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Made in us
Trustworthy Shas'vre






Welcome ladies and gentleman, boys and girls, children of all ages.

This is the Codex: Eldar Craftwords Balance Errata, a part of the larger 40k Balance Errata. The goal of these Balance Errata is to create a more balanced and varied 40k and can be applied to their respective codex.

Also, to anyone looking at these Balance Errata the goal was to use the lightest hand as possible using points as the primary mechanism of change. Using weapon profile changes as well as Unit Composition more sparingly. Altering model stats even more sparingly, and lastly rewriting or adding new rules only when absolutely necessary.

Note that these changes are replacements unless notates as additions or removals.

Codex: Eldar Craftworlds
Spoiler:

Craftworld Warhost
Command Benefits: Matchless Agility: "If a unit composed entirely of models from this Detachment Runs, it never counts as rolling less than a 3 for its run distance regardless of the die roll or reroll with Fleet."
Restrictions: Add "Only one Wraithknight may be selected as a Wraith-Constructs Command Formation/Dataslate per Craftworld Warhost, this does not impact the number of Wraithknights that can be fielded through the Wraith Host Formation."

Weapon Profiles
Scatter Laser
Range: 36" Strength: 5 AP: 6 Heavy 4

Shuriken
Bladestorm: "When firing a weapon with this special rule, a To wound roll of a 6 is resolved at AP3, but does not wound automatically regardless of toughness."

Replace Weapon Profiles for Distortion Weapons
D-Scythe
Range: Template Strength: 4 AP: 2 Assault 1, Distort

Heavy D-Scythe
Range: 18" Strength: 4 AP AP: 2 Assault 1, Blast, Distort

Wraithcannon
Range: 12" Strength: 10 AP: 2 Assault 1, Distort

D-Cannon
Range: 24 Strength: 10 AP: 2 Heavy 1, Distort, Barrage, Blast

Heavy Wraithcannon
Range: 36: Strength: 10 AP: 2 Heavy 1, Distort

Distort: When rolling To Wound against non-vehicle models with this weapon, on a roll of a 6, it wounds automatically regardless of toughness and has the Instant Death Special Rule. Against vehicle models, on a roll of a 6 for armor penetration, it automatically causes a penetrating hit regardless of whether the armor penetration roll was greater than the Armor Value or not.

Treasures of Vaul
Eldar Jetbike: "A model riding an Eldar jetbike has a 4+ Armour Save and a twin-linked shuriken catapult. Their unit type also changes to Eldar Jetbike (see Warhammer 40,000: The Rules)."

Eldar Wargear List
Eldar Vehicle Equipment
Star Engines: 10pts
Vectored Engines: 10pts
Crystal Targeting Matix: 10pts

HQ
*I am not familiar enough with the new Special Characters to reprice them. Some, especially the Phoenix Lords may require a points reduction.

Autarch
May take up to two weapons from the following list: Power Weapon: 10pts

Farseer
4+ Sv for the Farseer Skyrunner
Runes of the Farseer: Change "Once in each Psychic phase" to "Once per game"

Warlock Conclave
4+ Sv for the Warlock Skyrunner

Spiritseer
Add "Deathspeaker: If your Combined Arms Detachment or Allied Detachment contains a Spiritseer, Wraithguard and Wraithblades are a Troops choice instead of an Elites choice."

Guardian Defenders
For every ten Guardians in the unit, may add one Heavy Weapon Platform from the following list..... Starcannon: 15pts; Eldar Missile Launcher: 20pts

Storm Guardians: 64pts, 8pts/model
Up to two Guardians may exchange their close combat weapon for a Power Sword: 10pts/model

Windriders
4+ Sv for Windrider
4+ Sv for Windrider Warlock

Dire Avengers
The Dire Avenger Exarch may replace his Avenger Shuriken Catapult with one of the following..... Power Weapon and Shuriken Pistol: 5pts; Diresword and Shuriken Pistol: 15pts; Power Weapon and Shimmershield: 15pts

Howling Banshees
The Howling Banshee Exarch may exchange both her Shuriken Pistol and Power Sword for two Mirrorswords: 5pts

Striking Scorpions
The Striking Scorpion Exarch may exchange his Shuriken Pistol for a Scorpion's Claw: 20pts

Fire Dragons
The Fire Dragon Exarch may exchange his Fusion Gun for one of the following: Firepike: 5pts

Dedicated Transport
Wave Serpent
May exchange its twin-linked Shurken Cannon for one of the following.... Twin-Linked Scatter Laser: Free; Twin-Linked Eldar Missile Launcher: 10pts

Fast Attack
Swooping Hawks
The Swooping Hawk Exarch may exchange his Lasblaster for one of the following.... Hawk's Talon: 5pts; Sunrifle: 5pts

Warp Spiders: 110pts, 22pts/model
The Warp Spider Exarch may exchange his Death Spinner for one fo the following.... Spinneret Rifle: 10pts
The Warp Spider Exarch may take a pair of Powerblades: 15pts
Flickerjump: Add "Only one Flickerjump may be made per Opponent's Shooting Phase."

Shining Spears: 66pts, 22pts/model

Vyper Squadron
Any Vyper can exchange its Shuriken Cannon for one of the following... Scatter Laser: Free; Eldar Missile Launcher: 10pts/model

Heavy Support
Falcons
Any model may exchange its Shuriken Cannon for one fo the following... Eldar Missile Launcher: 10pt/model

War Walkers
Any model may exchange any Shuriken Cannon for one of the following.... Eldar Missile Launcher: 10pts/model

Wraithlord: 100pts
May take up to two of the following in any combination... Shuriken Cannon: 10pts each; Scatter Laser: 10pts each; Brightlance: 15pts each; Starcannon: 15pts each; Eldar Missile Launcher: 20pts each

Wraithknight: 300pts
Wargear: Ghostglaive and Scattershield
May exchange Ghostglaive and Scattershield for.... Suncannon and Scattershield: 20pts; Two Heavy Wraithcannons: 40pts
May take up to two of the following in any combination... Scatter Laser: 10pts each; Shuriken Cannon: 10pts each; Scarcannon: 15pts each

Formations
Crimson Death
Evasive Manoeuvres: Change to "All models in this Formation have a 5+ cover save. If a model in this formation chooses to ink, it instead gains a 3+ cover save until the start of its next turn."


Change Log:
Spoiler:

5-17-15 Changed to
Command Benefits: Matchless Agility: "If a unit composed entirely of models from this Detachment Runs, it never counts as rolling less than a 4 for its run distance regardless of the die roll or reroll with Fleet."

5-18-15 Changed to
Wraithknight: 300pts
Wargear: Ghostglaive and Scattershield
May exchange Ghostglaive and Scattershield for.... Suncannon and Scattershield: 20pts; Two Heavy Wraithcannons: 40pts
May take up to two of the following in any combination... Scatter Laser: 10pts each; Shuriken Cannon: 10pts each; Scarcannon: 15pts each

5-18-15 Add
Restrictions: Add "Only one Wraithknight may be selected as a Wraith-Constructs Command Formation/Dataslate per Craftworld Warhost, this does not impact the number of Wraithknights that can be fielded through the Wraith Host Formation."

5-18-15 Add
Flickerjump: Add "Only one Flickerjump may be made per Opponent's Shooting Phase."

5-19-15 Revised
Craftworld Warhost
Command Benefits: Matchless Agility: "If a unit composed entirely of models from this Detachment Runs, it never counts as rolling less than a 3 for its run distance regardless of the die roll or reroll with Fleet."

5-19-15 Fixed "Distort" Ommission
D-Cannon
Range: 24 Strength: 10 AP: 2 Heavy 1, Distort, Barrage, Blast



Codex: Dark Eldar
Spoiler:

Dark Eldar Wargear
Melee Weapons
A model may preplace its Melee weapon with one fo the following... Power Sword: 10pts; Agonizer: 15pts;

Special Weapons
Blaster: 12pts

Heavy Weapons
Haywire Blaster: 10pts
Heat Lance: 10pts
Splinter Cannon: 10pts
Dark Lance: 15pts
*Remove "Scourges Only"

Arcane Wargear
Soul Trap: 5pts
Clone Field: 10pts
Shadow Field: 30pts

Weapons of Torture
Venom Blade: 5pts
Electrocorrosive Whip: 15pts
Agonizer: 15pts

Tools of Torment
Liquifier Gun: 10pts

Wych Cult Weapons
Two Razorflais: 3pts
Two Hydra Gauntlets: 4pts
Shardnet And Impaler: 4pts

Dark Eldar Vehicle Equipment
Grisly Trophies: 5pts
Shock Prow: 5pts
Night Shields: 10pts
Add Flickerfields: 10pts

HQ
Archon
May replace SPlinter Pistol with one of the following... Blast Pistol: 7pts; Blaster: 12pts

Court of the Archon
A Court of the Archon unit consists of between 3 to 12 of the following models, chosen in any combination: Ur-Ghul: 12pt/model, Medusae: 22pts/model;

Succubus: 65pts
May replace Close Combat Weapon with an Archite Glaive: 15pts
May replace Splinter Pistol with a Blast Pistol: 7pts
Dodge: Change To "A model with this special rule has a 4+ Invulnerable Save against all Wounds inflicted in the Assault Phase."

