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Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

Due to the vastness of Focusedfire's "Ideas for the next Eldar Codices" thread we've decided to compile all our ideas in a new thread. Myself and many others have been debating for months and we've decided to compile all our ideas so its more approachable for others to join in the discussion. Mahtamori has been working his balls off to compile the majority of our ideas into an article, The key points of which I will list below. If anybody has any suggestions of changes or complete overhauls that we could consider then feel free to chip in! Remember, nothing listed is set in stone and not all the suggestions are suggested to be ballanced when taken in collaboration with all other suggestions....thats for later! So if you have constructive criticism then feel free to tell us all that we're being stupid


Gorechild wrote:Right, a quick rundown of what we've covered so far and what is still left to sort out (updated 21/3/11):

HQ:
Autarch - Done
Farseer/SeerCouncil - Done
Avatar - Discussed but no real conculsion made
Hoec - Done
Eldrad - Not covered
Iyana - Done
Biel Tan guy - Discussed but no real conculsion made
Nahadu (sp?) - Done

Troop:
Dire Avengers - Done
Guardians - Done
Rangers - Done
Jetbikes - Done

Elite:
Howling Banshees - Discussed but no real conculsion made
Striking Scorpions - Not covered
Fire Dragons - Done
Harlequins - Done?
Wraithguard - Done

Fast Attack:
Warp Spiders - Done
Swooping Hawks - Discussed but no real conculsion made
Shining Spears - Done
Vypers - Done

Heavy Support:
Dark Reapers - Done?
Wraithlords - Not covered
Fire Prism/Night Spinner - Done
War Walker - Discussed but no real conculsion made

Dedicated Transports:
Wave Serpent - Done
Falcon - Discussed but no real conculsion made




Army-wide special rules/Army-wide alterations:
Fleet of Foot. Move Through Cover for Aspect Warriors. Skilled Rider/Skilled Flyer for jetbike/jump infantry Aspect Warriors. Aspect Warriors roll 2d6 and pick the highest when running.

Each Aspect squad has a mandatory Exarch. Guardian and Wraithguard squads have a mandatory Warlock. Rangers and vehicles do not have a mandatory "sarge" (much like Space Marines).

All units in the army gain +1 skill as appropriate to their intended use; Guardian Defenders and Dark Reapers gain +1 BS while Guardian Storm and Banshees gain +1 WS, for instance.
Another suggestion was +1 WS for melee aspect warriors and +1 BS for shooting aspect warriors, with Guardians of both types being kept at WS3 BS3.

Rending Shuriken Weaponry- The potential killing power of all rending weapons are increased by giving them the Rending USR. Alterations to units using these weapons may significantly change their individual potency. There is, for example, less foreseeable impact on Wraith Lords, but significant impact on Guardians or Dire Avengers. By improving the default weaponry of the core units in the Eldar codex you offer a different prospect than decreasing their price or improving their range, staying true to the high-risk-high-reward style of the Eldar race.

Improved Shuriken Catapult range-Increasing the range of Shuriken Catapults to 18". Improving the range of Shuriken Catapults significantly affects the viability of Dire Avengers, to whom improved range is not analogous to an improved design niche. The most glaring discrepancy of the current Eldar codex is the Guardian's potency as a high cost, yet very low reward unit. By improving the range of their basic weaponry, Guardians are better able to be the ranged infantry they are, avoiding melee if handled correctly.

Heavy Weapons to become cheaper- Reducing the cost of all Heavy Weapons, with the possible exception of certain already-cheap Shuriken Cannons, would have Eldar mandatory upgrades more in line with what other armies pay for equivalent power on similar fire-bases. The reduction in points must be assuming that each individual weapon discounted is not improved in other ways

Starcannon- Increase Starcannon attack to Heavy 3, This depends on other improvements not making the Starcannon significantly cheaper, and may mean that units which are currently BS3 may experience price increases if they are made BS4. This plasma weaponry's current flaw is that it is only useful if fired on Marines out in the open. Marines seldom stay in the open, and there are a significant amount of other armies where Marines are not prominent. By improving the weapon's number of attacks, the weapons killing power against Marines is not grossly put to shame when compared with the Scatter Laser and also functions against less armoured opponents, if then slightly cost-inefficient.

Exarch powers as psychic powers- Essentially, the risk of using a psychic power for an Exarch is the same as using a Gets Hot! weapon with 4+ armour save. Each major exarch power, such as Bladestorm, are boosted in effect to merit the risks involved in using them.

Craftworld specific special rules- Reintroducing specific rules for each major craftworld, keeping viability anb ballance between all the craftworlds has been a difficulty


HQ:
Farseer- Generally seen as being ok, Mind War ignores cover saves. Eldritch Storm becomes an anti-deepstrike power (mechanics for this not fully discussed).

