10279
Post by: focusedfire
Gorechild wrote:You could basically boil it down to the craftworld defining what troops you have.
Ulthwe = Guardian army
Saim Han= Jetbike army
Iyanden= Wraithguard army
Alaitoc= Ranger army
Biel-Tan= Dire Avenger Army
Then if each craftworld could have access to any of the HQ, elites, fast attack and heavy support.
The only problem then is people that play their own craftworld and want a mixture.
*Sigh* All along I have been saying that all armies would have access to all of the HQ's. This is why you could build any army you wanted and with better focus than the current ruleset. ......Now that I think about it though, each known Craftworld should have a named Hero available to only that Type.
Also, I would like for you to do me a favor. Show me build, outside of spamming an Elite unit, that you cannot make with my original proposal. Seriously, I am not being facetious. I believe that my earlier concepts were easier to understand rules wise and you could build any army. I want to know what builds I missed.
Mahtamori wrote:@ focusedfire: Since Ulthwé are supposed to use Guardians and Warlocks extensively, if you feel it is a bit powerful, maybe giving Ulthwé the unique ability to do this? "Ye, we're vanilla, but we've got near infinite range with our farseers" (since farseer powers are supportive in nature, and most of the army is Guardians+Warlocks, you're reach will be significantly better)
The real problem with the Farseers isn't that they are powerful, but rather that they are babysitters as often as not. If they aren't, they are usually in the group that's on the receiving end of the buffs, if they are they are usually far from the action and far from being risked. Granted that Mind's Eye would allow them to sit back in a forest somewhere while the council does the dirtywork for them (by the way, what if the council changed to retinue so you CANT detach them, and keep it small 1-3 so they are more bodyguard than a fighting unit?)
--(snip)--
Or, if we're really creative, we could come up with special rules for each craftworld type so that you only select flavour, rather than army.
Ulthwé - Farseers can use powers through Warlocks
Saim Hann - jet bikes and skimmers re-roll difficult terrain
Biel Tan - Banshees, Scorpions, Storm Guardians gain Furious Charge (or entire army gain it?)
Alaitoc - may infiltrate up to two units which would otherwise not be allowed to
Iyanden - Tough one... wraiths having FNP might be overpowered, wraiths always passing wraithsight strays from the character of the army
Actually, I sort of like the Alaitoc one. Can we have that as a general Eldar special rule? 
I don't think having the Farseer using powers through the Warlocks is in and of itself OP. It will depend upon what Psychic powers are available. Whatever they end up being, they need to be organic and not intrusive to game play and it will need to be balanced to prevent the Farseer from becoming the no-brainer HQ. I do think that if done right, Most Eldar armies will only need to use one. Actually, I like the idea of Farseers being limited in someway unless the army is Ulthwe.
As to the differing rules for each craftworld, I am hesitant. If done they need to be set in a standard format that won't have your opponent constantly asking why certain thing or units are not behaving normally. I was thinking of tying such rules that are currently being proposed to the Craft world heros or to the Phoenix Lords.
As to the proposed Alaitoc rule. I can see it being tied to the Craftworld hero who has yet to be invented.
Gorechild wrote:@ Mahtamori- I ment people who make up their own fluff and colour scheme for their army and maybe want a wide variety of different units.
I dont see any problems with calling them by the main craftworld names, if you want to play a custom craftworld that is similar to Saim Han, you just use the Saim Han rules....Plenty of people play Codex: Blood Angel's without using a BA colour scheme, why should it be any different for Eldar?
Exactly, This was my approach all along and my initial proposal, while rough, embraced this concept.
Gorechild wrote:Do you think just confining the Troop choice would bring enough character to each craftworld? That way you wont really restrict army builds but will encourage them to be fluffy. then we could possible give little incentives to use other particular units (but not make them mandatory).
Doing such to only the troop section will do nothing to fix the current Fire Dragon Spamming unless it replaced the dragons with another spammed Aspect. Also it stops being an army wide rule and creates craftworld specific rules that are not built upon an easy to follow standardized format. It also doesm't really capture the manpower shortages that the Eldar are supposed to be facing.
Mahtamori wrote:Hmm, I made a list over how the codex would look like if you moved troop choices around depending on craftworld, but edited it out. Suffice to say, the codex would look odd - cramped to the extreme everywhere except troop choices.
I prefer the format of using HQ's and Special characters to convey troop status to various specific Aspects. When you do it on the craftworld level it makes a jumble of the FOC that would be a nightmare to constantly explain and balance.
Mahtamori wrote:It would be more appropriate, I think, making special rules as above. For unit flavor, you could also attach scoring to select units that aren't troop. Say, Biel-Tan may score with the two melee aspects, Saim Hann may score with Shining Spears (and Swooping Hawks?), Ulthwé may score with any Warlock-attached unit, Iyanden with any Wraiths. Problem is Alaitoc, since their figurehead troop is already troop choice and there aren't a whole lot of non-troop units that's specifically Alaitoc.
A possibility would be that you simply attach a more powerful set of special rules to some types of armies, so Alaitoc may not have extra scoring troops, but they can infiltrate two units extra and may use concealed deployment on any one infiltrator (sword-lord infiltrating at a concealed spot which the enemy doesn't know about could be devastating). Or something similar.
I'd rather these rules were limited down to buyable characters and that a craft world theme was just allows for greater basic access that is still within the FOC. That way you can make your army according to the FOC and then the specialization occurs with the HQ's. When you look at the base cost of most Eldar units, you really are not going to be spamming a bunch of one unit, but if you do then you need to have an HQ that reflects the army. I reaaly fon't want to see Eldrad Leading another Biel-Tan build ever again.
Gorechild wrote:Well all the units would be in the same place in the FOC with the exception of moving Wraithguard from elite to troop. That would leave 5 different troops, 4 Elites, 4-5 Fast attack (depending on what we decide about war walkers) 4-5 Heavy support (considering we move falcons to transports) and 4 HQ's (counting the pheonix lords as 1).
That gives a fair ballance of unit type accross the FOC. Just say you are only allowed to include one type of troop choice in a single army and then you roughly have your craftworlds set out for you. You could then say:
"If your army contains Wraithguard, you may include an additional wraithlord that uses 1 fast attack slot of the FOC".
"If your army contains Jetbikes, The maximum squad size of Shining Spears is increased to (whatever)".
"If your army contains Rangers/pathfinders, 2 units of your choice gain the Infiltrator USR"
"If your army contains Dire Avengers, 2 units of your choice gain the furious charge USR".
"If your army contains Guardians, the range of any farseer power may be measured from the farseer or any warlock in the army"
Does that sound good?
IMO, this might be overly exploitable. You are looking at a 1750 army that would be almost always built like this:
HQ-Farseer w/ Spirit Stones, Doom, Guide, Fortune- 150
Elite- 8 Banshees + WS w/ Shuricannon- 228
Elite- 5 Fire Dragons + WS w/ Shuricannon- 190
Elite- 5 Fire Dragons + WS w/ Shuricannon -190
Troop-Min DA unit- 60 + WS w/ Shuricannon - 160
Troop-Min DA unit- 60 + WS w/ Shuricannon - 160
Troop-Storm Guardians x 11 w/ 2 flamers and Destructorseer- 151
Troop-Min Ranger unit- 90
Troop-Min Ranger unit- 90
HS-Fire Prism- 115
HS-Fire Prism- 115
HS-Wraithlord- Twin Flame, Shuricannon, Sword- 110
The strategy is that the Storms and Lord get infiltrated in and the Storms and Banshees get furious charge
List doesn't look like a problem until you realize that there is not much reason to play any other lists. Basically, the rules are not encouraging caried lists.
20079
Post by: Gorechild
@focusedfire- I was agreeing about the HQ's I think they should be available to all craftwords, I was just saying that FA eite and heavy support shouldnt be restricted. As I've been saying since probably page 4 of this thread, I dont think just restricting what units an army can take is the right approach. What you need is to make a list with 3 units of Fire Dragons equally good as a list with 3 units of Quins or Scorpions for example. If its as simpe as raising the points for dragons and improving the abilities of other elites then it will still achieve that. A unit isn't ballanced simply by saying "you can only have 1", if they are too effective for their points, or they are good enough at their job but they are cheap enough to just throw away then somthing clearly isn't right.
10279
Post by: focusedfire
Gorechild wrote:@focusedfire- I was agreeing about the HQ's I think they should be available to all craftwords, I was just saying that FA eite and heavy support shouldnt be restricted. As I've been saying since probably page 4 of this thread, I dont think just restricting what units an army can take is the right approach. What you need is to make a list with 3 units of Fire Dragons equally good as a list with 3 units of Quins or Scorpions for example. If its as simpe as raising the points for dragons and improving the abilities of other elites then it will still achieve that. A unit isn't ballanced simply by saying "you can only have 1", if they are too effective for their points, or they are good enough at their job but they are cheap enough to just throw away then somthing clearly isn't right.
The reason that I feel they should be destricted is for fluff and balance reasons. I am not trying to kill the Dragons effectiveness, instead I am trying to kill the spam list being a no brainer. Again, I will go back over the problem with changing the units too much.
A)If you make them too expensive, you then cripple the Eldars ability to handle AV 13-14 by overcosting their primary source for melta weapons. What I am saying is that I don't want the unit ti become unused due to overcosting. Eldar Aspects are supposed to be ferocious and points efficient, but not spammable unless they come from specific craftworlds or have certain Heros calling them to defend shrines and such.
B)If you drastically increase thier cost then the same would have to be shown throughout the army. This means that either the other Aspects also become over costed or the Fusion Guns will become 15-20 points each when purchased for the storm guardians and autarchs. IMO, players would still spam the dragons at 25 pts each, they would complain but still run them at min sized. If GW did such a thing it would drive people away from the army. This is because they can tell when a decision was an arbitrary one that limits a unit through pointing that clearly breaks the mathematical formula for the army. Doing such just rubs people the wrong way.
What I am saying is that the changes have to make sense or people won't play the army.
C)Try to improve the Assault aspects won't do any good unless you make them or some other part of the Army able to consistently crack open a flood of tanks. Making the Assault units able to handle theTanks turns them into MC equivalents that are masters of most trades. Improving other areas of Anti-tank will either do nothing or will kill the Fire Dragons as a viable unit choice. You make Storm Guardians BS 4 and able to take 3 Meltas, most likely you will see storm guardian/fire dragon spam. IMO, it is because 5th ed doesn't have a metagame as much as it has a melta-game.
D)I'm not saying that you can simply only have one because they are too effective. I'm saying that in order to properly reflect the backstory, these units need to be limited to operate with the HQ's and other units for which they were originally designed. Currently we have Eldrad and Ulthwe style Seercouncils being used to lead all of the Armies. You almost never see an Avatar outside of an Iyanden footdar list and Yriel pretty much gets used for anything but Iyanden(If he gets used). The reason for this mish mashing of army types has to do with the half hearted attempt to incorporate the Craftworld codex into the 4th ed codex.
Basicaly not every craftworld has unlimited access to all of the aspects and having a codex that says otherwise is killing the flavor and tactics of the army.
I hope this explains my perspective on what I see as the major problem with the current codex.
You say that you want the freedom to build any list but what happens is that when players are given access to so many units, without restiction to provide balance, they end up creating powerbuild Spam lists that turn the codex into a mono-build. When you have as much variety as the Eldar, there needs to be armybuilding guidelines that encourage the player to build balanced competitive lists that have minimal exploitability.
15667
Post by: Emperors Faithful
@Gorechild: I'm fine with bashing for now. I've always thought that the troops did well enough as is in defining a Craftworld (if you wanted to go Alaitoc or Saim-Hann ect) and adding in the Aspect Warriors to even things out and make it more competitive for armies with less-than-great troops. All the while this still allows for some very unique builds of personal craftworlds.
Anywho, it's certainly far from a 'broken' codex.
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Post by: focusedfire
Emperors Faithful wrote:@Gorechild: I'm fine with bashing for now. I've always thought that the troops did well enough as is in defining a Craftworld (if you wanted to go Alaitoc or Saim-Hann ect) and adding in the Aspect Warriors to even things out and make it more competitive for armies with less-than-great troops. All the while this still allows for some very unique builds of personal craftworlds.
Anywho, it's certainly far from a 'broken' codex.
Spoken like someone who doesn't play Eldar.
Seriously, The current codex is so limited and far from the backstory, It would be like you "having" to take grey knights, sisters or a SM HQ and units to make your Vostroyans playable. While the Codex is still competitive it breaks almost every background story to do such.
Now if you are going to stick around and bash on our creative process, I will have to call Shennannigans unless you open a proposed rule thread for the IG so that we can go over to it and return the bashing.  It will be more sporting that way.
15667
Post by: Emperors Faithful
focusedfire wrote:
Spoken like someone who doesn't play Eldar. 
I play Eldar.
...once. Playtesting with my Brothers stuff.
(Although the idea of a Jetbike Saim-Hann army has always appealed to me)
Seriously, The current codex is so limited and far from the backstory, It would be like you "having" to take grey knights, sisters or a SM HQ and units to make your Vostroyans playable. While the Codex is still competitive it breaks almost every background story to do such
.
...How?
Saim-Hann = Bikes + Shining Spears + Whatever the hell you want transported in Wave Serpents/Falcons
Iyanden = Wraithguard + Wraithlord (nothing to laugh at) + Farseers/Warlocks/SpiritSeers and a few choice apsects (No restriction of Vehichles)
Alatoic = Pathfinders (and Dire Avengers) + Anything else you care to mention
Ulthwe = Guardians (okay, fair point) + Farseers adn Warlocks + Perhaps a few choice apsects
Biel Tan = Dire Avengers + Apsect Warriors galore + Anything else
I'm not going to get into the smaller craftworlds, but perhaps you can show me a competitive list that really breaks the backround story of a Craftworld.
Now if you are going to stick around and bash on our creative process, I will have to call Shennannigans unless you open a proposed rule thread for the IG so that we can go over to it and return the bashing.  It will be more sporting that way. 
That's the thing, I don't really want a new IG codex. I am fairly content as it is. (Keep IG stats the same, make them 4 points a pop) Automatically Appended Next Post: focusedfire wrote:Gorechild wrote:You could basically boil it down to the craftworld defining what troops you have.
Ulthwe = Guardian army
Saim Han= Jetbike army
Iyanden= Wraithguard army
Alaitoc= Ranger army
Biel-Tan= Dire Avenger Army
Then if each craftworld could have access to any of the HQ, elites, fast attack and heavy support.
The only problem then is people that play their own craftworld and want a mixture.
Exactly. Is this a problem now?
*Sigh* All along I have been saying that all armies would have access to all of the HQ's. This is why you could build any army you wanted and with better focus than the current ruleset. ......Now that I think about it though, each known Craftworld should have a named Hero available to only that Type.
Also, I would like for you to do me a favor. Show me build, outside of spamming an Elite unit, that you cannot make with my original proposal. Seriously, I am not being facetious. I believe that my earlier concepts were easier to understand rules wise and you could build any army. I want to know what builds I missed.
Mahtamori wrote:
Alaitoc - may infiltrate up to two units which would otherwise not be allowed to
Actually, I sort of like the Alaitoc one. Can we have that as a general Eldar special rule? 
Not too bad. Goes with the whole idea of tricksy eldar.
10279
Post by: focusedfire
Emperors Faithful wrote:(Although the idea of a Jetbike Saim-Hann army has always appealed to me)
Thats how it starts. Go ahead, get yourself a Saim Hann army. They are red, fast and would look really good next to your Vostroyans in the display case.(Sibilant sith like voice whispering*- Good, good, give into the feeling.....)
Emperors Faithful wrote:focusedfire wrote:Seriously, The current codex is so limited and far from the backstory, It would be like you "having" to take grey knights, sisters or a SM HQ and units to make your Vostroyans playable. While the Codex is still competitive it breaks almost every background story to do such
.
How?
Saim-Hann = Bikes + Shining Spears + Whatever the hell you want transported in Wave Serpents/Falcons
Iyanden = Wraithguard + Wraithlord (nothing to laugh at) + Farseers/Warlocks/SpiritSeers and a few choice apsects (No restriction of Vehichles)
Alatoic = Pathfinders (and Dire Avengers) + Anything else you care to mention
Ulthwe = Guardians (okay, fair point) + Farseers adn Warlocks + Perhaps a few choice apsects
Biel Tan = Dire Avengers + Apsect Warriors galore + Anything else
I'm not going to get into the smaller craftworlds, but perhaps you can show me a competitive list that really breaks the backround story of a Craftworld.
1)Any list spamming Fire Dragons that has Eldrad as an HQ.
2)Any list that spams Fire dragons and doesn't have Fuegan as an HQ.
3)Dual Jetseer lists leading armies with no jetbikes.
The list goes on. It may not seem like much to you because they are all in the same book but take a look at the old 1999 Eldar codex and the 2000 codex: craftworld Eldar suppliement and you will begin to get an idea of the problem. The current codex is to eldar players like what it would be like for the Imperium players if GW combined all of the IG, Sisters, Inquisition and an odd SM chapter into one book. The book claims that you can still build your old favorite armies, but the reality of how the units were over costed limits you to being stuck using bastardized builds. Imagine if you had to us an Inquisitor as HQ and 3 units of SMs just to field your Vostroyans effectively. That is how the current codex feels to some of us.
20079
Post by: Gorechild
@focused - How exactly would you suggest your idea would be put forward in the codex? I'm having a bit of a brainfart and trying to scan back through to find it isn't working for me
Also, have we come to any vague conclusion on an ary wide rule? fast and few seemed good, are we sticking with just that? I'm really starting to feel like this all needs to be written down in an article or somthing so we can see what we've achieved and where were going
15667
Post by: Emperors Faithful
focusedfire wrote:Emperors Faithful wrote:(Although the idea of a Jetbike Saim-Hann army has always appealed to me)
Thats how it starts. Go ahead, get yourself a Saim Hann army. They are red, fast and would look really good next to your Vostroyans in the display case.(Sibilant sith like voice whispering*- Good, good, give into the feeling.....) 
I've recently been looking at a 2nd Hand DE codex as well. Hmmm, Raider and Scourge Dark Lance Spam...
And Combat Drugs.
DO DRUGS. FIGHT AWESOME.
1)Any list spamming Fire Dragons that has Eldrad as an HQ.
Okay, 1 Fire Dragon Squad in Ulthwe isn't terrible as far as fluff goes.
2)Any list that spams Fire dragons and doesn't have Fuegan as an HQ.
There are two HQ slots. Avatar? Also, you don't need to take Fuegen every army that includes Fire Dragons
3)Dual Jetseer lists leading armies with no jetbikes.
HQ? Meh, this one I admit is a bit WTF.
BTW, would these Fire Dragons be placed in Wave Serpents?
The list goes on. It may not seem like much to you because they are all in the same book but take a look at the old 1999 Eldar codex and the 2000 codex: craftworld Eldar suppliement and you will begin to get an idea of the problem. The current codex is to eldar players like what it would be like for the Imperium players if GW combined all of the IG, Sisters, Inquisition and an odd SM chapter into one book. The book claims that you can still build your old favorite armies, but the reality of how the units were over costed limits you to being stuck using bastardized builds. Imagine if you had to us an Inquisitor as HQ and 3 units of SMs just to field your Vostroyans effectively. That is how the current codex feels to some of us.
Honestly, I think you are being a bit melodramatic here. A better example would be how a 'Combined Inquisition' codex with GK/ SoB and Deatwatch combined would feel to SoB or GK players.
And you have to admit that there is a FAR greater difference between IG, SM and Inquisition. They aren't even comparable. Eldar armies on the other hand are very similar and ALL utilise (to some extent) the same units as other Eldar Craftworlds, but they lean towards one style of another. You can still have guardians in Iyaden or Alaitoc, but they ussually rely on Wraithguard or Pathfinders. The only difference is really a paint scheme. But maybe I'm being a bit harsh here.
31501
Post by: ThatMG
 funny thing I think reading these comments is "In 2030 eldar will have the 5 codexs that they want but Space marines will have all 20 and Imperial guard will have a lot more."
buts thats if we pass 2012 the end of space and time.
10279
Post by: focusedfire
Emperors Faithful wrote:
Focusedfire said1)Any list spamming Fire Dragons that has Eldrad as an HQ.
Emperors Faithfull replied-Okay, 1 Fire Dragon Squad in Ulthwe isn't terrible as far as fluff goes.
Focusedfire said-2)Any list that spams Fire dragons and doesn't have Fuegan as an HQ.
Emperors Faithfull replied-There are two HQ slots. Avatar? Also, you don't need to take Fuegen every army that includes Fire Dragons
Focusedfire said-3)Dual Jetseer lists leading armies with no jetbikes.
Emperors Faithfull replied-HQ? Meh, this one I admit is a bit WTF.
BTW, would these Fire Dragons be placed in Wave Serpents?
1)One squad isn't bad but three is right out
2)Not everytime fire dragons are taken in limited numbers but when fielded in three strong units, this is where you would see the Phoenix lord leading his Aspect
3)Agreed, It needs to be fixed.
And yes, the FDs are in wave serpents. It still doesn't fit the background.
Emperors Faithful wrote:focusedfire wrote:The list goes on. It may not seem like much to you because they are all in the same book but take a look at the old 1999 Eldar codex and the 2000 codex: craftworld Eldar suppliement and you will begin to get an idea of the problem. The current codex is to eldar players like what it would be like for the Imperium players if GW combined all of the IG, Sisters, Inquisition and an odd SM chapter into one book. The book claims that you can still build your old favorite armies, but the reality of how the units were over costed limits you to being stuck using bastardized builds. Imagine if you had to us an Inquisitor as HQ and 3 units of SMs just to field your Vostroyans effectively. That is how the current codex feels to some of us.
Honestly, I think you are being a bit melodramatic here. A better example would be how a 'Combined Inquisition' codex with GK/ SoB and Deatwatch combined would feel to SoB or GK players.
And you have to admit that there is a FAR greater difference between IG, SM and Inquisition. They aren't even comparable. Eldar armies on the other hand are very similar and ALL utilise (to some extent) the same units as other Eldar Craftworlds, but they lean towards one style of another. You can still have guardians in Iyaden or Alaitoc, but they ussually rely on Wraithguard or Pathfinders. The only difference is really a paint scheme. But maybe I'm being a bit harsh here.
When you look at the old craftworld builds you will notice that the armies had some major differences. Much more than what you are suggesting with the comparison to the combined Inquisition reference. The point was that the various craftworlds did not use the same core units and the stat-lines varied greatly, they were supposed to shake out something like this:
Alaitoc: Scouting Army with Rangers, Pathfinders and War Walkers at its core. Aspect warriors are supposed to be better than normal but limited in number.
Notable average Stats: WS3 BS 4 T3 I4 Save 5+ Shooting range of infantry 36"
Biel-Tan: Assault Army made up of the Avatar and Aspect warriors throughout the army. Fast mobile army made up of specialists.
Notable average Stats: WS4 BS 4 T3 I5 Save 3+ High number of attacks on average than the other armies
Iyanden: Resilience Army that uses Spiritseers, Wraithguard and Wraithlords as it core units. Tough army carrying the most formidable weapons.
Notable average Stats: WS4 BS 4 T6+ I4 Save 3+ Carries wrathcannons
Saim Hann: Speed and mobility base army that uses Jetbikes and Vypers throughout the army. This is the fastest and most mobile army able to be fielded
Notable average Stats: WS3 BS 3 T4 I4 Save 3+ Just a good all around army mounted on Eldar Jetbikes
Ulthwe: HQ-Seer Councils and Eldrad, Troops are Black Guardians and limited access to aspect warriors
Notable average Stats: WS 3-4 BS 3-4 T3 Save 4-5+ Army was full of guardians buffed by the plentiful psykers and was restricted in access to Aspect warriors.
Yes, the armies use the same vehicles but these are from when you rarely saw more than 3-4 vehicles in a non- IG list. Finding a way to bring these craftworlds back while keeping them balanced is what many of the Eldar players would like to see. It doesn't have to be seperate codices, I am fine with one book. However, I am not fine with just one bastardized build. Maybe a better comparison would be that the Eldar recieved a similar treatment as the CSM codex. Yeah, It had a couple of good builds but they don't fit the background and over-time it has boiled down to a bland basic build. The codex is getting to the point of needing an update and we are expressing what we think would be nice to see in the next dex and attempting to theorize as to how it will look when set in the newer format.
If you have any ideas of how the codex will change when set in the 5th ed Army special rule/Herohammer format, I would like to hear them.
@All posters- Please to continue with the discussions while EF and I continue with our discussion.
@ Mahtamori, Gorechild and Gavin, "Could each of you post a full version of what you think the army wide rules should be. I think it would be helpful to see the various full ideas side by side as it were.
Thanks, ff
15667
Post by: Emperors Faithful
focusedfire wrote:
2)Not evertime fire dragons are taken in limited numbers but when fielded in three strong units, this is where you would see the Phoenix lord leading his Aspect
Or, it could be a Craftworld that is virbant and 'explosive', a culture that utilises a lot of Fire Dragons.
When you look at the old craftworld builds you will notice that the armies had some major differences. Much more than what you are suggesting with the comparison to the combined Inquisition reference. The point was that the various craftworlds did not use the same core units and the stat-lines varied greatly, they were supposed to shake out something like this:
Wait GK, Inquisitorial and SoB builds aren't considered vastly different?
Alaitoc: Scouting Army with Rangers, Pathfinders and War Walkers at its core. Aspect warriors are supposed to be better than normal but limited in number.
Notable average Stats: WS3 BS 4 T3 I4 Save 5+ Shooting range of infantry 36"
You can do this
Biel-Tan: Assault Army made up of the Avatar and Aspect warriors throughout the army. Fast mobile army made up of specialists.
Notable average Stats: WS4 BS 4 T3 I5 Save 3+ High number of attacks on average than the other armies
You can do this
Iyanden: Resilience Army that uses Spiritseers, Wraithguard and Wraithlords as it core units. Tough army carrying the most formidable weapons.
Notable average Stats: WS4 BS 4 T6+ I4 Save 3+ Carries wrathcannons
You can do this
Saim Hann: Speed and mobility base army that uses Jetbikes and Vypers throughout the army. This is the fastest and most mobile army able to be fielded
Notable average Stats: WS3 BS 3 T4 I4 Save 3+ Just a good all around army mounted on Eldar Jetbikes
You can do this,
Ulthwe: HQ-Seer Councils and Eldrad, Troops are Black Guardians and limited access to aspect warriors
Notable average Stats: WS 3-4 BS 3-4 T3 Save 4-5+ Army was full of guardians buffed by the plentiful psykers and was restricted in access to Aspect warriors.
You can do this
Yes, the armies use the same vehicles but these are from when you rarely saw more than 3-4 vehicles in a non-IG list. Finding a way to bring these craftworlds back while keeping them balanced is what many of the Eldar players would like to see. It doesm't have to be seperate codices, I am fine with one book. However, I am not fine with just one bastardized build. Maybe a btter comparicon would be that the Eldar recieved a similar treatment as the CSM codex. Yeah, It had a couple of good builds but they don't fit the background and over-time it has boiled down to a bland basic build. The codex is getting to the point of needing an update and we are expressing what we think would be nice to see in the next dex and attempting to theorize as to how it will look when set in the newer format.
If you have an ideas of how the codex will change when set in the 5th ed Army special rule/Herohammer format, I would like to hear them.
The current codex allows players to stick to the backround of Craftworlds, but it also allows them to go super competitive if they so wish, and you'll ussually see that Competitive Lists bastardize any codex (Lysander in LR with Termies, but not Imperial Fists. Vulkan in a non-salamander Army ect), you can do this with most armies. Mayhaps it is time that you looked at my sig.
20079
Post by: Gorechild
Okay I'll fire away with my army wide rule idea's. The ones I'm going to suggest are just going to be generic. Nothing Craftworld specific yet until we decide on the approach we will take with each one.
(Stolen but added to  )
Fast but Few - The natural agility of the Eldar race gives them the ability to launch lightning assaults with small but perfectly coordinated units.
Any unit with this rule gains the Fleet universal special rule. In addition If the unit started the game with the minimum squad size they may add an extra D3" to their result when attempting to run.
I spent ages trying to think of a rule to give a bonus for taking fully sized units, maybe conferring a different USR depending on the units aspect, but couldn't write anything I liked
28383
Post by: Mahtamori
Emperors Faithful wrote:focusedfire wrote:
2)Not evertime fire dragons are taken in limited numbers but when fielded in three strong units, this is where you would see the Phoenix lord leading his Aspect
Or, it could be a Craftworld that is virbant and 'explosive', a culture that utilises a lot of Fire Dragons.
When you look at the old craftworld builds you will notice that the armies had some major differences. Much more than what you are suggesting with the comparison to the combined Inquisition reference. The point was that the various craftworlds did not use the same core units and the stat-lines varied greatly, they were supposed to shake out something like this:
Wait GK, Inquisitorial and SoB builds aren't considered vastly different?
Alaitoc: Scouting Army with Rangers, Pathfinders and War Walkers at its core. Aspect warriors are supposed to be better than normal but limited in number.
Notable average Stats: WS3 BS 4 T3 I4 Save 5+ Shooting range of infantry 36"
You can do this
Biel-Tan: Assault Army made up of the Avatar and Aspect warriors throughout the army. Fast mobile army made up of specialists.
Notable average Stats: WS4 BS 4 T3 I5 Save 3+ High number of attacks on average than the other armies
You can do this
Iyanden: Resilience Army that uses Spiritseers, Wraithguard and Wraithlords as it core units. Tough army carrying the most formidable weapons.
Notable average Stats: WS4 BS 4 T6+ I4 Save 3+ Carries wrathcannons
You can do this
Saim Hann: Speed and mobility base army that uses Jetbikes and Vypers throughout the army. This is the fastest and most mobile army able to be fielded
Notable average Stats: WS3 BS 3 T4 I4 Save 3+ Just a good all around army mounted on Eldar Jetbikes
You can do this,
Ulthwe: HQ-Seer Councils and Eldrad, Troops are Black Guardians and limited access to aspect warriors
Notable average Stats: WS 3-4 BS 3-4 T3 Save 4-5+ Army was full of guardians buffed by the plentiful psykers and was restricted in access to Aspect warriors.
You can do this
Yes, the armies use the same vehicles but these are from when you rarely saw more than 3-4 vehicles in a non-IG list. Finding a way to bring these craftworlds back while keeping them balanced is what many of the Eldar players would like to see. It doesm't have to be seperate codices, I am fine with one book. However, I am not fine with just one bastardized build. Maybe a btter comparicon would be that the Eldar recieved a similar treatment as the CSM codex. Yeah, It had a couple of good builds but they don't fit the background and over-time it has boiled down to a bland basic build. The codex is getting to the point of needing an update and we are expressing what we think would be nice to see in the next dex and attempting to theorize as to how it will look when set in the newer format.
If you have an ideas of how the codex will change when set in the 5th ed Army special rule/Herohammer format, I would like to hear them.
The current codex allows players to stick to the backround of Craftworlds, but it also allows them to go super competitive if they so wish, and you'll ussually see that Competitive Lists bastardize any codex (Lysander in LR with Termies, but not Imperial Fists. Vulkan in a non-salamander Army ect), you can do this with most armies. Mayhaps it is time that you looked at my sig. 
You seriously need to review what has been written as the intent of the thread, how we've been discussing, and what we're trying to avoid. No one is doubting that you can make an army in the STYLE of Iyanden or Alaitoc. That's not really why we're discussing craftworld specific rules (which I'll re-state that I personally do not think are necessary) or why we're discussing remaking units in the codex.
Yes, you can spam out DA, Banshees and Scorpions and paint them white-and-green and say "Biel-Tan!". It's just not effective!
You've got roughly two "different" builds which makes good spots in tournaments:
1. Tank-spam. Minimize your infantry costs, get as many squads of Fire Dragons possible (but keep them minimized) and otherwise go all-out on the heavy tanks, preferably Fire Prisms.
2. Jetbikes. I'm not talking about Shining Spears, I'm talking about Jetbike Guardians to grab objectives and Jetbike Warlocks to do the killing. Supported by tanks.
There are other variations you'll see in tournaments that may even score high, but they are really hard to play with and usually do not involve the following units (or do not rely on them): Banshees, Scorpions, Guardians in any shape or form or any of the Fast Attack choices. Falcons are also ranked low because they are usually out-classed by Fire Prisms.
Suffice to say, tank-spam with supporting dragon-spam is tiresome. The codex isn't broken (in the same way we can say that the DE or Necron codices are perfectly playable, why would they want a new one?) and can produce a competitive list. What we're trying to do is make the codex more interesting and varied in the competitive lists. You'll note how no one has suggested anything dealing with Serpents or Fire Prisms at all? They're fine. That's not the section of the codex that needs work.
...and like you I personally don't think we need craftworld specific rules. I also think we need to kill off a few chapter-specific codices, one Chaos and one Emperor variation are plenty enough. Automatically Appended Next Post: Army wide rules, serious edition:
* All units, with no exception, are fleet.
* Farseer powers may be cast through any Eldar Psycher.
* ("Gets hot" and any sort of backfire does not exist in the codex)
It would be nice with the "up to two units may infiltrate" rule, but I'm uncertain how that would impact the overall cost of the units, and how it could be abused. Infiltrating a Guardian squad or a Reaper squad is nice and fair, but sticking two sword-lords in a forest 12" from the enemy is not nice.
20079
Post by: Gorechild
Mahtamori, you suggested no Gets Hot! or other "Backfires" not existing, what about POTW?
I agree that the infiltrating units rule could be abused REALLY badly, so unless you could find a way to restrict it, I think it would be best left out. Seeing as we were considering Autarch's allowing you to enter play from pretty much anywhere, there isn't a desperate need to be able to infiltrate loads of units as well.
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Post by: Mahtamori
Gorechild wrote:Mahtamori, you suggested no Gets Hot! or other "Backfires" not existing, what about POTW?
I agree that the infiltrating units rule could be abused REALLY badly, so unless you could find a way to restrict it, I think it would be best left out. Seeing as we were considering Autarch's allowing you to enter play from pretty much anywhere, there isn't a desperate need to be able to infiltrate loads of units as well.
POTW; I was unclear, I meant with regards to technology. It's in parenthesis simply because it's something that's not stated, but there any way.
Infiltrating; yeah, my assessment as well. Could possibly bring back Black Guardians and have them be non-sniping troop infiltrators.
20079
Post by: Gorechild
Ooooh sorry, Its obvious what you meant now!
The problem I see with adding another Infiltrating troop is that it will put them in direct contention with pathfinders, I think we should avoid bringing in another unit that will do mainly the same job as an existing unit. I think a better solution would be to give pathfinders different choices in wargear, rather than just snipers
15667
Post by: Emperors Faithful
Mahtamori wrote:
*snip*
I see, I misunderstood focusedfire's posts as calls for seperate Craftworld Codexe's, as he has argued somewhat before that if SM get seperate codexes so should Eldar (he says). I also became a bit defensive when he suggested that IG and SM could (should) be rolled up into one. That's factionalisation for you.
Can I ask how well a high-toughness Iyaden Army does in tournies? (Brightlance Wraithlords and Wraithguard in Falcons galore)
...and like you I personally don't think we need craftworld specific rules. I also think we need to kill off a few chapter-specific codices, one Chaos and one Emperor variation are plenty enough.
Same here, I think that all SM chapters could be included in a single (in-depth) book. Apart from SW, those guys have always been 'out there'. As for Craftworld specific rules, I'm against that as that means people may be influenced in by Tournament effectiveness in chosing their paint scheme. I don't know what suggestions would please Eldar players, I'm obviously out of my depth here.
20079
Post by: Gorechild
@EF- Generally I believe (athough having never actually seen one in a tournament) Iyanden lists struggle. They are extremely expensive in points, this coupled with the expensive eldar transports means you get very little in a normal force. They are pretty ordinary in CC as well so get tied up quite easily. If you take Wraithlords instead of prisms (as a true Iyanden list would) you suffer greatly when it comes to fighting hoard armys. In short, they are okay, but dont have anything on Serpent/Avenger/Dragon spam lists
15667
Post by: Emperors Faithful
Wait:
1) Iyanden aren't *entirely* reliant on Wraith fighting units, just heavily. So you can have other units present if a siazeable amount is still Wraithguard/Lord.
2) Mahtamori was saying that Dire Avengers aren't effective. Are they?
28383
Post by: Mahtamori
I believe the more successful MC armies (they aren't Iyanden proper) accomplishes their thing by taking as few troops as possible, 3 BL/EML lords, Avatar, together with Eldrad (since he's the only one who can fortune fortune doom/guide). The list might include a unit of Wraithguard in order to provide cover saves for the MCs and deter vehicles from getting within 12". As far as I'm aware, it accomplishes the melee with the four MCs together with Harlequins (kisses but no jester) and possibly Scorpions. Harlequins provide Wraithguards with cover saves without the enemy being able to shoot at the harlies.
It's a gimmick list, all in all. A bit difficult to work with since you really need your troops to stay together and since you give the initiative to the enemy completely. It all relies on the enemy being unprepared for a castle army.
This is all from reports I've been able to find, so take it with a grain of salt.
Wraithlords really do not work well in lists where troops are mounted in serpents, since lords are too slow.
23469
Post by: dayve110
Ok, i've been following this thread for a while reading it with interest as I'm in the process of writing my own Eldar fandex, 1st draft is almost finished.
Have a look at some of what i've got (i've done more or less the entire army selection, but im not going to post it all yet) if you want to see a particular entry, just ask. If you think something is good or bad, please say why so i can adjust it.
DARK REAPERS
Dark Reaper
3 5 3 3 1 4 1 9 3+
Reaper Exarch
4 6 3 3 2 5 2 9 3+
SPECIAL RULES
Infantry. Fleet of Foot.
WARGEAR
Reaper launcher: The reaper missile launcher has the following profile:
Range: 48” S: 5 AP: 3 Heavy 1
EXARCH WARGEAR
Tempest Launcher: The Exarch has an ancient reaper launcher that fires clusters of small reaper missiles in a great arc. It has the following profile:
Range: G48” S: 4 AP: 3 Heavy 2, ignores cover, pinning
EXARCH POWERS
Fast shot: The unit is adept at laying down a lethal hail of fire from any weapon, firing shot after shot into the enemy. The unit may add 1 to the number of shots fired by their weapons (example, Heavy 1 becomes Heavy 2)
Crack shot: The members of the unit are supreme masters of ranged combat, able to pinpoint their targets with unerring accuracy while on the move. The unit gains the USR: Slow and Purposeful. Crack shot may not be used in the same turn as Fast Shot.
-----------------------------
SWOOPING HAWKS
Swooping Hawk
3 5 3 3 1 5 1 9 4+
Hawk Exarch
4 6 3 3 2 6 2 9 3+
SPECIAL RULES
Fleet of Foot, Jump Infantry.
WARGEAR
Plasma Grenades.
Lasblaster: The lasblaster has the following profile:
Range: 24” S: 4 AP: 4 Assault 2
Swooping Hawk Wings: A model with Swooping Hawk wings moves as if equipped with a jump pack and may use the Deep Strike rules to deploy in missions that allow it. In addition Swooping Hawk wings allow the unit to move 6” in the assault phase as if they had a jetpack.
Swooping Hawk Grenade Pack: When a unit of Swooping Hawks Deep Strikes, it may place 3 small blast markers centred on an enemy model anywhere on the table and roll a scatter die. If an arrow is rolled the marker scatters D6” in the indicated direction and the other 2 blasts are worked out as a barrage. Work out hits and damage as normal.
Range: N/A S: 5 AP: 3 Small blast, Barrage (3), Pinning
Haywire Grenades: Haywire grenades are used for disabling enemy vehicles. They send out a powerful, short-range electromagnetic pulse that shorts out electrical wiring and disrupts the energy systems of its target. A model attacking with these grenades may only make a single attack. If it hits, roll a D6 to determine the effect.
1 = no effect, 2-4 = glancing hit, 5-6 = penetrating hit
EXARCH WARGEAR
Sunrifle: The sunrifle is much more powerful version of a lasblaster, the sunrifle can be fired on varied settings and is potent enough to slay entire squads. It has the following two profiles:
Range: 24” S: 4 AP: 4 Assault 6, Pinning
Range: 24” S: 6 AP: 3 Assault 3
EXARCH POWERS
Intercept: The unit has the ability to combat enemy vehicles on the move, able to do the damage needed quickly and precisely. The unit will never need worse than a 4+ to hit a vehicle in combat.
Rapid Redeployment: The unit may, in the movement phase, choose to move unto 24” in a straight line. The unit may not shoot or assault this turn and receives a 3+ cover save in the enemies following turn. In addition, the unit may make a Grenade Pack attack at any point that they passed over.
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SHINING SPEARS
Shining spears
4 4 3 3(4) 1 5 1 9 3+
Spears Exarch
5 5 3 3(4) 2 6 2 9 3+
SPECIAL RULES
Jetbike.
WARGEAR
Shining Spear Jetbike: The Shining Spears jetbike follows all the rules for a normal Eldar jetbike. In addition all Shining Spears have the USR: Skilled Rider
Laser Lance: On any turn in which they initiate an assault, models armed with a laser lance count as having Strength 6 power weapons. In addition they may be used as a ranged weapon with the following profile:
Range: 6” S: 6 AP: 2 Assault 1, Lance
EXARCH WARGEAR
Star Lance: The star lance is an extremely powerful laser lance, named for the weapon wielded by Asuryan himself from the back of his flying steed. It follows the rules for a laser lance but has a Strength of 8 in all cases.
EXARCH POWERS
Swift Assault: The unit knows the best time to descend upon the foe after years of combat, on any turn in which they initiate an assault, the unit may gain +2 attacks for charging instead of the usual +1
Withdraw: The unit watches the tides of combat closely for the best moment to withdraw from the fight, ready to attack again later, the unit has the USR: Hit and Run.
20079
Post by: Gorechild
Okay dayve, I'm going to completely ignore the Reapers entry you have given. We were discussing the other two units before so i'll give you my opinions on what you said for hawks and spears, eventhough it will be derailing what we have been talking about recently.
Hawks: Stats seem okay, BS is maybe a bit high. The war gear is pretty similar to it is now, although I think the intercept power is good. Like this, Hawks do still fit into the difficult spot where there is no really reason to used them over any of the other FA options we have. Over all they arent bad, but they are acking that little somthing that makes them a competitive choice (Much like they are currenty)
Shining Spears: once again, very similar to they are currently, they will still suffer all the issues they currently have. An idea i was considering was making them T3(5) to make them stand out, then coupled with the hold the charge rule discussed earlier and power weapons they would be good for last minute clearing of objectives or MC killers.
Now...Trying to get back to where we were. If we are giving up on the craftword specific rules idea (I will happily  ) we are left with having to sort out general army-wide rules. Is fast but few enough? seeing as many armies have more than one (Waagh + Mob rule for Orks, Combat tactics + Know no fear for Vanilla's ect) it would be more than reasonable to come up with another for Eldar.
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Post by: Mahtamori
I dislike the Fast But Few rule for the simple reason that it further encourages people to take minimized units, leaving the Eldar codex in a state where the high points range look as bad for the Eldar than it does now. Currently, Eldar achieve a max where you can fill your Elite and Heavy Support slots, but the competitiveness of the codex diminishes when you need to flesh out with Troop and Fast Attack choices. With Fast But Few rule, the codex will instead lose competitiveness when you need to bring larger units.
Any good criticism will also present something constructive, so here it is; how about the Fast But Few rule is altered to a Force Organization alteration? All non-vehicle units are bought in minimized sizes with no possibility for expanding them with more models. I.e. your Striking Scorpion won't be larger than 5 models plus ICs, Jetbike squads are sized 3.
For each non-vehicle Eldar squad, one squad of the same type may be added without occupying an additional FOC slot.
This is sort of like one of those marine tactical groups or whatnot. This may also need to be expanded with a few extra modifications, such as each squad has to have an Exarch (to combat DAVU, which I think is an abomination), and possibly combine with focusedfire's idea of limiting the number of aspect warrior choices you may take to avoid Dragon spam (or similar). Each aspect may only occupy one FOC slot?
20079
Post by: Gorechild
You could give another bonus for having larger squads? Maybe have it so you get "bonus a" if your squad is below x number of models but you get "bonus b" if it is larger than x? Get what I mean? That way, each aspect could either be used as a small fast task force or as a big powerhouse, what do you think?
23469
Post by: dayve110
Regarding the hawks there are 2 main options. Make them better at what they currently do, or completely overall them.
I went with making them better, with improved weapons creating a multiple shot/low strength mobile weapons platfrom, with the option to drop bombs without leaving the board every turn.
The other option i was considering is honing in on their grenade specialist fluf... something along the lines of underslung grenade launchers or similar. Instead of firing normally the hawks could fire grenades of several different types.
Plasma grenade: Target enemy squad, any Eldar unit assaulting the enemy unit gains the effects of assault grenades until the start of the next Eldar turn.
Photon grenade: Target friendly squad, this unit will gain the effects of defensive grenades until the start of the next Eldar turn.
Haywire grenade: Target enemy vehicle, the hawks may attack as though in combat using haywire grenades this shooting phase.
Vibro charge: Target enemy squad, enemy unit takes a pinning test at -1 (per hit scored)
Shuriken capsule: S3 AP6 Barrage(x). Target must be in Los, x=number of hawks in the unit
Corrosive grenade: Target enemy unit, cover saves taken by this unit are modified by -1 until the start of the next Eldar turn
Smoke grenade: Target friendly unit, cover saves taken by this unit are modified by +1 until the start of the next Eldar turn
There are plenty of ideas for grenade types, its just what to include/exclude being the main problem.
----------
Regarding Shining Spears. As they are they are decent at killing MC albeit an expensive way of doing so, the 'swift assault' rule and a reduction in points cost could be all this unit needs. 'Hold the line', may not be needed if we are including an Autarch +1/-1 reserves modifier.
----------
Army wide rules.
Fast but Few seems appropriate, in my experiance Eldar seem to work better in small groups, and they are faster than most (well they used to be at least). But here are some other ideas for consideration.
First idea
Careful Planning: The Eldar race are able to discern the future, reading the strands of fate as they are presented to them. The Eldar will endeavour to deliver a crushing blow to an enemy force, disabling their ability to retaliate. Reserves may be put into groups, each group will be rolled for with one roll as if they were one unit. Each group must arrive the same way (deep-striking, outflanking, etc) and if they are arriving via a table edge, must all move on from the same edge. Every unit in the group must arrive at once (no holding some units back)
Now, there will need to some sort of cap on how many units you can put into each group, and how many groups you could have. But i'll leave that up for discussion.
Second idea
Divination: Similar to Eldrad's ability but maybe just D3 units, or even D3-1. Eldrad can then (if he is still included) have his ability changed to modify this roll by +1 or +2 depending on what the original army-wide effect is.
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Craftworld specifics. When building your army list you may choose one trait.
Ulthwe: For every guardian squad (after the second) you may purchase an additional Farseer that does not use up a FOC slot. DA moved to ELITE. Reduced warlock cost for guardians.
Iyanden: For every full unit of wraithguard you may purchase a wraithlord that takes up a FA slot (gets Fleet for X points) or an ELITE slot (gains BS5 for X points).
Beil-tan: If the Avatar is taken you may move two units of aspect warriors to the TROOPS section of the FOC and they become 0-1 choice (you may not buy those units in their original slots)
Saim-hann: GJB squads gain shuriken pistol + CCW, each unit may include a cheiftan as opposed to a warlock for X points. The chieftan has the following stats.
WS: 5 BS: 4 S: 3 T: 3(4) W: 2 I: 5 A: 2 Ld: 9 Sv: 3+
And is armed with shuriken pistol, power weapon.
In addition, any unit of GJB may purchase other weapons instead of the shuriken cannon at the following points costs (etc etc etc)
Other guardian units may not be taken.
Alaitoc: Not sure on this one. Bring back ranger disruption?
20079
Post by: Gorechild
I think we'll leave the Hawks and spears untill we've got everyones view on army wide rules, I dont know if we are continuing with the Craftworld specific rules, but if we are, your suggestion for Iyanden seems okay. I believe the Ulthwe one to be VERY over powered, 6 Farseers in a list is just harsh.
Careful planning I like the sound of however :thumbs up: It would stop the REALLY annoying situation where your ony make one reserve roll and it leaves 1 unit stranded to get destroyed, and doesn't seem unreasonable. Wait to see the others views on it but I think you night be on to somthing there
28383
Post by: Mahtamori
Gorechild wrote:You could give another bonus for having larger squads? Maybe have it so you get "bonus a" if your squad is below x number of models but you get "bonus b" if it is larger than x?
Get what I mean?
That way, each aspect could either be used as a small fast task force or as a big powerhouse, what do you think?
Sounds a bit... complicated.
What about simply making the Eldar Wargear and special rules so that they get costed sufficiently high that they become few in comparison?
I mean, have an aspect warrior cost similar to a space marine equivalent, only without the armour but with more mobility. For instance, what if all Eldar assault units were equipped with flip belts, how much would that be worth? And what about holo suits or personal force fields for select troops?
I mean, we don't have to have army-wide special rules to make the units special. In fact, for Eldar it might make more sense not to have army-wide special rules simply because they are meant to be specialized.
Each unit could have extra tech or extra special rules applied as fitting their role instead. Flip Belts for assault units such as Banshees, Scorpions and Storm Guardians. Personal forcefields (5+ invulnerable) for hold-the-line type of units such as Scorpions, Reapers and maybe even Shining Spears and bike Guardians. Targeting assist helmets for Hawks and Reapers which mitigates night fighting and cover saves. Displacement suits (always count as in at least 5+ cover) for appropriate units such as Banshees, Storm Guardians and Spiders. (Naturally, Conceal Warlock power need to be changed to something along the line of provides Stealth USR). Holo-Grenades for deep strikers which either provide a 4+ save against anti-deep strike abilities or even a 4+ cover save on the turn they arrive.
There are almost endless possibilities. Eldar are fairly poorly/standard equipped for such a high-tech race.
20079
Post by: Gorechild
I think a higher point cost for units accross the board is a reasonable suggestion fluff-wise. It would give the army the feeling that every eldar life is precious, just as they say in the fluff. It might make for a very hard army to play (15+ points for a T3 SV4/5+ will be pretty unforgiving to new players). It would call for a complete re-build of the entire army and the way we approach everything though.
I agree with you that there needs to be a greater availability of lots of different bits of wargear and stuff though. I'm thinking of eldar in Dawn of War, they can infiltrate their buildings and have a vast selection of upgrades to take advantage of, where as you see alot less of this in the codex.
28383
Post by: Mahtamori
@dayve110:
Grenades in general: remember that they function in the first phase of combat, not until next turn.
Plasma Grenades: Most units in the Eldar army which need assault grenades already has them, so I think this option would only clutter the rules entry.
Photon Grenades: Tau Defensive Grenades in other words. For the reason they are Tau Grenades and for the reason that I think defensive grenades is something you really don't need to have to rely on an external unit to provide (not to mention that you're bombarding your own units!) I dislike this one.
Haywire Charge: I altered the name slightly. "Attacking as if in close combat" means a few things: automatic hits on stationary targets, really difficult to hit on moving targets, only hitting on 6+ on dreadnoughts, and the targets gaining no cover saves against what is essentially a shooting attack. Maybe a template rule (small blast, units not under the hole can only score glancing hits?) with no restrictions on shooting phase.
Vibro Charge: I like this one.
Corrosive Grenades: I like this one.
Smoke Grenades: How about it places a large blast template size area terrain that provides 5+ cover?
Although I should perhaps personally state that I see more potential for the unit to get an over-haul to become something like a Storm+Defender Guardian aspect warrior with jump pack and have the grenades provide Assault Grenade + additional attack on charge. We're missing a unit option like that. I.e.
Aspect Warrior statline. CCW+Pistol, Lasblaster. Unit's main target is Space Marine scouts or lighter, land close, shoot, assault.
That's side tracking our current line of discussion, though.
---
Careful Planning: I like this one.
What about a rule of three? You may group up to three separate unit entries as one combat group.
Divination: I like this one as well, even if it has a Farseer feel to it.
A strong contestant for an Eldar army-wide rule. I'd set it to a fixed value of 2, so that you can rely on it, though. (IIRC this is the re-deploy special rule, right? I'm on vacation in a remote forest so to speak) Could rename it to something like Holographic Simulacrum if you want to detach it from the Farseer part, though.
---
Gives me an idea... which is completely random and not at all properly thought through...
Eldar are really strong on the holo-side of warfare. Their tanks are shimmering things who's visual appearance constantly warp around, making them hard getting a fix on. What if they are able to purchase Simulacrum troop. Essentially, you flesh out the Eldar infantry with holographic simulations. They can't shoot, can't attack in melee, and only ever get cover saves. They're there to soak bullets.
Sort of like Mirror Image from Dungeons and Dragons or Illusions from Starcraft series.
20079
Post by: Gorechild
@Mahtamori - your holo-field style suggestion for infantry woud be interesting. I would see it as a wargear upgrade possibly, rather than a rule, but it is a very "Eldar-y" idea. I like it.
As far as Careful planning goes I think "reserves may be joined into groups of up to 3 units and are rolled for as if they were a single unit. They must all enter play within 18" of eachother and must all arrive on the same turn" would do the job perfectly.
That along with Fast but Few streamlined to "Fast but Few- All units with this rule may roll 2D6 when running, the highest result is always used" would be plenty for Army wide rules IMO.
Thoughts?
23469
Post by: dayve110
Fast but Few seems good.
With careful planning, would you consider a wave serpent with dire avengers + Farseer as 1 unit? or three? how about,
"reserves may be joined into groups of up to 3 units (passengers in vehicles and attached caracters do not count towards this limit) and are rolled for as if they were a single unit. They must all enter play within 18" of eachother and must all arrive on the same turn"
28383
Post by: Mahtamori
Gorechild wrote:@Mahtamori - your holo-field style suggestion for infantry woud be interesting. I would see it as a wargear upgrade possibly, rather than a rule, but it is a very "Eldar-y" idea. I like it.
As far as Careful planning goes I think "reserves may be joined into groups of up to 3 units and are rolled for as if they were a single unit. They must all enter play within 18" of eachother and must all arrive on the same turn" would do the job perfectly.
That along with Fast but Few streamlined to "Fast but Few- All units with this rule may roll 2D6 when running, the highest result is always used" would be plenty for Army wide rules IMO.
Thoughts?
The name "fast but few" is a bit iffy, for lack of better word, but I can still not come up with a better alternative.
The way I envisioned the holo-field would simply read that any unit may be joined by up to 5 holo images for about half the price of a normal model.
Holo images may not shoot or attack in melee, but may still be the subject of attacks and may have wounds assigned to them like an ordinary member of the squad. Casualties among the holo images are ignored for all purposes of combat resolution, squad size, etc., but once a holo image has been damaged, it will no longer be functional for the remainder of the battle. Holo images are ignored if the unit suffers wounds or casualties from terrain or movement; a squad of Warp Spiders which roll a double on their jump during the assault phase may not remove a holo image, for instance.
For the price the last part may be a bit restrictive, though, but the idea is that you buy 1-5 extra wounds for the unit.
28383
Post by: Mahtamori
dayve110 wrote:Fast but Few seems good.
With careful planning, would you consider a wave serpent with dire avengers + Farseer as 1 unit? or three? how about,
"reserves may be joined into groups of up to 3 units (passengers in vehicles and attached caracters do not count towards this limit) and are rolled for as if they were a single unit. They must all enter play within 18" of eachother and must all arrive on the same turn"
This is more or less covered in the BRB. Squads in their transports count as a single unit for reserve rolls, same goes for ICs joined with a squad. I'd also say that deployment must be made in a similar manner, from the same table edge, and that all units in the group must be eligible for such a deployment and then leave it at that.
If they arrive through outflanking, they all arrive from the same table edge (but not necessarily the same section of that table edge), but only provided they all have Outflanking or Scout special rule in some way.
If they deep strike, they must all have Deep Strike deployment or be Jump Infantry, and may deep strike anywhere they so please.
Essentially, it's not a huge advantage, you just get to get your reserves arriving in groups rather than random batches. After all, you may find that your entire reserve arrives at turn 4, so it might work to your disadvantage (although if you have an autarch, that's less probable)!
20079
Post by: Gorechild
Instead to the holo-guardians or holo-avengers ect being a rule it could be a wargear entry, "a squad of X may purchase upto 5 Holo-X's for 5 points each. They move with the unit but may not fire or make any attacks in close combat, wounds may be alocated against them as with any other model"
Badly phrased, but it gets the message across
23071
Post by: MandalorynOranj
Wow, finally finished reading through all that, saw some ideas I really liked and some I didn't, but as for the matter at hand:
@Gorechild- I LOVE this holo-image thing and think it would be amazing as wargear. What about a version of it for vehicles that can take a single hit instead of the actual vehicle. I've never thought that the current vehicle holo-fields were all that great.
28383
Post by: Mahtamori
MandalorynOranj wrote:Wow, finally finished reading through all that, saw some ideas I really liked and some I didn't, but as for the matter at hand:
@Gorechild- I LOVE this holo-image thing and think it would be amazing as wargear. What about a version of it for vehicles that can take a single hit instead of the actual vehicle. I've never thought that the current vehicle holo-fields were all that great.
One of the ideas behind it was that it's relatively easy and cheap making these holo images for infantry - you simply pick up an extra box of them from your FLGS and paint them your craftworld colours in brighter or bluer tones. Making a similar vehicle upgrade is a bit more difficult to justify completely soaking a hit, additionally hitting a vehicle is easier while wounding it is harder, the idea is that the image is simply a semi-sentient piece of shiny air. Rolling for penetration on semi-permeable air?
I think the holo fields on vehicles does their job admirably, although one could argue that they would rather provide a cover save - but then you'd find that you're encouraging the mobile Eldar to stay put which is something only the Falcon would ever really benefit from.
For Vypers and War Walkers, sure, having these as upgrades makes sense. They die so easily in either case, and it's easy (if a bit expensive) to make them. Plus they are already squadrons!
20079
Post by: Gorechild
@MandalorynOranj- Wow I'm impressed you read all 12 pages of our ramblings
In regards to the holo-field idea, It was Mahtamori's not mine  I just run with them whenever I hear a good idea! I reckon you could have a standard cost for the holo-troopers, as they are effectively a +1 W upgrade for a unit. I'd set the bar at about 5 points each, maybe a little higher but maybe only a point or two. Limit the number allowed to the number of models originally in the unit (a squad of 10 guardians are allowed 10 holo's, a unit of 6 banshees are allowed 6 holo's ect). I've always seen the Holo-field upgrades for vehicles to be very effective, it is a considerable amout of points, but it seems balanced. I might suggest a point decrease for it on things like war walkers and vypers though, 35 point upgrade for a 45 point model?! no thanks!
I'd like to hear focusedfire's view on the army wide rules we've come up with, he's seemed to disappear after emperors faithful chipped in
10279
Post by: focusedfire
OK, hopefully the third time will be the charm. Interwebz ate my first reply and life interupted my second try.
Now about the army wide rules. I agree with Gorechild about the holo-fields being a wargear item. I also feel that Divination should be left to a special character. I believe Careful Planning has possibilities and still also believe that the Fast but Few and the Craftworld Rules still have merit.
Before getting into the proposed rules I would like to go over what (IMO) should be the defining factors of such rules, then list the ideas that everyone seems to agree upon and finally go over some of the problems not handled by the agreed upon ideas along with some of my less liked ideas(With new variations) of how to handle these problems.
Army Wide rules should help to define the Army while expressing the basic principles that the race/faction was designed around. They should embody what are the defining characteristics of a army while still promoting balance. GW sometimes does a good job with this and at other times not so much. The current IG codex has very well balanced army wide special rules(AWSR) while the SM's chapter tactics are arguably OTT. Now just because a set of AWSRs are OTT doesn't mean that the army will be Top Tier, sometimes the negatives that balance the army help to guide players into finding the right lists.
IMO, the goal of writing an AWSRs is for them to work organically in a way that encourages a variety of effective builds while expressing the fundamental ethos/defining concepts of the army.
So far the defining concepts that we seem to be agreeing upon are:
1)Fast-The eldar should be scary fast and everyone seems to like the idea of the infantry having universal fleet and all jump-infantry and bikes getting the skilled rules.
Now, personally, I am torn about my idea of rolling 2d6 and using the d6 with the highest value during the run move. I can't decide if it should be assault aspects only, all Aspects or for all infantry. Personally I am leaning towards limiting it to the Aspects.
2)Few-The Eldar are supposed to be a small incredibly elite force and there should be no unit in the game that can match an Aspect warriors skill or deadliness in the Aspects Warriors chosen path.
We all seem to agree that guardian squads of 20 just don't fit(Holo-Simalcrums seem to be a great fix for this but as a wargear item) and we so mostly agree that something should be done to counter-balance the spamming. Problem is, "How to express such in a possible AWSR?".
So while we agree on the concept of few, we have not come to an agreement as to how.
3)Eldar are Psykers(Minds Eye)- Very good rule that we all seem to like, but is probably OP as an Army wide rule unless tied to a specific craftworld. Because Craftworlds are a source of contention, I will leave this untill later.
4) Careful Planning- I like it but it doesn't feel finished. I am also concerned about an exploitation issue when combined with the Hold for the charge rule for the Shining Spears, also in many ways I could see this as an Autarch rule as opposed to an AWSR.
Now the problems not yet handled are still the very same issues currently plaguing the Eldar. When you mash all of the Craftworld units into one codex without a mechanism for balance, aside from arbitrary pricing, you quickly end up with a monobuild army that is made up of a few no-brainer units. Some of these no-brainer units were originally designed to where you had to sacrifice something major in order to use them, but now require no such sacrifice. It is the attempt to take what was a specialist army and to make it generic that really unbalanced the last Eldar codex. There is also the lack of units with certain capabilities needed for the more mechanized 5th edition game that is causing a spamming of certain other units. This is limiting the flavor and variety of the viable builds.
So, If the following are problems:
Dual Seer/Jetseer Councils are no brainers
Fire Dragons are Spammed
Min troop units in WS
&
Units being dicarded
Then how much of this needs to be addressed in the AWSRs and how much of it in rebalancing the individual rules? There is a temptation to attept to handle everything in the big rules rather than using them as a subtle nudge in the right direction. Now, I want to go over my revised ideas and a couple of tweaks to some of the others that are proposed.
1) Fast but Few-The Eldar are extremely quick and graceful but spend hundreds of years refining their speed and martial prowess. The result of this is that while the Eldar strike with blinding speed and effectiveness, each causualty suffered is a much greater loss in relation to other armies. The Fast but Few rule has the following effects:
a)All Eldar Infantry units have the Fleet USR
b)Aspect Warriors roll 2d6 and will keep the d6 with the highest value for any run moves they may take.
c)Eldar Jump-pack and Jet-bike units with this rule have the skilled rule, which allows them to re-roll dangerous terrain tests.
d)All Units of Aspect Warriors purchased above minimum strength will be worth +1 KP to their normal value, If purchased at min strength they are worth 1KP.
e)Farseers are worth 2 KP.
2)Craftworlds-A Player may choose a single craftworld theme for their army from the list of Craftworlds or may choose to not field one of the listed Craftworlds. If the player chooses to not use a listed Craftworld then they may not benefit from this Craftworld rule.
The Following is a list of each Eldar Craftworlds Special Rule:
Alaitoc: Path of the Outcast-Each Ranger and Pathfinder unit on the table may sacrifice their scout move to roll a d6. On a roll of 4+ for Rangers and 3+ for Pathfinders the unit may fire upon an enemy unit prior to Turn 1. However, any units that do not possess the Scout or Infiltrate rule must enter the game from reserves.
Biel-Tan: Court of the Young King-If the Avatar is taken as a HQ, then the Fast but few penalty of +1 KP on Aspect units purchased above minimum strength no longer applies. However, each unit of Aspect Warriors on the Table must test pass a leadership test at the beginning of each turn or they will suffer from the Rage USR untill the next turn.
Iyanden: Army of Ghosts-Units of 5 Wraith Guard may be taken as troop choices if a Spiritseer is included in the Unit, but any Apect Warrior Units taken will be worth +1 KP to their normal total value.
Saim-Hann: Wild Riders-Guardian Jetbikes receive the Skilled Rider rule and Vehicles receive Star Engine upgrade or free, but the Army may only include one unit per FoC with less than a 12" base movement and only if these units have purchased a Wave Serpent.
Ulthwe: Minds Eye- Farseers may cast his powers through any warlock within 18", with LoS drawn from the Warlock used as conduit for the Power. When this is attempted, both farsser amd warlock must take a PotW test.
The reason why I am so keen on the Idea of craftworlds, is that they form such an important part of the Eldar Story. I look at their inclusion as a more balanced form of the SW sagas. The Eldar Empire used to span the galaxy but now they are just a few remnants living of craftworlds that each has its own philosophy and culture. I would like to see this represented in a manner that tries on a basic level to balance the bonuses with suitable limitations.
Now I know that these rules are not fully developed, but think they are a step in the right direction. I have tried to incorporate your various ideas into rules that fit the goals I stated earlier and will work well with some of the wargear ideas (Simulcrums-Holo-graphic clones). Let me know what you think.
About Careful Planning, I am getting tired and will stop soon, but I've got an idea for taking it down to two units but they come in from reserve on any turn that you want them to and they do so within 12" of each other. The units should actually supporting one another if they get to deploy together. Will also need work on clarifying if Independent characters joined to unit count as a seperate unit or not.
Will talk more on this later, when better rested and after thinking of ways this might could be exploited/balanced. Seems good but something isn't quite there yet, imo.
Thanks guys, am going to go rest now,
Later
23071
Post by: MandalorynOranj
I get what you're trying to do with the +1 KP on non-minned Aspect squads, but don't you think that will push people towards spamming large amounts of Guardians or other non-Aspects? I agree that something must be done to represent the "Few" aspect of the Eldar, but I see this pushing people away from the army. Maybe have this only aply to maxed squads?
15667
Post by: Emperors Faithful
I agree with Oranj here, I like the special rules, but many players may shirk from Aspect Warriors in favour of 'less vital' squads, especially in Tournies where Kill Points will matter.
Good rules though. I still question how this is going to be enforced, as their really isn't any major difference between Craftworlds apart from a paint job.  What happens to DIY Craftworlds?
28383
Post by: Mahtamori
Here's a new and refined take on AWSR (army wide special rules):
* Fleet of Foot - applies to all infantry units, with only a very few exceptions (Wraithguard, Wraithlord, War Walker and Dark Reaper)
* Graceful Step - renamed "fast but few", when running running roll an additional dice and choose the highest result. That's it. Given to assault units, namely Storm Guardians, Scorpions, and Banshees.
* Skilled Rider - this is a USR, so I'll just use names everyone are familiar with. Given to Warlocks, Farseers, Autarchs, Shining Spears and Vypers.
* Precision Jump - as Skilled Rider, but applies to all Jump Infantry.
* Holographic Images - wargear, yes, but available to any infantry unit. Holographic Images are essentially small holographic projectors, which create a semi-permeable image of an Eldar warrior. The image itself is an advanced containment field, not merely a pale light projection, and is thus a most believable image which presents a very realistic appearance throughout all spectrums of observation. The image is treated as an ordinary member of the squad, but has zero-level characteristics and does not count for any purposes of morale.
Note: Harlequins are left alone, they will likely end up as they end up in the DE codex.
Farseers and KP: If the problem is that Farseers are too good not to take, then remove the reliance on them. If Divination is granted by a Farseer, have Divination moved to either a universal army rule or applied to a less-opted HQ which needs the crutch.
2D6 running and aspect warrior: There are several aspect warriors where this just doesn't make sense, above all Dark Reapers, while Storm Guardians really really need it.
Craftworlds: while I do agree that the craftworlds are important to the fluff, I do not think they are so important that there's a vast difference in how the worlds actually operate on such a fundamentally basic ground that they tailor world-specific rules to them. I think it's more a choice of troop which are taken. Especially considering that balancing the craftworlds between them becomes a chore. For instance, as the guidelines presented aren't Iyanden massively underpowered on kill missions and throughly rely on Wraithguard actually being massively better than most aspect warrior choices? What will that do to other armies and their Elite choices?
Mind's Eye: The basic idea behind this is simply this; Farseers shouldn't baby-sit units that need Guide. I think limiting range and inflicting POTW on both models are unnecessary, especially considering that most Farseer powers are buffs to their own units - it's not an Empire army where you'll start to expect lightning bolts coming out of every unit instead of just one. Yes - Eldar powers are good, but I don't feel they impact the enemy army so directly that range is that much of an issue.
Kill Points in general: The game is less about kill points now than ever before. Muck around with assigning more KP to certain units is counter-productive I feel. Especially when these penalties apply to melee troops which are naturally put at greater risk, and it will only lead to the codex being even more streamlined towards mech - units that aren't penalized and units that can keep their distance, as well as being expected to outlive a Bolter salvo.
If we want to combat the 5 Fire Dragons in a Serpent phenomenon, then simply put present other alternatives. Give more units Haywire Grenades, have more weapons counter vehicles, give access to melta weaponry in more places, give more units rending. Fire Dragons aren't any different from 3rd edition at all, it's just that they are now presented with targets they are optimal at destroying - back then they were counted as the red-headed stepchild aspect.
For instance, provide Scorpions with Haywire Grenades, give Banshees the option of taking Fusion Pistols, give Swooping Hawk exarch access to Fire Pike, have Deathspinners be Rending, provide Defender Guardians with more platforms, make Wraithguard more attractive, give more incentive to use Vypers.
Essentially, if almost every part of the army is capable of having a secondary or slightly lesser way of dealing with vehicles, you'd only take Fire Dragons in order to specifically deal with vehicles when you know vehicles will be very prominent - Spearheads for instance.
I think Careful Planning is pretty straight forward. Units which are normally rolled for with a single dice may be combined so you roll for multiples of them with a single dice. It doesn't statistically affect the likelihood of having the units arrive on a specific turn, it just increases the likelihood of them arriving together so they provide a sort of strength spike to your army. It's basically the difference between burst damage and damage over time.
20079
Post by: Gorechild
The way I look at it is this... Space Marines aren't twice as victorious if they kill a unit of banshees than if they killed a unit of squad of fire warriors, So why would you award the opponent any differently?
To a Space Marine, a xeno is a xeno regardless of what species it is. They wouldn't see killing a squad of eldar as being twice as good as killing a unit of Tau for example. The diference is in the value the Eldar place on their lives is much greater than the other races.