Lelith Hesperax: 135pts

Haemonculus
May take any of the following: Crucible of Malediction: 15pts

Urien Rakarth: 130pts
Drazhar: 150pts

Troops
Kalabite Warriors: 49pts, 7pts/model
Units Composition: 7 Kabalite Warriors
May include up to thirteen additional Kabalite Warriors... 7pts/model
May upgrade all Kabalite Warriors to Kabalite Trueborn, changing the unit's Battlefield Rold to Elites... 2pts/model
One Kabalite Warrior may be upgraded to a Sybarite: 5pts
One Kabalite Truebore may be upgraaded to a Dracon: 5pts
The Sybarite or Dracon may replace their splinter rifle with one of the following... Blast Pistol: 7pts
One Kabalite Warrior for every five models may take an item from the Special Weapons list.
One Kabalite Warrior for every five models may take an item from the Heavy Weapons list.
Up to two Kabalite Trueborn fore every five models may take items from the Special Weapons list.
One Kabalite Trueborn for every five models may take items from the Heavy Weapons list.

Wyches: 56pts, 8pts/model
Unit Composition: 7 Wyches
May include up to thirteen additional Wyches.... 8pts/model
May upgrade al Wyches to Bloodbrides, changing the unit's Battlefield Role to Elites... 2pts/model
One Wych may be upgraded to a Hekatrix... 5pts
One Bloodbride may be upgraded to a Syrem... 5pts
The Hekatrix or Syren may replace their Splinter Pistol with a Blast Pistol... 7pts
One Wych or Bloodbride for every three models may take an item from the Wych Cult Weapons list.
Dodge: Change To "A model with this special rule has a 4+ Invulnerable Save against all Wounds inflicted in the Assault Phase."

Elites
Incubi: 80pts, 16pts/model
Unit Composition: 5 Incubi
May include up to five additional Incubi... 16pts/model
One model may be upgraded to a Klaivex... 5pts
The Klaivex may replace his Klaive with DemiKlaives... 5pts

Mandrakes: 50pts, 10pts/model
Unit Composition: 5 Mandrakes
May include up to five additional Mandrakes... 10pts/model
One model may be upgraded to a Nightfiend... 5pts

Wracks
For every five modles in the unit, one Wrack can replace a Wrack tool with one of the following... Liquifier Gun... 10pts; Ossefactor: 10pts
One model may be upgraded to an Acothyst... 5pts

Grotesques
Any model may replace their Close Combat Weapon with a Liquifier Gun.. .10pts
One model may be upgraded to an Aberration.. 5pts
The unit may select a Venom or Raider asa Dedicated Transport

Beastmasters
A Beastmasters unit consist of between 3-12 models of the following models, chosen in any combination... Beastmaster: 9pts/model; Khymera: 10pts/model; Razorwing Flock: 15pts/model: Clawed Fiend: 25pts/model;

Fast Attack
Raider: 65pts
Wargear: Add Nightshields, Flickerfield
Transport: 15 models

Venom: 60pts
Wargear: Add Nightshields
Transport: 8 models

Reaver: 60pts, 15pts/model
Unit Composition: 4 Reavers
May include up to nine additional Reavers.... 15pts/model
One Reaver may be upgraded to an Arena Champion... 10pts

Hellions: 60pts, 12pts/model
One model may be upgraded to a Helliarch... 5pts
The Helliarch may replace their Hellglaive with one of the following... Splinter Pistol and Powersword: 5pts; Splinter Pistol and Stunclaw: 10pts; Splinter Pistol and Agoniser: 10pts;

Razorwing Jetfighter: 110pts
May take Night Shields... 10pts
May take Flickerfields.... 10pts

Scourges: 75pts, 15pts/model
Up to two Scourges for every five models may take items from the Special Weapons and/or Heavy Weapons lists.
One model may be upgraded to a Solarite... 5pts
The Solarite may replace their Shardcarbine with one of the following...Splinter Pistol and Power Lance: 5pts; SPlinter Pistol and Agoniser: 10pts;
The Solarite may replace their Splinter Pistol with a Blast Pistol.. 7pts

Heavy Support
Pain Engine Squad
A Pain Engine Squad consists of 1-3 Talos and Chronos Pain Engines in any combination
Talos: 100pts
Special Rules: Add Fleet

Chronos: 90pts
Special Rules: Add Fleet
Any model may take one of the following... Spirit Probe: 20pts/model; Spirit Vortex: 20pts/model

Ravager: 100pts, 100pts/model
May include up to one additional Ravager... 100pts
Any model may replace any Disintegrator Cannon with a Dark Lance... 5pts each
Any model may take Night Shields... 10pts
Any model may take Flickerfields.... 10pts

Voidraven Bomber: 145pts
May take Night Shields... 10pts
May take Flickerfields.... 10pts


Change Log:
Spoiler:

5-26-15 Changed To
Hellions: 60pts, 12pts/model
One model may be upgraded to a Helliarch... 5pts
The Helliarch may replace their Hellglaive with one of the following... Splinter Pistol and Powersword: 5pts; Splinter Pistol and Stunclaw: 10pts; Splinter Pistol and Agoniser: 10pts;

5-26-15 Change To
Pain Engine Squad
A Pain Engine Squad consists of 1-3 Talos and Chronos Pain Engines in any combination
Talos: 100pts
Special Rules: Add Fleet

Chronos: 90pts
Special Rules: Add Fleet
Any model may take one of the following... Spirit Probe: 20pts/model; Spirit Vortex: 20pts/model

5-27-15 Changed To
Drazhar: 150pts

5-27-15 Changed
Kalabite Warriors: 49pts, 7pts/model
Units Composition: 7 Kabalite Warriors
May include up to thirteen additional Kabalite Warriors... 7pts/model
May upgrade all Kabalite Warriors to Kabalite Trueborn, changing the unit's Battlefield Rold to Elites... 2pts/model
One Kabalite Warrior may be upgraded to a Sybarite: 5pts
One Kabalite Truebore may be upgraaded to a Dracon: 5pts
The Sybarite or Dracon may replace their splinter rifle with one of the following... Blast Pistol: 7pts
One Kabalite Warrior for every five models may take an item from the Special Weapons list.
One Kabalite Warrior for every five models may take an item from the Heavy Weapons list.
Up to two Kabalite Trueborn fore every five models may take items from the Special Weapons list.
One Kabalite Trueborn for every five models may take items from the Heavy Weapons list.

5-28-15 Changed To
Raider: 65pts
Wargear: Add Nightshields, Flickerfield
Transport: 15 models

Venom: 60pts
Wargear: Add Nightshields
Transport: 8 models

6-2-15 Change To
Heavy Weapons
Haywire Blaster: 10pts
Heat Lance: 10pts
Splinter Cannon: 10pts
Dark Lance: 15pts
*Remove "Scourges Only"

6-2-15 Change To
Dodge: Change To "A model with this special rule has a 4+ Invulnerable Save against all Wounds inflicted in the Assault Phase."



Ok, my Eldar Craftworlds Balance Errata is done, well at least the first draft. Let me know what you think, all feedback is valued and welcome. Let me have it!


5-21-15 Added the Dark Eldar. Definitely tried to make them more than codex Blaster/Venom Spam.

This message was edited 18 times. Last update was at 2015/06/02 20:18:56


40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in gb
Shas'ui with Bonding Knife




Do we really need three different threads for this stuff? People hated on me for my "Cheesy" threads yet you've done the same.
   
Made in us
Trustworthy Shas'vre






SGTPozy wrote:
Do we really need three different threads for this stuff? People hated on me for my "Cheesy" threads yet you've done the same.


I believe we do as the balancing of a core rules set, and the balancing internally and externally of each individual codex is too large and complicated for a single thread IMO. And that is how I'll approach it until a Mod tells me otherwise.

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in hu
Pyromaniac Hellhound Pilot





Please errata the Warp Spiders so that they can only jump in the enemy Shooting phase once. Currently, they can do it infinitely as long as enemy units are shooting at them. Thank you.

