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Made in us
Junior Officer with Laspistol






The eye of terror.

Tri wrote:
Gavin Thorne wrote:Well, if we look at some of the most desireable lists recently, things like Bike Council, Mechdar, Tri-Prism and Ghost Army/Elfzilla, we see that the more expensive models do get good rules. Things like Prisms, Wave Serpents, metal Farseers/Warlocks and Jetbikes en masse, Wraithlords, and Wraithguard all cost a pretty penny, supporting the argument that $$=win! in the eyes of the great gee-dub.

Other models don't get the same love. The relatively low-$$-cost Guardians are seen as a drawback in most lists because they don't have tooth. They're too soft and essentially are extra wounds for a heavy weapon.

I'd love to see Guardians get more bang for their buck, but I don't see it happening.


Too true if you want to make Guardians useful... well more useful then they'd normally be, you turn them into Storm Guardians (a pair of fusion guns or flamers is fair more useful YMMV)

8 SG = £17.60
10+platform GD= £17.60

And how do GW do it? They make it out of metal (badly in the case of Fire Prisms). For example 4 plastic Guardians is £4.90 and a 4 metal models (A Farseer and 3 Warlock Bodyguard) is £17.60. And detail wise my 4 guardians with green stuff robes are just as detailed (and they also come in at just under 3 times cheaper as well)



Pics or it never happened. The farseers and warlocks are some of my favorite models in the Eldar line, and you'd have to have some damned impressive GS skills to turn guardians into something that compares.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in us
Longtime Dakkanaut






Scyzantine Empire

Sure you can: start with a guardian, add the Dire Avenger Exarch Diresword and gauntlet-Shuriken Pistol. Next, make a GS press-mould of the warlock's rune armor and use it to add runes over the chest of a guardian. Roll out some sheets and drape around the waist, shoulders and arms to make longcoats/robes.

I love warlocks and farseers fluff wise but some of the models disappoint me because most haven't been updated since 2nd ed. Don't get me wrong, I love my 2nd ed miniatures, especially my eldar, but they are wicked hard to convert. Since my army is Exodites I have to convert just about everything, including my warlock squads. I'll not post them here, but you can check my gallery for the models I put together using Dark Elf, High Elf, and Eldar bits with GS runes. They get paint next week.

What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money

"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell

DA:70+S+G+M++B++I++Pw40k94-D+++A+++/mWD160R++T(m)DM+

 
   
Made in gb
Longtime Dakkanaut





Point cost increase, and Exarchs to ID characters (who can't leave the squad) but become 2W models with WS/BS6 A3. They're probably the flightiest guys in the galaxy, and older and more experienced than most army's HQ (and are constantly improving and aren't autonimated).

hello 
   
Made in us
Junior Officer with Laspistol






The eye of terror.

Gavin Thorne wrote:Sure you can: start with a guardian, add the Dire Avenger Exarch Diresword and gauntlet-Shuriken Pistol. Next, make a GS press-mould of the warlock's rune armor and use it to add runes over the chest of a guardian. Roll out some sheets and drape around the waist, shoulders and arms to make longcoats/robes.

I love warlocks and farseers fluff wise but some of the models disappoint me because most haven't been updated since 2nd ed. Don't get me wrong, I love my 2nd ed miniatures, especially my eldar, but they are wicked hard to convert. Since my army is Exodites I have to convert just about everything, including my warlock squads. I'll not post them here, but you can check my gallery for the models I put together using Dark Elf, High Elf, and Eldar bits with GS runes. They get paint next week.


Are there pics in your gallery?

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in us
Longtime Dakkanaut






Scyzantine Empire

Yeah, I've got a few pics in my gallery but I'll put one up here. High Elf heads, High Elf weapon arms, High Elf Spearmen legs and Dark Elf chest and cloak. The arms are magnetized so I can pick and choose between shuriken pistols, swords, and spears. Please remember that these are exodite warlocks, so they're not modelled along craftworld lines. The addition of the shuriken pistols takes the fantasy edge of of them.



