Hello again! It turns out that I had a lot to talk about when it comes to psychic powers. If you missed that article, you can find it here.
The second major change to affect the Eldar, are the new rules for Jink. Yes, this is a universal rule that affects everyone, but nobody quite does anti-grav like we do. In honor of the new allies matrix, I am of course including our Dark cousins in that generalization. Verily there is a bond that neither birthing an evil god nor a new game edition can break.
So far, I’m actually quite happy with the change. It makes the Crimson hunter slightly more survivable, though I will probably stick with my Nightwing (that does not benefit from the change at all). Also, it gives our skimmers the possibility of having a 3+ save, or a 4+ even without having moved! The same is true for Jetbikes, which may see a slight drop in effectiveness. Shining Spears will now benefit from a 3+ save even when not turbo-boosting (which no longer provides a better cover save).
Being able to jink at any time gives some protection from drop pod armies and makes vehicles even more survivable. I think the trade off is fair, since Eldar were at their most vulnerable when they did not have the first turn. Wave Serpents are supposed to be nigh indestructible and extremely fast. But also being a main battle tank was a bit much. Personally, I at most had two of the dreaded scatter-laser/cannon Serpents, so the change will probably be more beneficial than not to me, as I value survivability over firepower (especially now that they can get Objective Secured).
The same cannot be said for the majestic Fire Prism, a staple of my Ulthwé force. It was the first vehicle that I finished painting and has been in easily 90% of my games. It still has, arguably, the best gun in the game. But because it is one shot and 2/3 of its modes of fire are blast, having to jink for its save will virtually nullify its firepower. This won’t make the model useless by any means, but will force you to be more tactical about how to use it. I remember the days when Eldar was a finesse army, if not the finesse army. Any step back in that direction is great in my book.
Another change to the vehicle rules, which overlaps with psychic powers, is the inability to cast blessings while embarked. Again, this applies to everyone, but Eldar guardian heavy lists will be especially affected given the reliance of Conceal/protect to keep squads alive should their transport be destroyed. Hopefully the Serpent’s added survivability will compensate for this loss.
I’m sure that there are more details that I have missed, and will undoubtedly discover as I get to play more games of 7th, but for now, this is all I could come up with. In light of everything, I would rank Eldar as #2-3 all things considered. Second to Daemons and tied with, or third to, Tau.
To be honest though, I think that the playing field has been leveled significantly, and the game is much more about player skill, than the army he/she picked (as it should be). Maybe I have a naive view, but having a “sand box” edition seems to mean that everyone can capitalize on their different strengths and compete as equals.