My armies:
14000 points 
   
Made in us
Screaming Shining Spear





Northern California

Was this errata made with the current codex, or just the hints from the rumor thread? Because it doesn't seem to match up with the Eldar Craftworld codex I know. Still, there are some good ideas here.

The Good/Obvious:
Change back to 6th edition Distort rules. No complaints there.
Wraithknight as MC, keeps current points cost. Wraithcannon upgrade too expensive IMO.
Windriders/Skyrunners get 4+ save. Keeps it consistent with other Eldar bikers.
Warp Spiders cost increase. They honestly deserve it, as well as only being able to only jump once in the enemy shooting phase.
Wraithlord points decrease. It needs it, and with that people might actually run it.

The Bad/Dumb:
2d6 highest for Warhost run move. Eldar already have fleet, so this isn't much of a change. I also fail to see how an automatic 6" run move from a restricted formation is that huge of a buff to warrant a nerf.
Scatter Laser to S5. The problem with the SL was that it had Laser Lock. Now that it's gone, the Scatter Laser isn't nearly as powerful. Why change to S5?
No change to Windrider weapon options. One per three is an obvious change that greatly decreases the brokenness of Scatbikers.
Change to Bladestorm. Shuriken weapons need it to provide Eldar infantry with gun that isn't the worst in the game. The change also has no effect on their ability to kill MEQ, if that was the intent.
Vehicle wargear is costed appropriately now for what they do. The only real change needed was Holo-Fields going to 5++.
Spiritseer allowing for slot swaps. This is 7th edition; no codex is doing this anymore.
Guardian weapons platforms are costed well now. They're also free in the Guardian Battlehost.
Storm Guardians, bad as they are, don't need to get worse with the removal of their meltas.
Exarch upgrades are costed appropriately in the current codex. The only real problem I have with them is how cheap the upgrade to them is. Should be 20 points.
Wave Serpent is fine now that the Serpent Shield was nerfed.
EML upgrade is too cheap. The reason it costs so much is that it has the longest range and most firing modes of any Eldar heavy weapon.
Crimson Death is fine the way it is now. 420 points for three AV10 flyers with a 4+ save is not nearly as bad as people make it out to be.
No mention of the Dire Avenger Shrine formation, which is much worse than Crimson Death.

In summary, this errata doesn't go far enough in key areas, and too far in others. Honestly, if you ignore the obvious brokenness and cheese of certain units, Eldar have a perfectly balanced codex. All this errata does in bring Eldar too far down in power.





This message was edited 1 time. Last update was at 2015/05/16 17:30:36


~3000 (Fully Painted)
Coming Soon!
Dman137 wrote:
goobs is all you guys will ever be
 
   
Made in us
Trustworthy Shas'vre






 TheNewBlood wrote:
Was this errata made with the current codex, or just the hints from the rumor thread? Because it doesn't seem to match up with the Eldar Craftworld codex I know. Still, there are some good ideas here.

The Good/Obvious:
Change back to 6th edition Distort rules. No complaints there.
Wraithknight as MC, keeps current points cost. Wraithcannon upgrade too expensive IMO.
Windriders/Skyrunners get 4+ save. Keeps it consistent with other Eldar bikers.
Warp Spiders cost increase. They honestly deserve it, as well as only being able to only jump once in the enemy shooting phase.
Wraithlord points decrease. It needs it, and with that people might actually run it.

The Bad/Dumb:
2d6 highest for Warhost run move. Eldar already have fleet, so this isn't much of a change. I also fail to see how an automatic 6" run move from a restricted formation is that huge of a buff to warrant a nerf.
Scatter Laser to S5. The problem with the SL was that it had Laser Lock. Now that it's gone, the Scatter Laser isn't nearly as powerful. Why change to S5?
No change to Windrider weapon options. One per three is an obvious change that greatly decreases the brokenness of Scatbikers.
Change to Bladestorm. Shuriken weapons need it to provide Eldar infantry with gun that isn't the worst in the game. The change also has no effect on their ability to kill MEQ, if that was the intent.
Vehicle wargear is costed appropriately now for what they do. The only real change needed was Holo-Fields going to 5++.
Spiritseer allowing for slot swaps. This is 7th edition; no codex is doing this anymore.
Guardian weapons platforms are costed well now. They're also free in the Guardian Battlehost.
Storm Guardians, bad as they are, don't need to get worse with the removal of their meltas.
Exarch upgrades are costed appropriately in the current codex. The only real problem I have with them is how cheap the upgrade to them is. Should be 20 points.
Wave Serpent is fine now that the Serpent Shield was nerfed.
EML upgrade is too cheap. The reason it costs so much is that it has the longest range and most firing modes of any Eldar heavy weapon.
Crimson Death is fine the way it is now. 420 points for three AV10 flyers with a 4+ save is not nearly as bad as people make it out to be.
No mention of the Dire Avenger Shrine formation, which is much worse than Crimson Death.

In summary, this errata doesn't go far enough in key areas, and too far in others. Honestly, if you ignore the obvious brokenness and cheese of certain units, Eldar have a perfectly balanced codex. All this errata does in bring Eldar too far down in power.







Yes, this is from the new codex, I'm not sure where you think it doesn't mesh well.
Thank you for your detailed response. It is greatly appreciated.

Glad you agree on the big changes, they really were the most important changes. You disagree with the 5W Wraithknight pricing? May I ask why?

The tone of Good/Obvious and Bad/Dumb lacks a bit of tact FYI...

Auto 6" was a bit much, esoecially with Battle Focus. And it was effectively a free boost, just because, which could be doubled up with other free boots for a Formations. 2d6 take the highest is still better than standard fleet, and will average 1" or so more and it's faster than Flert rolling as well, no decision.

S5 Scatter a lasers are a balanced weapon for cost and congruent with what other codices can get. At S6 they are undercosted. At S5 there is now decisions that need to be made between the big three, Shuriken Cannon, Scatter Laser, and Starcannon. It's not default in favor of the Scatter Laser. At cost it's still a great weapon, it was woefully undercosted previously.

With a 4+ AS and S5 Scatterlasers Windriders are now much more balanced, dropping them to 1:3 is no longer necessary, otherwise it would have worked with 4+ AS and S6 Scatter Lasers.

Blade storm becoming only AP3 is a huge boost to the Starcannon and forces designs in Eldar weaponry. Now there is a reason to pick up a Starcannon instead of a Shuriken Cannon. Against the vast majority of targets in the game they remain unchanged. It gives a needed boost to 2+ units and forces diversification to deal with 2+AS instead of it being a nonissue for Eldar. And the Eldar infantry weapon is not bad, not when they have Bladestorm, Battlefocus, and Fleet.

Things like the Crystal a Targeting Matrix were never seen, a little cost decrease will increase variety which is needed. Nothing got broke at this recosting.

No reason slot swapping can't happen anymore, and it's a useful mechanic to increase list flexibility,mane allows previously legal armies to still be legal. Non issue.

The Guardian Weapons point decrease is to help out Guardians as a whole, as you said they have the worst infantry gun in the game...

Storm guardians got a bit cheaper, and they didn't lose their Fusion Gun option at all. Don't know why you thought that...

Exarch options are and have been over costed,mesoecially the power weapon upgrade. This is true for all armies. The Exarch upgrade is fairly costed, small stat boost and an additional wound.

Wave a Serpent only got weapon pricing options consistent with the rest of the codex.

Missile Launchers in general aren't very effective weapons. M15ptsmwith a Skyfiremoption is balanced,mane helps against Flyers and FMCs, just like for Marines.

4+ is fine, re rollable 4+ for Jinking was not.


What areas haven't gone far enough? What areas have gone too far? What cheese have I ignored? Jetbikes Weapon Loadouts? They've received large nerds, their best weapons have been herded, and they lose their 3+ for a 4+, that is huge in gameplay terms meaning there are now a lot of effective counters readily available. M

How does this bring Eldar down too much?? Did you look at the SM Errata as well?

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
Screaming Shining Spear





Northern California

I did look at the Space Marine and General errata; there are plenty of problems there too, as others have pointed out.

The reason I used the terms "obvious" and "dumb" are because the problems with Eldar are glaringly obvious to anyone with even the slightest sense of game balance. Also, going by your thread title, you might enjoy some scorn and snark.

The problem with your suggestion of 2d6 highest for the Warhost is that Eldar have fleet, so it would be 2d6 picked re-rollable highest. Mathematically, this works out to around 5.5" average, so almost not a change for more hassle. Or are you getting rid of fleet for Eldar as well? Because that really would be dumb.

Battle Focus is the only reason why people play Footdar any more; it gives very squishy troops some needed mobility.