Autarch- Outflanking army: Allow units arriving from reserve to enter from any non-hostile table edge. Army groups: Allows the Eldar player to roll for reserves for groups of units instead of individual units. Exact number of units per group, or how to handle transported units, is not determined.

Avatar- In addition to granting Fearless to nearby Eldar, the Avatar grants Stubborn to all Eldar units on the table in order to not so much force an Eldar foot army to stay in a small area. Avatar stats and combat abilities increased with price increased to match (the idea is to make the Avatar a God of War). proposed ability was to allow the Avatar to inflict an S4 hit on all units in base contact instead of attacking in melee.

Prince Yriel-

Eldrad-

Phoenix Lords- All Pheonix Lords get some form of invulnerable save. Pheonix Lords can make a squad of their aspect scoring. Phoenix Lords are no longer independent characters, but rather form the basis for an HQ unit. Each Phoenix Lord may be joined by up to 9 Aspect Warriors (4 in Maugan Ra's case) of their own aspect, where the Phoenix Lord acts in place of the Exarch. Equality for all, all aspects get one each.

Bone Singer- A Bone Singer is a support psycher with a special synergy with Wraithguard, Wraith Lords and vehicles. The psychic powers below are simply suggestions, the model would otherwise be very similar to a Farseer. One model or vehicle in contact with the Bone Singer is entombed, unable to perform actions until psychic power is ended. Would probably also protect the entombed.Repairs vehicle weapons and immobilizations. Resurrects Wraithguard and repairs Wraith Lords. Wraithguard and Wraith Lords in tight proximity / same squad, gain Feel No Pain. Provides area terrain, This terrain's size and danger to enemies is not determined. Improves the toughness or armour value of Wraithguard or Wraith Lord, or improves armour value of a vehicle.

Warlock- Removal of Seer Council,The Seer Council is proving to be a difficult obstacle in order to provide a serious boost for Guardian squad leaders or the individual Warlock psychic powers. Additionally, the Seer Council gives rise to crude tactics not quite benefiting an Eldar. Conceal is Stealth, Currently Conceal provides little meaningful benefit since terrain is recommended to be plentiful. Conceal may instead provide a squad with Stealth USR. Conceal like a Grey Knight, Conceal may instead provide a range limiter similar to night-fighting. The benefit here is that it clearly provides an incentive for the enemy to get within the range where Eldar is more comfortable, but does not provide a reliable or extra defence when the enemy is within that comfort zone. Psychic Ballistics Skill, In order to better adapt a Warlock to ranged Guardians, they would also need a psychic power which benefited them. Enhance could be modified to provide this, or a new psychic power introduced to keep Enhance from becoming a no-brainer. Warlock Proliferation- In order to make Eldar more Psychic, Warlocks may be purchased as an upgrade for all Infantry units (apart from aspect warriors). True Psycher, The Warlock psychic powers are improved to the point where they justify taking a psychic power test.


Elite:
Harlequins- Left for Codex: Dark Eldar to sort...but Codex: Dark Eldar didnt change them! need to discuss.

Striking Scorpions-

Banshees- Assault Drill: Banshees can assault after disembarking. Either an innate ability, or an optional Exarch power.

Fire Dragons- Flamer replacement or upgrade option for Fire Dragons in order to diversify their role.

Wraithguard- Moved to troop, possibly as an option when Bone singer is chosen as HQ. Changing CC attacks to power weapon, possible immunity to poison.


Troop:
Dire Avengers- Increase range, Increase RoF, add rending, add ignores cover or keep them the same. All depends on what changes are decided for shuriken weapons in general and changed made to guardians.

Guardian Jetbikes-

Rangers- Assault Snipers: Rangers are able to move and shoot, simple cost decrease; Rangers are good, but only in an environment with fewer tanks. A cost decrease would adapt Rangers to the reality where few units are not deep striking or being transported. Pathfinder is a "sarge" upgrade: A single member of the squad is able to upgrade to a squad sergeant who bestows the improved bonuses to the rest of the squad. Additional wargear may thus be enabled. Ranger disruption table, A lesser form of the ranger disruption table returns. Several possible iterations. Primarily to combat transports and deep striking.