The normal way we use in 40K to tell if a unit is is broken and running for their lives is with leadership tests. A more appropriate change (IMO) would be to change the % casualties needed to force an Eldar unit to test leadership, or make it so that you have to take multiple tests or re-roll sucessful LD tests ect. This better represents the demoralising effect of eldar in a squad dying, and doesnt randomly give the impression that everyone wants to kill eldar more (more kill points for the same job).
I think it would be better represented as follows:
Fast but Few-The Eldar are extremely quick and graceful but spend hundreds of years refining their speed and martial prowess. The result of this is that while the Eldar strike with blinding speed and effectiveness, each causualty suffered is a much greater loss in relation to other armies. The Fast but Few rule has the following effects:
a)Eldar Jet-bike units with this rule have the skilled rider, which allows them to re-roll dangerous terrain tests.
b)All other Eldar units with this rule have the Fleet USR and roll 2d6 and will keep the d6 for any run moves they may take, only the highest result is used.
c) Any unit with this special rule must take a leadership for every 25% casualties they take in a single shooting phase. (1 test if they take over 25%, 2 tests if they take over 50%, 3 tests if they thake over 75%) If any one of these tests are failed then the unit begins falling back and cannot regroup.
8620
Post by: DAaddict
Emperors Faithful wrote:I agree with Oranj here, I like the special rules, but many players may shirk from Aspect Warriors in favour of 'less vital' squads, especially in Tournies where Kill Points will matter.
Good rules though. I still question how this is going to be enforced, as their really isn't any major difference between Craftworlds apart from a paint job.  What happens to DIY Craftworlds?
To address use of different craftworld benifits, I like the idea of tying it to specific craftworld autarchs. You want Saim-Hann rules? You have to take the the wind-rider autarch on a bike - can outfit him as a unique autarch but still takes up one of your HQ slots to field him. (No double farseers with retinues.) Now some (Ulthuwe) might be tied to a Farseer but doing this still puts some restrictions on your build.
My other suggestion is tone down the phoenix lords and turn them into an exarch upgrade. This means you have to buy the specific aspect warriors they are based on. The benifit is that this squad also turns his squad into a troop choice.
I do like some form of penalty for taking minimum squads and dumping them in a wave serpent. Just a suggestion but require an exarch to add a vehicle to aspect squads. Taking the exarch is not a bad thing but it does instantly add cost to units so it takes away some of the "benefit" of min/max builds. To add to this, going down the new GW simplified philosophy, don't make the abilities separate options, just make the exarch get all the abilities automatically. So right now a Banshee exarch would cost +22 with the weapon upgrades still being a choice. I think cost is a better way to adjust. Doubling the KPs is not necessary, the smaller the group of T3 AC4 eldar just makes for an easier to obtain KP for your opponent. Don't have the cost in front of me but 5 Fire Dragons w/o exarch is going to be 30+ points cheaper than when you are forced to purchase the exarch. Suddenly the cost effectiveness of the small squad goes down the tubes.
23071
Post by: MandalorynOranj
@Gorechild: I could not disagree more with the leadership test idea. While the eldar do value the life of each soldier more, they are not that much more demoralized by losses in the middle of battle than others. If anything, (at least according to that new Striking Scorpions book) they are less affected by losses in the heat of war. It's pretty tough to explain, you'd kinda have to read it to fully get it.
But gameplay wise, I like DAaddict's ideas about exarch upgrades. Maybe in addition (again, the fluff behind this is coming from Path of the Warrior) make exarchs mandatory in squads under a certain size.
28383
Post by: Mahtamori
MandalorynOranj wrote:@Gorechild: I could not disagree more with the leadership test idea. While the eldar do value the life of each soldier more, they are not that much more demoralized by losses in the middle of battle than others. If anything, (at least according to that new Striking Scorpions book) they are less affected by losses in the heat of war. It's pretty tough to explain, you'd kinda have to read it to fully get it.
But gameplay wise, I like DAaddict's ideas about exarch upgrades. Maybe in addition (again, the fluff behind this is coming from Path of the Warrior) make exarchs mandatory in squads under a certain size.
How better to explain it than direct people to read Eldrad's fluff? He knows the chances are slim, he know that he will die and that it'll be pretty gruesome, and he constantly send people he love to their deaths because it's necessary. In fact, plan B is "all join the infinity circle and have the last laugh on Chaos".
ATSKNF is a pretty decent rule to describe few but staunch defenders. Essentially immune to morale, but the over all numbers in the army is low.
I'm not advocating ATSKNF for Eldar.
I am, however, agreeing on mandatory exarchs. For all squad sizes, really. Additionally, having Eldar have more stress on the FEW aspect, limit squad sizes to minimum and stick more squads per FOC slot allowable.
Btw, can we branch out to another subject again? I'm dying to discuss Dark Reapers
20079
Post by: Gorechild
Well as I see it, the only real way to make eldar few in number would be to lower maximum squad sizes, or to increase their point cost considerably. The problem with increasing the points is that you will end up with having to edit statlines and wargear to reflect the increase. If you just give each unit tonnes of fancy wargear you end up with an army thats so confusing nobody knows what each unit can do!
Lowering maximum squad sizes will result in lots of cheap throw away units, which again isn't really right. Or it results in a few cheap units and a mass of vehicles ect, which is what we have and are trying to avoid.
My view is that the main problem isn't the number of models you see being fielded, but the fact that half of them are painted orange and yellow, deployed out of a vehicle for 1 turn then removed as casualties. There needs to be more viable builds and units before we worry about making them fewer in number.
For Fast but Few how about we say: All units with this rule have the Fleet USR. In addition, if a unit is purchased at minimum strength it may roll 2d6 when running and take the highest result?
I think were looking at too many different rules and it would just be confusing to any non-eldar player.
10279
Post by: focusedfire
MandalorynOranj wrote:I get what you're trying to do with the +1 KP on non-minned Aspect squads, but don't you think that will push people towards spamming large amounts of Guardians or other non-Aspects? I agree that something must be done to represent the "Few" aspect of the Eldar, but I see this pushing people away from the army. Maybe have this only aply to maxed squads?
It isn't that big of a deal. The Army as I envision it, follows the 5th ed format of sgts included. This means Exarchs are auto included(Even though there should only be one per craftworld, this was the original reason behind making the unit unique). This combined with the +1KP means that the Storm guardians will become reatively viable as an Anti-tank alternative. This will not affect the Eldar much in low to medium point games. As far as higher point games, I'm lookig at shooting Aspects getting to spilt fire while Assault Aspects get to combat sqaud in the game as long as they are at full strength.
If the +1 KP only applies to maxed units then you will see 3 squads of 9 FDs. As far as pushing people away, I don't think so. Some would grumble, but when they realize that it doesn't really affect the Eldar unless you are squadering your units they will come back. I
Emperors Faithful wrote:I agree with Oranj here, I like the special rules, but many players may shirk from Aspect Warriors in favour of 'less vital' squads, especially in Tournies where Kill Points will matter.
Good rules though. I still question how this is going to be enforced, as their really isn't any major difference between Craftworlds apart from a paint job.  What happens to DIY Craftworlds?
A)Thanks, and if it breaks up the FD spam then it will be good. Also, It would increase the kill points in an average build by only 3. I think the benifits to gameplay would out-weigh any negatives.
B) Again, Thanks for the kind words. So many of my ideas are getting auto-nixxed that I've been beginning to think that I had lost my touch. As far as enforcing the craftworlds, it is simple. You may take a craftworld from the list and must apply the negatives as well as the positives. Pint colour while a helping courtesy to your opponent doesn't matter as much as younaming the craftworld. Once named you must apply the positives and the negatives. If you fail to announce the craftworld then it is a generic Eldar list that is subject to the rules withou modification by the craftworld.
I think that possibly tying the craftworlds to specific Hero HQ's would be good but the Eldar already have more HQ's than they can use. This could be fixed by making Phoenix Lords operate outside of the FoC.
Mahtamori wrote:Here's a new and refined take on AWSR (army wide special rules):
* Fleet of Foot - applies to all infantry units, with only a very few exceptions (Wraithguard, Wraithlord, War Walker and Dark Reaper)
* Graceful Step - renamed "fast but few", when running running roll an additional dice and choose the highest result. That's it. Given to assault units, namely Storm Guardians, Scorpions, and Banshees.
* Skilled Rider - this is a USR, so I'll just use names everyone are familiar with. Given to Warlocks, Farseers, Autarchs, Shining Spears and Vypers.
* Precision Jump - as Skilled Rider, but applies to all Jump Infantry.
* Holographic Images - wargear, yes, but available to any infantry unit. Holographic Images are essentially small holographic projectors, which create a semi-permeable image of an Eldar warrior. The image itself is an advanced containment field, not merely a pale light projection, and is thus a most believable image which presents a very realistic appearance throughout all spectrums of observation. The image is treated as an ordinary member of the squad, but has zero-level characteristics and does not count for any purposes of morale.
Note: Harlequins are left alone, they will likely end up as they end up in the DE codex.
We all seem to agree on:
1)Army wide fleet
2)Apects getting a bonus to their run rule(Roll2d6 and Keep the highest)
3)Non-infantry Aspects gettingSkilled rules
4)All Eldar infantry having access to Simulcrum projections as wargear, not as an AWSR(Still needs balanced formal rules)
And,
5) Harlequins becoming pretty much the same as what the DE get.
We disagree on:
A)Basic Eldar getting the run bonus
B)Shooting Aspects getting the run bonus
C)Non Aspect non-infantry getting skilled rules
and
D)Craftworld Rules
My Reply to the disagreement
A) Guardians have not spent hundreds of years drilling incessantly on how to move in their armor
B) Shooting Aspects would drill on how to Run because the Run rule isn't just for assualt units, but for rapid redeployment for a better vantage point to fire for shooting units.
C) Eldar Jetbikes already have a built-in bonus
D) Mahtamori and I will just have to disagree and the importance of the various craftworlds and exactly how different they are.
Mahtamori wrote:Farseers and KP: If the problem is that Farseers are too good not to take, then remove the reliance on them. If Divination is granted by a Farseer, have Divination moved to either a universal army rule or applied to a less-opted HQ which needs the crutch.
2D6 running and aspect warrior: There are several aspect warriors where this just doesn't make sense, above all Dark Reapers, while Storm Guardians really really need it.
Craftworlds: while I do agree that the craftworlds are important to the fluff, I do not think they are so important that there's a vast difference in how the worlds actually operate on such a fundamentally basic ground that they tailor world-specific rules to them. I think it's more a choice of troop which are taken. Especially considering that balancing the craftworlds between them becomes a chore. For instance, as the guidelines presented aren't Iyanden massively underpowered on kill missions and throughly rely on Wraithguard actually being massively better than most aspect warrior choices? What will that do to other armies and their Elite choices?
Mind's Eye: The basic idea behind this is simply this; Farseers shouldn't baby-sit units that need Guide. I think limiting range and inflicting POTW on both models are unnecessary, especially considering that most Farseer powers are buffs to their own units - it's not an Empire army where you'll start to expect lightning bolts coming out of every unit instead of just one. Yes - Eldar powers are good, but I don't feel they impact the enemy army so directly that range is that much of an issue.
Kill Points in general: The game is less about kill points now than ever before. Muck around with assigning more KP to certain units is counter-productive I feel. Especially when these penalties apply to melee troops which are naturally put at greater risk, and it will only lead to the codex being even more streamlined towards mech - units that aren't penalized and units that can keep their distance, as well as being expected to outlive a Bolter salvo.
1)Farseers- Only so much room in an AWSR and I refuse to waste any of that space making a no-brainer HQ even better. Farseers will have ther special rules as one of the Eldar force multiplier units, They don't need anything else. Also, the time it takes to train a Farseer, yeah they are worth an extra KP.
2)Limiting the 2D6 Run keep the highest bonus-There is no way Storm guardians would get such. They are still gaurdians and should have drawbacks from being the typical reservist. Where most reservists I've ever know could shoot very well and perform their job proficiently, they are not on the same leval as special forces units. As to the run bonus being limited to only the assault Aspects, again I say that the run rule is not just for assault aspects, It is just as vital of a tool for ranged aspect that need to redeploy for position.
3)Craftworlds-Craftworlds are not the mixed bag of bastardization that they are now. They are supposed to be very different as a magnification of the Eldars tendency to take things to the extreme.
a- Biel-Tan are supposed to mainly Aspects and Highly aggressive,
b- Saim-Hann are supposed to be nothing but Jet-bikes and units that move 12"+,
c- Ulthwe is supposed to be Seer Councils and Guardians while also being limited on Aspects,(could change them to having the same penalty as Iyanden
d- Alaitoc is a scouting army that is supposed to have very but the best Aspect warriors (Maybe give them the Careful planning rule?)
d- Iyanden are supposed to be Wraithguards "and" Guardians because they don't have the manpower or time to train new Aspects.
As to Wraithguard troop units that are 5x models. That would be a very powerful army without using a single Aspect unit. 2 Guardians, 3Wrathlords and 2Harlequins will do quite well with 3xWraith Guard troop units when you remember the Holographic Simulcrum projectors. I believe that the Craftworlds as proposed could be balanced.
4)Minds Eye-It is because the Eldar Psykers are uber that there should be a range or at least a LoS limitation. I was a little worried about the double PotW because the Ulthwe are supposed to be very skilled psykers, but the power needs balance and they are attempting to mind-link in the middle of a battle. I can see using any Warlock in LoS with both taking PotW, or limit the range and only have the Warlock take the test.
5)Kill Points- I disagree on the KP issue. While I can see a possible problem with the mech side of the issue, but tbh the Eldar can't really go any more Mech because they are maxed out as is. I think a mix of Holographic Simulcrums and the KP penalty can be made to balance each other nicely to produce viable non-mech lists.
Mahtamori wrote:If we want to combat the 5 Fire Dragons in a Serpent phenomenon, then simply put present other alternatives. Give more units Haywire Grenades, have more weapons counter vehicles, give access to melta weaponry in more places, give more units rending. Fire Dragons aren't any different from 3rd edition at all, it's just that they are now presented with targets they are optimal at destroying - back then they were counted as the red-headed stepchild aspect.
For instance, provide Scorpions with Haywire Grenades, give Banshees the option of taking Fusion Pistols, give Swooping Hawk exarch access to Fire Pike, have Deathspinners be Rending, provide Defender Guardians with more platforms, make Wraithguard more attractive, give more incentive to use Vypers.
Essentially, if almost every part of the army is capable of having a secondary or slightly lesser way of dealing with vehicles, you'd only take Fire Dragons in order to specifically deal with vehicles when you know vehicles will be very prominent - Spearheads for instance.
Your proposed fix here takes each specialist unit and makes it generalized. Doing such completely removes the skill in creating and using a viable Eldar list. Why? Because as more equipment is shared then the less special each unit becomes. We should be trying to find ways of resurecting and keeping the unique Eldar style, what you proposed here would kill that.
IMO, any fix will use the generalist guardian units and rules that limit the Aspects and things like the proposed simulcrum projectors to create the kind of balance needed for varied lists.
Mahtamori wrote:I think Careful Planning is pretty straight forward. Units which are normally rolled for with a single dice may be combined so you roll for multiples of them with a single dice. It doesn't statistically affect the likelihood of having the units arrive on a specific turn, it just increases the likelihood of them arriving together so they provide a sort of strength spike to your army. It's basically the difference between burst damage and damage over time.
I understand the principle, but if you have a unit that comes in on command like Hold for the Charge, you need to make sure that the wording of the rules don't allow for exploitation. I am unsure about it as an army wide rule becase of the Eldrad ability.
Gorechild wrote:The way I look at it is this... Space Marines aren't twice as victorious if they kill a unit of banshees than if they killed a unit of squad of fire warriors, So why would you award the opponent any differently?
To a Space Marine, a xeno is a xeno regardless of what species it is. They wouldn't see killing a squad of eldar as being twice as good as killing a unit of Tau for example. The diference is in the value the Eldar place on their lives is much greater than the other races.
The normal way we use in 40K to tell if a unit is is broken and running for their lives is with leadership tests. A more appropriate change (IMO) would be to change the % casualties needed to force an Eldar unit to test leadership, or make it so that you have to take multiple tests or re-roll sucessful LD tests ect. This better represents the demoralising effect of eldar in a squad dying, and doesnt randomly give the impression that everyone wants to kill eldar more (more kill points for the same job).
A)It is kill points not victory points
B) In a way the SM's are twice as victorious. It may take a long time to find and train another SM, but there is an endless sea of humanity providing new potential candidates. the SM are only diminished if the Black Caraoace/Gene seed is destroyed(And this fluff seems like it is being backed away from). On the Eldar side, Each soul/life lost is much less likely to be replaced. So, in a sense, each Eldar life is worth at least twice that of any other race.
3)It is not a matter of who is better at killing, but the ability to handle attrition. When a unit is destroyed it "gives up" a kill point. Now if the unit is incredibly hard to replace then it will give up more KP.(Now I am not a fan of the new KP system but if it is a part of the game then use it as a balancing mechanism if need be.)
4)The proposed change in morale rules would cripple the eldar while breaking their back story of being brave warriors.
DAaddict wrote:To address use of different craftworld benifits, I like the idea of tying it to specific craftworld autarchs. You want Saim-Hann rules? You have to take the the wind-rider autarch on a bike - can outfit him as a unique autarch but still takes up one of your HQ slots to field him. (No double farseers with retinues.) Now some (Ulthuwe) might be tied to a Farseer but doing this still puts some restrictions on your build.
My other suggestion is tone down the phoenix lords and turn them into an exarch upgrade. This means you have to buy the specific aspect warriors they are based on. The benifit is that this squad also turns his squad into a troop choice.
I do like some form of penalty for taking minimum squads and dumping them in a wave serpent. Just a suggestion but require an exarch to add a vehicle to aspect squads. Taking the exarch is not a bad thing but it does instantly add cost to units so it takes away some of the "benefit" of min/max builds. To add to this, going down the new GW simplified philosophy, don't make the abilities separate options, just make the exarch get all the abilities automatically. So right now a Banshee exarch would cost +22 with the weapon upgrades still being a choice. I think cost is a better way to adjust. Doubling the KPs is not necessary, the smaller the group of T3 AC4 eldar just makes for an easier to obtain KP for your opponent. Don't have the cost in front of me but 5 Fire Dragons w/o exarch is going to be 30+ points cheaper than when you are forced to purchase the exarch. Suddenly the cost effectiveness of the small squad goes down the tubes.
1)I really like the idea of returning the Craftworld Specific Hero HQs, but if done then the Phoenix lords should become IC's that are chosen outside of the FOC.
2)I had planned all along for the units to be 5th ed with the Exarchs included as part of the price. Believe that was covered while going over the Shining Spears/Warp Spiders/Swooping Hawks.
3) While I believe that improving the Storm Guardians will help, I think that the current game structure rewards 10 meltas in the same unit too much for this alone to make the difference. Increasing unit cost with a mandatory Exarch won't really change things much because he will boost the units performance and people will still purchase the FDs at that price. You cant increase the base cost of the weapon or unit arbitraily or you will drive platers away from the game.
Then, even if you finally break the FD spam build, there will be another spam build just behind it ready to step in and limit the army. Something has to shake out as an overall theme that encourages an elite army that will have 4-5 competitive/differing builds but does so with creating a non-fluffy uber-build. It is for this reason that I look towards re-establishing the craftworld builds, which means establishing limits of specialist builds. I have proposed such limits several times now but it seems like some are hesitant to embrace the necessary evil of restrictions that will allow units to become more effective and a greater variety of builds.
Mahtamori wrote:I am, however, agreeing on mandatory exarchs. For all squad sizes, really. Additionally, having Eldar have more stress on the FEW aspect, limit squad sizes to minimum and stick more squads per FOC slot allowable.
Btw, can we branch out to another subject again? I'm dying to discuss Dark Reapers 
1)Not sure about allowing more FOC slots, I think Split fire and in game combat squading of certain units if they are takingat full strength would work better.
2)Another Subject? Sure, Dark Reapers should get Slow and purposeful when firing heavy weapons and a choice of ranged weapons. Maybe give them access to EML or some form of unit wide blast marker weapon.....Discuss
Gorechild wrote:Well as I see it, the only real way to make eldar few in number would be to lower maximum squad sizes, or to increase their point cost considerably. The problem with increasing the points is that you will end up with having to edit statlines and wargear to reflect the increase. If you just give each unit tonnes of fancy wargear you end up with an army thats so confusing nobody knows what each unit can do!
Lowering maximum squad sizes will result in lots of cheap throw away units, which again isn't really right. Or it results in a few cheap units and a mass of vehicles ect, which is what we have and are trying to avoid.
My view is that the main problem isn't the number of models you see being fielded, but the fact that half of them are painted orange and yellow, deployed out of a vehicle for 1 turn then removed as casualties. There needs to be more viable builds and units before we worry about making them fewer in number.
For Fast but Few how about we say: All units with this rule have the Fleet USR. In addition, if a unit is purchased at minimum strength it may roll 2d6 when running and take the highest result?
I think were looking at too many different rules and it would just be confusing to any non-eldar player.
I agree with everything but your version of Fast but Few. Your proposed version will reward min sized units, exactly the thing I am trying to avoid. I know it may sound contadictory when looking at my +1 KP proposal but the difference is that I was trying to discourage spamming maxed out FDs teamed with Min units of DA. FDs in a Wave Serpent don't really need the extra run move.
As the the number of rules. Gotta sort through a lot because of the nature of the Eldar Army. Now if you are reffering to the craft world builds. The rules weren't complicated and the flowed organically with the proposed system.
@All posters- Sorry that the AWSR debate has dragged on for so long. If you guys need a break from them then please discuss the reapers or revisit some if the early units to see how much your thoughts might have changed. Feel free to discuss these previously covered units and the Dark Reapers, just keep in mind that a small change in AWSRs can quickly change what the unit might need in terms of wargear and rules. While you guys have fun on other stuff I will go back for yet another review and possible shot at the AWSRs. I might chip in on the other topics but I will keep hammering at this until another idea clicks. I have spent an ungodly number of hours working on these rules and refuse to give up now.
I look forward to your replies and ideas.
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Post by: MandalorynOranj
focusedfire wrote:
It isn't that big of a deal. The Army as I envision it, follows the 5th ed format of sgts included. This means Exarchs are auto included(Even though there should only be one per craftworld, this was the original reason behind making the unit unique). This combined with the +1KP means that the Storm guardians will become reatively viable as an Anti-tank alternative. This will not affect the Eldar much in low to medium point games. As far as higher point games, I'm lookig at shooting Aspects getting to spilt fire while Assault Aspects get to combat sqaud in the game as long as they are at full strength.
I'm sorry for the minutiae, but there are way more than one exarch per aspect per craftworld, there's one per shrine, which there could be any number of. Sorry, that was kinda bugging me.
As for Dark Reapers, if we're applying that BS boost discussed earlier for shooting aspects, all they really need is Relentless or Slow and Purposeful and a slight points decrease, otherwise they're fine how they are.
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Post by: Mahtamori
@focusedfire: it's such a huge list and I'm too tired to do proper quoting, so here goes.
Kill points: I should perhaps write, I strongly disagree. Very strongly. It's such an unelegant way of assigning value or removing value to a troop, especially since it only further reinforce that Guardians are throw-away troop meant as a meat-shield. (Remember that the less expensive troop to die absolutely will be sacrificed instead of the more expensive one.)
Does the extra kill point penalty mean they will be discounted in price? Otherwise you certainly are ripping people off or simply want to kill off the option.
Skilled rules: Aspect Warriors are already special with their exarchs. What I am getting at is that it's a matter of practicality. How do you propose to improve Guardian Storms if you refuse to assign them special rules. There's only two options - much more special gear (leading to the logical conclusion that aspect warriors need more special gear to reflect their status) or drop their points (read above, sacrificial troops is disgusting).
Currently I'd rate a Guardian Defender at 5 or 6 points and a Guardian Storm at at most 5 points. Simply improving their armour value doesn't do 2-3 points difference and 8 points is already quite cheap for a dying race.
Jetbikes: I never suggested Guardian Jetbikes should get skilled rider. Again, it is all about practicality. Guardian Jetbikes are much easier to improve upon than attaching special rules to them. I mean, the rider is completely unarmed!
Exarchs: I've never read that each craftworld had only one exarch... The codex fluff hints that there are several within each shrine and the largest craftworlds may have more than one shrine to each aspect.
Guardians and armour: first off, do note that I do not see Guardian Defenders having the run rule. Additionally, Eldar do not need to practice running in their armour, since it's all psycho-plastic.
Farseers: you do realize that Farseers already are a heavy force multiplier without divination, right?
Taking things to the extreme: Craftworld Eldar are all about keeping these tendencies in check. When it doesn't get reined in, you get exarchs and new exciting chaos gods. The point is, you can perfectly fine make any craftworld list you want. It's not a bastardization unless you, as a player, decide to make it one. The list only provides the options.
Take Alaitoc, for example. It's NOT a ranger craftworld. It's a very strict place, almost monastic. The reason they get so many rangers is that they drive Eldar insane with their strictness to a much larger extent than the other craftworlds. Rangers are the Eldar who's been way from the craftworld a long time. An Alaitoc strike force which has been organized strictly from what's on the craftworld is most likely going to have as few rangers a your average Saim-Hann strike force.
Then you get Ulthwé. It's a really large craftworld. The largest, in fact. Saying they can't field forces with lots of aspect warriors should they deem this necessary is like saying a smaller craftworld like Il'Kaith can't field any aspect warriors at all. Ulthwé is different since they're one of few who regularly deploy large amount of Guardians for field ops, and since they keep a military (as opposed to Aspect Warriors being something more of a monastic order) consisting of Guardians.
Fire Dragons and Dark Reapers: Um. You might want to revise one of your statements regarding either of these. You see, Fire Dragons you don't want other parts of the army being capable of taking down vehicles for, then for Dark Reapers you open up for expanding their current MEQ killing with attaching EML to them which is good for GEQ and vehicle killing.
I still hold that the reason you see so many Fire Dragons is that there's so many vehicles. It's better to combat the aberration that is minimized squads in general. If this doesn't give enough space for other Elite warriors, then you need to examine whether to penalize the Fire Dragons or whether to adapt the rest of the army to the current edition.
You need transports dead, quick, in this edition. Give most units in the army a limited anti-tank ability to deal with AV10-11. Fire Dragons are then used to combat Land Raiders and other AV13+ vehicles. That's one solution.
Penalize the Fire Dragons so that you see more of the other aspects and disregard giving vehicle popping abilties to the other parts of the army. I'm afraid I can't see that the army lists will ever change that way.
I wish to remind you of the implementation is important. Remember that I suggested that some options were given as upgrades? How many opt for Harlequins with Fusion Pistols over Fire Dragons? It's not a case of making the rest of the army equal good, but so that you aren't left a sitting duck if you want to try out a different sort of army.
Sorry for having this so wordy. Oh, and do remember that a lot of things I write are options and suggestions, not necessarily complete solutions.
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Post by: focusedfire
@Mahtamori-Part of what I am trying to resolve is the contidiction in the Eldar that has them steadily dying off but each codex keeps giving them more people and resources while taking away the abilities that made them truly fearsome.
In reply to yours:
Kill points- I think we will disagree on the elegance. Now it is true that I prefered my original Idea of making the Aspects unique with HQs and craftworlds that unlocked greater access, but the resistance I met over the idea made me decide to try another avenue. The thing about the KP is that it doesn't kick in until you make the units larger. Now if you make the units larger, you get some benifits(Like splitting fire) but at a price of an extra KP. This would encourage a greater variety of units. If I make the full squad special ability an in-game ability to split the squad in half, "How many FD Squads do you really need before it becomes counter productive. This essentially gives you six small squads in the Elites Section. Combine that with the improved Guardians and you break the Spam lists. I think that the extra KP is a small price to pay and the ability to split the full units will make the Autarchs and Phoenix lords more desirable, because they would lead the unit without the Exarch.
Skilled-Funny, The Aspects are supposed to be so skilled, but they have to pay points for rules that should already be in their profile considering the per model cost in these units. The Aspects should get the skilled or run bonus rules while the Guardians should get fleet only. There are other ways to make the Guardians better, Such as the boost to their base stats as I proposed before. I think that Guardian Stats should look something like this: WS 4 BS 4 S 3 T 3 W 1 I 4 A 1 Ld 8 Sv 4+ These stats would make the guardians worth 9-ish points each. Add grenades to make it an even 10. Then base all aspect and vehicle scores from there. The Eldar are supposed to be beyond human in skill and grace, then let their stats show it.
JetBikes- Very funny, The rider is quite well armed.  As to the disagreeing, I was talking about the group. Gorechild wanted to give skilled rider to the GJBs.
My comment about the Exarchs was from an older edition where they made the Eldar sound like they were down to their last million soldiers. I know the current codex has the Exarchs almost a dime a dozen, but feel that they have cheapened the Exarchs in doing so. I can deal with each Aspect fielded having an Exarch but it would be nice if they were a little more badass or improved the unit a bit more yet discouraged mass spamming.
Guardians and Armour- I don't see any Guardian having the run rule and while the Armour is Psycho reactive, it takes an Aspect warrior a long time to fully use the abilities. Also, the run rule could be considered a conditioned ability from years of training. Think of it like Pakur(Urban running) and the difference between someone who practices once every moth or so and the person who practices every day.
Farseers- Yes, that is why I brought it up. They already have force multiplication abilities that are pretty impressive. So what would be the point of giving them an Army wide rule on top of that rule? They are already a no-brainer unit so why make them even more powerful.
In reply to your comment about the Alaitoc,
By the fluff, Alaitoc IS a Ranger Craftworld.
Read a little further into their history and the fluff says that the Craftworld always has ranger coming in and going out. That partly because they are so strict they have so many outcasts. The Alaitoc fluff states that when the craftworld goes to war, the rangers and pathfinders are called in and are deployed way ahead of the army to sow distruction and disruption amoungst the enemy before the rest of the army arrives. By the description, all Rangers and Pathfinders should have a chance at a free shot before the game begins.(Source Craftworld Eldar Codex Page 18-19)
Now there needs to be a down side to this Ranger bonus so I made units in the army comes in from reserve if they dont have the infiltrate rule.
Your claim about Alaitoc not being a Ranger Craftworld leads me to believe that you have only played the Eldar's current codex. Not trying to be mean or trollish here, just stating from the Craftworlds history, you couldn't be more wrong.
The other craftworlds were just as focused as the Alaitoc and they worked well. Finding a way to field them with this focus with making them OP or fail-tastic while allowing for a few generic lists should be the end goal.
About the Fire Dragons and Dark Reapers, There is not much of a contridiction here. Meltas are anti-heavy tank(Which max are about 3-5 per army) and EML's are anti-Medium/light armor(Which can be up to 15+ in a moden IG list) Now you could make a case about Dark Reapers infringing upon an anti GEQ unit with the blast markers but not with the Melta to EML comparison. The reason why I suggested such is that the Dark Reapers are supposed to be unique amoungst the Aspects in their focus on long ranged warfare and there isn't another Aspect that throws out templates every turn.
BTW, The reason I threw the idea out was to get the discussion going and because they are supposed to be the masters of ranged combat. As to what I seriously think, give them Slow and Purposeful on the turns they shoot and some form of built in cover/ Inv save and the unit would be fine, Especially considering the Proposed Fleet rules.
As to the correcting the FD spam, Again I ask you to consider the +1 KP for full sqauds that have the ability to split in-game.
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Post by: Emperors Faithful
DAaddict wrote:Emperors Faithful wrote:I agree with Oranj here, I like the special rules, but many players may shirk from Aspect Warriors in favour of 'less vital' squads, especially in Tournies where Kill Points will matter.
Good rules though. I still question how this is going to be enforced, as their really isn't any major difference between Craftworlds apart from a paint job.  What happens to DIY Craftworlds?
To address use of different craftworld benifits, I like the idea of tying it to specific craftworld autarchs. You want Saim-Hann rules? You have to take the the wind-rider autarch on a bike - can outfit him as a unique autarch but still takes up one of your HQ slots to field him. (No double farseers with retinues.) Now some (Ulthuwe) might be tied to a Farseer but doing this still puts some restrictions on your build.
Sounds similar to what the Sm codex did with Captain's/Chapter Masters on Bikes, could work. (Rage at Non-Imperial Fists who use Rogal Dorn and Non-Salamanders who use Vulkan)
focusedfire wrote:
B) Again, Thanks for the kind words. So many of my ideas are getting auto-nixxed that I've been beginning to think that I had lost my touch. As far as enforcing the craftworlds, it is simple. You may take a craftworld from the list and must apply the negatives as well as the positives. Pint colour while a helping courtesy to your opponent doesn't matter as much as younaming the craftworld. Once named you must apply the positives and the negatives. If you fail to announce the craftworld then it is a generic Eldar list that is subject to the rules withou modification by the craftworld.
No. Simply no, sorry. Too changable to...impossible to grasp really. It would make hell for anyone trying to keep track of a tourny where someone can claim bonues and easily ignore disadvantages as no opponent is ever going to comprehend or exploit them, especially not in a tournament. You're just trying to achieve so much with this here, and it sounds fantastic, but I think the foundations are simply too shaky.
I think that possibly tying the craftworlds to specific Hero HQ's would be good but the Eldar already have more HQ's than they can use. This could be fixed by making Phoenix Lords operate outside of the FoC.
Like the DH/ WH Assassin Operatives?
A) Guardians have not spent hundreds of years drilling incessantly on how to move in their armor
As Eldar they naturally have grace and a swiftness far above that of the Astartes or your normal human. Just saying.
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Post by: Mahtamori
focusedfire wrote:Kill points- I think we will disagree on the elegance. Now it is true that I prefered my original Idea of making the Aspects unique with HQs and craftworlds that unlocked greater access, but the resistance I met over the idea made me decide to try another avenue. The thing about the KP is that it doesn't kick in until you make the units larger. Now if you make the units larger, you get some benifits(Like splitting fire) but at a price of an extra KP. This would encourage a greater variety of units. If I make the full squad special ability an in-game ability to split the squad in half, "How many FD Squads do you really need before it becomes counter productive. This essentially gives you six small squads in the Elites Section. Combine that with the improved Guardians and you break the Spam lists. I think that the extra KP is a small price to pay and the ability to split the full units will make the Autarchs and Phoenix lords more desirable, because they would lead the unit without the Exarch.
If we are going to go by fluff to assign KP restrictions, etc, then I'd propose that Guardian units and Farseers be assigned the limitations, while the aspect warriors on the other hand are the ones expected to make the actual sacrifices. In either case, in games that does not have KP, you'll be looking at Eldar being significantly better, since the units with the KP punishments would have to be better to merit those punishments (remember that assigning values based entirely on description does not work! The rules and costs are there to make it a game, so arbitrarily saying unit X should cost twice as much since they are rare will just make unit X significantly worse and none would use it) In games that do have KP, on the other hand, Eldar lists with these units are a liability. The units will be used restrictively and players who keep the costs in mind will avoid putting them at risk since an otherwise even battle might go against them if they lost the wrong unit - not from a tactical stand point but simply because the rules say "you lost that unit, therefore you lose". I must say that I much prefer limiting the number of each aspect you are allowed to field, and I really think it can be combined with the concept of not having craftworld specific rules. I would rather work with this than assigning KP penalties. focusedfire wrote:Skilled-Funny, The Aspects are supposed to be so skilled, but they have to pay points for rules that should already be in their profile considering the per model cost in these units. The Aspects should get the skilled or run bonus rules while the Guardians should get fleet only. There are other ways to make the Guardians better, Such as the boost to their base stats as I proposed before. I think that Guardian Stats should look something like this: WS 4 BS 4 S 3 T 3 W 1 I 4 A 1 Ld 8 Sv 4+ These stats would make the guardians worth 9-ish points each. Add grenades to make it an even 10. Then base all aspect and vehicle scores from there. The Eldar are supposed to be beyond human in skill and grace, then let their stats show it.
Yeah, the aspects need more USRs. This could work. By the way, I wouldn't at all be surprised if the next codex gave Shuriken weaponry rending. How do you feel about that? focusedfire wrote:JetBikes- Very funny, The rider is quite well armed.  As to the disagreeing, I was talking about the group. Gorechild wanted to give skilled rider to the GJBs. Ah, it was in reply to Gorechild. Well, I made my own reply at about 5 in the night. I mean in the morning. <Nevermind, I just re-read the rules for bikes.> focusedfire wrote:Guardians and Armour- I don't see any Guardian having the run rule and while the Armour is Psycho reactive, it takes an Aspect warrior a long time to fully use the abilities. Also, the run rule could be considered a conditioned ability from years of training. Think of it like Pakur(Urban running) and the difference between someone who practices once every moth or so and the person who practices every day.
Parkour would be "move through cover" or "ignore difficult terrain" That's what Harlequins do  Parkour is not a very fast way of getting from point A to point B, it's rather an elegant and fun way of taking the scenic route. The running rule would rather be the Eldar being significantly better at rushing, bursts of speed. While it does make sense in a way of the ranged aspects or even the jump infantry getting it, for when you absolutely must get as far as possible, the utility of the ability is far diminished if applied to units that would rather not get into melee. They can still run. For Storm Guardians, Scorpions and Banshees, however, every inch will likely count when trying to charge someone they don't want to get charged by. focusedfire wrote:Farseers- Yes, that is why I brought it up. They already have force multiplication abilities that are pretty impressive. So what would be the point of giving them an Army wide rule on top of that rule? They are already a no-brainer unit so why make them even more powerful.
Exactly! The reason why they seldom get out of the transport, as I see it, are thus: 1. If you lose the Farseer you lose a great part of your force multiplier. You already get punished enough! 2. You don't need to get out of the vehicle. The Warlock squad is out there and you are likely inside what you're trying to Fortune and in range of what you're trying to Doom. A fix is to make Warlocks retinue, and limited in number. Say 1-3. This does mean that Eldar need a way of dealing with MCs that isn't Fire Dragons, though. Possibly even requiring Doom to have LOS. focusedfire wrote:By the fluff, Alaitoc IS a Ranger Craftworld. Read a little further into their history and the fluff says that the Craftworld always has ranger coming in and going out. That partly because they are so strict they have so many outcasts. The Alaitoc fluff states that when the craftworld goes to war, the rangers and pathfinders are called in and are deployed way ahead of the army to sow distruction and disruption amoungst the enemy before the rest of the army arrives. By the description, all Rangers and Pathfinders should have a chance at a free shot before the game begins.(Source Craftworld Eldar Codex Page 18-19) Now there needs to be a down side to this Ranger bonus so I made units in the army comes in from reserve if they dont have the infiltrate rule. Your claim about Alaitoc not being a Ranger Craftworld leads me to believe that you have only played the Eldar's current codex. Not trying to be mean or trollish here, just stating from the Craftworlds history, you couldn't be more wrong. The other craftworlds were just as focused as the Alaitoc and they worked well. Finding a way to field them with this focus with making them OP or fail-tastic while allowing for a few generic lists should be the end goal.
I played Ulthwé in 3rd edition, which is why I currently have so many useless models. Ulthwé were more or less vanilla Eldar with two upgraded Guardians and one upgraded Farseer council. Not focused at all. The other craftworlds went to lengths removing Guardians from Troop and putting useful troops there. Ulthwé is also generally the standard army GW use to portray Eldar I've found. It is the Eldar armies for Dawn of War campaigns, for instance. focusedfire wrote:About the Fire Dragons and Dark Reapers, There is not much of a contridiction here. Meltas are anti-heavy tank(Which max are about 3-5 per army) and EML's are anti-Medium/light armor(Which can be up to 15+ in a moden IG list) Now you could make a case about Dark Reapers infringing upon an anti GEQ unit with the blast markers but not with the Melta to EML comparison. The reason why I suggested such is that the Dark Reapers are supposed to be unique amoungst the Aspects in their focus on long ranged warfare and there isn't another Aspect that throws out templates every turn. BTW, The reason I threw the idea out was to get the discussion going and because they are supposed to be the masters of ranged combat. As to what I seriously think, give them Slow and Purposeful on the turns they shoot and some form of built in cover/Inv save and the unit would be fine, Especially considering the Proposed Fleet rules.
As I've currently got the Dark Reapers depicted in my fandex article is essentially: +relentless and +ignore cover saves. Then I've tried to remake the exarch powers to provide bonuses to the squad rather than selfishly to himself only. While I do agree with Slow and Purposeful as a concept, it is a bit awkward in game since you decide whether to shoot in the movement phase and then roll for distance moved. If it comes to worse, some people may argue "you moved full distance, no shooting!". Of course, there are worse examples of GW canon, so I suppose I shouldn't worry too much. I do think that the Dark Reapers need some way of getting Ignore Cover save, though. Either base or through exarch. That's what kills them atm and what makes the exarch so bloody good. Anything they shoot at on 5th edition tables will be in cover. focusedfire wrote:As to the correcting the FD spam, Again I ask you to consider the +1 KP for full sqauds that have the ability to split in-game.
Could you elaborate? I feel my automatic reply would be "each separate squad should be as many KP as the FOC slot would have them be"
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Post by: Gorechild
Well my entire post just dissapeared  I'll summarise it again.
I wasn't suggesting skilled rider for a jetbikes, only the ones we intended to give fast but few to.
As far as Reapers go I think S+P is a good decision. Maybe increase their strength to 7 so that they have a bit more punch Vs Transports. Keeping their range and AP. Their point cost is too high, if it was lower they wouldnt really need a change, but as were on the topic I'll explain my views. I think there should be another competitive alternative to the Tempest launcher for the earch and they need exarch powers that benefit the whole unit rather than just the exarch. I think making their weapons blast is a bad decision, they should be rainged anti MEQ not ranged anti GEQ, If we are sticking with our previous idea for giving warp spiders small blasts i dont think it is needed for another aspect.
Sorry its so brief, I couldnt be bothered to type out the whole wall of text again.
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Post by: DAaddict
I think dealing with one aspect in a vacuum DR or SS or whatever might solve that one problem but they need to be addressed as a whole. That then applies to guardians and storms as they need to be viable to fit in and be a reasonable option.
Minus the weakness of all Eldar of T3 and S3 and the strength of fleet and I4 base as a race what can be done to emphasize the quality of specialized aspects.
Other side is making a role and value for guardians.
So it comes down to a base line and then honing in on the specialty of the aspect.
My proposal would be.
WS 5 BS 4 Ld8 A2 to modify straight CC aspects
WS 4 BS 5 Ld8 A1 to modify straight shooty aspects
WS 4 BS 4 Ld8 A2 to modify middle aspects.
Exarchs are required. Only benefit of the exarch is Ld 9 instead of 8, +1 I, better Sv and special weapon options. Abilities are squad wide and built-in. (e.g. DAs have 5 minimum with exarch at cost of 102 +12 each for up to 5 more DAs. DAs would now have Defend and Bladestorm built in.)
I will make the argument for removing Phoenix Lords as an option for HQ and making them aspect alternative to exarch. Give the +1 to WS, BS,W, S, T, A, LD and better save.) They also would allow that one choice to be taken as a troop choice. Cost would have to be determined but this uses mechanic ala Kronus or Snikrot.
Some of the arguments of defining roles can be solved through these mods. An example would be defining spiders as a generalist exarch and hawks as a shooting aspect. So base stat of a spider is WS 4 BS4 while a Hawk is WS 4 BS 5.
If this model for base definition is there, then we can go onto arguing powers and special weapons to further define roles but then all aspects are on the same playing field.
I think this also supports the guardian changes we have discussed give them. Assume you go to an 18" range Rapid Fire SC for guardians (again to give them range but differentiate the guardians from the DAs.) WS 4, BS4 and
4+ Save. Your defenders have a platform, accurate fire with some range but the DAs (if considered a generalist) have the same WS and BS as well as 4+ Sv but have the rapid fire SC, Bladestorm and Defend as well as 2 base attacks.
As done with the newer SM codex, make grenades built into the cost of guardians. That should be the new baseline and fit the total generalist role of guardians. Aspects have grenades that fit their role but not things to make them multi-purpose.
Bottomline, I think if we settle on the baseline of all the aspects, then we can define a good generalist role for guardians that make them a viable choice as opposed to aspects. We can also better define or settle on the special
rules and weapons of each aspect.
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Post by: focusedfire
Emperors Faithful wrote:No. Simply no, sorry. Too changable to...impossible to grasp really. It would make hell for anyone trying to keep track of a tourny where someone can claim bonues and easily ignore disadvantages as no opponent is ever going to comprehend or exploit them, especially not in a tournament. You're just trying to achieve so much with this here, and it sounds fantastic, but I think the foundations are simply too shaky.
My bad, I rushed through the reply and wasn't clear. As far as tournaments and games go, the Army list would have to Specify which craftworld.
My reply was for the friendly gaming enviroment and that the rules are obvious in that you could only claim one craftworld and if you claim the benefits then you must abide by the negatives.
The more accurate answer would be, that if a Craftworld is chosen it must be noted on the Army list.
focusedfire wrote:I think that possibly tying the craftworlds to specific Hero HQ's would be good but the Eldar already have more HQ's than they can use. This could be fixed by making Phoenix Lords operate outside of the FoC.
Emperors Faithful wrote:Like the DH/WH Assassin Operatives?
Either that or like IG Advisors or some such. Maybe something unique that ties a Phoenix Lords presence with a required numder of his Aspect on the battlefield but that he does not occupy a FOC slot. I think that the Phoenix Lords will be easier to define once we find the right mix of AWSRs.
Emperors Faithful wrote:As Eldar they naturally have grace and a swiftness far above that of the Astartes or your normal human. Just saying.
Which should be reflected in the base Guardian stats and is why I propose the WS 4 BS 4 S 3 T 3 W 1 I 4 A 1 Ld 8 Sv 4+ with Fleet. For a basic troop/reservist, that is a darn good profile. Just equipp the basic Guardians with Range 18" Lasblasters and Storms pretty much as they are now and you have a solid basic troop unit that will become quite impressive when used with warlock and holo-wargear. (maybe too impressive but if so it can be balanced by cost)
Mahtamori wrote:
If we are going to go by fluff to assign KP restrictions, etc, then I'd propose that Guardian units and Farseers be assigned the limitations, while the aspect warriors on the other hand are the ones expected to make the actual sacrifices.
In either case, in games that does not have KP, you'll be looking at Eldar being significantly better, since the units with the KP punishments would have to be better to merit those punishments (remember that assigning values based entirely on description does not work! The rules and costs are there to make it a game, so arbitrarily saying unit X should cost twice as much since they are rare will just make unit X significantly worse and none would use it)
In games that do have KP, on the other hand, Eldar lists with these units are a liability. The units will be used restrictively and players who keep the costs in mind will avoid putting them at risk since an otherwise even battle might go against them if they lost the wrong unit - not from a tactical stand point but simply because the rules say "you lost that unit, therefore you lose".
I must say that I much prefer limiting the number of each aspect you are allowed to field, and I really think it can be combined with the concept of not having craftworld specific rules. I would rather work with this than assigning KP penalties.
1)I think that you and I have a fundament difference of opinion on Army structure and how units are fielded. To me, your view on Aspects would mean that all Eldar armies would be Biel-Tan because Aspects are so common. My view is that they are rare/limited in number because:
A)The fluff describes artisan paths as common while seer paths and the warrior paths are more rare.
B)The Wariors and Seers are consrantly at war which means lives lost in battle
C)The time it takes to become an Aspect Warrior.
2)I think that there is a major miscommunication here on the KP. Now I don't feel that they have to be better because of the rule, they will be better because of the rule. In fact they may become too good and have to be restricted as unique. I will explain at the end of my post. Suffice it to say, that I think that I have come up with a way to make all builds viable while reducing the Spam monster
3)I prefered the first set of rules, simply because everyone could grasp what was being done. I think that my latest proposal is the most effective but will again be dismissed because people aren't looking at the big picture but rather at the restrictions.
Mahtamori wrote:By the way, I wouldn't at all be surprised if the next codex gave Shuriken weaponry rending. How do you feel about that?
It seems in keeping with the rampant poison romours for the DE, but not sure if I believe such would happen. Traditionally GW has been very stingey about giving any army bit the SMs Rending. On the other hand, Pervasive rending would be a sloppy half-a$$ed quick fix for the Eldar and we all know how GW likes sloppy half-a$$ed fixes for xenos armies.  .
Personally, I can see it on Shuricannons but not on the catapults or pistols. If they do give the Shuricannons Rending then the S 6 theme on Eldar weapons will need to be changed or ROF will need adapting to prevent the Shuricannon from becoming a no-brainer default choice.
Mahtamori wrote:Parkour would be "move through cover" or "ignore difficult terrain" That's what Harlequins do
Parkour is not a very fast way of getting from point A to point B, it's rather an elegant and fun way of taking the scenic route. The running rule would rather be the Eldar being significantly better at rushing, bursts of speed. While it does make sense in a way of the ranged aspects or even the jump infantry getting it, for when you absolutely must get as far as possible, the utility of the ability is far diminished if applied to units that would rather not get into melee. They can still run.
For Storm Guardians, Scorpions and Banshees, however, every inch will likely count when trying to charge someone they don't want to get charged by.
From my time in cross country running, I can say that the Pakur analogy was a good one. There is a difference between sprinting on the track or football field and sprinting across natural country side with all of its little imperfections. My time in the military tells me that such running becomes more difficult with an enemy chasing/trying to kill you. Experience and training makes a difference in such situations.
Mahtamori wrote:Exactly! The reason why they seldom get out of the transport, as I see it, are thus:
1. If you lose the Farseer you lose a great part of your force multiplier. You already get punished enough!
2. You don't need to get out of the vehicle. The Warlock squad is out there and you are likely inside what you're trying to Fortune and in range of what you're trying to Doom.
A fix is to make Warlocks retinue, and limited in number. Say 1-3. This does mean that Eldar need a way of dealing with MCs that isn't Fire Dragons, though. Possibly even requiring Doom to have LOS.
So, in essence, return to a pre-Ulthwe seer council codex because some of the craftworld specific units are to powerful without restrictions. If you look there is a pattern of no-brainer units that emerged in this last Eldar codex where they tried to incorporate some of the Craftworld units.
1)The Ulthwe- Seer councils and Eldrad
2)Biel-Tan- Dire Avengers and Fire Dragons
3)Saim Hann- Larger Guardian Jetbike squadrons and Jetseers
These units without the craftworld restrictions they were designed for are getting used in unfluffy ways that have pretty much limited the Eldar to 2 competitive builds. This is why I advocate the Craftworlds, they provide the balance and structure need for a greater variety of lists.
Oh well, check the end of this post and I will try to explain the strengths of my current proposed idea.
Mahtomori wrote:I played Ulthwé in 3rd edition, which is why I currently have so many useless models. Ulthwé were more or less vanilla Eldar with two upgraded Guardians and one upgraded Farseer council. Not focused at all. The other craftworlds went to lengths removing Guardians from Troop and putting useful troops there.
Ulthwé is also generally the standard army GW use to portray Eldar I've found. It is the Eldar armies for Dawn of War campaigns, for instance.
Funny, For a while, I saw Biel-Tan as the Standard Eldar army that GW used to push the model line, then it was Saim Hann at another point. I'm not arguing what it might be currently, just saying that it might either be a matter of personal perspective or GW cycling the armies to push different part of the model line at different times. As far as DoW goes??? You talking I or II? My DoW I Starte with an Alaitoc or Iyanden theme for some reason. DoW II I don't own and have no interest due to the feedback from reliable sources. Only thing I am missing on DoW I is the Dires over Chronos module and a true gaming PC to play it on.
Mahtamori wrote:As I've currently got the Dark Reapers depicted in my fandex article is essentially: +relentless and +ignore cover saves. Then I've tried to remake the exarch powers to provide bonuses to the squad rather than selfishly to himself only.
While I do agree with Slow and Purposeful as a concept, it is a bit awkward in game since you decide whether to shoot in the movement phase and then roll for distance moved. If it comes to worse, some people may argue "you moved full distance, no shooting!". Of course, there are worse examples of GW canon, so I suppose I shouldn't worry too much.
I do think that the Dark Reapers need some way of getting Ignore Cover save, though. Either base or through exarch. That's what kills them atm and what makes the exarch so bloody good. Anything they shoot at on 5th edition tables will be in cover.
The S & P rule might be a little trickey but would fit unless they give the Dark reapers a good Inv save. If that happened then just straight Slow and pprpuseful to keep them balanced.
Now,I agree about a unit wide rule that the Exarch conveys. Crack shot could be good if it is changed to a minus to the cover save as opposed to ignoring cover.
Mahtomori wrote:focusedfire wrote:As to the correcting the FD spam, Again I ask you to consider the +1 KP for full sqauds that have the ability to split in-game.
Could you elaborate? I feel my automatic reply would be "each separate squad should be as many KP as the FOC slot would have them be"
Will elaborate at bottom of this post.
Gorechild wrote:I wasn't suggesting skilled rider for a jetbikes, only the ones we intended to give fast but few to.
As far as Reapers go I think S+P is a good decision. Maybe increase their strength to 7 so that they have a bit more punch Vs Transports. Keeping their range and AP. Their point cost is too high, if it was lower they wouldnt really need a change, but as were on the topic I'll explain my views. I think there should be another competitive alternative to the Tempest launcher for the earch and they need exarch powers that benefit the whole unit rather than just the exarch. I think making their weapons blast is a bad decision, they should be rainged anti MEQ not ranged anti GEQ, If we are sticking with our previous idea for giving warp spiders small blasts i dont think it is needed for another aspect.
Sorry its so brief, I couldnt be bothered to type out the whole wall of text again.
1)Ah, sorry. I misunderstood your post mentioning the Jetbikes
2)I think that all Eldar players are in agreement about the Exarch powers benefitting the whole unit, though some will need to be toned down in some cases(Crack shot reduces cover instead of removing it).
3)I agree that the Reaper Laucher needs re-work or that the Reapers need other options, but to whatI am unsure. I do know that GW will never give cover denying long range anti SM weapons to any army but the SMs.
4)To bad about the post, it has happened to me way too many times, so I can empathize with your annoyance.
DAaddict wrote:*(snip)A whole bunch of stuff that I mostly agree with(snip)*
Bottomline, I think if we settle on the baseline of all the aspects, then define a good generalist role for guardians that make them a viable choice as opposed to aspects. We can also better define or settle on the special
rules and weapons of each aspect.
Love the whole post, just want to suggest a shift in perspective. I have been working from the PoV that the Guardians are the general baseline. If a generalist Aspect catagory was added then the base stats I've been proposing would be something like this i.
Guardians & Storms: WS 4 BS 4 S 3 T 3 W 1 I 4 A 1 Ld 8 Sv 4+
Scorps & Banshees: WS 5 BS 4 S 3 T3 W 1 I 5 A2 Ld9 Sv 3+ to 4+
Dark Reapers, Fire Dragons: WS 4 BS 5 S 3 T3 W 1 I 5 A1 Ld9 Sv 3+ to 4+
Dire Avengers, Swooping Hawks, Warp Spiders: WS 4 BS 4 S 3 T3 W 1 I 5 A2 Ld9 Sv 4+
@Everyone, It has come to my attention that I may not have been clear with where I was going with the +1KP rule. This is because the concept is an evolving one. I am going to attempt to explain what I am currently proposing.
1)Eldar aspects taken at min unit strength are 1KP
2)Eldar Aspects taken above min Strength are worth 2KP, but the unit can combat squad(Split into two units) after the game has started
3)These units will have Access to the Holo-Simulcrums(Don't quite know how this will work yet. Will it add a wound to a profile, Be represented by extra models on the table, or become an cover/invulnerable save? Still have to figure out which is best.)
4)Units will be able to split while disembarking. Example-Wave Serp has 8 FD inside. 4 of the FD may disembark at the beginning of the movement phase and the other 4 will remain inside as theWave Serpent moves off.(Should second mini-squad get to disembark after the Wave Serp moves?)
5)Exarch abilities will only apply to the mini-squad that he is attached to. The other mini-squad has basic rules unless joined by PL.(Or we give the Aspects the ability to buy an additional Exarch)
6)Once Squads have split they may not reform
Am trying to decide if these units should be made unique in order to insure that they don't get spammed and to encourage the Ranged/ close combat unit tag-team tactics that are how the Eldar are supposed fight or will letting people have unrestricted access work. Experience tells me that they need to be restricted in access, especially as this makes multiple small squads cheaper.
Possible benefits of this idea:
reduces Spamming
Reduces the number of transports per unit fielded
Possible Concerns:
Might have opposite effect and increase reliance on mechdar and spammed units
Question:
Should units be limited to unique for balance?
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Post by: Mahtamori
What have we agreed on so far? Let's see if I can get something out of it... I will go by a rough consensus. I apologise before hand if I write something as agreed on or merely a proposal and you, dear reader, does not think that would be so. Additionally, I've been extremely conservative and tried to take only ideas which have received positive feedback. Army-wide special rules or common rules. * All models that move as infantry are Fleet of Foot * All aspect warriors which move as jump infantry or jetbikes may re-roll difficult terrain tests * All aspect warriors may roll an extra D6 and choose the highest when determining how far they may run * All squads are purchased base number of troops plus a squad leader (exarch or warlock) Minor proposal: instead of defining each rule which would apply to aspect warriors, or naming a new rule "fast but few", how about simply defining the rule as "Aspect Warrior"? Statlines * Guardian level troops have WS and BS of 4 with armour save 4+. * Aspect Warriors have their statline improved by +1 BS or WS depending on if they are ranged or CC as well as +1 Ld. Statline proposal * Aspect Warriors that are CC oriented receive an extra attack as well, DAaddict page 12 HQ * Phoenix Lords have all got Force Fields or Battle Fate. * Avatar also exude a infinite range Stubborn aura. * A Farseer's Mind War only allow invulnerable saves, not cover saves. HQ proposals * Autarchs additionally allow units entering from reserve to enter from any non-hostile table edge, Gorechild page 6 * A Farseer's Eldritch Storm changed to become anti-deep striking mechanic, Mahtamori page 8 * A Farseer's Mind War need to become more reliable for at least the first wound, several posters * Avatar gain +2 toughness, Gorechild page 8 * Warlock unit changed to retinue, Mahtamori page ? * Avatar able to bathe everyone within melee range in fire for S4 hits once per assault phase, Mahtamori page 8 Elite * Fire Dragons, aside from needing to be discouraged from being kamikaze, are fine. (?) * Striking Scorpions have not been properly discussed. * Wraithguard have not been properly discussed. * Banshees have not been touched, but are agreed that they need some way of assaulting after disembarking * Harlequins are left to DE codex to decide Troops * Guardian Defenders receive defensive grenades as part of their price * Guardian Storms receive plasma grenades as part of their price * Guardian Defenders receive additional platforms for every 5 or 10 Guardians added to them. * Rangers simply have a price drop by a few points * Dire Avengers have not been properly discussed. Troop proposals * Guardian Storms be armed with chain swords (+1 strength), focusedfire page 2 * Guardian Defenders be armed with rapid fire version of shuriken catapult (18" or 24"), several posters Fast Attack * Swooping Hawks have their weapons changed to plasma weapons. Lowered AP. * Warp Spiders Deathspinners change from Assault 2 to Assault 1 Template (blast or flame?) which leaves the hit unit in difficult and dangerous terrain until the next time the models are moved. * Vypers have not been properly discussed. * Shining Spears lances change so that power weapon status is not conditional on assaulting. Fast Attack proposals * Warp Spiders gain rending, Mahtamori page 5 * Warp Spiders gain an ability to reduce the risks of deep striking, focusedfire page 6 * War Walkers moved to Fast Attack, several posters * Swooping Hawks allowing re-rolled hits on any unit within 12" of the Hawks, Captain Avatar page 6 Heavy Support * Falcons are moved to be dedicated transports. * Fire Prism have not been properly discussed. * Wraithlord now purchases each weapon independently and may carry two Bright Lances without twin-linking them. * War Walker have not been properly discussed. * Nightspinner have not been properly discussed. * Dark Reapers may chose to be Slow and Purposeful for the turn or move as normal. Heavy Support proposals * Vehicle upgrade which allow a vehicle to fire an additional normal weapon, Mahtamori page 6 Please note that some " have not been properly discussed." actually mean that they don't need to be discussed since they have escaped the power creep in good shape. Automatically Appended Next Post: @focusedfire: I found a page describing what craftworlds are used for Dawn of War series. Biel-Tan (Dawn of War) Ulthwé (Winter Assault, Dark Crusade, Soulstorm, Dawn of War II) Note that all are lead by a Farseer, so a Farseer does not signify that the craftworld is Ulthwé. I just want to hint this for any craftworld-specific discussions Ok, so a squad that can split is +1KP. That I can live with, but there's a few concerns: 1. I think all squads should have an exarch unless the exarch is killed, even the mini-squads. 2. There should be a minimum size to the squads that are split. 3. Only squads large enough to split should give extra KP. This all leads me to go back to the concept of purchasing, what is essentially two different unit for one FOC slot. As for the exarch powers. It's perfectly fine to bake some exarch powers straight into the unit, but I think we should leave the exarchs with at least one power which goes away if the exarch is killed. This power could be an option, or we could have a mandatory power and an optional one. For instance. Swooping Hawks basic SR set: Fleet, Aspect Warrior, Intercept and Jump Infantry Swooping Hawk exarch: Skyleap/re-deploy (with some sort of force multiplier as optional - target-painter-esque) Dark Reaper basic SR set: optional S+P*, Fleet, Aspect Warrior Dark Reaper exarch: squad ignore cover save (with fast shot as potential optional) * Can we name this Path of the Reaper?
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Post by: Eldar Own
Mahtamori wrote:What have we agreed on so far? Let's see if I can get something out of it... I will go by a rough consensus. I apologise before hand if I write something as agreed on or merely a proposal and you, dear reader, does not think that would be so. Additionally, I've been extremely conservative and tried to take only ideas which have received positive feedback. Army-wide special rules or common rules. * All models that move as infantry are Fleet of Foot * All aspect warriors which move as jump infantry or jetbikes may re-roll difficult terrain tests * All aspect warriors may roll an extra D6 and choose the highest when determining how far they may run * All squads are purchased base number of troops plus a squad leader (exarch or warlock) Minor proposal: instead of defining each rule which would apply to aspect warriors, or naming a new rule "fast but few", how about simply defining the rule as "Aspect Warrior"?
Agree with all of these though i can't see the point of number four. Mahtamori wrote: Statlines * Guardian level troops have WS and BS of 4 with armour save 4+. * Aspect Warriors have their statline improved by +1 BS or WS depending on if they are ranged or CC as well as +1 Ld. Statline proposal * Aspect Warriors that are CC oriented receive an extra attack as well, DAaddict page 12
Agree with all of these though im not sure if the extra attack would make these OP. Mahtamori wrote: HQ * Phoenix Lords have all got Force Fields or Battle Destiny. * Avatar also exude a infinite range Stubborn aura. * A Farseer's Mind War only allow invulnerable saves, not cover saves.
I haven't read all of the thread so im not sure what you mean by battle destiny though i think the others are good ideas. Mahtamori wrote: HQ proposals * Autarchs additionally allow units entering from reserve to enter from any non-hostile table edge, Gorechild page 6 * A Farseer's Eldritch Storm changed to become anti-deep striking mechanic, Mahtamori page 8 * A Farseer's Mind War need to become more reliable for at least the first wound, several posters * Avatar gain +2 toughness, Gorechild page 8 * Warlock unit changed to retinue, Mahtamori page ? * Avatar able to bathe everyone within melee range in fire for S4 hits once per assault phase, Mahtamori page 8
I agree with all of these apart from the eldritch storm idea. I think it's an ok idea but should be an attack too, but with a better strengnth. How about: Range: 18" S: 4 AP: - Large blast, pinning, rending If any enemy unit deep strikes within 12" of the unit affected by eldritch storm the turn after then it must immediatly take a dangerous terrain test. I also had a different idea for the avatar one in which all units within 6" re-rolls failed rolls to hit in CC, to represent a battle fury of some sorts. Though this idea is a good idea, though it should be +1S, otherwise itd be useless for units with S4 (even though that's not many) Mahtamori wrote: Elite * Fire Dragons, aside from needing to be discouraged from being kamikaze, are fine. (?) * Striking Scorpions have not been properly discussed. * Wraithguard have not been properly discussed. * Banshees have not been touched, but are agreed that they need some way of assaulting after disembarking * Harlequins are left to DE codex to decide
I think perhaps a 3+ armour save for fire dragons. Scorps are fine as they are imo. Wraithguard are fine as well, though perhaps a points decrease. How about a special rule for banshees, something like this: Unparreleled agility: Howling Banshees posses inhuman agility that gives them a great advantage on the battlefield. Howling banshee units have the move through cover USR, cannot be pinned and can always assualt, even after they have disembarked etc... Mahtamori wrote: Troops * Guardian Defenders receive defensive grenades as part of their price * Guardian Storms receive plasma grenades as part of their price * Guardian Defenders receive additional platforms for every 5 or 10 Guardians added to them. * Rangers simply have a price drop by a few points * Dire Avengers have not been properly discussed. Troop proposals * Guardian Storms be armed with chain swords (+1 strength), focusedfire page 2 * Guardian Defenders be armed with rapid fire version of shuriken catapult (18" or 24"), several posters
I agree with the grenade additions and the platform additions, and the points decrease for rangers. I think storm guardians should be given furious charge, (not sure what you mean by focussed fire) and im not sure about the guardian weapons, as isn't a souped-up catapault what the avenger shruiken catapault is? Perhaps as a weapon uprgread, i.e. guardians may be given [name] shruiken catapaults for +Xpts. Mahtamori wrote: Fast Attack * Swooping Hawks have their weapons changed to plasma weapons. Lowered AP. * Warp Spiders Deathspinners change from Assault 2 to Assault 1 Template (blast or flame?) which leaves the hit unit in difficult and dangerous terrain until the next time the models are moved. * Vypers have not been properly discussed. * Shining Spears lances change so that power weapon status is not conditional on assaulting. Fast Attack proposals * Warp Spiders gain rending, Mahtamori page 5 * Warp Spiders gain an ability to reduce the risks of deep striking, focusedfire page 6 * War Walkers moved to Fast Attack, several posters * Swooping Hawks allowing re-rolled hits on any unit within 12" of the Hawks, Captain Avatar page 6
Yes, lasblasters should be lowered to AP3. I disagree with the warp spider weapon change, i like them as they are, though giving them rending isn't a bad idea. I think the cost of vypers should be lowered slightly, and the shining spears idea is a definite, i also think they should have 2 attacks. Agree with the war walkers. Mahtamori wrote: Heavy Support * Falcons are moved to be dedicated transports. * Fire Prism have not been properly discussed. * Wraithlord now purchases each weapon independently and may carry two Bright Lances without twin-linking them. * War Walker have not been properly discussed. * Nightspinner have not been properly discussed. * Dark Reapers may chose to be Slow and Purposeful for the turn or move as normal. Heavy Support proposals * Vehicle upgrade which allow a vehicle to fire an additional normal weapon, Mahtamori page 6
Agree with falcon idea. Agree with wraithlord idea and they should also be given 3 attacks, at least, if not 4. Not a bad idea for Reapers either. Vehicle upgrade good too. I also think that all eldar vehicles should have higher BS. Thanks for reading my ideas/opinions, i know there's a lot of them!
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Post by: Mahtamori
I chose the wrong word, Battle Destiny = Battle Fate (Eldar 4th edition codex page 55, Asurmen entry)
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Post by: focusedfire
@Mahtamori- I am going to wait on replying to the list of what is agreed upon, because I want to get feed back on the Few rule.
I will say that when assigning credit for rules, that you seemed to have skipped page 3 when Powerguy, Nathan, you and myself were hashing things out.  There is a lot of what was later agreed upon introduced on that Page.
You also, left out the Venom/Vyper Assault transports that I inist upon.
As to the name for the Eldar AWSR, I like either Fast but Few or the Path of the Eldar. There is a problem with using "Path of the Eldar" or your proposed "Aspect Warrior" in that it could be confusing due to all of the fluff that people would try to interpret as rules.
So we are back with Fast but Few.  Seriously, I like the "Fast but Few" name because it is simple, descriptive and doesn't cause confusion.
Now, concerning the Few portion of the Rule, I think that the squad splitting needs to be test played at the 6 through 10 man strength levels in order to decide(Currently I like the idea of two FD units at 3 strong, if someone wants to get his units killed and sacrifice the KPs, let 'em).
I also feel that the KP penalty needs to be there whether they Split the Squad or not. They are still taking warriors that are almost irreplaceable if they lose their lives(Basically, their lives are not any less important whether they are split or not).
About the differences between your proposed purchasing 2 units per FOC slot and my proposed squad splitting...... My proposed rule has an organic balancing mechanism that actively discourages attempts to exploit the rule, while to do what you propose there would have to be a paragraph of rules added to balance against the possibility of exploitation and to explain that these units cost an extra KP, unless I am missing something.
I have really tried to compromise to give you what you want on this rule, but this is as far as I can go on the rule itself. I might be willing to compromise on the Craftworld idea to just being Hero HQs if "The Fast but Few" rule includes the extra KP, Combat Squading and limits the number of available Aspect units(I want to prevent 3 squads of FD splitting into 6 mini-squads  ).
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Post by: Mahtamori
Well, it was an attempt  Most things seemed to happen on page 2-6, and I might've missed something. Venom-Vyper I skipped since a lot of people were sceptical (and since I oddly didn't make a transport section in the list)
Feel free to fill in the gaps.
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Post by: akaean
Here are some of my 2c. I like the Idea of Venom Transports- but only for harlequins. As a nod to the dex where they were seen. I think that the Wave Serpent should be allowed to exchange its tl shuriken catapult for a front access ramp for a certain number of points, 10 sounds reasonable. (read NOT an assault ramp, but just conferring an ability to deploy from the front of the tank. instead of only the rear I would also like to see the cost of upgrade warlocks lowered. Let guardian squads and guardian jetbike squads have cheaper warlocks. A general price reduction would make council's way too good. let Master Strategist re roll outflank rolls as well as +1 to reserve rolls. I think these would all be not very convoluted way of improving a few units, and looks reasonable to me!
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Post by: Gorechild
First off, good effort to Mahtamori for condensing everything we discussed so well
Army-wide special rules or common rules.