Daba, if you like fighty exarchs, check out my Cinematic Exarch Council. It's a response to the Movie Marines list. Check it out here.

This message was edited 1 time. Last update was at 2009/05/14 21:53:02


What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money

"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell

DA:70+S+G+M++B++I++Pw40k94-D+++A+++/mWD160R++T(m)DM+

 
   
Made in us
Junior Officer with Laspistol






The eye of terror.

They look OK, but they're not the Guardians with GS cloaks that you said could make good-looking warlocks. I'm not saying it can't happen, but I think it would be a lot more effort than you're claiming.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in gb
Proud Phantom Titan







willydstyle wrote:They look OK, but they're not the Guardians with GS cloaks that you said could make good-looking warlocks. I'm not saying it can't happen, but I think it would be a lot more effort than you're claiming.


Sorry but who said it was less effort? I said three times cheaper. How well they turn out depends on you but a passable warlock take very little time with practice as all you need to do is a a cloak and sword ... this won't get you a warlock with all the detail but from a gaming perspective it'll look fine on the table.

Now if you want to make a good looking warlock you add the armour and robe on as in this tutorial http://www.sciborminiatures.com/en_,sculpting.php?id=571
   
Made in us
Wraith




O H I am in the Webway...

Honestly, im not even an Eldar player, but I see a lot of wierd things with them.

Eldar Aspect Warriors are no doubt more skilled than marines, shouldn't they behave so?

EX.

Swooping Hawks - AWFUL! Do you really think that eldar give them elite troopers imperial guard grade lasguns? Uhh no. Make them a Higher Strength or Lower AP, and Assault 3 or 4. Also, hawks should be BS5 Exarch BS6.
Spiders - I think giving spider template or blast weapons would be great. Again, BS5 : BS 6 Exarch
Dark Reapers - Now these guys should seriously be able to shoot well!!! BS5 or 6 : BS 6 or 7
Striking Scorpion - WS5 : WS6
Banshees - Same as above
Shining Spears - Same as above and needs a CC weapon
Fire Dragons - BS 5 : BS 6 Exarch
Dire Avengers - Same as above

Now having pheonix lords being able to make "Cults" of their armies would also be a great idea. Take Maugen'Rah and get Dark Reapers as troops! And guardians are moved to elites.

Also, guardians need to not be so crappy. Eldar = Advanced Alien Race and they are as well armored and skilled as a Guardsmen? Not even as good as a stormtrooper or Veteran thats been alive for say 40 years compared to the Eldars 1000... I think that Guardians need better weapons (18") and that they should be tougher or faster! Make them be able to fleet and shoot!

Eldars vehicles are to expensive.

I also think that Wraithguard are to overpriced. Give them something else! Maybe giving them FNP or a PW in CC would help justify them.

Vipers = Need to be like Attack Bikes.

Avatar = Immortal Warrior




He who fights with monsters might take care lest he thereby become a monster and if you gaze for long into an abyss, the abyss gazes also into you  
   
Made in us
Longtime Dakkanaut






Scyzantine Empire

WillyD - that's true, they're not gaurdian locks, but I did indicate that in the post with the pic (they're NOT craftworld eldar...).

However, the same principle applies: use GS for the runes and robes. Making robes isn't that hard, but like anything, it takes practice to look good. The scibor mini tutorial is a simple and effective way to make a plain robe look awesome.

The bits that I bought to make my models cost me around $10. I didn't use but a fraction of the GS I get in a pack to make the three molds I used for the rune armor. Tack on the cost of magnets for list customization and I might have spent $12-15 tops. It works for me.