Guardian Defenders & Storms- This is going to be a huge section, it is an integral part of the army. Also, please note the interaction between Guardian Defenders and Dire Avengers. What is agreed on is that Guardians are overpriced by a huge margin, some even argue that this was also the case in the previous codex as well. Note that Guardians are heavily affected by weaponry change suggestions! Decreasing the cost of the models: By decreasing the cost of the models to something close to what they are worth, estimated around 5 points, you gain a fair trade for your investment. This suggestion has the danger of going strictly against Eldar fluff in that people may start using Guardian blobs or Guardian bubble-wrapping. Increasing the possible number of platforms: By simply increasing the number of platforms, the Guardians (Defender) become a viable heavy weapon base where their own performance matters less. The key is to find a number of platforms, and the natural incentive to purchase them. Integral with this suggestion is that a platform with a Shuriken Cannon is free and that to upgrade this to something else you gain a discount compared to the price for purchasing each weapon with no trade-in. Merging Storms and Defenders by combining Guardian Storms and Defenders into a single model choice with equal capability of both units, you gain a diverse unit in an army which only offer specialization - but at the price of the unit not being particularly great at either role. Each Guardian would be armed with a Shuriken Catapult, Shuriken Pistol and Close Combat Weapon. A small number of Shuriken Catapults may be upgraded to flamers or fusion guns and the squad may be accompanied by a heavy weapon platform. Improving Storm Guardian weapons: Guardian Storms would gain Chainswords (+1S). Alternatively, more exotic wargear could be given to them chosen among the non-exarch gear found in the rest of the army. Better saves; Eldar armour save begin with 4+ by improving Guardian armour to the same level as aspect warriors, citing that it makes no sense not to protect the most valuable assets the craftworld has if they have the capability to do so. An important aspect of this is that the aspect warriors do not gain better saves because of it. Grenades; Plasma Grenades, defensive grenades, and Haywire Grenades. Distribute as appropriate to the Guardians.Alternative squad leaders;Ranger Pathfinders may provide an alternative squad leader for Guardian Defenders, where a Warlock often fail in providing efficiency in the long-range game.


Fast Attack:
Vyper- Removal of open-topped, by removing open-topped status from Vypers, you remove an unnecessary vulnerability which gives none of a transport's benefits. Vypers are plenty easy to destroy with AV10 regardless. This is simply closing the gap to a Vyper's current cost by making them a fraction more durable. A Vyper squadron will likely succumb to massed Bolter fire, regardless. Vyper Jetbikes: Vypers are changed from being vehicles with very little protection into simply Jetbikes. This gives them the ability to fire both it's primary weapon and the secondary weapon as well as make a 6" move in the assault phase - but precludes vehicle upgrades. By changing Vypers to normal Jetbikes you play on Eldar's high-risk-high-reward style. They immediately become vulnerable to most melee and to strength 3 weapons, but the over-all durability against mid-power weapons such as Autocannons increase.

Swooping Hawks- Huge stumbling block, many different ideas have been looked at but nothing smmes to work, suggestions apprichiated.

Warp Spiders- Giving weapons the night spinners "monofilament wire" rule, changing weapon to blast or template have all been discussed. Changing strength and AP, giving the Rending USR.

Shining Spears- ability to arrive from reserve at will, no need to roll. Making weapons into power weapons. Making into TEQ/MC hunters.


Heavy Support
War Walkers- Move them to Fast Attack, Provided that no light version of the War Walker is introduced in the Fast Attack section. War Walkers are Scouts, and it is customary that Scouts are in the Fast Attack section - more importantly, the Fast Attack section is less crowded than the Heavy Support section. An additional advantage is that a pure foot army becomes infinitely more possible, adding much needed spread to fire-power by allowing both War Walkers and Wraith Lords without FOC competition.

Wraith Lords- No more twin-linking, Can buy the same weapon twice without twin-linking them. Easier twin-linking, A second weapon of the same sort is half as expensive. Twin-linked weapons aren't as powerful as two weapons of the same kind. Three for the FOC-price of one, Each FOC slot may provide room for up to three Wraith Lords. Each Wraith Lord is a unit of it's own for all other purposes. Improved Melee, Return of the 3 base attacks in melee OR by having Wraithsword provide bonus attacks (in which case double-blade becomes an option). The idea is that the Wraith Lord is FOC-slot ineffective and easily tied down in melee for a monstrous creature. Aspect Lords, Wraithlords are equipped according to their former Aspect. Each lord will also feature a slightly different statline to differentiate between the heavy and the light aspects. This is a rather large topic due to the number of itterations, but also requires the base statline for Wraith Lords to be decreased. For example a Spider Wraith Lord would come with double swords and a Mandiblaster, bumping it's base attacks up to 4, in addition to being able to infiltrate. A Spider Wraith Lord would have increased Strength of 8(9) and a high toughness of 8. The basic idea is also to cut down on the number of iterations, maybe so much as to only get one melee archetype, one ranged archetype, and one miscellaneous archetype, and allow for some variation.