* All models that move as infantry are Fleet of Foot
* All aspect warriors which move as jump infantry or jetbikes may re-roll difficult terrain tests
* All aspect warriors may roll an extra D6 and choose the highest when determining how far they may run
* All squads are purchased base number of troops plus a squad leader (exarch or warlock)
Point 1- Agreed 100%
Point 2- Agreed 100%
Point 3- I dont see why reapers would need it, but just for simplicities sake, it works well
Point 4- I like this alot, it will raise the point cost by forcing the exarch + powers to be taken, so they are ess likely to be used as throw away units.
Statlines
* Guardian level troops have WS and BS of 4 with armour save 4+.
* Aspect Warriors have their statline improved by +1 BS or WS depending on if they are ranged or CC as well as +1 Ld.
Statline proposal
* Aspect Warriors that are CC oriented receive an extra attack as well, DAaddict page 12
What are guardian level troops? everything ecept Avengers? I'm not sure about 4+ armour, but wont press the point if everyone else is fine with it.
+1 attack I think is a good decision, points can be adjusted accordingly if people see it as OP.
HQ
* Phoenix Lords have all got Force Fields or Battle Fate.
* Avatar also exude a infinite range Stubborn aura.
* A Farseer's Mind War only allow invulnerable saves, not cover saves.
Agreed 100%
HQ proposals
* Autarchs additionally allow units entering from reserve to enter from any non-hostile table edge, Gorechild page 6
* A Farseer's Eldritch Storm changed to become anti-deep striking mechanic, Mahtamori page 8
* A Farseer's Mind War need to become more reliable for at least the first wound, several posters
* Avatar gain +2 toughness, Gorechild page 8
* Warlock unit changed to retinue, Mahtamori page ?
* Avatar able to bathe everyone within melee range in fire for S4 hits once per assault phase, Mahtamori page 8
1st point- agreed (obviously  )
2nd point- agreed
3rd point- agreed
4th point- It was more of a complete stat line change to the avatar and upping him to be a CC monster (Thrakka style  )
5th point- agreed
6th point- Would realy encourage avatar + Wraithlord combo's as they cant be hurt by S4, but I like it.
Elite
* Fire Dragons, aside from needing to be discouraged from being kamikaze, are fine. (?)
* Striking Scorpions have not been properly discussed.
* Wraithguard have not been properly discussed.
* Banshees have not been touched, but are agreed that they need some way of assaulting after disembarking
* Harlequins are left to DE codex to decide
Spot on
Troops
* Guardian Defenders receive defensive grenades as part of their price
* Guardian Storms receive plasma grenades as part of their price
* Guardian Defenders receive additional platforms for every 5 or 10 Guardians added to them.
* Rangers simply have a price drop by a few points
* Dire Avengers have not been properly discussed.
Agreed with all, I'd lean towards a weapon for every 5 guardians instead of 10 though.
Troop proposals
* Guardian Storms be armed with chain swords (+1 strength), focusedfire page 2
* Guardian Defenders be armed with rapid fire version of shuriken catapult (18" or 24"), several posters
Disagreed with +1 strength, that should be Scorpion territory.
I think rapid fire is good, 24" I see as being best to keep them different from Avengers (with 18" assault 2)
Fast Attack
* Swooping Hawks have their weapons changed to plasma weapons. Lowered AP.
* Warp Spiders Deathspinners change from Assault 2 to Assault 1 Template (blast or flame?) which leaves the hit unit in difficult and dangerous terrain until the next time the models are moved.
* Vypers have not been properly discussed.
* Shining Spears lances change so that power weapon status is not conditional on assaulting.
Point 1- agreed
Point 2- flamers would be good I think, It would have to be low strength AP- I think, that would make the secondary effect (slowing the target unit down) their main use. Otherwise there would be no need for any other anti hoarde, we intended them as harassment units, not to allow them to level a hoard of orks each and every turn.
Points 3+4- Agreed.
Fast Attack proposals
* Warp Spiders gain rending, Mahtamori page 5
* Warp Spiders gain an ability to reduce the risks of deep striking, focusedfire page 6
* War Walkers moved to Fast Attack, several posters
* Swooping Hawks allowing re-rolled hits on any unit within 12" of the Hawks, Captain Avatar page 6
Point 1- possibly, depends on the final decision for the weapon.
Point 2- agreed
Point 3- agreed, make them fast and able to dish out a whole load of shots, but not that durable.
Point 4- Could work, depends on how we finally see the hawks being used
Heavy Support
* Falcons are moved to be dedicated transports.
* Fire Prism have not been properly discussed.
* Wraithlord now purchases each weapon independently and may carry two Bright Lances without twin-linking them.
* War Walker have not been properly discussed.
* Nightspinner have not been properly discussed.
* Dark Reapers may chose to be Slow and Purposeful for the turn or move as normal.
Heavy Support proposals
* Vehicle upgrade which allow a vehicle to fire an additional normal weapon, Mahtamori page 6
1+2- agreed
3- agreed, what about the different wepons (d-cannon's ect), that was never fully discussed.
4,5+6- agreed, just need to look at reaper exarch weapons.
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Post by: DAaddict
focusedfire wrote: [Dark Reapers, Fire Dragons: WS 4 BS 5 S 3 T3 W 1 I 5 A1 Ld9 Sv 3+ to 4+
How about this for a Dark Reaper fix.
WS 4 BS 5 S3 T3 W1 I5 A1 Ld9 Sv 3+ Reaper Launcher 48" Heavy1 S7 AP3
Exarch
WS 4 BS5 S3 T3 W1 I5 A2 Ld9 Sv 2+ Reaper Launcher, EML or Tempest
Abilities/Options for the squad: Choice of one each turn.
Rapid Fire: RoF of weapon +1
Tank Hunter: +1 AT
I am thinking now the presence of the exarch should bring some morale benefit to the unit but I hesitate to make it Ld 10. Perhaps Stubborn or something like that as benefit of exarch. Kind of like a mini-bonus like the avatar. Now that would put the phoenix lord into a middle ground perhaps a 12" radius stubborn with fearless to his/her aspect.
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Post by: Gorechild
I think Heavy 2 AP3 is the main reason reapers are good, a reasonably small squad can really dent a 10 man marine in 1 turn, that is why I like them. I think lowering to Heavy 1 kills off a lot of their appeal, as a matter of ballance, maybe S7 is a little much, especially with Tank hunter. maybe a Lascannon style (S9 AP2) weapon for the exarch would be a good option for tank popping.
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Post by: DAaddict
Another thought on the FOC, Minimum squads and + KP theme:
I know this would be a departure for GW but perhaps make all aspects 0-1 choice much like the Lictors or Biovores are for the tyrannids. Now remove the limit to make the choice 5-30 of a given aspect. Now kind of reverse the IG mega platoon rule. You may split this aspect into as many squads as you would like with a minimum strength of 1. For each squad split, they MUST be lead by an exarch at XX additional cost.
For each exarch/squad chosen, you may purchase a dedicated transport.
Perhaps put a maximum limit of 3 split squads for all but dire avengers but potentially, you could have an elite aspect heavy list that is not all converted to troop slots but also able to field a larger number of aspects (ala biel-tan).
Points and KPs should control abuse of this.
The core problem does remain - Melta weapons in a vehicle-heavy environment just rock. I really don't see a way other than increased cost to limit the value of FDs.
I would approach it this way - if a guardian costs 8 each, and in most armies a meltagun is 10. A dragon base should at least be 18.
Automatically Appended Next Post: Gorechild wrote:I think Heavy 2 AP3 is the main reason reapers are good, a reasonably small squad can really dent a 10 man marine in 1 turn, that is why I like them. I think lowering to Heavy 1 kills off a lot of their appeal, as a matter of ballance, maybe S7 is a little much, especially with Tank hunter. maybe a Lascannon style (S9 AP2) weapon for the exarch would be a good option for tank popping.
I agree but remember the whole squad has the choice of tank hunter or quick shot. So that S7 AP3 48" 1H weapon will most likely be firing 2 shots every turn.
I struggle with what S it should be but S5 is too underpowered in 5th Ed environment. Albeit you could leave the weapon stats as is but then with quick shot, that means every reaper is putting out 3 shots and now with a ballistic skill of 5 that means 4 regular reapers would be shooting 12 S5 AP3 shots with a probability of 10 hits every turn. Nowadays that would be 8 shots with BS 4 so 4 hits. Give me that and I would be a happy camper. While the Plus to BS and the increase to S7 on the weapon increase the probability of deathdealing, redusing the base ROF to 1 keeps the number of hitting the same.
The S increase is an idea to make the unit a medium/light vehicle threat while retaining its base function of slaughtering marines.
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Post by: Mahtamori
@Gorechild:
Guardian level troops = Storms, Defenders, Jetbike Guardians, War Walkers, Falcons, etc.
Avatar statline = It as late and I couldn't easily sift through all the posts, I knew there were more to it. Could you summarize the statline?
Avatar flame bath = Sort of the point  Also works decently with Wraithguard and could work with War Walkers in proximity.
Guardian platforms = Same, I'm leaning towards 1-4 platforms. I'm also leaning towards the platforms being mandatory.
Storm Chainswords = I'm on the fence. I think Scorpions were given +1S from swords going from 3rd to 4th edition simply because they didn't work well with S3.
Warp Spider template = I find flame template is easier to work with, a squad of 10 spiders with dual-spinner exarch is a pain to roll scatter for. S4 Ap- entangling?
War Walkers = These tend to die as soon as someone looks at them. Strength 4 on standard weapons are more or less base line now, except for IG who really shouldn't have a problem killing WW. I think that if they remain heavy, they must no longer be open topped. Moving to Fast Attack enables you to create a walker-themed army.
Wraithlord D-Cannon = Should probably have brought this up under proposals...
Dark Reapers = It's the current point of discussion, read below.
@Dark Reapers:
Tempest Launcher is the big culprit. It's a really awesome weapon, but it is incompatible with the Reaper Launchers in that it's an indirect weapon. Unless the Exarch allows the squad to somehow fire in-direct, the reaper launcher need to have it's barrage (G36") changed to simple template. This does make it deadlier when in direct line of sight, but when not in line of sight makes it unusable which was when Reapers were used in the first place.
As such, the biggest drawback of Dark Reapers (aside from perishing horribly in close combat and being slow as well as not being able to mech, DS, or outflank) is that they suffer immensely from cover. So, here's a suggestion pack:
* Exarch do NOT have Fast Shot or Crack Shot.
* Exarch grants entire squad ignore cover save.
* Dark Reapers may choose at start of each of their movement phase whether to be in fire mode or not. Fire mode implies they are slow but purposeful.
* Tempest Launcher profile rewritten to; S5 AP3 R48, Heavy 1 blast.
* Reaper Launcher profile rewritten to; S5 AP3 R48, Heavy 2.
Point needing discussion is: does this unit really need S6 or Tank Hunter? The chance of killing something with S6 is 0,86 per shot rounded down per reaper, naturally MCs are the exception and vehicles are a wee bit harder to kill. Reapers and Gaurdians would be the cheapest way of placing S6 shots on the table (both units come down at around 20 points per shot, if we assign 1 weapon platform per 5 Guardians, although the more you fill up the Gaurdian unit the cheaper each shot get). The difference being that the Reaper shots would pierce most protection set against it.
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Post by: sarukai
I really like the idea of moving the tempest launcher to 48". I think it is good with the S4 Heavy 2 blast though. Or as an alternative weapon/mode, maybe S5 AP3 R48 Heavy 2 Rending.
The reaper launcher is good as is.
I don't think they need higher strengths, as I don't feel that they should be taking out light vehicles or MC too easily. Their targets should be SM, bikes, Necron destroyers, and other T4/5 Sv3+ units.
As for special rules, I agree that the whole unit needs to ignore cover saves (or reduce them by 2? or limit them to 5+ at most?).
I don't see any issue with them just simply having S&P, no need for the special modes. If they aren't going to fire, then they can just run at the (aspect warrior/fast but few) 2d6 pick highest speed to make up for their slower move.
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Post by: Mahtamori
sarukai wrote:I really like the idea of moving the tempest launcher to 48". I think it is good with the S4 Heavy 2 blast though. Or as an alternative weapon/mode, maybe S5 AP3 R48 Heavy 2 Rending.
The reaper launcher is good as is.
I don't think they need higher strengths, as I don't feel that they should be taking out light vehicles or MC too easily. Their targets should be SM, bikes, Necron destroyers, and other T4/5 Sv3+ units.
As for special rules, I agree that the whole unit needs to ignore cover saves (or reduce them by 2? or limit them to 5+ at most?).
I don't see any issue with them just simply having S&P, no need for the special modes. If they aren't going to fire, then they can just run at the (aspect warrior/fast but few) 2d6 pick highest speed to make up for their slower move.
Hey and welcome to this fat lady of a discussion
I really do agree that having higher strength characteristics isn't all that necessary, so we see eye to eye. The reason they should be able to choose whether S&P or not is that when they shoulder their weapons and run, being in difficult terrain is directly opposite of what we're trying to achieve with giving them the mobility.
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Post by: sarukai
Yeah, I get where you're coming from. Just a bit of mathhammer:
average of d6 = 3.50"
std.dev. of d6 = 1.73"
average of 2d6 pick highest = 4.47"
std.dev. of 2d6 pick highest = 1.42"
So with the fast but few rule you gain about an inch on your runs, and are slightly more consistent about it.
Giving Dark Reapers full S&P means that they're average full run nets them 7.97" instead of "9.5" from the current codex. It's still not too bad in terms of distance run, and can be though of as them always carefully moving forward, and only slinging their guns back and running if they find no targets.
My main reason for suggesting full S&P though is just to simplify their rules, and keep them from getting too good (read "higher point costs"). It's why I'm leery of giving them strength boosts to their guns as well. We're already talking about giving them cover reducing/negating rules, and I just want to make sure that we don't turn them into the new codex's version of Fire Dragons.
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Post by: focusedfire
Thanks Mahtamori, Now to go over the proposed Agreed upon stuff.
Mahtamori wrote:Army-wide special rules or common rules.
* All models that move as infantry are Fleet of Foot
* All aspect warriors which move as jump infantry or jetbikes may re-roll difficult terrain tests
* All aspect warriors may roll an extra D6 and choose the highest when determining how far they may run
* All squads are purchased base number of troops plus a squad leader (exarch or warlock)
1)Agree
2)Agree
3)Agree
4)Agree because of it being the path GW is taking(Personally think warlock should remain a purchaseable upgrade to guardian squads
Mahtamori wrote:Statlines
* Guardian level troops have WS and BS of 4 with armour save 4+.
* Aspect Warriors have their statline improved by +1 BS or WS depending on if they are ranged or CC as well as +1 Ld.
Statline proposal
* Aspect Warriors that are CC oriented receive an extra attack as well, DAaddict page 12
1)Agree, of course
2)Again agree, of course
3)Agree but am unsure whether or not Shooting Aspects something to equate
HQ
* Phoenix Lords have all got Force Fields or Battle Fate.
* Avatar also exude a infinite range Stubborn aura.
* A Farseer's Mind War only allow invulnerable saves, not cover saves.
1)Give Phoenix Lords the Autarch Forceshield and ability to make one unit of their Aspect scoring will make them close to being worth thier current points values
2)Disagree, Maybe LoS but not infinite range Possibly fearless instead of stubborn(There should be nothing left to strike back if used properly).
3)Agree(this decision by GW really annoyed me)
HQ proposals
* Autarchs additionally allow units entering from reserve to enter from any non-hostile table edge, Gorechild page 6
* A Farseer's Eldritch Storm changed to become anti-deep striking mechanic, Mahtamori page 8
* A Farseer's Mind War need to become more reliable for at least the first wound, several posters
* Avatar gain +2 toughness, Gorechild page 8
* Warlock unit changed to retinue, Mahtamori page ?
* Avatar able to bathe everyone within melee range in fire for S4 hits once per assault phase, Mahtamori page 8
1)Agree(Correction, Was proposed by yours truly on page 3)
2)I want to reserve judgement on this one. As it is, Eldritch Storm was never proposed in a final rule form. I do think it would make a better Overwatch effect than normal shooting attack
3)Agee but would be handled by removing all saves except inv.
4)Disagree, This is in light of my thought that the Wraith lords should be dropped to T 7 and given an inv save of 5+. I believe that the Avatar would be fine with the addition of fleet and maybe needing an additional attack to his current profile.
5)Meh, Don't feel there is much difference or need. Either way is fine
6)Agree
Elite
* Fire Dragons, aside from needing to be discouraged from being kamikaze, are fine. (?)
* Striking Scorpions have not been properly discussed.
* Wraithguard have not been properly discussed.
* Banshees have not been touched, but are agreed that they need some way of assaulting after disembarking
* Harlequins are left to DE codex to decide
1)Agree and disagree, they need restrictions but such should be applied in a general Aspect wide format
2)Agree
3)Agree
4)Agree
5)Agree
Troops
* Guardian Defenders receive defensive grenades as part of their price
* Guardian Storms receive plasma grenades as part of their price
* Guardian Defenders receive additional platforms for every 5 or 10 Guardians added to them.
* Rangers simply have a price drop by a few points
* Dire Avengers have not been properly discussed.
1)Agree
2)Agree
3)Agree with the provision that the unit is limited to 10 Guardians. 20 Guardians make no sense(Though a unit of 20 high initiative WS 4 BS 4 save 4+ models would be somewhat unique, it just doesn't feel like an Eldar unit.
4)Disagree, Rangers need further discussion
5)Agree
Troop proposals
* Guardian Storms be armed with chain swords (+1 strength), focusedfire page 2
* Guardian Defenders be armed with rapid fire version of shuriken catapult (18" or 24"), several posters
1)Not sure anymore. With other changes I feel that it would need playtesting. I will keep it listed as an option.
2)Disagree, Should be Las-blasters. This keeps Eldar mobility while maitaining balance.
Fast Attack
* Swooping Hawks have their weapons changed to plasma weapons. Lowered AP.
* Warp Spiders Deathspinners change from Assault 2 to Assault 1 Template (blast or flame?) which leaves the hit unit in difficult and dangerous terrain until the next time the models are moved.
* Vypers have not been properly discussed.
* Shining Spears lances change so that power weapon status is not conditional on assaulting.
1)Disagree, because the Hawks were never fully settled upon
2)Agree as long as the units size is limited to 6 maximum
3)Agree
4)Both Agree and Disagree. Feel lances should become Plasma with a lower AP and the Lance rule.
Fast Attack proposals
* Warp Spiders gain rending, Mahtamori page 5
* Warp Spiders gain an ability to reduce the risks of deep striking, focusedfire page 6
* War Walkers moved to Fast Attack, several posters
* Swooping Hawks allowing re-rolled hits on any unit within 12" of the Hawks, Captain Avatar page 6
1)Disagree, In light of the other weapon abilities this is OP
2)Agree with the provision that the second jump remains dangerous.
3)Agree, but weapons may need to become twin-linked or something else will have to be done to keep this from being OP.
4)Absolutely Agree
Heavy Support
* Falcons are moved to be dedicated transports.
* Fire Prism have not been properly discussed.
* Wraithlord now purchases each weapon independently and may carry two Bright Lances without twin-linking them.
* War Walker have not been properly discussed.
* Nightspinner have not been properly discussed.
* Dark Reapers may chose to be Slow and Purposeful for the turn or move as normal.
Heavy Support proposals
* Vehicle upgrade which allow a vehicle to fire an additional normal weapon, Mahtamori page 6
1)Falcons need a full discussion. Will not agree untill such discussion.
2)Agree
3)Agree but they also need to carry Support weapons like the D-Cannon. This will mean a real discussion as opposed to the crazy ideas I posted to get the thread started.
4)Agree that the War walkers need discussing
5)Do not have the Night Spinner rules so will need help when it comes time to discuss them.
6)Agree on the Reapers for obvious reasons
akaean wrote:Here are some of my 2c.
I like the Idea of Venom Transports- but only for harlequins. As a nod to the dex where they were seen.
I think that the Wave Serpent should be allowed to exchange its tl shuriken catapult for a front access ramp for a certain number of points, 10 sounds reasonable. (read NOT an assault ramp, but just conferring an ability to deploy from the front of the tank. instead of only the rear
I would also like to see the cost of upgrade warlocks lowered. Let guardian squads and guardian jetbike squads have cheaper warlocks. A general price reduction would make council's way too good.
let Master Strategist re roll outflank rolls as well as +1 to reserve rolls.
I think these would all be not very convoluted way of improving a few units, and looks reasonable to me!
I pretty much agree, with some tweaks:
1)Vyper/Venoms should be the dedicated transports available for most of the assault aspects, definitely the Banshees and Harlequins. I am on the fence about the Scorpions, If they get the venoms then they would have to move to fast attack, because they would give the Venoms the Scout rule and maybe infiltrate. That would need serious balancing measures to prevent them from becoming OP.
2)I see what you are getting at with the Wave Serpents but I feel that with a minor points adjustment that they will be fine as is. If the venom get brought in, there won't be much need for the ramp. Now if you are concerned about the Shooty Aspects getting close enough, I suggest a push for taller flight stands so that the units deploy a little under the wave serp. I've also thought about vectored thrusters giving a turn to face move after the unit has dis-embarked.
3)Here I disagree, The warlocks are just fine. They may even have to increase in cost with some of the abilities they may gain and because the Seer Council needs to be reigned in a bit.
4)I think we all agree with the Autarch getting the re-roll to out flank and +1 to reserves rolls. It is the reserves may come in from any non-enemy board edge that a lot of us are liking and looking at a way to balance. Might have to just make that an Alaitoc Commander Special ability.
DAaddict wrote:focusedfire wrote: Dark Reapers, Fire Dragons: WS 4 BS 5 S 3 T3 W 1 I 5 A1 Ld9 Sv 3+ to 4+
How about this for a Dark Reaper fix.
WS 4 BS 5 S3 T3 W1 I5 A1 Ld9 Sv 3+ Reaper Launcher 48" Heavy1 S7 AP3
Exarch
WS 4 BS5 S3 T3 W1 I5 A2 Ld9 Sv 2+ Reaper Launcher, EML or Tempest
Abilities/Options for the squad: Choice of one each turn.
Rapid Fire: RoF of weapon +1
Tank Hunter: +1 AT
I am thinking now the presence of the exarch should bring some morale benefit to the unit but I hesitate to make it Ld 10. Perhaps Stubborn or something like that as benefit of exarch. Kind of like a mini-bonus like the avatar. Now that would put the phoenix lord into a middle ground perhaps a 12" radius stubborn with fearless to his/her aspect.
I would like to counter-propose this:
Dark Reaper
WS 4 BS 5 S3 T3 W1 I5 A1 Ld9 Sv 3+
Reaper Launcher-
Krak-Range 48" S6 AP3 Heavy 1
Frag-Range 48" S3 AP6 Heavy 1, Blast
Exarch
WS 4 BS6 S3 T3 W1 I5 A2 Ld9 Sv 3+ Reaper Launcher, EML or Tempest(Tempest becomes Reaper Launch with heavy 2 profile.)
Exarch conveys the Crack shot ability(-1 to cover save) to the unit and unit of 6 can split into two seperate squads.
Unit size: Exarch + 2-5 Reapers
Exarch may take Rapid fire ability.
I feel that this would be a nice middle point to where the unit is now. The idea is not complete due to lack of wargear but feel that Holo projectors would work nice. Will discuss more after you and others comment.
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Post by: Mahtamori
Hmm, so...
In need of renewed discussion:
* Falcon
* Swooping Hawk
* Wraithlord
* Support Weapon Platform (I omitted this, but in light of the reasons for Wraithlord discussion, these need to tag along there)
* Avatar
* Baharroth (Please note that Battle Fate and Force Field provide the same benefits)
* Rangers
Warlock as retinue: the big difference here is two-fold; it makes the Farseer more difficult to kill, while it disallow you to run a council with the Farseer inside a gravtank somewhere. I think the main point of the proposal is to make larger restrictions on the number of Warlocks available in a council. I'd say 3 is a good magic number.
Guardian unit size: Yeah, with an elite statline, 10 Guardians should be plenty enough!
Guardian Defenders weapons: *cringes* oh, the amount of models with incorrect weapons! Fully obsoleting nearly all of a model range is actually something that'll be considered.
Shining Spear lances: they are actually Lancing, but their AP is a bit high. Then again, their range is so very short short.
Rending Spiders: It's a proposal I made when they weren't template. If all spinner weapons are normalized to suit the newest Nightspinner, then they should be rending and entangling in some way, but probably not as high strength as they are now.
War Walkers: At the moment what keeps them in line is that they blow up real easy. If you remove a weapon from them, they become nothing but slow Vypers in the fast attack section. It's a bit of an awkward position, but the Heavy section needs to be spread a bit so a move is good for them.
Nightspinner: Well... can't really give the rules out, can we? Suffice to say, the consensus I've seen on other forums regarding it is "it's a nice and interesting addition, but it was introduced without giving 5th edition discount on price and it seems like a test unit for something else". It's tactical applications are tremendous, but it loses on killing power to the Fire Prism unless you have a really large table or a lot of terrain blocking the Fire Prism's line of sight.
Dark Reapers: So their launchers change to mini-EML. This changes the unit completely into an anti-GEQ unit. S6 is generally too weak to take on anything but transports, and one shot is unreliable against marines even if it's 2x2+ needed to kill, there's simply not enough killing potential. 5-6 S3 blasts, on the other hand, can put a real dent in an IG blob.
While I think the proposal is very interesting, and that the unit would have it's uses, I do not think entirely changing their main use is a good thing. There's simply too few armies where those weapons would be a big enough threat.
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Post by: focusedfire
Mahtamori wrote:Hmm, so...
In need of renewed discussion:
* Falcon
* Swooping Hawk
* Wraithlord
* Support Weapon Platform (I omitted this, but in light of the reasons for Wraithlord discussion, these need to tag along there)
* Avatar
* Baharroth (Please note that Battle Fate and Force Field provide the same benefits)
* Rangers
Pretty much right, Spiders might end up back in the discussion loop as the units shake out. I think that it is safe to say that all the Aspects will be discussed after the AWSRs are agreed upon and finalized.
Mahtamori wrote:Warlock as retinue: the big difference here is two-fold; it makes the Farseer more difficult to kill, while it disallow you to run a council with the Farseer inside a gravtank somewhere. I think the main point of the proposal is to make larger restrictions on the number of Warlocks available in a council. I'd say 3 is a good magic number.
Guardian unit size: Yeah, with an elite statline, 10 Guardians should be plenty enough!
Guardian Defenders weapons: *cringes* oh, the amount of models with incorrect weapons! Fully obsoleting nearly all of a model range is actually something that'll be considered.
1)I agree about the Warlocks as retinue but think limiting the squad to six total( 5 warlocks and 1 Farseer) will be a better number.
2)Yay, agreement
3)It is because I see GW doing just such a thing that I proposed it, $$ is a motivator.  ( I might want to look at those lasblaster and start practicing conversions now  ) If such did happen, I wouldn't complain because the unit would be much more effective. Especially with your Holo-simulcrums and possibly my suggestion of squads splitting fire in some manner.
Mahtamori wrote:Shining Spear lances: they are actually Lancing, but their AP is a bit high. Then again, their range is so very short short.
Rending Spiders: It's a proposal I made when they weren't template. If all spinner weapons are normalized to suit the newest Nightspinner, then they should be rending and entangling in some way, but probably not as high strength as they are now.
War Walkers: At the moment what keeps them in line is that they blow up real easy. If you remove a weapon from them, they become nothing but slow Vypers in the fast attack section. It's a bit of an awkward position, but the Heavy section needs to be spread a bit so a move is good for them.
Nightspinner: Well... can't really give the rules out, can we? Suffice to say, the consensus I've seen on other forums regarding it is "it's a nice and interesting addition, but it was introduced without giving 5th edition discount on price and it seems like a test unit for something else". It's tactical applications are tremendous, but it loses on killing power to the Fire Prism unless you have a really large table or a lot of terrain blocking the Fire Prism's line of sight.
1)This is why I think S6 AP1 for the spears isn't OP, the 6" range pretty much means that they have to commit. Spears as monster and Termie hunters really seta a nice mental picture.
2)Warp Spiders would be pretty good with the template, even at the 6 man squad size I proposed. I want the Spiders to be a compliment unit to the Scorpions and Harlequins. I am worried about them becoming too powerful on thier own if given rending. This is my on;y concern about the rending rule for their weapons if they become template.
3)I feel War Walkers are going to be difficult to reset. We are looking at giving them a base BS4 so something may have to be done to limit them. Maybe limit the Squad to 2 WW per.???We will figure it out when we get to them.
4)Nightspinner sounds good for Apoc at least and I'd bet it gets reworked when the next codex comes around. Maybe I will get a peak at the rules soon, thanks for the desciption.
Mahtamori wrote:Dark Reapers: So their launchers change to mini-EML. This changes the unit completely into an anti-GEQ unit. S6 is generally too weak to take on anything but transports, and one shot is unreliable against marines even if it's 2x2+ needed to kill, there's simply not enough killing potential. 5-6 S3 blasts, on the other hand, can put a real dent in an IG blob.
While I think the proposal is very interesting, and that the unit would have it's uses, I do not think entirely changing their main use is a good thing. There's simply too few armies where those weapons would be a big enough threat.
I think you might be considering the Weapon without the Stats and unit size change. Look at the Krak profile versus the current Reapers:
Current = 5x Reapers w/ Heavy 2 Launchers comes to 10 BS 4 S 5 AP 3 Shots, which equals 6.67 hits and 4.44 wounds against MEQ
Proposed=6x Reapers w/ Heavy 1 Launchers comes to 6 BS 5 S 6 AP 3 Shots, Which Equals 5 Hits and 4.167 wounds against MEQ. Then add the -1 to cover and the Squad is just about as effective as MEQ killers but gain a GEQ killing ability(Note this does not include using the proposed Tempset launcher or the Exarchs Rapid fire ability.
I think the Squad will be a bit more expensive, but that they would live up to their rep as the masters of ranged combat.
Just had an idea, it isover OTT but fun to think about. Drum roll please.................................................
Aspect upgrades for vehicles. Swooping Hawk pilots, Dark Reaper Gunners, Scorpion infiltrators.....Just an idea to smile about.
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Post by: Sile
I've only glance red a few pages since I'm not going to read all 13, I've read about half; though most of what I've pulled together for info on what has been discussed are Mahtamori's post on page 12.
Anyway, I'm sure we would agree that some serious shuffling of the FOC for Eldar choices is required? Here's what I was thinking; I'll discuss some reasoning later on to tie it in with fluff.
Furthermore, even though you guys have been discussing it at length, standardized rules that are army wide - no special rules, would probably create the best codex if these were ever taken up. It would give clear and concise RAW and the RAI would be the same as the RAW - as opposed to each unit having random complicated rules in regards to KPs etc.
Pretty much, what I'm trying to say is keep it similar to beerhammer? Balanced, fun to play and most importantly fun to play against.
HQ's
Farseer
Autarch
Pheonix Lords
Avatar
Elites
Fire Dragons
Howling Banshees
Harlequins
Striking Scorpions
Fast Attack
Warp Spiders
Vypers
War Walkers
Shining Spears
Swooping Hawks
Troops
Guardians (Both Variants)
Jetbikes
Dire Avengers
Wraithguard
Rangers
Heavy Support
Dark Reapers
Night Spinner
Falcon
Fire Prism
Wraithlord
There are only a few units that have been shuffled about, most notably War Walkers and Wraithguard. War Walkers were moved because fluff wise; being able to outflank would be attributed to speed - it also evens up the Eldar FOC. Wraithguard were moved to troops - Eldar are a dying race; they need to call upon the Wraithguard more and more often. Wraithguard are good; but being in an Elite slot and high point cost; competing with already all the awesome units there aren't seeing *enough* use.
Thirdly, weapon support platforms are gone from Heavy.
Instead, Guardian defender squads would be able to take 1 Heavy Weapon Support Platform, if they so choose to. Extra points would be spent, and you could not be mounted in a vehicle obviously.
Another unit I'd like to mention are the Vypers. I think being able to trade the back turret for a transport capacity of 6 would alleviate the lack of an open topped fast transport. That said; they would only be purchasable as a dedicated transport for units in the Elite Section. 35pts base? Seems reasonable. For an extra 5-10 points you trade the capacity of 6 for a TL turret that is mounted on the back - bringing them to something similar to a harassing unit and negating their AV10 open topped.
Thirdly, Dark Reapers are stated as having a missile launcher that never really needs to reload because of the way it is made. What strikes me as odd is that they cannot have multiple modes of firing like an EML can, which is undoubtedly a bigger version. Perhaps giving the option to fire either the usual 2 S5 AP 3 shots, which turn into a single small blast template, or a single shot at S8 AP2.
Some changes to Psychic powers for the Farseers is also required; 2 powers base - Spirit stones let you use a 3rd power or a duplicate power. This almost makes them like Eldrad, except Eldrad would now be able to go 3 of the same power or cast up to 4 powers
Every Eldar unit that isn't currently BS4 such as Guardians, Jetbikes and all vehicles barring the Spinner and Prism should be BS4. Aspect warriors being bumped to 5's is very wishful thinking imo; Perhaps if their current points were to remain it would be more feasable. With an increase in Psychic powers; hitting on 2s with rerolls will demolish almost every army.
Shuricats move to 18", Dire Avengers move to 24".
The Falcon can trade the Pulsar for whatever it likes. Both turret weapons on the Falcon are Twinlinked, and it retains it's transport capacity - making it a more viable battletank. It is meant to be our staple battletank, and quite frankly apart from God Falcons, it could be much better. Perhaps doing something similar to the Vypers and trading the passenger space for more firepower - extra guns or bumping it to AV13? Extra shot on all the weapons? Running a fine line here between too much dakka, and finding the sweet spot.
One of the main problems currently with Eldar is the lack of cheaper long range AT, however and this is hard to address. The best solution I can come up with is bumping Bright Lances up to S9; making them more like an 'advanced' lascannon (which they are). With most units now BS4, and the abundance of TL weapons on the above list (Falcons, Vypers) It would change things up a bit.
Swooping Hawks main disadvantage are Lasblasters being S3. Move them to Assault 3, and S4, and they've become a whole lot better.
Wraithlords are a tricky situation - As mentioned at the start of the thread of making them 'Aspect Wraithlords' Currently fluff wise, Wraithlords are powered by the Spirit Stones of Exarch's, which is strange because Exarch's armour has all the previous exarch's, even when a shrine is disbanded, they maintain the army (Read Path of the Warrior and you'll understand the deal with Exarchs)
As it currently stands, I think Wraithlords need to be atleast W4 (5 or 6 would be more befitting however) with a 2+. If they were to be the 'Aspect Wraithlords' multiples of the exarch's weapons would be something to think about? Atleast for shooty aspects? Make them more like vehicles, but with 4 hardpoints? Possible 4 Starcannons. Oh dear.
Something else to mention that I haven't seen here, and tends to pop up in threads like this is Pheonix Lords disciple rule making that unit count as troops, freeing up another FOC slot.
Rangers are good currently, they are just expensive. Lower their points and have them wound on a 3+, or do something similar to Mind War and be able to pick out any model (with the squad). Eldar Rangers make every other races scouts look like Thunderhawks when it comes to being stealthy.
Give Scorpions and Banshees an extra attack each, and bring them closer in line with Harlies. Fire Dragons could also do with FNP; much like Fuegan. In Path of the Warrior they walk through all kinds of burning stuff and are described as very reckless.
Overall, everything could do with being about 25% cheaper (as the crow flies). 18pt Jetbikes, 90-100 point tanks, 12pt rangers +5, 12pts ea for Elites, 25pt Wraithguard etc.
I think that's all I have to say currently.
TLDR: Read my whole post you horrible person who scans for a TLDR.
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Post by: Mahtamori
@focusedfire: I'm actually not comparing your proposed stats to the current Dark Reapers, since there's a reason why no one in their right mind take them for anything but the Tempest Launcher. The problem is that BS5 S6 AP3 Heavy1 shot has a rather high standard deviation and a rather low maximum potential compared to BS5 S5 AP3 Heavy2. Doing some very quick math in my head I also come to the conclusion that the template option is actually worse against most targets except swarms unless they are packed real tight compared to the current launcher.
The rough changes would thus be:
* Unit has become slightly worse at killing MEQ
* Unit has become slightly better at killing transports and has a chance of killing AV12
* Unit has become worse at killing spread GEQ but better at killing them if they are packed very tight.
I'm choosing to ignore SNP and -1 cover since those are factors I think we'd give them in some form regardless of their weapon. Personally, unless the Dark Reapers were a dime a dozen, I'd still never field them if they looked like that. Unlike many units, the Dark Reapers is a unit that must absolutely kill their points to be worth taking.
Regarding aspect upgrades, there are aspect warriors focusing on piloting vehicles, though I forget their name. I think they are currently reserved for the more expensive vehicles, though.
@Sile: Welcome to the discussion. The problem with putting that "read it all" TLDR down there and "I'm not going to read all 13" up on top of the post should be obvious.
FOC: We've already agreed that a reshuffling of the FOC should be avoided.
Standardized USRs: It only gives people something familiar, but the standard USRs are limited in number and limited in application and in general does not work as army rules. Not to mention that the Eldar codex would be the first one published which actually did this. WBB with a discussion on ATSKNF where all units have strength in numbers and the marks of chaos makes a difference, if your synapses get what I'm hinting at
Wraithguard: You do realize it only cost about 5 points per squad to make them troops atm? There's other reasons why they aren't used; too high point cost, too short range, too bad in melee, fearless is a liability for them in current edition, the models are a bit boring, the models are very expensive.
Support weapon platforms: we've not really discussed them so far, but I agree that they are best placed in troop with Guardian Defender foam.
Dark Reapers: Their current weapon isn't described as firing several large missiles like some sort of assault helicopter, it's more of a machine gun where the bullets are replaced with small missiles. A very advanced version of the Bolter weapons, if you will.
Farseers: we've avoided changing too much on these since they currently are very good and effective force multipliers. People just take Eldrad since he's a lot better.
BS increase: you did read the last few pages at least? The most common posters in the thread have all but agreed that an increased statline is desireable. In either case, the thing regarding the tactical advantage, it is sort of a waste re-rolling 2+ when you factor in that there's going to be another unit nearby that's rolling 3+ and that unit probably has a heavier weapon than the aspect warriors.
Shuricats: These will be discussed again.
Falcong: New paragraph! Wohoo! The Pulsar is perhaps the best weapon the Falcon will ever get. It's a 2-shot Brightlance without lancing, a 2-shot krak missile without drawback, or a +2S Star Cannon. Why would you downgrade that? Now, the reason why the tank isn't taken at the moment is still not that it doesn't hit well enough, it is simply that:
* The killing power of a Fire Prism is higher
* It can't shoot more than one awesome weapon per turn - you weren't seriously thinking of having the Falcon stand still, were you?
* A Nightspinner is cheaper and deadlier and easier to place where the enemy won't be able to easily shoot at it
* A Wave Serpent is a better transport, lives longer, doesn't take up a FOC, has a high probability of being scoring without DAVU, and has the same or better amount of fire power - again, you weren't seriously thinking of standing still with an Eldar tank, were you?
In short, it's simply outclassed by the other tanks in every way. It won't be easy fixing this tank, here's the thing: it works pretty well in Apocalypse! Why? It's allowed to shoot two main weapons on the move there!
Lack of cheap AT: Eldar has absolutely no problem with fielding AT, the real problem is that the AT options currently are not very good. Guardians are overpriced and useless, Vypers are overpriced and blow up a lot, War Walkers are very good but need to outflank so won't help on turn one, etc.
Wraithlords: I see people marveling over the tenacity in most battle reports. Their extreme toughness makes them very resilient against everything but strict AT weapons, in which case those weapons aren't shooting at something expensive. It's a point to discuss, but I think more or less what we've agreed on is "they need an inv save crutch" and possibly "they could use a return to A3".
Rangers: We'll discuss them soon.
Scorps and Banshees: That's the current plan.
Fire Dragons: That's not even on the table with most posters. They currently offer a very good return for investment at the moment, so improving them isn't what we're after. We want to target their kamikaze application, not make them more able to survive it.
Blanket point reduction: we want to avoid this, too. General consensus (of course some posters disagree) is that the point costs are about right but that the power return for them is low. Essentially, it's a matter of justifying 8 points for Guardians, not changing the points to suit their current application.
Sorry if this sounded a bit harsh.
Edit: removed an inconvenient smiley
23712
Post by: Sile
@Sile: Welcome to the discussion. The problem with putting that "read it all" TLDR down there and "I'm not going to read all 13" up on top of the post should be obvious.
FOC: We've already agreed that a reshuffling of the FOC should be avoided.
Standardized USRs: It only gives people something familiar, but the standard USRs are limited in number and limited in application and in general does not work as army rules. Not to mention that the Eldar codex would be the first one published which actually did this. WBB with a discussion on ATSKNF where all units have strength in numbers and the marks of chaos makes a difference, if your synapses get what I'm hinting at
Wraithguard: You do realize it only cost about 5 points per squad to make them troops atm? There's other reasons why they aren't used; too high point cost, too short range, too bad in melee, fearless is a liability for them in current edition, the models are a bit boring, the models are very expensive.
Support weapon platforms: we've not really discussed them so far, but I agree that they are best placed in troop with Guardian Defender foam.
Dark Reapers: Their current weapon isn't described as firing several large missiles like some sort of assault helicopter, it's more of a machine gun where the bullets are replaced with small missiles. A very advanced version of the Bolter weapons, if you will.
Farseers: we've avoided changing too much on these since they currently are very good and effective force multipliers. People just take Eldrad since he's a lot better.
BS increase: you did read the last few pages at least? The most common posters in the thread have all but agreed that an increased statline is desireable. In either case, the thing regarding the tactical advantage, it is sort of a waste re-rolling 2+ when you factor in that there's going to be another unit nearby that's rolling 3+ and that unit probably has a heavier weapon than the aspect warriors.
Shuricats: These will be discussed again.
Falcong: New paragraph! Wohoo! The Pulsar is perhaps the best weapon the Falcon will ever get. It's a 2-shot Brightlance without lancing, a 2-shot krak missile without drawback, or a +2S Star Cannon. Why would you downgrade that? Now, the reason why the tank isn't taken at the moment is still not that it doesn't hit well enough, it is simply that:
* The killing power of a Fire Prism is higher
* It can't shoot more than one awesome weapon per turn - you weren't seriously thinking of having the Falcon stand still, were you?
* A Nightspinner is cheaper and deadlier and easier to place where the enemy won't be able to easily shoot at it
* A Wave Serpent is a better transport, lives longer, doesn't take up a FOC, has a high probability of being scoring without DAVU, and has the same or better amount of fire power - again, you weren't seriously thinking of standing still with an Eldar tank, were you?
In short, it's simply outclassed by the other tanks in every way. It won't be easy fixing this tank, here's the thing: it works pretty well in Apocalypse! Why? It's allowed to shoot two main weapons on the move there!
Lack of cheap AT: Eldar has absolutely no problem with fielding AT, the real problem is that the AT options currently are not very good. Guardians are overpriced and useless, Vypers are overpriced and blow up a lot, War Walkers are very good but need to outflank so won't help on turn one, etc.
Wraithlords: I see people marveling over the tenacity in most battle reports. Their extreme toughness makes them very resilient against everything but strict AT weapons, in which case those weapons aren't shooting at something expensive. It's a point to discuss, but I think more or less what we've agreed on is "they need an inv save crutch" and possibly "they could use a return to A3".
Rangers: We'll discuss them soon.
Scorps and Banshees: That's the current plan.
Fire Dragons: That's not even on the table with most posters. They currently offer a very good return for investment at the moment, so improving them isn't what we're after. We want to target their kamikaze application, not make them more able to survive it.
Blanket point reduction: we want to avoid this, too. General consensus (of course some posters disagree) is that the point costs are about right but that the power return for them is low. Essentially, it's a matter of justifying 8 points for Guardians, not changing the points to suit their current application.
Sorry if this sounded a bit harsh.
Edit: removed an inconvenient smiley
I read the first 5, skipped to the end and saw the summary.  Nice spotting the irony though
Anyway; onto some dissection.
RE: Reshuffling the FOC; Part of the problem with Eldar currently is their FOC. How many times have you found yourself having a short on a heavy support slot? The way I saw it, putting them at roughly even # of selection, that gives you more value than changing other units. Currently there are 7 Heavy support and 4 Fast attack. A bit of shuffling to even it up will give more options for lists and prevent codex creep. It can give way to tough combinations, however, codex's are more than likely to get stronger as they bump things up to 5th ed.
Wraithguard's main disadvantage as troops currently is that they aren't maneuverable enough to use their 12" guns to full effect. Moving the current entry to troops will still give them the ability to be mounted in a WS because of the minimum squad size. Currently because you have to take them as 10, and they are slow and only 12"; they are limited to sitting on an objective. 5 as troops will boost their versatility so much more, especially with the added ability to tarpit like champions. Currently as it stands, their ability to instantly kill something on a 6, with Doom giving you the option to reroll any to wound roll and at T6 you can stay in combat forever, as long as there aren't any fists of PW.
I've seen and used the Support platforms, they're not bad, but definitely see much more use with an ablative crew of 10.
The Dark Reapers are described in the codex as using a missile launcher that launches armour piercing missiles, which can be taken to penetrate anything, depending on your definition of armour.
The sole reason why I touched on Farseers is due to the massive abundance of psykers with insane abilities of their own popping up with extreme frequency. Giving them the ability to use an extra power will see them back into the top dog, without making them over the top (ref. Njal Stormcaller)
I've read the stat increase, but I strongly disagree still, solely because currently there is no army with BS5 for troops. BS5 will make things much, much, much too strong. Look at it from GW's perspective - Space Marines are more likely to have BS5 than Eldar in the near future. WS5 would work because you never can have better than a 3+ but the way the shooting mechanic works, hitting on 2's with something like Bladestrom would be much too good. Just my 2c, it is a discussion though. If I'd been in up ins earlier I'd be still against it :p
RE; Falcon; I agree the pulsar is good, I never said get rid of it, just have the option to trade it for another TL weapon. Sometimes to fit in with the Synergy with your list you don't need the pulsar - TBQH on something like a Falcon I'd rather have 2 EMLs and a cannon if it were cheaper. Defensive weapon with rerolls, S4 templates and 3 S6 shots for anti horde, but that perhaps makes them too good, and something everyone wold take as a loadup. Eitherway you can still take a Pulsar on them. The main advantage of a DAVU is by having Holofields and fortune you can soak a lot of heavy weapons fire; every time I've used one they far outlast the wave serpents, which will go down to enough fire.
Just for the record, I always have stones on my tanks
A Wraithlord is tough no doubt about it, but compared to something like a Dread, it is very outclassed. This is because the WL is super vulnerable to Heavy Weapons fire. I can't tell you the number of times I've seen them dropped by a single squad of devastators, and there goes a valuable heavy support slot. Then again I have the misfortune of generally playing tables with low cover so it is hard to get a coversave on a WL. a 5+ invuln would work however, it still remains though.
Fire Dragons are kamikaze by their nature. Partly due to the role that they have to fufill - tank busting with meltas, and the close range that the role entails. It's a unique position in that they are extremely hard to maneuver into a spot in which they will not be open to counter attack. FNP will give them the opportunity to not be blown up, or dying in an explosion. The only role to remove a kamikaze application is adding to their range, but how much and how balanced it would be comes to play. Especially when you factor in the BS5 you'd like to see them with.
Point reductions were merely to bring a new codex inline with the current 5th edition codex's. Don't forget the trend we have seen will be very likely to continue, and being caught with an extremely low model count army, no matter how hard hitting can cause a catastrophic effect.
There is no such thing as being harsh in a discussion. The role a devil's advocate is one that every discussion needs for it to flourish, and even then, having 'yes men' around will lead to unfeasible ideas.
Just my 2c.
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Post by: Mahtamori
@Sile
Well, I as you might've read, both me and focusedfire do agree that moving War Walkers to Fast Attack is a good option, but the implementation of such a move is what we need to work out. Re-shuffling the FOC implies more moves, which is why I reacted. I did propose earlier, and I think it was so early you read it, that Guardians move to Elite, Jetbike Guardians to FA, and the elite aspect warriors move to Troop. I wasn't fully serious, and it was shot down as "unrealistic and breaking against GW's design philosophy", but it's a good example of a re-shuffling
Wraithguards are decent. The problem is that they will likely spend a lot of time losing close combat since they've only got 1 high strength attack each, and T6 MEQ doesn't exactly make them invincible. Fearless and No Retreat will mean they take a lot of casualties, so much in fact that given the squad sizes you can afford they will likely die the moment they lose combat.
We'll need to discuss Wraithguards more in this thread, but so far I've proposed that they count as having powerfists - they are after all 10' constructs capable of carrying weapons which are so heavy a space marine couldn't use them. This means that they are expensive denial troops. Get within 12" and you're in for a world of hurt.
Yeah, each Guardian Defender squad able to purchase a support weapon does the following (I love lists):
* Goes along with the description of Guardians providing fire support
* Provides more reach for Guardians, while centers Defenders around the concept of heavy weapon teams rather than shuricat kamikazies.
* Removes a heavy support option (which is beneficial for the list as a whole) while keeping the product line alive!
Eldar as supreme psychers has taken a hit since 3rd edition, yes, but we still need to look at game play. I'd rather make psychers more abundant in the army as a whole than attach even more significance to Farseers. Their individual powers could use a touch-up and a bit of quality of life. As an alternative, you could introduce an entirely new HQ psycher to fill the gap after Eldrad's demise (I'll say it's at best 50-50 he'll return in 5th ed codex) - the Bonesinger - whom would provide new psycher alternatives.
Remember that blasting someone's body apart is cool an all, but cunnily providing immense benefits to the entire army might be better and, in the greater scheme of things, more awe-inspiring.
As for statline increase. Let's ignore, just for one second, GW's 40K design. GW's 40k design is all about making Space Marines better in all respects, which is something you don't get in Fantasy, and it's something that's only hurting the 40k enterprise in the long run since it's more or less only catering to the temporary customers.
Weapons skill isn't the only thing we're looking at improving for melee aspects, we're also looking at number of attacks. Since we're not touching the ranged weapons themselves (that's a lie), an increase in hit frequency by 25% isn't at all as good as an increase in number of attacks by 33% with a likelihood of hitting increasing by up to 25%, if you get my meaning. In either case, we're not talking about tactical marines gaining another BS here, we're talking about IG who've god super-human agility by way of genes and the training of tactical marines getting the BS of tactical marines. BS5 is reserved for the Marine equivalents of veteran squads. BS6 is reserved for equivalents you can't find in a marine codex, Autarchs and Exarchs both have training and experience that rivals and supercede a chapter master. An Autarch has gone through countless battles and fought as each of the aspects, while Exarchs are high priests of Kaela Mensha Kaine, the God of War.
If Falcons were able to load up on EMLs, you'd see everyone who realized that the template shot count as a defensive weapon do it. If the underslung could be an EML, every Eldar vehicle would suddenly be 30-ish points more expensive. A Holo-Falcon is about 50% more expensive than a prow-field-Serpent with similar weapon capacity. The Holo-Falcon will go down easier to melta-weapons and S10 shots, while the Serpent will bend to massed S6 fire.
Both have their own advantages and if we compare them straight off as transports we could probably work something out for them where the Falcon is the heavy transport while the Serpent is the mass-transit vehicle, but if you compare them as part of an entire list...
DAVU Serpent with Scatter Laser and a Fire Prism (1 Troop, 1 HS, 1 Transport, 290 points, 2 scoring units, 1 contesting unit) versus DAVU Falcon with a holo-field and Scatter Laser (1 Troop, 1 HS, 225 points, 1 scoring unit, 1 contesting unit) I'll gladly pay 65 points more to place a Fire Prism on the table, especially since the Serpent can drop the DAVU off at a remote objective and then claim an objective on it's own.
However, if the Falcon is moved to be a heavy transport, changes need to be made, and it's status as a gunship... altered. It could still remain a gunship transport, of course, but the core problem with number of weapons fired at combat speed need to be addressed.
If you're playing a table with low amount of cover saves, may I recommend purchasing a Wraithlord with a Sword. Convert him so he looks like he's running. Try placing a dead space marine or two on his base. Paint him in slightly brighter colours so he stands out. Then run him up the table, preferably in a way which implies "I want him to get there, but I don't want you to shoot at him - oh wait noooo! I put him in the wrong spot and now you'll shoot at him next turn".
Then purchase Fire Prisms or War Walkers for the other HS slots, paint them a bit more dull, don't kit them out to be survivable. See what I'm getting at? If your lords die because your enemy shoots at them, use them as fire-magnets! That's why we resurrected them in the first place, so not more Eldar should die!
Someone did suggest WLs would be made into squads, which is an interesting suggestion.
I don't agree with Fire Dragons being kamikaze by nature. I'd rather propose that the rest of the army is not good enough at taking down AV10 to AV12 transports. Fire Dragons were made, in my opinion, for taking down Baneblades, and other AV13+ vehicles that aren't containing assault units.
Yeah, I do realize where you came from with the point reduction, but I'd argue that "the points are fine, let's make the Eldar stats and equipment better to fit the costs".
Yes men and no men. I sometimes feel like I'm shooting down ideas all the time
23712
Post by: Sile
Mahtamori wrote:@Sile
Yes men and no men. I sometimes feel like I'm shooting down ideas all the time 
Something I want to say before I start; I don't think you're being harsh or anything despite what you think  As long as the points are valid counters I find it all very stimulating.
When I meant reshuffle the FOC, move it to the list I made, just so the choices are 4 / 5 / 5 / 6 / 5, which imo is very balanced.
Wraithguard are indeed decent, but they are, I agree slow on CC. That said, if the enemy has no fist or PW, they will last throughout combat very easily. They are extremely expensive points wise atm - maybe leave them at 35pts, make a selection of 5+ Warlock troops; so they have the mobility of normal troops and give them an extra wound? I can't see them ever not having fearless; being undead and all. At worst they lose combat by 1-2, unless they're hit by something terrible with lots of fists of PWs.
I think giving them powerfists is a good idea, but they'd all be S10, and thus much too good. Maybe dropping them down to S4 and then giving them fists - making them S8.
Yeah, I completely agree with the Guardian Defenders; I mentioned it because it does do everything you said which is beneficial and either way, they currently ARE crewed by Guardians.
In terms of Psychers; maybe giving Warlocks a more prominent role? Maybe something like the Fantasy Magic system, where they can use their normal powers as they are currently, or pass a test to buff them more. ie Conceal 5+ without test, 4+ after a successful test. Enhance is +2 as opposed to +1. S6 AP3 flamers?  Only power this wouldn't really work on is Embolden, unless it made them Fearless?
The thing Warlocks become limited to certain troop only units, giving them a nice punch; but perhaps make their powers a small bubble of 6" if a successful test? This would see Eldar having many more psychers fielded, without making Farseers too imba by adding extra powers, but I still think the ability to use a 2nd power standard is something that'd be much needed.
I can see what you're talking about with the stat increase, but don't forget; there are a very few Eldar who have been alive since the fall. Eldar are still capable of reproducing, so you don't have 10'000 years worth of experience behind every Eldar. Eldrad was one of the oldest Eldar, and Asdrubal Vect was described as so young at the time of the fall that he hadn't begun to slide into depravity. I'm not going to lie, I wouldn't mind BS 5, but I dunno. I think it just make them *too* good?
Wraithlords; I've just always just had them die in a turn or two. They soak a devastator squad and that's it. As it is even without them, I find my tanks survive just as long.
I think WL's in squads of 3 would be very interesting. Very. It would work I think, by removing their inherent weakness of low wounds.
I'm not sure about Falcons. Maybe buff them to AV13? Make them a heavy carrier?
As for Dragons; Eldar have like the most S6 shots out of any army. They can pop AV10-11 easily, 12+ gets a bit harder; however Dragons are hard to be applied in anything but a kamikaze role. Perhaps changing them to Flamers OR Meltas in their options? It could lend to more reliance on vehicles popping things. Cheap S9 Bright Lances to fill that gap?
26438
Post by: sarukai
With respect to Wraithguards, I'm not sure that they necessarily need to be given powerfists. If we keep them as S5, but consider each hand to be just a power weapon. Then they'd get an extra attack and ignore armor, which would make them very decent in combat without getting too overpowered, IMO. I agree that they should just be moved to troops if taken as 5+Warlock.
Onto Warlocks, there's a couple of things that I think should happen. Personally, I would love to see them as optional upgrades to all aspect squads, and not just Guardians. This idea has been shot down before, but I think it works well with the Eldar having higher prevalence of psykers. It also would allow the aspects to stay specialized, but able to gain a smidgen of close-range AT through the witchblade/spear.
For their powers,
Conceal -- with the prevalence of cover around, this should grant the unit the Stealth USRDestructor -- pretty much fine as isEmbolden -- becomes integrated into the Warlock's cost, and doesn't count as his one psychic powerEnhance -- would add +1 to BS,WS,I (w/ the +1BS only if we don't give shooting aspects BS5 by default)Conduit -- any power cast by a Farseer may be channeled though the Warlock, measuring ranges from the WarlockBonesinging -- any unit assaulting the Warlock's unit counts as entering dangerous terrain
I think adding Conduit keeps the ability to cast through Warlocks from becoming overpowered. If you want the ability then you can't use any of the other Warlock powers for the unit.
I see Bonesinging as the Warlock causing the ground around the unit to be pierced by writhing shards of wraithbone. This also reduces attacker's I to 1 unless they have grenades.
Do people feel that integrating Embolden to Warlocks as a general rule not counting as their one power would become overpowered?
20079
Post by: Gorechild
I don't think many units need re-allocating in the FOC. Warwalkers (IMO) are one of the few that coud use the move. I think Falcons --> dedicated transport is also a good candidate for being changed, as are Wraithguard --> Troop(given we go for idea of purchasing a unit as a basic number of models + comander).
@Sarukai-
In regards to the 'lock powers, I think conduit would be a good way of implementing the previously suggested idea's. Emboden being included seem's fair if there is a point price increase to mmirror the change. Bonesinging I'm not sure about though, I dont know if it really fits the psychic warrior feel of warlocks. Its not a bad idea as far as the rule itsef goes. I just dont know if its appropriate as a warlock power.
28383
Post by: Mahtamori
Embolden is the cheapest possible Warlock power. I think Embolden is a good alternative to increasing the Warlock's leadership, which is currently same as Guardians, although Ld8 with re-roll has a negligible improvement over Ld10 without a re-roll. The thing with Embolden, though, is that it does allow a Farseer to re-roll his Psychic leadership test as well.
I say Embolden is a good basic power. As for the costs: they have to be re-determined regardless since we're also adding grenades, increasing save, increasing ballistic skill, etc.
--
On to transports.
Venom
Purpose: light transport for small squads of elite assault units.
Rough description: Open topped fast skimmer with light armament.
Units: may only be purchased for Scorpions, Banshees and Harlequins (Guardians would just fall off).
Capacity: 6 infantry models.
Wave Serpent
Purpose: heavy transport for larger squads of any infantry.
Rough description: Fast assault tank for troop mechanization.
Units: all infantry units that are not jump infantry may purchase this vehicle.
Capacity: 12 infantry models or 5 Wraithguard with 2 infantry models.
Unique standard features: Assault ramp (may assault the turn you disembark), Energy Field.
Falcon
Purpose: heavy transport to cater more to shooting units. Does not have an assault ramp.
Rough description: Main battle tank with a small troop compartment.
Units: all infantry units that are not jump infantry or Wraithguard may purchase this vehicle, note that this includes Dark Reapers.
Capacity: 6 infantry models.
Unique standard features: Crystal targeting matrix (may fire an additional weapon).
The questions thus:
1. Does the Venom have a place in the list?
1b. With the Venom in the list, does it usurp the place of the Falcon?
2. With a Crystal Targeting Matrix, does the Falcon still merit being a transports.
3. Without a Crystal Targeting Matrix, would you feel the Falcon still has a use, or do you think the tank need to be discounted in price for having several weapons it'll likely not use?
4. Should the assault ramp be a purchasable upgrade for the Serpent? If so, should the ramp be allowable for the Falcon as well?
5. Should the assault ramp be called something more... sophisticated?
6. What would you price the Venom at?
P.S. The Venom looks like a Vyper, but instead of a weapon mount it has an elongated rear where troops can "sit" (or lit. "hang on").
Here's another idea for a "transport", or rather a refresher on what has been posted earlier.
Webway Gate. 20 points.
Purchased as vehicles free of the FOC, but each count as a troop for purposes of combat resolution and scoring.
Armour values: Front 12, side 12, rear 12. BS -
Special rules: Immobile, infiltrate, Webway, structure.
Even though immobile, the Webway Gate deploys as an infiltrator, it is warped in onto a locator beacon placed there ahead of time through various means - be it aerial insertion, rangers positioning it there, or a Farseer ordering it placed there as a contingency a long time past.
Webway: The Webway Gate is a gate into the Webway, a myriad of paths known only extensively by the Eldar. While some paths are large enough for spaceships to fit through, the smaller paths to which the Webway Gate is anchored only allow infantry models of normal Eldar stature to navigate. This gate has two uses:
* For Eldar infantry, it count as a friendly table edge for all purposes, and they may deploy from reserves to this gate as well as utilize it when fleeing the field of battle.
* The Gate may allow a quick way of moving from one gate to another, time passes differently inside the Webway and physical distances matter little. An infantry unit may enter a Webway Gate, at which point it is returned to reserves.
Structure: The Webway Gate is a structure for all purposes after deployment, but fully ignores crew shaken and crew stunned results.
15680
Post by: Ediin
Wow, I have to admire how much work you guys have done here.
But most of the changes you mention would make the Eldar list completely OTT and OP. Sorry.
* Warp Spiders Deathspinners change from Assault 2 to Assault 1 Template (blast or flame?) which leaves the hit unit in difficult and dangerous terrain until the next time the models are moved.
That would lead to every Eldar player picking 30 Warp Spiders for every game he plays in.
Imagine having the ability to drop 30 S-6 Rending BS 4 (or 5, like you suggested) blasts on your enemy every turn, before jumping back out of charge range. Too much. Also, blasts doesn't fit with the fluff.
Also, having the WS and BS of Guardians improved by +1 would make them the most cost-effective Troops in the game. After all, they are only normal citizens,
not Space Marines who have trained for decades.
Guardian Defenders be armed with rapid fire version of shuriken catapult (18" or 24"), several poster
Congratulations, you have created the boltgun.
A unit of Ws 4 Bs 4 Sv4+ boltgun-toting Guardians is not my idea of a citizen militia.
Looking at the first page, I also notice Jump Pack-Wraithlords. Sigh. I'm ringing the OP bell again.
No, seriously, most of it is too much. Although there are some good ideas. I like the idea of the Venom transport. And the Rangers really need a drop in points cost.
28383
Post by: Mahtamori
Ediin wrote:Wow, I have to admire how much work you guys have done here.
But most of the changes you mention would make the Eldar list completely OTT and OP. Sorry.
Absolutely none of the units we've described as are OP as a Terminator unit with Storm Shield and Thunderhammer arriving through drop pods from any given Space Marine codex.
You forget that some changes require a points re-allocation.
Ediin wrote:* Warp Spiders Deathspinners change from Assault 2 to Assault 1 Template (blast or flame?) which leaves the hit unit in difficult and dangerous terrain until the next time the models are moved.
That would lead to every Eldar player picking 30 Warp Spiders for every game he plays in.
Imagine having the ability to drop 30 S-6 Rending BS 4 (or 5, like you suggested) blasts on your enemy every turn, before jumping back out of charge range. Too much. Also, blasts doesn't fit with the fluff.
You are taking it out of context. This is a list of changes agreed upon, and a list of changes proposed. It's not an exhaustive list and does not preclude further alterations. What has been agreed on is simple: the Deathspinner delivery method is changed to flame template. The proposal you quote would not necessarily be rending.
Ediin wrote:Also, having the WS and BS of Guardians improved by +1 would make them the most cost-effective Troops in the game. After all, they are only normal citizens,
not Space Marines who have trained for decades.
They are normal citizens for Eldar. You know. The people who has a skeletal structure different from humans, limbs of differing range, a psyche a human would find more alien than their looks, a sense of humour which to a human exhibits extreme morbidity, manufactures complex material designs a human artificer could only dream of through rituals, and most importantly live longer in a society which does not function like a human society does.
Some of those normal citizens are former aspect warriors, but common to all is that they've had a basic training in warfare far beyond what a human standing army has. BS4 represents an amalgamation between extensive training which would rival any space marine and a body which functions in a more agile way than a human body does. It is not by any means far fetched regarding fluff.
Now, if you have any concerns regarding actual game play, I am all ears. Just keep in mind that they are currently possibly the least cost-effective troop choice in the game.
Ediin wrote:Guardian Defenders be armed with rapid fire version of shuriken catapult (18" or 24"), several poster
Congratulations, you have created the boltgun.
A unit of Ws 4 Bs 4 Sv4+ boltgun-toting Guardians is not my idea of a citizen militia.
Regarding fluff: a unit of BS3 poorly equipped militia is not my idea of a fighting unit for a dying race who'd be struggling to keep a balance in death:newborn ratio in peace times.
Regarding game play: I tend to agree that addressing the issue with assigning rapid fire to the basic catapult is the way to go.
Ediin wrote:Looking at the first page, I also notice Jump Pack-Wraithlords. Sigh. I'm ringing the OP bell again.
No, seriously, most of it is too much. Although there are some good ideas. I like the idea of the Venom transport. And the Rangers really need a drop in points cost.
I am sure more than just me would appreciate constructive criticism, rather than just negative criticism.
Care to explain how a jump-pack Wraithlord would be over powered? I'll refrain from sarcasm, but suffice to say, once more you are comparing it without compromise - which is strictly not what this thread is about.
20079
Post by: Gorechild
@Ediin- Firstly, thank you for chipping in obviously without reading everything.
If blast doesnt represent warpspiders fluff, then why does the nightspinner (that fires the same ammo) use a large blast?
The only real option as far as BS/WS goes is 3/3, 3/4, 4/3 or 4/4. Eldar are supposed to be superior to humans, so the 3/3 guardsman statine is arguably too low. Splitting the stats to have 1 as 4 and the other as 3 could work (and I was supporting that idea way back when). WS4 BS4 doesnt mean they are space marines, as every eldar is substantially older than a human its not unreasonable to suggest they have similar stat lines.
Your comment about the shuricat's was needless, armies have different weapons with the same stat lines all over the place. you wouldnt say "well done for making a meta" to the person who came up with fusion guns would you?
Focusedfire explained his reasoning behind the different wraithlords and we have since re-assessed them.
If you have any suggestions rather than just saying "thats OP" i'm sure we'd be happy to hear them.
23469
Post by: dayve110
Venom
Purpose: light transport for small squads of elite assault units.
Rough description: Open topped fast skimmer with light armament.
Units: may only be purchased for Scorpions, Banshees and Harlequins (Guardians would just fall off).
Capacity: 6 infantry models.
I had pretty much the exact same idea posted on the forums the other week but couldn't settle on a decent name, venom is good but doesn't fit in my head either. I wouldn't just limit it to those aspects as i can see a use for DA drive-bys with an open-topped skimmer.
Wave Serpent
Purpose: heavy transport for larger squads of any infantry.
Rough description: Fast assault tank for troop mechanization.
Units: all infantry units that are not jump infantry may purchase this vehicle.
Capacity: 12 infantry models or 5 Wraithguard with 2 infantry models.
Unique standard features: Assault ramp (may assault the turn you disembark), Energy Field.
I feel the assault ramp would just drive the price of this vehicle up, its a tremendously useful upgrade that would cost alot IMO. My initial thoughts were to have Banshees able to purchase a skill that gave them the ability to assailt from a vehicle as if it had an assailt ramp. The other assaulty units do well on foot so do not need assault ramps as much as banshees do.
Falcon
Purpose: heavy transport to cater more to shooting units. Does not have an assault ramp.
Rough description: Main battle tank with a small troop compartment.
Units: all infantry units that are not jump infantry or Wraithguard may purchase this vehicle, note that this includes Dark Reapers.
Capacity: 6 infantry models.
Unique standard features: Crystal targeting matrix (may fire an additional weapon).
With the CTM the falcon would be an incredible DT for any unit that could take it, move 12" and firing 3 s8 shots a turn? Although i really like the idea, two falcon entire could fit well.
1) Dedicated Trasport: Falcon Battle Tank - pretty much as is. For the slower advance.
2) Heavy Support: Battle Tank - armour 13, 12, 10 with BS4. 0 transport capacity. May replace top turret with... (fire-prism, etc. more varients would be nice) may purchase CTW for X points.
The questions thus:
1. Does the Venom have a place in the list?
1b. With the Venom in the list, does it usurp the place of the Falcon?
2. With a Crystal Targeting Matrix, does the Falcon still merit being a transports.
3. Without a Crystal Targeting Matrix, would you feel the Falcon still has a use, or do you think the tank need to be discounted in price for having several weapons it'll likely not use?
4. Should the assault ramp be a purchasable upgrade for the Serpent? If so, should the ramp be allowable for the Falcon as well?
5. Should the assault ramp be called something more... sophisticated?
6. What would you price the Venom at?
1. YES! i'd love that vehicle, and it sits very well with harlequins and the more hot-blooded craftworlds
1b. Venom brings speed while the falcon brings durability and fire power. For most units i'd still prefer a falcon.
2. Answered above.
3. Answered above.
4. No to both, See above.
5. If its included, I'd say yes.
6. +10 points on whatever the vyper points will be after this re-write. Automatically Appended Next Post: Regarding the fast but few.
2 KP's is really a bit much for small T3 units, however i can see the reasoning behind it.
A possible solution could be that if the unit remains as a whole then when that unit is destroyed, roll a die, on a 4+ a second KP is generated for the opponent.
If the unit is split into 2 independant units than they are worth a KP each as normal and the 4+ roll's are ignored.
On a side-note. A unit that splits into 2 groups, would they be able to buy a second DT? rules say no, but this rule would be wasted on some units ( FD, Banshees, etc) who really do need a transport, having half the squad on foot would not be a great idea.
With the "combat tactic" style of squad splitting i wouldn't feel to bad about having a 0-1 limit on each type of aspect as you could still essentially have 2 small units of that aspect for one choice.
10279
Post by: focusedfire
sarukai wrote:With respect to Wraithguards, I'm not sure that they necessarily need to be given powerfists. If we keep them as S5, but consider each hand to be just a power weapon. Then they'd get an extra attack and ignore armor, which would make them very decent in combat without getting too overpowered, IMO. I agree that they should just be moved to troops if taken as 5+Warlock.