There is already enough differentiation between the Eldar heavy weapons. Just because Heavy Bolters are bad at S5 for their cost doesn't mean that SL should be made bad at S5. All this suggestion does is make the default Shuriken Cannon better.

The problem with Scatbikers is that they have too many heavy weapons in the squad, not that their heavy weapons are too good. It also doesn't address the Shuriken Cannon in the Windrider host.

People don't take Guardians for the heavy weapon; those are only to allow them to contribute at range. Guardians are taken because they are a cheap scoring unit that can shoot anything to death at close range, especially with psychic support.

The EML is fine at 15 points currently, same with the vehicle upgrades. The reason nobody took these before was because of monobuild tendencies in the previous codex with certain units *coughWaveSerpentscough*.

4+ re-rollable sounds tough, but keep in mind that these are AV10 3HP vehicles. They are not easy to take down, and jinking massively reduces their damage output.

Your suggestions address the fundamental problems of the new Eldar codex, but go too far in the other direction; applying nerfs and buffs where none were needed.


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 TheNewBlood wrote:
I did look at the Space Marine and General errata; there are plenty of problems there too, as others have pointed out.

The reason I used the terms "obvious" and "dumb" are because the problems with Eldar are glaringly obvious to anyone with even the slightest sense of game balance. Also, going by your thread title, you might enjoy some scorn and snark.

The problem with your suggestion of 2d6 highest for the Warhost is that Eldar have fleet, so it would be 2d6 picked re-rollable highest. Mathematically, this works out to around 5.5" average, so almost not a change for more hassle. Or are you getting rid of fleet for Eldar as well? Because that really would be dumb.

Battle Focus is the only reason why people play Footdar any more; it gives very squishy troops some needed mobility.

There is already enough differentiation between the Eldar heavy weapons. Just because Heavy Bolters are bad at S5 for their cost doesn't mean that SL should be made bad at S5. All this suggestion does is make the default Shuriken Cannon better.

The problem with Scatbikers is that they have too many heavy weapons in the squad, not that their heavy weapons are too good. It also doesn't address the Shuriken Cannon in the Windrider host.

People don't take Guardians for the heavy weapon; those are only to allow them to contribute at range. Guardians are taken because they are a cheap scoring unit that can shoot anything to death at close range, especially with psychic support.

The EML is fine at 15 points currently, same with the vehicle upgrades. The reason nobody took these before was because of monobuild tendencies in the previous codex with certain units *coughWaveSerpentscough*.

4+ re-rollable sounds tough, but keep in mind that these are AV10 3HP vehicles. They are not easy to take down, and jinking massively reduces their damage output.

Your suggestions address the fundamental problems of the new Eldar codex, but go too far in the other direction; applying nerfs and buffs where none were needed.



Plenty of problems there too... Like? I'm looking for good armaments on specific points.

I do like scorn and snark,mane good arguments, haha.

Dammit, you are right. Why did I not think abou the fleet Rerollable. I'll think on this, it is dumb and needs to change...

Battlefocus is crucial for footdar, no argument there. You are acting as if the change to Shuriken nerfs them hard, it doesn't, it's a nonissue against the vast majority of targets.

No, there was not effective variation between Eldar weapons,miss why Scatter Lasers were the default and why we call them Scattbikes. Heavy 4 at 36" Scatter Lasers were superior. How many Starcannons have you seen fielded lately? Not a one in 6th or 7th. Why? There was no reason to, the volume of fire at Str6 of the Scatter Laser was too good, Laser Lock made it much worse.

Heavy4 Str5 AP6 36"
Heavy3 Str6 AP5 24" AP3 on a 6
Heavy2 Str6 AP2 36"

That kind of equal costed weapon selection breeds variety and difficult choices, each excels at certain things, Scatter Lasers no longer excel at almost everything.

No, their Heavy Weapons were both too good, too numerous, and we're on a cheap spam able platform. The main reason I didn't drop to 1:3 for Windriders is that their new kit has so many Heavys, and given the 4+ AS, the less effective Scatter Laser, and the marginally less effective Shuriken Cannon they are a far more balanced unit.

Guardians are still as cheap, and their ranged contribution got a bit cheaper, in line with other codex options. And they still murder everything that isn't a 2+ AS or T8+ as they did before. Problem??

So we agree on the EML. And yes, last edition was bad for variety. Though, CTM did need a points drop.

No, 4+ standard and 4+ Rerollable was too much when the only cost was taking three good units. The change is still good, but there is a decision to make now. And 5+/3+ is still a very solid incentive for a good unit to be taken in trio.

Glad we agree that I've addressed the fundamental problems in the codex. We are disagreeing on the minor points, I'm not sure what buffs you are really disagreeing with, or how large of an impact they have. Given most of my buffs are incentivizing options we never see, and would amount to 20-30 Pts per army, that still necessitates additional cost in many cases. And the nerfs are meant to rebalance and incentivize variety among options. Both are consistent with my wither balance errata and balanced towards the what I am aiming at as the "sweets pot" for balance.

Would you compare my C:SM and C:EC Balance Erratas in context and tell me to what degree these two armies will be playable in both casual and competitive games and if and to what degree the balance has been improved or worsened? Don't compare them to tournament standard, but to the newly created balance between the codices. Context is key. I'll settle for any unit that is now too good, or one that is too bad? Less generalizations and more analysis of the particular problems created or remaining.

Thank you again for the detailed response, and thank you for pointing out I'm a Moron with the Warhost Run modification.

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I really like why you're doing. And really agree with most of what you've come to. That said, I do disagree with some points. Which is natural - the closer you get to balance, the more split people will be in regards to your suggestions.

To be clear, overall, what you have done is better than the current state. Don't mistake my criticisms!

On to the specifics about Eldar:

It feels like this writeup is mostly "Last Dex -1". Which is probably a good thing - as a whole the last dex was cleaner and better. That said, in some cases, perhaps it'd be better to stick to the new paradigm.

The WraithKnight. Everyone's favorite pseudo GMC. Your proposed solution is to basically revert it to the last book and drop a HP. I felt like the last book went wrong where it tried to make it as much a GMC it could without using those rules. I think it really should be a GMC.
That said, the new book made things worse by (1) criminally undercosted a mini-Titan, and (2) made spamming it both possible and easy, despite the move to LoW.
It seems to me that the appropriate fix is a points boost. And deny spam. Perhaps 360 for Wraithcannons, 350 for the other build? And limit its selection in any Detachment (see Wraith Constrict) to 0-1. How would that route compare to the above?

Bladestorm. I think its the most overrated thing in the CW Eldar toolbox, but many (including you) think its one of the most stupid. I've argued most points to death elsewhere, so won't go too far into this one. Being AP3 and not auto wounding on a 6 will work, if necessary. Remember that CW Eldar get very little in the way of Specialist and Heavy weapons. The Shiriken Catapult is already a very weak weapon (12" range), and the Avenger Shuriken Cstapault needs to be better than the Boltgun or Gauss Rifle somehow. If we were redoing units (out of scope) other fixes become reasonable, but this'll work.

Scatter Lasers. We need to decide if this is an analogue to the Heavy Bolter or the Assault Cannon. As discussed elsewhere, S5 makes it compare reasonably to the Heavy Bolter, and so you've re-pointed it to match. The other option is to point it as an analogue to the Assault Cannon. Different roles but comparable. Either change should work.

Runes of the Farseer. They didn't need that buff. Much less for free. That said, when doing CSM (or Tigiris), take note of Spell Familiar. Recall how amazing rerolling Psyker checks. Then ask why CSM sorcerers should be so much better at psykers than Farseers. Again, your Change works. Just a comment.

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Bharring wrote:
I really like why you're doing. And really agree with most of what you've come to. That said, I do disagree with some points. Which is natural - the closer you get to balance, the more split people will be in regards to your suggestions.

To be clear, overall, what you have done is better than the current state. Don't mistake my criticisms!

On to the specifics about Eldar:

It feels like this writeup is mostly "Last Dex -1". Which is probably a good thing - as a whole the last dex was cleaner and better. That said, in some cases, perhaps it'd be better to stick to the new paradigm.

The WraithKnight. Everyone's favorite pseudo GMC. Your proposed solution is to basically revert it to the last book and drop a HP. I felt like the last book went wrong where it tried to make it as much a GMC it could without using those rules. I think it really should be a GMC.
That said, the new book made things worse by (1) criminally undercosted a mini-Titan, and (2) made spamming it both possible and easy, despite the move to LoW.
It seems to me that the appropriate fix is a points boost. And deny spam. Perhaps 360 for Wraithcannons, 350 for the other build? And limit its selection in any Detachment (see Wraith Constrict) to 0-1. How would that route compare to the above?