Support Weapon Platform- Moved to Guardian Defenders. Heavy Weapon Platforms may be upgraded to support weapons, and as such a limited number of Support Weapons may be found in the Troop section instead. Lowered cost, lowering the cost drastically to reflect the relative difficulty at which these are used. Relentless, a major drawback of these weapons is that they are stationary (and expensive), This is a tactical upgrade. Improved performance, most of the Support Weapons perform poorly, and particularly the Vibro Cannon's rules are poorly written. Shadow Weaver need to be improved in the AP or special rules section. Vibro Cannon need to give proper benefit when adding more, and the rules for shooting on vehicles (particularly squadrons of vehicles) need to be re-written.

Dark Reapers- Slow and Purposeful, Can choose to be Slow and Purposeful or to move as normal each turn. While moving normally, Reapers may not move-and-fire. Relentless,
Contrary to Slow and Purposeful, Reapers are fully Relentless. Shared Vision, The missiles are guided and the Reapers may share vision between each other, if a unit is in line of sight of one Reaper squad, it is in line of sight of all Reapers in the squad, could possibly be expanded to be able to share vision from other units. One alternative is that a unit not in line of sight with the Reapers, but with a visual-link unit, gains a cover save but is not completely immune. Upgraded Reaper Launchers (fire modes), Reapers Launchers are changed to have a single-fire mode where you gain high-strength shots at the expense of rate of fire, this in order to better combat the lack of anti-tank when opting for Reapers.

Falcon Gravtank- Crystal Target Matrix, an alternative to the vehicle upgrade, this is offered as a unique upgrade to Falcons only; can shoot two weapons after moving up to 12". Dedicated Transport, Falcons are moved to be dedicated transports. Their relative similarity to Wave Serpents might be problematic. Assault Vehicle,While Falcons are not necessarily dedicated transports, they are considered assault vehicles meant to transport elite assault squads.

Nightspinner-

Fire Prism-

Transports
VenomThe name "Venom" is a work in progress. With the Dark Eldar now having Venoms, naturally a more animalesque name for Craftworld Eldar is more appropriate. Squadrons, The basic idea is for the Vyper to lose the cannon and to have a troop capacity, specifically for Banshees and Harlequins, maybe Scorpions. Each Vyper would be able to carry 2-3 models each, where Venom casualties would either also lose the models they carry or have the entire squad force a disembark. Solitary Venoms, This idea is to add open-topped assault vehicles for Craftworld Eldar. Naturally they wouldn't be very protected and succumb quickly to shooting, so cost would be low, durability would be left for cover saves, and life expectancy only long enough to give their squad a boost. Troop capacity around the 6 model mark.

Wave Serpent
Inertia Containment Compartment (Assault Ramp), optional upgrade, allows units inside to assault on a turn they disembark from the vehicle.


Well...Thats 31 pages of work cut down to a single post! Thanks to Mahtamori for doing most of the work but from here we can crack on with some more suggestions!

This message was edited 6 times. Last update was at 2011/03/21 11:59:55


   
Made in se
Wicked Warp Spider






Ios

I'll keep adding to my article sporadically. If you spot something in this or the other thread that's not in the article, feel free to add it, just try to remember to make a brief explanation why and if there's any major issues that need to be dealt with.

(I have, so far, skipped the huge black that is the fast attack section, for instance. Jeeves, that section is a lot of trouble...)

I really need to stay away from the 40K forums. 
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

@Mahtamori - Will do, but its probably best to put all our ideas in here first to help keep the article tidy.

After copying all of that out I'd really like to have a rethink for Harlequins. Seeing as we were expecting the Dark Eldar codex to update them before (and they obviously didnt). It gives us another unit to look at. Looking at CC probably means we'd have to collect ideas for Scorpions and Banshees too, along with the thoughts for an open topped transport maybe?

   
Made in se
Wicked Warp Spider






Ios

Well, the basic idea is that the compilation contain the "sane" ideas which have survived the benefit of doubt in the discussion thread(s).

Harlequins aren't all that bad in my guestimation, but rather the lack of assault vehicles in the Eldar codex. That said, I still haven't seen a single DE list make good use of Harlequins, so it might just be that GW chickened out and took the easy path when making the Harlequins for DE. Probably didn't want to risk CWE going back to clown mobiles.

Yeah, Scorpions and Banshees need a 5th edition make over, but I feel their concepts and over all armament are nice as is. Probably re-cost them around having 2 base attacks. Banshees are still very reliant on Doom, though.

I really need to stay away from the 40K forums. 
   
Made in gb
Pestilent Plague Marine with Blight Grenade






Bristol, UK

I think I agree with everything. Everything I think I want from a 5E Eldar 'dex is represented here. Good work all round!