What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money

"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell

DA:70+S+G+M++B++I++Pw40k94-D+++A+++/mWD160R++T(m)DM+

 
   
Made in us
Swift Swooping Hawk




Was looking through the codex again and it struck me: the Eldar have 5 elite choices(one of which can instead be a troops if its a full squad), 6 Heavy choices and only 4 fast attack choices. Four fast attack choices for what is supposed to be one of the most mobile armies in 40k. Hmmmmm. Plus one of the four is our hawks, argueably the worst unit in the entire eldar codex.

In the IG codex their walkers are a fast attack choice, wouldnt it make a lot of sense to move the war walkers from heavy to fast attack?


The eldar have several excellent choices for elites, their troop choices arent bad and the heavy choices are great. As it stands right now tho the fast attacks are by far the weakest area in the codex. Hawks are extremely limited, vypers are so fragile they are almost throw away units, shining spears are fun but very fragile for their points. Warp spiders arent bad, but having one not bad fast attack choice for an army reputed to be fast and flexible ... not so good.

Changing war walkers to fast attack would be a nice move, plus I would REALLY prefer to sprinkle in a few walkers with left over points instead of add a few vypers.


Sliggoth


Why does my eldar army run three fire prisms? Because the rules wont let me use four in (regular 40k). 
   
Made in us
Wraith




O H I am in the Webway...

Sliggoth wrote:Was looking through the codex again and it struck me: the Eldar have 5 elite choices(one of which can instead be a troops if its a full squad), 6 Heavy choices and only 4 fast attack choices. Four fast attack choices for what is supposed to be one of the most mobile armies in 40k. Hmmmmm. Plus one of the four is our hawks, argueably the worst unit in the entire eldar codex.

In the IG codex their walkers are a fast attack choice, wouldnt it make a lot of sense to move the war walkers from heavy to fast attack?


The eldar have several excellent choices for elites, their troop choices arent bad and the heavy choices are great. As it stands right now tho the fast attacks are by far the weakest area in the codex. Hawks are extremely limited, vypers are so fragile they are almost throw away units, shining spears are fun but very fragile for their points. Warp spiders arent bad, but having one not bad fast attack choice for an army reputed to be fast and flexible ... not so good.

Changing war walkers to fast attack would be a nice move, plus I would REALLY prefer to sprinkle in a few walkers with left over points instead of add a few vypers.


Sliggoth



It makes sense for war walkers to be fast attack, but they have so much damn firepower it just wouldn't be practical, because they don't have their weapons twin-linked, one unit of 3 could throw 6 scatter lasers worth of firepower... Imagine 4 units of 3 thats 12 in all, throwing 24 (24*4 = 96 shots!) scatter lasers into the enemy... or if you can pay the cost, 24 bright lances or 24 EML's! Then back that up with 3 fire prisms or something like that, and you will decimate armies. (btw, if the Eldar were to shoot 24 scatter lasers at an ork horde, 40 would wound... You are literally wiping out 2 mobs from the table with one turn of shooting... and you could also factor in guide and doom)

Then, shoot your 3 fireprisms with their ordinance and you could feasibly take out around 60+ orks in one turn, more if you troops get in the action)

This message was edited 2 times. Last update was at 2009/05/25 14:47:40


He who fights with monsters might take care lest he thereby become a monster and if you gaze for long into an abyss, the abyss gazes also into you  
   
Made in us
Sneaky Striking Scorpion




Making War Walkers FA would make Vypers useless. Maybe Vypers should get 11 front armor and the same special rule that WS have. It would certainly make them a bit more usable, even with a point increase.
   
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Proud Phantom Titan







EasyE wrote:Making War Walkers FA would make Vypers useless. Maybe Vypers should get 11 front armor and the same special rule that WS have. It would certainly make them a bit more usable, even with a point increase.

make Vypers 2 wound jetbikes (with 2 riders) would work much better. Fire every thing with a 12" move or 24" turbo boost

This message was edited 1 time. Last update was at 2009/05/25 16:26:30


 
   
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Sneaky Striking Scorpion




Basically like the large SM bike? Interesting.
   