Bladestorm. I think its the most overrated thing in the CW Eldar toolbox, but many (including you) think its one of the most stupid. I've argued most points to death elsewhere, so won't go too far into this one. Being AP3 and not auto wounding on a 6 will work, if necessary. Remember that CW Eldar get very little in the way of Specialist and Heavy weapons. The Shiriken Catapult is already a very weak weapon (12" range), and the Avenger Shuriken Cstapault needs to be better than the Boltgun or Gauss Rifle somehow. If we were redoing units (out of scope) other fixes become reasonable, but this'll work.

Scatter Lasers. We need to decide if this is an analogue to the Heavy Bolter or the Assault Cannon. As discussed elsewhere, S5 makes it compare reasonably to the Heavy Bolter, and so you've re-pointed it to match. The other option is to point it as an analogue to the Assault Cannon. Different roles but comparable. Either change should work.

Runes of the Farseer. They didn't need that buff. Much less for free. That said, when doing CSM (or Tigiris), take note of Spell Familiar. Recall how amazing rerolling Psyker checks. Then ask why CSM sorcerers should be so much better at psykers than Farseers. Again, your Change works. Just a comment.

Gotta start writing code. I'll respond more later.

Thank you for the feedback, all is welcome. Disagreeing and discussion is critical.

Last Dex -1... That wasn't necessarily my intention, granted if I had been modifying the last Dex I would have ended up in a similar place. I did add the a Troop Swap for Wraithguard, but that was to keep old armies legal and viable in a CAD or AD. People don't like losing army construction rules and legal armies. I did alter the Wraithknight back, and I will explain why I did that.

The main reason I altered the Wraithknight back to an Mc is because my General a rules are restrictive on MCs and I wanted people to have and want to play their Wraithknights to do so in a balanced fashion. I considered putting in a a dual profile, one to MC and another a recosted GMC.

Wraithknight
300pts with Glaive and Shield
320pts Suncannon and Shield
340pts Dual Heavy Wraithcannons
Standard bonus gun options. This assumes D to Distort but keeps D Melee for the Glaive. With D Heavy Wraithcannons we'd be looking at 380pts.

Remove the 0-12 Wraithknight /Detachment for 0-1.

I'm completely not opposed to that unit profile as well, or listing it as a dual profile in SH/GC allowed settings. I am gearing this towards non SH/GC play and was looking as SH/GC as a separate standard.

Bladestorm: my change doesn't make Bladestorm any weaker against the vast majority of unit, it's basically unchanged, all it really does is remove AP2 from from basic infantry and just about every Eldar Unit. Needs to be better than the Boltgun or tr the Guass a rifle, it has AP3 access which means pound for pound in 12" range it is superior against 3+ and 4+ AS targets and equal against 2+. The only target it isn't better than is AV11+ and T8+. The Avenger is vastly superior from 12-18". And the Catapult is on 8-9ppm units. Basic infantry should not have access to AP2 shooting on all units. Eldar have access to lots of AP2 and volume of fire.

Scatter Lasers. It's not about a HB or AC analog, incorrect thinking. It's about creating varied weapon options that have roughly equal value and different uses. We didn't see Starcannons for a couple of reasons, AP2 was covered with Bladestorm, it was generally 5pts more costly, and it had a lower rate of fire. Now, given the options we have tougher decisions to make and it's no longer a Scatter Lasers by a mile. All three have merit, Starcannon beings S6 AP2 and range, Scatter a laser brings arrange and volume of S5 Fire, and the Shuriken Cannon brings good volume of fire S6 and AP3(6). There is no longer a clear cut winner and much better internal balance. I would have easily recosted the Scatter Laser, it was too good for its cost, now it's balanced.

I made their once per phase buff once per game. I know Spell a familiar is too cheap for what it does now, and Tigerius got a 20pt cost increase already. I am doing my best for consistency and appreciate these kinds of comments, and when I make a consistency error.

Thank you again for the feedback.

This message was edited 2 times. Last update was at 2015/05/18 13:56:42


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Zagman, I hope you are aware to the fact that Bladestorm turns only To Wound rolls of 6 into AP2. That's as much as 1 AP2 Wound per 6 Bladestorm Wounds. So ten Avengers firing 20 shots with their Shuriken Catapults will score something like 2 AP2 Wounds, roughly as much as any random unit with BS4 and 2 plasma guns. The rest of their shots will be no better than your average Boltgun shots. And two plasma guns in a basic infantry unit isn't such a big deal. In fact, the 10 Avengers with their 20 shots aren't such a big deal either. 10 Fire Warriors do roughly the same damage to targets with 2+ saves with their Strength 5 guns.

If you want to shake up Eldar weapons, then revamp Shuriken weapons from the ground: say, decrease their Strength by 1 (2 for the Shuriken Cannon) and add +1 RoF (double the RoF for the Shuriken Cannon). This way, you have the ultimate infantry killer weapon family, while the Scatter Laser is the jack-of-all-trades, and the Starcannon is the big guy (increase its Strength to 7 because Strength 6 is stupid for this weapon).

Also, the Warp Spiders still have unlimited jumps in the enemy Shooting Phase. Feel my disappointment .

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 AtoMaki wrote:
Zagman, I hope you are aware to the fact that Bladestorm turns only To Wound rolls of 6 into AP2. That's as much as 1 AP2 Wound per 6 Bladestorm Wounds. So ten Avengers firing 20 shots with their Shuriken Catapults will score something like 2 AP2 Wounds, roughly as much as any random unit with BS4 and 2 plasma guns. The rest of their shots will be no better than your average Boltgun shots. And two plasma guns in a basic infantry unit isn't such a big deal. In fact, the 10 Avengers with their 20 shots aren't such a big deal either. 10 Fire Warriors do roughly the same damage to targets with 2+ saves with their Strength 5 guns.

If you want to shake up Eldar weapons, then revamp Shuriken weapons from the ground: say, decrease their Strength by 1 (2 for the Shuriken Cannon) and add +1 RoF (double the RoF for the Shuriken Cannon). This way, you have the ultimate infantry killer weapon family, while the Scatter Laser is the jack-of-all-trades, and the Starcannon is the big guy (increase its Strength to 7 because Strength 6 is stupid for this weapon).

Also, the Warp Spiders still have unlimited jumps in the enemy Shooting Phase. Feel my disappointment .


I'm well aware of the Math haha, but in rapid fire range 80pts of Storm Guardians and 90pts of Guardian Defenders deal .73 wounds through 2+AS and 2.2 wounds that ignore armor. So 3 Wounds.

Five Tacticals with Plasmagun 85 pts(80 under my errata) deals .44 wounds through 2+AS and 1.1 wounds that ignore armor. 1.5 Wounds. It'd have to be 10 Tacticals with 2 Plasma Guns to put out the same damage as 10 Guardians.

Under my changes the Guardians put out 1.1 Wounds to the Tacticals 1.5, and that gap is quickly narrowed if Invuln or Cover saves are in play. With 4+ Cover the Guardians still outshoot the Tactivals per point against their worst target profile. Now, this obviously ignores durability etc, but against the one profile where it matters the guardians are still just fine, and it should show just how potent they were before.

We're talking about the single worst target profile for them now 2+ AS, and Eldar have lost of units that excel against them and a cheaper Starcannon as well.

That kind of revamp could also work, but I was looking forge rally the easiest and smallest changes to create the desired effect.

I'll fix the Warp Spider ability,Morris.

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Ignoring range and durability, of course they look strong. Factoring it in, however, it is a different story.

If 13 Guardians get the drop on 9 CSM (same points), their best target, they kill 5. Good round.

If 9 CSM get the drop on 13 Guardians (Assume RF range), they kill 8. Much better round.

So, ignoring everything but optimal strength and durability, it isn't looking so good for Guardians as a troop of the line.

Start talking range (CSM should get 2 rounds of non-RF shooting first), and things become scary bad for Guardians.

Ignoring range and durability, only focusing on shot strength, is of course going to make short range, GEQ survivable units look OP.

All that said, Guardians aren't troops of the line so much as specialists.

They man their heavy weapon, and hold a backfield objective. Getting them within 12" range is a very costly endeavor for the Eldar player. And they die just as fast as 5ppm Guardsmen.

(I'd still accept AP3 on 6 Bladestorm, just trying to clean up the math.)
   
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 Zagman wrote:

I'm well aware of the Math haha, but in rapid fire range 80pts of Storm Guardians and 90pts of Guardian Defenders deal .73 wounds through 2+AS and 2.2 wounds that ignore armor. So 3 Wounds.