   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

The thing is, with an open topped transport Harlequins would be pointless IMO. Their niche at the moment is a middle ground between Scorpions and Banshees that doesnt need a transport (god bless veil of tears). With a venom style transport, Banshee's would be faster and better VS MEQ and Scorps would be faster and better VS GEQ. They'd need somthing else to make them a decent choice.

   
Made in de
Decrepit Dakkanaut





I dont play Eldar, but i love the Dark Reapers (their name just sounds cool, their old SC is one of the best Eldar i have read about, IMO) and thought, along the lines of your "shared" vision, perhaps a cheap upgrade that allows them to have a "psychic link" to one of the HQs (the points would come from the reapers, not the HQ) thereby allowing them to use the HQs LOS to the target, thus negating any cover saves (if the HQ has clear sight to the unit being shot at)

Or, they could get the Split Fire rule, like the Long Fangs in the SW codex. So long as the Exarch does not fire, they may fire at up to 2 targets.
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

Ensis Ferrae wrote:I dont play Eldar, but i love the Dark Reapers (their name just sounds cool, their old SC is one of the best Eldar i have read about, IMO) and thought, along the lines of your "shared" vision, perhaps a cheap upgrade that allows them to have a "psychic link" to one of the HQs (the points would come from the reapers, not the HQ) thereby allowing them to use the HQs LOS to the target, thus negating any cover saves (if the HQ has clear sight to the unit being shot at)

Or, they could get the Split Fire rule, like the Long Fangs in the SW codex. So long as the Exarch does not fire, they may fire at up to 2 targets.


Maybe allowing them to draw LOS from any other Dark reaper unit? The splitting fire could make sense, but the issue is that DR squads are generally minimum size due to their high cost per model. If they were given a second tank poping mode of fire then it could be viable, but against infantry you really need to fire a whole squad at a unit to get a decent number of wounds through.

   
Made in se
Wicked Warp Spider






Ios

I think I wrote something similar down in the article. Another way to approach it is to allow Dark Reapers to fire indirectly full stop, but at reduced BS. This would allow the warriors to remain in use even when the exarch is using his barrage weapon.

I really need to stay away from the 40K forums. 
   
Made in us
Fixture of Dakka





Str 7 Starcannons would be in all ways better for Eldar than Heavy 3 Starcannons.

A glut of weapons who are all defined by Str 6 is just bad design. The 5 Eldar heavy weapons (shuriken cannon, star cannon, scatter laser, EML, bright lance) need to entirely different roles to play.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in se
Wicked Warp Spider






Ios

With S7 it becomes a Pulse Laser -1S, on the other hand. Some people have raised opinions that they'd like to see the pulse laser as a standard heavy weapon. Food for thought.

I think the biggest problem is that two of them are almost identical (Shuriken Cannon and Scatter Laser) while the Star Cannon actually perform a different role.

How'd you think about Scatter Laser being {Heavy 6 S4 Ap5}? Or, alternatively, the Shuriken Cannon change to that.

I really need to stay away from the 40K forums. 
   
Made in us
Fixture of Dakka





Shuriken cannon 24" 4 4 Assault 4, Rending
Starcannon 36" 7 2 Heavy 2
Scatter laser 36” 6 6 Heavy 6
Pulse laser 48” 8 2 Heavy 2, Lance

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Furious Fire Dragon




For Dark Reapers instead of split fire a rule that would make more sense and be way more helpful would be for them to ignore cover altogether and keep them otherwise the same except for maybe slow and purposeful.
   
Made in us
Fixture of Dakka





I'd rather remove the reaper launcher altogether and give them back Missile Launchers.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Furious Fire Dragon




That's another option but it completely changes the dynamic of the unit.
   
Made in us
Fixture of Dakka





Chicago

I'm a fan of Reaper Launchers as-is. The suggestion for a single-shot higher Str attack is a good one. Although, would it just be higher Str, or just a rule like 2d6 penetration?

I'd prefer the 2d6 penetration. It means that the Reapers can't become a "I deal out tons of ID" unit.

6000pts

DS:80S++G++M-B-I+Pw40k98-D++A++/areWD-R+T(D)DM+

What do Humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.

Join the fight against the zombie horde! 
   
Made in us
Sneaky Striking Scorpion



Oregon

S7 starcannons is an interesting look - it very much puts them into a place they can act as a very effective AT weapon, penning a AV10 target on a 4+. As with many things, it depends very much on pricing, but a vyper with a S7 starcannon could really cause problems for 11/10/10 units.

Perhaps a S7 starcannon, a slight proliferation of the pulse laser, and an Ap1 or S9 brightlance is the solution to the eldar's ranged AT woes?