Onto Warlocks, there's a couple of things that I think should happen. Personally, I would love to see them as optional upgrades to all aspect squads, and not just Guardians. This idea has been shot down before, but I think it works well with the Eldar having higher prevalence of psykers. It also would allow the aspects to stay specialized, but able to gain a smidgen of close-range AT through the witchblade/spear.
For their powers,
Conceal -- with the prevalence of cover around, this should grant the unit the Stealth USRDestructor -- pretty much fine as isEmbolden -- becomes integrated into the Warlock's cost, and doesn't count as his one psychic powerEnhance -- would add +1 to BS,WS,I (w/ the +1BS only if we don't give shooting aspects BS5 by default)Conduit -- any power cast by a Farseer may be channeled though the Warlock, measuring ranges from the WarlockBonesinging -- any unit assaulting the Warlock's unit counts as entering dangerous terrain
I think adding Conduit keeps the ability to cast through Warlocks from becoming overpowered. If you want the ability then you can't use any of the other Warlock powers for the unit.
I see Bonesinging as the Warlock causing the ground around the unit to be pierced by writhing shards of wraithbone. This also reduces attacker's I to 1 unless they have grenades.
Do people feel that integrating Embolden to Warlocks as a general rule not counting as their one power would become overpowered?
1)Agree with Wtaithguard attacks becoming power weapon. PF is OTT
2)Like the warlock powers, but Enhance should go the way of the do-do. If Guardians get stat increase the enhance will have to go.
3)I like your bonesinger ideas, but they would need to be fully discussed before I could agree or dis-agree.
Mahtamori wrote:
The questions thus:
1. Does the Venom have a place in the list?
1b. With the Venom in the list, does it usurp the place of the Falcon?
2. With a Crystal Targeting Matrix, does the Falcon still merit being a transports.
3. Without a Crystal Targeting Matrix, would you feel the Falcon still has a use, or do you think the tank need to be discounted in price for having several weapons it'll likely not use?
4. Should the assault ramp be a purchasable upgrade for the Serpent? If so, should the ramp be allowable for the Falcon as well?
5. Should the assault ramp be called something more... sophisticated?
6. What would you price the Venom at?
P.S. The Venom looks like a Vyper, but instead of a weapon mount it has an elongated rear where troops can "sit" (or lit. "hang on").
1)Yes, venom has a place in the list, but needs to be altered to max transport capacity of 3 models each and must be taken in squadron form. Use Tua Pirahna/drones as template for multiple transports moving a single unit. I feel this is necessary from a points balancing issue.
1b)No, the Falc is a gunboat/command vehicle. It should only be a dedicated transport for the Farseer and his warlock council (Maybe other HQs and Pheonix Lords, too).
2)That is a good question. BTW, I agree about the vehicle getting to fire all of its turret weapos as if they are a single weapon, Not sure about using the CTM name.
3)Falc would still have uses if pointed appropriately.
4)No! Assault ramp should not be on Wave Serp. Would be no reason for Venom. The inherent visual would be that the Pilot should be falling out of the vehicle.
5)It should be called nothing, it has no place on the wave serpent.
6)Venoms should be an upgrade for the Vypers, so should be about the same price.
About the Web Gates:
IMO, as neat as they are, they should be an Apoc option and model.
Ediin wrote:Wow, I have to admire how much work you guys have done here.
But most of the changes you mention would make the Eldar list completely OTT and OP. Sorry.
* Warp Spiders Deathspinners change from Assault 2 to Assault 1 Template (blast or flame?) which leaves the hit unit in difficult and dangerous terrain until the next time the models are moved.
That would lead to every Eldar player picking 30 Warp Spiders for every game he plays in.
Imagine having the ability to drop 30 S-6 Rending BS 4 (or 5, like you suggested) blasts on your enemy every turn, before jumping back out of charge range. Too much. Also, blasts doesn't fit with the fluff.
Also, having the WS and BS of Guardians improved by +1 would make them the most cost-effective Troops in the game. After all, they are only normal citizens,
not Space Marines who have trained for decades.
Guardian Defenders be armed with rapid fire version of shuriken catapult (18" or 24"), several poster
Congratulations, you have created the boltgun.
A unit of Ws 4 Bs 4 Sv4+ boltgun-toting Guardians is not my idea of a citizen militia.
Looking at the first page, I also notice Jump Pack-Wraithlords. Sigh. I'm ringing the OP bell again.
No, seriously, most of it is too much. Although there are some good ideas. I like the idea of the Venom transport. And the Rangers really need a drop in points cost.
If these ideas where going into a Fan-dex, then they would be gathered and then balanced through playtesting, also, some ideas have been thrown out as what-ifs in order to encourage conversation. The ideas being bandied about are in many ways inspired by units/Armies GW has recently done and in many ways this discussion is intended to help players to become more familiar with the base design concepts of the Eldar after the muddle of the last Codex.
Now to address your concerns on some of the units:
1)Warp Spiders: I have necer advocated a full squad of 10. I feel that Squads of 6 should balance the switch to the weapon becoming a lower powered S 3 or 4 template that replaces the normal templates cover ignoring abilities with other weapon specific ones.
2)Guardians were being proposed to be about same price as the current Sisters or Fire Warriors(About 10 points per model). As to them not being SMs, You are right, Many guardians have had more combat experience  . Now seriously, Many Guardians have served, when needed, for centuries. If SoBs are WS4 and BS 4 in their short lives and the Eldar are supposed ro be a xenos race with physical skill and grace that exceeds humans and even SM's, I think the proposed starting Stat-line is completely in order.
3)Please to note that, I have steadily maintained that the Guardian Defenders should get the Lasblaster, but with a proposed shorter range. Something like: Lasblaster - Range 18" S 3 AP 5 Assault 2 (or Rapid Fire depending upon playtesting)
4)The Themed Aspects were my way of opening/provoking a conversation. They are the type of units that you would see if Iyanden got its own codex. Even in heir own Eldar ghost army codex the themed Wraithlords may seem OP, but thn I would point you to Deepstriking Land Raiders and Dreadnoughts. If you go back and read the first two pages you will see that I say that there is no room in the Eldar codex for such units.
Now, having said all of this, I would like to welcome you to the conversation and to ask for you to stick around as a voice of reason. I do agree that some of the proposals are a bit OP and have been subtley pushing for balance in the units by allowing for a Higher base Stat-line, but at a lower model count per unit and higher price per model(Except Phoenix Lords). The only exception on the pricing would be the Phoenix Lords and I don't mind their price as much as their position as HQ choices that use up a FOC slot and thier lack of abilities to justify the price. Aside from the lords I believe that there will need to be limits that help to prevent the proposed army as a whole from being OP. IMO, It is when we can point out and propose what the weak points of the Eldar should be that we begin to understand the basic nature of the Eldar.
Edits: Spellin and dropped word.
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Post by: Mahtamori
I wouldn't say a squad of Storm Guardians do well on foot, and neither Storm Guardians nor Scorpions do well on foot or in a transport if you're using a mechanized list. I don't think Banshees need an assault ramp any more than Scorpions do - they are the same unit but with different purpose. What is to say that you need to assault a small unit of Marines any more than you need to assault a large unit of Imperial Guard? Both units need one, and Storm Guardians need pretty much anything you can give to them to perform since they are a down-graded version of Banshee or Scorpion - i.e. a Banshee or Scorpion without tailored purpose.
Just because an upgrade is really beneficial doesn't mean it's expensive! While it's bad form planning for a cheap and dirty fix, GW does it all the time - some options are just to effective not to use. On the other hand, an Assault Ramp is so very mandatory on this particular vehicle, unless you intend to fill it with a large squad of DA or FD, the former are still able to benefit from it!
I personally do not see the point in having an upgrade everyone will take anyway as an option.
The Venom's name is taken straight from the Gavin Thorpe's Harlequin 3rd edition "codex". In that version, the Venom was a heavy support option since they didn't have any dedicated transports as such back then (nor, oddly, any other heavy support options since their version of Dark Reaper were Elite).
The Falcon is a difficult thing. As a transport, you don't really want to give it too many weapons unless you think you can use them - and on Eldar vehicles speed, not armour, is your defence. If you do give the Falcon that Crystal Targeting Matrix, you on the other hand boost it up to the true performance of a Heavy Support slot making the move to Transport nonsensical.
As for having Crystal Targeting Matrix as a general option for vehicles - it would only benefit the other Codex vehicles if they chose underslung Shuriken Cannon, which is the weakest possible Eldar heavy weapon at the moment. And that only if you do NOT play Apocalypse.
Regarding KP: I'd say each separate squad gives KP in accordance to their slot. If the squad doesn't split, it gives one batch of KP if annihilated, if the squad splits it gives two. I think this is the same as a Marines tactical teams, no?
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Post by: focusedfire
@Everyone, I ask that you be a little more relaxed in your replies. I don't think Ediin was being overly negative and I want all veiw points represented as long as its not trollisn in nature. Simply observing that much of this could be OP is not necessarily an attempt to troll. Ediin brought up something that I was getting ready to myself.
@Dayve- No extra transports. They are not needed because the unit can split mid-game. This means that if a Wave Serpent has 8 FD embarked within, that at some point 4 may disembark while the others can remain inside to rush to another area.
As to the Venom and which aspects may take them. I feel that this would be an Assault transport for Assault units that would need the Acrobatic ability just to stay on the things. I also want to avoid an Eldar Leafblower type situation. I will consider changing my position on this if the Aspects are limited to being Unique unless a Specific Phoenix Lord or Hero HQ is taken.
As to the KP, I want it to be 2 no matter what, if the unit is taken in a larger than min size. This is to balance the squad splitting occuring during the game as opposed to before. It is a tremendous ability that paying an extra KP for is still a dirt cheap trade off.
Edit to include last sentence about KP.
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Post by: dayve110
focusedfire wrote:
@Dayve- No extra transports. They are not needed because the unit can split mid-game. This means that if a Wave Serpent has 8 FD embarked wethin, that at some point 4 may disembark while the others can remain inside to rush to another area.
Ahhh... i get it now. What happens if the unit suffers casualties and then splits?
unit of 10 is 5 and 5... that units takes 4 casualties. Is the split based on the original value, or current. Would those 6 remaining men split off into 3 and 3 or 1 and 5? Either way has some advantages.
Option 1) If it is based on original values. The unit of 6 could split into 5 and 1, the five men hunting something to destroy with the lone model claiming/contesting objectives or just hiding for KP denial. However if the unit dropped under half strength they would be no longer able to split at all, eliminating the scenario below.
Option 2) If it is based on current size the unit could always split, meaning is 2 DA remained, they could split and claim 2 objectives.
A third option could be to split 50 50 as best as possible but have a minimum of 2 in each group perhaps.
focusedfire wrote:As to the Venom and which aspects may take them. I feel that this would be an Assault transport for Assault units that would need the Acrobatic ability just to stay on the thing. I also whant to avoid an Eldar Leafblower type situation. I will consider changing my position on this if the Aspects are limited to being Unique unless a Specific Phoenix Lord or Hero HQ is taken.
Dark Eldar seem to hold onto their transports (with sufficient lack of hand rails that raises many health and safety issues) i don't see many Eldar having a problem doing the same. Ifs pretty limited to who can take it anyway if its capacity 6. If it was limited at all i'd say to just leave it with harlequins.
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Post by: Mahtamori
Well, it's exactly a combat squad with the sole exception that you may split the unit at a later point than during deployment. I don't think that's enough for you to pay extra KP if you choose not to split the unit, especially since it adds a level of complexity to the rules which is not necessary and when there already is a ready-to-use rule you can just carbon copy onto the units.
Remember that the reason you pay extra KPs for Combat Squads after they split isn't because of the amount of Marines, it's because those Marines are now independent of each other - they shoot on different targets, they get shot at as separate units, they claim objectives separately and so on.
I CAN see the need for paying extra KPs if and only if the squad is able to merge back together again, but that's a whole separate piece of movement.
That's not really saying I agree with the combat squad rule as such, as I sort of like Eldar as being not only the guardians of the continuum of the 40k universe, but also guardians of how a proper army codex should look like. I.e. simple, clear-cut, rules with a neat format that doesn't need a truck-load of special rules with glamorous names in order to perform. The amount of special rules you can fit on an average 4x4 is plenty enough
Alright, so call me conservative (which where I come from isn't a nice thing to call someone), but that's my stand point.
P.S. dayve raises a good question: how do you calculate original squad size when it comes to casualties and regrouping? I think that's the main reason why Space Marines aren't allowed to split after deployment.
Oh, and would a unit be able to split several times? What moderates that?
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Post by: focusedfire
@Dayve110- I feel it should be always able to split in half and then let the player find out the problem of having 2 man FD or Banshee squads. If the unit is an odd number then it is spit as close to even as possible. This would also make the Pheonix Lords, Autarchs and just about any IC very useful.
As to the transports, I said that I am willing to reconsider. I also think that the squad plitting could be worked into my preffered idea of the Venoms carrying only 3 passengers and needing to be a squadron to carry a non- IC unit. Automatically Appended Next Post: @Mahtamori-We are going to have disagree on this because you want clean and simple even if it sacrifices balance, while I want a balanced army and feel that it is ok if the Eldar are coplex to use  .
As to the copypasta. Trying to do such for a rule designed for the SM's without change just doesn't fit or work. I also disagree with your assessment about 2KP, but if it is such problem and is to complex for you:b then I say just make Aspects a flat 2 KP not matter what you do with them.
KP is supposed to represent the logistical cost of fielding such units and the cost of what it would take to replace that unit if it is destroyed. Seeing as the Eldar cannot really afford to waste lives and they are very hard to replace then make them worth more.
In answer to your question, Squads would be able to only split once a game and would not be able to reunite.
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Post by: Ediin
You need constructive criticism? Well, if you were offended I apologise. I might maybe have a few ideas to contribute.
Concerning Guardians, as Mahtamori mentioned on page 2, the best ways to increase the usefulness of Guardians would be
1. Give them avengers catapults
2.Reduce Points
3. More platforms
Out of these three, I think that the third option is best. Maybe give them the same options as Space Wolves, that if the squad numbers 10+ models,
a second platform may be chosen for free?
Keep them at 10 points, MAYBE raise the BS to 4, and give them the free platform mentioned, and they'll be fine. If you want to make the Catapults Rapid Fire, make it AP 6.
WARP SPIDERS
As for the spiders, I think that Flame Templates will still make them OP. Give them Rending, so it fits with the fluff, and lower the points cost a little.
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Post by: sarukai
Just to throw out an alternative to extra KP and splittable squads: reduce the squad sizes for all aspect warriors and make alterations to the FOC and scoring rules.
We could say +2 Elite, +2 Fast Attack, -2 Troops compared to a regular FOC, keeping the minimum 1HQ, 2 Troops levels. To counter the reduction in troop slots, let a foot Autarch make Elite aspects scoring, and a FA Autarch (wings/WJG/bike) make FA aspects scoring.
Limits may need to be in place like early definitions of Fast but Few to prevent one aspect from being spammed?
New squad sizes could be (just for example):
3-8 Banshees
3-8 Scorpions
3-8 Dragons
5-12 Avengers
3-6 Spears
3-6 Hawks
3-6 Spiders
3-6 Reapers
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Post by: MandalorynOranj
@FocusedFire: I don't mean to sound harsh here but I've noticed you've been really inflexible on a LOT of points. For the past 3 pages or so you've been unwilling to compromise on the KP issue with the aspects, before that it was the limiting of how many squads of aspects you can take, now it's back to the Venoms ONLY being taken as squadrons. Loosen up a little, man.
Now so as not to just be blindly criticizing, I'll offer my views on those points.
As for the Kill Points, maybe integrate Sarukai's squad sizes in and make it so you're only penalized for taking a squad over 8? Dark Reapers obviously would be exempt because of their low max squad sizes.
Regarding the limits on how many squads of each aspect are chosen, I know this has been more or less taken care of but I feel that limiting players in this kind of way is always a bad idea. Sure there might be some balance issues, but isn't the freedom to play the game how you want to more important?
For the Venoms, I see where you're coming from with the squadron thing, but it really doesn't make sense to make people buy at least 3 moderately expensive (money-wise) models to field the same thing they could easily do with one. I'm not saying this is something GW wouldn't do, because they love anything that'll get us to spend even more on their tiny plastic men. Would it really be so bad to let 6-7 guys sit in one Venom?
Anyways, that's just my two cents.
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Post by: Mahtamori
A minor point, Ediin, they are currently 8 points and each individual Guardian perform slightly something like a 5 points IG conscript (a las-rifle is more or less the same in terms of utility - say "hi" to the most technologically advanced race in the universe). The heavy weapon is purchased on it's own, so something must still be done regarding the cost of the unit. True that you can discount their weapon's cost significantly and emphasize on that one instead, but with their current profile... there is no point what so ever in increasing the squad size of a Guardian squad at all. If a limit is set at 10+ for a free heavy weapon (although keep in mind that there is a huge difference in power between a Shuriken Cannon and an EML), then the real max size will be exactly 10 - no one in their right mind will take more.
See, this here unit is a problem child ever since GW decided that Space Marine were going to be the almighty poster child (i.e. since going from 2nd to 3rd edition). In 2nd edition, Shuriken weapons were rather deadly and put bolters to shame, if my information is correct, both regarding range and killing power.
As for the Warp Spiders, having them have Rending is my most preferred option as well, although I don't think a point reduction is guaranteed if they have Rending.
@focusedfire: No, sacrificing balance is strictly your point of view. There are plenty of ways of adding special rules and specialization to a squad without appending several layers of rules text no 14 year old Spess Mahreen player will ever understand.
The volatility of splitting squads in game is that it's difficult to keep track of if you've got a lot of squads running around. Additionally, having squads of very small size also has drawback in terms of suspense of disbelief.
For this proposal to get anywhere it needs structure. Clear cut; how will I keep track of it, when can I do it, how may the squads look like and so on.
My most basic reaction is KISS (Keep it simple, stupid). The simplest way is, thus:
An Eldar Aspect Warrior unit may at any point in the Movement Phase split into two units by moving a portion of the unit out of coherency with the rest of the unit. Both units will after that point act as entirely different units for all purposes. Here's a few highlights:
* How to treat casualties prior to the split is NOT dealt with and MUST be dealt with
* An Aspect Warrior unit may split multiple times, no need to attempt to keep track of it
* Each time a unit is destroyed, it provides a KP. Splitting a unit for tactical advantage has additional drawbacks if you fail, while you can protect your points by not using this tactical advantage.
* A minimum size for a split squad should also be imposed. A "unit" of 1 aspect warrior split from a unit of 8 is a bit silly.
The third bullet point highlights my stand point the most. I think you should get punished only if you take the risk and fail, not if you don't take the risk and still fail. This creates a dynamic situation, while still keeping it a lot more simple. This is also what I mean with not attaching special rules and so on since often you can achieve similar results by simpler paths.
One possible way to avoid problems with original squad sizes and so on is to assign a new rule I'll call Determination of a Dying Breed - As the race diminishes and more souls join the infinity circle, the Eldar warriors become ever more accustomed to fighting in small groups and in desperate situations. These Eldar units never suffer drawbacks associated with being fewer than full unit strength and may always regroup regardless of losses.
Again, I'd like to point out the difference between special special rules (which I dislike) and special rules (which I like). Suspending or invoking known concepts is a special rule (such as Living Metal or Shadowstrike), while making up entirely new situations and assigning special rules to those situations... is not.
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Post by: Ediin
Mahtamori wrote:One possible way to avoid problems with original squad sizes and so on is to assign a new rule I'll call Determination of a Dying Breed - As the race diminishes and more souls join the infinity circle, the Eldar warriors become ever more accustomed to fighting in small groups and in desperate situations. These Eldar units never suffer drawbacks associated with being fewer than full unit strength and may always regroup regardless of losses.
I like that one. Seems balanced to me.
And yes, they're 8 points, sorry. I own the Codex but somehow I was convinced that they were 10 points
However, I dont think giving them a slightly improved ''Combat Squad'' rule will do it. Why do Aspect Warriors need Combat Squads?
IMO, a better way to make Aspect Warriors more useful is to give Assault-based Aspects the ''Furious Charge'' USR, and Shooty-Aspects a rule that says they can run and still shoot?
Also, the AWSR rules discussed on the previous pages are great, and would make the Eldar a lot more mobile.
This all greatly improves Howling Banshees, as now they dont require a Farseer using Doom all the time (Due to furious Charge),
They have an Assault Transport (Venom)
And they're more mobile when on foot (Graceful Step/Fast but Few).
Guardians.
WS 3 BS 4 S 3 T3 W 1 I 4 Ld 8 Sv 4+
9 points.
That's good. They have 1 higher Bs, 1 higher I, 1 higher Ld, and a better save than Guardsmen. And pay 4 points.
20079
Post by: Gorechild
* How to treat casualties prior to the split is NOT dealt with and MUST be dealt with
* An Aspect Warrior unit may split multiple times, no need to attempt to keep track of it
* Each time a unit is destroyed, it provides a KP. Splitting a unit for tactical advantage has additional drawbacks if you fail, while you can protect your points by not using this tactical advantage.
* A minimum size for a split squad should also be imposed. A "unit" of 1 aspect warrior split from a unit of 8 is a bit silly.
So what happens if a full unit sufferes casuaties in a way that they are no longer in coherency? Would they be forced to form two squads?
I think (without wanting to sound overly critical) that being able to possibly have 10 "units" of 1 man is stupid. Your basically making a rule that allows you to choose to treat every model in a squad as an IC and it would cause mayhem regarding multiple combats and things like that. If you split up everything then your opponent can only kill one model per turn.
Although I do like the idea of venom's I'd see them as a 'Quin transport only. Its hard to debate vehicles for units when we havent talked about the units themselves yet
I see scorps as needing improvement to make them a stelthy foot slogging unit, but to do that we would have to discuss them. I think Quins, Banshees and scorps would be a good thing to discuss soon.
Another note regarding Spiders, I think if they had a maximum size of 6 in a unit and change them to template S3 rending, monofilament wire (like nightspinner) they wouldnt be OP. although, If your allowing them to split into as many little squads as possible, the ability to bog down 6 units is insane.
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Post by: Sile
IMO splitting squads just doesn't seem Eldar. Like; Eldar are about the overwhelming precise application of force, not splitting up to be flexible.
As it stands, splitting up a squad fluff wise seems very un-Eldar.
Also something thats nagging me but no biggie, but does Venom really sound like a Craftworld Eldar name? :v It fits DE and Harlies perfectly, but I dunno about Craftworld Eldar
Maybe something like the Swift or Eagle or something. There is a trend with Eldar vehicle names, and it tends to be some kind of animal; except for the prism and spinner.
Devil's advocate here :v :v
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Post by: Mahtamori
Sile wrote:IMO splitting squads just doesn't seem Eldar. Like; Eldar are about the overwhelming precise application of force, not splitting up to be flexible.
As it stands, splitting up a squad fluff wise seems very un-Eldar.
Agreed in full.
Sile wrote:Also something thats nagging me but no biggie, but does Venom really sound like a Craftworld Eldar name? :v It fits DE and Harlies perfectly, but I dunno about Craftworld Eldar
Maybe something like the Swift or Eagle or something. There is a trend with Eldar vehicle names, and it tends to be some kind of animal; except for the prism and spinner.
Devil's advocate here :v :v
Yes, Venom is a Harlequin name, not a Craftworld Eldar. Keeping with the name association with snakes (Wave Serpent and Vyper) how about Sand Krait? I'm not very good with snake etymology, and it was the best sounding name I could come up with.
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Post by: dayve110
For a new name for the venom i too decided to go with the serpent aspect. And decided to search the almighty google.
My first idea was to search for a small, agile, fast snake that could deliver a significantly deadly payload (ie, venom that needs medication)
The two results i had back were a coral snake and a type of viper... we can't use viper twice and the "coral" is not a well known snake breed nor a decent name for a vehicle.
However within a few minutes i found that the name "asp" is a sub-species of viper and could serve our purpose.
It proves difficult to find a name that fits and is likable.
But i suppose on the other hand it doesn't have to be named after a snake, a falcon isn't, and a fire prism isn't named after an animal at all.
20079
Post by: Gorechild
@dayve110 - I was going to suggest asp, but wasnt to sure. I think it could do with being longer, like wave serpent. It could do with a little somthing else added.
Are we giving up on the Banshee exarch power idea for assaulting out of serpents if we introduce the new vehicle? I'd be all for re-introducing solitaire as a special character that allows Quins to be taken as troops so you could build a pure clown army, but that may call for some diversifying of Quins to make them viable.
As I previously said, I dont see any purpous in perfecting a new vehicle if we haven't tackled the existing units that will use it.
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Post by: Pennywise
I don't really agree with that rule because in a way it's sorta biased cause you're saying that in order to have a special rule for your craftworld you have to choose an already made one. Lets say you are playing a game with 2 eldar players playing against each other, one has an already made craftworld and the other has his homebrewed craftworld. The craftworld with the special rule has an advantage and can win easier, but the other guy can only play regular and doesn't have any special rules, also it's forcing you to want to make an already made craftworld when you want to make your own and have the creativity of making your own. But if you're someone who really wants a special rule then you are gonna have to make that craftworld. Also it might not work cause someone with a homebrewed craftworld could say that it is alaitoc but it is not and then they get the special rule. It's not really fair that the codex gets to choose how you paint your models. Now, if the already made craftworlds had their rules and there was one more that homebrewed craftworlds could choose from that would be better, cause then you can choose what ever craftworld you'd like and still have a special rule.
focusedfire wrote:
2)Craftworlds-A Player may choose a single craftworld theme for their army from the list of Craftworlds or may choose to not field one of the listed Craftworlds. If the player chooses to not use a listed Craftworld then they may not benefit from this Craftworld rule.
The Following is a list of each Eldar Craftworlds Special Rule:
Alaitoc: Path of the Outcast-Each Ranger and Pathfinder unit on the table may sacrifice their scout move to roll a d6. On a roll of 4+ for Rangers and 3+ for Pathfinders the unit may fire upon an enemy unit prior to Turn 1. However, any units that do not possess the Scout or Infiltrate rule must enter the game from reserves.
Biel-Tan: Court of the Young King-If the Avatar is taken as a HQ, then the Fast but few penalty of +1 KP on Aspect units purchased above minimum strength no longer applies. However, each unit of Aspect Warriors on the Table must test pass a leadership test at the beginning of each turn or they will suffer from the Rage USR untill the next turn.
Iyanden: Army of Ghosts-Units of 5 Wraith Guard may be taken as troop choices if a Spiritseer is included in the Unit, but any Apect Warrior Units taken will be worth +1 KP to their normal total value.
Saim-Hann: Wild Riders-Guardian Jetbikes receive the Skilled Rider rule and Vehicles receive Star Engine upgrade or free, but the Army may only include one unit per FoC with less than a 12" base movement and only if these units have purchased a Wave Serpent.
Ulthwe: Minds Eye- Farseers may cast his powers through any warlock within 18", with LoS drawn from the Warlock used as conduit for the Power. When this is attempted, both farsser amd warlock must take a PotW test.
The reason why I am so keen on the Idea of craftworlds, is that they form such an important part of the Eldar Story. I look at their inclusion as a more balanced form of the SW sagas. The Eldar Empire used to span the galaxy but now they are just a few remnants living of craftworlds that each has its own philosophy and culture. I would like to see this represented in a manner that tries on a basic level to balance the bonuses with suitable limitations.
Now I know that these rules are not fully developed, but think they are a step in the right direction. I have tried to incorporate your various ideas into rules that fit the goals I stated earlier and will work well with some of the wargear ideas (Simulcrums-Holo-graphic clones). Let me know what you think.
About Careful Planning, I am getting tired and will stop soon, but I've got an idea for taking it down to two units but they come in from reserve on any turn that you want them to and they do so within 12" of each other. The units should actually supporting one another if they get to deploy together. Will also need work on clarifying if Independent characters joined to unit count as a seperate unit or not.
Will talk more on this later, when better rested and after thinking of ways this might could be exploited/balanced. Seems good but something isn't quite there yet, imo.
Thanks guys, am going to go rest now,
Later
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Post by: Mahtamori
Pennywise wrote:I don't really agree with that rule because in a way it's sorta biased cause you're saying that in order to have a special rule for your craftworld you have to choose an already made one. Lets say you are playing a game with 2 eldar players playing against each other, one has an already made craftworld and the other has his homebrewed craftworld. The craftworld with the special rule has an advantage and can win easier, but the other guy can only play regular and doesn't have any special rules, also it's forcing you to want to make an already made craftworld when you want to make your own and have the creativity of making your own. But if you're someone who really wants a special rule then you are gonna have to make that craftworld. Also it might not work cause someone with a homebrewed craftworld could say that it is alaitoc but it is not and then they get the special rule. It's not really fair that the codex gets to choose how you paint your models. Now, if the already made craftworlds had their rules and there was one more that homebrewed craftworlds could choose from that would be better, cause then you can choose what ever craftworld you'd like and still have a special rule.
I believe the idea is that the "homebrew" craftworld would be acting as a main craftworld. Iybraesil would act as Biel-Tan and Il-Kaith would possibly act as Iyanden. Essentially, your army's theme dictates the main craftworld it acts as if you wish to keep it strict, and I do believe that focusedfire was aiming at having the craftworld type mandatory - not optional.
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Post by: El-dred
Changing the ongoing topic a bit hear I think Wraithguard need a bit of work personally as they are one of my favorite units that I very rarely get to play cause of how limited they are in game usefulness.
I think a few changes to make the better is to have their cc attacks considered power weapons.
It makes sense fluff wise is they are as they need to be strong enough to carry the wraith cannons weapons that are larger than most imperial heavy weapons, and they are "mini" wraithlords. half the strength still only 1 base attack but with a Str 5 power weapon it will make tar pitting them a bit more dangerous.
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Post by: sarukai
Here's a concept for an Eldar assault transport that I've had for a while. It seems to me more like the "Eldar" way to do this (i.e. specialized and efficient).
Talon 115 pts
12/12/10 BS3
Type: Tank, Fast, Skimmer
Transport: A Talon may transport a single unit of infantry up to 8 models.
Access points: 0
Fire points: 0
Wargear: One heavy weapon (costs as per Falcon)
Options: standard vehicle upgrades
Dedicated Transport: Units that my take a Wave Serpent may take a Talon instead
Energy Field: as per Wave Serpent
Eldar Assault: At any point during the Eldar player's turn the Talon may disable the Energy Fields. The Talon is then considered an open-topped vehicle for all purposes (passengers shooting, embarking/disembarking, damage table rolls, etc...). This change remains in effect until the beginning of the Eldar player's next turn.
General description: Picture a falcon with the turret holding the driver and heavy weapon. The front of the main hull is carved out with a floor added underneath/between the "wings" to hold the embarked unit in an open-topped style protected by the Energy Fields.
------------
What do you guys think? I was debating about adding a rule that units assaulting out of the Talon count as having plasma grenades, but thought it might be too much?
20079
Post by: Gorechild
@ El-dred - I think its generally agreed that to fix Wraithguard they need power weapons, possiby a drop in point cost and maybe to be moved to troop. I'd think around the 20 point mark would make them viable troops if they counted as having power weapons.
@sarukai - I like your suggestion for the vehicle, but I dont think there would reay be room for it as well as the vyper variant that people have been discussing. To be completely honest I prefer your idea though  I would however give it a capacity of 10.
@Mahtamori and Focusedfire - Have we come to a general agreement on the craftworld rules? If we want them? If we have the, what they would look like? I get the feeling that focusedfire is alot more convinced about their importance than several other posters. I just think its getting to the point where we might benefit from settling on a few of these big ideas so that we can work off them when discussing the rest of the army, we seem to have a lot up in the air at the moment.
30944
Post by: El-dred
I think if you were to leave them at 35 maybe even jump them to 40 give them a 2+ / 5++ save make them the equivalent of Termies. That is something I think Wraithlords should have as well, a 2+/5++ save as Wraithbone is a self repairing thing.
I think leaving them as Elite w/ the option of taking a full squad of 10 + a Spirit Seer is fine. I'd honestly like to see Banshee's moved out of Elite and put into troops as they are 2nd behind DA as the most abundant of Aspect Warriors, as well as they are not "powerhouse" unit.
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Post by: Thunderfrog
I just advise a little caution souping up the Wraithlords too much.
Giving them 4 attacks and multiple weapons NOT twin linked is putting them at or about the same level of power as a Daemon Prince for a cheaper price.
I still think the best option there is making 2 base attacks, increasing the wraithsword price to 15 points from 10, and having it confer 1 extra attack while allowing the re-roll of missed attacks in melee.
That, and anything in wraith armor should get at least a 5+ invul. (If it gives warlocks and farseers a 3/4+, it should confer a minor invul to the constructs as well. That or being undead, give them FnP.)
Don't get me wrong, I love my Wraithlords. They're my favorite models, but they shouldnt be too out of whack.
20392
Post by: Farseer Faenyin
Mahtamori wrote:
@Sile: Welcome to the discussion. The problem with putting that "read it all" TLDR down there and "I'm not going to read all 13" up on top of the post should be obvious.
FOC: We've already agreed that a reshuffling of the FOC should be avoided.
I think you guys are missing the point that this is a discussion forum, and it doesn't matter what you 'agreed' on, as I've seen some 'agreed on' things that are pretty mental.
Keep the self-love to a minimum, at least he didn't propose specialized Wraithlords.
Automatically Appended Next Post:
MandalorynOranj wrote:@FocusedFire: I don't mean to sound harsh here but I've noticed you've been really inflexible on a LOT of points. For the past 3 pages or so you've been unwilling to compromise on the KP issue with the aspects, before that it was the limiting of how many squads of aspects you can take, now it's back to the Venoms ONLY being taken as squadrons. Loosen up a little, man.
Now so as not to just be blindly criticizing, I'll offer my views on those points.
As for the Kill Points, maybe integrate Sarukai's squad sizes in and make it so you're only penalized for taking a squad over 8? Dark Reapers obviously would be exempt because of their low max squad sizes.
Regarding the limits on how many squads of each aspect are chosen, I know this has been more or less taken care of but I feel that limiting players in this kind of way is always a bad idea. Sure there might be some balance issues, but isn't the freedom to play the game how you want to more important?
For the Venoms, I see where you're coming from with the squadron thing, but it really doesn't make sense to make people buy at least 3 moderately expensive (money-wise) models to field the same thing they could easily do with one. I'm not saying this is something GW wouldn't do, because they love anything that'll get us to spend even more on their tiny plastic men. Would it really be so bad to let 6-7 guys sit in one Venom?
Anyways, that's just my two cents.
You're spot on here. The OP has a lot of furvor on what he wants done and thinks that because he is the OP that he owns what other people should think. Focused, be a little more understanding to the concepts of the game, the fluff and established rules when coming up with stuff. If you want to make a stand alone game...you have the right idea. But you aren't, this is a GW game with established ideals. Work with them.
Some of your ideas have merit as well.
I think the only things on here that would make their way into a real world codex is parts of the proposed USR(all of the proposed changes is a little 'heavy' for a USR), and the addition of a vehicle assault capability for Banshees(though this hasn't been 'decided upon by the all powerful OP yet'.
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Post by: Mahtamori
@ Farseer Faenyin: Welcome to the discussion.
Please keep criticism focused and to the point. Criticising me for specialized Wraithlords proposition is a swing at the wrong person.
Since you directed this piece of criticism to me, I feel it warranted to defend myself, although I will try to keep it focused and to the point. The response was to someone who admitted he had not bothered to read the discussion he was contributing to at that point. If you think that is a good basis for which to enter a discussion, I will leave that to your own judgement, but it would be poor of me not to bring someone up to date with the on-going discussion, albeit you can have reservations on how to do this.
If you have input or constructive criticism to give regarding the agreed upon things which are "pretty mental", I would love to read it. It is good to have more people joining the discussion, but let's try and avoid discussing the discussion or how people communicate with others any further? I just wish to remind you that a Terminator is going to look very outrageous next to a humble IG Conscript, if none of the units had a point cost written out - which, really, none of the units we're discussing currently has more than a shade of.
Thunderfrog wrote:I just advise a little caution souping up the Wraithlords too much.
Giving them 4 attacks and multiple weapons NOT twin linked is putting them at or about the same level of power as a Daemon Prince for a cheaper price.
I still think the best option there is making 2 base attacks, increasing the wraithsword price to 15 points from 10, and having it confer 1 extra attack while allowing the re-roll of missed attacks in melee.
That, and anything in wraith armor should get at least a 5+ invul. (If it gives warlocks and farseers a 3/4+, it should confer a minor invul to the constructs as well. That or being undead, give them FnP.)
Don't get me wrong, I love my Wraithlords. They're my favorite models, but they shouldnt be too out of whack.
Welcome to the discussion, Thunderfrog!
Once again, it will all come down to price. If a Wraithlord does get 4 base attacks, his price will definitely not remain the same - however regarding the twin-linking, the situation is vastly different simply because of how the costs are written out. Essentially the Wraithlord pays the price for two weapons as if it purchased another weapon it could use, but the end result is only half as good. The precedent is found in the Tau codex where a similar constellation has the second weapon at half price. The proposal in itself was, thus:
Either have the Wraithlord able to purchase the weapons independently and not twin-linking them, or allow the second weapon to be half the price while twin-linking it.
Btw, doesn't the Daemon Prince come with deep striking and a few other special rules? I ask since I haven't had the opportunity to look closely through a Chaos codex.
While Warlocks and Farseers don't wear wraith armour (rune armour might contain wraithbone, but it's vastly different), I think you and I see eye to eye regarding Wraithlords - right down to them being awesome models to work with  We don't really want the 3rd edition Wraithlord back (too expensive with a weapon, too cheap without one), either.
20079
Post by: Gorechild
Btw, doesn't the Daemon Prince come with deep striking and a few other special rules? I ask since I haven't had the opportunity to look closely through a Chaos codex They can get wings for 20 points that allows them to deep strike and move like Jump infantry, Which (as far as points go) puts them on par with a wraithlord with sword, flamers/shuricats and starcannon. I think it might be a good move to redirect the discussion away from slating Focusedfire and back to discussing eldar? sound good to everyone? I'll try and get the ball rolling, In regards to the CC aspects (which as i've said repeatedly and been ignored) need looking at. Striking scorpions: Stats- same as 4ed with +1A USR- stealth Wargear- Biting bade- every roll of a 6 on the "to hit" roll allows you to make an additional attack. 6's from additional attack dont confer another bonus attack Exarch powers- Master of the shaddows- Improves cover saves by 2 as opposed to the +1 provided by stealth (ala pathfinders) (cant think of a name)- Gives the unit the Hit and Run USR Sound good? Any further suggestions? I haven't had any luck thinging of exarch wargear, but see what suggestions you guys have.
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Post by: MandalorynOranj
They should definitely still have Shadowstrike as an option, the same as it is now. For exarch gear, how about giving them a version of the current Biting Blade that's also a power weapon? Or a Scorpion's Claw that lets him use his regular initiative? It's only S6 so it wouldn't be too OP, and they are eldar, after all. Automatically Appended Next Post: Or if not have Shadowstrike, at least give the Scout as a USR.
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Post by: Mahtamori
I see Scorpions as the sneaky aspect, so I'd say Infiltrate ought to be a standard USR for them. Possibly Move Through Cover as well. This is especially true if Banshees are given Assault Drill, since then Scorpions really need a delivery method as mechanization doesn't really work all that well for them (unless you really really want a Wave Serpent with Outflanking).
As far as Hit and Run goes, there's only two aspects with staying power: Scorpions and Spiders. Since they already have a high basic number of attacks, and no special rules that only work on the charge (like Banshees do), them staying put until the enemy is dead isn't a bad thing. Additionally, if they do get Hit and Run there would be just about no Eldar unit left without it (army-wide special rule, anyone? Actually, that might be discussed seriously, everyone's saying Eldar ARE cowardly in the first place, so why not prove them right?)
With +1 attack, they need a point increase, even if that's all that changes. Not as high an increase as Banshees would get, but at least 2-3 points per model.
My only real concern is that Scorpions will go through an identity crisis if the distance between number of attacks per point between Banshees (or Harlequins for that matter) and Scorpions decrease. While I don't agree with <score an extra attack on a roll of 6> for Scorpions (Biting Blade already exist and is a really interesting piece of wargear), I get where you're going. Just note it down to my opinion that Scorpions could have it's identity in being the melee version of Pathfinders.
P.S. I think the reason why people've ignored it, Gorechild, is that the Fast Attack section has been an open wound next to a mosquito bite.
P.P.S. I am warming to the idea of having aspect squads limited to 0-1 per FOC (and those bans lifted in Apocalypse, for instance), with the exception of the numerous Dire Avengers. After that you could have Phoenix Lords lift each respective restriction, so if you want to spam Fire Dragons you have to pick Fuegan.
20392
Post by: Farseer Faenyin
Mahtamori wrote:@ Farseer Faenyin: Welcome to the discussion.
Please keep criticism focused and to the point. Criticising me for specialized Wraithlords proposition is a swing at the wrong person.
Since you directed this piece of criticism to me, I feel it warranted to defend myself, although I will try to keep it focused and to the point. The response was to someone who admitted he had not bothered to read the discussion he was contributing to at that point. If you think that is a good basis for which to enter a discussion, I will leave that to your own judgement, but it would be poor of me not to bring someone up to date with the on-going discussion, albeit you can have reservations on how to do this.
This is exaclty why I think you and Forcused need to take some chill pills. In fact, the Wraithlord comment wasn't directed at you. Ooops? And he has every right to comment on something posted in here lately, even if he didn't read every single post in this topic. Why would you think otherwise? Especially in a topic such as this that jumps around between different rules, models, units, or ideas? Picking up on a part of the subject and commenting on it seems pretty logical to me. He doesn't need to know how some people want super aspect Wraithlords to comment on a rule about Venoms or the new USR. As to bringing him up to date, that is commendable. But if somebody posts something like 'I already made a decision on this, so don't bother' is rather mental.
Back on subject though. From a gaming standpoint, Wraithlords are fine mostly as is. Perhaps some points adjustments to make them more appealing in their role-types. I agree that Eldar, in general, need to feel more like Eldar when played. The USR is a great idea, but it should be simplified a bit to make it clean and have less issues meshing with other rules later.
20079
Post by: Gorechild
Possibly replace the Hit and run exarch power with Outflank or Scout then?
Mahtamori, I agree that FA is in a worse state, but everyone was discussing open topped transports, and as their purpous is to get assauting units forward ASAP I couldn't see much point going through the finer detail of the vehicles without defining the units that will need them.
The way I see it (although I seem to be the minority/only one looking at it this way), There isn't really a need for an eldar open topped vehicle. The only unit that really suffer from the way Wave Serpents are currently work, are Banshees. If Scorpions are stealthy, then they should be duarble hoard kiing foot sloggers. Quin's have their Flipbelts and VoT to protect them whilst on foot, which is fluffier than letting them jump out of a transport. Banshees on the other hand, have nothing. Instead of creating new vehicles and things, would it not just be easier to let them assault from Serpents with an exarch power?
This way there are less FA things to sort out. I believe one of Focused's inital goals was to help eldar move away from pure mech builds, so surely it makes more sence to make units that perform better on foot than making new vehicles to create new ways to mech up?
25927
Post by: Thunderfrog
Eldar CC is a mixed bag of very similar math hammer, and are sub par compared to the other main elites choice, which is Fire Dragons.
Banshees have power weapons but fight at St 3, so they need 5's(?) to wound a T4 marine.
Scorpions have 4 str with chainswords, but allow 3 armor saves.
Harlequins have rending and some neat special rules, but have issues with stay power.
Of all the above, I prefer scorpions myself, because you can add a claw in there, and sometimes biting blade is very useful.
Here's something each could probably use to make them more attractive WITHOUT relying on mech.
Scorpions - Giving them fleet and a +1 bonus to their outflank moves when paired with an exarch. Keep their attacks and statline the same.
Banshees - Keep their 5+ save, make it a 4+ at most, make them a troop, and allow them to either take a special rule that allows a Veil of Tears sortve power or an ability that lets them go to ground and still move/run the next turn.
Making Banshees a troop choice really frees up a FoC option, as current metagame almost demands 2 squads of FD's. There's the problem. Taking a single Banshee or single melee elite doesnt offer a lot of redundancy.
Harlequins - Include either a fusion pistol or a kiss in the base cost. Give them Jetbike potential w/ the same cost upgrade as a warlock.
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Post by: balthydes
Personally I don't like the idea of venom transports since eldar are a dying race so IMO it doesn't fit the fluff. Eldar vehicles are supposed to be tough enough to get the troops inside wherever they need to safely regardless of cost, AV10 opentopped doesn't fit. I do like sarukai's idea (the Talon) and think it would work well as a wave serpent upgrade.
As for melee aspect warriors I think banshees should get furious charge but NOT 2 base attacks while scorpions get infiltrate standard and possibly +2 attacks when charging. That would differentiate them more and make them both better. Being able to wipe out an enemy unit on a charge but not be able to receive a charge very well seems to me to be very eldar-ish
I would also like to bring back the idea of exarch psychic powers, even if it is just calling crack shot a passive power. It would add to the feel of eldar as a psychic race. As justification: in the exarch description in the current codex it says "It it the presence of the spirit-pool of raw psychic energy [provided by the spirit stones of previous exarchs] that gives the suit and warrior (for the two are indistinguishable) their special warrior powers". So the exarch would get a passive power that helps him (like crack shot or fast shot) or an active power that helps the squad (like a better war shout or defend or withdraw).
I dont like the idea of combat squads since eldar try to utterly destroy their opponents before any retaliation can occur which means devastating force instead of tactically splitting up. instead what about purchasing squads of 4+exarch (0-2 per FOC slot) that can then be turned into combined squads in game but are still worth 1 KP each. Warp spiders, reapers and shining spears would be bought as 2+exarch. That way the eldar army has more KP than most and can also have lots of small squads of aspect warriors or larger squads with 2 exarchs instead of 1 sergeant (to represent the additional expertise of eldar forces).
Also- if aspect warriors become WS5 or BS5 then they would probably need to kept to smaller, expensive squads (if every shot hits then there need to be less shots fired to achieve balance).
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Post by: Mahtamori
Gorechild wrote:Possibly replace the Hit and run exarch power with Outflank or Scout then?
Mahtamori, I agree that FA is in a worse state, but everyone was discussing open topped transports, and as their purpous is to get assauting units forward ASAP I couldn't see much point going through the finer detail of the vehicles without defining the units that will need them.
The way I see it (although I seem to be the minority/only one looking at it this way), There isn't really a need for an eldar open topped vehicle. The only unit that really suffer from the way Wave Serpents are currently work, are Banshees. If Scorpions are stealthy, then they should be duarble hoard kiing foot sloggers. Quin's have their Flipbelts and VoT to protect them whilst on foot, which is fluffier than letting them jump out of a transport. Banshees on the other hand, have nothing. Instead of creating new vehicles and things, would it not just be easier to let them assault from Serpents with an exarch power?
This way there are less FA things to sort out. I believe one of Focused's inital goals was to help eldar move away from pure mech builds, so surely it makes more sence to make units that perform better on foot than making new vehicles to create new ways to mech up?
While I agree in general, there is a remarkable lack of Scorpions (and to a lesser degree Banshees) in mechanized lists in general. With 4 (5) Elite choices and only one of them actually working out of a Transport, is there any surprised the mechanized lists spam Fire Dragons? Just because Scorpions would make excellent sneaky troops and just because we want to make non-mechanized lists more viable in general, doesn't mean we can't fix some of the discrepancies in the mechanized lists - which are very spammy and does not contain much variation in the tank contents.
In other words, what I'm trying to say is that it's not WRONG to fix problems with mechanized lists or make the mechanized lists more varied - since it's THE mechanized list we're trying to avoid (DAVU and Dragon Serpents with Jet-Council and Prism Spam on the side).
Here's the problems with Scorpions, thus:
* In a foot list they can infiltrate, but they will do so unsupported since Rangers do not complement Scorpions and the rest of the army are unable to infiltrate. In general this is fine, Scorpions are rather good at playing multi-purpose assault unit since they have a decent strength and attack amount, but many armies are able to bring in melee or assault-weapon troop choices as infiltrators.
* In a mechanized list, they can't charge out of a vehicle. This means that a mechanized list is not really about mechanizing infantry in Eldar's case, it's more a case of building a tank army which can drop payloads from the cargo in the form of Fire Dragons.
* In a hybrid or Saim-Hann host (and I don't mean mechanization), Scorpions aren't very mobile. Giving the fleet could change this, but then they need Jetbikes, and Fast Attack aspects to be worth using to complement them.
It is, in the end, all about the interaction between the different elements of the army. Eldar isn't an army you build a theme around a certain type of unit (like you can do with other armies), but rather a certain type of movement. Thunderfrog put it well (although Banshees are 4+ already, mate  )
@ Thunderfrog: The current meta-game demands 2 FD squads simply because Guardians are the only troop option to be able to field AT weapons, and they are extremely bad at it. In addition, the general Eldar meta-game demands most units capable of heavy weapons to use Scatter Laser or Shuriken Cannons to deal with squads and transports. This means that the army in general is low on S8 lancing.
I believe that a fix to this may be, simply, that the other squads in general grow better at actually using their AT weapons. For instance, one single Guardian squad capable of having redundant amount of AT shots (yes, I know this may make them simply dish out even more S6 shots) or Vypers and Hawks in general becoming more attractive.
Having Harlequins use Fusion Pistols as base is interesting, in that respect, of course, but there is the issue of the staying power.
P.S. There's another good candidate for an (nearly) army-wide special rule in Thunderfrog's post - unless the unit is pinned, going to ground incurs no movement penalties.
8620
Post by: DAaddict
Been away for awhile. Good to see the discussions and the new input!
Couple of thoughts to share.
RETURN OF THE CRAFTWORLDS:
I like the idea of highlighting the craftworlds but also not making them necessarily better than a non-GW named craftworld by making the craftworld specific come at a cost. I would propose doing that by making the craftworld a requirement of taking an autarch with an add-on cost.
Alaitoc - All rangers are pathfinders. +100 cost to autarch. Same effects as pathfinders today but no additional cost. All other craftworlds are limited to rangers. (Note the +100 means you would need to field at least 20 pathfinders to may it "pay off" versus today's codex.)
Biel-tan - Striking Scorpions and Howling Banshees as troops. +50 cost to the autarch. All other craftworlds they remain Elites.
Ulthwe - Defender unit size of 10 to 20 qualifying for 1 platform per 6. +25 cost to the autarch. All other craftworld guardians limited to 10 and 1 platform.
Iyaden- Wraithguard as troops and wraith lords as elites or heavies. +50 cost to the autarch. All other craftworlds Wraithguard are elites and Wraith Lords are heavies.
Saim Hann - Bikes are troops and Shining Spears as elites. +50 cost to the autarch. All other craftworld bikes and shining spears are fast attack.
I feel this would make someone think before building a craftworld-specific army but provide benefits to them. This still leaves the generic craftworld with options/advantages by not requiring 1 of 2 HQ slots to be taken as an autarch and at a fairly significant cost.
ASPECT WARRIORS:
I have spoken my piece before on viewing all the aspects as a whole and addressing their stat lines. With that as a given, I will focus on outfitting and aspect abilities.
My premise was that there are three basic stat lines - shooting, general, close combat aspect with stats leaning to one or the other.
Striking Scorpions: Close Combat Aspect. Weapons and exarch options as today.
Stealth: Infiltrate and 3d6 for moving through difficult terrain.
Shadow: +1 to all cover saves. (i.e. If normal is +4 cover save, they get +3)
Howling banshees: Close Combat Aspec. Weapons and exarch options as today.
War shout: As today.
Acrobatics: May assault on turn of disembarking. (Just my preference to the transport Vyper.)
Dire Avenger: General Aspect Weapons and exarch options as today.
Bladestorm & Defend as today.
Swooping Hawks: Shooting Aspect. Weapons and exarch options as today.
Skyleap: Ability to use grenade template as fly-over target option each turn. (No more yo-yo hawks.)
No worse than 4+ to hit a vehicle with grenades.
Warp Spiider: General Aspect. Weapon and exarch options as today.
Hit & Run and Surprise Assault. Surprise assault means they have the normal defender in terrain rules when they assault. This means spiders will go first in assault unless you have defensive grenades and then you go at initiative.
Shining Spears: Close Combat Aspect. Weapons and exarch options as today.
Skilled Rider and Hit & Run
Dark Reapers: Shooting Aspect. Exarch options as today. Weapons - pending further discussion.
Relentless & Tank Hunter or Fast Shot or Crack Shot.
(Personally I think Relentless is better than Slow and Purposeful this leaves them "fast" for a heavy choice but unlike all the other foot aspects no fleet of foot. Tank Hunter/Fast Shot/Crack Shot is the other aspect ability and would be dependent on the final Reaper Launcher stat line.
Example Heavy S5 AP3 48" ROF2 I like tank hunter or crack shot
Heavy S7 AP3 48" ROF1 I like Fast Shot to maintain a true ROF of 1.
Heavy S5 AP3 48" ROF1 Blast I like Crack Shot to make cover ineffective against the template.
Oh, I almost forgot the Fire Dragons. General Aspect. Weapons and exarch options as today but return PF option for exarch.
Crack Shot - no cover saves against their shots. Tank Hunter.
20079
Post by: Gorechild
@Mahtamori - I dont think that (without hitting wave serpents VERY hard with the nerf bat) you'd be able to remove some Eldar armies dependance on them. The 5th ed meta game is very transport orientated, So its not just the codex's fault that we see so many serpents and dragons. The problem is just as much the Rule books fault as it is the eldar dex. What we need to do is make the 90+ points you would spend on a transport an option rather than a necessity.
The way I'd like to see it is that Striking Scorpions, could have a 100 point transport to get them forward untouched. Or they could outflank/infiltrate and spend the 100 points on bulking up their squad and giving them a neat exarch power.
Another thing I'd like to point out Mahtamori, they wouldn't be arriving alone if the previous suggestion (sorry I cant remember who said it) of allowing reserves to enter in groups was included in the dex.
@DAaddict - I'm not sure about the craftworld idea as a whole, but I think your idea of paying points for the benefit (rather than giving a possitive and a negative effect) is an improvement. I see Iyanden and Biel Tan as being far better than the others, which might lead to alot of similar builds, but if we do go for craftworld rules (I still have no idea what most people's views on the matter are!) we could re-assess them for ballance.
As I've previously said, I think reaper launchers are good as they are, and as far as Dark Reaper wargear goes, Only the exarch's need looking at really. I think S+P is a fair trade off for heavy support that can move and shoot, relentless is a little OTT, we want their base point cost reduced after all
23712
Post by: Sile
Just remember what we were like in 4th Ed with the Craftworld Rules.
It was very limiting and Biel Tan was pretty good.
8620
Post by: DAaddict
Sile wrote:Just remember what we were like in 4th Ed with the Craftworld Rules.
It was very limiting and Biel Tan was pretty good.
Biel Tan was pretty good and as previosly stated so were the old Alaitoc and Iyaden in different ways. Ulthuwe (other than the limitless Seer Coucil) and Saim Hann were not so amazing. I just like the options to be there at a cost. By limiting the options of the non-specific craftworld armies. (Wraithguard back to elites, Pathfinders only for Alaitoc, bikes back to fast attack for all but Saim Hann. etc.) You have the choice to focus your army that the craftworld codex gave you rather than the current codex philosophy of one codex for all. As proposedm by being forced to take an autarch, it does come at a cost. It also gives a specific role for an autarch other than improved reserve rolls.
Biel Tan reduces the pressure on Elite slots by moving SS and HB to troops.
Alaitoc gives superior rangers (pathfinders).
Saim Hann gives incentives to bikes and reduces pressure on Fast Attack Slots.
Iyaden relieves pressure on Heavy and Elites with incentives to Wraith units.
Ulthuwe allows for larger guardian units with heavy concentration of platforms.
Depending on the changes to unit types and costs, it doesn't directly resolve the dependence on transports or the superiority of Dire Avengers and Fire Dragons but it does present a reason to field unit types that are second or third tier choices in the current environment.
l
The biggest change/loss is the skimmer rules and secondary weapon firing of 3/4 Ed. When your opponent doesn't autoglance, even though they could kill under the old charts, suddenly your 12 armor rating is pretty crappy by comparison when relatively cheap Autocannons and Missile Launchers can down you. Couple of changes might bring back survivability to eldar vehicle upgrades:
Holofield means you are automatically considered in cover. The two dice is nice but reducing KILL results back to meltas and rail rifles should make the vehicles survive better.
Some upgrade to allow a vehicle to fire a second weapon rather than a defensive weapon only when moving at 12". Perhaps build this into a Falcon as built-in. This would
make a Falcon much more appealing than it is today.
Some form of night vision. Always bothered me about the eldar. IG, DH, WH, SM & CSM have the sense to put searchlights on vehicles. Tau have the sense to have a night vision upgrade. The elder tech race the Eldar don't have the sense of a goose to enhance their night fighting capability.
Vectored Engines. Might be OTT but perhaps allow so equipped vehicles to pivot in the assault phase of a turn. Works with the vehicle models as-designed to be able to disembark troop in front of an opponent without leaving their @$$ end exposed.
20392
Post by: Farseer Faenyin
I was always under the impression(perhaps falsely from games at my FLGS), that Ulthuwe was competitive in 4th.
Mounted Farseers with Warlocks(non-Council obviously), Wave Serpented Storm Guardians at WS4, and deadly 'drop off' tactics of Defender Guardians without platforms, and the ability of good anti-tank troop units with platforms.
I know they weren't as predominant in friendly games as Biel-Tan or as powerful as Alaitoc...but still very viable.
23469
Post by: dayve110
Gorechild wrote:Another thing I'd like to point out Mahtamori, they wouldn't be arriving alone if the previous suggestion (sorry I cant remember who said it) of allowing reserves to enter in groups was included in the dex.
(blowing own trumpet) That was me by the way (/trumpet) If you could combine that with the ideas about the autarch allowing a unit to outflank there could be some pretty decent outflanking combinations going on. With the scorpions armour and more numbers (by spending transport points on models instead) they could hold out for a while and do some serious damage on their own.
Gorechild wrote:I'm not sure about the craftworld idea as a whole, but I think your idea of paying points for the benefit (rather than giving a possitive and a negative effect) is an improvement. I see Iyanden and Biel Tan as being far better than the others, which might lead to alot of similar builds, but if we do go for craftworld rules (I still have no idea what most people's views on the matter are!) we could re-assess them for ballance.
The craftworld ideas i admit are better than some i've seen or thought of, but in my opinion i feel the current set up of having the freedom to mix and match is nice. Although messing around with the force org chart could still keep most of this freedom to choose but simply give more/better options. Another thing to consider would be if your army list is of a specific craftworld (for example, x amount of ranger units per y points, x jetbike mounted unites for y points, etc) there could be a bonus rules or stat to those units. nothing to big, but an incentive to specialise into one craftworld.
Gorechild wrote:As I've previously said, I think reaper launchers are good as they are, and as far as Dark Reaper wargear goes, Only the exarch's need looking at really. I think S+P is a fair trade off for heavy support that can move and shoot, relentless is a little OTT, we want their base point cost reduced after all
DARK REAPERS
Statline: WS BS S T W I A Ld Sv
Dark Reaper: 3 5 3 3 1 4 1 9 3+
Reaper Exarch: 4 6 3 3 2 5 2 9 3+
SPECIAL RULES
Infantry.
WARGEAR
Reaper launcher: The reaper missile launcher has the following profile:
Range: 48” S: 5 AP: 3 Heavy 1
EXARCH WARGEAR
Tempest Launcher: The Exarch has an ancient reaper launcher that fires clusters of small reaper missiles in a great arc. It has the following profile:
Range: G48” S: 4 AP: 3 Heavy 2, ignores cover, pinning
EXARCH POWERS
Fast shot: The unit is adept at laying down a lethal hail of fire from any weapon, firing shot after shot into the enemy. The unit may add 1 to the number of shots fired by their weapons (example, Heavy 1 becomes Heavy 2)
Crack shot: The members of the unit are supreme masters of ranged combat, able to pinpoint their targets with unerring accuracy while on the move. The unit gains the USR: Slow and Purposeful. Crack shot may not be used in the same turn as Fast Shot. The tempest Launcher may not fire indirect while using with crack shot
Well thers my take on the reapers from the fan-dex im working on. The WS/ BS isn't set, i was considering changing some aspects to WS/ BS = 3/5, 5/3 or 4/4 depending on their role, but BS5 on the reapers IMO is alot more useful that WS5 on the combat troops. Havn't got the points worked out but making the Exarch powers expensive should solve some cost issues. Without them you get cheap heavy 1 reapers. With just the one you get your Heavy 2 or Slow and purposeful at a moderate cost. Taking the two would be kind of a waste as you can't use the two together and would cost the same, if not more than the current set up.
The only downside to this is the Exarch looses the old crackshot ability, which i did find highly effective with the tempest launcher, a third power could be introduced to bring it back under a different name, or change the name of the slow and purposeful power... but that would entail writing a third rule in for all the other aspects, which i am currently to lazy to do.
DAaddict wrote:The biggest change/loss is the skimmer rules and secondary weapon firing of 3/4 Ed. When your opponent doesn't autoglance, even though they could kill under the old charts, suddenly your 12 armor rating is pretty crappy by comparison when relatively cheap Autocannons and Missile Launchers can down you. Couple of changes might bring back survivability to eldar vehicle upgrades:
Holofield means you are automatically considered in cover. The two dice is nice but reducing KILL results back to meltas and rail rifles should make the vehicles survive better.
Interesting, i do find holofield effective as they are but anything AP1 generally gets a decent roll anyway and recently i've seen people roll double 6 far to many times. I'd much prefer to have the security of my vehicles in my own dice rolling hands where i can coax them into doing what i want. As is the dice my opponent are rolling are immune to my mutterings, unless they decide to roll mine (bad idea, my dice hate everyone except me) [/superstition]
Cover doesn't seem right to me but i can't think of anything better just yet, at least not a basic 4+ as that can be gained from moving flat-out. If anything the auto-cover would result in an Eldar army slowing down, i'd much prefer to have to Eldar army speeding up, which brings me to your next point...
DAaddict wrote:Some upgrade to allow a vehicle to fire a second weapon rather than a defensive weapon only when moving at 12". Perhaps build this into a Falcon as built-in. This would
make a Falcon much more appealing than it is today.
I like, many times i've slowed down to a 6" crawl just to i can pump out some extra shooting, this upgrade could work very well, very well indeed. I'd like it now actually.
DAaddict wrote:Some form of night vision. Always bothered me about the eldar. IG, DH, WH, SM & CSM have the sense to put searchlights on vehicles. Tau have the sense to have a night vision upgrade. The elder tech race the Eldar don't have the sense of a goose to enhance their night fighting capability.
And i'm pretty sure one of the battle mission scenarios for Eldar uses night-fighting in the first turn...
But yes, i'm more inclined to go for the night vision stlye over the searchlight option, i don't see the Eldar putting themselves in the line of fire by waving lamps around in the dark.
A new way to do this could be using light outside of the visable spectrum. Similar to a searchlight but it doesn't make you a target yourself.
Or some sort of wraithbone relay, if a vehicle/unit spots an enemy maybe other vehicles/units in an X area can spot them aswell.
DAaddict wrote:Vectored Engines. Might be OTT but perhaps allow so equipped vehicles to pivot in the assault phase of a turn. Works with the vehicle models as-designed to be able to disembark troop in front of an opponent without leaving their @$$ end exposed.
Would work well, and possibly OTT. Basically having the same effect as the front access mentioned before without the idea of the pilot falling out of the tank. If the banshees get the 'may assault as though the vehicle was open-topped' or one of those open-topped vehicles (talon and venom/asp/vyper/thing) this idea might not be needed as much and i'd like not to have to rip parts of the rulebook up any more... you know? like the good old days?
Step1: You starting an Eldar army.
Step2: Make sure you buy and read the BGB.
Step3: Make sure you buy and read the Eldar codex.
Step4: Tear out 90% of the BGB, it does not apply to you, your Eldar.
Farseer Faenyin wrote:I was always under the impression(perhaps falsely from games at my FLGS), that Ulthuwe was competitive in 4th.
Mounted Farseers with Warlocks(non-Council obviously), Wave Serpented Storm Guardians at WS4, and deadly 'drop off' tactics of Defender Guardians without platforms, and the ability of good anti-tank troop units with platforms.
I know they weren't as predominant in friendly games as Biel-Tan or as powerful as Alaitoc...but still very viable.
There were 4 Eldar armies in my store in 4th, one Alaitoc, one Ulthwe, 2 Beil-Tan. No one really had the cash for Saim-hann or Iyanden and they didn't see the point in those lists at the time considering the usual opponents. The Alaitoc list performs well most of the time, the Beil-Tan armies doing ok but there were alot of armies able to simply take out the most offensive units to them while the Ulthwe list was the strongest of the lot.
Either the Ulthwe player was simply better than the others or the Ulthwe list worked well back then, i'm not to sure on the matter.
--------------------
I have no idea if the above makes any sence as i've just had a hard day at work, and i tend to ramble on about random things at times... but be patient, i do come up with something useful now and again.
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Post by: Mahtamori
Well, DAaddict, I'm not certain I agree that Warp Spiders or Swooping Hawks should have "weapons like today" and I feel the new incarnation of Skyleap is even worse than the yo-yo hawks. Why?
* Currently, Spiders and Hawks are taken with far less frequency than other choices. They don't kill enough for their points, they aren't as mobile as a Wave Sepent, and they don't provide much in terms of tactical advantage that you can't find in other places. Something needs to be done with them, and they also need to be different from each other since they currently have exactly the same application, both of them.
* Skyleap currently gives the hawks a rough once-every-so-often a good artillery strike for taking out infantry. It takes the Hawks out of the action a lot, but it also keeps them safe. The proposed skyleap would mean that the weapon range of 24" would mean diddly squat and it might as well be reduced to 6" and have the points returned to them. Additionally, with only a 12" jump range it'll often be hard to get over a squad - not to mention you'll likely get assaulted and killed the round after you tried it. I think the grenade packs need to go entirely or be replaced with something that's functional.
@ Gorechild: Not that I can think very straight right now, but I think I was referring to how a group of Infiltrating Scorpions would infiltrate all along, hard pressed to kill Marines without Banshees and a Farseer (by the way, that particular reliance is something that needs to be addressed) nearby. If they are outflanking, on the other hand, then neither of those two can outflank, either. It's a multi-step process to get Eldar melee to actually function.
As for Wave Serpents, it's not a matter of removing them or nerfing the army for using it, but rather to get the dysfunctional parts of the codex working. Fire Dragons in a Serpent? Check, working just dandy. Scorpions in a Serpent? Hmm, not working so well since you can't charge until turn three earliest (are eldar the only army who has to do this from their transports?). Banshees in a Serpent? Not working at all, unless you drop them off very cleverly.
Serpents are also not all that good on their own. It's the only option Eldar has, and it's a solid option since it's a decently armed tank and all, but for what they do you still pay a bit much for them. Ironically.
What GW CAN do with the next codex is provide options. Make the dropping off of troops less of a logistical nightmare. Make the melee elements able to actually work on their own. Make the Fast Attack options worthwhile over taking a Serpent and DAVU or another Dragon-Serpent. And so on.
@ dayve110: I'd pay at most 15 points for those Reapers, and that's cutting my own throat (Discworld reference). You've nerfed them down to where they need an Exarch with a power in order to function only slightly better than their current incarnation and another power to get them mobile. While the concept of giving them mobility in the Exarch merits thought, I don't think nerfing them is the way to go when no one takes them since they are useless in their own performance even when they are allowed to stand and shoot without getting charged (where you've increased their survivability slightly but reduced their killing power)
P.S. You need to give the Tempest Launcher a template if it's going to fire in-direct and you can't have it be ranged guess if it's going to fire direct  This is what you're after:
Range: 48” S: 4 AP: 3 Heavy 2, ignores cover, pinning, blast, barrage
Crack shot: The members of the unit are supreme masters of ranged combat, able to pinpoint their targets with unerring accuracy while on the move. The unit gains the USR: Slow and Purposeful. Crack shot may not be used in the same turn as Fast Shot. If Crack Shot is used, the Exarch's Tempest Launcher is not considered Barrage for the following shooting phase.
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Post by: focusedfire
MandalorynOranj wrote:@FocusedFire: I don't mean to sound harsh here but I've noticed you've been really inflexible on a LOT of points. For the past 3 pages or so you've been unwilling to compromise on the KP issue with the aspects, before that it was the limiting of how many squads of aspects you can take, now it's back to the Venoms ONLY being taken as squadrons. Loosen up a little, man.
Now so as not to just be blindly criticizing, I'll offer my views on those points.
As for the Kill Points, maybe integrate Sarukai's squad sizes in and make it so you're only penalized for taking a squad over 8? Dark Reapers obviously would be exempt because of their low max squad sizes.
Regarding the limits on how many squads of each aspect are chosen, I know this has been more or less taken care of but I feel that limiting players in this kind of way is always a bad idea. Sure there might be some balance issues, but isn't the freedom to play the game how you want to more important?
For the Venoms, I see where you're coming from with the squadron thing, but it really doesn't make sense to make people buy at least 3 moderately expensive (money-wise) models to field the same thing they could easily do with one. I'm not saying this is something GW wouldn't do, because they love anything that'll get us to spend even more on their tiny plastic men. Would it really be so bad to let 6-7 guys sit in one Venom?
1)Inflexible??, I've re-written the AWSR 3 times now in an attempt to be accomodating. Each time I have included what Mahtamori and company have asked for, but in a balanced manner that used systems already existant in the game or have a precedent in the game. If I seem inflexible it is because some in this thread have been pushing for fanboi levels of uberness that I am not willing to accept.
If I seem tense it might be because what was supposed to be a thread about focused discussions on the fundemental issues with the current Eldar, finding a general consensus as to the fundemantal theme of the Eldar and possibly redirecting them back to being a more varied and closer to fluff Army has instead become a wish thread. It was my overall goal that the thread could possibly help each of us see how the other players view the Eldar in a manner that promoted a greater understanding of what the Eldar used to be, what they are and maybe what they should be.