Made in ca
Devious Space Marine dedicated to Tzeentch






Creston, BC

Sliggoth wrote:Was looking through the codex again and it struck me: the Eldar have 5 elite choices(one of which can instead be a troops if its a full squad), 6 Heavy choices and only 4 fast attack choices. Four fast attack choices for what is supposed to be one of the most mobile armies in 40k. Hmmmmm. Plus one of the four is our hawks, argueably the worst unit in the entire eldar codex.

In the IG codex their walkers are a fast attack choice, wouldnt it make a lot of sense to move the war walkers from heavy to fast attack?


The eldar have several excellent choices for elites, their troop choices arent bad and the heavy choices are great. As it stands right now tho the fast attacks are by far the weakest area in the codex. Hawks are extremely limited, vypers are so fragile they are almost throw away units, shining spears are fun but very fragile for their points. Warp spiders arent bad, but having one not bad fast attack choice for an army reputed to be fast and flexible ... not so good.

Changing war walkers to fast attack would be a nice move, plus I would REALLY prefer to sprinkle in a few walkers with left over points instead of add a few vypers.


Sliggoth



You're not taking into account that most of the Troops have fleet (making them faster assaulters) or that almost all of their vehicles are fast skimmers, making them the fastest mech army out there. Moving those to FAwould just make it hard for the Eldar players choose which of say 8 FA choices they got to use.

   
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SoCal, USA!

Looking at Heavies:
- War Walkers are Heavies, that's the most natural place for them.
- Fire Prism stays heavy, having only one function.
- Falcon should move to a Dedicated Transport, like the SM Razorback
- Heavy AGPs should be Heavy, but not take a FOC slot if Guardians are taken.
- Wraithlord should move to Elite, like the SM Dread

Of course, this overloads the Elites, but that's because Eldar Elites are a mess. Eldar Elites should be Wraithlord, Wraithguard, Harlequins, & Rangers - specialist support. "Elite" Aspects should move to Troops.

   
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Swift Swooping Hawk




Eldar have 4 fast attack choices, thats the same number of choices that orcs get....and far fewer than IG or marines have. If eldar had 8 choices then this wouldnt be an issue.

THAT is why I was suggesting the move to the FA slot. Well that plus the fact that fast attacks are the weakest area in the eldar codex. HQs, eldar have several great choices, same with heavies. Elites the eldar again have many good choices, and while eldar troops arent very tough both BA and rangers have their moments.

Few eldar lists dont use some of our elites and heavy selections, but its far rarer to see an eldar list use a fast attack choice.

And actually, the most natural place for walkers would be fast attack, they are scouts after all.

Most of the eldar units having fleet meant something back before run was in the game, now it really only matters for harlies and banshees.



Why does my eldar army run three fire prisms? Because the rules wont let me use four in (regular 40k). 
   
Made in us
Junior Officer with Laspistol






The eye of terror.

JohnHwangDD wrote:Looking at Heavies:
- War Walkers are Heavies, that's the most natural place for them.
- Fire Prism stays heavy, having only one function.
- Falcon should move to a Dedicated Transport, like the SM Razorback
- Heavy AGPs should be Heavy, but not take a FOC slot if Guardians are taken.
- Wraithlord should move to Elite, like the SM Dread

Of course, this overloads the Elites, but that's because Eldar Elites are a mess. Eldar Elites should be Wraithlord, Wraithguard, Harlequins, & Rangers - specialist support. "Elite" Aspects should move to Troops.


I think if the designers at GW followed this template exactly... then we'd have a much better Eldar codex.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in gb
Furious Fire Dragon





The only thing i'd honestly change is how fleet works for Eldar.

Give Eldar a special fleet or whatever because at the moment fleet on the majority of Eldar units is useless, why would dire avengers ever need to go into combat after running on any regular basis?

possibly allow them to run in the assault phase if they dont assault.
could make for some interesting tactics.

its only a small change but the uselessness of fleet on the majority of Eldar units has annoyed me

P.M. me for rational Eldar Advice, both on list construction or Tactics.