CC general thoughts:
Vehicles which can be assaulted out of generally come in two types: Tin cans that are open topped (orks, DE) and iron boxes that have assault ramps (land raiders). the effectiveness of the tin-can variety is attenuated by being ... tin cans. The effectiveness of LRs is attenuated by being expensive (250 pts).

I firmly believe that allowing a unit (such as banshees with appropriate power) to assault out of a 100-150pt transport, or allowing said transport to allow any unit to assault out of them, is a seriously bad idea given what the transport can carry in the eldar codex.

I don't feel that the inability to assault out of a transport is a serious drawback of the current codex.

As to the units themselves:
I feel all three units are fairly well balanced internally to the codex, but perhaps not to the 5th edition environment. I feel like the trick will be coming down on suggestions that improve all three units in a 5th edition context without disrupting the balance of power.

For instance, my favorite is harlequins, so one suggestion is their invuln becomes a 4+ invuln, but they are precluded from boarding any craftworld vehicle, and have no DT for themselves.

Scorpions - beasts at beating up horde units, but not elite units, make them 2+ armor, 4 initiative. They butcher hordes and vanish vs any sort of power weapon or rending attacks.

Banshees - always-go-first, enemy is WS1 first round of combat (no test at all) etc.

just ideas

   
Made in us
Furious Fire Dragon




Give striking scorpions fleet of foot and I'm happy. They're not really all that bad a unit. Perhaps come automatically with infiltrate.
   
Made in us
Gimlet-Eyed Inquisitorial Acolyte




Ohio, United States

Swooping hawks- A beautiful unit that just doesn't do much at the moment. They need a boost in utility. A couple ideas- have the option to take haywire blasters instead of the grenade pack, and Hit and Run standard. Lasblasters boosted to assault 3? Or perhaps simply a drop in cost per model.

I'd also like to see the Sustained Attack exarch power return, but that's probably going to stay in 3rd edition.

The Immortal God Emperor (peace be upon him) wrote: Evidently we must strive to be the fierce redeemer of man, yet what shall redeem us?

Eternal War!

/ 2000 pts
750 pts
750 pts 
   
Made in us
Bonkers Buggy Driver with Rockets





Alexandria

I would be happy if the only changes they made were:


A rule stating that eldar psychic powers can never be canceled on better than a 5+, or never better than 4+ but have to reroll the hooding ld test.
20-30 pts off the cost of waveserpents,
falcons made BS4
cheaper access to lance weaponry (45 pt tlbl or waste popints on a guardian squad hmmm)

- 3000 pts
- 3000 pts
- 3000 pts
- 7500 pts
- 2000 pts
- 2500 pts
3850 pts 
   
Made in se
Wicked Warp Spider






Ios

The basic costs of the Eldar tanks aren't bad, it's rather the cost of the heavy weapons. 30 points for a Bright Lance at BS3? I do think a Wave Serpent should cost about 90 points, but the cost of the mandatory weapon should be lowered and the Shuriken Cannon should really be a defensive weapon. An interesting upgrade could be that the under-slung weapon could be upgraded just as the top weapon, but at a 33% lowered cost.

Falcons have the potential of becoming true gunships that you can't find in other places in the Eldar codex. Having dual weapons is not unique at all, that's what you get with Hornets and War Walkers, after all, but the real problem is that Eldar don't have Power of the Machine Spirit and a ridiculous amount of defensive weapons.
Here's a thought for Falcons:
Crystal Target Matrix - the Falcon may fire any functional weapons as long as it's able to shoot at least one normal weapon.
Weapon systems - Turret mounted left, turret mounted right, and under-slung weapon. All weapon systems may be armed with heavy weapons.
I.e. The Falcon is essentially able to shoot three heavy weapons if it moves 12" or less, regardless of weapon strength. Basic cost of the Falcon could be increased to around 90, Pulse Laser is not default armament and must be purchased separately.

Reapers with normal Eldar Launchers is extremely tempting and does suit Eldar in the way of excessive dedication. They are currently armed with an equivalent of some sort of plasma weapon, but with straight up Eldar Missile Launchers the basic Dark Reaper is going to be worth while - even if they can't move-and-shoot.
The big question is, though, that since Dark Reapers are the equivalent of Devastators, what makes them special? Eldar equivalents are usually not as durable but have a twist you don't find with Marines at the expense of less adaptivity. If the Eldar equivalent of Devastators aren't going to be allowed to be adaptive, what sets them apart?
Currently the Dark Reapers are set apart by their Exarch having one awesome weapon, while the rest of the squads are extra wounds. Expensive extra wounds.

Hornet added as standard codex unit!