2)As to the KP and squad splitting, It was a simpler mechanism than just completely destroying the FOC as others were proposing(6 elites, 6 FA, 6Heavy Support slots that get compounded when adding a PL that makes the unit a troop choice. As to any further discussion on the proposal....I think that I am done
3)No, Balance is the primary focus. If you fail to balance the army then you break the game with a ridiculously OP dex(CTM or web of skulls anyone?) that will hurt the game overall.
4)My main 2 problems with the single venom is:
a)Too Cheap(That level of cheddar is saved for the SMs)
b)Would look like a clown car trying to fit six models on it(Eldar get too many such jokes already)
Mahtamori wrote:@focusedfire: No, sacrificing balance is strictly your point of view. There are plenty of ways of adding special rules and specialization to a squad without appending several layers of rules text no 14 year old Spess Mahreen player will ever understand.
The volatility of splitting squads in game is that it's difficult to keep track of if you've got a lot of squads running around. Additionally, having squads of very small size also has drawback in terms of suspense of disbelief.
For this proposal to get anywhere it needs structure. Clear cut; how will I keep track of it, when can I do it, how may the squads look like and so on.
My most basic reaction is KISS (Keep it simple, stupid). The simplest way is, thus:
An Eldar Aspect Warrior unit may at any point in the Movement Phase split into two units by moving a portion of the unit out of coherency with the rest of the unit. Both units will after that point act as entirely different units for all purposes. Here's a few highlights:
* How to treat casualties prior to the split is NOT dealt with and MUST be dealt with
* An Aspect Warrior unit may split multiple times, no need to attempt to keep track of it
* Each time a unit is destroyed, it provides a KP. Splitting a unit for tactical advantage has additional drawbacks if you fail, while you can protect your points by not using this tactical advantage.
* A minimum size for a split squad should also be imposed. A "unit" of 1 aspect warrior split from a unit of 8 is a bit silly.
The third bullet point highlights my stand point the most. I think you should get punished only if you take the risk and fail, not if you don't take the risk and still fail. This creates a dynamic situation, while still keeping it a lot more simple. This is also what I mean with not attaching special rules and so on since often you can achieve similar results by simpler paths.
One possible way to avoid problems with original squad sizes and so on is to assign a new rule I'll call Determination of a Dying Breed - As the race diminishes and more souls join the infinity circle, the Eldar warriors become ever more accustomed to fighting in small groups and in desperate situations. These Eldar units never suffer drawbacks associated with being fewer than full unit strength and may always regroup regardless of losses.
Again, I'd like to point out the difference between special special rules (which I dislike) and special rules (which I like). Suspending or invoking known concepts is a special rule (such as Living Metal or Shadowstrike), while making up entirely new situations and assigning special rules to those situations... is not.
1) If I am the only one that feels that you push for too much then it is a sign that the thread has become a fanboi wishlist, something I was trying to keep in check but was doomed when you introduced your wish-list. Need I remind you that you were the one pushing to make the codex into a Biel-Tan list with no drawbacks. You were wanting to move the aspects to the troops and the gaurdians to the Elites and Heavy Support. There are many such instances in this thread. Now this has not really bothered me because our diverging viewpoints have helped to spur the discussion and the introduction of new ideas.
2)As to keeping things simple. I have constantly stiven for such. Take what you propose as being major issues with my ideas( BTW, some of these ideas that you object to are actually your ideas reworked for balance). First, instead of being constructive you seem to automatically dismiss the idea if I propose it. Also, the problems you claim exist make no sense to me. Second, You fail to see the issues with your proposed shattering of the FOC.
Here, lets look at the ideas and their issues:
a)What you feel are issues with my idea-
Small Squads cause a suspense of Disbelief?? Tell that to the Tau or to any player running min sized squads.
*No need for special treatment for casualties before squad is split because it is "Before"the squad splits. This means that it is one squad until the split, to think that they would need special treatment is a failure to apply K.I.S.S.. In other words the unit must abide by all of the restictions of being a single unit untill it splits because there is nothing saying otherwise.
*Squad splitting can easily be corrected with a "One time" addition to the wording,........... Or you could let people find out the results of trying to split the unit that may times. There are some cool tactical options it would open up in game. The fact that they could do it only once a turn would mean that the chances of seeing 10 independent Aspects from a single squad would be non-existant. Remember, If they are in transports then one will have to get out as soon as the split(As per current rules in the BGB)
*The KP are easily handled as per my original suggestion of having the squad able to split once and the unit always worth 2KP. No special special rule here, just your nrfusual to work with the idea.
*I believe that I already covered that the squads would split in half.(You are creating a non-existant problem here.)
Your proposed Dying breed is a Special Special rule and treads to heavily upon the SMs. Many of the recent proposals by you and others tresspass upon what should be other armies territories. It was because of this that I worked so hard to make the Eldar version fit the Eldar ideal of precisely applied force.
b)Now my problems with your 2 Squads per FOC idea-
*This equals 6 Elites, 6 Fa, and 6 HS
*What happens to the rule when a Phoenix lord makes the units into scoring troops?(Would need a Special Specialrule for this)
*This could mean 6 Wave serpents from the Elites section alone(Increases Dependence upon Mech
*What is to prevent an all FD in Wave Serp list?
Ediin wrote:However, I dont think giving them a slightly improved ''Combat Squad'' rule will do it. Why do Aspect Warriors need Combat Squads?
IMO, a better way to make Aspect Warriors more useful is to give Assault-based Aspects the ''Furious Charge'' USR, and Shooty-Aspects a rule that says they can run and still shoot?
1) The reason for the Eldar to have a distinct version of Combat squads is because of the concept of precision. Throwing 8-10 Fire Dragons at a single tank is a waste of manpower. I can see keeping them together to combat a deathstar unit like nob bikers or MC squads. Squad splitting is about giving the Eldar the option to apply the precisely needed force when and where neccessary. It is the concept of conserving life instead of throwing away 10 FD to take out a Land Raider.
2)I like the idea of moving towards USRs for the Exarchs and have proposed such. While I don't mind the Eldar having unique rules my stance on this is that GW has been moving towards standardized rules and I can see the benefit of stream-lined rules.
Gorechild wrote:So what happens if a full unit sufferes casuaties in a way that they are no longer in coherency? Would they be forced to form two squads?
I think (without wanting to sound overly critical) that being able to possibly have 10 "units" of 1 man is stupid. Your basically making a rule that allows you to choose to treat every model in a squad as an IC and it would cause mayhem regarding multiple combats and things like that. If you split up everything then your opponent can only kill one model per turn.
Although I do like the idea of venom's I'd see them as a 'Quin transport only. Its hard to debate vehicles for units when we havent talked about the units themselves yet
I see scorps as needing improvement to make them a stelthy foot slogging unit, but to do that we would have to discuss them. I think Quins, Banshees and scorps would be a good thing to discuss soon.
Another note regarding Spiders, I think if they had a maximum size of 6 in a unit and change them to template S3 rending, monofilament wire (like nightspinner) they wouldnt be OP. although, If your allowing them to split into as many little squads as possible, the ability to bog down 6 units is insane.
1)Unit would have to consolodate as per the BGB. The unit is still a single unit until it splits. BGB says (Paraphrased) that Single units out of coherency must move into coherency before doing anything else.
2)I said the squad would split in half, not quarters or eighths. Now this is not to say that discussing such should be out. I think that there are some tactical merits to this splitting to the point of a voluntary shattering of the glass hammer. It seems that it would be self balancing in some ways
3)I Like the Name DeathAdder for my proposed version which is a bit different from the original Venom.
4)As to discussing the other aspects, go for it. Mahtamori has pretty much co-opted the thread as his own so, you guys have fun. Real life is going to keep me occupied for a while so my participation in this thread will be sporadic at best from here on out.
5)You know that I am right there with you on the Warp Spiders.
Sile wrote:IMO splitting squads just doesn't seem Eldar. Like; Eldar are about the overwhelming precise application of force, not splitting up to be flexible.
As it stands, splitting up a squad fluff wise seems very un-Eldar.
Also something thats nagging me but no biggie, but does Venom really sound like a Craftworld Eldar name? :v It fits DE and Harlies perfectly, but I dunno about Craftworld Eldar
Maybe something like the Swift or Eagle or something. There is a trend with Eldar vehicle names, and it tends to be some kind of animal; except for the prism and spinner.
Devil's advocate here :v :v
1)About squad splitting. To me it fits the Eldar fluff perfectly, I am not saying that you have to agree, only that you consider my reasons for proposing the ideas.
a)The Eldar are about precision and squad splitting lets the Eldar apply more precisely controlled levels of force.
b)Squad spltting conserves lives(Something important to a dying breed.)
c)The split squads will allow the few Eldar to be everywhere(Like Ninjas  ). This forces the opponent to make difficult decisions on where to focus their fire.
d)Eldar are supposed to be like an inticate flowing ballet and the Squad splitting allows for that level of intricacy.
2)As to the Venom, I agree about the name. When I proposed the idea originally people kept telling me about the Venom. Personally, I like the name Death Adders.
Mahtamori wrote:Sile wrote:IMO splitting squads just doesn't seem Eldar. Like; Eldar are about the overwhelming precise application of force, not splitting up to be flexible.
As it stands, splitting up a squad fluff wise seems very un-Eldar.
Agreed in full.
Yet independently fieldable 5 man squads that take up half a FOC slot are OK with you. I find this amusing in that My proposal for squad splitting was based off of this idea of yours and now you claim it is un-eldar. Seriously, It seems like you disagree with my ideas simply because they come from me. Squad splitting is your idea that I set in an already existing format and you claim that it is Special Special.
Mahtamori wrote:Sile wrote:Also something thats nagging me but no biggie, but does Venom really sound like a Craftworld Eldar name? :v It fits DE and Harlies perfectly, but I dunno about Craftworld Eldar
Maybe something like the Swift or Eagle or something. There is a trend with Eldar vehicle names, and it tends to be some kind of animal; except for the prism and spinner.
Devil's advocate here :v :v
Yes, Venom is a Harlequin name, not a Craftworld Eldar. Keeping with the name association with snakes (Wave Serpent and Vyper) how about Sand Krait? I'm not very good with snake etymology, and it was the best sounding name I could come up with.
Death Adder. I only went with the Venom name because everyone said my squadron idea was the same as the old single harlie transport and I didn't want to argue over something so trivial.
sarukai wrote:Here's a concept for an Eldar assault transport that I've had for a while. It seems to me more like the "Eldar" way to do this (i.e. specialized and efficient).
Talon 115 pts
12/12/10 BS3
Type: Tank, Fast, Skimmer
Transport: A Talon may transport a single unit of infantry up to 8 models.
Access points: 0
Fire points: 0
Wargear: One heavy weapon (costs as per Falcon)
Options: standard vehicle upgrades
Dedicated Transport: Units that my take a Wave Serpent may take a Talon instead
Energy Field: as per Wave Serpent
Eldar Assault: At any point during the Eldar player's turn the Talon may disable the Energy Fields. The Talon is then considered an open-topped vehicle for all purposes (passengers shooting, embarking/disembarking, damage table rolls, etc...). This change remains in effect until the beginning of the Eldar player's next turn.
General description: Picture a falcon with the turret holding the driver and heavy weapon. The front of the main hull is carved out with a floor added underneath/between the "wings" to hold the embarked unit in an open-topped style protected by the Energy Fields.
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What do you guys think? I was debating about adding a rule that units assaulting out of the Talon count as having plasma grenades, but thought it might be too much?
Yep its Eldar alright, Dark Eldar. This is one of those ideas that comes real close to completely stepping all over another armies territory/niche. To me it would be simpler to give the Vypers/Death Adders the Energy prow, this would fit with the Craftworld Eldar without blatantly Copy pasta-ing a DE transport into the army.
Gorechild wrote:@ El-dred - I think its generally agreed that to fix Wraithguard they need power weapons, possiby a drop in point cost and maybe to be moved to troop. I'd think around the 20 point mark would make them viable troops if they counted as having power weapons.
@sarukai - I like your suggestion for the vehicle, but I dont think there would reay be room for it as well as the vyper variant that people have been discussing. To be completely honest I prefer your idea though  I would however give it a capacity of 10.
@Mahtamori and Focusedfire - Have we come to a general agreement on the craftworld rules? If we want them? If we have the, what they would look like? I get the feeling that focusedfire is alot more convinced about their importance than several other posters. I just think its getting to the point where we might benefit from settling on a few of these big ideas so that we can work off them when discussing the rest of the army, we seem to have a lot up in the air at the moment.
1)I agree about the Wraithguard attacks becoming power weapon attacks, but think that the price will need to be closer to 30 points and if they get an inv save then they would have to be about 5-10 points more than a terminator with stormshield.
2)You are aware that the Talon would be in effect a DE transport in a Craftworld army. I only say this because I am keen upon each army maintaining its unique flavor. Heck, this is why I started the thread, I feel that the Eldar last a lot of their flavor between the last 'dex and the 5th ed BGB. I would like to see some of the unique flavor returned.
3)No general agreement and I am out of free time. I have tried to incorporate everyones ideas in a balanced manner, but I feel that for some reason that Mahtamori and I are at loggerheads. It has gotten to the point that I am beginning to feel that if I propose an idea he will reject it simply because it came from me. Seeing as this is not conducive towards moving the thread forward and due to commitments IRL, I am stepping back from the thread for a while. 15 pages ain't bad and there is a lot to ponder over contained within these pages. I will lurk for the next 8-15 pages (About the expected life expectancy for the thread)and will occasionally post something but am leaving the thread to you and Mahtamori to handle from here on.
Thunderfrog wrote:I just advise a little caution souping up the Wraithlords too much.
Giving them 4 attacks and multiple weapons NOT twin linked is putting them at or about the same level of power as a Daemon Prince for a cheaper price.
I still think the best option there is making 2 base attacks, increasing the wraithsword price to 15 points from 10, and having it confer 1 extra attack while allowing the re-roll of missed attacks in melee.
That, and anything in wraith armor should get at least a 5+ invul. (If it gives warlocks and farseers a 3/4+, it should confer a minor invul to the constructs as well. That or being undead, give them FnP.)
Don't get me wrong, I love my Wraithlords. They're my favorite models, but they shouldnt be too out of whack.
I like your ideas but would want to see the final points costing before fully agreeing or not. Please to note that that the Themed wraithlords that I proposed were:
A) Inspired by the fluff about the Iyanden Spiritseer Illayana and the giant wraith construct that accompanies her
B) From the concept of if the Eldar were moved forward in the story-line and the units we might see in an army of the dead.
C) Thrown out just to get the conversation started.
Farseer Faenyin wrote:I think you guys are missing the point that this is a discussion forum, and it doesn't matter what you 'agreed' on, as I've seen some 'agreed on' things that are pretty mental.
Keep the self-love to a minimum, at least he didn't propose specialized Wraithlords.
1)Actually this is the proposed rules forum and we can agree on things if we want.
2)Please to keep the trollish comments to a minimum. BTW, I do suggest that you take the time to read the whole thread and the posting rules on Dakka. It will keep you from coming across in a negative light. Your following comment proves my point.
Farseer Faenyin wrote:MandalorynOranj wrote:@FocusedFire: I don't mean to sound harsh here but I've noticed you've been really inflexible on a LOT of points. For the past 3 pages or so you've been unwilling to compromise on the KP issue with the aspects, before that it was the limiting of how many squads of aspects you can take, now it's back to the Venoms ONLY being taken as squadrons. Loosen up a little, man.
You're spot on here. The OP has a lot of furvor on what he wants done and thinks that because he is the OP that he owns what other people should think. Focused, be a little more understanding to the concepts of the game, the fluff and established rules when coming up with stuff. If you want to make a stand alone game...you have the right idea. But you aren't, this is a GW game with established ideals. Work with them.
I think the only things on here that would make their way into a real world codex is parts of the proposed USR(all of the proposed changes is a little 'heavy' for a USR), and the addition of a vehicle assault capability for Banshees(though this hasn't been 'decided upon by the all powerful OP yet'.
1)It is "fervor"
2)As the OP I am allowed to set the parameters of the discussion. If you do not like the set parameters you then have the option of just not posting or to post within the set limits. Doing otherwise can be considered trollish or an attempt to de-rail the thread.
Before you get all upset, go back and read through the thread. Mahtamori has from the get go pretty much worked to hijack the thread and I have only called him on such when it opened the thread to rampant wishlisting. After our brief discussion about wishlisting he seems to have embraced the "focused"  style of discussion and I will probably leave the thread in his and Gorechilds hands seeing as business( IRL) is going to demand much of my time for the next couple of months. Thats right, I will leave the thread in the hands of those that I have disagreed with. Why, Because they have been contributing fom very early on.
3)As far as understanding the concepts of the game. I again suggest that you reread the "whole" thread. I have repeatedly tried to keep the Fanboi wishlisting to within reason. The rules I have proposed have each had precedent within the 40K game. Point to one such rule that is not mindful of the 40K system or fluff. Instead of scanning through a thread and hopping on a person when they have the cohones to stand up to the group and say something is OP, maybe read through the thread and see how the conversation actually progressed. I say this because if you had read through the entire thread you would see that I have been much more flexible than the individual that I butt  heads with.
Mahtamori wrote:P.P.S. I am warming to the idea of having aspect squads limited to 0-1 per FOC (and those bans lifted in Apocalypse, for instance), with the exception of the numerous Dire Avengers. After that you could have Phoenix Lords lift each respective restriction, so if you want to spam Fire Dragons you have to pick Fuegan.
Yay, we agree on something
balthydes wrote:Personally I don't like the idea of venom transports since eldar are a dying race so IMO it doesn't fit the fluff. Eldar vehicles are supposed to be tough enough to get the troops inside wherever they need to safely regardless of cost, AV10 opentopped doesn't fit. I do like sarukai's idea (the Talon) and think it would work well as a wave serpent upgrade.
Funny, The Venom has already existed as a part of the Eldar while the Talon that you like is very much a Dark Eldar unit. The proposed Talon is absolutely a DE unit and trying to put the transport into the Craftworld Eldar will only create a greater reliance upon the Fire Dragons. In essensce you would be looking at an Eldar version of the Leafblower when combined with the other ideas floating around.
balthydes wrote:I dont like the idea of combat squads since eldar try to utterly destroy their opponents before any retaliation can occur which means devastating force instead of tactically splitting up. instead what about purchasing squads of 4+exarch (0-2 per FOC slot) that can then be turned into combined squads in game but are still worth 1 KP each. Warp spiders, reapers and shining spears would be bought as 2+exarch. That way the eldar army has more KP than most and can also have lots of small squads of aspect warriors or larger squads with 2 exarchs instead of 1 sergeant (to represent the additional expertise of eldar forces).
Also- if aspect warriors become WS5 or BS5 then they would probably need to kept to smaller, expensive squads (if every shot hits then there need to be less shots fired to achieve balance).
About the squad splitting:
A)there is nothing in the rule that says you have to split the unit or that once split the units would not be able to attack the same target.
B)The Eldar are about precision, Squad splitting gives them the ability to apply exactly the right amount of firepower/manpower at the right time. Throwing 10 FD at a single Tank is IMO very un-eldarish.
C)So you want to destroy the FOC. Remember that the proposed 2 per FOC would only increase the number of transports used by the eldar and would create all sorts of problems with the proposed Phoenix Lords making their Aspect scoring rule. These ideas proposed by Mahtamori would allow the Eldar to field 10 troop units all in wave Serpents. This is why I proposed the Squad splitting. It encourages balance while the 2per FOC completely destabilizes the army.
DAaddict wrote:
Alaitoc- (*Snip)+100 cost to autarch.
Biel-tan - Striking Scorpions and Howling Banshees as troops. +50 cost to the autarch.
Ulthwe - Defender unit size of 10 to 20 qualifying for 1 platform per 6. +25 cost to the autarch.
Iyaden- Wraithguard as troops and wraith lords as elites or heavies. +50 cost to the autarch.
Saim Hann - Bikes are troops and Shining Spears as elites. +50 cost to the autarch. All other craftworld bikes and shining spears are fast attack.
While I can see the merit in some ways, the Added cost to the Autarch would make these builds completely unplayable. Paying a varying points penalty just to play a differing theme would leave all of these armies crippled. There is not enough benefit to moffset the penalty. I am more in favor of each craftworld geting a bonus in the known units but suffer a penalty that is tied to overly splecializing in that theme. The +100 point to the cost of the Autarch would leave the army too short on points.
@All Posters-The existing Craftworlds are known because they are the biggest and baddest, hence they merit their own themes. Many of the posters here have complained about this not being fair to some home brewed Craftworld. My answer to this is to stop being so selfish. You really expect the rest of the army to suffer because of some theme army you want to run? Really? If you want to run a homebrewed craftworld that is fine, GW has a long tradition of "Counts as" or you can write your own home brewed rules to go with the army.
We have been discussing the GW Craftworld Eldar and what we would like to see in the future codices. My biggest night mare would be that GW "removed" what little remaining flavor the Eldar have out of the book in an effort to please those who cares the least for the Eldar backstory. What is funny is that one of the ideas I put out allowed for every concievable build or theme and it still wasn't enough. This along with being heavily criticised for simply advocating balance is when I realized that the thread was no longer a discussion but a wish thread.
Now I don't know how many people really caught the position that I was working from on the Eldar and would like to explain before handing the thread off.
1)To me the Eldar are about the pursuit of perfection through precision, grace and skill all stemming from natural ability training and organic technology. The Craftworld Eldar are a dwindling race that must conserve each and every life yet are constsntly at war. This encourages many Eldar to follow the Paths of the Warrior Aspects in hopes that the superior skill aquired will save their and other Eldar lives. However the Journey to becoming an Aspect warrior is a long one and the Craftworlds have a very limited supply of possible Aspect candidates.
2)To me, this all adds up to the Eldar being the skilled beyond all other races(High BS and WS) but low in number. Any special rules not conferred by wargear to technology should be based off of physical skills and USRs(Fleet, skilled and some aspect abilities should be unit wide. Not conveyed by Exarch) Exarchs abilities should be leadership/guiding in orientation with any possible non- USRs or AWSRs being limited in nature(Example-Crack shot should either, impose a negative modifier on cover if the whole unit can use it, or removes cover completely if only the Exarch benefts from it. Removing Cover for the whole squad would be OP).
This would also mean that Eldar would value each and every life to the point of providing even their basic guardian units with 4+ armor and training that would prevent them from being just cannon fodder.
3)Coming from a Craftworld Eldar Codex they should be from craftworlds. This means the one GW has created because trying to make them come from every tiny unknown craftworld is impossible to write and balance and you can almost always use proxies(Also Aspects have their own colours so you are only looking at vehicles and guardians being distinctive...Again, use proxies). A well written craftworld Codex will allow for at least 4-5 competitive builds and will allow for just about any homebrew theme through use of Pheonix Lords proposed FOC altering ability(Their aspect become troops).
Also, a very strong effort should be made in maintaining the distinction between Eldar and Dark Eldar.
Well Guys, Gotta go.
@Mahtamori and Gorechild, You guys have fun, I have enjoyed the discussion and if the opportunity arises I will post or send word occasionally.
Best of luck, Later
Edit for spelling and dropped sentence
28383
Post by: Mahtamori
Going to cut away quote-quotes to save space...
focusedfire wrote:1) If I am the only one that feels that you push for too much then it is a sign that the thread has become a fanboi wishlist, something I was trying to keep in check but was doomed when you introduced your wish-list. Need I remind you that you were the one pushing to make the codex into a Biel-Tan list with no drawbacks. You were wanting to move the aspects to the troops and the gaurdians to the Elites and Heavy Support. There are many such instances in this thread. Now this has not really bothered me because our diverging viewpoints have helped to spur the discussion and the introduction of new ideas.
2)As to keeping things simple. I have constantly stiven for such. Take what you propose as being major issues with my ideas(BTW, some of these ideas that you object to are actually your ideas reworked for balance). First, instead of being constructive you seem to automatically dismiss the idea if I propose it. Also, the problems you claim exist make no sense to me. Second, You fail to see the issues with your proposed shattering of the FOC.
Here, lets look at the ideas and their issues:
a)What you feel are issues with my idea-
Small Squads cause a suspense of Disbelief?? Tell that to the Tau or to any player yunning min sized squads.
*No need for special treatment for casualties before squad is split because it is "Before"the squad splits. This means that it is one squad until the split. To think that they would need special treatment is a failure to apply K.I.S.S.
*Squad splitting can easily be corrected with a "One time" addition to the wording,........... Or you could let people find out the results of trying to split the unit that may times. There are some cool tactical options it would open up in game. The fact that they could do it only once a turn would mean that the chances of seeing 10 independent Aspects from a single squad would be non-existant. Remember, If they are in transports then one will have to get out as soon as the split(As per current rules in the BGB)
*The KP are easily handled as per my original suggestion of having the squad able to split once and the unit always worth 2KP. No special special rule here, just your nrfusual to work with the idea.
*I believe that I already covered that the squads would split in half.(Yoou are creating a non-existant problem here.
Your proposed Dying breed is a Special Special rule and treads to heavily upon the SMs. Many of the recent proposals by you and others tresspass upon what should be other armies territories. It was because of this that I worked so hard to make the Eldar version fit the Eldar ideal of precisely applied force.
b)Now my problems with your 2 Squads per FOC idea-
*This equals 6 Elites, 6 Fa, and 6 HS
*What happens to the rule when a Phoenix lord makes the units into scoring troops?(Would need a Special Specialrule for this)
*This could mean 6 Wave serpents from the Elites section alone(Increases Dependence upon Mech
*What is to prevent an all FD in Wave Serp list?
1) A t this point it's time for you to read through the thread once more. You'll note that I've posted quite a few ideas that I'm not even serious about. You'll also note that I pushed far less for the "Biel-Tan codex" than I did for, say, psychic powers as squad upgrades. Keeping moderation to suggestions is a refinement process, and I'm willing to bet more than a few dollars that GW's own design process didn't include a humble 3-3-3-3-3 statline for Marines and then evolved upwards. You take an idea that's awesome from the pool of awesomeness, put it into context, evaluate it, refine it, or dismiss it.
2) Usually when I reject ideas that are reworks on my own is when they're put into a context I dislike or when their intent becomes something entirely different. In other words, it's when the shell is there, but the content is something entirely different. And the idea of splitting squads doesn't feel like mine own at all, not even Combat Squads.
a) There is a huge difference between a squad of 3 (when you put it on the table) of low-cost troops with small weapons (Gretchins) and a squad with high-cost troops with large weapons (Devastators). The rules for splitting squads as presented had you able to get squads of low-cost troops with small weapons (Dire Avengers, Banshees, etc) in squads of 1 - something entirely reserved for explicitly awesome or monstrous models.
Ok, thanks for the clarifications. Since the squad is able to completely refresh itself and ignore regroup restrictions should they feel like it, then +1KP is necessary regardless if they split or not.
b1) Yes (if you're taking only aspect warriors). But no more than your idea. You get, for the price of one Elite slot two squads of between 1 and 10 with a minimum of 4 total and a maximum of 9 total and exactly one exarch which is highly flexible in game and can reset unit strength.
In my case you get one or two squads of exactly 5 warriors each for one FOC. Plain and simple.
b2) That rule does not exist in context of my proposal we're discussing. Phoenix Lords would either lift the 0-1 aspect warrior choice for their aspect or have their aspect as retinue. Scoring aspect warriors is something I feel is a crutch for people who have a horrific dislike for the troop choices, and not specifically necessary or even attractive if we can make troop choices worthwhile.
b3) Yes, this means you're able to get 6 Wave Serpents from the Elite section. It doesn't mean you have to get 6 Wave Serpents from the Elite section. If this is a big problem then you either need to eliminate Wave Serpents or make the squads attractive even without the serpents, which means more delivery methods and more mobility without getting into a clown-wagon. Each of these serpents would cost more than currently and force you to have a competent, upgraded, and varied squad in it.
b4) Because you can get fewer FD squads with this proposal (max 2, unless you get Fuegan), and those squads are more expensive since they require an exarch.
focusedfire wrote:<snip>
2)As the OP I am allowed to set the parameters of the discussion. If you do not like the set parameters you then have the option of just not posting or to post within the set limits. Doing otherwise can be considered trollish or an attempt to de-rail the thread.
Before you get all upset, go back and read through the thread. Mahtamori has from the get go pretty much worked to hijack the thread and I have only called him on such when it opened the thread to rampant wishlisting. After our brief discussion about wishlisting he seems to have embraced the "focused"  style of discussion and I will probably leave the thread in his and Gorechilds hands seeing as business( IRL) is going to demand much of my time for the next couple of months. Thats right, I will leave the thread in the hands of those that I have disagreed with. Why, Because they have been contributing fom very early on.
2) Ouch. I just post a lot.
focusedfire wrote:Mahtamori wrote:P.P.S. I am warming to the idea of having aspect squads limited to 0-1 per FOC (and those bans lifted in Apocalypse, for instance), with the exception of the numerous Dire Avengers. After that you could have Phoenix Lords lift each respective restriction, so if you want to spam Fire Dragons you have to pick Fuegan.
Yay, we agree on something 
Here we go. I know I've posted this before in context on the 2-for-1, but it might've been buried in walls of text.
focusedfire wrote:balthydes wrote:Personally I don't like the idea of venom transports since eldar are a dying race so IMO it doesn't fit the fluff. Eldar vehicles are supposed to be tough enough to get the troops inside wherever they need to safely regardless of cost, AV10 opentopped doesn't fit. I do like sarukai's idea (the Talon) and think it would work well as a wave serpent upgrade.
Funny, The Venom has already existed as a part of the Eldar while the Talon that you like is very much a Dark Eldar unit. The proposed Talon is absolutely a DE unit and trying to put the transport into the Craftworld Eldar will only create a greater reliance upon the Fire Dragons. In essensce you would be looking at an Eldar version of the Leafblower when combined with the other ideas floating around.
I'm not certain a tank is very DE (I was under the impression they didn't have tanks), but Fire Dragons is the reason why open-topped or fire point Eldar vehicles with large should be discouraged. While it'd certainly fix the suicide-Dragons, it would simply mean the Dragons don't need to exit the vehicle.
Still, some units need that assault ramp, I feel.
focusedfire wrote:DAaddict wrote:
Alaitoc- (*Snip)+100 cost to autarch.
Biel-tan - Striking Scorpions and Howling Banshees as troops. +50 cost to the autarch.
Ulthwe - Defender unit size of 10 to 20 qualifying for 1 platform per 6. +25 cost to the autarch.
Iyaden- Wraithguard as troops and wraith lords as elites or heavies. +50 cost to the autarch.
Saim Hann - Bikes are troops and Shining Spears as elites. +50 cost to the autarch. All other craftworld bikes and shining spears are fast attack.
While I can see the merit in some ways, the Added cost to the Autarch would make these builds completely unplayable. Paying a varying points penalty just to play a differing theme would leave all of these armies crippled. There is not enough benefit to moffset the penalty. I am more in favor of each craftworld geting a bonus in the known units but suffer a penalty that is tied to overly splecializing in that theme. The +100 point to the cost of the Autarch would leave the army too short on points.
Could also simply leave army-specialization as an army-wide upgrade option (instead of an Autarch upgrade). I mean, you don't have to pay 50 points because your army is red-and-white, but if you want your bikes moved you have to do that.
It does provide an easy way out of the problem "how much do I need to cost the Eldar units with this set of special rules", so there is merit for thought at least.
focusedfire wrote:1)To me the Eldar are about the pursuit of perfection through precision, grace and skill all stemming from natural ability training and organic technology. The Craftworld Eldar are a dwindling race that must conserve each and every life yet are constsntly at war. This encourages many Eldar to follow the Paths of the Warrior Aspects in hopes that the superior skill aquired will save their and other Eldar lives. However the Journey to becoming an Aspect warrior is a long one and the Craftworlds have a very limited supply of possible Aspect candidates.
2)To me, this all adds up to the Eldar being the skilled beyond all other races(High BS and WS) but low in number. Any special rules not conferred by wargear to technology should be based off of physical skills and USRs(Fleet, skilled and some aspect abilities should be unit wide. Not conveyed by Exarch) Exarchs abilities should be leadership/guiding in orientation with any possible non-USRs or AWSRs being limited in nature(Example-Crack shot should either, impose a negative modifier on cover if the whole unit can use it, or removes cover completely if only the Exarch benefts from it. Removing Cover for the whole squad would be OP).
This would also mean that Eldar would value each and every life to the point of providing even their basic guardian units with 4+ armor and training that would prevent them from being just cannon fodder.
I fully agree with these sentiments, albeit with reservation for aspect warrior numbers (which I consider are best left to be dictated by gameplay).
focusedfire wrote:3)Coming from a Craftworld Eldar Codex they should be from craftworlds. This means the one GW has created because trying to make them come from every tiny unknown craftworld is impossible to write and balance and you can almost always use proxies(Also Aspects have their own colours so you are only looking at vehicles and guardians being distinctive...Again, use proxies). A well written craftworld Codex will allow for at least 4-5 competitive builds and will allow for just about any homebrew theme through use of Pheonix Lords proposed FOC altering ability(Their aspect become troops).
Also, a very strong effort should be made in maintaining the distinction between Eldar and Dark Eldar.
The fourth edition codex is saying good bye to the Craftworld addon, which may not be a bad thing since that particular addon did some weird stuff to some of the craftworlds as a sort of half-assed Astarte codex. Incomplete. The Aspects no longer being pushed as hard towards aspect colours was really surprising for me when I want from 3rd to 4th edition codex.
Regardless, I think the only thing I can currently complain about with regards to craftworld representation in the current codex is that it's taken a step away from Eldar's presented specialization. The current presentation is a bit bland, but that can in equal parts be because of power creep. A sqaud of Banshees isn't as terrible to MEQ now that Marines are approaching dime-a-dossin, and a Squad of Scorpions doesn't present the same deterrent since it's all done in transports these days.
focusedfire wrote:Well Guys, Gotta go.
@Mahtamori and Gorechild, You guys have fun, I have enjoyed the discussion and if the opportunity arises I will post or send word occasionally.
Best of luck, Later
Take care!
10279
Post by: focusedfire
Mahtamori wrote:focusedfire wrote:*No need for special treatment for casualties before squad is split because it is "Before"the squad splits. This means that it is one squad until the split. To think that they would need special treatment is a failure to apply K.I.S.S. (Sentence returned from earlier edit)In other words the unit must abide by all of the restictions of being a single unit untill it splits because there is nothing saying otherwise.
Ok, thanks for the clarifications. Since the squad is able to completely refresh itself and ignore regroup restrictions should they feel like it, then +1KP is necessary regardless if they split or not.
Before I am outta here, I want to correct this. I am saying the opposite of what you are inferring and have added a sentence that I had dropped for clarification.
What I was saying is that the unit is one unit until is splits. This means that it must follow the restrictions set forth within the BGB. If they are out of cohesion then they must move back into cohesion before taking any other actions(As per the BGB) Now, if you are talking about the squad being broken and falling back.....by the rules as proposed and as written you could still split but the seperate squads would still have to roll to regroup. If you feel this needs a sentence indicating such or specifying that the unit may not split while broke, then that is no big deal.
Gotta go, will post the occasional idea if I have time.
Best Wishes, FF
32951
Post by: balthydes
focusedfire wrote:balthydes wrote:Personally I don't like the idea of venom transports since eldar are a dying race so IMO it doesn't fit the fluff. Eldar vehicles are supposed to be tough enough to get the troops inside wherever they need to safely regardless of cost, AV10 opentopped doesn't fit. I do like sarukai's idea (the Talon) and think it would work well as a wave serpent upgrade.
Funny, The Venom has already existed as a part of the Eldar while the Talon that you like is very much a Dark Eldar unit. The proposed Talon is absolutely a DE unit and trying to put the transport into the Craftworld Eldar will only create a greater reliance upon the Fire Dragons. In essensce you would be looking at an Eldar version of the Leafblower when combined with the other ideas floating around.
I was under the impression that the venom was originally a harlequin tank and not craftworld or dark eldar at all. My view on the fluff (please correct me if I'm wrong) is that dark eldar pirates favor speed and being able to assault over everything else (which is why raiders are AV 10/10/10 opentopped) while craftworld eldar armies favor speed first and durability second (so wave serpents are AV 12/12/10 with energy fields). Any vehicle that allows craftworld eldar to assault while it is moving will blur the line between the two. Therefore the trick is to add a vehicle to the codex that is as different from dark eldar vehicles as possible while still allowing assaults.
Here's my thought process for an eldar assault vehicle: since I don't want to sacrifice speed or make a craftworld raider (sacrificing durability) or stormraven (having speed, durability, firepower, transport capacity and assault capability) the assault vehicle has to sacrifice either transport capacity (which limits its use as an assault vehicle) or firepower. Therefore the talon: a fast, skimmer tank with AV 12/12/10, only an underslung weapon and the ability to become opentopped for a turn fits the requirements reasonably well while maintaining fluff.
Mahtamori wrote:I'm not certain a tank is very DE (I was under the impression they didn't have tanks), but Fire Dragons is the reason why open-topped or fire point Eldar vehicles with large should be discouraged. While it'd certainly fix the suicide-Dragons, it would simply mean the Dragons don't need to exit the vehicle.
Still, some units need that assault ramp, I feel.
Here's two options that could balance fire dragons serpents:
1) I think this can be balanced by saying that the energy field can only be deactivated if the tank moves less than 6". CC squads could still move 6" forward, pivot, disembark 2", move 6", run and then assault for a relatively large threat range. The Fire Dragons would have to start within 12" to be within melta range and therefore have to have already been close to enemy lines for a turn. Remember also that fire dragon squads are going to be more expensive (exarch is mandatory) and their now opentopped vehicle will probably be very close to an enemy deathstar (if they blew up a land raider) that hits their tank on 4s in an assault. I would still be afraid of Dire Avengers bladestorming from inside the tank though.
2) Another option would be to say that at the start of the assault phase the tank disengages its energy field, allowing the eldar inside to assault a unit within 6" of the door. The tank then counts as opentopped until the start of the next eldar turn. That way anything can assault out of it but if they do they can't shoot and the tank has be within retaliation range. IMO that would make taking foot troops more attractive as well.
There are of course more ways to balance the talon and I'm open to suggestions.
25289
Post by: reidy1113
After scanning through some of the pages of this topic, here are some ideas I like the sound of along with a few of my own:
- Aspect Warriors having certain WS/BS linked to what the specialise in doing (for example Striking Scorpions and Howling Banshees WS5 BS3; Dire Avengers and Warp Spiders WS4 BS4; Fire Dragons and Dark Reapers WS3 BS5) and the Exarchs would have +1 WS, BS, W, I and A than their normal Aspect Warrior would have.
- Energy Fields and Holo-Fields automatically giving a 5+ cover save
- Star Engines can be used either in the Movement Phase, granting an extra 12" move in lieu of Shooting in the next Shooting Phase or make 1 Offensive Weapon Defensive for the Shooting Phase
- Vectored Engines allowing another turn up to 180 degrees in the Assault Phase
- Guardians 6p/m
- Shuriken Catapults with 18" Range and Avenger Shuriken Catapults with 24" Range
- More special character Pskyers and Psychic Powers
- Pheonix Lords all with 4+ Invulnerable Saves (Asurmen's Battle Fate allowing for re-rolling failed Invulnerable Saves
- Eldrad with Eternal Warrior
- Falcons autmatically count 1 Offensive Weapon per turn as Defensive
- Avatar with better stats
- All heavy weapon options except for Shuriken Cannon costing 5 points less
- Vypers not Open-Topped
- Allow Fire Prisms to be in Sqaudrons of 1-3 but only allowed to link Prism Cannons within the Sqaudron
- Howling Banshees can assault out of Transports
- Make Wave Serpents Assault Vehicles
Now onto the mentioned Craftworld rules. I don't like this idea in the sense that anyone wishing to create their own custom Craftworld may not end up eith a rule set for their Craftworld but would have to use one of the main Craftworlds rules such as Saim-Hann allowing more Jetbikes and less pressure on Fast Attack choices. Also, Eldar could end up like Space Marines and have so many different rules they can become different armies altogether.
I like this idea, however, in that it allows for that different aspect of Eldar tournament lists and new things can be tried out.
Overall then, I'm a little indifferent on my opinion of the idea.
Thoughts?
28383
Post by: Mahtamori
@ reidy1113: It's not like I actually have a lot of input, but here it is Aspect Warrior WS and BS: That melee aspects should get +1 WS is something I think many would agree on, but whether they'd get -1 BS is perhaps not going to find as much agreement. Where'd you pit Shining Spears and Swooping Hawks? Cover Saves for tanks: I'm a bit uncertain about this one. I'd rather have the Eldar vehicles move at combat speed, personally. Star Engines: Yes, it does make more sense to stick this one in the movement phase. I'd simply write it down like "The vehicle may move up to 12" extra when moving at cruising speed". I don't think it is a good place to place the "one extra normal weapon" upgrade in, since this would make the upgrade too powerful and too pricey. Vectored Engines: Agreed, I'd say either this or have the vehicle ignore terrain tests from difficult terrain. Or at least re-roll them. Guardians: Personally I'd never agree with anything that makes Guardians even more into meat-shield troops. Catapults +6": I think this is a good idea in general, although there are several good ideas regarding these and "have it like they are now" is possibly the only bad one. Psychers: Agreed. More options would be nice. (Preferably not more into Farseer, but more OTHER options, yes?) Phoenix Lords: Some of them may need a bit more work, but 4++ is necessary for them, yes! Baharroth, especially, but maybe Jain Zar and one or two others as well. Falcons 1 normal is defensive: That's perhaps a more clear way of putting it. "May fire an additional weapon" makes some people think you're allowed to shoot a weapon at cruising speed. Heavy weapons cost reduce: There's additional work needed here. Some options have proven to be rather effective for their cost, I'd say that in order of cost-efficiency; Scatter, Shuri, EML, Bright, Star. In other words, I think the Star Cannon could use more than just -5 points and that Scatter may not need it. Fire Prisms: I think these are the vehicles in least need of being in Squadrons - I'd easily spend 1000 points for 9 prisms in any list that's 1750 points or higher and not think of any other options. This honour could go to Falcons and/or Wraithlords instead. @ Balthys: I know what you're trying to accomplish, but it's not as smooth as it could be. It could have a stronger shield than an energy field that simply doesn't allow shots above say S4 to be fired through the field from the inside. It could be that when it powers down the field it will be treated as being immobilized until the end of the next owning player's assault phase (although it does provide a safe landing and an immobilized result will make the state permanent). I still think the easiest way is making the Serpent an assault vehicle like the reidy suggests.
26438
Post by: sarukai
One way to prevent the Talon (or something similar) from being abused by Fire Dragons would be to limit which units can take which dedicated transports. It wouldn't prevent someone from pulling Banshees out of the Talon and loading Fire Dragons up, but would keep things from getting to overpowered.
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Post by: Mahtamori
Vectored Engine: How about "Whenever the vehicle with a Vectored Engine makes any move, it may make it's move in part and may always turn and pivot, but the total distance the vehicle moves may be limited by actions taken by the vehicle." Translated this means you can turn the vehicle and make pivots mid-move when ramming or tank shocking, and that you're able to move, pick up a squad, and then move again (as long as you don't move more than cruising speed.)
sarukai wrote:One way to prevent the Talon (or something similar) from being abused by Fire Dragons would be to limit which units can take which dedicated transports. It wouldn't prevent someone from pulling Banshees out of the Talon and loading Fire Dragons up, but would keep things from getting to overpowered.
The rules actually do provide a way where you can prevent someone from loading anything but the units it was purchased for. I can't find the exact rules for it now, but I do know that somewhere in the rulebook there's a section which says that if the codex limits a transport to only carry the unit it's purchased for, then no other unit may embark it.
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Post by: sarukai
Mahtamori wrote:
The rules actually do provide a way where you can prevent someone from loading anything but the units it was purchased for. I can't find the exact rules for it now, but I do know that somewhere in the rulebook there's a section which says that if the codex limits a transport to only carry the unit it's purchased for, then no other unit may embark it.
Maybe there's another way to do what you're saying (adding it's own special rule to the transport entry, etc...), but the standard Dedicated Transport rules do allow it:
From the BRB, pg.67
"The only limitation of a dedicated transport is that
when it is deployed it can only carry the unit it
was selected with (plus any independent
characters). After the game begins, it can then
transport any friendly infantry unit,......"
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Post by: Mahtamori
Here we go, it's in the FAQ/Errata section on the GW site.
Q. My Imperial Guard or Black Templar Codex
says that dedicated transports can only be used
by the unit they’ve been bought for. Is that
overruled by the new way dedicated transports
work in 5th Edition?
A. No, if a Codex clearly says that dedicated
transports can only be used during the game by
the unit that bought them, that overrules the
general rule in the rulebook, as normal.
Obviously some armies are stricter than others
about transport regulations!
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Post by: sarukai
Ahhh, that's right... now that you quote it i do recall reading that a while back. I just don't usually play against anyone with that restriction, so forgot that it existed. We could make that rule, but I'm not sure if it'd really be necessary. If we just don't provide the Talon as a DT for the Dragons, I doubt anyone would go through the trouble of taking an assault unit w/ Talon and then strip them of the Talon mid-game.
Mahtamori wrote:Vectored Engine: How about "Whenever the vehicle with a Vectored Engine makes any move, it may make it's move in part and may always turn and pivot, but the total distance the vehicle moves may be limited by actions taken by the vehicle." Translated this means you can turn the vehicle and make pivots mid-move when ramming or tank shocking, and that you're able to move, pick up a squad, and then move again (as long as you don't move more than cruising speed.)
My only concern with that rule is that (while written clearly), may slow things down on the tabletop or end up confusing people in practice. I would prefer something simpler, like "Immobilized results for this vehicle are never upgraded to wrecked regardless of how fast it has previously moved. Also, the vehicle may make an extra pivot move at the end of the eldar player's turn."
Is having both effects too strong for one rule?
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Post by: Gorechild
Christ, I seem to have missed a lot! Going to miss FF  Hopefully he'll still be watching over us I think I'm going to start compiling some of these ideas into a word document and see how it would all fit together. Looking at each thing individually is fine, but a codex wont be fine unless each separate part works together. As sarukai said, I thing your Vectored engines are a little over complicated Mahtamori. Although I believe they aren't worthy of the current point cost when used as sarukai suggests. I like the idea of them removing the limitation that a unit can't assault from a vehicle if it has pivoted before they disembark. That coupled with not wrecking yourself when immobilised would go some way to help the assault-y aspects. I'm going so side with FocusedFire in that the open topped transport could cause more trouble than its worth, Why not just give Quins and Banshees the ability to assault when disembarking from serpents? (I'm still not a fan of scorpions being in transports  ) I'll post more later but I've not got the time now...long posts that take ages to write is what 9-5 at work is for
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Post by: balthydes
My only problem with making serpents assault vehicles is that the wave serpent doesn't look like an assault vehicle. The only door is on the back of the tank so they're not exactly charging directly down an assault ramp into the enemy squad. Banshee and harlequin special rules could work but then I wouldn't take scorpions or storm guardians in mechanized lists.
For vectored engines would "as long as the vehicle has not moved more than 12" (or 6" if 12 is too much) in the movement phase it counts as stationary for the purposes of movements, disembarking and assaults" be overpowered?
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Post by: reidy1113
Our Vectored Engine debate is getting a little complicated at the moment. What I think it should do is still stopping Immobilised results becoming wrecked but also allow for the extra turn/pivot in the Assault Phase/ at the end of the Eldar player's turn. I don't think, as some people have said, that this would over complicate the rule; it would simply make it better in a game situation and more used in tournament lists. I also like balthydes idea of the 'if the vehicle moved 12" or less, it counts as stationary' idea as this would work very well. I think that at the moment, the Wave Serpent costs too many points for what it does to be upgraded with more than 1 vehicle upgraded; in my opinon it should be 75 points, or 80 and make it into, as I have said before an Assault Vehicle. Banshees and Harlequins will definitely benefit from this and so too, to an extent, would Dire Avengers and Guardians with an Enhance Warlock due to them having Assault Weapons. I agree with Gorechild in that Striking Scorpions should NOT have a transport. Instead they should have Stealth, Move Through Cover and Infiltrate as basic USRs.
I like the idea of making Aspect Warrior squads basic points being the minimum nuber of models in the unit with an Exarch with 1 Exarch Power of the Eldar players choosing with the option of upgrading the squad further (like Space Marines. For example Dire Avengers would be possibly between 70-90 points for a squad of 5 including an Exarch with either Bladestorm or Defend and you can add up to 5 Dire Avengers at 12 points per model, or 10 as I think they should be reduced to, and give the Exarch certain wargear and Exarch Powers as per the current Codex). I think this would stop Eldar players throwing in a 60 point 5 man squad of Dire Avengers with no Exarch to fill points and soak up fire and make for a more Eldar-ish style of play in that they are a race that needs to survive and every casualty is a major blow.
Boy I hope someone from GW (preferably the next Codex author) reads this and puts some of the ideas we are proposing here in the next Codex because I think the ideas some of us are coming up with are genius.
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Post by: Mahtamori
Well, scorpions will end up in a transport eventually, although Harlequins can do their job admirably. In fact, Harlequins can make a stand-in for both Fire Dragons and Scorpions at the same time. Not a perfect stand-in since they don't get too many fusion shots and are a bit fragile and getting grenades is a bit costly.
@ balthydes: Not any more overpowered than a random assault or assault ramp vehicle.
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Post by: Gorechild
note- you say its no more over powered than an assault ramp vehicle, assault ramp vehicles (ie land raiders) are 200+ points a shot and are heavy support. You cant (just because some vehicles have the ability) necessarily just give it to anything. Don't get me wrong, I think its a nice idea, it would just take some thinking about how to be included in
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Post by: balthydes
The closest thing to an assault ramp wave serpent would probably be the stormraven, which costs 200 points and takes up a heavy support slot but has rear armor 12, better guns (for free) and can carry a dreadnought. An assault wave serpent would probably cost upwards of 150 points before upgrades. I would much rather have cheaper (70-80 point) wave serpents that can get a very expensive upgrade to become assault vehicles than have to pay for the assault ramp for all of my squads.
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Post by: Gorechild
Exactly  it's crazy to expect an assault ramp from a 90 point standard troop transport. I still think an assault drill style exarch power for banshees would be a better approach though, rather than having to commit 150 points to get an AV 12/12/10 transport capable of transporting them effectively. I can think of a LOT of better things to do with 70 points than giving 1 upgrade to a vehicle that is just as likely to get blown up as a standard model
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Post by: SylHar
Hi all
Let me just jump inside this post ( and inside this forum as well) and I apologizes immediately for my bad English
I've read all the 15 pages. Here is my though ( only on the unit I know or use)
Guardian:
I like the black guardian possibility. But I'm strongly in dislike the increased number of platform.
We can completely transform guardian into heavy platform ( 2 guardian per platform) and that could be find. Be putting 1 platform per 5 guardian ou 10 guardian is not a solution for the problem. The problem is that the catapult is a bad weapon. It was correct in the 2nd edition, and since is not really good.
The two weapon were very much the same. In 3rd, It was a 'good' trade of with the bolter: bolters were better if you stand still, catapult better if you moved.
With the change of the rapid fire rule, catapults now really lack something.
So either we can transform it to become a rapid fire weapon ( as guardian don't really want to assault anyway), or giving it a 18" or 24".
That way, guardian become good using their own weapon.
And I thing that don't necessary means the DA will become useless, they will still be the best unit to defend a position, (even more with little boost to defend or the shimmer-shield ?)
Phoenix lord:
Why don't giving them the same rule as autark ( master strategist) ? ( after all they have seen more battle than any one in the univers)
We can then choose them instead of autark, They become like, named autark.
(I agree they probably need a inv save, too)
hawk:
The problem with them ( as you mention) is that the have anti-tank assault but anti-guard shoot.
my opinion: give them a rending weapon ( 24", f3 pa 4, rending) so they could hope to do some damage before assaulting a tank. They will become ligth tank harass, with maybe a little boost on the emp grenade ( 2-3 glancing hit, 4+ hit ?)
about sky leap: make it so they jump to the sky at the end of their assault phase if they 're not in a fight ( so after playing a full turn) but they can't do that if they arrived in play from sky at the beginning of the turn.
in best they can do ( arrive turn 2, grenade, play turn, turn 3 play turn, assault, sky leap, turn 4 arrive, grenade, turn 5 assault, sky leap,...)
With this, no more abusing grenade each turn, and they really can use sky leap to reposition and harass vehicle anywhere on the map.
scorpion:
need a rending weapon, so the troop can hope to do damage to MC, or marine ( its not the eldar way to use only the chief in the unit, they have usually a more balanced unit, with every one contributing)
serpent:
assault ramp can be a good choice with a very high price ( 50 pts ?) or a very strong drawback:
I'm think something like: you have to turn off the shield one turn before the one where you want to use the assault ramp, giving the opponent a full turn to destroy easily the serpent and giving always a good part of the surprise.
banshee:
a new active power for the exarque: assault shout: psy_like power: in the shooting phase, the exarque choose an opponent unit in a distance less than 6'. the exarque make an leadership test, if it pass the exarque and his unit can attack this unit in their assault phase ( even if other rules stat otherwise, disembarking,...) as the enemy units too confuse to do anything about it.
I think it's balanced, giving a way to assault from a transport but it not completely guaranteed. also its along the line of the old shoot of the banshee ( the opponent unit it disoriented and more easily assaulted)
waithlord:
just less point, or 1-2 attack more.
waithguard.
I think their endurance is fine as it is ( well they may need a 5+ inv as well)
But they need a really scary weapon.
D-weapon: 12", always wound on 3+, ap 2, on a 6 to hit, they get an instant kill under a blast template
again vehicle, 1 nothing, 2-3 glancing hit, 4+ hit
that way they can be use instead of dragon again mc or tank.
I hope my ideas can help the discussion
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Post by: Gorechild
Hey SylHar, Welcome to the thread and to Dakka!
Your English is much better than my French so I cant complain  I'm sure we can all understand what you are suggesting
I see Guardian weapons as being one of the decisions we really need to decide on. As you (and many others) have said, I think Rapid Fire is the best way forward. Giving Guardians R18" Rapid Fire and Avengers R18" Assault 2 keeps them different, but stops guardians being so useless.
your suggestion about Scorpions im going to have to disagree with. They shouldn't be designed to be able to cope with MC's. Aspect warriors are supposed to be highly specialised and experts at what they do (but poor at everything else). Leave the MC's to the Shining spear's or possibly Fire Dragons IMO.
I also don't agree with your Wraith guard suggestion, sorry. Their weapons arent bad at all at the moment, their problem is being tar pitted in CC, previous suggestions about making their attacks count as power weapons in CC helps with this.
In regard to Banshees, I think a much more simple solution would be... Assault Drill: This power allows the exarch and his squad to assault out of a transport as if it was open topped. then leave the transports as they are. this will give a unique selling point to the Banshees and dramatically increase their effectivness.
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Post by: Thunderfrog
I would also like to bring back the idea of exarch psychic powers, even if it is just calling crack shot a passive power. It would add to the feel of eldar as a psychic race.
So that our exarch powers can be shut down by hoods or canceled out by Gk's? I'm completely against that, unless by passive you mean "non-interruptable". Do hoods shut down warlock powers like destruct or enhance?
Why not just give Quins and Banshees the ability to assault of serpents?
This statement is full of win.
Scorpions: I think their statlines are fine. Give them stalker for free. Maybe give shadowstrike free... Hard to say.. and lastly, rather than rending or any crazy other special rules, just allow them each to equip special weapons like biting blades and scorpion claws. It will let you allocate their price based on what you want to do with them.
Side note, last night my Scorpions got blasted from 10 men to 5 after Obliterators hit them, then were shot down to an exarch and 2 scorpions by a 3 deep melta-bike CSM squad. The biting blade killed all three of the bikes by hitting at St 7.
I love that thing.
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Post by: Mahtamori
@ Thunderfrog: Yes, Psychic Hoods work against Warlock powers, but only Destructor since the others are perpetually on and the psychic hood can only be used against effects which are activated, not effects which are already running.
Yer, Harlequins can make good stand-in Scorpions in an assault-oriented force. Scorpions definitely need some way of standard delivery, though, and I don't think Shadowstrike should be upgrade but standard.
@ Gorechild: I don't think allowing (Harlies and) Banshees to assault out of a vehicle as if it was open topped is a good move, I'd rather see them still restrained by the access point. Their effectiveness is still in decline since the targets they hit are T4, though, and they absolutely must be backed up by a Farseer and don't get very good results against their intended targets without one.
Simply making them an awesome unit to mech isn't going to get them nowhere (well it is, but that would be a pun).
@ SylHar: Welcome to the thread!
Guardians - Their catapults in third edition were bad as well, but not the massively underpowered pea-shooter it is currently. The biggest difference here was that currently squads have a theoretical chance of assaulting Guardians before Guardians have a chance to shoot (if the enemy get a good run roll), previously Guardians got one round to shoot in before they died. My friend's Hormagaunts back in third edition used to rip my Guardians a new one (6" move, D6 fleet, 12" assault) even though they weren't that awesome in CC.
Now, the weapon back then was an GEQ killer, and the game currently has the Guardians themselves as one of the last remaining short-range GEQ troops.
Transforming the catapults to Rapid Fire is also a bad move. It's not that it'll prevent them from assaulting, but rather that the Eldar are a moving force and don't do (and never has done) IG-like stationary castles. Moving with a rapid fire weapon limits it to 12", so that'll only transform the weapon to a slightly worse version of what we've got today.
These things considered just further increases the need to re-think this squad's purpose and weaponry.
Phoenix Lords as Autarchs - the currently named Autarch is Yriel
Baharroth is in dire need of either a serious boost or a shot in the neck to put him out of his misery, regardless of a 4++ or not.
Scorpions - here I must disagree, like Gorechild I consider Scorpions not to be meant to be used against MCs or MEQ.
balthydes wrote:The closest thing to an assault ramp wave serpent would probably be the stormraven, which costs 200 points and takes up a heavy support slot but has rear armor 12, better guns (for free) and can carry a dreadnought. An assault wave serpent would probably cost upwards of 150 points before upgrades. I would much rather have cheaper (70-80 point) wave serpents that can get a very expensive upgrade to become assault vehicles than have to pay for the assault ramp for all of my squads.
So, if Assault Vehicle is worth 50 points, how much would you rate these:
+12" range on shuriken weapons weapons
+1 BS (we both know this is a really expensive one)
+2 AV on rear armour
energy field on rear armour (this is probably negative cost since it doesn't downgrade S9 or S10)
Deep Strike (this isn't cheap)
Flat-out squad deployment
4 one-shot AP1 krak missiles (probably more than 10 points)
shoot +1 normal weapon if moved cruising speed or lower (oooh, this one is a killer on points)
able to shoot weapons on two different targets
Gain access points to the sides
I think you're missing the point with Land Raider and Stormravens. They aren't heavy support and costly because of assault vehicle, they're costly for a whole different reason. I'd land an Assault Vehicle Wave Serpent at around 120 points max. Probably less considering it delivers less points per squad as well, meaning each transport slot is less valuable.
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Post by: DAaddict
I'll throw this idea out there.
Wraithguard and Wraith Lords...
Same statlines and options as before. (Albeit I like adding at least 1 attack to a Wraithlord base and then one more if a blade is added.)
Give them all FNP. Perhaps OTT but I like this better than
giving them an invulnerable. They are supposed to be soulgem reanimated robots. I just can't imagine them say, "Ouch!"
Between a 3+ Save, 4+FNP they will be almost unkillable except for AP 1 or 2 weapons and power weapons in HTH.
I like the idea of weathering heavy bolter, missiles and autocannons but still being vulnerable to enemy heavies.
Where the cost ends up is of course a big deal but I think this justifies the current cost of a wraithguard or base wraithlord without leaving them eligible for abuse of a farseer fortune. (Of course you can still have a conceal lock...)
Just enjoy the mathhammer on this. Wraithguard would be
affected by 1 of 2 wounding shots from a marine, only 1 in 6 hits would wound and a marine would hit 1 out of every 2 attacks. So it takes 24 marine attacks to average killing 1 wraithguard in combat! Meanwhile, if the wraithguard are enhanced, they should average 1.5 or so marines a turn.
As far as counting them as a power weapon, I would rather they get an extra attack on their statline and leave them regular S5 attacks. That leaves them not liking HTH with termies or their ilk but should dominate something in power armor or less but not OTT domination.
vs Marines in Power Armor:
10 PW attacks, 7 hits, 4+ kills.
20 HTH attacks, 14 hits, 9+ wounds, still 3+ kills.
vs Termies:
10 PW attacks, 7 hits, 4+ wounds, 2+ kills.
20 HTH attacks, 14 hits, 9+wounds, 1+ kills.
I do realize the A 2 base would make them dominate things like orks.
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Post by: Mahtamori
Hmm...
FNP: This makes them extremely competent tar-pits against certain opponents, but keeps them vulnerable to power weapons. Consider this the front-loaded or specialized tar-pit.
Invulnerable save: This makes them resilient against all kinds of attacks, although slightly less against power weapons. Consider this the even tar-pit.
Power weapon: This makes them dangerous primarily to MEQ. Each 'guard has a chance of about 4 in 10 of killing a Marine each round.
Power fist: This makes them primarily dangerous to MEQ and vehicles. This makes their melee attacks nearly a mirror of their ranged attack, albeit more easily intant-deathing T5 and lower, also makes them attack last.
Extra melee attack: This makes them dangerous, but not overly so, to MEQ. Primarily a very dangerous no-go zone to GEQ.
FNP + melee attack: Vulnerabilities are Brightlances, dreadnoughts, and PW-armed MEQ. Best resistance is offered against GEQ.
FNP + PW: Vulnerabilities are Brightlances and dreadnoughts. No typical best resistance.
Invulnerable + PW: Vulnerabilities are Scatter Lasers and dreadnoughts. Best resistance is offered against MEQ with PW
Invulnerable + melee attack: Vulnerabilities are Scatter Lasers and dreadnoughts. Best resistance is offered against GEQ with PW.
Power fists are same as PW, but move Dreadnoughts from vulnerability to strength. Power Fist also typically does worse against MEQ with PW.
I wouldn't say Power Fists are overpowered, but rather put it that "they require a moderate point increase". If they are kept as they are where vulnerability may be noted as "any melee", then a "moderate price decrease" is required.
Strictly fluff-wise, I'd pick FNP and PW. They aren't alive and don't feel anything at all. Their fists are huge and strong. They are significantly slower than when they were alive. This is also what I would remark as the most moderate boost to them of all options, making them supreme objective holders, but generally just menacing and not really lethal (due to low numbers).
It's what a foot-slogger list would buy two squads on for objective holding or to screen their flanks.
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Post by: balthydes
Thunderfrog wrote:I would also like to bring back the idea of exarch psychic powers, even if it is just calling crack shot a passive power. It would add to the feel of eldar as a psychic race.
So that our exarch powers can be shut down by hoods or canceled out by Gk's? I'm completely against that, unless by passive you mean "non-interruptable". Do hoods shut down warlock powers like destruct or enhance?
Psychic hoods require a psychic test to be passed before they can be activated, therefore they don't work against any warlock powers and wouldn't work against passive exarch powers either. As long as passive powers don't cause wounds on an enemy unit I don't think they can be blocked at all.
I've said this before but IMO giving banshees an assault drill power would mean that scorpions would never be taken in mechanized lists and banshees never taken without a tank. The point of this thread is to come up with ideas for a codex that would allow for all sorts of competitive armies using many different units. Giving scorpions bonuses to being foot infantry and banshees bonuses to being mechanized would make more diverse mixed lists but would limit the choices of a pure mech or pure foot army.
As for the stormraven I would say that army context also matters since T3 4+ save eldar infantry can benefit a lot more from assaulting directly out of a tank than FNP marines. Eldar energy fields and fortune make the wave serpent more survivable (most of the time) than a stormraven and eldar armies can field a lot more fast skimmers so they would benefit more. The 4 access points, +1BS, extra guns and shooting and deep strike do raise the price of the stormraven significantly though.
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Post by: SylHar
Gorechild wrote:Hey SylHar, Welcome to the thread and to Dakka!
your suggestion about Scorpions im going to have to disagree with. They shouldn't be designed to be able to cope with MC's. Aspect warriors are supposed to be highly specialised and experts at what they do (but poor at everything else). Leave the MC's to the Shining spear's or possibly Fire Dragons IMO.
yup, you're right I get ahead of myself on this one. I would like scorpion to be able to do something to marine but, I guest they 're not made for that.
Gorechild wrote:
I also don't agree with your Wraith guard suggestion, sorry. Their weapons arent bad at all at the moment, their problem is being tar pitted in CC, previous suggestions about making their attacks count as power weapons in CC helps with this.
I'm not sure the problem is that the tar pitted in cc. I mean I this it's fine. ( and it's not a power weapons that will really change it).
Tar pit is the easy way to deal with it.
imho, wairthguard are like dragon in a sense that they 'll get use one time, and them the enemi will kill/block them in a way.
But nowadays, they can't really do the damage before that.
take a unit of 5 wairthguard ( delivered in a serpent), again any vehicle, that mean 3.3hit, so 1.1 glancing and 1.1 hit.... far from anything scary
again a mc unit - (T6 w2 for exemple) that mean 3.3 hit, so 2.2 dmg and 0.55 instant death.... so that's hardly kill any mc alone, less a unit.
compare that to dragon,...keeping in mind that they cost twice,...
With my change it becoming a little more scary again vehicle. ( 1.1 glacing and 1.6 hit ) but really more scary again mc unit ( a 6 for hit meaning about 3 fig down)
Mahtamori wrote:
Transforming the catapults to Rapid Fire is also a bad move. It's not that it'll prevent them from assaulting, but rather that the Eldar are a moving force and don't do (and never has done) IG-like stationary castles. Moving with a rapid fire weapon limits it to 12", so that'll only transform the weapon to a slightly worse version of what we've got today.
I agree. I thought that if we give them bolter-equivalent, that nearly mean the same weapon as now, but with the 'possibility' of holding the line, the turn before they 'll get assaulted. And my point was: catapult are assault because the eldar want to move and shoot, not shoot and attack.
Mahtamori wrote:
Phoenix Lords as Autarchs - the currently named Autarch is Yriel
For me, phoenix lord are must more than an autark, and they should be more powerful and more costly too. But they have seen far more battle than an autark. Perhaps they're too narrow minded in their way of the warrior to see the entire battle,... I don't know.
But with master strategies applied to them, then they become must more useful in an army.
Nobody for comment with my though on hawk ? arf too bad !
I've got an another idea, how about thier weapon becoming melta ?
a 24" ( or 18) f3 pa 6, melta is not really scary, but can be deadly if use right ( with luck ?)
that way, their assault and shooting are on the same role, and about the same power.
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Post by: Mahtamori
@ Balthyds: Space Marines pay more per model for their assault infantry, meaning each casualty takes a heavier toll on the force in general. Having melee-oriented units out in the open is equally costly to a Marine force since there isn't exactly a lack of weapons which may re-gain their investment if they are allowed to shoot on a 20+ point per model marine unit that hasn't got cover saves.
If anything, assault vehicle on a 10 Power Armour transport is more potent than on a 10 Psychoelastic Armour transport.
@ SylHar: I think the reason people didn't comment on Hawks is that they aren't an easy unit to fix. Assigning rending is a magic solvent, but it doesn't quite make sense on lasing weapons. Additionally, one has to take into account that Warp Spiders and Swooping Hawks share role.
Personally, I'd consider the ideal situation, as far as that go (since I can't bring myself to consider it a "best" solution), that the standard weapon load-out on Swooping Hawks be CCW+Pistol+Lasblaster with the grenade packs giving them additional melee attacks on charge.
In it's essence, for Fast Attack Shining Spears make a more logical platform for vehicle hunting. They've got the basics, a shooting attack with decent strength and lancing and then a high strength melee attack on charge. The Haywire Grenades are merely a dual-role for Swooping Hawks. Specialization in all honor, if there is no multi-purpose at all, you risk facing unbeatable armies in low points games - or games that simply devolve into rock-scissor-paper all dependent on what army list you pick.
Autarchs are experienced aspect warriors, they know each part of the army and has probably served several times in active duty as Guardians as well. In it's essence, they've gone through the cycle of each of the Eldar aspects of war.
The Phoenix Lords, on the other hand, are exarchs. Exarchs are lost on one specific path of war, while Phoenix Lords are even more lost on the path than exarchs so to speak. They know one aspect of war to perfection and near exclusion of other paths.
Master Strategist do not truly suit them, especially since it's not needed. Autarchs make admirable platforms for the strategy department, and if you want more boom for your buck you can go with Yriel (who is arguably better than any of the lords at present).
In other words, it's not something that's actually necessary.
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Post by: Gorechild
Hawks still seem to be a big sticking point, they really do suffer from conflicting with warp spiders. Unfortunatly I dont know much of the fluff behind the hawks (they are my least favorite aspect currently as they seem to have no real reason to exist IMO).They could fill a scouting role, they could be GEQ killers, they could be MEQ killers, they can take down light vehice's, But they do none of these things really well.
I agree with Mahtamori about the Pheonix Lords, I believe they need 1 uber exarch power, an invunerable save and the ability to make their aspect scoring. Then they become completely viable options, I dont see tham as being hard to fix.
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Post by: sarukai
What about giving the Hawks the ability to assault (only against vehicles though, not infantry) on the same turn they deep strike? That would serve to enhance their tank-busting fairly well.
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Post by: DAaddict
Go back to my post on 3 focuses to aspect warriors:
Swooping Hawks are shooting aspect:
WS:4 BS5 S3 I5 A1 W1 T3 Sv:4+ Ld: 9
Exarch: WS:5 BS:6 S3 I6 A2 W1 T3 Sv:3+ Ld:10
Skyleap: Per conversations, leave as is
---: Assault tanks no worse that 4+ to hit.
Warp Spiders a generalist aspect:
WS:4 BS4 S3 I5 A2 W1 T3 Sv:4+ Ld:9
Exarch: WS5 BS5 S3 I6 A2 W1 T3 Sv:3+ Ld:10
Hit & Run
Assault from the warp: Count as having offensive grenades and get furious assault.
This makes the spiders good at assaulting troops but not as good as SS or HB. Squad of 10, assuming Exarch has power blades, yields 27 S4 attacks and 3 S4 Power weapon attacks on the charge.
Hawks would get 18 S3 attacks and 3 S3 power weapon attacks. So hawks would suck by comparison in assaults.
Equipment:
Hawks: Grenade packs and Lasrifle as well as haywire grenades. So without exarch weapon, they yield 20 S3 shots but average 16+ S3 hits. Good accurate fire but low strength. Haywire grenades make this a good vehicle killer if used in that role.