Also feel free to query me about rules from the Eldar and Space Marine codices, as well as the General Rule book.

Mech Eldar army of the Craftworld Din Cassian currently at 17-6-7.

The Cat in my Avatar is my Cat. He's called Taz and he's just over ten months old. 
   
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Sneaky Striking Scorpion




could change fleet from the shooting phase, to the assault phase
   
Made in nl
Fresh-Faced New User




I must admit i haven't read all the pages but i'm sort off surprised by some of the 'wishes' for the new codex. Its almost like some of the posters believe the eldar are weak compared to other races. Not too long ago a friend of mine showed me the results from one of the biggest tourney's around (forgot the name) and the top ten was dominated by eldar chaos and orks with about 3 eldar armies in the top five. Spacemarines didn't come up till spot 30 or something. Overall i'd say the Eldar are totally uber! Yes waveserpents are expensive but hey they fly over everything, they move up to 24(!) inches, meltaweapons are ineffective (or as effective as a lascannon). generaly speaking 4th edition eldar sweep basicaly anything.
Now don't get me wrong: I would love for the solitaire character to return (as i'm an old 2nd or 3rd edition player myself at least there were no grav-tanks around). Also the gaurdians would be more fun and useful if they were allowed the D- vibro cannon Heavy weapons I guess an extra troop choice wouldn't hurt either (maybe bring back some exodites). Perhaps a similar setup as the new IG would make it possible to take a phoenixlord as an aspect upgrade so you wouldn't only field the farseer. That being said i don't see a lot of armylists revolving around the same priciples. Some are seercuncil orientated, others prefer the autarch (which was IMHO a lame addition), jetbikes or lots of scoring guardians. It doesn't appear to me that there is basic eldar army that 'wins all'. On the contrary lots of diferent combo's are possible. Well we will just have to wait and see when it comes out. Anybody knows when its coming?

Greetz Uddhava

   
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Furious Fire Dragon





Eldar are fantastic, I just feel that Fleet makes no sense for the majority of Eldar units

P.M. me for rational Eldar Advice, both on list construction or Tactics.

Also feel free to query me about rules from the Eldar and Space Marine codices, as well as the General Rule book.

Mech Eldar army of the Craftworld Din Cassian currently at 17-6-7.

The Cat in my Avatar is my Cat. He's called Taz and he's just over ten months old. 
   
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Longtime Dakkanaut





Most of my objections are for the poor fluff to rules representation.

Exarchs should be some of the fighiest guys in the Galaxy. I would advocate IC Exarchs, removing the Exarch option from the Aspects (and/or making one a sergeant figure, which the Exarch is NOT).

What I would do: Aspects - Squad based Exarch powers just become squad upgrades.

Exarch - 1 per Aspect taken, must be the same aspects and comes with the gear and upgrades purchased for the squad. A WS/BS6 2W 3A IC character, sort of like an IC version of an Ork Nob. Cannot join non-aspects or other aspects; can join each other forming an Exarch Court (just notmal IC joining squad rules here).

Weapon Batteries - no one uses these because they're heavy support. Put them into the Guardian entry and allow 1 per Guardian squad taken.

Guardians - 18" range catapults because in their current form, even a lasgun is better for them...

Vyper - Currently not worth it, cheapen or improve armour; then allow one to be purchased per guardian jetbike unit to support them or a 1-3 Fast Attack squad. Gains Jetbike assault move.

Dire Avengers - because Guardians get the new catapults, and they are the all round aspect, give them CCW + Pistol or True Grit in the same vein as CSM squads.

Hawks - Need major changes. Give them a 'turbo boost' like bikes (like they had in 2nd, this is quite close). Then have the bombing done by turbo-boosting over units, and hit the squad 1/member rather than blast (encouraging larger squads rather than min-squad). Get rid of the blast for deep strike. Either AP3 or Assault 3 Lasblasters please.