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Mighty Brass Scorpion of Khorne






Dorset, UK

Wow were a little bit all over the place! There seems to be a lot of intrest in the heavy weapons/heavy support so maybe its a good idea to look into that in a bit more depth first.
DarknessEternal wrote:Str 7 Starcannons would be in all ways better for Eldar than Heavy 3 Starcannons.

A glut of weapons who are all defined by Str 6 is just bad design. The 5 Eldar heavy weapons (shuriken cannon, star cannon, scatter laser, EML, bright lance) need to entirely different roles to play.


I agree, S6 weapons seems to be Eldars "thing" as far as defining the army goes, but it does lead to a lot of difficulties as their role's often seem to overlap. Something needs changing but its just a matter of seeing what's most appropriate and how to get rid of the ranged anti-tank issue.

Mahtamori wrote: With S7 it becomes a Pulse Laser -1S, on the other hand. Some people have raised opinions that they'd like to see the pulse laser as a standard heavy weapon. Food for thought.

I think the biggest problem is that two of them are almost identical (Shuriken Cannon and Scatter Laser) while the Star Cannon actually perform a different role.

How'd you think about Scatter Laser being {Heavy 6 S4 Ap5}? Or, alternatively, the Shuriken Cannon change to that.


I think the weaker but high ROF would be more fitting for a shuriken cannon. coupled with a bladestorming DA unit, a S4 AP5 Heavy 6 twin-linked cannon would be great. Then all shuriken weapons would be S4 (just makes stuff simpler). I'm all for pulse lasers being more widely available, but I think Brightlances would need a change to make them stand out more.

DarknessEternal wrote:
Shuriken cannon 24" 4 4 Assault 4, Rending
Starcannon 36" 7 2 Heavy 2
Scatter laser 36” 6 6 Heavy 6
Pulse laser 48” 8 2 Heavy 2, Lance


As I just said, I think S4 AP5 Heavy 6 would be more fitting for shuricannons.
With your suggestion I cant see why anyone would choose a starcannon over a pulse laser (unless it was significanly cheaper). The higher ROF makes them into very decent TEQ killers, whereas the higher strength makes them into inferior pulse lasers.
I think Scatters are fine as they are, they are good at transport hunting on rear armour and somthing needs to keep that role.
Pulse laser is okay, nothing groundbreaking, but would have some practical use. Not sure about Lance though

I'd like to see S9 AP1 Heavy 1 Lance for a Bright lance, I see it as the best way to sort out the ranged AT issue.

Gwyidion wrote: S7 starcannons is an interesting look - it very much puts them into a place they can act as a very effective AT weapon, penning a AV10 target on a 4+. As with many things, it depends very much on pricing, but a vyper with a S7 starcannon could really cause problems for 11/10/10 units.

Perhaps a S7 starcannon, a slight proliferation of the pulse laser, and an Ap1 or S9 brightlance is the solution to the eldar's ranged AT woes?

I think it very much depends on the role we want the star cannon to play, you and Darkness seem to be thinking along the same lines, but I dont really see the need for more anti-AV10/11. The Brightlance sugestion I really agree with.


Ok...On to Reapers!

rivers64 wrote:For Dark Reapers instead of split fire a rule that would make more sense and be way more helpful would be for them to ignore cover altogether and keep them otherwise the same except for maybe slow and purposeful.

there is an exarch power for ignoring armour, maybe that should just be adapted so that it effects the whole unit rather than just the exarch? It would go a LONG way to making them a very good choice IMO.

Darkness Eternal wrote:I'd rather remove the reaper launcher altogether and give them back Missile Launchers.

As Mahtamori said, that would completely overhaul the unit, whilst still being an option, I dont see that they are in enough of a mess that they would need it (they are more viable than SHawks after all ). I think their main issues lie in the fact they are so darn expensive and that half of the time only the exarch gets to fire. Both of which are easier to fix than re-writing the unit.

Mahtamori wrote:Reapers with normal Eldar Launchers is extremely tempting and does suit Eldar in the way of excessive dedication. They are currently armed with an equivalent of some sort of plasma weapon, but with straight up Eldar Missile Launchers the basic Dark Reaper is going to be worth while - even if they can't move-and-shoot.
The big question is, though, that since Dark Reapers are the equivalent of Devastators, what makes them special? Eldar equivalents are usually not as durable but have a twist you don't find with Marines at the expense of less adaptivity. If the Eldar equivalent of Devastators aren't going to be allowed to be adaptive, what sets them apart?
Currently the Dark Reapers are set apart by their Exarch having one awesome weapon, while the rest of the squads are extra wounds. Expensive extra wounds.