Five Tacticals with Plasmagun 85 pts(80 under my errata) deals .44 wounds through 2+AS and 1.1 wounds that ignore armor. 1.5 Wounds. It'd have to be 10 Tacticals with 2 Plasma Guns to put out the same damage as 10 Guardians.


10 IG veterans with 2 plasma guns (90 points) will do the same damage as the Guardians. For a meager +15 points, they will cause one more Wound with the plasma guns alone.

Tactical pay their points for the 3+ armor, the S4/T4, ATSKNF and the other stuff they get. Guardians can outshoot Marines, and the Marines outperform the Guardians in every other field (maybe the Guardians have a slight edge in terms of tactical mobility because Battle Focus and Fleet, but the Marines can take a Chapter Tactic to boost their mobility and deal with it). Like, what would survive 20 boltgun shots better? 90 points of Guardians or 90 points of Space Marines?

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Bharring wrote:Ignoring range and durability, of course they look strong. Factoring it in, however, it is a different story.

If 13 Guardians get the drop on 9 CSM (same points), their best target, they kill 5. Good round.

If 9 CSM get the drop on 13 Guardians (Assume RF range), they kill 8. Much better round.

So, ignoring everything but optimal strength and durability, it isn't looking so good for Guardians as a troop of the line.

Start talking range (CSM should get 2 rounds of non-RF shooting first), and things become scary bad for Guardians.

Ignoring range and durability, only focusing on shot strength, is of course going to make short range, GEQ survivable units look OP.

All that said, Guardians aren't troops of the line so much as specialists.

They man their heavy weapon, and hold a backfield objective. Getting them within 12" range is a very costly endeavor for the Eldar player. And they die just as fast as 5ppm Guardsmen.

(I'd still accept AP3 on 6 Bladestorm, just trying to clean up the math.)


But, this situation isn't as easily quantifiable with math. And using 3+ troops is the same as the current Bladestorm, so the comparison is kind of moot. Also, now we are using Marines against their best target and assuming no Special, all of which changes the breakdown considerably.

We also need to factor in BattleFocus and Fleet for effective thread. CSM have 18" threat at 100% damage output, 30" threat at 50% damage output. Guardian have effective 22-24" Threat at 100% which changes the comparison considerably.

Direct comparison in a vacuum like this is difficult to quantify accurately. I agree that in general Guardian needed a bit of a boost which is why Storm Guardians got a one ppm drop and Guardian Defenders got a bit cheaper(almost one ppm) drop on their Heavy Weapons. I agree they aren't troops of the line and do serve specialist roles.

And CSM isn't the best target for Shuriken Catapults, its be T6 3+ targets, 10 Guardians averages 2.2 wounds against a standard MC chassis.

We are agreeing on many points, I just view easy access AP2 on a basic trooper too much, AP3 keeps them competitive. In the other thread, you did convice me quickly, as I didn't run the numbers, that AP4 Bladestomr was foolish.

AtoMaki wrote:
 Zagman wrote:

I'm well aware of the Math haha, but in rapid fire range 80pts of Storm Guardians and 90pts of Guardian Defenders deal .73 wounds through 2+AS and 2.2 wounds that ignore armor. So 3 Wounds.

Five Tacticals with Plasmagun 85 pts(80 under my errata) deals .44 wounds through 2+AS and 1.1 wounds that ignore armor. 1.5 Wounds. It'd have to be 10 Tacticals with 2 Plasma Guns to put out the same damage as 10 Guardians.


10 IG veterans with 2 plasma guns (90 points) will do the same damage as the Guardians. For a meager +15 points, they will cause one more Wound with the plasma guns alone.

Tactical pay their points for the 3+ armor, the S4/T4, ATSKNF and the other stuff they get. Guardians can outshoot Marines, and the Marines outperform the Guardians in every other field (maybe the Guardians have a slight edge in terms of tactical mobility because Battle Focus and Fleet, but the Marines can take a Chapter Tactic to boost their mobility and deal with it). Like, what would survive 20 boltgun shots better? 90 points of Guardians or 90 points of Space Marines?


Yes, and IG Veterans lack the tactical flexibility of the Guardians ie BattleFocus and Bladestorm. Its a roughly equal tradeoff, which is really what we are looking for. Not to mention that Bladestorm isn't likely do kill those special weapons out of the unit, an IG Vet rapid firing a Plasmagun has just over a 20% chance of killing himself every time he fires it, and 50% chance once dies when you Rapid Fire all three.

We are also comparing situations where Guardians are using their default weaponry and both IG and Marines need to choose the correct Special Weapon.

Tacticals don't outperform in every role, Guardian Defenders are good at long range support fire, and with a Warlock can be very durable at range for units of 20. It ultimately boils down to each choice should bring a roughly equal impact to the game. My change to Bladestorm only affects two target profiles, 2+AS and T8+, but against the vast majority of targets the math remains unchanged, except Storm Guardians got an 11% discound in points cost and Guardian Defenders get cheaper acccess to their Heavy Weapon.

All of those changes enhance balance, or don't change the existing balance.






What is the biggest reason that Bladestorm should still be AP2? Or is the gripe that Guardians themselves are not good enough and don't deserve any nerf? Or that the nerf to Bladestorm overpowers the small buffs both units recieved?

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It really comes down to is are ShuriKats the CWE equivalent to Boltguns or Boltgun/PG mixes?

I still accept the nerf, but would feel better about it if we were closer to agreement on that point.
   
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Bharring wrote:
It really comes down to is are ShuriKats the CWE equivalent to Boltguns or Boltgun/PG mixes?

I still accept the nerf, but would feel better about it if we were closer to agreement on that point.


Fair enough. I don't see them as an equivalent of either, but a unique blend of the two. They are the CWE's unique stock ranged weapon that has more utility and power than Boltguns, but does not rival the power of Boltgun/Plasmagun mixes, for that, Eldar will need to turn to their specialist units and specialist weapons. Eldar are Specialists in general, why is their basic weapon effectively the ultimate generalist(with AP2 Bladestorm) infantry weapon. Unchanged Bladestorm ravages any nonvehicle in the game and is the ultimate basic infantry weapon.

I see how if you look at Shuriken as the Boltgun/Plasmagun equivalent on basic infantry it works. I could accept that if the army had limited access to AP2 and it needed it on its basic infantry, but that simply is not the case. Eldar have access to volume of fire and specialized AP2/1 weapons and Rending that they do not need to fufill the anti heavy infantry role with generic guardian.


Also, here is a new vs old breakdown of the Heavy Weapons vs differing targets, in most cases the Starcannon still costs 5pts more.

Old Scatter Laser Heavy4 S6 AP6 36" Range
Spoiler:
1.48 Wounds Vs T3 5+AS
1.11 Wounds Vs T3 5+/4+Cover
.74 Wounds Vs T4 3+AS
.74 Wounds Vs T4 3+/4+Cover
.37 Wounds Vs T4 2+/5++
.44 Wounds Vs T6 3+AS
.44 Wounds Vs T6 3+/4+Cover
.15 Wounds Vs T8 3+
.15 Wounds Vs T8 3+/4+Cover
1.33 HP Vs AV10 .89 Pens
.89 HP Vs AV11 .44 Pens
.44 HP Vs AV12


Old Shuriken Cannon Heavy 3 S6 AP5 Bladestorm(AP2) 24" Range
Spoiler:
1.66 Wounds Vs T3 5+AS
.83 Wounds Vs T3 4+/4+Cover
.77 Wounds Vs T4 3+AS
.61 Wounds Vs T4 3+/4+Cover
.44 Wounds Vs T4 2+/5++
.55 Wounds Vs T6 3+AS
.39 Wounds Vs T6 3+/4+Cover
.33 Wounds Vs T8 3+
.17 Wounds Vs T8 3+/4+ Cover
1.00 HP Vs AV10 .5 Pens
.66 HP Vs AV11 .33 Pens
.33 HP Vs AV12


StarCannon Heavy 2 S6 AP2 36" Range
Spoiler:
1.11 Wounds Vs T3 5+AS
.55 Wounds Vs T3 4+/4+Cover
1.11 Wounds Vs T4 3+AS
.55 Wounds Vs T4 3+/4+Cover
.74 Wounds Vs T4 2+/5++
.66 Wounds Vs T6 3+AS
.33 Wounds Vs T6 3+/4+Cover
.22 Wounds Vs T8 3+
.11 Wounds Vs T8 3+/4+Cover
.66 HP Vs AV10 .44 AP2 Pens
.44 HP Vs AV11 .22 AP2 Pens
.22 HP Vs AV12


New Scatter Laser Heavy4 S5 AP6 36" Range
Spoiler:
1.48 Wounds Vs T3 5+AS
1.11 Wounds Vs T3 5+/4+Cover
.59 Wounds Vs T4 3+AS
.59 Wounds Vs T4 3+/4+Cover
.30 Wounds Vs T4 2+/5++
.30 Wounds Vs T6 3+AS
.30 Wounds Vs T6 3+/4+Cover
.15 Wounds Vs T8 3+
.15 Wounds Vs T8 3+/4+Cover
.88 HP Vs AV10 .44 Pens
.44 HP Vs AV11
.00 HP Vs AV12


New Shuriken Cannon Heavy 3 S6 AP5 Bladestorm(AP3) 24" Range
Spoiler:
1.66 Wounds Vs T3 5+AS
.83 Wounds Vs T3 4+/4+Cover
.77 Wounds Vs T4 3+AS
.61 Wounds Vs T4 3+/4+Cover
.28 Wounds Vs T4 2+/5++
.55 Wounds Vs T6 3+AS
.39 Wounds Vs T6 3+/4+Cover
.33 Wounds Vs T8 3+
.17 Wounds Vs T8 3+/4+ Cover
1.00 HP Vs AV10 .5 Pens
.66 HP Vs AV11 .33 Pens
.33 HP Vs AV12


These look much more balanced and effective as weapon selections, with scatter lasers being far more balanced and filling a role, instead of being the best standard heavy for Light AT and good or the best against most threat types at the same cost.