Spiders: Spinnerette Rifle. So far about 2 ideas for this weapon...
Leave as is: S6 AP- 12" Assault 2
Mimic Night Spinner: S6 AP- 12" Assault1 Blast Rending, Unit hit is considered in dangerous terrain the next time it moves.
This puts Spiders in the role of pop the transport and assault the contents. Hawks shoot the troops in the open but assault the big heavies.
Coming to cost, I would argue that hawks should be cheaper - 16 to 18 base. That puts them into a point cost more appropriate to their effect.
Spiders should either stay about the same if the weapon stays the same but probably should get a 3 to 5 point increase if you go with weapon option 2.
The changes and building in a significant cost difference say 16 base for a hawk and 25 for a spider makes the choices good.
Hmmm do I want a light shooty tank hunting template dropping unit for 160 or a nasty shooty assaulty unit for 250?
I would also propose some kind of change to the template drop of the hawks. Some how make the strength dependent on the number of hawks. Say S 1 per 2 hawks.
or AP -1 for every 3 hawks.
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Post by: Gorechild
@DA addict- The trouble is, with the weapon suggestions we have been discussing, a squad of 10 Spiders would be really OTT. My thoughts (and the now missing FocusedFire's) was to keep the units small and fast and giving them a harrasing role rather than being especially "killy" this wil give them a very unique feel and stop them filling the same role as Hawks. I'd like to see spiders allong the line of:
WS4 BS4 S3 T3 I5 A1 Ld9 Sv3+
Squad Size: 3-6
Weapon: S2 Template, Rending, Monofilament Wire
Special Rules: Deep Strike, Warp jump generator: allows them to move 2D6 in assault phase, rolling doubles results in D3 models being removed as casualties.
Gives them very little direct killing power but gives them a very unique role and harrassing potential.
This would leave the straight forward combat FA role to Hawks, and we woudnt have to worry about them lacking a purpose.
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Post by: DAaddict
Agreed they shouldn't be that killy but I dislike the template for the same reason. I do like - following the fluff - that the weapon match what the nightspinner large blast template does.
Something like S 2 or 3 AP- Rending and Dangerous Terrain test the next time the target moves.
That puts spiders with the harassing roll and 12" assault small blast gives them a little more stand off than a template and without the built in no cover of a template weapon...
Your idea for a low strength would also make it not warrant the cost increase.
The night spinner exited me for the dangerous terrain test and I would like to see all the monofilament fluff weapons get that. 5th ed "shared" mobility with the universe and it used to be exclusive to eldar and bugs. Now we live in universe of running creatures and Raven-led fleet terminators! This kind or brings back mobility by affecting opponent's mobility.
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Post by: balthydes
@mahtamori- a 16 point aspect warrior dies faster and costs about the same as an 18 point assault marine (if I remember the BA codex correctly)
@gorechild- maybe this is just since my warp spiders roll doubles around 70% of the time but I think that losing up to three members of a 3-6 man squad makes moving in the assault phase too risky.
@DAaddict- the problem with blast weapons is that they slow down the game because the elder player has to roll scatter, determine models hit and then (if guided) reroll scatter 6 times a turn for each squad.
The problem with templates is that even with monofilament wire the warp spider squad will not be able to escape the squad that they attacked so if the are a harassment/non-killy unit they will be very vulnerable to retaliation. What about making warp spiders the killy unit and swooping hawks the harassment unit.
Skyleap- during the movement phase the swooping hawks squad with this power can leap into the air and are taken off the board, enemies assaulting them can only consolidate. While in the air the swooping hawks squad cannot shoot but the squad can drop grenades from their grenade pack. The squad chooses a type of grenade, which drops on the enemy model of their choice and scatters d6" as indicated by the scatter die. The squad then deepstrikes back into play at the beginning of the assault phase (but cannot assault this turn).
Grenade Pack- the grenade pack contains a number of different types of advanced elder grenades.
sample grenade types:
luminescent grenades- these grenades explode above the ground, covering everything in a yellow powder that glows when heated to body temperature. This has the effect of making enemy soldiers glow brightly. cover saves cannot be taken by squads hit with these grenades and units attempting to shoot them do not test for Night Sight (for a turn). Large blast.
wraithbone grenades- small blast S(models in the squad divide by 2) AP-, these grenades are carefully prepared by the bonesingers of the craftworld to grow on contact with the ground. when they hit they immediately grow into a massive cage of jagged wraithbone. infantry units hit by these grenades cannot move in their next movement phase except on a roll of 5+ (taken at the start of the movement phase). in addition the area hit by the grenade becomes difficult and dangerous terrain.
haywire grenade pack- vehicles hit by these grenades suffer an automatic vehicle shaken result and an additional glancing hit on a roll of 3-5 and a penetrating hit on a roll of 6. large blast.
plasma grenade pack- S4 AP4, pinning, large blast
defoliation grenades- these grenades are used to burn down forests so that elder forces can shoot the enemies cowering within. choose a piece of area terrain, the cover save granted from being in that area terrain is reduced to 5+ and the cover save from being shot through it is 6+.
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Post by: DAaddict
Okay perhaps avoid the template and blast template and add rending and dangerous terrain check. As stated, this updates it to give the monofilament special rules but avoids the slow down of blast scattering.
So 10 spiders shoot 22 shots about 14 hit of which 2 are rending. Then the dangerous terrain rule kicks in and with the warp jump should keep the spiders out of assault range. AV is limited to possitioning as before with AP- but added the 1 in 6 immobilize.
Give me back a mobility advantage!!!
Automatically Appended Next Post:
The roles of WS and SH:
Their role is poorly displayed partially because of their cost and partially by being a 2nd choice in most lists as there are better choices for the roles.
SH - Troop harassment and vehicle hunting.
WS - Troop hunting and vehicle harassment.
Why spend 200+ points for very killable aspect warriors?
3 scatter laser war walkers yield as many S6 shots as the spiders for less. Also they are not AP- so no additional -1 on the vehicle damage chart.
The same applies for dragons versus swooping hawks. If you cost out 5 FD plus a wave serpent it is far cheaper than 10 SH and delivers much more on the AV front and 20+ S3 shots versus TL scatter lasers on the serpent are going to get about the same number of wounds on a marine.... Lasrifles - 20 shots/13 hits/ 4 wounds/ 1.4 dead marines. TL Scatter laser 4 shots/ 3 hits/ 3 wounds/ 1 dead marine. With the curren vehicle charts would you like to fire 5 meltas or throw 10 haywire grenades?
Leave the hawks as-is but lower their cost so exarch + 9 SHs cost less than 5 dragons in a wave serpentand they just might get played.
Left as is, 10 spiders should cost about the same as 3 SL war walkers.
Without that basic change, they will remain a non-played part of the codex.
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Post by: Mahtamori
@ Balthydes: A Storm Raven can carry 12 models (or 6 if they have jump packs or are terminators) and one Dreadnought. The Banshees are elite and cost 16 points per model. The most expensive unit a Stormraven can carry is a Sternguard Veteran Squad, but they are shooty. The BA assault elites are called Death Company, 10 of them (for formality's sake) and a Death Company Dreadnought cost 325. Upgrades aren't calculated since, obviously, BA can make theirs more than twice as costly per model. 160 versus 325.
Assault Squad are the BA equivalent of Guardian Storm.
@ Warp Spider debate: I do believe the rending is not in the same bag as template weapons simply due to the sheer number of hits you can make. Template weapon, blast or more preferably flame, work best if S6 and AP- is maintained (note that this is a flamer which has traded in it's 2 points of armour piercing for 2 points of strength, not necessarily a good trade-off).
If template is opted for, then the Warp Spiders will become horde-massacrers. Burnas are lethal if they get close, Warp Spiders on the other hand aren't quite as lethal due to armour saves still being allowed, but they are harder to keep at range or kill off due to jump packs.
If rending+monofilament is opted, they become a sort of odd-ball. Decent at killing Marines (4/6 chance of a hit forcing a save, 1/6 chance of a hit negating the save, spread over 2 shots with a 3+ hit potential per spider) while at the same time deadly for hordes (same math as marines, but the enemy suffer less from each death but are more likely to suffer more deaths) and then on average each squad either stands still or loose 1/6 of their numbers and are slowed.
From a tactical perspective, I don't see a reason not to take Monofilament spiders, while I'd probably think three or four times before choosing the template spiders in my friendly gaming group (Necrons, BA, SW, Tyranids - not the best group for anti-GEQ) - but that's not saying either is good. All that is saying that both are significantly different and 22 points is probably wrong.
That does leave the Hawks out to dry. So here's a random idea: mobile demolisher squad. No not the marines. The kind that plants booby traps, bombs, and demo-charges. (@ Gorechild: I love them, personally, because they have wings, not for any other reason :p)
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Post by: DAaddict
Agreed swooping hawks are elegant. But the gamer in me needs a justification for burning 150+ points on pretties. The painter will enjoy looking at the finished models and leave them at that.
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Post by: dayve110
Swooping hawks are the only unit i have "fully" painted for my current Eldar army incarnation... ie... all the gems done, all the fine details, bases, etc.
I havn't used them in a regular for god knows how long...
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Post by: balthydes
@mahtamori- I would argue the assault marines are closer to scorpions since they're S4 with a 3+ save, scorpions have an extra attack but assault marines have T4 and get special weapons. Also IIRC assault marines can remove their jump packs so 10 can get in a stormraven. if you include the cost of the dreadnought then you have to add a flying wraithlord to the eldar side in your cost calculations.
the swooping hawks demo squad sounds good, but how would it work in game, would they place boob traps before the game starts or would they demolish terrain or what? my idea was more of a grenadier squad that flies over the battle dropping stuff to slow down/kill/help others kill important targets.
for warp spiders, if there are only 3-6 in a squad then 2 shots per person wont do much. rending S6 AP- monofilament web makes them a generalist anti-everything unit that is risky to use because of their short range, fragility and high cost. S2 Ap- template monofilament web makes them an anti-geq and tank harasser that is extremely risky to use because of their extremely short range, fragility and high cost. Of the two I would always take assault 2 S6 over S2 template but I don't play geq armies much either.
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Post by: Mahtamori
@ Balthydes, the comparison was the delivery potential between the vehicles, not their actual content. Matching the two up to be as equal as possible isn't a good point to discuss potential in. The concept that a unit which is to all effects equal to another should cost more since it makes up for deficiencies in the rest of the list, well...
There's more to the comparison than that. Scorpions have +1I and +1A and +fleet, but the Space Marines (and I'm looking at melee equipped tactical squad from BA codex) have +1T + ATSKNF + CS + TRT (although this is sometimes a disadvantage) +scoring and they cost exactly the same if we ignore sergeants and exarchs as well as other upgrades. I'd not exactly say they are similar units, but they come as close as you get in Eldar vs SM comparison. Naturally the SM are more flexible (and they don't pay for it).
I haven't got the foggiest how the demo-hawks would work in game, it's a proof of concept so feel free to elaborate  My own idea was that they can place them as they go along or set demo charges which are rigged to blow up later or so on.
Here's a concept of a demo-charge
Distort Beacon.
The distort beacon is a highly advanced piece of equipment used to pin-point a specific target for sophisticated Eldar space-to-surface weapons. The distort arsenal in question is often ineffective on it's own since it has a very strong tendency towards scattering. The solution to this problem has always been homing devices sent through more reliable and accurate means such as fast missiles, luring them on to potential targets, or manually placing them through stealth where it allows or speed and daring where it does not.
The Distort Beacon must be placed manually by the unit carrying it at any time during the movement phase. After it has been placed, the beacon may not be moved. Each beacon is only usable once, and it may be used at any time during any of the Eldar player's shooting phases. If used, it will be targeted by a weapon with the following characteristic:
S10 AP1 Heavy 1 ordinance barrage
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Post by: DAaddict
Mahtamori wrote:@
@ Warp Spider debate: I do believe the rending is not in the same bag as template weapons simply due to the sheer number of hits you can make. From a tactical perspective, I don't see a reason not to take Monofilament spiders, while I'd probably think three or four times before choosing the template spiders in my friendly gaming group (Necrons, BA, SW, Tyranids - not the best group for anti-GEQ) - but that's not saying either is good. All that is saying that both are significantly different and 22 points is probably wrong.
That does leave the Hawks out to dry. So here's a random idea: mobile demolisher squad. No not the marines. The kind that plants booby traps, bombs, and demo-charges. (@ Gorechild: I love them, personally, because they have wings, not for any other reason :p)
Cost is finally the argument and what we dance around here on dakka. A fire dragon for 15 points (True cost not given to protect the innocent.) is a steal. OTOH make the fire dragon of today 25 points and you might take them for a tactical reason but not auto spam 3 units. To me it comes down to a couple of comparisons...
Fire dragon vs Storm guardian w Fusion gun vs Wraithguard to kill tanks. Dragons the cheapest and the best.
Defender vs DAs for troops. Hmm 50% more cost for a real save against most common weapons, chance of surviving in HTH and better LD, WS, BS, I... Probably more but again DAs win hands down.
Then we get to the current list and the "theoretical" value.
War walker vs vyper. Cheaper and non open topped versus faster and can't get tar pitted in HTH.
Serpent vs falcon. Sheaper and relatively melta safe versus a second good weapon you can't fire and carry less.
SS vs HB. Lots of attacks at S4. Little less attacks that go first with S3 power weapons. (Personally SS over HB but neither as opposed to another squad of DAs.)
Hawk vs Spider. Large blast and ineffective gun with AT grenades. Lots of S6 love for opponent.
With their cost being almost the same, Spiders will get played far more often than the hawks. Even yo-yo hawk tactics make it hard to justify 150+ points for 3 or so drops
of a S4 AP5 large blast.
Part of my proposal would be to drop SH to an average around 16 to 18 and with the rending/slowing spiders going up to about 25 a piece. The non-
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Post by: Mahtamori
I think some of your post dropped, DAaddict. I'm not sure Swooping Hawks being cheaper and Spiders being more expensive is a good option. It feels a bit... I don't know... like the Spiders are upgrades, and as far as upgrading goes either the less expensive is more effective or the upgraded provides more punch - at best all it achieves is that Hawks will be for low point games and Spiders in high point games.
One way to distinguish them without utterly changing them too much (such as arbitrarily saying one is anti-MEQ and other is anti-GEQ) could be to have Spiders do the monofilament tango and to have Hawks be a torrent sort of troop. Both really being more inclined towards anti-GEQ, it's true, but the Spiders move more towards slowing down and causing casualties through monofilament while the Hawks have at least 3 base shots and remove the yo-yo.
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Post by: balthydes
@mahtamori- the discussion has kind of moved past this so I'll try not to bring it up again after this post, but the point I was trying to make was that eldar need assault tanks more because they loose more models to shooting if they have to wait a turn in the open. I thought that you then tried to say that SM would lose less models but approximately the same amount of points so it evens out. So my counter-argument was that assault marines cost the same as aspect warriors, do approximately the same job and are tougher, while death company have fearless and fnp to make them even tougher, so that on average the SM player would lose less points to a round of shooting than an eldar player and therefore assault vehicle isnt as important so assault vehicle has to cost more to make it a tactical option instead of a no-brainer upgrade (wow runon sentence but its late and I dont feel like fixing it, sorry).
As for swooping hawks vs warp spiders, I like the idea of them costing about the same and both being effective, making the choice between them more a choice between tactics (or to counter a specific type of unit) than a choice between the cheaper unit that puts more wounds on the table or a more expensive unit that does more damage.
the problem with a template that slows stuff down is that the spiders could easily be left in assault range so if the enemy moves, assaults and consolidates they could move farther than if the spiders had never been there. what about instead saying that a squad of warp spiders puts out more, and denser, monofilament nets than the tank. therefore the unit hit by the warp spiders automatically goes to ground and cant get up for a turn (even if they are fearless) as they try to disentangle themselves without being ripped apart. this does mean that a warp spider squad could keep an isolated enemy unit pinned for the whole game, but a 3-6 man squad will die quickly if the pinned unit has back-up.
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Post by: DAaddict
The upgraded Spider as proposed:
WS 4 BS 4 S3 I5 T3 W1 A2 Ld9 Sv 3+
Spinnerette rifle: Assault 2 12" Rending and dangerous terrain test.
Exarch abilities:
Hit & Run and Furious Charge.
This puts it into a unit that can assault and their weapon is improved. So the 25 cost is probably justified.
Swooping Hawk:
WS 4 BS5 S3 I5 T3 W1 A1 Ld1
Lasrifle: 24" S3 AP5 Assault 2
Grenade discharger. Haywire Grenades.
Exarch abilities:
Skyleap: AS NOW
:???: Hit vehicles on 4+ no matter what.
I think the key here is an alteration to haywire grenades.
1 No Effect 2-5 Glance 6 Pen Melta
The grenade and vehicle assault are the difference between the two. It is not as dependable as the fire dragons but better than a warp spider at taking on the big heavies. The change to the haywire seems warranted by the 5th Ed chart making glances rather ineffective made haywire grenades cute and rather ineffective. Giving them a +1 on the chart result makes the glance livable. If the melta seems over the top, perhaps 5-6 Pen. It is what sets them apart from spiders but it needs to have some effectiveness to be considered.
As to cost, do some codex comparison. Marines get a sgt and 4 assault marines for about 100 pts. Swooping hawks are not worth about 140 pts for 5 of them with an exarch.
Lower their cost to 16 and add the exarch abilities and they still will cost around 125. Their speed and multi-task nature (harass troops and kill vehicles) is about the opposite of warp spiders (kill troops and harass vehicles).
The S6 monofilaments with rend and difficult terrain (Brings weapon in line with the monofilament fluff carried out in the night spinner.) makes them worthy of an increased cost or you run the risk of spammed spiders.
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Post by: Mahtamori
My vision for Deathspinner was R12" S6 AP- Assault 1 Rending, Monofilament Web. Against a "normal" assault unit the second jump should be plenty enough to put the Spiders out of range unless you score dramatically poorly. A normal assault unit would then have at most 2D6+6" move distance, meaning you'd need a second jump result of 2" to be safe most of the time (which is the worst possible result) and roughly 7" to be safe all the time (which is more or less the average and most likely result) unless you have a very bad eye for judging distances when placing your unit in shooting range. Should also note that if you like to play the odds, sticking the unit down 11" from the enemy and blasting them without making a second jump has a rather high chance of not being within range of the enemy as well. 4 Spiders (BS5) 1 Exarch (BS6) with dual spinner, Deathspinner R12" S6 Ap- Assault 1, Rending, Monofilament Web Against 5 marines. 5,056 hits. 3,370 wounds and 0,843 AP1 wounds. 1,123 unsaved. Equates to average 2 Marines dead per shooting volley. Assuming no further casualties, they have average 50% chance of losing another marine. Against 20 IG Guardsmen. 5,056 hits. 3,370 wounds and 0,0843 AP1 wounds. Equates to average 3 IG Guardsmen dead per shooting volley. Assuming no further casualties, they will lose on average 2,833 further Guardsmen next time they move. (Guardsmen are less likely to move, but the math is nearly the same for 20 Ork Slugga Boys). 4 Swooping Hawks (BS5) 1 Exarch (BS6) with S4, Ap5, assault 3 Against 5 Marines. 12,583 hits. 6,292 wounds. 2,097 unsaved. Against 20 IG Guardsmen. 12,583 hits. 8,389 kills. (6,292 against Slugga Boys) So, the final tally is that the Spiders would be used, with these stats, to keep the enemy from moving and harassing them. The math does show that a S4, Ap5, assault 3 is performing nearly equally against MEQ and far better against GEQ in killing power. Assault 2 Deathspinners would have Spiders having a preference in attacking MEQ if you compare to Hawks, but with Spiders racking in more kills on average if the GEQ moves next turn. On the other hand, focusing 2 units of Spiders on the same target makes each individual unit perform worse than should you focus two units of Hawks on the target - the self-same can be said if you have your spiders shoot on the same target as the Nightspinner. This is assuming that it is agreed that both need an upgrade and that the rough point cost they have now are desirable. Additionally, it is also assuming both aspects are treated as shooting aspects (+1BS). Hmm... with the assumption that they remain their current statlines, I'd cost them Swooping Hawks with S4, Ap5, assault 3(1): 20 points Warp Spiders with Monofilament(2): 25 points (1) These have: S4, Ap5, assault 3, Haywire Grenades, Assault Grenades (for form's sake). They do not have the large blast grenades, Skyleap is re-worked so that it's a re-deployment power (say, remove from board, deep strike next turn) (2) These have: Upgraded current spinners to rending+monofilament, but are otherwise unchanged. If we go by these stats and if the costs seem appropriate, we could have upgrades as... Hawks Exarch: Sunrifle's profile increased to S4 (same cost, since the upgrade is smaller from talon to sun), new ranged weapon - some sort of one-shot mortar maybe? Hawks exarch powers: Skyleap (top candidate for standard exarch power), Intercept (optional, also allows striking dreads with 'nades according to WS) Spiders Exarch: No changes, although Spinneret Rifle could possibly lose a point or two due to being a smaller upgrade. Spiders exarch powers: Hit & Run (top candidate for standard exarch power), Surprise Assault (optional, defender does not gain any advantages from special rules that apply when they are charged - i.e. cover and counter-charge do not work) If we apply the melee/shooty/diverse statline improvements, I'd rate them Shooty Hawks: 22 or 23 points. Diverse Spiders: 26 or 27 points. Side note: with Spiders having a fully upgraded exarch, shooting at an enemy, and then charging them can force the difficult terrain test when using Hit&Run (consolidation move). P.S. I noted down Skyleap and Hit&Run (I forget the fancy name) exarch powers as candidates for standard powers. How'd you guys react to exarchs having one power they must have and one power they may take in addition? Keeping in mind that all aspect squads are 4 warriors and 1 exarch. What powers would you assign to each exarch? With these increased cost to the minimum possible squads, do you think it'll discourage kamikaze/spam dragons when each such squad would be roughly 50% more expensive (although you also get 50% more)? Automatically Appended Next Post: This is just a random thought, but what if Fire Dragons had (heavy?) flamers as base weapon with up to two Fusion Guns purchasable and the Exarch being able to purchase either a fusion weapon or a better flamer weapon as options? Edit: I noticed that I'd calculated Hawk's performance with a weapon that had a profile OTHER than what a Hawk's Talon actually has.
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Post by: DAaddict
Mahtamori wrote:My vision for Deathspinner was R12" S6 AP- Assault 1 Rending, Monofilament Web. Against a "normal" assault unit the second jump should be plenty enough to put the Spiders out of range unless you score dramatically poorly. A normal assault unit would then have at most 2D6+6" move distance, meaning you'd need a second jump result of 2" to be safe most of the time (which is the worst possible result) and roughly 7" to be safe all the time (which is more or less the average and most likely result) unless you have a very bad eye for judging distances when placing your unit in shooting range. Should also note that if you like to play the odds, sticking the unit down 11" from the enemy and blasting them without making a second jump has a rather high chance of not being within range of the enemy as well.
This is assuming that it is agreed that both need an upgrade and that the rough point cost they have now are desirable. Additionally, it is also assuming both aspects are treated as shooting aspects (+1BS). [?
I like the idea of the 1 shot deathspinner, even if they would be an all-arounder rather than a shooting aspect. I kind of like them as an all-arounder with dire avengers. The difference is WS4 and A2 instead of WS5 and A1. This helps to differentiate them from hawks. I am going by the nice DoW fluff where you see the spider exarch zapping in and out ending up sticking both power blades into the marine. It makes them a capable albeit S3 assault unit. That was my reasoning for comboing up Hit & Run with Furious Assault. They hit hard with a pile of S4 attacks but if they really get stuck in, they are back to wimpy eldar S3. Even at WS4 and one shot, the dangerous terrain test goes off with one hit so it takes the emphasis off of casualty causing shooting and more on playing a mind game with your opponent and his movement phase.
The SH you propose is good with the only addition I would push for is a plus benefit to the haywire grenade either 2-4 glance and 5-6 pen or 2-5 glance 6 pen with melta status granted. Because of the 5th ed charts, glances are not much for effect and will mean most of the time you would just manage to take away your opponent's shooting. Not a good pay off on a 100+ pt unit to fairly reliably just manage to ding a SM 100 pt pred and then die. (T3 Sv 4+ and being close to an enemy probably means one assault and then you are dead. For that why not just take FDs? As a shooty aspect, they will kit frequently with their rifles so a squad of 5 producing 10-12 shots should be hitting 9-10 times so even at strength 3, they emulate 20 IG shooting! While not super powerful they should be a great choice to slaugher lightly armored opponents.
I am not sure on the FD change but perhaps ok. It has been offered to down-size WS but I think this is a good choice for the 5-6 maximum size squad and (dare I say it) a point increase. If I just do a bit of comparisons - If a guardian is worth 8 and most melta weapon upgrades 10 - one would think a base fire dragon with fusion gun and meltabombs should be worth at least 18. Add the aspect warrior +1 WS or +1 A (depending on what you rate melta gun shooting grenade tossing troops to be.) I could justify making them and even 20 pts and still consider them pretty awesome. So perhaps keep the base cost 16 or so and then a +5 to switch to a fusion gun. Maybe make the base weapon a flamer, lower their cost to 12 each and make the melta a +8 to 10 upgrade. 5 -10 flamers depending on squad size, would be a troopkilling machine that no one would want to face. Ouch! Drop them out of a serpent and light them up with 1 Hvy Flamer(exarch) and 9 flamer templates. You could probably arrange it so a 5 man termie would take about 5 S5 hits and 36 S4 hits so something around 21 wounds means 3.5 dead termies, add in a doom and the termies would be toast. Literally.
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Post by: Gwyidion
For hawks V spiders...
The problems with hawks are, right now, they can't kill anything, and are fragile. Given that spiders are not fragile, upgrading the hawks to be as tough as spiders doesn't seem to be a good solution. It feels, to me, like hawks should be much better than spiders at killing light infantry - T3 sv5+ type enemies. Spiders are more anti-heavy infantry, but we can't make them S6 AP2 because that makes them unbalanced (fluff vs gameplay, sadly).
What I see for their guns, are:
Lasblaster S3 Ap5 R30" Assault 3
Deathspinner S6 Ap- R15" Assault 2
Only difference in profile for the two are that hawks have a 4+, spiders have a 3+.
Spiders come with wristblades (not powerblades - those are exarch only), which confer +1 A for 2x ccw.
Hawks haywire grenades get upgraded, 1-4 is a glance, 5-6 is a pen (equiv S10 vs LR). Their intercept ability is reworded to specifically indicate that they never need worse than a 4+ to hit any vehicle.
So, what we have so far is that hawks are longer ranged, and are better at hunting vehicles, especially heavy vehicles. However, we do have the problem of hawks being inherently weaker than spiders - especially if we are saying that hawks should be assault vehicles (many of which are transports, many of which have guns on them). Hawks are better equipped to stay at long range, but need to get close to use their haywires. The solution is to make hawks more mobile. Spiders already have the assault move warp, and we can add something similar for hawks (and get rid of a much-hated (by me) rule - skyleap). Rewrite skyleap so that it now grants turboboost. Also, we need to remedy what will happen if hawks actually destroy an enemy vehicle, which, normally, would be the hawks standing around and dying horribly (since they kill the vehicle in their turn of assault). So we can fix that, by giving hawks another special rule, which reads "Any time the swooping hawk squad may make a consolidation move at the end of an assault phase, they may instead make a move as described by the "hit and run" USR".
Now, hawks are much better at killing light infantry at range and at killing vehicles. They don't possess any of the anti-heavy infantry killing power, or true staying power, of spiders, and are inferior in assault against troops to spiders. They are better at both being mobile, and staying out of the enemy's reach.
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Post by: Mahtamori
@ Gwydion: Games Workshop consistently uses half-foot increments. I don't know many cases where they don't. Additionally, I don't think it's the range that is lacking or the problem for Hawks. Fair enough, it does put them in line of fire to Bolters and Lasguns. Keep in mind that the maths I did were for weapons better than S3 Ap5. At S3 Ap5, the Hawks won't kill much unless you soup up the number of shots to the point where each rifle is nearly a Sun Rifle.
As far as intercept is concerned, are you suggesting they hit all vehicles on 4+ (including dreadnoughts, which are hit at 6+ when you use grenades) or do you simply mean to clarify that a non-dread is always hit on 4+ or better?
How would you feel about a vehicle hit by a haywire grenade taking a hit on the penetration table with a -1 modifier? This makes hits with grenades automatically doing something, while at the same time removes explodes! result. Still need a 6 to destroy the vehicle, though, but it's still extremely potent. Makes it worse (but safer) than a melta-bomb against AV10-12 but more reliable against AV13 or AV14. Additionally, taking down special vehicles like the Monolith is even easier and a standard squad of Hawks is almost expected to wreck those.
Having Skyleap give turbo-boost equivalent is worth considering, to be true. I also dislike the concept of the yo-yo
Wristblades for Spiders is interesting.
DAaddict wrote:Mahtamori wrote:My vision for Deathspinner was R12" S6 AP- Assault 1 Rending, Monofilament Web. Against a "normal" assault unit the second jump should be plenty enough to put the Spiders out of range unless you score dramatically poorly. A normal assault unit would then have at most 2D6+6" move distance, meaning you'd need a second jump result of 2" to be safe most of the time (which is the worst possible result) and roughly 7" to be safe all the time (which is more or less the average and most likely result) unless you have a very bad eye for judging distances when placing your unit in shooting range. Should also note that if you like to play the odds, sticking the unit down 11" from the enemy and blasting them without making a second jump has a rather high chance of not being within range of the enemy as well.
This is assuming that it is agreed that both need an upgrade and that the rough point cost they have now are desirable. Additionally, it is also assuming both aspects are treated as shooting aspects (+1BS). [?
I like the idea of the 1 shot deathspinner, even if they would be an all-arounder rather than a shooting aspect. I kind of like them as an all-arounder with dire avengers. The difference is WS4 and A2 instead of WS5 and A1. This helps to differentiate them from hawks. I am going by the nice DoW fluff where you see the spider exarch zapping in and out ending up sticking both power blades into the marine. It makes them a capable albeit S3 assault unit. That was my reasoning for comboing up Hit & Run with Furious Assault. They hit hard with a pile of S4 attacks but if they really get stuck in, they are back to wimpy eldar S3. Even at WS4 and one shot, the dangerous terrain test goes off with one hit so it takes the emphasis off of casualty causing shooting and more on playing a mind game with your opponent and his movement phase.
The SH you propose is good with the only addition I would push for is a plus benefit to the haywire grenade either 2-4 glance and 5-6 pen or 2-5 glance 6 pen with melta status granted. Because of the 5th ed charts, glances are not much for effect and will mean most of the time you would just manage to take away your opponent's shooting. Not a good pay off on a 100+ pt unit to fairly reliably just manage to ding a SM 100 pt pred and then die. (T3 Sv 4+ and being close to an enemy probably means one assault and then you are dead. For that why not just take FDs? As a shooty aspect, they will kit frequently with their rifles so a squad of 5 producing 10-12 shots should be hitting 9-10 times so even at strength 3, they emulate 20 IG shooting! While not super powerful they should be a great choice to slaugher lightly armored opponents.
I am not sure on the FD change but perhaps ok. It has been offered to down-size WS but I think this is a good choice for the 5-6 maximum size squad and (dare I say it) a point increase. If I just do a bit of comparisons - If a guardian is worth 8 and most melta weapon upgrades 10 - one would think a base fire dragon with fusion gun and meltabombs should be worth at least 18. Add the aspect warrior +1 WS or +1 A (depending on what you rate melta gun shooting grenade tossing troops to be.) I could justify making them and even 20 pts and still consider them pretty awesome. So perhaps keep the base cost 16 or so and then a +5 to switch to a fusion gun. Maybe make the base weapon a flamer, lower their cost to 12 each and make the melta a +8 to 10 upgrade. 5 -10 flamers depending on squad size, would be a troopkilling machine that no one would want to face. Ouch! Drop them out of a serpent and light them up with 1 Hvy Flamer(exarch) and 9 flamer templates. You could probably arrange it so a 5 man termie would take about 5 S5 hits and 36 S4 hits so something around 21 wounds means 3.5 dead termies, add in a doom and the termies would be toast. Literally.
Spiders: My quick calculations regarding DT/ DT/Rending addition, even with BS5 spiders, show that S6 Ap- Assault 1 becomes a bit on the weak side. They'll need a secondary source of killing power. Having Furious Charge is a good one, especially coupled with Hit and Run, and it makes them more Eldar-y. Sticking them down as BS4 S6 Ap- Assault 2 with DTDTR gives them a lot of strength, but compared to the souped-up Hawks it'll still be marginal which is better and it will all come down to the choice of whether you want infantry that can melee vehicles or infantry that can cause DTDT tests.
I think what I like most so far is:
Current statline.
Special rules: Furious Charge
Exarch upgrades: Hit and Run (possibly something else)
Deathspinners being S6 Ap- Assault 1, Monofilament Web, Rending
Why is this so nice and tactically warming? Defenders React and Consolidation do not trigger dangerous/difficult terrain. The marker for difficult and dangerous terrain remain. You've got a decent chance of getting outside of the suffering unit's assault range if it is not fleet. You'll still end up in their range of fire, though, unless you manage to charge into cover. (Hit and Run on jump infantry doesn't trigger dangerous terrain tests, since using the jump pack is optional)
Hawks: Haywire Grenades... for some reason I never really get to use them, so I can only do maths on how effective they are. Keep in mind that 5 Hawks cost more than 20 IG Guardsmen, have less flexibility and are easier to kill - on the other hand they're more mobile.
The reason you don't take FDs is that FDs need a Wave Serpent in order to be as (actually more) mobile as Hawks, which adds significantly to the cost. Additionally, Hawks are able to keep their range. Not to mention one is FA and the other is Elite. I think you'd take Hawks as a backup vehicle killer.
Dragons: I read something on Advanced Tau Tactica yesterday. A comment a Tau player made along the lines of "well, Bright Lances are too costly for their performance, and aren't really that great, so that basically leaves Fire Dragons or seer council as the choice to take down armour". Makes me a bit less hasty at touching the Fire Dragons before I know that the rest of the army is capable of taking care of vehicles at a cost efficiency that doesn't leave you crying (and boy do that take play testing).
Sort of comes back to the point where - I'm not really certain the fault is with the Fire Dragons or whether the fault is with the rest of the army. I get the feeling that the huge amount of Fire Dragon squads in Eldar lists in general is due to the rest of the army being poorly adapted to 5th edition. Is there any wonder the units that are taken/prioritised are the ones that can deal with vehicles (granted, we need scoring units as well, and they are notoriously crap at dealing with vehicles)?
---
Here's another though: giving aspect warriors a special rule, could be a current exarch rule, but it'd apply to the squad independent on the exarch's survival? (I'm basically looking at excuses to increase the cost of squads, rather than keeping current stats and decreasing costs  )
If we were to give each squad of aspect warriors a special rule, which would that be?
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Post by: DAaddict
I would like to see all the aspect abilities automatic for the squad and not dependent on the exarch staying alive. However if I had to pick one for each to be aspect built in and then one optional cost autarch dependent:
Striking Scorpions: Stealth: Infiltrate
(opt.)Shadow: 3d6 move through cover and
+1 cover save.
Howling Banshees: War Shout: Ld or WS 1
(opt.)Acrobatics: Assault from vehicle on
disembark
Fire Dragons: Crack Shot: No cover save
(opt.) Tank Hunter or perhaps Stubborn
Dire Avengers: Defend:
(opt.) Bladestorm
Warp Spider: Furious Assault
(opt.) Hit & Run
Swooping Hawks: Intercept: 4+ Hit all vehicles w
Grenade
(opt.) Skyleap
Shining Spears: Skilled Rider
(opt.) Hit & Run
Dark Reapers: Relentless or Slow and Purposeful
(opt.) Crack Shot or Fast Shot (Dependent on what the weapon statline is.)
If you do the shooting, generalist, CC aspects.
Shooting: SH, DR
General: DA, WS, SSpear, FD
CC: SScorp, HB
With that the SH don't need a change in ROF. 2 shots that are now at BS 5 means a squad of 10 would hit 16-17 times on average. That would be about the same as a 3 shot weapon at BS 4.
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Post by: dayve110
Mahtamori wrote:If we were to give each squad of aspect warriors a special rule, which would that be?
Here some examples that could work... each aspect has a standard ability, exarch can access two other powers.
Banshees: Warshout standard. Furious Charge + Acrobatic (may assault as though vehicle is open-topped).
Scorpions: Stalker standard. Shadowstrike + Stealth?
Dragons: Selective Targetting (may treat any +1 modifiers for vehicle damage as +0) standard. Intercept and Tank hunters.
Reapers: Slow and purposeful. Crack shot + Fast shot.
Spiders: Decent of angels rip off. Scout + Teleport (pick up in Movement phase, DS immediatly, might be OP for a standard unit, maybe put a range cap on it, or everyone auto-takes a DT test when used)
Avengers: Bladestorm. Defend + Distract (Enemy lowers WS by 1)
Spears: Skilled Riders. Withdraw + Swift Assault (+2A for charging)
Hawks: Intercept. Rapid redeployment (may turbo-boost)? + Dodge (invun save)?
for example.
(EDIT)
Although with all those special rules floaing about it might be worth it to only allow the standard ability and one exarch power of your choice.
Phoenix lords would then be able to take both.
I'd also like all of the 'buff' powers to provide something for the entire unit in some way, as currently some only affect the Exarch.
(/EDIT)
(EDIT)
A little off topic as the time has been and gone... but reguarding guardians, did anyone consider making then R:18" S:3 AP:5 Assault2 catapults? Gives them the range boost they need but at S:3 there still not as good as DA catapults. Drop them to 6 points apiece but have a platform per 5 men as discussed earlier to stop the points going to low and the guardians being classed as cannon fodder.
(/EDIT)
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Post by: Mahtamori
I think we're all three sort of close to how we view the different troops.
Dire Avengers: Bladestorm
Simply put, if Dire Avengers always have Bladestorm, we can increase the range on Shuriken Catapults to 18" and have DA and Guardians sufficiently different
Scorpions: Shadowstrike
Means it's easier to get them somewhere if they're not in a transport, allows them to outflank if in a transport.
Banshees: War Shout
I agree with you both. Sticking Acrobatic there would simply be telling people "put them in a transport, you've already payed for it"
Dragons: Tank Hunter
Well, simply put, that's what they're there for. I don't think giving them more incentive to go gallivanting off to get killed spectacularly by trying to shoot at something they're not made for is good.
Spiders: Furious Charge
After consideration, Furious Charge seem more appropriate than Hit and Run. While Hit and Run would give the unit more leeway as a shooter (use hit and run if you get charged), Furious Charge says the unit is an offensive one primarily.
Hawks: I honestly don't know.
Reapers: Relentless
I'm leaning towards relentless over Slow and Purposeful.
Spears: Hit and Run
While Skilled Riders is good, I feel Hit and Run is too mandatory on them.
@ dayve110:
Teleport has merits. I've been toying with a power that either has you pick the unit up and deep striking them next turn, or picking them up and deep striking this turn but with no shooting allowed for Hawks.
Scout doesn't really make sense for a unit that inherently comes with deep striking. They're not going to be outflanking, and I'd be damned if I stuck them down on the table during deployment.
Regarding number of special rules, well, it never really stop any other army. These are essentially wargear you purchase for the Exarch which apply to the entire squad, Eldar are compared to many other races rather limited in the number of wargear available to them. My initial thought was that you'd have one optional exarch power, though.
The problem with modifying Guardians too much is that those weapons are the ones which will sit on all vehicles since they look exactly the same WYSIWYG and all that. Having Dire Avengers with Bladestorm default and generally being more competent in both melee and shooting means the Guardians won't steal their thunder, and lets you focus the Guardians more on heavy weapons. The only real problem is how to profile Guardian Storm...
@ DAaddict:
I'm uncertain about improved profile. I feel that particularly Guardians need something (+1 WS OR BS, depending on type), but less certain about aspect warriors if they get some basic special rules and upgraded wargear.
By the way, Shining Spears really stink in shooting. Sure, they might hit with their two TL-cats, but they won't do much damage since they lack everything the dictionary says about volume of fire.
Let's discuss Swooping Hawk's intended target. They have weapons which makes them supposedly good at shooting IG. Let's put 10 swooping hawks and no exarch up against an IG blob worth 75% the Hawk's points. Hawks get first shot, hitting 16 times, killing 8. IG blob is now down from 30 to 22. They hit 11 and kill 5. Hawks are now down to 5. Hawks killed 40 points, IG blob killed roughly 100 points.
With their current weapon, the Hawks either need to coordinate fire with another unit such that their target is unable to shoot back, or they need a good hit with their grenades on an expensive tank to earn their points (and they're a unit that does their work by earning their points since they can't score and they aren't a force multiplier).
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Post by: dayve110
Mahtamori wrote:I think we're all three sort of close to how we view the different troops.
Agreed. Mostly
Mahtamori wrote:Spiders: Furious Charge
After consideration, Furious Charge seem more appropriate than Hit and Run. While Hit and Run would give the unit more leeway as a shooter (use hit and run if you get charged), Furious Charge says the unit is an offensive one primarily.
In an older incarnation spiders had surprise assault (+2A on the charge) and it never really worked out well... i think FC might go the same way. I believe H+R has a better feel, i don't see the spiders doing much in combat even with FC, their main strength is in shooting, having H+R could enable them to keep their main strength without getting tar-pitted and fit in with the fluff of teleporting away whenever they damn well feel like it
Mahtamori wrote:Reapers: Relentless
I'm leaning towards relentless over Slow and Purposeful.
Relentless would be better of course, however in the fluff entry in the codex theres two points i'd like to bring up. Their armour is described as a series of interlocking plates which slows them down as a result (hence they have no fleet currently). The other point is the reason they are so accurate is they can "see" from their guns PoV... walking and seeing the world in different field of vision would most likely slow you down. However much i'd like relentless, slow and purposeful seems to be more fair to the other side.
Mahtamori wrote:Spears: Hit and Run
While Skilled Riders is good, I feel Hit and Run is too mandatory on them.
Hmm... possibly they could get both? the bike itself granting skilled rider. It's two abilities but banshees are getting two also (warshout + mask)
Mahtamori wrote:@ dayve110:
Teleport has merits. I've been toying with a power that either has you pick the unit up and deep striking them next turn, or picking them up and deep striking this turn but with no shooting allowed for Hawks.
Scout doesn't really make sense for a unit that inherently comes with deep striking. They're not going to be outflanking, and I'd be damned if I stuck them down on the table during deployment.
Regarding number of special rules, well, it never really stop any other army. These are essentially wargear you purchase for the Exarch which apply to the entire squad, Eldar are compared to many other races rather limited in the number of wargear available to them. My initial thought was that you'd have one optional exarch power, though.
The problem with modifying Guardians too much is that those weapons are the ones which will sit on all vehicles since they look exactly the same WYSIWYG and all that. Having Dire Avengers with Bladestorm default and generally being more competent in both melee and shooting means the Guardians won't steal their thunder, and lets you focus the Guardians more on heavy weapons. The only real problem is how to profile Guardian Storm...
Thank you. My initial plans for hawks had them with tactical redeployment, may turbo-boost and drop a grenade pack attack at any point over which they passed. Turbo-boosting would give them a decent cover save so they could weather that pesky heavy bolter fire that loves the hawks so... Also i'd intended to change the grenade to barrage(3) but small blast. I'm digressing over weather to have S:5 AP:4 or S:4 AP:3. Along with the option to drop haywire charges (S:n/a AP:n/a) that have the same effect as a haywire grenade, but can do dropped with a grenade pack.
The few times i've played Flank Attack (from battle missions) I've found outflanking spiders work rather well, able to quickly get where needed without the danger of DS close to an enemy. I also deploy my spiders sometimes... there are some scenarios where i'd rather not DS anywhere near the big nasty griblies (or an inquisitor for that matter)
True about the wargear for other armies. I'd prefer the two powers with only the option to take one, the PL getting both as standard (and would be the only way of getting both optional powers on the same unit)
True about the guardians, it hadn't occured to me yet ^.^ About the storm guardians... er... maybe they could be led by a guardian sergeant type (other than a warlock) or drop the pistol and have a shield of some description (gives them 4+/6++ or 5+/5++) I quite like the idea of storm guardians with sword/shield combo.
Any 'power ups' conferred by a warlock i think should be avoided, as it would only make seer councils more or a pain.
Mahtamori wrote:@ DAaddict:
I'm uncertain about improved profile. I feel that particularly Guardians need something (+1 WS OR BS, depending on type), but less certain about aspect warriors if they get some basic special rules and upgraded wargear.
By the way, Shining Spears really stink in shooting. Sure, they might hit with their two TL-cats, but they won't do much damage since they lack everything the dictionary says about volume of fire.
Let's discuss Swooping Hawk's intended target. They have weapons which makes them supposedly good at shooting IG. Let's put 10 swooping hawks and no exarch up against an IG blob worth 75% the Hawk's points. Hawks get first shot, hitting 16 times, killing 8. IG blob is now down from 30 to 22. They hit 11 and kill 5. Hawks are now down to 5. Hawks killed 40 points, IG blob killed roughly 100 points.
With their current weapon, the Hawks either need to coordinate fire with another unit such that their target is unable to shoot back, or they need a good hit with their grenades on an expensive tank to earn their points (and they're a unit that does their work by earning their points since they can't score and they aren't a force multiplier).
Enhance having the option of +1BS or WS could help guardian defenders without making them the black guardians of old.
A simple fix to spears is to make the laser lance AP:2 and giving the Exarch an option to upgrade his cats to a cannon. against light troops use the cats and cannon, anything with decent armour gets laser/star lanced, their AP:2 shots balanced with their low numbers and low volume of fire.
I won't even get started on hawks as they are now as a shooting unit... i only take them anymore in apoc, where i can be 90% sure there will be 200+ guardsman tightly packed on the other side of the board, then skyleap is just hilarious.
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Post by: Mahtamori
@ dayve110:
Good point about spiders. Why change a unit to something it won't be used as anyway?
I'm leaning towards Relentless simply because of it's application. The Reapers are doomed without at least the ability to move slightly better than a lame and blind donkey.
Shining Spears is one of those cases where just about everything you can lavish on them will be well received. Of course, that's if you want to keep them on roughly the current point cost. I'd say Skilled Rider and Hit and Run being good ones for defining them.
As for Hawks, I dislike grenades entirely, which is why I earlier did calculations on exarch-level weapons (albeit the weapon no one in their right mind would purchase) The grenade pack simply promotes a movement characteristic which is incompatible with the lasblaster, and it has gotten progressively worse for each new edition. Third edition was alright since Hawks had an insane wargear for melee with their exarch (and you couldn't yo-yo them), but now even that is gone. In fact, the current yo-yo shows approximately how useful the lasblasters are in general.
Scout on spiders, while situationally useful, I don't see as so useful you'd characterize them around it. Hells, Dire Avengers or Storm Guardians would have better and more frequent use of it.
Proper Guardian sergeant has occurred to me, yes. Problem is, how to get more Warlocks into play? Well, except making them an Elite squad instead of a free-slot- HQ-if-Farseer squad.
Enhance bringing +1BS means it'll be mandatory on exactly all Warlocks with Guardians. It's simply too good to pass up for Embolden or Conceal. It's like Blizzard says all the time lately "mandatory talents are perfectly fine, but we don't want mandatory options, we want you to think about what you should get"
Shining Spears Exarch can already get a Cannon. It's the rest of the sorry squad that's stuck with firepower sub-par to even the over-costed Guardian Jetbikes. Boosting their lances has been aired, but the biggest problem will remain: Shining Spears are too few to withstand fire and are too effective on the charge, usually resulting in them dying to small-arms fire after they've charged someone. I'm thinking if they could make a Hit&Run move at any time they would otherwise consolidate...
Yup, in games where the potency of artillery is multiplied, having one even on an unreliable basis of the reserve roll is king. Problem is, they aren't an artillery unit! I'd rather see Deathweavers (and Vibro Cannons and D-Cannons) inside troop selections (defender guardians).
The Eldar army is on the fast-track to becoming a shooting-only army and the Eldar artillery isn't like the IG artillery. We don't get S10 at 60" (or whatever it is), it's not like Tau artillery, either, since we don't get S10 at 72". We get SX at 24"
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Post by: balthydes
IMO shining spears should have skilled rider standard, since that is really what defines them (really good jetbikers who use their speed as a weapon). Maybe also give them a special rule saying "at the end of any assault phase in which the shining spears charged (after combat resolution and sweeping advance) the squad MUST make a hit&run move regardless of combat results". Then possibly allow the exarch to buy normal hit&run for when they get charged.
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Post by: Mahtamori
What about if the rules for Withdraw read "The Exarch and his squad has the Hit & Run universal special rule, which in addition to it's normal applications may be used at any time the squad would otherwise consolidate."?
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Post by: balthydes
I was thinking more along the lines of the squad charges an something and their momentum just carries them through the enemy unit so they still fight a round of cc but don't get locked in combat. Hit&run after won combats would work too though.
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Post by: dayve110
Mahtamori wrote:What about if the rules for Withdraw read "The Exarch and his squad has the Hit & Run universal special rule, which in addition to it's normal applications may be used at any time the squad would otherwise consolidate."?
Been busy this weekend, but this i agree with
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Post by: Sile
Hit and Run is 3d6.
If I could consolidate 3d6 I'd probably run into a wall / off the table too much. 3d6 might be a bit much; maybe change it to they can fleet and shoot? or can always go 6" or d6 like jetbikes?
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Post by: Gwyidion
a consolidate move is an "up to" move, so there is no danger of running into anything - plus, its any direction.
I think a good mechanic for mobile eldar units (hawks, s. spears, harlequins, and perhaps banshees, to a lesser extent) is this consolidate=HnR idea. The point of these units is that they are mobile and hard to get a hold of - the inherent problem with the units on the list is that they are vulnerable to post-combat reprisals. The entire reason I don't take spears is because when they do their job (kill their target) they are entirely and 100% toast (as it stands, a unit of 35+ pt models that dies after it kills one thing is not worth it).
What we would be talking about is making the units on the list above always able - at the end of any combat phase - to make a hit and run move. If they are engaged, it requires an I test, but that would only fail on a 6 for any of the units.
I think it is a good mechanic, and fixes a lot of the major problems with the above units, but the question is, is it broken. Post-assault reprisals was a major balance change with 5th ed.
The only unit I see there being a problem with is harlequins. They hit like a freight train, they completely ignore terrain, and they have VoT. A rule like this could make them unbelievably hard to pin down (perhaps that is as it should be). Maybe balance it by stipulating that Harlequins may never embark on a vehicle for any reason.
I think the rules you've all listed as inherent in the aspect squads are good. For swooping hawks, I would have it be the intercept rule - 4+ to hit a vehicle. And yes, I feel like that 4+ should apply even to walkers. I don't think dreads would have much of a chance against a small swarm of darting hawks with haywires.
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Post by: dayve110
Gwyidion wrote:I think a good mechanic for mobile eldar units (hawks, s. spears, harlequins, and perhaps banshees, to a lesser extent) is this consolidate=HnR idea. The point of these units is that they are mobile and hard to get a hold of - the inherent problem with the units on the list is that they are vulnerable to post-combat reprisals. The entire reason I don't take spears is because when they do their job (kill their target) they are entirely and 100% toast (as it stands, a unit of 35+ pt models that dies after it kills one thing is not worth it).
What we would be talking about is making the units on the list above always able - at the end of any combat phase - to make a hit and run move. If they are engaged, it requires an I test, but that would only fail on a 6 for any of the units.
I think it is a good mechanic, and fixes a lot of the major problems with the above units, but the question is, is it broken. Post-assault reprisals was a major balance change with 5th ed.
The only unit I see there being a problem with is harlequins. They hit like a freight train, they completely ignore terrain, and they have VoT. A rule like this could make them unbelievably hard to pin down (perhaps that is as it should be). Maybe balance it by stipulating that Harlequins may never embark on a vehicle for any reason.
As with most Eldar units if you manage to kill something up close, your unit inevitably takes a pounding. Currently the only way to stop this is attacking in large groups, picking on isolated units, relying on fortune or setting up a distraction. I find presenting more of less your entire army at once tends to give the enemy too many choices and they do not almost make the best choice when deciding what should get shot. As is stands now if your planning on engaging an enemy unit you have to accept that if you win you will loose your unit, if they survive, then all the better. It's like gambling, any money you enter a casino with is lost as soon as you walk in the door.
But having H+R=consolodate on several units could prove OP. If spiders can teleport away and hawks can fly away then they wont need it. Quins should be able to take a beating, fortune them before combat and preferably assault into cover, 4+/5++ with re-rolls and VoT should see off most shooting... and who in their right mind would charge quins?
The only unit i think it would be fair to give H+R=consolodate would be the spears as they, with their high points and low numbers are the ones who need it most. However T:3(4) and sv 3+ is rather durable for Eldar, and they could wether some shooting if needs be, combat is their main concern, so perhaps always giving PW status to their attacks could help, only getting the S6 on the charge.
Ideally every Eldar unit should be junk left to its own devices. The presence of other units and a combined effort should make Eldar units all but unstoppable. But that will never happen, and would most likely need alot of random rules and abalities, and i think we have broken the rulebook a few too many times already
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Post by: Mahtamori
Withdraw is meant to solve a problem uniquely Shining Spears. Warp Spiders would have Hit & Run, which would work as a damage control - what models aren't destroyed by the enemy can hit and run at the end of *their* turn. I don't think Hawks are up for Hit & Run at all.
Oh, and if you want to use it to consolidate 3D6 instead of 2", then you still have to pass the initiative check  (it's a 2+ roll, but it still fails every 12% or so)
I believe the big thing here is NOT to offer Shining Spears a means of getting into perpetual combat, that would simply be too good and too conducive to large squads of spears coordinating on same target just to cut a line through the entire enemy army. Shining Spears would be more, get in and take out a large portion of marines / nobs / terminators / necron and get out. If they're caught they tend to crumble, a mediocre blob of IG conscripts should be able to take them down if the conscripts get the charge.
---
Here's a thought on the Heavy Section (after reflecting on the IG codex): All choices are purchasable as squads.
Wraithlords in squads of up to 3 (possibly with one or a few Warlocks as dedicated followers to decrease the reliance on Farseer-forces)
Nightspinner in squad of up to 3, would follow barrage rule, generally cost decreased to maybe 85-90 base.
Fire Prism in squad of up to 3, combined fire is a special shot for the squad and does not work with other squads. Cost is somewhere it is now, maybe reduced at most 10 points.
Falcons are also of squads of up to 3, can be purchased as a dedicated transport, in which case up to three Falcons may be purchased as dedicated transports per heavy support slot.
Dark Reapers generally souped up, like we've been discussing.
Support weapon platforms relocated as upgrades for Guardian Defenders' platforms.
Holo-fields grant Stealth and Outflanking (scout?) instead - to be usable it naturally need to be purchased by all vehicles in the squad! (In the BRB, a human comisar I think describes Eldar tanks as stealth crafts)
New force/shimmer field grant perpetual 4+ invulnerable save (not negatable by crack shot, but not improvable by holo-fields, either). Possibly 5+ so that the benefit of Flat Out is there and so that it doesn't cost an arm and a leg
Why?!
Well, Eldar scale a bit poorly in high point costs. They do very well in Apocalypse where the normal FOC is suspended, but generally the current Troop and FA sections are limited and the Heavy section has a clear cap on how much you can spend. Armies like IG have tank equivalents of Falcons as Fast Attack, and heavier tanks in Heavy Support in squads. Armies like Marines (nearly all chapters) simply have have insane constructs to occupy several hundred points per HS slot.
Additionally, putting Eldar vehicles and Wraithlords into squads allow Eldar players to further utilize them and give room for other choices.
On the other hand, it might simply make Eldar take 9 instead of 3 Fire Prisms. But I still think Wraithlords and Falcons should be in squads.
As for the upgrades. Well, consider them food for thought
13620
Post by: Gwyidion
There is a reason swooping hawks, shining spears, and harelquins are all maligned by a lot of eldar players. It is because they are expensive and die as soon as they get near CC.
Here's some scenarios:
Shining spears get the charge, and kill the target unit. Consolidate 5". Are rapidfired and killed. (not at all unlikely)
Spears get charge, kill half the enemy unit, stay in combat (better than getting shot), second round of combat have 1 S3 non-PW attack each. Die.
Spears get charge, kill half, HNR out, get shot, shot by the unit they just left, perhaps assaulted (and shot by others besides).
There is no win-win here. Spears can't be hidden, because they are jetbikes. Cover doesn't matter against most weapons, as they don't bypass a 3+ anyway.
If we make consolidate into a HNR for spears, the first scenario becomes a win-win. With careful positioning by the eldar player, they can attack a flank, kill the unit, AND get away, without reprisal. This is the upside to using spears with skill. As it stands now, there is no upside except for getting them into the first round of combat with a full squad. After that, the squad dies if the opponent wants them to. If the spears have HNR consolidate, they can get up to 18" away from their dead victim, making supporting unit's reprisal much tougher.
Hawks:
Shooting is another discussion. Lets assume we're assaulting a vehicle, of which most are transports. Lets say a rhino full of a tac squad, which is by far the most common.
Hawks assault the rhino, and score a wrecked (best result, from a destroying-the-target point of view), are no longer engaged, so make a 5" consolidate. tac squad bolter pistols, assaults, butchers hawks.
Hawks assault rhino, score a stunned/immob/WD, HNR away. Probably take rapidfire reprisal from the rhino.
with HNR consolidate, the first result gets the benefits of the second assault, probably protecting the hawks from a reprisal assault, but won't totally protect the squad from casualties. As it stands now, using haywires for hawks means throwing away the hawks. Its slightly better against dreads, but again, dreads won't be unsupported, and the hawks won't get away with a 6" consolidate.
Harlequins:
Harlies assault, butcher target, consolidate, and REALLY die with their 5+ of suckage.
Harlies assault, decimate target, suffer small reprisals from the 1-2 models left, kill in enemy turn, profit.
Harlies assault, flub rolls, get mauled, die in turn 2.
These are what I've found are the outcomes of harlequin assault. With farseer support, it tends towards the first, and less of the second, and none of the third, but still, its tough to keep harlies alive unless the opponent left himself exposed. What a HNR consolidate does for them is provide insurance against the first scenario, most likely getting some cover between them and the opponent's support, allowing at least a 4+ cover save.
I feel like a HNR consolidate is fluffy, and mitigates a lot of the downside to using these expensive units. As it stands, they are maligned by the eldar playerbase because there is little upside to being skilled with them, as even if you put yourself in a position to launch an assault at full strength, they won't survive much longer. Especially with the hawks haywire grenades, using their CC abilities shouldn't necessitate a near-certain sacrifice of the unit.
As to maht's ideas for HS:
I'm not sure how I feel about the squadding of all the HS units. I think it makes a lot of sense for prisms, and perhaps spinners less so, but I don't really see it for wraithlords, or falcons. That could just be 4th edition entrainment. Falcons seem like front line tanks meant to support where needed, while spinners and prisms feel like the heavy arty sitting in batteries at the back. Wraithlords I see more like super heavy shock troopers which are leading the assaults, which i suppose doesn't preclude their ability to be taken in 3s. I would only caution against the cheap-many-bodies possibility... at current costs, a scatter/sword lord is 120, meaning for 1080 pts, you can have 9 lords (27 T8 wounds), which put out 36 BS 4 S6 shots a turn. If people go crazy and give them different loadouts, thats some nasty wound allocation tricks. Again, not saying its a bad idea, but we'd have to be careful against exploitation, for sure.
In 1500 pts:
Avatar
10x guardians + 55 pts of upgrades
10x guardians + 50 pts of upgrades
9x scatter/sword wraithlords.
Nasty.
I assume this list is assuming the war walker -> FA change.
Support -> guardian upgrade, yes.
DR buff - yes. Definitely. Slow and purposeful perhaps.
I like the holofields-> stealth change. Not sure about outflanking... doesn't seem overpowered, seems fluffy, so sure.
holo vs invuln.... i can see both being useful, but generally what i see is: 4+ on stationary vehicles (prisms, etc), holo on moving vehicles (falcons with DAs, or whatever).
things I've thought for HS:
Wraithlords - two versions. One is elite and is a 1-3 squad, with similar upgrades to now. 90 pts base, must take one heavy weapon, of which a sword is not included. A sword is included in the optional list. Of course, fix the TL problem (perhaps remove the bright lance from the weapon lists). The other version is heavy support, has a 2+ save, is 120 pts base, one mandatory weapon, included in which are the heavy-heavy weapons, such as the D-cannon, vibrocannon, etc. Taking one of those precludes taking a 2nd weapon, though the two BL lord is available. The lord can't take a sword, and is slow and purposeful. Perhaps make the HS also a 1-3. Across the board, maybe +1 A, maybe maybe +1 W, and maybe maybe maybe WS5 I3.
Prisms - 1-3 for sure. Can't link outside of squad if squad numbers >1.
Night spinner - 1-3 (I've never ever used one).
Reapers - unless all aspects get weapon options, they don't either. slow and purposeful, 30 or 25 points, 3-10. Perhaps -1 to cover saves (this moves marines from a 3+ to a 5+, and makes them more effective against light, fast moving vehicles). No cc upgade.
HS platforms to guardian upgrades.
28383
Post by: Mahtamori
I really don't see how Bright Lance is a problem, regardless...
I get what you're saying regarding it benefiting Hawks and Harlies, but I tend to put Harlies in the bag of do-not-touch and Hawks I'd rather see meant for taking out GEQ with their grenades mostly used for taking out empty transports, drop pods, or those super-heavy (non-structure point) tanks that some armies field. They do tend to get splattered against Dreads unless they get lucky on the 6+ to hit, though...
Well, I put Wraithlords and Falcons down as my best candidates for squadrons since those two are the two in most need of a change or boost (respectively) and who also perform less well on their lonesome. Fire Prisms currently work admirably at super-sizing their threat range by line-of sighting each other and boosting each other when they can both shoot at a target. Nightspinners really wants to be left alone behind some forest somewhere.
Arguably, the Wraithlords do sort of well already, and somewhere at the back of my mind was that T8 3+ is a bit harsh if the unit is in a squad. In the end, though, it'll all come down to that they don't quite fit atm. They are few and go down easily to AT fire, leading to some people suggesting a low inv save. They are also surprisingly short on attacks once they get into combat due to the dual nature they serve, leading to other looking blissfully on 3rd edition statline (which only really needed to force you to pick a weapon for them). A T7 squad of MCs is a different look, although maybe I like it the most because it justifies me buying and converting more of them.
For Falcons the situation is slightly different. To claim the cover save, they need to move so they can't shoot. To claim both/all weapons fire, they need to move at a speed where they don't take advantage of being fast skimmers. In current edition they are left lacking. A squad might give them the protection, and more importantly the slot allocation, they need. There are other worthy improvements, I think, though. Being Eldar, I do feel focusing on getting them killy again is most important. Weathering fire isn't the Eldar way - live fast, die young (at an age of merely 945!)
Yeah, I sort of edited out the War Walkers when I cleaned the post up.
The Stealth idea is mostly so that you can get more longevity from the initial movement, since the Falcon hull is so bloody huge, while outflanking is the real gem. Imagine outflanking Fire Prisms, or torrent set-up Falcons. Additionally, if the cost isn't indecently high, Vypers can play War Walkers.
The Invulnerable save is mostly to allow Falcons to stand still and shoot. For a Fire Prism it might be redundant since it gives you more choice in positioning given that you can move more.
I guess the core of my post could be summed up to: I want Falcons to be dedicated transports, but still cost HS slots to justify the Falcon being actually good, but not one-per-Falcon
I recon there's no way in hell we can get the support platforms to actually function in the heavy section.
25289
Post by: reidy1113
I agree with the ideas of making Falcon Dedicated Transports or Heavy Support as the Eldar player wishes. I also agree with reducing the Nightspinners point cost quite significantly and allowing them in squads of 1-3 as well as Fire Prisms in squads of 1-3.
I do have an idea for Shining Spears. Why not give them the 3D6" consolidation move as well as the Skilled Rider, Scouts and Stealth special rule. This would make them very durable as they would be able to make a 24" Scout move for a 2+ Cover Save thanks to Flat Out movement and Stealth and they would be in combat by Turn 1 or Turn 2 at the least. This would make them a very effective unit IMO. Maybe this is a bit OP; what do you guys all reckon.
32951
Post by: balthydes
A 4+ invul save for eldar vehicles would not make flat-out useless if they have stealth because they would get a 3+ cover save. Whether 3+ is too good is another debate.
I dont think falcons should come in squads though because that makes using them as transports more complicated. Maybe allow them instead to be purchased as dedicated transports or 1-3 for each FOC slot and give them an upgrade that allows them to fire an extra weapon per turn if they dont move flat-out.
I do think that giving spears both scout and stealth would be OP because it allow them to strike before getting shot regardless of circumstances. IMO to be balanced a unit has to have some counter that can stop it from doing damage. I think 30 point spears with Withdraw and skilled rider would work fine.
23712
Post by: Sile
Quite frankly I think holofields are uniquely Eldar, and shouldn't be changed, apart from maybe cost. I think an additional vehicle upgrade granting the stealth rule would be better.
Maybe the Autarch? :v Bring back that Saim Hann Autarch on vyper and he gives all your vehicles outflank etc?
13620
Post by: Gwyidion
I'll do spears:
For spears, here's the way I see it. As it stands right now, they hit like a dumptruck - 10 S6 power weapon attacks from 18" away at I6. Thats without upgrades and without the common autarch added in.
However, the drawback list is long:
35 pts for a T4 Sv3+ body.
1 attack base
their power weapons are only power weapons in the first round of assault
terrain really hinders them (because they are only marines, and they are specifically designed to attack units which will rip them apart, given half a chance)
its basically impossible to deny LoS to a 5-man jetbike squad
The basic tenant of eldar units are (as we all know) 'good at what they do, die easily if you screw up'. Also, we see from scorps/banshee/harlies, the harder they hit, the easier they should fold. Spears should probably hit harder than any of the elite section, based only on cost.
The downside of them now is, they fold like paper even if you don't screw up. Assaulting with them basically puts them into an untenable position. I see a few ways of mitigating their fragility without making them broken:
Up the squad size, lower the points, lower the offensive power. Basically, lets even the unit out a little bit - a little bit less "eggshells armed with sledgehammers". 25 pts each, 5-10, Laser lances are S3 power weapons, and the unit has furious charge. The question then becomes, how is this not stepping on banshee's toes? It is, a bit, but these can't be transported, and can assault from exactly as far away as banshees.
Some people like the all-or-nothing aspect of the unit, so a solution for that camp could be to keep it fragile and small, but give them an upside to landing an assault - a way to stay alive in the 2nd round - long enough to take that HnR move in the opponent's assault phase. I don't have a really great solution, but here's a few ideas:
1) The laser lance is a power weapon, and in the turn in which they assault, counts as double strength. In addition, a unit which suffers a wound from a laser lance strikes at initiative 1 in the next assault phase (similar to thunderhammers, but different). This means SS aren't so pathetic in 2nd turn assault.
2) Shining spears benefit from a 4+ invulnerable dodge save in close combat.
3) SS get a better hit and run - the shining spears make an opposed initiative test against all units they are locked in combat with. If they win all rolls, they may make a hit and run move at their initiative step.
Just ideas... not sure how much i like them.
20392
Post by: Farseer Faenyin
focusedfire wrote:
Farseer Faenyin wrote:I think you guys are missing the point that this is a discussion forum, and it doesn't matter what you 'agreed' on, as I've seen some 'agreed on' things that are pretty mental.
Keep the self-love to a minimum, at least he didn't propose specialized Wraithlords.
1)Actually this is the proposed rules forum and we can agree on things if we want.
Yes you can, and they can disagree all they want...and should be able to do so without some people taking the high horse stance against them. Your OP was 'Ides for the next Eldar Codicies'...not 'Forusedfire's proposed rules...help me fix them to be better to what I want'.
focusedfire wrote:2)Please to keep the trollish comments to a minimum. BTW, I do suggest that you take the time to read the whole thread and the posting rules on Dakka. It will keep you from coming across in a negative light. Your following comment proves my point.
I read it fine the first time, thanks. I'm only coming across negative to you because of how you come off negative to others, keep it in check. My following comment...is agreeing with another poster and going and explaining why I think it was correct...just because it shows a flaw in your ideals...doesn't make it wrong or against the nature of the thread. This IS a GW game, and you have to fit your ideas into the rules as written...or at least interact with them properly. I don't see why you'd disagree with this...or take offense to this statement? I even ended with things that ARE good ideas, because of how they interact with the rules, the fluff, and game mechanics.
focusedfire wrote:Farseer Faenyin wrote:MandalorynOranj wrote:@FocusedFire: I don't mean to sound harsh here but I've noticed you've been really inflexible on a LOT of points. For the past 3 pages or so you've been unwilling to compromise on the KP issue with the aspects, before that it was the limiting of how many squads of aspects you can take, now it's back to the Venoms ONLY being taken as squadrons. Loosen up a little, man.
You're spot on here. The OP has a lot of furvor on what he wants done and thinks that because he is the OP that he owns what other people should think. Focused, be a little more understanding to the concepts of the game, the fluff and established rules when coming up with stuff. If you want to make a stand alone game...you have the right idea. But you aren't, this is a GW game with established ideals. Work with them.
I think the only things on here that would make their way into a real world codex is parts of the proposed USR(all of the proposed changes is a little 'heavy' for a USR), and the addition of a vehicle assault capability for Banshees(though this hasn't been 'decided upon by the all powerful OP yet'.
1)It is "fervor"
2)As the OP I am allowed to set the parameters of the discussion. If you do not like the set parameters you then have the option of just not posting or to post within the set limits. Doing otherwise can be considered trollish or an attempt to de-rail the thread.
Before you get all upset, go back and read through the thread. Mahtamori has from the get go pretty much worked to hijack the thread and I have only called him on such when it opened the thread to rampant wishlisting. After our brief discussion about wishlisting he seems to have embraced the "focused"  style of discussion and I will probably leave the thread in his and Gorechilds hands seeing as business( IRL) is going to demand much of my time for the next couple of months. Thats right, I will leave the thread in the hands of those that I have disagreed with. Why, Because they have been contributing fom very early on.