Autarch - Down to WS/BS 5 and given command abilities rather than fighty guys

Menshad Korum - what the Autarch should have been anyway. A WS/BS 6 or 7 W3 Exarch with lots of gear options. A proper combat HQ.

Avatar - Put on par with a Bloodthirster; make it a 300 point model and worth that amount.

Phoenix Lord - These guys are sort of Daemon Princes of Khaine in a way, they should be expensive but super-effective with DP like stats. The background describes them as demigods, who only things like Primarchs have been described as.

This message was edited 1 time. Last update was at 2009/06/01 10:40:05


hello 
   
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Fresh-Faced New User




combo wrote:Eldar are fantastic, I just feel that Fleet makes no sense for the majority of Eldar units


Well eldar used to be faster when M was still a characteristic. Overall it never hurts to be able to run and charge but yes a lot of the shooty units don't really need it.



Daba wrote:Most of my objections are for the poor fluff to rules representation.

Exarchs should be some of the fighiest guys in the Galaxy. I would advocate IC Exarchs, removing the Exarch option from the Aspects (and/or making one a sergeant figure, which the Exarch is NOT).


Hmm i think that would overpower a lot of things. I like the setup now altho an extra wound wouldn't hurt. But hey Exarchs maybe good fighters but they are NOT nobs, giving them an extra wound seems a bit silly. A higher BS and WS could make sense

Daba wrote:What I would do: Aspects - Squad based Exarch powers just become squad upgrades.


Hmm not really my thing see above

Daba wrote:Exarch - 1 per Aspect taken, must be the same aspects and comes with the gear and upgrades purchased for the squad. A WS/BS6 2W 3A IC character, sort of like an IC version of an Ork Nob. Cannot join non-aspects or other aspects; can join each other forming an Exarch Court (just notmal IC joining squad rules here).


An HQ option for an exarch council would be cool, to backup the autarch

Daba wrote:Weapon Batteries - no one uses these because they're heavy support. Put them into the Guardian entry and allow 1 per Guardian squad taken.


Yes and No. Yes give guardians acces to the special H.weapons, No don't throw the whole batteries idea away. A Vibro cannon army (with 3*3 vibrocannons can be aboslute fun to play with.

Daba wrote:Guardians - 18" range catapults because in their current form, even a lasgun is better for them...


Guardians are just not worth anything at the moment IMHO. upgrading there range is maybe not the best idea tho.

Daba wrote:Vyper - Currently not worth it, cheapen or improve armour; then allow one to be purchased per guardian jetbike unit to support them or a 1-3 Fast Attack squad. Gains Jetbike assault move.


It maybe expensive and quick to die but it is a skimmer so flatout for that 3+ save! The assault move would be cool

Daba wrote:Dire Avengers - because Guardians get the new catapults, and they are the all round aspect, give them CCW + Pistol or True Grit in the same vein as CSM squads.


Nah i like them as they are now. Improved gaurdians and bladestorm, these guys rule. There is enough CC to go around in the codex anyway

Daba wrote:Hawks - Need major changes. Give them a 'turbo boost' like bikes (like they had in 2nd, this is quite close). Then have the bombing done by turbo-boosting over units, and hit the squad 1/member rather than blast (encouraging larger squads rather than min-squad). Get rid of the blast for deep strike. Either AP3 or Assault 3 Lasblasters please.


A bit improved weaponry yes

Daba wrote:Autarch - Down to WS/BS 5 and given command abilities rather than fighty guys


Dunno... the farseer is allready a supporting Character but then i don't like the autarch (the name alone) anyway

Daba wrote:Menshad Korum - what the Autarch should have been anyway. A WS/BS 6 or 7 W3 Exarch with lots of gear options. A proper combat HQ.


No idea who Menshad Korum is

Daba wrote:Avatar - Put on par with a Bloodthirster; make it a 300 point model and worth that amount.