Also, I've decided to make the Wraithknight back into a GMC as stated above with the changes from D to Distort. I'm also going to lift the SH/GMC Restrictions and Flyer restrictions from the general game rules. Though, I'm going to add a disclaimer that these Errata are for the Codices listed and the selected Supplements. I was worried about opening up too much content, this seems like a reasonable solution and I'll be able to blance Flyers and FMCs well enough to greatly improve balance

Thanks for all the feedback so far, keep it coming!

5-18-15 Chnaged to
Wraithknight: 300pts
Wargear: Ghostglaive and Scattershield
May exchange Ghostglaive and Scattershield for.... Suncannon and Scattershield: 20pts; Two Heavy Wraithcannons: 40pts
May take up to two of the following in any combination... Scatter Laser: 10pts each; Shuriken Cannon: 10pts each; Scarcannon: 15pts each

5-18-15 Add
Restrictions: Add "Only one Wraithknight may be selected as a Wraith-Constructs Command Formation/Dataslate per Craftworld Warhost, this does not impact the number of Wraithknights that can be fielded through the Wraith Host Formation."

5-18-15 Add
Flickerjump: Add "Only one Flickerjump may be made per Opponent's Shooting Phase."

This message was edited 1 time. Last update was at 2015/05/18 18:39:57


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Gets better 'n better.
   
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Bharring wrote:
Gets better 'n better.


I'll take that as your stamp of approval, haha. That is what feedback and discussion are for.

This message was edited 1 time. Last update was at 2015/05/18 20:07:21


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For Matchless Agility, Crusader isn't the right fit, sure, but largely because it would invalidate getting Crusader.

The biggest balancing factor for BattleFocus, aside from durability (don't laugh! We aren't all Wraiths and vehicles!), is supposed to be its unreliability. Rolling that 1 is bad.

The minimum-4 goes a long way yo eliminate it.

Some alternate ideas:
-Language identical to Crusader, but not Crusader (When this unit Runs, roll an additional die, and discard the lowest).
-+1" to the Run (simple, but powerful)
-Minimum equal to number of Warhost Guardian (Storm, Defender, or Windrider) squads on the board (or within 24"), capped at 6". Sure, it could mean auto-4" or auto-6" run, but it would be insanely costly to go above 3, and the opponent has a clear path for reducing the benefit.

Thoughts?
   
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Trustworthy Shas'vre






Bharring wrote:
For Matchless Agility, Crusader isn't the right fit, sure, but largely because it would invalidate getting Crusader.

The biggest balancing factor for BattleFocus, aside from durability (don't laugh! We aren't all Wraiths and vehicles!), is supposed to be its unreliability. Rolling that 1 is bad.

The minimum-4 goes a long way yo eliminate it.

Some alternate ideas:
-Language identical to Crusader, but not Crusader (When this unit Runs, roll an additional die, and discard the lowest).
-+1" to the Run (simple, but powerful)
-Minimum equal to number of Warhost Guardian (Storm, Defender, or Windrider) squads on the board (or within 24"), capped at 6". Sure, it could mean auto-4" or auto-6" run, but it would be insanely costly to go above 3, and the opponent has a clear path for reducing the benefit.

Thoughts?


The problem with Roll 2 dicard the lowest, which is basically what I originally had, is fleet. So, we'd have Roll two dice, reroll one dice or both dice, dicard the lowest. The math gets complicated as you well know, but its already a 6% chance of getting a 3 or less, only a 1.2% chance of rolling a 2 or less etc, so this suggestion is just defacto my 4" minimum suggestion. Could very well be a 3" minimum, which would allow them reroll all 1, 2, 3s...

+1" was my second thought, it is simple and works, makes the range 2-7" but isn't super reliable. 11% chance of rolling a 2 or less after rerolls, making it a 3"-7" range effectively.

The 4" minimum means that they still have ~ 44% chance of only getting a 4" run with Fleet. Without Fleet it is 66% 4"...

The 3" minimum means that they still have a 25% chance of only getting a 3" run with Fleet. Without Fleet it is 50% 3".

When I made my initial revision I was thinking solely of the effect of Fleet, but now it makes more sense. Wraith Host was the biggest concern of gaining Battle Focus and and gaining an auto 6", it was a +33% increase to the standard Wraithguard threat range and + 43% increase to the threat range of WraithScythes.

I think I will revise it to be a minimum of 3", because as we've shown that for any unit with Fleet it just doesn't matter, the math virtually rules out rolling a 1 or 2" run and causes players to roll lots of unecessary dice. This change speeds things up, just not as much as auto 6" did.



5-19-15 Revised
Craftworld Warhost
Command Benefits: Matchless Agility: "If a unit composed entirely of models from this Detachment Runs, it never counts as rolling less than a 3 for its run distance regardless of the die roll or reroll with Fleet."

This message was edited 1 time. Last update was at 2015/05/19 14:46:26


40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
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Outliers are huge when either you need to cover distance to get in range, or if you need distance or get destroyed.

Imagine a couple scenarios:
-Guardians are 21 inches from target. They can move up, and plan on a 3 for run, and murderise being within 12". However, a 1 or 2 mean they don't get to shoot at all, and get absolutely destroyed next round. Is it worth the risk? Up to the player. Quite scary.
-Instead, Guardians are in range. They unload at 12". And run away. They roll a 2. Do they reroll? If they don't, the enemy has to charge at most 8". If they do, there is a 1/6 chance they only need a 7. (Throw in the Gamer's Inch - annoying, but usually innocent - and it gets a lot closer). When do you reroll? When not? Not as simple as it usually seems.

Perhaps allow them to take a 3" run *or* roll? The chance for terrible is quite important, I feel.

(What you have works, just trying to make it better.)
   
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Trustworthy Shas'vre






Bharring wrote:
Outliers are huge when either you need to cover distance to get in range, or if you need distance or get destroyed.

Imagine a couple scenarios:
-Guardians are 21 inches from target. They can move up, and plan on a 3 for run, and murderise being within 12". However, a 1 or 2 mean they don't get to shoot at all, and get absolutely destroyed next round. Is it worth the risk? Up to the player. Quite scary.
-Instead, Guardians are in range. They unload at 12". And run away. They roll a 2. Do they reroll? If they don't, the enemy has to charge at most 8". If they do, there is a 1/6 chance they only need a 7. (Throw in the Gamer's Inch - annoying, but usually innocent - and it gets a lot closer). When do you reroll? When not? Not as simple as it usually seems.

Perhaps allow them to take a 3" run *or* roll? The chance for terrible is quite important, I feel.

(What you have works, just trying to make it better.)


I definitely hear what you are saying, and in premise I like the idea of failing... but... is what we have now a significant enough improvement over the Stock Matchless Agility... and is there a need for a more complicated.

The problem with 3 or roll is Fleet, and having to spell out the interaction. I guess it does work if they choose before rolling and the decision stands, fleet is usually going to be superior in all but 11% of times... 5.5% chance for a 2 and 5.5% chance for a 1 assuming they reroll only 1s and 2s.

3 or roll is definitely the most workable solution, but is it necessary? Convince me, haha.

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
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Note: Warp Spiders, RaW cannot Flickerjump more than once. The rule for Flickerjump states that the Warp Spiders make a "Warp jump" that is limited to 2D6" rather than 2D6+6". When you look at the rule for Warp jump, it states, "roll once each turn" (referring to the distance moved). If you can only make that roll once in a turn, you can only Flickerjump once.