3)As far as understanding the concepts of the game. I again suggest that you reread the "whole" thread. I have repeatedly tried to keep the Fanboi wishlisting to within reason. The rules I have proposed have each had precedent within the 40K game. Point to one such rule that is not mindful of the 40K system or fluff. Instead of scanning through a thread and hopping on a person when they have the cohones to stand up to the group and say something is OP, maybe read through the thread and see how the conversation actually progressed. I say this because if you had read through the entire thread you would see that I have been much more flexible than the individual that I butt  heads with.
Yes, it is furvor...but misdirected. As I said before, I read through before...and I read it fine. Assuming I didn't just because I didn't agree with you just seems like the 'chill pill' idea should be re-emphasized. I just became frustrated every once in a while when you ignored simple logic on game mechanics and how they'd play(ie, Killpoints) using excuses like 'I don't mind if it's complex, I'd rather it be complex.' as your reasoning. That isn't being subjective at all. That's all I'm asking...be subjective...and understand the rules of the game, current codices and the playing environment...and how they'd affect your ideas. Otherwise...start a new thread called 'This is what I want the Eldar to do' so we don't have a false sense of equality in discussion.
@Recent Posts - I feel that the Stealth USR applied to vehicles with Holofields is a good middle-ground way to balance them out. It'll keep the Eldar vehicles as being resilient(holding a dying race afterall), not dirt cheap, and more in line with fluff. Adding the special rules to units like Banshees to be able to assault out of it is a great way to balance it out as well, IMO.
And I really feel that Spears should keep something other than just S3 PW attacks, as that just makes them fast Banshees. Having the added STR on the charge really did distinguish them before(even if it wasn't enough to make them competitively playable).
28383
Post by: Mahtamori
@ Farseer Faenyin: I'll just ignore the meta-debate so we can get on with the part of the debate that's fun
I'm glad you liked the idea of the stealth module. While I don't personally subscribe to the idea that Eldar need to be working on their resilience since they're a dying race, rewarding daring moves and cunning placement (none of the Eldar vehicles are particularly easy to hide) is the goal. When it comes to Eldar being a dying race, I think emphasising on fragility suits them better. If they take a beating or make a mistake it'll hurt, while if they play it right the rewards will be greater. I'd like to see it as a massacre army/race - either you do it, or you get it done to you.
Your input on Shining Spears is good. Do you have a suggestion how to set them apart or make them useful outside of the charge? How do you feel about H&R attempts during consolidations as well?
@ Gwyidion: I recon I belong to the "like all or nothing aspect of the shining spears". I'll just comment on your suggestion by numbers
0) Giving them Furious Charge is sort of the universal solvent for CC, similar to how Rending is for shooting. I don't think it quite suit the situation here, though, since the Shining Spears as presented already have a powerful attack on the charge and it doesn't really do it for them at the moment.
At 25 points each, they are Assault Marines in over-sized armour wielding power weapons with an immensely powerful charge. At only a handful of points more. It's simply too low cost and makes them too cheap. At their current performance I'd put them down to somewhere between 27-30 points, with a lot of hesitation since I haven't actually fielded them (they were even more useless in 3rd edition when I bought the bulk of my army). Assault Marines, as far as I've been lead to understand, are generally considered a bit overpriced, but they are still a good basis for comparison when it comes to Eldar Jetbikes.
1) Giving them permanent power weapons is possibly the easiest way to go, while this does make them step on the Banshee's toes as you and Faenyin pointed out, they still cost significantly more and target distinctly different targets, so I do not truly see that as a problem.
Marine Thunderhammers work, since their army is one of low initiative (when compared to Eldar). Shining Spears have enough initiative to rival Marine HQ or even characters.
2) 4++... I'm not so certain... It feels... maybe too powerful. How about Exarch is able to purchase Shimmer Shield as part of the Star Lance upgrade?
3) This has two aspects I dislike. The first is that it adds a lot of rolls, complicated rolls at that. The second is that it may also end up being too powerful. Ending the combat before the enemy is able to hit back violates my sense of honour - i.e. I think that the enemy should have an honourable chance to destroy my troops.
Don't get me wrong, I do value ideas for the sake of being ideas. Let's just pass them around and discuss them.
@ Sile: Yes, removing Holo-fields is like giving your child away, isn't it? The invulnerable save is an idea that doesn't even originate from me, but my Stealth module idea is an honest suggestion. I just picked the name Holo-Field because I think it's the most stealthy there is, and the re-roll damage chart module could use a more appropriate name (although what that'd be, I don't know).
@ balthydes: Falcons in squads being transports isn't a very strange concept. They may be treated, for all purposes, as individual models as far as transportation is concerned. Since you can't span a unit over several transports, one Falcon squad would be able to carry 3 6-man units, not one 18 man unit. This means that if one Falcon is destroyed, only the unit inside that one gets out.
Flat-out move (or cruising speed for non-fast) automatically denies all shooting, regardless of PotMS or similar. Simply stating "one extra weapon" is sufficient. I think this is the best option, but if you apply that option then they should be treated just like a Prism - if the Prism or the Falcon is too good for a squad, then the other is. A Pulse Laser and a Bright Lance when moving at 12" per turn is about as scary as a Prism at the same speed, and the costs would be similar.
Having a unit that's able to strike first turn with no possible counter!? It can't be done!
Jokes aside, I do get what you mean, and I agree a lot with your assessment.
23469
Post by: dayve110
Mahtamori wrote:Wraithlords in squads of up to 3 (possibly with one or a few Warlocks as dedicated followers to decrease the reliance on Farseer-forces)
Support weapon platforms relocated as upgrades for Guardian Defenders' platforms.
Vehicle stuff is being discussed already so i'll expand a little on these two points.
Wraithlords as units of 3 would be way OP (lots of cheap lords would be nasty) However one solution would be...
Wraithlord unit size = 1
For every unit of wraithguard you may increase the unit size of one warithlord unit from 1 to 1-3.
To get all three WL units at 3 you'd need to spend at least 525 on 3 of 5 WG (at current costs, and units of 5 arn't that good) but still having the option would be nice.
Support weapon platforms are a good idea, along with the 18" we discussed before on shurican catapults ( DA get BS standard) and 1 platform per 5 guardians.
Storm guardian need to done over aswell...
1) Add another special weapon allowance, going from 2 to 3.
2) Drop the pistols, add in combat bucklers. 4+/6++ save in close combat, counts as a CCW. Not too great but a 5++ would step on DA toes.
3) Plasma grenades
4) Black guardian. Model upgrade, one per unit, WS:4, A:2. Otherwise normal. Access to a power weapon. May still take a warlock.
32951
Post by: balthydes
@mahtamori- I should have been more clear about how I think squads of transports are weird. I meant that those 3 falcons (each of which carries a separate squad) have to stay within 4" of each other, severely limiting the tactics available to the squads inside. That was my only concern.
I don't think a squad of three wraithlords (who IMO should be expensive and effective) would be more OP than a squad of three Russes or three Carnifexes. The wraithlords still don't have an invul save, still have wraithsight and maybe they could get a rule, like carnifex broods, that all members of the squad have to have the same weapons (to avoid wound allocation tricks).
20079
Post by: Gorechild
Hey Guys
Finally got back and read through the stuff I missed
Firstly I have to say the Idea of squadrons for heavy support is OTT, allowing an army 9 wraithlords?!?! Really?! 9 Prisms is Insane as well!
Allowing Falcons to be squads of transports I think is stupid, their primary job it acting as a tank, the transport capacity is more of an added bonus than the main attribute that we should work around.
I like the idea of aspect warriors coming with one "buit in" exarch power style upgrade, and agree with Mahtamori in that its better to make the units worth their current point cost (or higher) than lower their point cost to match their current abilities.
As far as the Warp Spiders go, I think lower strength, more shots better represents the monofilament wire, but I seem to be the only one with this mindset
Hawks I still cant make my mind up....Nothing I can think of or have seen suggested has really inspired me as a way to make them viable.
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Post by: Mahtamori
@ dayve110: While tying them to Wraithguard similar to old Craftworld book did for Iyanden might work from game balance, it adds a level of complexity that's generally avoided in 40k.
@ balthydes: Falcons in squads would be a combat style for them, while Falcons as transports would be purchased per-unit. A squad of Falcons could be deployed to rescue or move units or groups of units, but it's not really what you'd use them for. The space is still there, though. I do understand what you mean, but I tend to view them as assault vehicles with transport option rather than transports with assault options.
The Wraithlord/Carnifex thing would solve allocation shenanigans, certainly. Another option is to force lords to be equipped with exactly two heavy weapon options, then the cheapest possible would be sword+shuricannon (unless the shuricannon is upgraded with Rending  )
@ Gorechild: A squad wouldn't be dedicated transport, but you'd buy dedicated Falcons separately. Sure, it's a complicated rule to describe, which is a major drawback IMO, I'll admit.
Warp Spiders and Hawks are an integrated problem, I think that's one of the reasons why no one else is proposing increased shots for Spiders.
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Post by: DAaddict
Possible Shining Spear following the fluff and making it less of the egg shell.
Laserlance is S6 powerweapon but is unwieldy so it is I 1. (ala Powerfist, thunderhammer) However when delivered on the charge in the hands of an eldar the reach yields a fast attack that goes at the wielder's initiative and ignores cover. (gives them initiative based and a bonus of attacking into cover - of course they are still a jetbike so need to pass dangerous terrain test.)
13620
Post by: Gwyidion
That could work.
We could also add a small amount of AT to the spears unit: They get intercept, make the lance a S7 Ap1 R6" Heavy (or assault, don't matter) 1, Lance weapon - CC attacks also count as Lance. (S7 doesn't change wounding or ID on T3 or T4, but, in conjunction with Lance, allows penning anything but a special-ruled AV14 hull).
I'm torn on squadding for wraithlords. A stipulation that the weapons are alll the same does deny wound-allocation tricks, which is very good.
Falcons I don't see squadding for so much. Nightspinners/prisms, yes - they are basically artillery. Falcons as DT... iffy. the whole DAVU falcon build could get broken if 6 of them are wedged in a list (then again, look at IG/BA/SW....)
Properly priced, I can see squadding for wraithlords. Perhaps if it was constructed this way.
(Elite slot)
Wraithlords (1-3) 110 Points/model
BS WS S T I W A Ld Sv
4 4 10 8 4 4 3 10 3+
Special Rules:
Wraithsight
Monstrous Creature
Fearless
Default wargear:
two heavy flamers
one shuriken cannon
Each wraithlord in the unit must be equipped with the same wargear, with options described below.
Both flamers may be exchanged for two twin-linked Avenger Shuriken Catapults
The wraithlords must be equipped with one weapon from the following list:
Star Cannon (20)
Scatter Laser (15)
Eldar Missile Launcher (25)
Bright Lance (30)
In addition, the wraithlords may exchange their Shuriken Cannon for one of the following weapons:
Wraithsword (5pts)
Star Cannon (15 pts)
Scatter laser (10pts)
Eldar Missile Launcher (20 pts)
Bright Lance (25 pts)
Summary - this makes a pure AT lord (BL/BL) 165 pts, 10 points more than the current BL/EML, but makes the cheapest possible lord 125 points, which is 20 points more than the current common cheap build of sword/S.can at 105. I doubt anyone would take TL DA S.cats over two heavy flamers.... but they will have more contention than regular catapults, for sure.
Could also do this:
Heavy Support
Wraithlord (140 points)
BS WS S T I W A Ld Sv
5 4 10 8 4 4 2 10 2+
Special Rules:
Wraithsight
Slow and Purposeful
Monstrous Creature
Fearless
Default wargear:
two heavy flamers
Each wraithlord in the unit must be equipped with the same wargear, with options described below.
Both flamers may be exchanged for two twin-linked Avenger Shuriken Catapults
The two flamers may be upgraded to two twin linked heavy flamers for +5 pts.
The two flamers may be upgraded to two shuriken cannons for +10 points
The wraithlords must be equipped with one weapon from the following list:
Star Cannon (10 pts)
Scatter Laser (5 pts)
Eldar Missile Launcher (10 pts)
Bright Lance (20 pts)
Pulse Laser (25 pts)
*Vibrocannon (35 pts)
*D-cannon (40 pts)
As long as the weapon selected above is not a *'d weapon, a second weapon may be chosen from the following list:
Star Cannon (10 pts)
Scatter laser (5 pts)
Eldar Missile Launcher (10 pts)
Bright Lance (20 pts)
Pulse Laser (25 pts)
This allows a heavy-support wraithlord to be bristling with weaponry - it could be a 200 pt T8 sv2+ 4W MC with 2 pulse lasers and 2 shuriken cannons. It could also be a 185 pt unit with a D-cannon and heavy flamers. It isn't a good way to get brightlances, as it costs 180 points to get two BLs into a HS support slow here (admittedly, at BS5, but you can get the same thing at BS4 in a squad in the elite section, for 165 pts). The point of the heavy support lord is to give access to the heavy weapons. Note the distinct lack of combat ability - no way to gain rerolls, and back down to the current A2.
Here's some sample setups:
Heavy Support
low-AV killer, anti horde, 195 pts, 2 BS5 pulse lasers, 2 twin linked heavy flamers - 4 S8 ap2 shots
Economy high-S shots, 160 pts for two EMLs at BS5, with heavy flamers for additional anti horde, 165 pts
D-cannon for a nice mesh with wraithguard army - 190 pts for 6 S6 shots from the two shuriken cannons, and a D-cannon.
Elites:
cheapest good CC unit, spam style - scatter laser + sword at 130 points a model. 390 for 3 4W T8 3+ MCs, with 4A at I4 at BS4, with rerolls. - 12 A total, for 8 hits, 7 wounds, powerweapons, ID anything T5 or below. Good... but I wouldn't say way better than 390 pts of termies.
AT lords: 3x WL with 2x BL - 495 pts, to get 6 BS4 BL shots a turn. ehhhh. Maybe I should make this cheaper. That really sucks.
20079
Post by: Gorechild
@Gwyidion- With your suggestions it would be perfectly possible to make a 1500 list with 9 wraithlords. This strikes me as being through the roof on the OP scale
Avatar, 2x9 DA's, 3x3 Wraithlords = 1496 points
@DAaddict - Maybe furious charge instead of S7? Something along the lines of..
BS4 WS4 S3(6) T3(4) I4 W2 A2 Ld9 Sv3+
Because of the break-neck speeds that the Shining Spears strike with, the momentum of their movement double's their strength in assault
Special Rules: Furious Charge.
Exarch powers: Hit and Run, Hold the Line.
Hold the Line: A unit of Shining Spears with the "Hold the Line" Exarch power can enter play from reserve on any turn they wish (turn 2 or later) without having to take reserve rolls
23712
Post by: Sile
Maybe give Shining Spears grenades and a 'dodge' save until the next player turn?
Currently their weakness is limited squads (3-5) and high points, backed up without an Invuln save.
Give them S6 PW's on the charge, down to S3 PW's afterwards?
Perhaps something like this
WS5 BS4 S3(6) T3(4) W1 (Maybe go to 2?) I5 LD9
Other Aspect warriors are I5; and bringing their points down from 35ppm to say; 25 and increasing the max squad size to 10 with a 3+ and a 4++?
Mini seer council with power weapons.
I think I've created a monster :v
20079
Post by: Gorechild
With the changes you've suggested and doubling the maximum squad size, I dont think a 10 point price drop is really very ballanced I think I' starting to see what FocusedFire was on about with the rampant wish listing.....but anyway, we'll soldier on. Things seem to have gone quiet in the last few days so I'll try and get things rolling again As we've been saying, the Hawks seem to be suffering from not having a specific niche within the FA section, and with the other suggestions to move War Walkers to FA this becomes even more cluttered. Each option needs a unique selling point to make them a viable choice over each of the others. The way I see it, this is how each should perform: Spiders- Harrassment, Hit and run. Very little direct killing power, but able to bog down units to help the rest of the army out manouver the enemy. Hawks- MEQ killers, Rapid fire AP3 weapons, able to Sky leap and re-deploy all over the place Spears- MC and Transport hunters (in combat). Small squads, able to destroy a single smal unit in 1 hit, fragile if caught by a big unit though. Vypers- AV 10/12 Vehicle hunters able to out manouver and hit side/rear armour War Walkers-Early game Infantry killers. ability to outflank with 2 multiple shot or blast weapons, kill lots of infantry before inevitably having to run back into cover or get blown up My suggestion for defining the Walkers and Vypers would be to give them access to different weapons. Vypers get Brightlances, Star cannons, EM's ect, where as War walkers get Scatter Lasers, Shuriken Cannons ect. Both are fast and open topped, Vypers get the Scout USR, Walkers get outflank. Any thoughts?
22146
Post by: Saintspirit
Gorechild wrote:As we've been saying, the Hawks seem to be suffering from not having a specific niche within the FA section, and with the other suggestions to move War Walkers to FA this becomes even more cluttered. Each option needs a unique selling point to make them a viable choice over each of the others.
I agree very much, and it sounds pretty ok with SH as short-range MEQ killers, while DR is the long-range ones. What would their weapon be then? A bit like the hotshots, or more powerful? Maybe Stargun, eldar equivalent of the plasma rifle? Whether if or if not, I think we need that anyway.
On a side note, I came up with some psychic powers for the farseer... (No, that's not what's being talked about ATM, but I just want to bring it up quick)
First, I really think they should have something like the SM smite, I think it is pretty clear that's what the farseer is using in the DoW trailer.
Next, I had this idea: Arcane Haze.
The Farseer conjures a disruptive mist around the Eldar weapons, seriously augmenting their might in combat.
Choose one friendly unit within 18" of the Farseer. This unit's close combat attacks ignores armour saves until the end of the turn.
What do you say about it? Would it be OP?
edit: ah, and hello, by the way.
20079
Post by: Gorechild
@Saintspirit- Hey, welcome to the thread
I think the Farseer power is a little much, Seer's are already by far the best HQ option, we dont really need another reason to make them a must have choice  Plus, being able to use this power on a unit of striking scorpions would make Banshee's utterly pointless
I'd suggest something along the lines of S4 AP3 Rapid Fire, 18" for Hawks, I know its very different from their current role, but its the only way I can see that would make them viable on the tabletop. I dont know what we could do about the grenade packs though, maybe S6 AP3 small blast, Limit its number of uses maybe and say it has to be dropped within 12" of where the unit is deep striking?
22146
Post by: Saintspirit
Gorechild wrote:@Saintspirit- Hey, welcome to the thread 
Thanks. I am too one of the eldar players who need a new codex.
Gorechild wrote:I think the Farseer power is a little much, Seer's are already by far the best HQ option, we dont really need another reason to make them a must have choice  Plus, being able to use this power on a unit of striking scorpions would make Banshee's utterly pointless 
Hmm, yeah that came up in my mind too... But what about the other one? It is kinda hard to make up the eldar are the best psykers when they have really few and simple powers.
Gorechild wrote:I'd suggest something along the lines of S4 AP3 Rapid Fire, 18" for Hawks, I know its very different from their current role, but its the only way I can see that would make them viable on the tabletop. I dont know what we could do about the grenade packs though, maybe S6 AP3 small blast, Limit its number of uses maybe and say it has to be dropped within 12" of where the unit is deep striking?
Sounds fine. And it may have been suggested already, but should skyleap perhaps be something like turboboost instead of the yoyo?
18176
Post by: Guitardian
I think we have been outmaneuvered by "Codex creep". A Land Raider style assault-ramp style of delivery for our transports would make a huge difference for our assault game. Also, the special characters in just about every other codex have invul saves... why not Phoenix Lords? It would justify their riiculous points cost... My other gripe is that 5th ed. movement rules completely nerfed Vypers and Falcons. Perhaps some piece of wargear that allows them to actually fire more than one weapon while on the move would be nice.... Also, either make Guardians suck less, or make them as cheap as an IG soldier.
Just my $0.02
20079
Post by: Gorechild
IMO the farseer in Dawn of war is either using mind war or more likely eldritch storm, I agree that they both need re-working but I dont think that they really need a whole new power. The whole "greatest psychers in the galaxy" thing bug's me too  Eldar are ok as far as powers go, but the dont have the psychic "wow factor" that I think they should have.
In regards to skyleap I think they should be able to deep strike, but not in the same way as they do currently, I'd like to see somthing along the lines of:
Skyleap:
In the assault phase a unit with the skyleap exarch power may attempt to make a "special" movement instead of assaulting if they sucessfully pass a leadership test. The exarch is moved to any location within 36" of its current possition, the unit is them moved around the exarch as per the rules for deep striking. The unit may make no further actions in the assault phase
not well written, but you get the idea
22146
Post by: Saintspirit
Mind war could be some kind of long range force weapon. Not sure how the storm should be, but that has been discussed a lot here... But I think that if it will hurt, it shall be more powerful than the current.
When skyleaping, would they scatter as with normal deep strike?
20079
Post by: Gorechild
Yeah, I was thinking they just deepstrike normally anywhere within 36" of where the exarch started. Only difference is its done in the assault phase, so they stay on the board all the time.
@Guitardian- As far as guardians go, I think making them suck less is the way forward. being able to field lots of guardians for next to no points isnt really reflective of the Eldar fluff. About the Falcon/Vyper issue, we were talking about a vehicle upgrade quite a while ago, Crystal targeting matrix I think it was called, that just let you fire one more non-defensive weapon than you would otherwise be able to fire. It would help falcons out massivly .
23469
Post by: dayve110
Been working so much...
And went paintballing yesterday...
But i've found a little time to make a post
I've been considering Guardians as a whole.
----------
Guardian Defender: WS BS S T W I A Ld Sv
3 3 3 3 1 4 1 8 5+
Black Guardian: WS BS S T W I A Ld Sv
4 4 3 3 1 4 1 8 5+
Shuriken catapult:
Range 18" S:4 AP:5 Assault 2 (If DA are getting BS as standard this wont eliminate their use)
Platforms:
Half of the guardians must be allocated as crew, for every two crew you may purchase a weapon platform, platforms are markers and assault weapons as before, any crew member may fire any platform weapon, but each crew member may still only fire one weapon per turn. Now this gives you 2 platforms with the basic 10-man squad, 12 men gets you 3, 16 gets you 4, 20 gets you 5. Having the option to upgrade to artillary pieces may be an option, but with the changes i plan on making to the heavy FoC section artillary units may be a viable option.
Black Guardian:
As opposed to the whole unit getting BS/ WS 4, one 'veteran' guardian may be an option (hes seen battle before, but hasn't gone down the path of the warrior... yet) This squaad leader should remain Ld:8, same as warlocks (which can still be taken), unless locks go to Ld:9, then the BG could also be Ld:9.
I'd like to have options for him/her to take upgrade weapons, such as a power weapon, flamer or fusion gun.
----------
Guardian Storm: WS BS S T W I A Ld Sv
3 3 3 3 1 4 1 8 5+/4+/6++
Black Guardian: WS BS S T W I A Ld Sv
4 4 3 3 1 4 1 8 5+/4+/6++
CCW:
As normal
Combat Buckler:
Any close combat saves the unit has to make is increased by +1 (so 4+), in addition the unit recieves a 6++ save in combat (not great, but any better and it would be a shimmershield). Pistol dropped.
Special weapons:
1 model out of every 5 may take a fusion gun, flamer or power weapon.
Black Guardian:
Same as previous. 10 storms in a serpent could get 3 special weapons with him included.
,----------
Guardian Defender Jetbike: WS BS S T W I A Ld Sv
3 3 3 3(4) 1 4 1 8 4+
Black Guardian Jetbike: WS BS S T W I A Ld Sv
4 4 3 3(4) 1 4 1 8 4+
Jetbike:
Same rules as before. You may notice the drop from 3+ to 4+ but guardians with 3+ armour doesn't sit right with me, those bikes are nowhere near as heavily armoured as marine bikes and its still a guardian on top. Unit size 3-10 as before, 1 in 3 may take a platform weapon (not a platform) which replaces the TL shcats on the bike.
The bikers will get normal defender equipment (so a shcat)
Add in the rule Spirit stones: Spirit stones on a bike activate the shcat's (not the platform weapons) when an enemy in senced. The rider is free to fire him own weapon but any shots from the TL shcat's (again, not the platform weapons) count as BS2... TL BS2 has a 55% chance of hitting, pretty close to standard BS3 of 50%.
Essentially the bikes are getting 4 shcat shots (unless they have weapon upgrades) enabling them to become a mobile firebase more effectively, the JSJ and high rate of fire might step on spiders toes but spiders will have monofilament, better S and better armour so they would be better at it. The increased shots would also balance out the 4+ save.
----------
Guardian Storm Jetbike: WS BS S T W I A Ld Sv
3 3 3 3(4) 1 4 1 8 4+/3+/6++
Black Guardian Jetbike: WS BS S T W I A Ld Sv
4 4 3 3(4) 1 4 1 8 4+/3+/6++
Jetbike:
The bikers will get normal storm equipment, hence the saves.
1 in 3 bikers may take a special weapon, fusion gun/flamer gets underslung on the bike, power weapons get carried.
the TL shcat's will still be BS2 as with the defender jetbikes. Without a pistol these bikes can only put out 2 shots per turn each so will not be as good as the defender bikes, their buckler and limited power weapons giving them more survivability in combat.
----------
So thats my take on guardians, initially anyway.
13620
Post by: Gwyidion
I like your guardians
I don't like the Ap3 hawks proposed above.
On psychic powers.
I feel like mind war is just... not relevant anymore, in its current form. I've proposed something like this in the past:
Whenever the farseer is called upon to make an opposed leadership check (where the both players roll off, and add their result to a model's leadership, as in the case of a psychic hood), should the farseer win the roll, the opposing model takes the difference in totals in wounds, with no armor or cover saves allowed.
I've always felt that eldar should play on another level when it comes to psychic powers. I feel like this is a good balance. It basically says to marine players "sure, you can try to nullify me, but you are risking your librarian" - you could even expand it, saying that in any case an attempt is made to "nullify, cancel, or in another way negate" a psychic power used by the eldar player, an opposed leadership test is taken instead, etc. This would still maintain the current state of affairs vs eldar and tyranids, in which it is not a nullification attempt, but a more difficult psychic test. I feel like this is basically appropriate. The eldar fear tyranids. They don't fear humans, or their pathetic excuses for psykers.
20079
Post by: Gorechild
@Gwyidion - I dont like my suggestion either, but if you have any other idea for making them a viable choice without making them so OP it hurts, then feel free to suggest something
About psychic powers, I still believe its a viable power, but I do agree with your " sure, you can try to nullify me, but you are risking your librarian" idea, It would be a good way to help restore the Eldars rightful place as the best psychers in the game.
@dayve110 - Black guardians are just guardians of craftworld Ulthwe, why would another craftworld be able to just randomly select a guardian from another craftworld to lead their own?! plus, Warlocks are meant to be the leaders for guardian units. I also disagree with the R18" Assault 2 for guardians, that stat line belongs to an AVENGER shuriken catapult and should be exclusive to dire AVENGERs. I admit the current guardian weapons suck, but giving them another units weapon isn't fixing them.
22146
Post by: Saintspirit
What about this for Mind war:
This is a Psychic Shooting attack that may target any model within range.
Range 18" S 6 Ap 2 Assault 1, ignores cover
If it causes a wound, the targeted model suffers instant death (This rule does not work against vehicles, models immune to instant death and any other models that does not have a Wounds value).
Like a Force shooting weapon.
Though I do like the "risk the libby" rule too.
23469
Post by: dayve110
Gorechild wrote:@dayve110 - Black guardians are just guardians of craftworld Ulthwe, why would another craftworld be able to just randomly select a guardian from another craftworld to lead their own?! plus, Warlocks are meant to be the leaders for guardian units. I also disagree with the R18" Assault 2 for guardians, that stat line belongs to an AVENGER shuriken catapult and should be exclusive to dire AVENGERs. I admit the current guardian weapons suck, but giving them another units weapon isn't fixing them.
Well, Black guardians were the first thing that came to mind, we can call them something else. Yes warlocks are designed to lead squads, in the codex, not neccasarily in the fluff (not all the time anyway).
As to the range 18" a few decided 18" would be fine, as DA were to have bladestorm as standard (without an Exarch). I wrote the range with the assumtion of this change to DA. Otherwise i'd consider several possibilities such as 18" but S:3, or 24" but assault 1. And theres no need to CAPITALISE letters, it makes you look patronising.
28383
Post by: Mahtamori
Heya, I've not much to add (well that's a lie) at the moment, just thought I'd drop a link to a fandex which is the source of most of my article edits.
http://www.dakkadakka.com/wiki/en/Eldar_fandex
Essentially, I've been putting together a lot of ideas, and it serves to give some perspective to how everything may look like. There's a huge list of changes in there, and the Elite section is missing as well as references to vehicle upgrades, but I've tried making it complete without ripping rules from the codex.
Like dayve I've had the thought of Black Guardians (by the way, buddy, Eldar Jetbikes makes them have 3+ save!), and I've currently got them with the following options:
Defender: Shuriken Cannon (it's already assault) or Bright Lance (it's changed to assault)
Storm: Power Weapon and trying to come up with a good second option
Jetbike: Under-slung Shuriken Cannon (Black Guardian do not count towards the 1-in-3 for the others)
It should be noted that the Shuriken weapons in my fandex are rending, which is why there's not much change in points or stats - I think I even increased Jetbikes in cost. I've also separated Warlocks from Guardian units, and I'm looking at making Warlocks an upgrade model for several if not all infantry (not the jump infantry, of course) - simply to get more of them psychers out there. (The fandex also currently do not feature a council, partly because the HQ section isn't done and partly because I don't like it  )
Another big change is that Exarch powers are changed to Arts of Khaine (for lack of better word) and no longer provide USR ( USR are given to squads directly and not as an option), but rather act as special rules, which in that regard makes them more similar to ATSKNF or WBB in that they are more unique to the army. The arts are bought per squad, and the exarch is irrelevant in that regard, though he's still a very powerful and discounted member (for his stats) of the squad.
Oh, and I moved Farseer psychic powers to all be supportive. Just to feel how the army felt. Mind War suppress any special rules that deal with morale and Eldritch Storm makes Jump Infantry and Deep Strikers think twice before moving close to the Farseer.
23469
Post by: dayve110
Mahtamori wrote:(by the way, buddy, Eldar Jetbikes makes them have 3+ save!)
I know but they don't look like a 3+ save unit... its a 5+ save guardian stradling a bike, more or less entirely exposed... i think 4+ suits the model better IMO
20079
Post by: Gorechild
@dayve110- Sorry man, I wasn't meaning to patronise, I was just trying to emphasise the point that taking what makes one unit individual and giving it to a unit that needs improving is pointless as it takes away from the unit that was previously fine. I'd much rather see a 24" assault 1 gun for guardians than stealing another weapon.
The way I see it, Guardians are a citizen conscript force that are called on in times of desperate need and led by warriors (Warocks). The reason Ulthwe's black guardians have higher stats is that their guardians are called up on a much more regular basis and are therefore more skilled in the use of their equiptent. Biel-Tan who has so many aspect warriors that the Guardians hardly ever see conflict and therefor have the WS3 BS3 stats, They wouldnt have a random more experienced person at the head of a squad if none of them really see battle.
@Mahtamori- Hey welcome back man  I'll check out the article in a second and leave feedback here
@Saintspirit - That mind war is definitly an improvement on the current version, I'd aybe like to add somthing allong the lines of "The target model suffers instant death if it fails a leadership test taken on 3D6" my thought comes from combining a Dire sword with Runes of warding
23469
Post by: dayve110
Gorechild wrote:@dayve110- Sorry man, I wasn't meaning to patronise, I was just trying to emphasise the point that taking what makes one unit individual and giving it to a unit that needs improving is pointless as it takes away from the unit that was previously fine. I'd much rather see a 24" assault 1 gun for guardians than stealing another weapon.
The way I see it, Guardians are a citizen conscript force that are called on in times of desperate need and led by warriors (Warocks). The reason Ulthwe's black guardians have higher stats is that their guardians are called up on a much more regular basis and are therefore more skilled in the use of their equiptent. Biel-Tan who has so many aspect warriors that the Guardians hardly ever see conflict and therefor have the WS3 BS3 stats, They wouldnt have a random more experienced person at the head of a squad if none of them really see battle.
Well Eldar have very long life spans, its possible the guadian leader has seen battle before, even it was a long time ago. Also once on the path of the warrior, you are not bound to it, having no desire to become an Exarch and changing paths would not be undeard of. Becoming a normal citizen would make an ex-aspect warrior a guardian, But would he/she forget training? WS/ BS 4 for one model isn't unreasonable as there are many ways it could be explained, two shown above.
And it would be nice to have an alternative to warlocks leading a unit, although if warlock powers are changed having a guardian leader would be pretty pointless. (My initial designs for warlock powers had 3 'weapon' powers. Flamer, melta and a lance type. With a passive power (always on) with the ability to buy another power which needed tests, so you could take for example, conceal, then disruptor as an active power... Most likely would drop the second power for councils, as that would be complicated. IMO the more advanced locks would be given independancy from the main group and charged with leading the guardians anyway, hence the two powers)
As to the catapult... heres what was going on in my head.
Shuriken catapult--- R:18" S:4 AP:5 Assault 2
Avenger catapult--- R:18" S:4 AP:5 Assault 2, Bladestorm
The targeting arrays, longer barrels, etc making the gun able to empty accuratly and quickly. Bladestorm being conveyed by equipment more so than an Exarch.
The other option i have is one of these two...
R:24" S:4 AP:5 Assault 1
Long-barreled ShCat. Different name, vehicle mounted ShCats could remain the same if needed.
Guardians taking ShCats more suited to their ranged role, sacrificing # of shots for longer range.
R:18" S:3 AP:5 Assault 2
Guardian ShCat. Different name, vehicle mounted ShCats could remain the same if needed.
Guardians on par with DA on range but at a loss of S, representing the lessened impact at range which the DA compensate for with modified ShCats.
----------
On another note, what are your veiws on the other bits about guardians, ignore the black guardians for now, and imagine one of the above ShCat variants.
28383
Post by: Mahtamori
I don't think overtures to keep Guardians from being too powerful are necessary. The Eldar fluff fully support Guardians being more costly, and the Eldar imagined tactica does, too. If anything, improving the armament and equipment of Guardians is a goal in itself, not keeping it at current level. If Guardians and Dire Avengers later need to be separated, that is all the better. I think 16 points for aspect warriors and 10-12 for Guardians isn't a bad goal, even though I think it'll be hard to do - especially for Storm Guardians. Simply increasing Shurike Catapult range is one way to go. Sticking Bladestorm down as standard power for Dire Avengers would make them justify their initial price (which for a squad might land at around 80 points for 4 warriors + exarch, even though this is a price drop from current incarnation it is still pricier if you don't want Bladestorm) So, in short, I suppose I don't like the S3 or Assault 1 alternatives For Guardian Storms I separated their armour from Guardian Defenders in my article and added Scout to them. Granted I did give their pistols rending, but I still didn't feel an IG statline with rending pistols merited 8 points. @ Gorechild: Thanks. I never did go away, I was just busy actually painting some miniatures instead of spending all my time reading about painting
13620
Post by: Gwyidion
I've thought this:
Shuricats: S3 Ap5 Assault 2 R24
Dire Avenger Catapults: S4 AP4 Assault 2 R18
is a good balance for a long time. It allows the guardians to touch enemies from far away, and isn't effective in and of itself in shooting - it serves its purpose as supporting fire, but won't decimate anything on its own (unless you go really double down for the 20 man squads, which is fine, especially if they stay at 8ppm before the support weapons)
Dire Avengers can tangle it up with any non-specialized troop on the table no problem with that profile, and will put the hurt on any non-meq troop in the open - exactly as they should.
Fluff justification is easy too - the guardian and DA cats use the same mass driver technology, the DA just fire a larger projectile, which results in a heavier hit at shorter range, with better armor pen.
Incidentally, this sets up a nice scale for weapons, in which (with what i think should happen) you get a S3 AP5 R24 weapon for 8ppm on a guardian, a S4 AP4 R18 weapon for 12ppm on a DA, and a S4 AP4 R24 Assault 3 weapon for 20 points on a Jump Infantry Hawk (alternatively, S3 AP5 R30" Assault 3)
20079
Post by: Gorechild
@Mahtamori- Fair enough! Thats the best way to learn anyway As far as the troops go, this is what I think would be good: Defender Guardian squad: 5 guardians + warlock = 65 points Defender guardians BS4 WS3 S3 T3 I4 W1 Ld8 Sv4 or 5+ Storm guardians BS3 WS4 S3 T3 I4 W1 Ld8 Sv4 or 5+ Special rules: Fleet May purchase up to 5 additional guardians for 8 points each, May purchase up to 5 Holo-Warriors for 3 points each (see previous discussion) For every 5 Guardians in the squad you may take a heavy weapons platform. Any squad with a heavy weapons platform may not take a transport. Wargear- defensive grenades, Shuriken Catapult: 24" S4 Assault 1 or 2? AP5 a unit with no weapons platforms may upgrade to storm guardians for free, their wargear is replaced with Assault grenades, CCW, Shuriken Pistol: 12" S4 Pistol AP5 Does that sound reasonable?
22146
Post by: Saintspirit
I think that sounds just about right. With heavy weapon platform, do you mean the bright lance kind, or the D-cannon-like ones?
20079
Post by: Gorechild
Well thats up for discussion  For D-cannons and the like they would have to have a significant point cost but its not out of the question.
20392
Post by: Farseer Faenyin
Mahtamori wrote:@ Farseer Faenyin:
Your input on Shining Spears is good. Do you have a suggestion how to set them apart or make them useful outside of the charge? How do you feel about H&R attempts during consolidations as well?
One thing that'd have to be done to make them more playable, and fit more with fluff, is find a way to delivery them reliably. The current drawbacks to that are their low relative survivability from enemy shooting, and lack of delivery method. Aside from 24" plowing them toward an enemy the turn before you want to assault them, they turn into a reactionary foce you keep back in your backfield to hit enemy units that come within striking range.
Ways to negate this would be to find a better way to deliver them or a way to make them more survivable to be able to deliver their close combat abilities.
As to ways to do this, I'm having some major troubles doing so without trampling the fluff into the ground. The only way I could see it working would be to leave them nearly as they are now, and allowing them to Deepstrike followed by a charge? This would represent them darting into an established combat where they could be used best, and slam into a target(much like Vanguard). If need be, change points to reflect their easier delivery method?
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Post by: DAaddict
I do like that Vanguard Vet type solution better than growing the SS squad size.
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Post by: Mahtamori
Turbo-boosting gives them some sort of survivability against shooting, I was thinking about spreading Shimmer Shields around the army a bit more, and Shining Spears is the obvious choice. 3+ armour save is decent, but what kills them big time is the laughably easy power weapons, a Shimmer Shield isn't the be-all-end-all solution, but provides a crutch.
Deep Striking kind of breaks the illusion a bit, unless deep striking skimmers in Eldar army becomes more common (they are the closest thing to aircraft of all skimmers - except the IG ones which are the closest thing to tanks of all aircraft - in the game). Another way to reflect their impulsive nature of leading the charge is to allow them Scouts USR.
@ Gorechild: I think, in general, that I'd prefer to keep Shuriken weapons at high rates of fire. They're several hundred, if not thousands, of shurikens per minute and simply turning Defender Guardians into Tau Fire Warriors isn't really... Eldar to me. Maybe I'm being conservative/traditionalist, but I'd prefer the guns to be close-range and deadly than long-range and threatening.
Guardian Storms really need 4+ armour save, no getting around that problem. S3 and CCWx2 isn't really going to push the points up to merit a level of 8 otherwise. That doesn't mean Guardian Defenders need the same, though, as they are separate units - or could remain so at least.
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Post by: Gorechild
I agree with DAaddict, but I still dont think its the perfect solution. Shimmer shields coud be the answer to helping Spears out in CC, another idea could be a special Holo-field type rule that gives them an invulenrable rather than the usual rule used for vehicles. The way I see it, the riders aren't the only difference between spears and jetbike guardians, so it wouldnt be impossible to suggest some additional protection being buit into the bikes. I'm stil not to sure about Spears deep striking though, I dont really know how to look at them, If we are assuming our other army wide and things like the Autarch special rule we've discussed (using any non enemy board edge as friendly) are going to be in place, then it would dramatically effect how Spears would play out.
@ Mahtamori- I see what you mean, I'm competely against just making units the same as one another (note what I was saying about guardians/avengers) but I dont really see how you made the connection between a S3 gun and fire warriors?
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Post by: Mahtamori
Gorechild wrote:Wargear- defensive grenades, Shuriken Catapult: 24" S4 Assault 1 or 2? AP5
That weapon is an assault version, sort of, of the Pulse Rifle if you give it Assault 1. That's where the connection came from.
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Post by: Saintspirit
Although the pulse rifle has S5 and 30" range.
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Post by: Mahtamori
That's where the "sort of" comes from. 24" move-and-shoot versus 30" stationary. S4 versus S5. The current weapon is a Bolter - sort of.
Regardless, unless we can get anywhere on the Defenders, I feel Storms are in dire need. To get them worth 8 points, a bit more than a 4+ save might be needed. Basing them off of that their current statline and equipment is worth about 5 points, and a 4+ save is worth about 1 or at most 2 points, we've still got a point to spare.
In my fandex I've noted them as Scouts for the final point. That's because I want more mobility in there.
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Post by: balthydes
Even with scouts storm guardians are always going to be out-classed by banshees, scorpions and harlequins. I think that storm guardians need a role change. I was thinking that maybe they should be the equivalent of the special weapons squads that other races get.
Storm Guardian squad (48 points)
WS/BS/S/T/W/I/A/Ld/Sv
4 / 3 / 3/3/ 1/4/1/8 /5+
6 Storm Guardians, buy up to 6 additional guardians for 8 points each
For every 3 storm guardians in the squad one can purchase a fusion gun (10 points), flamer (6 points), lasblaster (points depend on stat changes), deathspinner (points depend on changes), avenger catapult (4 points), scorpion chainsword (2 points) or power weapon (6 points)
the squad can also purchase a Warlock for whatever points cost and options the end up having
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Post by: Quintinus
balthydes wrote:Even with scouts storm guardians are always going to be out-classed by banshees, scorpions and harlequins. I think that storm guardians need a role change. I was thinking that maybe they should be the equivalent of the special weapons squads that other races get.
Storm Guardian squad (48 points)
WS/BS/S/T/W/I/A/Ld/Sv
4 / 3 / 3/3/ 1/4/1/8 /5+
6 Storm Guardians, buy up to 6 additional guardians for 8 points each
For every 3 storm guardians in the squad one can purchase a fusion gun (10 points), flamer (6 points), lasblaster (points depend on stat changes), deathspinner (points depend on changes), avenger catapult (4 points), scorpion chainsword (2 points) or power weapon (6 points)
the squad can also purchase a Warlock for whatever points cost and options the end up having
On that note, if they had access to power weapons (and cheap ones) that could be nifty. Or the scorpion chainswords that give +1 Str.
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Post by: dayve110
I think sticking with wither fusion gun, flamer or power weapon (or scorp chainsword) would suffice for unit options.
No-one would take a catapult for them and the other options seem to aspectee (requiring additional training)
I still like my idea of dropping the pistol and getting a combat buckler.
The Dires would essentially have an uber buckler (shimmershield) and uber catapult... combining the signiture weapons of both defenders and storms and making them both better.
The buckler combined with power weapon options would also beef up the combat aspect of the unit but still leave them fragile to shooting. But with scout that won't be too much of a problem.
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Post by: Mahtamori
Well, allowing the Dire Avengers to be a combined and upgraded Guardian Storm+Defender will simply make them the default choice. Why take the less efficient version? Or it will make them the less preferred choice. Why take the less optimized option? What it won't do is present an option between them because the similarity will be too close.
What the Guardian Storms currently do is present a Troop choice for a melee-oriented Eldar army - the only troop choice for melee. They've already got a niche right there, so there's no point giving it away to the Dire Avengers, and less point upgrading Guardian Storms so that they lose their niche. In my opinion.
The biggest question is - how do you make them worth their points while keeping them assault-y?
Can't give them too many power weapons - Banshees will then only have their masks, which aren't great.
Can't give them too high strength - Scorpions will then only have their mandiblasters, which increased amount of Guardians will simulate.
Other than that, there's quite a few other things you can do. Adding more real-close-range weapons like flamers is one way. Fusion guns allow them to crack the kinder eggs open. Both are decent options, but careful with too many of those since we don't want Eldar Burnas and we don't need Fire Dragonlings.
Adding USRs, nifty deployment rules, or simply breaking with tradition are some ways to go - I mean, what says you need dog excrement as troop choice in order to justify the Elite choices. Guardians are also in the unique position in the Eldar fluff that they really don't need to be specialized. Being a Guardian isn't a dedicated life style, it's a part-time job. Grab a gun, 'nade and sword and rush to defend the craftworld! Add on to that list and you can create an Eldar all-round unit - sure the statline might be a bit on the crap side, but there's no shortage of possible wargear them crazy witches can make for them.
(Defenders can be more defensively and long ranged inclined all-rounder while Storms can be more offensively/commando inclined all-rounder)
Balthydes, you've upped the cost of Fusion guns considerably without increasing their accuracy, already with a much lower cost those fusion guns are the least common option since people find them unreliable for their high cost (as a comparison, a Fire Dragon is 16 points and a Fusion equipped Storm Guardian at your rates is 18 points)
P.S. What about free weapon change option for Guardian Defenders? Star Rifle; R18" S4 Ap3 Assault 1. +50% efficiency against MEQ -50% efficiency against GEQ (if we compare to a Dire Avenger Shuriken Catapult). (Oh, on a glance that might seem like it's breaking even but keep in mind that negative % is a lot more "powerful" then positive %)
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Post by: dayve110
Dire's wouldn't be the optimum choice, they just have the signiture weapons of both storms and defenders (if storms get combat bucklers)
Defenders get Shcats... Dires get Avenger Shcats and Bladestorm.
Storms get Bucklers... Dires get shimmershield and defend.
Dire in fact havn't changed in this scenario, but storms get a 4+/6++ in combat...
Also Dire wouldn't get the special options, like platforms of flamers.
Decent all-rounders = Dires
Close range specialists = Storms
Long range specialists = Defenders
The dires are better anyway than Def's or storms and should remain so, but the storms and def's bring in extra weapons that the dires cannot have access to, that is why you take them... who takes def's for the shcats or storms for the 2ccw?
As for 'too many' of this and that. 1 in 3 sounds fine... 20 men on foot wouldn't be a good choice anyway, but 11+lock in a serpent would give you 3 choices which is slightly better than it is now but not OP.
With 1 in 3 the storms can be made to 'almost' FD, SC and HB but still be sufficiently rubbish compared to the true aspect warriors.
With nifty deployment options, why should the storms (normal civilians) get scout or similar yet other Eldar units don't... It's not as if HB armour is restricting or over-burdoning.
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I think Defenders should remain as is (possibly with 18" shcats if DA get bladestorm as standard) with more platforms (and possibly artillary platforms)
Storms should have the 1 in 3 special weapon options and a combat buckler. points can be saved with low costed spec waepons.
Anyway didn't we agree autarch would give 1 unit outflank anyway?
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Post by: Mahtamori
I'd argue that on a relatively high-initiative model, one extra attack per model will save more Guardian Storms than a 6+ invulnerable save. Already a 5+ invulnerable that doesn't work against ranged attacks seem a bit... situational... on the Dire Avengers.
What if Bladestorm was changed to "+1 attack per shuriken weapon, but weapon is treated as heavy"?
The point I'm trying to make is that Storms should be taken for their 2CCW attacks, since there is no one to compete for their niche in the Troop section.
In either case, when I spoke about too many options, I was strictly speaking hypothetically. Could've separated that a bit more.
Scorpions get infiltrate, which is better, and Howling Banshees are a bit more on the noisy side  Scouts seem like a low-powered USR for a Type: Infantry and fit with the Eldar meta-fluff of being sneaky gits.
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Defenders remaining as is would force them to be down-priced 30-40% since their performance is not far from a Guardsman(5). Simply giving them more platforms won't work since you pay for the platforms separately. (This is also true for trying to get the Guardian Storms from separating from Dire Avengers by giving them weapon upgrades)
Don't know about agreeing on the Autarch giving one unit outflanking. Conceptually I'd agree on Autarch giving more logistical support, but I don't think I'd agree with 1 unit outflanking specifically (for various reasons).
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Post by: dayve110
Well the intention was that the buckler also counts as a CCW (hence getting the +1A along with the 4+/6++ in combat) So they can be taken for their 2 CCW attacks and recieve an armour/invun bonus when in combat to boot.
I don't think bladestorm should be downgraded to make the weapon heavy, i would never take it personally, i'd rather move and fire with an Eldar army (not many units are more OR shoot afterall)
Hmm, scouts doesn't fit in my head. If you were commanding an Eldar force would you send the civilian militia on a potentially crucial flanking manouvre? I can see perfectly where your coming from but it doesn't seem to fit for me.
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Well guardian platforms could simply be cheaper... Its the main reason you take guardians anyway. Give them defensive grenades, cheaper platforms and an improved shcat (possibly the long barreled shcat 24" S4 AP5 Assault1) and there good to go.
Well the outflanking issue was brought up a while ago and seemed a good idea before the subject was moved along...
What i wouldn't mind is whatever that Eldar rule was called (few pages ago, bad memory) that allowed several units to arrive as one from reserve (one roll, arrive the same way) to be given outflank if the autarch is in that 'detachment'
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Post by: Mahtamori
As far as civilians go; they are, soldier-wise, something a human officer would be proud to have under his command. Might perform more or less like an average trained soldier, but respond to orders quicker, less prone to abandon their posts, more likely to hold against the odds, etc.
Scout is just a means to an end, I want them to have a delivery method, preferably one that could keep them reasonably safe. Another option is to give them grav-belts (see Harlequin entry). Regardless, plasma 'nades are a given.
In either case, here's how the Eldar troop section look like atm.
Anti-GEQ: Guardian Storm, Guardian Defenders, Dire Avengers, (Guardian Jetbikes)
Anti-MEQ:
Anti-MC:
Anti-tank:
Hold-the-line: Dire Avengers, Wraithguard
Anti-Morale: Rangers
Objective ninjas: Guardian Jetbikes, Wave Serpents for troop squads.
I'll have to explain this one. No troop choices have the range and rate of fire necessary to deal with MEQ. A single Star Cannon is insufficient and extremely inefficient to do more than give a dedicated squad a bit of diversity. Wraithguard could fill the roles of anti-MEQ, anti-MC and anti-tank, but they are slow, difficult to transport, and prone to fail if the Warlock is removed from them, so their best and nearly only role is to be an expensive road-block.
There are therefore two large sections that are gaping wide. The best unit to fill those three sections (really AT and AMC are the same) are Guardian Defenders, which means the Guardian Storms are best paired against SM Scouts and lighter.
The biggest irony of the Troop section is that, in order to get decent anti-tank or anti-MEQ, you need to buy transports for Guardian Defender squads where the transports are expected to perform better than the troop they were sent there to move.
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Guardian Defenders could have a free Heavy Weapon Platform for every full 5 Guardian Defenders in the squad. That platform could be armed with a Shuriken Cannon. This roughly increases their effectiveness by 1 point each, meaning Guardian Defenders are now up to roughly 6 points. (All other heavy weapons would naturally go down 5 points).
Increasing the range of Shuriken Catapults by 6" would net another 1 point efficiency. It is not a huge difference in the large scheme of things, but for the squad it makes a significant difference. We've now got a model cost of 7.
The last bit needed to make them worth their current 8 points could possibly be a 4+ save. This change is pretty huge, though, since a vast majority of weapons are AP5 and might make the Guardians perform as 9 points per model. Not that I'd complain at that price.
Guardian Storms are also currently at roughly the same level as Guardsmen armed with CCW+pistol, but I'd say due to higher initiative and better looks let's assume 6 points per model. This is assuming Plasma Grenades.
Giving Guardian Storms a 4+ save is a pretty huge deal like with Guardian Defenders, but less so. It's not like the extra armour doesn't complement their role, quite the contrary, but due to the armament of the Storms you will try to avoid having them face too much ranged fire and when they get in melee the troops there either ignores all armour entirely or didn't have AP to begin with. Let's put this down to 7 points.
In order to cover the Guardian Storms up to current 8 points we need a 1 point ability, or a 2 point ability to match Guardian Defenders. This might come from wargear (scorpion swords, grav-belts) or special rules (infiltrate, scout) or even free upgrades at certain squad numbers (say, for every 5 Guardians, one may freely replace his weapons with a flamer or fusion gun and another may do so for +5/6 points)
Then change the squad size from 10-20 to 5-10. 4 Fusion Guns, even at BS 3, is quite a bit. So is 4 flamers... Oh, and reading through the IG codex I see where Balthydes got the very high cost of Fusion Guns from. Does anyone ever take Guardsmen with Melta Guns at THAT cost!?
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Post by: dayve110
Hmm. Don't guardians have +1 I, LD (i think) and Fleet? compared to guardsman?
I'd cost that as at least 6 points to start with.
For defenders a 6" range boost, defensive grenades and cheaper platforms would make them 8.
For storms start at 6 aswell, add in the buckler, plasma grenades and cheaper special weapons to get them to 8.
Eldar should be expensive for their stats, but get wargear rather cheap IMO
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Post by: Mahtamori
They have +1 LD, but Guardsmen have unit leader characters with improved LD. Eldar Warlocks have the same LD as their Guardians. Initiative is not very decisive when it is based on a character with no assault grenades and a single melee attack, especially combined with a low armour save.
Making Eldar expensive for their stats and have their wargear cheap actually forces you to chose wargear in order to maintain cost efficiency. It sort of defeats the point of allowing them to be options. It's like having IG Guardsmen cost 4 points and then optionally allow them to purchase lasgun and krak grenades as a package for +1 point per model.
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Post by: dayve110
I'll take that IG option... power sword dedlivery blob squads cheaper you say?
Well, i can't imagine anyone *not* taking the wargear upgrades personally... Even if they were costed a bit more. Your going to be needed that unit to do something, having no wargear weapons drstically decreases their killing capabilities.
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Post by: Whirling Blade Exarch
I didn't have time to read the whole forum, so I apologize if any of this has already been said.
The eldar have plenty of assault units (harlies being my favorite), but they do not have any jump infantry that specialize in assault. The eldar need an aspect warrior for that. Their aspect fluff could be that they have a device that controls wind currents and a sword that has a whirling tornado sheathing the blade.
There should also be squads simliar to guardians that are composed entirely of guardian weapons platforms (kind of like the heavy weapons squads in the IG codex)
Finally, the eldar are famous in the fluff for their improved plasma weapons. so give them more  plasma weapons. the starcannon just isn't enough
Edit: something I thought of previously, but forgot to post:
Bonesinger:
you may include 0-2 bonesingers in your army, and may upgrade also upgrade any warlock to a bonesinger:
cost: 40pts (15 to upgrade warlock)
stats: same as warlock, but with LD9.
wargear: witchblade, rune armor (4+ inv.)
psychic powers (must choose 1-2):
song of healing: heals a wraithlord by one wound (10pts). (12" range)
song of revival: ressurects 1d3-1 wraithguard in a unit or 1 support weapon (does not revive guardian crew) (cannot restore to more than original strength) (12pts). (6" range)
song of renewal: can repair 1 immobilised or weapon destroyed result (6" range), and any friendly skimmer within 12" counts as having vectored engines (15pts)
all psychic powers require a psychic test.
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Post by: balthydes
Hi Whirling Blade, welcome to the thread. We are currently discussing the role(s) and potential changes for guardian squads, do you have any thoughts on that topic?
The consensus so far is that both types of guardians need to be improved to make them worth their points and squad sizes need to be reduced.
Points agreed upon:
Guardian defenders need more platforms (possibly 1 per 5 guardians or 1 per 4) and defensive grenades.
Storm guardians need something to make them better, plasma grenades are a must. What they need and what their final role should be is being discussed.
Guardians should not have IG guardsman statline, they should have either WS4 or BS4 (possibly depending on guardian type)
Main points of discussion:
Should guardians have a 4+ armor save?
Guardian defender weapons (18" S4 AP5 assault 2 (if dire avengers get bladestorm standard), 24" S4 AP5 assault 1, 18" S4 AP3 assault 1 and 24" S3 AP5 assault 2 have been suggested)
whether guardian defenders should be able to get artillery platforms
Storm guardian role (should they be the melee troop option that eldar lack or a special weapon squad or a combination?)
what weapons, wargear and USRs storm guardians should get
I don't think I missed anything but reading the last few pages of the thread would be a good way to get up to speed on the current discussion
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While its true that Eldar don't have a jump infantry assault aspect, shining spears are jetbikes so they move just as fast (and turboboost).
@Mahtamori- Fusion guns are expensive in most armies because they can blow apart AV14 better than anything else, only Eldar get large squads of fusion guns. My idea was that a few storm guardians should be able to get any aspect weapons to represent some of them having been in those aspects and learned to use them effectively. Giving 1 in 3 guardians power weapons does not replace a full banshee squad since the banshees strike at I10, have higher WS and might be able to assault out of tanks. The same is true for scorpions (who get a 3+ save and infiltrate as well as +1A).
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Post by: Araenion
Hello guys, just a quick drop in to give my 2 cents about Guardians...
I'll start with defenders, they seem the most straightforward of the lot. I avoided giving them any special-type gear. They're your basic troops among Eldar, no matter what they might be compared to a human, so special wargear really isn't something I'd personally bother giving them. All of them should have a squad leader that lets them have some additional options.
Guardian Defenders: Just give them +1BS and the option of more platforms and call it a day. 1 per 3 seem fair if the max model count is 10. Also, they should be mandatory and the most basic Shuriken cannon platform should be included in their points cost, with the option of taking more advanced weapons instead.
No change to their shuricats is necessary in my opinion. They should be about weapon platforms, not shooting stuff with Eldar version of lasguns.
Up their point cost to 10.
The Guardian Defenders leader would have LD9 with the option of giving the entire squad defensive grenades for additional cost per model.
Guardians Storm: Give them jetpacks, plasma grenades, 4+ save and +1WS. Up their point cost to 12. Max 10 models.
Storm Guardians' leader has the option of taking a power weapon and/or flamer for additional cost.
Guardian Jetbikes: I think these are pretty nice as it is. The only thing I'd give them is +1BS just as with defenders.
Guardian jetbike leader has the option of taking the shuriken cannon instead of his usual gun and can give the entire squad Skilled Rider USR for additional cost per model.
That's all, really. No more tweaking needed, just give them a more clear purpose and develop accordingly. I personally love the idea of Storm Guardians with jetpacks, but I'm worried that their point cost might be a bit too low for jump infantry. Thoughts?
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Post by: Whirling Blade Exarch
thanks for the intro balthydes.
I think that guardians should have an option to take a 4+save (a la IG veteran squads), but coming stock would take away from the horde aspect too much. the BS/ WS 4 upgrade would recieve a warm welcome from me, but for the purpose of keeping points per model down, it should be one or the other (depending on what type of guardians are selected). Guardian defenders desperately need more weapons platforms (1 platform for every 4 models, one platform replaces 2 models), but they should be one model with two wounds and count as TL while they still have both wounds.
Storm guardians should be allowed to take 1 special weapon for every three models. special weapon options should include fusion guns, flamers, and eldar plasma guns (S6, AP2, assault 2, 18" range). in addition, any model that does not take a special weapon gains a vibro-sword (+1S on a charge).
as for points, i'd say 9-10 per model would be perfectly fair.
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Post by: Gwyidion
Increased point cost for guardians... what a joke.
If I'm paying 10ppm for guardians, I want DA statline, with the DA guns, with guardian platforms, and no unit powers, that seems fair. Also, assault and defensive grenades with CCWs on every model.
8ppm, 5+ save, S3 ap5 Assault 2 R24", 1 platform per 4.
These "furious charge" "more fusion guns" "4+ save" "BS/WS4" etc etc. just scream "I never want to see DA or FD on the table again"
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Post by: DAaddict
Defenders role is to bring their platforms to do the dirty work. They should not be as good as aspect warriors and should look like auxiliaries. To emphasize an auxilary role, make them extraneous to the FOC but qualified for by one aspect unit. They are either an auxiliary troop or heavy depending on the type of platforms. Make the squad max 15 so it can encompass 3 platforms.
Make black guardians an option perhaps with a prerequisite HQ choice. Then they can take up a FOC chart with no prerequisite aspect unit selection.
Storms same 15 with 1 SW choice per 5.
The cost 6 base with stats as today make Shuricannons the no-cost auto selection. Also include plasma grenades as automatic. +5 Scatterlaser, +10 EML, +15 Starcannon (ROF3 otherwise +10), BL +20. Vibro +5, Spinner +10, D-cannon +15.
Now it depends where you see them and what you change the catapult to.
12" A2 S4 catapult - no cost
18" Rapid S4 catapult - no cost
18" A2 S4 cataputl - +2 cost. (this is powerful with doom and guide.)
18" A2 S3 catapult - no cost or +1 ???
4+ armor +2 cost (really does increase survivability)
+1 WS or BS: +1 cost
+1 both: +2 cost - (black guardian)
In addition you have an option to lead with a warlock.
So if you want BS4 Sv 4+ guardians with 18" range A2 catapults that would put guardians at about 11pts each or
165 for 15 guardians with 3 shuriken cannons.
Personnally, I like the BS4 for the guardian-crewed vehicles and I like the Rapid Fire version. To me the Armor save is nice but doesn't fit the fluff. (Guardian mesh has no hard plates, 4+ aspect armor does) So that would put the cost at 7 per guardian with BS 4 so the cost would be 105 for 15 guardians with 3 shuricannons. It counts as an auxiliary troop.
The auxiliary status idea allows you to supplement your army with them and keeps them as a cost-effective option to your army. If you make -say an autarch- a way to qualify for Ulthuwe black guardians (non-auxilary guardians) - you could still build a guardian based force. hmm with my option 135 guardians with 18 shuricannons and 9 spinners would cost 1035 plus the qualifying autarch(or whatever).
You would use up your 6 troop slots and 3 heavy slots but have fast attack, elite and 1 HQ slot to define your army.
For non-Ulthuwe it keeps them in an auxilary role but forces you to take other stuff to define your army. It also puts guardians in a role opposite a transport. At 105 for 15 guardians with 3 catapults your choice is a large auxiliary or say 10 dire avengers in a wave serpent.
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Post by: Gorechild
As far as Defender guardians go, I think 1 weapon per 5 guardians is best, otherwise you just end up with loads of multiple wound scoring heavy weapons, that can get a +1 to cover thanks to a warlock. 2 weapons in a squad of 10 + warlock (fired by 1 model instead of using their own weapon) along with defensive grenades would (IMO) be plenty to justify 8 points a piece. I do like Whirling Blade Exarch's idea of forsaking another persons shooting to twin link the heavy weapon platform, and I think that may be enough to justify keeping them as BS3.
I know I keep changing my opinion on stats, but alot of my views change quite considerably depending on the other decicions regarrding the unit (ie. I would prefer completely different weapons if the squad sizes were bigger, I'd want them to be less likely to hit if they get more heavy weapons).
About Storm guardians, I' not keen on 4+ armour, but I agree with everyone in that S3 T3 5+ armour is appauling for a CC unit. The suggestion to make them more of a special weapons unit with access to all sorts of weapons kind of defies the whole eldar asthetic of being specialised. To me, Storm guardians are slipping into the swooping hawk pile of not having much going for them, and that the only fixes seem to competely dissregard all their fluff. They have stumped me at the moment.
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Post by: DAaddict
What I am saying with the non-Black Guardian army is that guardians - whether storm or defender are auxiliary non - FOC choices. So you could say take 3 Falcons to qualify for 3 non-FOC guardian choices. By doing it this way, guardian cost can be lessened because it is not a cheap hoard but an alternative way to spend points for a foot-based auxilary. So you take two Dire Avengers in Wave Serpents for about 600 points and 3 Fire Prisms and you could decide to fill it out with up to 5 auxilary guardian units. Or say 3 Scorpions and 3 Warp Spider units and that too would qualify you for 6 guardian units... It also would allow for someone to field 6 dire avengers and 6 guardian units as an alternative to the min-DAs in wave serpent army and allow for an eldar to try an on-foot approach with - in this example - 18 weapon platforms and 90 guardians instead of 6 wave serpents. Also it would be a fair trade off to take the lesser survivability of guardians to add more scoring units to the army.
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Post by: Mahtamori
DAaddict wrote:What I am saying with the non-Black Guardian army is that guardians - whether storm or defender are auxiliary non - FOC choices. So you could say take 3 Falcons to qualify for 3 non-FOC guardian choices. By doing it this way, guardian cost can be lessened because it is not a cheap hoard but an alternative way to spend points for a foot-based auxilary. So you take two Dire Avengers in Wave Serpents for about 600 points and 3 Fire Prisms and you could decide to fill it out with up to 5 auxilary guardian units. Or say 3 Scorpions and 3 Warp Spider units and that too would qualify you for 6 guardian units... It also would allow for someone to field 6 dire avengers and 6 guardian units as an alternative to the min-DAs in wave serpent army and allow for an eldar to try an on-foot approach with - in this example - 18 weapon platforms and 90 guardians instead of 6 wave serpents. Also it would be a fair trade off to take the lesser survivability of guardians to add more scoring units to the army.
Having Guardians that aren't able to take their own transports in a mech army seems a bit defying the point, but let me work on this idea and expand it. Guardian Auxilia: for every non- HQ unit choice, one squad of Guardians may be purchased as an auxiliary squad for that unit. These auxilia may not claim objectives. * Guardian Defender squad 35 points. 5 Guardians armed with Shuriken Catapults and a heavy weapon platform with a mounted Shuriken Cannon. The Shuriken Cannon may be upgraded to a Bright Lance for +15 points, a Star Cannon for +10 points, a Scatter Laser for +10 points, or an Eldar Missile Launcher for +15 points. * Guardian Storm squad 35 points. 5 Guardians armed with Shuriken Pistols and close combat weapons. One Guardian must be given either a flamer or a fusion gun. * Guardian Jetbikes 70 points. 3 Guardians mounted on Eldar Jetbikes. Two of the jetbikes have twin-linked Shuriken Catapults and one has a Shuriken Cannon. * Guardian Support Weapon 20 points. 2 Guardians armed with Shuriken Catapults and a support weapon with a mounted Death Weaver. The Death Weaver may be exchanged to a D-Cannon or a Vibro Cannon for +20 points. Warlock council: Warlocks may be purchased as a character for any Type: Infantry for 25 points or Type: Jetbike squad for 45 points. Warlocks are affected by Exarch powers. Troop choices (4): Swooping Hawks (replaces Guardian Jetbikes), Dire Avengers, Rangers, Howling Banshees (replaces Guardian Storms) Elite choices (3): Striking Scorpions, Wraithguard, Harlequins Fast Attack choices (4): Warp Spiders, Shining Spears, Vyper Squadron, War Walker Squadron Heavy Support (4): Wraithlord, Fire Prism, Nightspinner, Falcon Balthydes wrote:@Mahtamori- Fusion guns are expensive in most armies because they can blow apart AV14 better than anything else, only Eldar get large squads of fusion guns. My idea was that a few storm guardians should be able to get any aspect weapons to represent some of them having been in those aspects and learned to use them effectively. Giving 1 in 3 guardians power weapons does not replace a full banshee squad since the banshees strike at I10, have higher WS and might be able to assault out of tanks. The same is true for scorpions (who get a 3+ save and infiltrate as well as +1A). I've got the same idea, but for my own idea was that Guardians got their own leader character (similar to Araenion, whose post I completely missed (sorry, mate!)), which could be armed with an exotic weapon. For Guardian Storms in general, I feel a homogeneous weapon setup is preferable or you risk Eldar turning into a one-two-three race (or crap soldier, crap soldier, super trooper) in terms of how buying models work. Someone mentioned Vibro Swords, what'd you think of Vibro Blades reading "a model attempting an armour save against a Vibro Blade must reduce the dice result by one" and then deal them out to the Storms? P.S. Araenion's post hold a lot of interesting stuff. I find myself warming to jump packs on Storm Guardians - it gives them the delivery method I'm wanting for them! I just can't help but think of all the conversion work necessary
8620
Post by: DAaddict
Mahtamori wrote:Having Guardians that aren't able to take their own transports in a mech army seems a bit defying the point, but let me work on this idea and expand it.
Guardian Auxilia: for every non-HQ unit choice, one squad of Guardians may be purchased as an auxiliary squad for that unit. These auxilia may not claim objectives.
* Guardian Defender squad 35 points. 5 Guardians armed with Shuriken Catapults and a heavy weapon platform with a mounted Shuriken Cannon. The Shuriken Cannon may be upgraded to a Bright Lance for +15 points, a Star Cannon for +10 points, a Scatter Laser for +10 points, or an Eldar Missile Launcher for +15 points.
* Guardian Storm squad 35 points. 5 Guardians armed with Shuriken Pistols and close combat weapons. One Guardian must be given either a flamer or a fusion gun.
* Guardian Jetbikes 70 points. 3 Guardians mounted on Eldar Jetbikes. Two of the jetbikes have twin-linked Shuriken Catapults and one has a Shuriken Cannon.
* Guardian Support Weapon 20 points. 2 Guardians armed with Shuriken Catapults and a support weapon with a mounted Death Weaver. The Death Weaver may be exchanged to a D-Cannon or a Vibro Cannon for +20 points.
Warlock council: Warlocks may be purchased as a character for any Type: Infantry for 25 points or Type: Jetbike squad for 45 points. Warlocks are affected by Exarch powers.
Troop choices (4): Swooping Hawks (replaces Guardian Jetbikes), Dire Avengers, Rangers, Howling Banshees (replaces Guardian Storms)
Elite choices (3): Striking Scorpions, Wraithguard, Harlequins
Fast Attack choices (4): Warp Spiders, Shining Spears, Vyper Squadron, War Walker Squadron
Heavy Support (4): Wraithlord, Fire Prism, Nightspinner, Falcon
Okay, I can see the change - I was considering qualifying for auxilia as a non- FOC Troop or Heavy choice and then make the squad size 10-15 with a qualifier of 1 SW or Platform per 5 in the squad. But an auxilia guardian defender would still be a troop choice capable of holding an objective. There is a good point to your method of just making it a 5-man unit non-scoring no matter what. That makes them pains to be dealt with by your opponent but never a core death dealer in your army because 4 shuricats and 1 shuricannon are never going to be the focus of a Farseer guide even though they would benefit from it while my 10 to 15 would be a prime target. I also question whether anyone would ever bother with a 25+ point warlock for a 5-man foot or 3-bike auxilia squad.