Hmm he seems fine as it is although EW would be awsome

Daba wrote:Phoenix Lord - These guys are sort of Daemon Princes of Khaine in a way, they should be expensive but super-effective with DP like stats. The background describes them as demigods, who only things like Primarchs have been described as.


They allready are expensive, i guess they only miss an invulnerable save. Would be nice to take their aspect a a troop choice if you take one of these guys. I never field them (even though i have Baharroth, fuegan, and asurmen

Greetz Uddhava





Automatically Appended Next Post:
And lastly it would be cool for the craftworld specific things to come back (cheaper warlocks for Ulthwe more jetbikes for saim-hann)

This message was edited 2 times. Last update was at 2009/06/01 13:03:35


 
   
Made in gb
Longtime Dakkanaut





uddhava wrote:
Hmm i think that would overpower a lot of things. I like the setup now altho an extra wound wouldn't hurt. But hey Exarchs maybe good fighters but they are NOT nobs, giving them an extra wound seems a bit silly. A higher BS and WS could make sense

I'm not advocating keeping them at the same cost, but as something like a 50 point guy that you can buy if you've bought the squad. They should be beyond Nobs (actually beyond all but the oldest SM Captains) as they almost are fighting incarnate.

Hmm not really my thing see above

I think it's a bit silly that the ancient aspect warriors who spend more than the lifetime of another race training need a priest to hold their hand to help them move through cover better or defend themselves in CC. The implementation is nice, but would be better as a squad upgrade that is purchased.



Yes and No. Yes give guardians acces to the special H.weapons, No don't throw the whole batteries idea away. A Vibro cannon army (with 3*3 vibrocannons can be aboslute fun to play with.

I'm not advocating removal of the platforms. Basically, like an IG Heavy Weapon squad, you get to take a 3 platform squad for each Guardian squad you take, putting them in Troops so they don't compete with Lords, Prisms and Walkers.



Guardians are just not worth anything at the moment IMHO. upgrading there range is maybe not the best idea tho.

I don't know what else to give them though, without rendering the SC models invalid.

It maybe expensive and quick to die but it is a skimmer so flatout for that 3+ save! The assault move would be cool

4+ save and +1 damage on tables due to open topped makes it a bit vulnerable; nothing drastic here, either down by 5 points or gain front armour 11. The Land Speeder is strictly better, in an army where it's more unusual and helpful an, and even that isn't a great must have choice in that book.


Nah i like them as they are now. Improved gaurdians and bladestorm, these guys rule. There is enough CC to go around in the codex anyway

2 S3 attacks won't make them a good CC option, but better and more suitable as an 'all rounder'; Guardians can be Catapults or 2 S3 attacks; Avengers are all round, cost more but have both.


Dunno... the farseer is allready a supporting Character but then i don't like the autarch (the name alone) anyway

I feel reluctant just to pluck him and replace him with the Menshad Korum; I would focus his powers differently to a Farseer; he's more of the in-between choice.

No idea who Menshad Korum is

What the Autarch should have been; the original multi-path Exarch who was awesome.

Avatar

Hmm he seems fine as it is although EW would be awsome


I just think all 'greater daemon' types should really rock the field, being a huge chunk of your army and being worth it.




They allready are expensive, i guess they only miss an invulnerable save. Would be nice to take their aspect a a troop choice if you take one of these guys. I never field them (even though i have Baharroth, fuegan, and asurmen

Greetz Uddhava

For their price, I would expect S/T5 and 4 wounds with maybe a 5+ inv save like a DP. They are described in the same vein as primarchs so I would expect them to be awesome.

Anyway, thanks for reading.

hello 
   
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Sneaky Striking Scorpion



Oregon

my idea/wishlist for next codex....

Make warlocks IC's - and instead of making them sort of farseer-jr's into the offensive aspect of the seer path - seers who wish to not defeat their enemy, but utterly destroy and kill them. Each farseer HQ selection allows the purchase of .... up to 5 IC warlocks. WS/BS 5, S/T 3, W3, I 5, A3 Ld10

Make the warlocks the front-line psyker command/combat leaders. Non-aspect squads they join become stubborn.