Zag--I'll wait until you 'balance' the Tau codex to decide how I feel about 4+ armor save jetbikes, etc.
   
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DCannon4Life wrote:
Note: Warp Spiders, RaW cannot Flickerjump more than once. The rule for Flickerjump states that the Warp Spiders make a "Warp jump" that is limited to 2D6" rather than 2D6+6". When you look at the rule for Warp jump, it states, "roll once each turn" (referring to the distance moved). If you can only make that roll once in a turn, you can only Flickerjump once.

Zag--I'll wait until you 'balance' the Tau codex to decide how I feel about 4+ armor save jetbikes, etc.


That is a tenuous RAW situation as Flickerjump is its own special rule that is triggered each time it is targeted, either way spelling it out doesn't hurt anything and avoids a RAW dispute.


I have a pretty good idea what the Tau Codex needs.... but the big ones off the top of my head are....

Limit to 2 Signature Systems per model, huge hit to the BuffCommander that is very much needed.
Some tweak to break the Farsight Bomb, maybe just a Farsight and Shadowsun may never be in the same unit stipulation, or a No Scatter Deepstrike doesn't work if any other ICs are in the unit. Or each of the seven suits must have a unique systems loadout. Have to think on this.
Riptide Ion Accelerator becomes a 30-40pt upgrade. The HBCtide isn't bad due to killing itself with NOVA, but the IA is what breaks the Riptide, by reducing the need to NOVA it greatly increases its durability, and a Large Blast S8 AP2 in arn army with access to Ignores cover... Or just make the IA AP3 unless NOVAed which is fitting with other Ion weapons. Either way, its needed.
Broadsides increase in cost 5pts, Heavy Rail Rifle gets buffed or the HYMP becomes an upgrade for cost which just increases its total cost.
Early Warning Override to 10 pts. 5pt Interceptor was a joke, or it has a special higher cost for Riptides ie 5/15pts.
Sergeant Upgrades to 5pts like my other Errata
Flyers get a rework or at least a points drop.
Vespids become better and or cheaper.
Pathfinder Upgrades drop in price.
Stealth Teams get better or just cheaper
Hammerheads get better or more likely just cheaper
Devilfish gets a slight tweak... maybe
Plus wargear upgrade price tweaking as in my other Erratas.

Tau weren't a bad codex at all, but the ability to Stack Sig Systems onto one model for the BuffCommander was just bad, they grossly underpriced the Ion Accelerator upgrade, underpriced HYMP Broadsides, underpriced the Early Warning Override Upgrade, and made the Farsight Bomb a thing. Relatively an easy codex to write a Balance Errata for. Once the strongest options are fixed and the weakest are fixed Tau are sitting at a decent balance point.

This message was edited 1 time. Last update was at 2015/05/19 18:23:20


40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
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 Zagman wrote:
DCannon4Life wrote:
Note: Warp Spiders, RaW cannot Flickerjump more than once. The rule for Flickerjump states that the Warp Spiders make a "Warp jump" that is limited to 2D6" rather than 2D6+6". When you look at the rule for Warp jump, it states, "roll once each turn" (referring to the distance moved). If you can only make that roll once in a turn, you can only Flickerjump once.

Zag--I'll wait until you 'balance' the Tau codex to decide how I feel about 4+ armor save jetbikes, etc.


That is a tenuous RAW situation as Flickerjump is its own special rule that is triggered each time it is targeted, either way spelling it out doesn't hurt anything and avoids a RAW dispute.


Sure, Flickerjump 'triggers', but the process can only be completed once: The rule for Warp jump (which is what a Flickerjump is: "...it can immediately make a Warp jump" (p 124)) is explained on page 154. In it, we are directed to, "roll once per unit each turn" (p 154), when making a Warp jump. So, if we've already rolled for a unit once this turn, we cannot roll again. That doesn't seem tenuous at all.
   
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DCannon4Life wrote:
 Zagman wrote:
DCannon4Life wrote:
Note: Warp Spiders, RaW cannot Flickerjump more than once. The rule for Flickerjump states that the Warp Spiders make a "Warp jump" that is limited to 2D6" rather than 2D6+6". When you look at the rule for Warp jump, it states, "roll once each turn" (referring to the distance moved). If you can only make that roll once in a turn, you can only Flickerjump once.

Zag--I'll wait until you 'balance' the Tau codex to decide how I feel about 4+ armor save jetbikes, etc.


That is a tenuous RAW situation as Flickerjump is its own special rule that is triggered each time it is targeted, either way spelling it out doesn't hurt anything and avoids a RAW dispute.


Sure, Flickerjump 'triggers', but the process can only be completed once: The rule for Warp jump (which is what a Flickerjump is: "...it can immediately make a Warp jump" (p 124)) is explained on page 154. In it, we are directed to, "roll once per unit each turn" (p 154), when making a Warp jump. So, if we've already rolled for a unit once this turn, we cannot roll again. That doesn't seem tenuous at all.


Actually RAW tell us to only roll once per turn, not that it can't be used more than once, to by RAW every time they are targeted they move the same distance, but still have infinite moves. As I said, the RAW is a mess, adding a clarification does no harm and only alleviates potential arguments.


Thoughts on the rough Tau Errata outline?

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
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Sounds more like it'd be better served by a YMDC thread. (Sounds tenuous to me, but don't have my book on hand.)


Automatically Appended Next Post:
For Farsight bomb, possibly make any unit with Shadowsun or Space Pope in them Allies of Convienince with any units with Farsight in them? Or just a 'Must join Bodyguard, no other model may join Bodyguard' on Farsight?

This message was edited 1 time. Last update was at 2015/05/19 18:48:37


 
   
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PA Unitied States

Restrictions: Add "Only one Wraithknight may be selected as a Wraith-Constructs Command Formation/Dataslate per Craftworld Warhost, this does not impact the number of Wraithknights that can be fielded through the Wraith Host Formation."

A game wide restriction of one LOW even in Formations and unbound would solve the problem for every list out there, and the future codices

Weapon Profiles
Scatter Laser
Range: 36" Strength: 5 AP: 6 Heavy 4

This fixes nothing other than wounding result, limits to the jetbike squad make more sense.

Shuriken
Bladestorm: "When firing a weapon with this special rule, a To wound roll of a 6 is resolved at AP3, but does not wound automatically regardless of toughness."

I agree here helps against MEQ, but still allows terminators to be useful

Replace Weapon Profiles for Distortion Weapons

D-Scythe
Range: Template Strength: 4 AP: 2 Assault 1, Distort

Heavy D-Scythe
Range: 18" Strength: 4 AP AP: 2 Assault 1, Blast, Distort

Wraithcannon
Range: 12" Strength: 10 AP: 2 Assault 1, Distort

D-Cannon
Range: 24 Strength: 10 AP: 2 Heavy 1, Barrage, Blast

WHY they always have had distort and saw very little fielding, they should keep distort

Heavy Wraithcannon
Range: 36: Strength: 10 AP: 2 Heavy 1, Distort

Distort: When rolling To Wound against non-vehicle models with this weapon, on a roll of a 6, it wounds automatically regardless of toughness and has the Instant Death Special Rule. Against vehicle models, on a roll of a 6 for armor penetration, it automatically causes a penetrating hit regardless of whether the armor penetration roll was greater than the Armor Value or not.

the 6th rules were fine

Treasures of Vaul
Eldar Jetbike: "A model riding an Eldar jetbike has a 4+ Armour Save and a twin-linked shuriken catapult. Their unit type also changes to Eldar Jetbike (see Warhammer 40,000: The Rules)."

limits to the wargear are just fine to tone down jetbikes they always were 3+ armor, they were not a problem until this codex allowed all heavy weapons


Wraithknight: 300pts
Wargear: Ghostglaive and Scattershield
May exchange Ghostglaive and Scattershield for.... Suncannon and Scattershield: 20pts; Two Heavy Wraithcannons: 40pts
May take up to two of the following in any combination... Scatter Laser: 10pts each; Shuriken Cannon: 10pts each; Scarcannon: 15pts each

When considering you changed the heavy wraith cannon to distort 300 points is fine, again was the heavy wraith cannons a problem in 6th ed codex, nope

22 yrs in the hobby
:Eldar: 10K+ pts, 2500 pts
1850 pts
Vampire Counts 4000+ 
   
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Stealth Suits probably only need a points drop. Their weapons should be good.

Why is Marker light/Target Lock so expensive on a Fire Warrior sarge, but so cheap on a Stealth Suits sarge?

Also, changes in ML cover-removal (such as -1 cover save per ML spent), or other ML changes are probably out of scope?
   
 
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