Perhaps tweak your idea so multiple auxilia can be grouped together with up to 1 warlock per group. Make the maximum 4 groups and you match the current max guardian squads - 12 bikes or 20 guardians of either type. If BS & WS get left as is (3) consider maybe a new Warlock ability that adds +1 BS to do for shooting what enhance does for CC or make enhance better (and maybe cost more) and do +1 BS, +1 WS, +1 I for +15 to a warlock. The other possibility is making a warlock-led unit a scoring troop. That gives a reason to add the warlock even if you don't allow grouping multiple auxilia.
You could even leave the dedicated transport as an option for a scoring auxilia unit. So to get a 5-man guardian storm in their own Falcon/Waveserpent (Previous discussions pending on what to do with Falcons) you have to purchase the warlock.
The auxilia idea goes away if you have a qualifying Ulthwe leader making defenders and storms non-auxilia or a Saim-Hann leader making guardian bikes non-auxilia. In addition, then make Ulthwe and/or Saim-Hann guardian leaders capable of taking (and paying for) two abilities so you could take the improved Enhance and Embolden or Destructor.
20079
Post by: Gorechild
I dont really like the idea of moving Hawks and Banshees to Troop choices, I cant think of any army off the top of my head that has JI troops or troops with power weapons as standard, They are very elite characteristics.
I'm not sure about guardians being a non FOC unit, It just seems to compicate things unneccisarily.
I like the idea that for every 5 guardians you get a heavy weapons platform (Shuricannon/Brightlance ect) or for every 10 guardians you can get a D-cannon ect, but I still think a lower squad cap (10 probably) would be best.
@DAaddict - I think Enhance could be changed to +1 I and +1 to BS or WS, chosen at the start of the battle. Keeping the points cost the same. That way you dont need to add another power. Another way could be
"Enhance- A squad accompanied by a warock with the Enhance warlock power has their initiative increased by 1. If the warlock is armed with a Witchblade, the squad's Weapon skill is also raised by 1. If the Warlock is equipt with a Singing spear, the units BS is improved by 1 instead."
That way it is easy to tell at a glance what effect the power has, and would be the most benificial buff for the unit.
20392
Post by: Farseer Faenyin
I know this might be a little out of order, as we've kind of discussed Guardian Defenders already, but I came to an odd epiphany while reading another Proposed Rule thread. What about giving Guardian Defenders an ability like 'Stand and Fire' as a reaction to being charged with their currently feeble 12" range Catapults (with restrictions of having to be 'able to fire', as in...not pinned, not in assault...etc). That'd be a good way to make them hold their defensive concept along with the added defensive heavy weapons. Watcha think? For Storms, I think the delivery method idea of Jump Infantry holds merrit. Sure, no other army does it. But then again no other army puts S3, T3, 5+ Save infantry in jump packs. We will! So it should balance out. If you think about it, we already have faster infantry in the form of Guardian Jetbikes, so what would this impact except their usability?
8620
Post by: DAaddict
While "overwatch" fire might be "realistic" and seem like a fix for guardians, I think out-of-phase shooting is a bad idea.
It really kills orks and tyranids that want CC but don't have armor saves. So even if an ork only costs 6, it can't hit the broadside of a barn and with overwatch-style fire it can result in armies with good weapons gaining too much. (e.g. 2 x S4 shots for Eldar, instead of 1 S3. 2 x S5 for Tau instead of 1 S3. 2 x attacks per marine instead of 1 CC attack.) If an Eldar guardian is in HTH it is because:
a.) The eldar screwed up.
b.) He wanted to draw them to kill the guardians so he could blow them away with some form of high-priced aspect warrior fun.
Guardians in HTH unsupported should die.
24267
Post by: akaean
Primarily I would like to see a couple of things with guardians. First I don't think their armor should be improved, they are light infantry and should stay that way, bumping them up to medium infantry like Aspect Warriors doesn't seem right. Their points should be reduced to 6 points per model, however. Give Guardian Defenders Las Blasters. Swooping hawks are so bad, they need to be totally redone anyway. Lasblasters while only s3 would give the Defenders a much needed 24 inch range. I would lower the minimum squad cap to 5, and allow one support weapon platform per 5 members. This would effectively replace DAVU, but then again it makes more sense for small squads of guardians to hold objectives in tanks then Aspect Warriors. It simultaniously encourages Eldar players to take large squads for heavy weapon support, and a squad of 15 with 3 EMLs would actually be a legitimate target for guide. Essentially: keep the stats the same, lasblasters as basic weapon lower cost to 6 points. Squad size 5-20 1 heavy weapon per 5 members. Storm Guardians really don't need much other than a point deduction. If they were 6 points per model, they'd be awesome. They perform OK in assault, with 3 attacks per model on the charge they are better than Avengers any day of the week in cc. I feel that 12 inch assault 2 shurikan catapults however, would be an excellent addition to storm guardians, it is different from defenders if they get las blasters, and it functions like a shotgun or 2 in cc scouts. I would also let them take a power weapon instead of a flamer or melta gun, if you want to go the enhance route. Basically - Any squad of defenders may exchange their las blaster with a shuriken catapult or shuriken pistol + ccw. - For every 5 storm guardians in a squad one member may exchange his equipment for a flamer/melta/power weapon + pistol Jetbikes I think are fine as is. They could do with a modest price drop to keep them competitive, but they do thier jobs fine. Finally Warlocks, since they are an upgrade to Gu squads and I like their role in them more than I like their role in councils, I don't think they should be replaced. I would however change how conceal works. Embolden, Enhance and Destructor are fine, as those have their uses -conceal Improves a units cover save by 1, if that unit has no cover save, then it is conferred a 5+ cover save instead. This would encourage units like Guardian Jetbikes and Defenders to take conceal instead of embolden. An entrenched unit of Defenders could gain a 3+ save, or Jetbikes could get a 2+ cover save from turbo boosting. Would make conceal a much better power than it is now in its mostly redundant state on everything except as a makeshift invulnerable on wraithguard- which it would do anyway.
20079
Post by: Gorechild
Hey akaean, welcome to the thread
akaean wrote:
Primarily I would like to see a couple of things with guardians. First I don't think their armor should be improved, they are light infantry and should stay that way, bumping them up to medium infantry like Aspect Warriors doesn't seem right. Their points should be reduced to 6 points per model, however.
Agreed, I think their armor needs improving, It makes them stand out as a more individual option when compared to Avengers
akaean wrote:Give Guardian Defenders Las Blasters. Swooping hawks are so bad, they need to be totally redone anyway. Lasblasters while only s3 would give the Defenders a much needed 24 inch range.
You aren't the first person to suggest this  I see it as one of the very viable options. I'd prefer them staying as shuriken based weapons (by name) but the weapon profile is complimentary to guardians IMO
akaean wrote:I would lower the minimum squad cap to 5, and allow one support weapon platform per 5 members. This would effectively replace DAVU, but then again it makes more sense for small squads of guardians to hold objectives in tanks then Aspect Warriors. It simultaneously encourages Eldar players to take large squads for heavy weapon support, and a squad of 15 with 3 EMLs would actually be a legitimate target for guide.
I agree with this apart from the squad size, I don't think any race that is dying out should be able to put 120 civilians into battle
akaean wrote:
Essentially:
keep the stats the same,
lasblasters as basic weapon
lower cost to 6 points.
Squad size 5-20
1 heavy weapon per 5 members.
I'd be happy keeping the stats the same if my previous suggestion for enhance was used.
If the lasblaster statline was given to the shuriken catapult then I agree
point cost depends a lot on what other decisions are made but 6-8 seems fair
I'd prefer to see squads of 5-10 or at most 5-15 + warlock, that way a guardians squad + lock + IC can still fit in a wave serpent if needs be.
akaean wrote:Storm Guardians really don't need much other than a point deduction. If they were 6 points per model, they'd be awesome. They perform OK in assault, with 3 attacks per model on the charge they are better than Avengers any day of the week in cc. I feel that 12 inch assault 2 shurikan catapults however, would be an excellent addition to storm guardians, it is different from defenders if they get las blasters, and it functions like a shotgun or 2 in cc scouts. I would also let them take a power weapon instead of a flamer or melta gun, if you want to go the enhance route.
This very much agrees with DAaddict's view of "Guardians in HTH unsupported should die.", and I'm starting to feel this way too.
akaean wrote:Basically
- Any squad of defenders may exchange their las blaster with a shuriken catapult or shuriken pistol + ccw.
- For every 5 storm guardians in a squad one member may exchange his equipment for a flamer/melta/power weapon + pistol
I'd say just the CCW + pistol would suffice, but its always nice to have options
akaean wrote:Jetbikes I think are fine as is. They could do with a modest price drop to keep them competitive, but they do their jobs fine.
100 points for 3 with 1 shuricannon sound about right? It drops their cost by only 3 points each, but having round numbers helps ALOT it list making
akaean wrote:Finally Warlocks, since they are an upgrade to Gu squads and I like their role in them more than I like their role in councils, I don't think they should be replaced. I would however change how conceal works. Embolden, Enhance and Destructor are fine, as those have their uses
-conceal Improves a units cover save by 1, if that unit has no cover save, then it is conferred a 5+ cover save instead.
This would encourage units like Guardian Jetbikes and Defenders to take conceal instead of embolden. An entrenched unit of Defenders could gain a 3+ save, or Jetbikes could get a 2+ cover save from turbo boosting. Would make conceal a much better power than it is now in its mostly redundant state on everything except as a makeshift invulnerable on wraithguard- which it would do anyway.
Agreed completely on conseal, and that seems to be almost everyone's view! I think destructor and embolden are both fine, but as I previously said, I think enhance could do with a little tweak.
32940
Post by: Araenion
Mahtamori wrote:I've got the same idea, but for my own idea was that Guardians got their own leader character (similar to Araenion, whose post I completely missed (sorry, mate!)), which could be armed with an exotic weapon. For Guardian Storms in general, I feel a homogeneous weapon setup is preferable or you risk Eldar turning into a one-two-three race (or crap soldier, crap soldier, super trooper) in terms of how buying models work.
Someone mentioned Vibro Swords, what'd you think of Vibro Blades reading "a model attempting an armour save against a Vibro Blade must reduce the dice result by one" and then deal them out to the Storms?
No worries, man, I saw you were all quite preoccupied with your own ideas.
And it's not true no army has Jump Infantry as troop choices. Blood Angels Assault Marines are JI, and they are troops. But anyway, I honestly don't think Defender Guardians warrant a 24" gun, if you add in more weapon's platforms. That means that in addition to being able to shoot 3 plasma missiles at a group of Orks 24" away, now you can also pour 20-30 shots into them to boot. And because they can't reach you the next turn, you can fall back 6"(the platforms make the heavy weapons assault) and do this again and again. Coupled with Doom, that's probably several Boyz mobz routed over the course of 3 or 4 turns. Just from one squad shooting. I think it's way too much firepower for a cheap heavy weapons squad. Making those weapons rapid fire would help that. Which is why imo, the rapid fire was invented in the first place, so you can't play tag from a safe distance. In any case, I don't think Guardian Defenders should ever be allowed to take a Wave Serpent as dedicated transport.
And no, I don't think 6 points per model is fair. 8 is much more in line if you add a shuriken cannon platform with no extra cost.
While Guardian Defenders just need to expand on their platform options, Storm Guardians need much more tweaking. They really do need the 4+ save and plasma grenades. WS 4 is pretty much a must as well. That would warrant the current 8 point cost. If you add in jetpacks the way I proposed, that is surely worth 4 more points. For their statline, everything else is fine. However, one of them would be named the leader, get +1 higher leadership and initiative and could purchase power weapon and/or flamer for extra cost.
8620
Post by: DAaddict
Guardians IMO are overcosted as they stand today. History wise, the 8 cost goes back to when the world could not run and a base ork cost 9 points or 8 points with a rapid fire weapon. (This is just one example.) 5+ Save and T3 makes them prone to die to any and all. 1 to 3 HW shots at BS 3 and some deathwish 12" range assault weapons to defend the platforms is not very intimidating to an opponent. Doing a comparison what scares you more... 20 guardians with a warlock and 1 scatter laser or 30 orcs with a PK nob and 3 big shootas? They are in about the same cost range and yes the threat is different but right now those are - in theory- equal choices. At 36" the orcs will be more effective shooting than the guardians, at 18" it is no contest for the orks, at 12" the eldar have a slight advantage but then they are likely getting charged by the orks. How about 30 + hormagaunts, gants or gargoyles?
The problem is avoiding an eldar "hoard" army by making them cheap. The auxilary idea allows the cost to be accurately lowered without allowing 300 + eldar to take the field. Why? If you have to field another unit to qualify for fielding 5 cheap guardians with platform you have to invest a minimum of 60 points in a non-auxiliary unit (5 DAs) to qualify for the 30 pt 5-man guardian squad and for all that cheapness, you have now managed to field 1 very easy to get Kill Point in your army and 5 DA's aren't too far behind. So the eldar is likely to field a full DA company and perhaps put them in a wave serpent so now it is @ 300 point investment to qualify for that 30 point 5-man auxiliary.
I agree guardians do not need the 24" range but some 18" range without making it equal to Dire Avengers or we go back to the problem of the previous Eldar codex. (With the previous codex, I would field 20-man defenders rather than any DAs. Same range and a well-timed guide cast on 20 defenders would obliterate charging opponents.) As for suggestions, I like either S4 18" Rapid Fire or S3 18" A2 for a base catapult. The change also affects GJB and vehicle TL-Catapults so that needs to be considered.
33891
Post by: Grakmar
Hi all,
I'm a long-time Eldar player that relies heavily on large guardian defender squads. They actually work really well, but my local metagame is all foot-slogging slow armies, so my guardians do usually get a chance to unload a full salvo before being charged.
That being said, they do need an improvement. I don't think their stat-line should be changed much, but somehow defenders should get BS4 and storm should get WS4. Improving anything more than steps on the toes of aspect warriors.
My main vote for improvement, however, is Farseer Faenyin's proposal. Defenders should be able to fire when being charged rather than attack in CC. This was actually an old rule at some point, but only in the context of assault vehicles. If this is way too complicated for GW, just increase the basic catapult range to 18", or even 24" rapid fire.
Alternatively, keep everything the same and drop their point costs by 2 or so. I do love my Eldar horde army!
22146
Post by: Saintspirit
Grakmar wrote:
My main vote for improvement, however, is Farseer Faenyin's proposal. Defenders should be able to fire when being charged rather than attack in CC. This was actually an old rule at some point, but only in the context of assault vehicles. If this is way too complicated for GW, just increase the basic catapult range to 18", or even 24" rapid fire.!
Doubt that would be too complicated, when that is how it is in WHFB. I wouldn't say no, I think it is a good idea... They are suppose to defend, after all
8620
Post by: DAaddict
Overwatch is a 2nd edition rule. It required giving up shooting in the regular phase in order to fire during your opponent's movement. If you are proposing this as a guardian-only improvement maybe but then guardians are probably worth 10 - 12 each.
If you are proposing a return of overwatch. Be careful what you wish for or your howling banshees will take a face full of lead from marines or fire warriors.
28383
Post by: Mahtamori
Another option for the Guardian overwatch is that they simply replace their melee attacks with 2x S4 AP5 attacks in initiative order on a turn they are charged. Naturally instead of defensive grenades.
33560
Post by: Whirling Blade Exarch
I personally think guardians should be changed in the following ways:
Guardian defenders
- guardian defenders should keep their same wargear, but should have the option to take 4+ armor at 15pts for the unit, or shroud cloaks (+1 cover save when combined with conceal) at 20pts.
- the weapons platforms in a normal squad should still be limited to one. however, an eldar player shouldhave the option to take 0-4 guardian weapons platform squads
(6 guardians, 3 guns, an extra model may forgoe their shooting phase to twin link the weapon)
-guardian defenders should get +1 to BS when they don't move
storm squad guardians:
- storm guardians should keep most of their same wargear, but should have the option to take 4+ armor at 15pts for the unit, or glint shields (6+ invulnerable) at 20 pts.
- storm guardians should be designated special weapons squads. up to one third of the models may include: lasblaster (4 points) fusion gun (6pts) flamer (6pts) death spinner (5pts), 0-1 heavy flamer (for lack of a better name) (8pts).
-+1 WS on a charge.
20392
Post by: Farseer Faenyin
Gorechild wrote: This very much agrees with DAaddict's view of "Guardians in HTH unsupported should die.", and I'm starting to feel this way too. I'd agree with you if there was another close combat variety of troops that could be fielded as a replacement, but there are no choices mentioned yet in this thread, and I don't think there should be. So unsupported in close combat, I think they should be able to hold their own against other modest CC squads, but obviously lose to dedicated CC specialized units. Otherwise, if they are meant to be in CC, but point for point...get butchered by absolutely anything else that is CC oriented...that makes them completely useless IMO. Thanks for the support for the 'Stand and fire' idea for the Guardians. And for those questioning, yes it would be a Guardian only rule. It fits perfectly with fluff as it doesn't make much sense to have Guardians marching forward to devetate an enemy with their measely weapons. I think it makes sense that they'd wait for the right time to fire when the enemy gets in range, doing their job....defending something important to keep the Aspect Warriors supported. I also like some of the other ideas presented. Weapons Platforms going up in number is a great idea. I also like the Warlock power 'Enhance' affected the BS of Guardians. And if the idea of 'Stand and fire' isn't a good one, I think the Lasblasters wouldn't be bad at all. I seem to remember a day when Guardians had Las weapons anyway, if I remember right? So going back to it doesn't destroy fluff. For Stormies, I like Guardian Storm squads becoming special weapon squads. This gives them a niche completely avoided by current Eldar troop choices. Things I don't like are making Guardians medium infantry. The 5+ save is fine IMO, and making them a 4+ puts them into a new bracket style-wise and points-wise that I don't think would work well.
33891
Post by: Grakmar
I actually like the fact that there's no good CC troop choice. Eldar, to me, are a very shooty army. They have some good CC options, but by forcing your troop choices to be shooty focused, it keeps an Eldar army from possibly being a 100% CC army. Those types of forces are better left to some of the other factions.
Eldar fill that niche of Tau shooty + some ability in CC.
20392
Post by: Farseer Faenyin
Grakmar wrote:I actually like the fact that there's no good CC troop choice. Eldar, to me, are a very shooty army. They have some good CC options, but by forcing your troop choices to be shooty focused, it keeps an Eldar army from possibly being a 100% CC army. Those types of forces are better left to some of the other factions.
Eldar fill that niche of Tau shooty + some ability in CC.
But this arguement just comes to up to 'Storm Guardians' shouldn't exist. And I don't think that's much of a plausible option. And Eldar don't shirk from CC, I'd imagine their pride in their own abilities would exist in more than the psychic and shooting phases. I seem to remember a part of the Eldar Codex describing a set of Guardians rushing to meet a group of mon-keigh trying to get to a Farseer and his unit, that doesn't sound to me like 'Eh...lets just shoot them as they go in.'
So it is fluffy for them to get into CC, even if it is militia.
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Post by: DAaddict
Guardian storms - Assuming you keep the same stat lines and are building for a close combat - 1 Enhance Warlock and 10 storms charge. 3 witchblade attacks and 30 cc attacks at 5 initiative against 10 tac marines. You are going to hit 15 times and wound 5 with 2+ wb hits so about 2 dead marines. With a doom up, 3 dead marines. Points wise they are almost surely going to come up in good shape vs the marines as even at current 8 pt cost 7 or 8 marines are going to be hard pressed to kill 4 to 6 storms. They are viable just not decisive. They are also definitely inferior to SS or HB so they are just a 4th or 5th best choice in the eldar codex.
Storms are an ok unit that can bring some SW to the table without going all out like Fire Dragons.
The killer - with the current environment - is you need a transport to keep them alive and that is going to cost you 100+ points and then you have no transport that they can assault out of so they get to stand and take it for 1 turn with T3 and Sv 5+ armor. They suffer the same problem has HBs just worse for less results!
When numbers - not results - played into winning a close combat. There was a value to 10 cheap storms adding numbers to an HB assault. Now that is just a pure detriment. (Hmmm, should I put my 11 CC attacks against WS 4 Sv 4+ stuff or WS 3 Sv 5+ stuff?) Now you actually risk losing combats by adding non-quality stuff to a combat!!
I think storms are hopeless cause unless the pendulum shifts in 6th edition for how CC resolution takes place.
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Post by: Punisher91090
I just started warhammer about a month and a half ago and Guardians were my first models I got. I just recently realized how weak they are. All I want is for them to have BS4 and give them 18" range everything else ca stay the same, I'm just sick of trying to hit on 4's missing over half my shots then getting assaulted by a horde of boyz immediately after. I could care less about the weapons platforms or the cost of the guardians. It would just be so much better to hhit on 3's when I'm firing 20 shots that way I'm way less likely to hit less than 10 times.
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Post by: akaean
I don't get why people think Storm Guardians are choppy units. My hunch is that you see the swords and immediately want to toss them into cc. They are shooty units first, choppy units second. They are essentially a scoring platform for 2 special weapons (flamer / fusion) who can be accompanied by a warlock for either a singing spear or a heavy flamer (destroctor). The fact of the matter is, a squad of storm guardians w/ a warlock (2 flamers and destructor) can cause nearly as much damage as a bladestorming squad of avengers in the open- and they do far more damage when an enemy horde is hiding in cover. The fact that they get 3 attacks per model, and have an upgrade charachter who hits vehicles at s9 (which makes them better in cc than Dire Avengers for less points) is just icing on the cake. As it stands, the only other place eldar can get normal flamethrowers is on wraithlords, and the only other place we can get fusion guns is on Fire Dragons or Autarchs. When you consider storm guardians as a primarily shooty unit, they become much better. In the current edition, Storm Guardians are nearly as good as Dire Avengers as Troop choices, and they are just as good as Jetbikes. They perform a unique role in the codex, they do it well, and don't need much to be competitive. They are already better than most Aspect Warriors in cc due to sheer number of attacks, there is no reason to make citizen millitia even more awesome at h2h In all honesty their worse armor than Avengers is a non issue. Dire Avengers also get shredded by return fire, and Storm Guardians can actually take it better. Sure they'll lose more models overall, but their firepower is focused in the 2 flamers, which essentially means that as long as the flamers and warlock can stay alive, the guardians still shoot at near full effectiveness. Wheras if you lose 4 or 5 Dire Avengers... they suffer a huge drop in fire power.
20079
Post by: Gorechild
Punisher91090 wrote:I just started warhammer about a month and a half ago and Guardians were my first models I got. I just recently realized how weak they are. All I want is for them to have BS4 and give them 18" range everything else can stay the same, I'm just sick of trying to hit on 4's missing over half my shots then getting assaulted by a horde of boyz immediately after. I could care less about the weapons platforms or the cost of the guardians. It would just be so much better to hhit on 3's when I'm firing 20 shots that way I'm way less likely to hit less than 10 times.
This is what Guide/Doom are for  If you want to hit on 3's then buy Dire Avengers  We're trying to make these units individual whilst still being cost effective, not just making them all generic. The platforms + warlock are what make guardians individual, If thats not what you want then maybe they arent the best troop chioce for you. I dont mean to sound critical, it just seems like your first box was the wrong one for what you wanted to achieve.
Back on topic...
If the only changes were to be 1 heavy weapon platform/special weapon per 5 models, squad size 5-15, changes to conseal and possibly the enhance warlock powers then I'd consider Defender Guardians more than sorted. Storm Guardians would be greatly improved, but it may be the case that they need a little somthing to justify them staying at their current point cost, maybe a new warlock power or grenades of some sort (depending on if you want them being used as a charging unit or a unit to get close, flame a unit then take a charge)
18176
Post by: Guitardian
It would be nice to combine Guardian Defenders and Storm Guardians into a single unit type, with more customizable options. Warlock options, ccw switch option, special weapon option, platform option. (or option to not be required to take one) Smaller squad sizes than 10 (we don't have to obey the will of guiliman) all of these things put together (plus give them some better range) MIGHT make Guardians worth their studiply comparatively overpriced points cost. A guardsman is 5, an ork boy is 6, both are superior to a Guardian clocking in at 8. That really sucks for us considering the game is all about troops nowadays. Now that Falcons and Vypers and Harlequins have been rendered obsolete, aspects are restricted in force organization, and Phoenix Lords are the worst special characters for points cost of any codex ever (well maybe not that Tau guy) at least they could cut us a break on the guardians, yknow?
28383
Post by: Mahtamori
There's still the problem with the Guardians being costed as individuals and then have an upgrade cost for the heavy weapons. If focus is shifted to the platforms, then not only do the prices of the heavy weapons need to come down to a 5th edition standard in the case of Scatter Laser and EML, and the prices for Star Cannons and Bright Lances be further discounted to reflect performance, but moreover the prices of the platforms need to be discounted unless the prices of the Guardians are dropped significantly.
Either keeping the current stats and dropping Guardians (both kinds) by 2 or 3 points per model, or drop the points of all platforms by at least 10 points (which results in a +5 point penalty for the Shuriken Cannon) per 5 models in squad. *
For Guardian Storms a similar route would be either dropping points by 2 or 3 per model, or giving free Fusion Guns or Flamers - I'm almost inclined to say the number of Fusion Guns or Flamers might need increasing further in these squads to the point where you get two free weapon upgrade options per 5 models.
Fact of the matter is, Guardians are under-performing for their points - and if we cost them equal to how their performance is then we're making Eldar a horde race which is directly contrary to fluff.
* This will make a Guardian Defender squad nearly equal in worth for Guide as a single War Walker.
P.S. Guardians and the Fast Attack section really are the core problems with the current Eldar codex. The rest is polish. Automatically Appended Next Post: Guitardian wrote:It would be nice to combine Guardian Defenders and Storm Guardians into a single unit type, with more customizable options. Warlock options, ccw switch option, special weapon option, platform option. (or option to not be required to take one) Smaller squad sizes than 10 (we don't have to obey the will of guiliman) all of these things put together (plus give them some better range) MIGHT make Guardians worth their studiply comparatively overpriced points cost. A guardsman is 5, an ork boy is 6, both are superior to a Guardian clocking in at 8. That really sucks for us considering the game is all about troops nowadays. Now that Falcons and Vypers and Harlequins have been rendered obsolete, aspects are restricted in force organization, and Phoenix Lords are the worst special characters for points cost of any codex ever (well maybe not that Tau guy) at least they could cut us a break on the guardians, yknow?
Guardians 65 points
<Standard statline>
Squad: 5 Guardians and 1 Warlock
Weapons: Shuriken Catapults and close combat weapons
Options:
- Up to 5 additional Guardians may be added to the unit for +8 points per model
- For every 5 Guardian models in the unit two Guardian models may be upgraded to crew a Shuriken Cannon armed platform or replace their ordinary weapons with a flamer or fusion gun at no additional cost.
- The Shuriken Cannon may be upgraded to a Bright Lance at +10 points, an Eldar Missile Launcher at +10 points, a Scatter Laser at +5 points, or a Star Cannon at +5 points.
- Any Guardian models in the squad may replace their Shuriken Catapult with a Shuriken Pistol
- The squad may be transported in a Wave Serpent for +XX points
?
18176
Post by: Guitardian
I like that Mahtamori, that mirrors the space wolves codex more modernized streamlined approach to configuring squad options.
20079
Post by: Gorechild
Fact of the matter is, Guardians are under-performing for their points - and if we cost them equal to how their performance is then we're making Eldar a horde race which is directly contrary to fluff.
Unless you limit the squad sizes, if they were 6 points each but you were only allowed 10 in a unit then they wouldnt really be a hoard, they'd just have cheap troops. If you dont want them to be a hoard, why give the option to have 20 models in a single FOC slot?
18176
Post by: Guitardian
Smaller limits to squad would seem a good thematic change. If you ever looked at the old art from Epic, it makes it look like the Guardians are a massive phalanx though. I think the fluff has changed over the years, and they are no longer badass warriors to be taken seriously, but desperate wimps who are just there to fill in a gap when needed, while the real warrior aspects do the dirty work. It would be nice to see them not suck so bad, or, barring that, see them cost less along the lines of other races basic troops.
8620
Post by: DAaddict
I know I am hung up on it, but I like the auxiliary option to guardians. You make them cheap but qualify based on fielding other units - which you will.
30 pts - 5 Guardians with Plasma Grenades and Catapult
1 Platform w Shuriken Cannon
May upgrade platform to Scatter Laser for +5, EML for +10, Starcannon +10 (ROF back to 3), Bright Lance +15,
+5 Vibrocannon, +10 Weaver, +15 D-Cannon
or 5 Storms with Plasma Grenades, Pistol and CCW
may change 1 per 5 to Flamer +3 or Fusion Gun +6.
Enhance +1 WS, +1 BS, +1 I
Embolden +1 Ld (get rid of the reroll)
Destructor (Hvy Flamer)
Conceal +1 Cover or 5+ cover whichever is better.
Up to 4 groups can be combined as one unit under a Warlock and then the unit qualifies as a scoring unit.
If you want do the same for GJB
3 Bikes for 70 pts 1 with Shuriken Cannon.
A warlock with EJB must also be on a bike for 45 pts.
If you don't like the auxilary model, just make it 5-20 guardians or 3-12 bikes but then you do run the risk of the eldar hoard army.
20079
Post by: Gorechild
Mahtamori wrote:
Guardians 65 points
Standard statline
Squad: 5 Guardians and 1 Warlock
Weapons: Shuriken Catapults
Options:
- Up to 5 additional Guardians may be added to the unit for +8 points per model
- For every 5 Guardian models in the unit two Guardian models may be upgraded to crew a Shuriken Cannon armed platform or replace their ordinary weapons with a flamer or fusion gun at no additional cost.
- The Shuriken Cannon may be upgraded to a Bright Lance at +10 points, an Eldar Missile Launcher at +10 points, a Scatter Laser at +5 points, or a Star Cannon at +5 points.
- Any Guardian models in the squad may replace their Shuriken Catapult with a Shuriken Pistol and close combat weapons for free
- The Warlock may be upgraded with one of the Warlock powers (see entry)
- The squad may be transported in a Wave Serpent for +XX points
?
Tweaked ever so sightly, but it really makes no difference to how it plays.
I'd like the heavy weapons platforms to not replace the weapons of 2 guardians but to be somthing like:
"For every 5 guardians in the squad they ay have a shuriken cannon heavy weapons platform for free, this may be upgraded to a Bright Lance at +10 points, an Eldar Missile Launcher at +10 points, a Scatter Laser at +5 points, or a Star Cannon at +5 points. Instead of firing their normal weapon a single guardian within 2" may fire the heavy weapon platform (drawing LOS from the position of the platform). If two guardians are within 2" of the platform then the second may also forgo their normal shooting attack, If the controling player chooses to do so the shots from the heavy weapons platform count as twin linked."
This gives the guardians the flexibility to choose what weapon to fire, if they are armed with a brightlance and a hoard of boyz is in 12" they would be able to fire 10 S4 guns rather than 6 S4 and 2 S8.
Thoughts?
28753
Post by: Nulipuli2
more pheonix lords
18176
Post by: Guitardian
invul saves for phoenix lords?
23469
Post by: dayve110
Gorechild wrote:Mahtamori wrote:
Guardians 65 points
Standard statline
Squad: 5 Guardians and 1 Warlock
Weapons: Shuriken Catapults
Options:
- Up to 5 additional Guardians may be added to the unit for +8 points per model
- For every 5 Guardian models in the unit two Guardian models may be upgraded to crew a Shuriken Cannon armed platform or replace their ordinary weapons with a flamer or fusion gun at no additional cost.
- The Shuriken Cannon may be upgraded to a Bright Lance at +10 points, an Eldar Missile Launcher at +10 points, a Scatter Laser at +5 points, or a Star Cannon at +5 points.
- Any Guardian models in the squad may replace their Shuriken Catapult with a Shuriken Pistol and close combat weapons for free
- The Warlock may be upgraded with one of the Warlock powers (see entry)
- The squad may be transported in a Wave Serpent for +XX points
?
Tweaked ever so sightly, but it really makes no difference to how it plays.
I'd like the heavy weapons platforms to not replace the weapons of 2 guardians but to be somthing like:
"For every 5 guardians in the squad they ay have a shuriken cannon heavy weapons platform for free, this may be upgraded to a Bright Lance at +10 points, an Eldar Missile Launcher at +10 points, a Scatter Laser at +5 points, or a Star Cannon at +5 points. Instead of firing their normal weapon a single guardian within 2" may fire the heavy weapon platform (drawing LOS from the position of the platform). If two guardians are within 2" of the platform then the second may also forgo their normal shooting attack, If the controling player chooses to do so the shots from the heavy weapons platform count as twin linked."
This gives the guardians the flexibility to choose what weapon to fire, if they are armed with a brightlance and a hoard of boyz is in 12" they would be able to fire 10 S4 guns rather than 6 S4 and 2 S8.
Thoughts?
Guardians 40 points
Standard statline
Squad: 5 Guardians
Weapons: Shuriken Catapults
Options:
- The unit may purchase EITHER plasma grenades OR defensive grenades for free.
- Up to 10 additional Guardians may be added to the unit for +8 points per model
- For every 5 Guardian models in the unit two Guardian models may be upgraded to crew a Shuriken Cannon armed platform, alternativly for every 5 Guardian models in the unit two Guardian models may replace their ordinary weapons with a flamer, fusion gun or power weapon at +5 points per pair.
- The Shuriken Cannon may be upgraded to a Scatter Laser at +5 points, an Eldar Missile Launcher at +10 points or a Star Cannon at +10 ( RoF 3) points, or a Brightlance, Vibro Cannon, Shadow Weaver or a D-cannon at +15 points.
- Any Guardian models in the squad may replace their Shuriken Catapult with a Shuriken Pistol and close combat weapons for free
- A Warlock may be including for +25 points, the Warlock may be upgraded with any options in the Warlock entry
- The squad may be transported in a Wave Serpent for +XX points
Special Rules:
Fleet
Weapons Platform: A heavy weapon mounted on a weapon platform counts as an assault weapon in all respects and must be in coherency with at least one of the two crew members to fire. One crewman may fire the platform instead of his weapon, the other may shoot with his own weapon freely. If both crew are in coherency with the platform , both may forgo their shooting to fire the platform as Twin0Linked. Line of sight and range are always drawn from the platform. If all crewmen are killed the platform is removed. The platform model itself is always ignored, including measuring ranges to the unit, and when counting the number of models in the unit. It is essentially a marker; assume that the gun is actually carried by the crew member firing it (except when measuring LOS and range as described above)
(Extra bits)
D-Cannon: The D-cannon always wounds on a 2+, and on a roll of a 6 it inflicts instant death on the victim (regardless of its Toughness value). Against targets with an Armour Value, a D-cannon always inflicts a glancing hit on a roll of 3 or 4 and a penetrating hit on a roll of 5 or 6. It has the following profile:
Range: G36” S: X AP: 2 Heavy 1, Blast, Pinning
Vibro Cannon: When firing a vibro cannon, roll to hit (the firer does not need to pick a target). If the vibro cannon hit, draw a single 36” line from the vibro cannon in any direction. Any unit which the line passes through suffers D3+2 hits. For each vibro cannon in the battery that hits (after the first) add D3 to the number of hits and 1 to the S of those hits. A target with an Armour Value that is hit by a vibro cannon always suffers a single glancing hit (per Vibro Cannon that hit). Any wounds caused will result in the target unit becoming pinned unless they pass an I test (jump infantry, jetpack infantry, jet bike infantry and monstrous creatues are immune to this).
Range: 36” S: 4 AP: - Heavy 1
Shadow Weaver: Monofilament, any unit that gets hits by this weapon will count as in difficult and dangerous terrain the next time it moves.
Range: G48” S: 6 AP: - Heavy 1, Blast, Pinning, Rending, Monofilament
----------
- I Don't think Warlocks should be compulsary.
- Also i put in grenades, easiest way to throw on extra equipment (without inventing new wargear or going into the holo-warriors idea).
- Unit size 5-15, not at 'horde-y' as 20 but still numerous.
- Added in option for power weapons, if you want to go assaulty based storms then this would be useful without going all-out power weapons.
- Added a points cost to storm special weapons, 5 points for the pair of weapons gives you one 'free' while paying for the second. 4 flamers popping out of a serpent should not be a free choice.
- Played around with platform options, adding in the artilary pieces (not sure on the points for them, especially with the rules i proposed)
- Weapons platforms? Not sure how to handle those, ignoring them for all purposes is a bit meh, counting them as models in their own right is also a bit meh...
- D-cannon. Pretty much the same with a bit longer range.
- Shadow Weaver. Monofilament added, range increased.
- Vibro Cannon. Range remains the same, #of hits more predictable and D3 hits per extra cannon (rather than just +1 hit) so you get more for your points. However its only D3 more if the other cannons hit (currently you add 1 hit even if that cannon misses, one hit and they all hit so to speak) Also threw in a variation on the pinning test as it not due to morale losses but more due to the fact you've just been knocked on your butt, with some unit type exceptions.
20079
Post by: Gorechild
I dont really think that the warlocks not being compulsory would make much difference, I'd always take them anyway I was just incuding them as I thought that was what we were establishing for all units (ie. aspect warriors have to come with exarch/ guardians come with warlock). I much prefer squads of 10, but thats just a matter of preference. I think 120 points is a little generous to effectivly get 3 15 wound, twin-linked, scoring, heavy weapons. I like the D-Cannon and other weapons suggestions though, none of them seem unreasonable.
28383
Post by: Mahtamori
Bright Lances across the board need to go down about 10 points each. They're only barely more powerful than an EML, while not having the flexibility of the EML. Therefore Bright Lances should either have the same or lower cost than an EML option. The support weapon platforms could either go into Guardian squads, or they could go into their own troop entry. I don't think they should be Heavy Support, since that category is crammed full of goodies and the support platform will always be the worst option in there unless you give them out free (at which point I might still fork out 100 points for a Fire Prism or Nightspinner to get artillery). Yeah, I know I'm exaggregating, but Support Platforms just aren't popular for a reason. Regarding defensive grenades: Eldar as a race aren't very defence-oriented, even though Bright Eldar might be more defence-oriented than Dark Eldar, you've got to remember that the difference between the two isn't that huge and Dark Eldar is the army that are most offence-inclined out there. Having defensive grenades feels a bit un-fluffy. Plasma Grenades for the lot of them also supports the short range of shuriken weapons - unload and then assault. The choice between CCW+pistol or catapult is more a choice of "in which phase do I put the weight" There are two things regarding platforms. They're currently markers, which is good. This emphasises that it's the actual model shooting, not the platform, and makes players less inclined including the wrong model when shooting. On the other hand, having them as their own model makes more sense since you have a position - the platform is right there! What is a bit iffy is how to treat it for assault. If it is not a marker, then it can be assaulted, but if it can't be destroyed you can't direct attacks on it. If it can't be assaulted, you can place the platform so that you get an extra 2" of range. I really do think all squad leaders should be compulsory. Either Warlocks are compulsory, or have the Guardians lead by a sergeant-type character (Black Guardians?). The Warlock is obvious and traditional, but I do think he should have Ld9. A mandatory leader means you can't spam them quite so much. 40 points per Troop choice and a free Shurken Cannon per choice? That's actually a bargain, just take 6 such squads and fill the rest of the list with "good" units. Having a Black Guardian lead the squad gives more in the form of customization! The Black Guardian is armed with a Shuriken Pistol and a close combat weapon and has Guardian Stat-line with +1BS, +1WS, +1A. The Black Guardian may exchange his Shuriken Pistol and/or close combat weapon for any combination of: - A Fusion Pistol for +5 points - A Power Weapon for +5 points The Black Guardian may alternatively exchange both his weapons for: - A Shuriken Cannon for +10 points (note: this is an assault weapon)* - A Bright Lance for +25 points (note: this would require this weapon to return to 3rd edition assault status)* - A Fusion Gun for +10 points - A Flamer for +6 points - A Shuriken Catapult for free * just for illustration what you can do. How cool isn't it with a Guardian carrying a big-ass gun? P.S. I dislike Guardians grouping together to twin-link a weapon - that's what you have Guide for!
23469
Post by: dayve110
Gorechild wrote:I dont really think that the warlocks not being compulsory would make much difference, I'd always take them anyway
I was just incuding them as I thought that was what we were establishing for all units (ie. aspect warriors have to come with exarch/ guardians come with warlock).
I much prefer squads of 10, but thats just a matter of preference. I think 120 points is a little generous to effectivly get 3 15 wound, twin-linked, scoring, heavy weapons.
I like the D-Cannon and other weapons suggestions though, none of them seem unreasonable.
I'd only put my warlock inclusion at about 50%... sometimes i just need the warm bodies as cheap as i can get, but i suppose with minimum of 5 models they'd be cheaper anyway... and it'll fit with the included Exarch/Warlock theme.
As for the unit size, 5 standard assault marines (with a sarge) can cause 15 guardians serious issues incombat. Terrain hop the marines, charge in with frag so both strike at I:4.
15 guardians hit 7.5 times, wound 2.5 times = 0.83 dead marines
5 marines (after getting hit by defensive grenades) hit 7.3 times, wound 4.9 times = 3.3 dead guardian
Guardians loose and need to pass an average 5.53 Ld test or get cut down.
And those 5 marines are cheaper than the guardians.
So put the warlock in then you can take 3 15 wound TL weapons for 145, but i'd at least put conceal on them, or embolden. so cost will be 150+
Another thing is with this set up it is possible to take a 'storm' squad with catapults and flamers. Which could be very interesting for burn and run tactics.
20079
Post by: Gorechild
Allowing them to forsake their shooting to twin-link the heavy weapon would reduce the eldars dependance on Farseers to have an effective shooting force without having to improve BS. if 3/4 of their shots could hit without needing to have a farseer as HQ then you will get more diversity in the lists.
I agree with the mandatory unit leaders, and I much prefer using warlocks than black guardians. 240 points for 6 troops is stupid, so the compulsory leader makes it more viable.
23469
Post by: dayve110
Guardians 65 points
Standard Statline
Squad: 5 Guardians and 1 Warlock
Weapons: Shuriken Catapults and plasma grenades.
Options:
- Up to 10 additional Guardians may be added to the unit for +8 points per model
- For every 5 Guardian models in the unit two Guardian models may be upgraded to crew a Shuriken Cannon armed platform, alternativly for every 5 Guardian models in the unit two Guardian models may replace their ordinary weapons with a flamer, fusion gun or power weapon at +5 points per pair.
- The Shuriken Cannon may be upgraded to a Scatter Laser at +5 points, an Eldar Missile Launcher, Star Cannon or a Brightlance at +10 (RoF 3) points, or a Vibro Cannon, Shadow Weaver or a D-cannon at +15 points. (Artillary rules, scroll up a few posts)
- Any Guardian models in the squad may replace their Shuriken Catapult with a Long-barreled Shuriken Catapult (R:24" S:4 AP:5 Assault 1) or Shuriken Pistol and close combat weapons for free.
- The Warlock may be upgraded with any options in the Warlock entry for the points cost indicated.
- The squad may take a Dedicated Transport at the points cost indicated.
Special Rules:
Fleet
Weapons Platform (Scroll up a few posts)
Ok, I'm happy with that. I did have a 'black guardian' idea a while back but it wasn't well recieved so thats been left out.
If other people are happy, or at least 90% happy then we can move onto jetbikes... I'm thinking a similar set-up.
Guardians jetbikes 105 points
WS BS S T W I A Ld Sv
3 3 3 3(4) 1 1 8 4+
Squad: 3 Guardians and 1 Warlock
Weapons: TL-Shuriken Catapults, shuriken pistol and plasma grenades.
Options:
- Up to 6 additional Guardians may be added to the unit for +20 points per model
- For every 3 Guardian models in the unit Guardian models may be upgraded to have a Shuriken Cannon on their jetbike (replacing the TL-Shcats), alternativly for every 2 Guardian models in the unit one Guardian models may be armed with a flamer, fusion gun or power weapon for free.
- The Shuriken Cannon may be upgraded to a Scatter Laser at +5 points, an Eldar Missile Launcher, Star Cannon or a Brightlance at +10 (RoF 3) points.
- Any Guardian models in the squad may replace their TL-Shuriken Catapults with TL-Long-barreled Shuricen catapults for free
- The unit may purchase close combat weapons for +1 points per guardian.
- The Warlock may be upgraded with any options in the Warlock entry for the points cost indicated.
Special Rules:
Jetbike
Dropped the save to 4+, reduced points by 2, but they get the free upgrades like guardians. 3+ save just doesn't seem right for GUARDIAN jetbikes whose save is normally 5+.
I also made the unit able to be a rapid version of defenders or storms, depending on the weapon load-out.
The only problem i have is the warlock. For a unit of four T:3(4) models with a 4+ save 105 points is pushing it. The walock alone is worth 45 standard, i really think this may the unit that would break tradition and not have a warlock included into the base cost. Either that, or decrease the cost of the warlock for this unit (only this unit, not jetseer units).
What d'ya think?
28383
Post by: Mahtamori
@ Guardian Jetbikes
Dropping the save from 3+ t 4+ is pretty huge, not as huge as going from 4+ to 5+ or the other way around, but still... 20 points for just 4+ is a bit much. Already 22 points for the current models are a bit much and requires some pretty sweet tactical manoeuvring and preservation for last-turn objective ninja. Also note that the rules for the Eldar Jetbikes are depicted in the BRB, being the only bike being specifically specified in that book, changing it's rules is a break of form (and one I honestly don't think is needed or warranted just because the normal guardians have worse save)
In either case, for Jetbikes there's a lot you can do to make them more interesting. Adding Fusion or Flamer weapons to the Guardians is one option, certainly, but you can also tamper with the under-slung weapon as well as kitting the Guardian himself out a bit.
Adding long-barrelled Shuriken Catapults (I assume this is something like 24" assault 1 catapults?) doesn't feel right for a unit that can JSJ.
Standard with GW codices seem to be that CCW is included for all units, but units that are to receive +1A can purchase or have pistols added.
So... here's what I'd counter-suggest (polish, really)
Guardians jetbikes 105 points
WS BS S T W I A Ld Sv
3 3 3 3(4) 1 1 8 3+
Squad: 3 Guardians and 1 Warlock
Weapons: TL-Shuriken Catapults, close combat weapon and plasma grenades.
Options:
- Up to 6 additional Guardians may be added to the unit for +20 points per model
- For every 3 Guardian models in the unit Guardian models may be upgraded to have a Shuriken Cannon on their jetbike (replacing the TL-Shcats).
- The Shuriken Cannon may be upgraded to a Scatter Laser at +5 points, an Eldar Missile Launcher, Star Cannon (RoF 3) or a Brightlance at +10 points.
- The unit may purchase close combat weapons for +1 points per guardian.
- One in three Guardians in the unit may replace their hand-held weapons with a Flamer or Fusion Gun at +10 points. *
- The Warlock may be upgraded with any options in the Warlock entry for the points cost indicated.
Special Rules:
Jetbike
* Note that you do not surrender your normal weapons like Guardian Storms do and that you can't shoot the under-slung weapon when shooting a hand-held weapon.
Also, I think that too many fusion guns or flamers at low cost in a JSJ unit is a tad over-powered 8 Jetbikes with one destructor Warlock and 4 flamers clock in at 215 which represents 12" movement, shooting, and then 6" retreat. The shooting would consist of dropping 4 S4 AP5 templates and 1 S5 AP4 template along with 8 S4 AP5 shots with re-roll. With an average of 22 S4 AP5 hits and 4 S5 AP4 hits, this should result in some pretty damned stupid amount of kills on MEQ and wipe GEQ out.
8620
Post by: DAaddict
Sorry I have a hard enough time justifying 22 points for a
"marine" on a jetbike. A 20 point "tau" on a bike is even worse. I would also have a hard time paying the $$ for "tau" bikers. 3+ Save make the bikes viable choice.
3 wounds vs 5 wounds for speed and improved durability.
Albeit when I am playing marines I could field heavy bolters and pray for EJB being in their list.
I agree in principle as DE JB are 4+ and marine bikers are no better. If you want the 4+ bike then the cost needs to come down even more - +20 for a warlock is overpriced as it would be for special characters - a fast moving "tau" should probably be in the 16 to 18 range but I would have a real problem with spending the dollars to buy them.
BTW, play Saim-Hann wind riders as a base so you just nerfed the army for perhaps a "bonus" 60 points from the 2 pt discount.
18176
Post by: Guitardian
Warlocks are compulsory? Not last I looked.
22903
Post by: Fallanir
focusedfire wrote:I really like the idea of themed wraithlords but honestly doubt that they will become a reality without additional craftworld codices. If GW ever stops slitting its own throat with their SM-centrist business plan and starts releasing codices that encourage different army builds(Like the Craftworld Codex and maybe introduce an Exodites and Outsiders Codex) then these units might become a very profitable reality.
Until this happens(about the same time Hades has a cold snap), I will be happy if the Wraithlords get wraithguard escorts, receive an extra attack, get to take the D-cannon, and wraithsight gets changed to where the spiritseer gives them Fleet.
Any three of these would be good.
Gotta agree with you on all points, I really like the idea of these themed wraithlords, especially with the twin-linked aspect-related weapons, and I also agree that they probably will never become a reality. But I certainly want to see Wraithlords improved somewhat; for the points, they aren't that great. I want them to have certainly more attacks, though I could care less about the heavy weapons options; giving them heavy weapons relegates them to about the same role as war walkers, basically, long range mobile support, and that doesn't fit the Eldar way of having each unit specialize in one task. But what I really want to see is the ability for them to have the D-cannon; that's been my pet idea for quite some time, and I even started another post on it. It makes perfect sense, and makes them more similar to the wraithguard, who use weapons based on the same technology. Just as the D-cannon is a bigger and more powerful version of the wraithcannon, the wraithlord is a bigger and more powerful version of the wraithguard. I think that wraithblade in one hand and D-cannon in the other should be standard equipment for all wraithlords. That really gives them an improved battlefield role, since the D-cannon is awesome, but somewhat limited, especially as far as range. And especially when the only option for taking it is stationary and manned by meager guardians. I think that there should be more options for taking all the Eldar special support weapons--D-cannon, shadow weaver, and vibro cannon. Maybe the wraithlord could have the option of exchanging the D-cannon for one of the other two, though for more points, since the D-cannon should be standard armament and fits the whole role of the wraithlord better. This would give wraithlords a specific battle-field role, which I don't feel they have right now. At least one more attack and the D-cannon instead of the other heavy weapons. And another thing, they should either come in a squad or be able to attach to a unit of wraithguard. Actually, I don't think the squad idea fits, as wraithlord are supposed to be rather rare. But they could attach to a unit of wraithguard if they chose; that way, both units have some added protection against ranged weapons as they slowly walk across the battlefield--the enemy has to choose to shoot at either the guard or the lord, so both soak up shots for the other. Plus, if you have a highly mobile Eldar army, and then two slow-moving units--a unit of 10 wraithguard as a troops choice and the wraithlord--that helps you combine your slow-movers into one problem instead of two. And, the wraithlord is sort of like the Exarch for the wraithguard. Although, now that I think about it, you might not want the lord to be actually attached to your guard unit; if you want to get him into combat, you might not want to engage your guard in combat too, since they have no special close combat stuff but some special ranged stuff.
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Post by: dayve110
Mahtamori wrote:Dropping the save from 3+ t 4+ is pretty huge, not as huge as going from 4+ to 5+ or the other way around, but still... 20 points for just 4+ is a bit much. Already 22 points for the current models are a bit much and requires some pretty sweet tactical manoeuvring and preservation for last-turn objective ninja. Also note that the rules for the Eldar Jetbikes are depicted in the BRB, being the only bike being specifically specified in that book, changing it's rules is a break of form (and one I honestly don't think is needed or warranted just because the normal guardians have worse save)
It is a bit iffy when considering what happens when you get on a bike.
Marine goes from 3+ to 3+
Aspect warrior goes from 4+ to 3+
Dark Eldar goes from 5+ to 4+
Guardian goes from 5+ to 3+
Well 2+ save marine bikers would be a big no-no. For the Aspect and Dark varieties of Eldar its +1 to save. I just don't think a guardian on a jetbike should have a 3+ when a 4+ seems to fit much better.
A simple points cut would increase the effeciency of the unit, but with JSJ and all the extra cheap weapons options included you could play a game and not get shot once, then on the last turn boost onto objectives. JSJ is an insane bonus to their survivability. Also it wouldn't be the first time a codex has broken the rulebook.
Mahtamori wrote:In either case, for Jetbikes there's a lot you can do to make them more interesting. Adding Fusion or Flamer weapons to the Guardians is one option, certainly, but you can also tamper with the under-slung weapon as well as kitting the Guardian himself out a bit.
Well i included both option as one or the other, having improved underslung weapons and melta/flamer would be a bit much IMO
Mahtamori wrote:Adding long-barrelled Shuriken Catapults (I assume this is something like 24" assault 1 catapults?) doesn't feel right for a unit that can JSJ.
It was an option i put in on the guardians, so seemed like an obvious free swap. It may not be a great swap, but it meshes with the non jetbike guardians. Plus having the extra range could be very useful when trying to JSJ against a fast army that can still catch you even if you jump away.
Mahtamori wrote:Standard with GW codices seem to be that CCW is included for all units, but units that are to receive +1A can purchase or have pistols added.
Not true at all, see C: SM
However, it wouldn't be any change in the unit at all to have a CCW and buy a pistol rather than have a pistol and buy a CCW.
Mahtamori wrote:So... here's what I'd counter-suggest (polish, really)
...
Note that you do not surrender your normal weapons like Guardian Storms do and that you can't shoot the under-slung weapon when shooting a hand-held weapon.
Also, I think that too many fusion guns or flamers at low cost in a JSJ unit is a tad over-powered 8 Jetbikes with one destructor Warlock and 4 flamers clock in at 215 which represents 12" movement, shooting, and then 6" retreat. The shooting would consist of dropping 4 S4 AP5 templates and 1 S5 AP4 template along with 8 S4 AP5 shots with re-roll. With an average of 22 S4 AP5 hits and 4 S5 AP4 hits, this should result in some pretty damned stupid amount of kills on MEQ and wipe GEQ out.
I'll agree that at 20 points each a 3+ save would be needed, but at say... 18 points a piece a 4+ save isn't so bad considering if they are played correctly they won't be getting shot up by heavy bolters and the like.
Regarding the OP-ness of flamers you'd get 4 if it was 1 per 2 guardians as opposed to the 4 in a serpent for storms. So you're just as fast, but can JSJ. 10 storms with a lock is 105, your 105 basic ( atm). Storms pay for a serpent at ~120? 6 extra bikes costs 120 at 20 ea.
I don't think having 1 weapon per 2 is a big push, especially if you can take one or the other regarding underslung weapons. 3 big weapons or 4 small? seems ok to me. Yes they might end up decimating a guard or marine unit but a full unit is 200+
DAaddict wrote:Sorry I have a hard enough time justifying 22 points for a
"marine" on a jetbike. A 20 point "tau" on a bike is even worse. I would also have a hard time paying the $$ for "tau" bikers. 3+ Save make the bikes viable choice.
3 wounds vs 5 wounds for speed and improved durability.
Albeit when I am playing marines I could field heavy bolters and pray for EJB being in their list.
Tau arn't T3(4), and don't get free shuriken cannons or flamers/meltas. And your not paying for a statline, most of those points are most likely the JSJ ability, so you won't be getting heavy bolter shots off at the unit unless you want to pull out of position and open up your pred's side armour to the rest of the Eldar army.
DAaddict wrote:I agree in principle as DE JB are 4+ and marine bikers are no better. If you want the 4+ bike then the cost needs to come down even more - +20 for a warlock is overpriced as it would be for special characters - a fast moving "tau" should probably be in the 16 to 18 range but I would have a real problem with spending the dollars to buy them.
What about 18 ea with a 4+ (remembering the extra goodies they get). Also its +20 points for the warlocks jetbike, and +25 for the warlock. Thats +45 points. The thing is, should a 45 point model be included as standard on a unit that isn't that durable, there Eldar, you catch them and they will fold like wet paper, warlock or no warlock. To minimise the cost % of the lock you can take more bikes, but then using JSJ to hide or stay out of range becomes more of a problem the larger your unit becomes.
DAaddict wrote:BTW, play Saim-Hann wind riders as a base so you just nerfed the army for perhaps a "bonus" 60 points from the 2 pt discount.
And a bonus 10 points for every 3 from the free cannon... and the bonus of meltas and flamers that they wouldn't normally get. It's not just the stats you need to look at but the unit options as a whole that define what points a unit should get.
Seriously though... Arn't Eldar supposed to.. you know... work in sycronisation. Taking your suggestions how about the following adaptation... I'll run with a lower cost and less burny death and see how it looks. Although it can give the unit 6 upgraded weapons as opposed to a choice of 3 or 4.
----------
Guardians jetbikes 95 points (18 ea, 25 lock, 16 lock jetbike)
WS BS S T W I A Ld Sv
3 3 3 3(4) 1 1 8 4+
Squad: 3 Guardians and 1 Warlock
Weapons: TL-Shuriken Catapults, CCW and plasma grenades.
Options:
- Up to 6 additional Guardians may be added to the unit for +20 points per model
- For every 3 Guardian models in the unit Guardian models may be upgraded to have a Shuriken Cannon on their jetbike (replacing the TL-Shcats)
- For every 3 Guardian models in the unit one Guardian models may be armed with a flamer, fusion gun or power weapon for free.
- The Shuriken Cannon may be upgraded to a Scatter Laser at +5 points, an Eldar Missile Launcher, Star Cannon or a Brightlance at +10 (RoF 3) points.
- Any Guardian models in the squad may replace their TL-Shuriken Catapults with TL-Long-barreled Shuricen catapults for free.
- The unit may purchase Shuriken pistols for +1 points per guardian.
- The Warlock may be upgraded with any options in the Warlock entry for the points cost indicated.
Special Rules:
Jetbike Automatically Appended Next Post: Guitardian wrote:Warlocks are compulsory? Not last I looked.
We are working with the asumption a new codex would follow the others.
Smace marine unit gets a sarge + 4 marines.
so
Aspect unit get Exarch + 4 Eldar.
Similar would go for the guardians getting a Warlock included.
Fallanir wrote:Wraithlords...
Huge block of text shortened...
I agree with you there on most, except the wraithlord joining the wraithguard. It would be good but would be somewhat detremental to both units. Although it would certainly be a bonus in many other ways i feel it may be a bit OP. Regarding Lord units, i agree as thats the way the codex's seem to be going nowadays with squadrens/units of nasty things (see: Carnifex and Leman Russ) However i'd put in a 'must be equipped' the same rule.
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Post by: DAaddict
DAaddict wrote:
I agree in principle as DE JB are 4+ and marine bikers are no better. If you want the 4+ bike then the cost needs to come down even more - +20 for a warlock is overpriced as it would be for special characters - a fast moving "tau" should probably be in the 16 to 18 range but I would have a real problem with spending the dollars to buy them.
What about 18 ea with a 4+ (remembering the extra goodies they get). Also its +20 points for the warlocks jetbike, and +25 for the warlock. Thats +45 points. The thing is, should a 45 point model be included as standard on a unit that isn't that durable, there Eldar, you catch them and they will fold like wet paper, warlock or no warlock. To minimise the cost % of the lock you can take more bikes, but then using JSJ to hide or stay out of range becomes more of a problem the larger your unit becomes.
DAaddict wrote:
BTW, play Saim-Hann wind riders as a base so you just nerfed the army for perhaps a "bonus" 60 points from the 2 pt discount.
And a bonus 10 points for every 3 from the free cannon... and the bonus of meltas and flamers that they wouldn't normally get. It's not just the stats you need to look at but the unit options as a whole that define what points a unit should get.
Seriously though... Arn't Eldar supposed to.. you know... work in sycronisation. Taking your suggestions how about the following adaptation... I'll run with a lower cost and less burny death and see how it looks. Although it can give the unit 6 upgraded weapons as opposed to a choice of 3 or 4.
Sorry but stats are important. This change just made heavy bolters (3 shot imperial) weapons bike killers. It is also an instant loss to AC, AssCan and Looters. A bike is not fieldable as a primary this way (The premise of Windriders). The norm bike add is +1 T for all. SM & CSM get +0 Sv with CSM getting +1 A. DE get +1 Sv and +1 A. Orks get an "oil smoke" cover save. I assume the marine view is 2+ is reserved for termies so no plus. So to me the comparison is DE bikes and EJB - +1Sv and +1A vs +2 Sv is liveable. When I played DE I ran minimum size auxilary bike units and they worked despite the low save because I used them to deliver two blasters and a leader with poisoned blades and haywire grenades and they were definitely the lesser threat. The premise of Saim Hann is a bike based army so guess what the primary target I get to present...
SM get 2 SW in a squad as does CSM. DE get 2 SW in a squad. Orks have a boat load of S4 or more attacks on the charge and a TL S5 weapon. Eldar get 1 in 3 bikes with S6 3 shot "heavy" weapon.
E and DE squad leaders can both wound on a 2+ while SM and CSM can pack PW and PF on theirs. So bike to bike - cost not matched - the abilities of the 4 bikes is relatively matched.
EJB do work with synchronization providing cover for others like Vypers and the like but with a 4+ save you are going to watch EJB squads go up in flames in one shooting round.
Flamers are a non-starter in my opinion because I want to JB move away and to get benefit from a template I am forced to charge or be charged.
Fusion is interesting but usually a 10-12" shot or I am in charge range.
Power weapon no so much because it is just S3 on only a portion of the bikes on a A 1 model.
Long ranged catapults - I will give you - are cool as now I am "dancing the bikes at 16 to 18" instead of 10 to 12".
As stated 22 pts is a bit hard to swallow for the bike as is but workable - moving its save into the realm of a lot of multi-shot weapons leaves them as an auxilary unit only so goodbye wind riders.
Just think of it as fielding your troop core as 39 models. With free cannons and a 45 pt warlock probably now with conceal automatically. So I have 39 T4 models that can die to any AC4 weapon - Some 15 looters line me up and get 2 shots each at my protective wall of bikes and 10 hit with 8+ killing shots. Today that is 2+ dead bikes. So today that unit costs me 360 points and loses 2-3 bikes. The 4 + save with free cannons costs me 240 and loses 8-9 bikes. The good point is I can now field 52 models for the same price as today. - Today 1 loota unit can kill about 1 13-bike unit per 5+ turns. With a 4+ save, they can kill 3+ 13-bike units per 5 turns. Conceal potentially pulls that down to a mere 2+ units per 5 turns. Oh and I don't want to get near heavy flamers or combi-scorcha nobs either as that is probably half a 13 bike squad per shot. Admitted I would not want to ignore them anyways so I wouldn't let them live for 5 turns but think of the not at all uncommon 3 loota ork army. They darn near clear 2 bike squadrons a shooting phase. If I maxed out 6 squadrons I have almost 1500 points in these reduced cost bikes and I get to field 78 of them but the 3 lootas are removing about 18 per shooting phase for less than 700 points of his army! (Not to mention that I get to spend about $600 to double these underperformers.)
Given a choice, I will keep the only special being 1-in-3 Shuriken Cannon and Sv 3+ before I get the other shiny options with Sv 4+.
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Post by: dayve110
hmm, ok, mathhammer wins as usual
How about 100 points for the unit with the 3+ save, extra members at 19 points (with +1 point to get a pistol for the extra attack)
However with a 3+ save the durability is greatly increased and i think the unit should get either "heavy" weapons or "special" weapons.
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Post by: Gorechild
I'm probably going to have a lot of people disagree, but I dont think there are any fundamental problems with Guardian jetbikes's, granted they are a bit over costed, but they are a heck of a lot more useable than defenders or storms are currently. My one criticism would be that they have comparitivly less firepower for their points, but I dont think the "Give everyone flamers and fusion guns" train of thought is keeping them as general all round troops. I know Dragons get far too much use at the moment, but giving fusion guns to everything is just going to render them useless.
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Post by: Mahtamori
I'm not going to disagree with you there, Gorechild, I neither have enough experience with them nor see a glaring discrepancy theoretically with them. My biggest problem with them is that they're so expensive ($$) to buy. They are a bit costly for theoretical performance, something I see a lot of people echoing.
Personally, I'd feel a bit happier if the Guardians themselves held a weapon. Maybe a CCW+Pistol?
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Post by: Gorechild
New rules won't make a plastic set any cheaper
and to improve their performance then all you really need to do is lower the points. Given their ability to JSJ I see them as having lots of short range shots, or the choice to cover LOTS of ground. They already (more or less) do this, Turbo-boost or move, fire, get in cover. I'd say 200 points would be reasonable for a squad of 10 maybe 225/230 with a warlock.
I don't see anything actually wrong with the unit, just their pricing in this case.
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Post by: Punisher91090
Haven't read all the posts so I don't know if this has been said or not. Instead of having storm guardians and guardian defenders why not just combine the 2 into one unit type. Just have Guardians can choose from the following war gear exetera exetera shuri cats or pistol/ccw for free and lower the cost of the platforms by 5 points. They could still bring a warlock for 25 points. By giving them the option to have pistol and ccw with a platform they are much better suited for defending positions rather than just having the assault 2 shuri cat. You also won't have to baby sit them as much with a seer for guide/doom because they will have more attacks overall.
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Post by: dayve110
@Punisher91090 - Already done!
So jetbikes look like this...
Guardians jetbikes 100 points
WS BS S T W I A Ld Sv
3 3 3 3(4) 1 1 8 3+
Squad: 3 Guardians and 1 Warlock
Weapons: TL-Shuriken Catapults, CCW and plasma grenades.
Options:
- Up to 6 additional Guardians may be added to the unit for +19 points per model
- Either, for every 3 Guardian models in the unit Guardian models may be upgraded to have a Shuriken Cannon on their jetbike (replacing the TL-Shcats) for free, or, for every 4 Guardian models in the unit two Guardian models may be armed with a flamer, fusion gun or power weapon for +5 points (for two weapons)
- The Shuriken Cannon may be upgraded to a Scatter Laser at +5 points, an Eldar Missile Launcher, Star Cannon or a Brightlance at +10 (RoF 3) points.
- Any Guardian models in the squad may replace their TL-Shuriken Catapults with TL-Long-barreled Shuricen catapults for free.
- The unit may purchase Shuriken pistols for +1 points per guardian.
- The Warlock may be upgraded with any options in the Warlock entry for the points cost indicated.
Special Rules:
Jetbike
OK, if thats done, what shall we do next? Wraithguard?
Let's start with this and see how things go...
WRAITHGUARD - 185
WS BS S T W I A Ld Sv
4 4 5 6 2 4 1 10 3+
SQUAD
The unit consists of 4 wraithguard and 1 warlock (185 points), upto 5 more wraithguard may be chosen for +40 points each.
SPECIAL RULES
Infantry.
Power Weapons: When a Wraithguard strikes it does so with the power of its wraithbone body behind it, as such Wraithguard are considered to have power weapons.
Fearless: Wraithguard are not living creatures and are therefore not affected by emotions such as dread and urges of self-preservation. They are Fearless, and confer this ability to any characters joining them.
Wraithsight: Wraithguard do not see the world as mortals do, but instead witness an ever-shifting image of spirits that makes them slower to react to changes on the battlefield. At the start of their turn, roll a D6 for each Wraithguard unit that is not within 6” of a friendly psyker. On a roll of a 1, the Wraithguard is inactive until the end of their turn. Inactive models may not move, shoot, assault or attack in close combat, and are hit automatically in close combat.
Poison Immunity: Wraithguard are not truly alive and their form is made up of dense layers of wraithbone. There are no weak points to exploit and ‘mortal’ wounds can easily be shrugged off. Any attacks that would wound on a guaranteed roll (such as witchblade attacks or sniper rifles) will require a roll of a 6 to wound.
Relentless: Wraithguard have the USR: Relentless
WARGEAR
Wraithcannon: The wraithcannon works by opening up small Warp space/real space holes, tearing apart the target as it is ripped between dimensions. The wraithcannon always wounds on a roll of 2+ and a roll to wound of a 6 inflicts instant death to the victim (regardless of its Toughness value). Against targets with an Armour Value a wraithcannon always inflicts a glancing hit on a roll of 3 or 4 and a penetrating hit on a roll of 5 or 6. It has the following profile:
Range: 18” S: X AP: 2 Rapid Fire
Runes of the Undying: Wraithguard units are often fitted with these powerful runes designed to keep the spirit within strong and in control of its physical form. A Wraithguard unit with Runes of the Undying receives a 5+ invulnerable save.
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Post by: Gorechild
Ooh yay  An interesting unit
First things first, they need to be troops and nothing but troops, no "you need 10 + warlock, far to much money, and no points for anything else to play Iyanden" sort of troops
I'm not sure about 18" rapid fire, 2 shots @ 9" seems a little odd to me. But then again, any greater range also seems wrong. I don't know the current Wraithguard stats of the top of my head, are the BS/ WS 4 at the moment?
Everything else suggested seems reasonable though. gives the option to fit a basic squad in a wave serpent, or have a big foot slogging squad. This would allow a bit of variety in Iyanden lists whilst still being fluffy. I like the "poison immunity" rule, but it might benefit from a name change, seeing as the two examples yuo suggested have nothing to do with poison
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Post by: DAaddict
Couple of options - The issue is 35 pts for a nasty 12" range gun on a T6 model. Just doesn't cut it. So the choice is lower the cost or play with the abilities. As they are wraithbone and not "live" I think one option is just to give them FNP. Leaves them susceptible to AP2 weapons but makes them very resilient. Their weapon, as is, is very nasty but with the range and their relative weakness in HTH they tend to get sucked into HTH. A one shot and done unit.
Perhaps give them something in the mini-Wraithlord model so HTH they are PW equivalent so 1 S5 PW vs Wraithlord popping 2 S10 PW attacks.
Do both of these. FNP and PW and you are arguably worth 35 pts a piece.
If all these seem OT, I think leave them as is but lower the cost to 25 each.
I would not give them an invulnerable built-in but the ability of a warlock to add conceal or enhance should be the defensive choices presented.
To allow the dead army as an option, I would like to see a farseer or autarch named character to unlock them as troop choices all the way down to 5-"man" squads. If you go with a suped up wraithguard that means @200 pt squads instead of @400pt troop choices. Right now in a 1500 to 1800 pt game you would be talking probably 2 20-man troops and 3 wraithlords and be forced to be a walking army because of the squad size.
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