Farseer powers can be targeted as normal, or target a warlock within LoS. powers targeted at a warlock affect all units within 6" of a warlock. So, fortune across table from a farseer to a warlock means the guardian squad he is attached to and the guardian squad next to him both gain fortune. Warlock powers.... probably remain the same.

Points cost increase for warlock would be necessary.

Autarchs become command units, not combat.

WS/BS 4, S/T 3, W3, I4, A2, Ld 10.
Armies including an autarch and a farseer allow for several changes to reserves. the autarch may add 1 to the reserves die, the farseer may pass a psychic test to reroll a reserves die - including the outflank sides roll, but not DS. Armies including an autarch and a farseer may also roll to steal back the initiative.

If the autarch is within 6" of the farseer, and BOTH models have LoS to a target friendly unit, the farseer may pass a psychic test to increase the initiative of the target unit by 1 in an assault. (this can be done at any time, but ont once per squad per assault - no stacking,)

Since it might be unbalanced to make an army with an autarch + farseer + warlocks, make the warlocks selectable if a farseer is chosen, but also take up an HQ slot themselves.

just some ideas.

I like the exarch-council idea for a replacement to the seer council, very fluffy for the craftworld's elite to protect the farseer.


edit for some more ideas.

warlock prevents wraithsight at 6", farseer at 12", avatar at 18"

This message was edited 1 time. Last update was at 2009/06/01 23:09:27


 
   
Made in us
Junior Officer with Laspistol






The eye of terror.

Why would anyone want to make Exarchs 2W ICs? Having the IC special rule is a hindrance in most situations, especially for units that aren't very tough on their own.

If you were to give them 2W it would make them better though, as they'd be more resilient to hits that are allocated to them.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in us
Sneaky Striking Scorpion



Oregon

I sort of think as exarchs as the opposite of ork nobz - ork nobs get bigger tougher and stronger with experience, exarchs get faster, better, and more skilled.

exarch = + ws/bs, + a, + I, and + wargear, basically what they are now, but if made into ICs, moreso.
6/6/3/3/1/6/3 and a save as-aspect
   
Made in us
Junior Officer with Laspistol






The eye of terror.

I just don't fall into the "all Eldar need higher stats" camp I guess.

An exarch is already as skilled as the best non-special characters in many elite armies.

Aspect warriors are as skilled as Space Marines, who are supposed to be super-human Gods of War, who literally practice battle for their entire lives.

Aspect Warriors, contrary to popular opinion, do not practice battle their entire life, or even all the time that they are on the Path of the Warrior. The Eldar codex even specifies that when they are not in battle, they live much like the other citizens of the craftworld.

For them to be as good as a Space Marine means they're pretty damned good.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in us
Sneaky Striking Scorpion



Oregon

I can get on board with that logic. The current profile (assuming no more codex creep from any other codec) makes sense, given that reasoning. The only way I would change exarchs then is their wargear - this is like, junior phoenix lord stuff here, relics of the aspect shrine. Make exarch councils be bodyguards for a farseer (can take them much like the warlocks can be taken now) with variable wargear, invuln saves, etc - they can mix and match aspects, etc.

I could see serious problems with this idea of course.... a whole squad of DR exarchs and crackshot? ... restrict it by the aspects actually taken in the army - 2 exarchs for each squad, or some variant on that.

edit: Also, I would like to see a very clear psyker-bent to the entire army - as per fluff, every eldar can manipulate the warp to a degree, every single eldar's spirit is actually powerful enough to exist outside of its physical shell, that should be reflected in the army list. As it is now, eldar are hardly more psker-oriented than any other army, with only one true psyker unit. warlocks hardly count, since their 'powers' are basically wargear.

This message was edited 1 time. Last update was at 2009/06/01 23:32:49


 
   
 
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