Now, I said that they had improved bar one area, and that
area combat versus 2+ saves. In 5th,
they could deal with Terminators and the like swiftly and efficiently. Usually in one charge. Hitting on fours, wounding on 2s, a
smattering of Inv saves and then done.
Sure, the storm shield guys were a pain, but they always are, regardless
of what you use to take them down. But
with the new edition changes to power weapons bringing laser lances to AP3 on
the charge, that target was denied them and, frankly, it was one of the few
targets gave the squad a chance to get their exorbitantly high points
back. At 35 points apiece, Shining
Spears were exceptionally pricey.
However, before I go down this road too far, let's
quickly go over other things that the new edition changed for them. The Jetbike rules made it easy to get cover
saves and increased speed available with the Eldar Jetbikes could take them pretty
much anywhere on the board in a turn.
Difficult terrain tests were far more forgiving as well and the bonus Hammer
of Wrath hit was a nice plus.
Now we not only have these improvements to the unit, but
also the tweaks given in the codex. The most
noticeable of these is a pretty hefty price drop to only 25 points per model,
making them much more affordable. Definitely
still expensive, but able to easier get their points back, having unrivalled manoeuvrability
about the field and the ability to take regular power armour to town. The improved Shuriken weaponry is nice, but
if that's all you're after, take guardians.
The lances don't seem to have changed at all, but for one thing, if you
look closely enough. They now have the
lance rule in close combat. This means
that no vehicle is beyond their ability to damage (apart from Black Templar
Land Raiders, of course). Now, this is
admittedly, unlikely to turn them into a wrecking ball of destruction, but the
ability to scratch off the odd hull point here and there really is another
feather in their cap, especially as you can shoot the lances before the charge
as well. Let's face it, you don't need
to deal many glances to bring a vehicle down these days.
Aside from that, the equipment is pretty much as it was,
although the laser lances have lost their Initiative bonus on the charge. Oh well.
We'll just have to rely on our natural I5 to see us through. We'll manage somehow... We do have some new skills to mess about with
though. We've been through Ancient Doom
before and Battle Focus is useless to a jetbike (why is it there? My money's on misprint.), so we'll skip them
and move on. The two new skill that they
have now are Outflank and Skilled Rider.
Outflank isn't tremendously useful in my opinion given the speed a
jetbike can reach regardless, but I suppose it's nice to have that as an option
in case you need it. Skilled Rider is
the big one though. Previously a fully
paid-up Exarch power, you now get this as standard and with the new version of
the rule in 6th, it's phenomenal with this unit. Where it used to give you a reroll on
Dangerous terrain tests, it now renders you immune to dangerous terrain and
also nets a very neat +1 to the Jink save.
This means that not only can you move the unit anywhere (or
thereabouts), they also get a 4+ Cover save provided they moved. That increases to 3+ when Turbo-Boosting, so
stay nimble!
I see the unit very much as a bit of a Dark Eldar unit in
practice. Now, hear me out. Their modus operandi is about the same. They use their speed to stay out of trouble
and harass enemy forces before leaping in on a weakened enemy unit and
finishing them off. Seriously, given
them Power From Pain or maybe a decent brand of amphetamine, and they'll be
right at home in Commorragh! Ignore their
name. They're not a spear, they're a
punch-dagger.
We also have the traditional Exarch option for 10 points. This nets the usual stat improvements and
access to skill and equipment. Equipment
wse, you can get a power weapon (eh...) or a Star Lance (oooh...). We all know what a power weapon does, so
let's move onto the fun stuff. A star
lance is like a laser lance, except that instead of dealing S6 AP3 hits, it
packs a nastier punch at S8 and AP2.
Glorious! It keeps the lance
ability, making it a very viable omni-killer.
A useful challenger in assaults, seeing as it causes Instant Death for
your standard Marine type. Very
nice. You'd be hard pressed not to take
a star lance if you're taking the exarch, especially as its only 10 points.
The exarch powers are also worth a look. Monster Hunter is there for 5 points, which
with the increase of MCs in the game, it could well be a sound investment,
although with a star lance, you'd barely need it. Still, you don't want that monstrous creature
alive to hit you back. We also have
Disarming Strike for 10 points, tying in very nicely with his role as a
challenge killer. I've gushed about that
skill enough, so let's move on. The third
skill is the best though. Hit &
Run. I've been a great exponent of Hit
& Run since I was running Hellions in 5th, and there's no way I'm changing
that stance now! It becomes even more
useful for the Spear given the fact that they can only really deal decent
damage on the charge. Most of the tactics
you can use with Hellions, you can use with Spears, so enjoy the ability to
escape any fight you want and punch back at your leisure!
The big question here is not whether the Shining Spears
have improved. They have, undoubtedly. But have they improved enough to oust the
Hawks, the Hunters and Spiders from the Fast Attack slot? The answer, as ever, is really up to
you. I'm definitely curious to test them
out though!