we’re doing the same for Nephilim as we did for Nachmund. Welcome to War Zone: Nephilim! There’s never been a shake-up this large during an edition of 40k, and in June Games Workshop dropped a new missions pack with all-new secondaries, changed how CP works in games, published new, all-digital points for the first time ever, and published a new balance dataslate, dramatically shifting the power levels of some armies.