The idea of reapers just becoming Eldar Devastators is HIGHLY unappealing to me. I (like Grakmar) am a fan of the reaper launcher. Its one of the few units that is a blatent middle finger to SM's. Giving them S+P, re-wording the Exarch powers and changing the points value to a more 5th ED friendly level is all I see that needs to be done.

   
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Avatar of the Bloody-Handed God






Inside your mind, corrupting the pathways

Soooo much easier to read now

Good work. Will have a read through when I get home from work.

   
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Ferocious Black Templar Castellan






Sweden

I have a feeling that your suggestions for Wraithguard might be a bit much, they're annoying to kill as-is, with power weapons it'd be almost impossible.

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Furious Fire Dragon




Not really. My Wraithlord is dropping consistently on turn 1 almost every game I've used it. It has almost neer gotten into close combat. If anything what I would say for it would be give it a 4++ invulnerable save and then add a rule that makes it immune to poison as it isn't really alive anyway soo this makes sense fluff wise as well.
   
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Wicked Warp Spider






Ios

AlmightyWalrus wrote:I have a feeling that your suggestions for Wraithguard might be a bit much, they're annoying to kill as-is, with power weapons it'd be almost impossible.

Yes, they're annoying to kill, but they are also quite impotent at killing due to having a close threat range that is easily negated by going straight into melee.

Their biggest problem is that they are cost-ineffective. Sure, if you let them shoot they can make a Land Raider regret it, but it's not difficult to stay away from a 12" weapon on a model that prohibits transportation and makes cover saves difficult to acquire. The general argument was to either let them follow fluff to gain close combat weapon (using logic that they are just shy of monstrous creatures, and significantly stronger than most human-sized beings) or drop their points.

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Furious Fire Dragon



Earth

I wouldnt change the warp spiders at all, except give them ap6 so their better at taking down tanks.
   
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Longtime Dakkanaut



Beaver Dam, WI

The suggestion of modifying all the eldar heavy weapons is possible.

BL: 8/2 36" 1 Heavy, Lance
PL: 8/2 36" 2 Heavy
SC: 6/2 36" 2 Heavy
SL: 6/- 36" 4 Heavy
ShC: 6/5 24" 3 Heavy
ML: 8/3 48" 1 Heavy
4/4 48" 1 Hvy Blast

Looking at this (and considering DE codex similarities) and again assuming vehicles go to BS 4 but guardians stay BS 3, we are proposing making the PL the replacement for the BL.

S6 makes all the eldar weapons in that category pretty much a choice of shots vs AP vs Range and Cost.

I say leave the shuriken cannon as is but add rending. This makes it short ranged, multi-purpose and a cheap tank killer.

So we come to scatter laser and starcannon. The starcannon could become a dedicated MEQ killer like the DE destructor (or whatever it is called now) S5 AP2 ROF 3
It moves it off the anti-tank line but restores ROF and makes it a MEQ-killer choice. I don't think it should be S7 as SM plasma is that and brings Get's Hot rule also they are generally Rapid Fire or Heavy. Tau tune it down to S6 and avoid the Get's Hot but are still rapid fire.

Now to differentiate the Scatter Laser, to me there are a couple options. Make it an extreme ROF but Low Strength weapon but make it a troop killer and a poor anti-tank choice. Perhaps a 36" 5/6 Heavy 6.

So proposed.

ShC: ROF 3 R 24" 6/5 Rending
SL: ROF 6 R 36" 5/6
Star: ROF 3 R 36" 5/2

BL and PL fill the true anti tank options.
EML, ShC fill a jack-of-all-trades role with low cost and lack of range being the defining role of a Shuriken Cannon.

This puts Scatter Lasers and StarCannons in an anti-infantry role with limited anti-tank capabilities. The impressive ROF of scatter lasers is off-set by the fact that they really can't punch anything. While a star cannon gives you the anti-MEQ shooting without overpowering anti-tank because of the strength.


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Fixture of Dakka





Gorechild wrote:
With your suggestion I cant see why anyone would choose a starcannon over a pulse laser (unless it was significanly cheaper).

Pulse lasers are only on Falcons and Hornets anyway, so that's a non-issue.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
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Longtime Dakkanaut



Beaver Dam, WI

DarknessEternal wrote:
Gorechild wrote:
With your suggestion I cant see why anyone would choose a starcannon over a pulse laser (unless it was significanly cheaper).

Pulse lasers are only on Falcons and Hornets anyway, so that's a non-issue.


Not explained. This is compilation from the last posting. It was suggested to replace the bright lance with pulse laser as the platform weapon choice. With WS 3 on guardians, I agree this would actually be more useful.

Costs: We had discussed something like Free Shuriken Cannon then going up from there. Something like +5 Scatterlaser, +10 EML or Starcannon, +15 Brightlance and/or Pulse Laser.

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