Numbered your points to make it easier for me.
FlingitNow wrote:
1) No ET on Wraithlord and it doesn't make fluff sense like for the Avatar (living embodiment of an enternal god).
2) Pathfinders/rangers are any use against guardsmen, but great against MEQ and TEQ and MC etc. They don't need to be cheaper you just need to use them correctly...
3)Like Flamers for the fire dragons would fit in with the Exarch's wargear too. Though would probably make Striking Scorpions redundant and not fit the single purpose fluff of the aspect warriors.
4) Striking scorpions need to be fixed so the Exarch (and PL) can use the chainsword and claw at the same time, currently it is totally broken.
5) Farseers are the best psykers inthe game they don't need offesive powers. Whilst your ideas on the Warlocks conceal and enhance sound great with guardians the Jetbike council would become ludicrous. 2+ cover save when turbo boosting, everything has BS5 WS5 at least they are one of the most powerful units in the game as is they would just become a win button with your suggestions.
6) On the Banshees - War shout is only 5 points and a nice chance at a boon. Yes S3 but that is why you always doom whatever they are charging...
7) OT on Wave Serpents doesn't fit the fluff and make the already powerful Eldar basically unstoppable. Far too OP in this army.
8) Dire Avengers should be in close combat so I don't see the need for that option really.
9) I don't like you changes to the guardians. Guardians are supposed to be a bit rubbish.
10) I would like more weapons options on the Jetbikes.
11) Yeah Wraithlord should be able to take support weapon weapons but can then only have 1 weapon.
12) DR, Support Batteries and Shining spears all need a point drop agreed.
13) No targeting arrays that is for Tau, Falcon is over priced though.
If i sound mean, sorry, its just my style of typing.
1) Wraithlords have millennia of experience (according to fluff in the codex) and wraithbone is incredibly hard to destroy (according to fluff in the codex)
2) I do use them correctly... but no matter how well you use them they will get hit on the head (IDEA: adding defensive grenades)
3) The single purpose fluff is broken as soon as the Exarch takes an anti-personnel weapon anyway (hawks, spiders, reapers and spears are good at both anti-infantry and anti-tank so that kinda gak's up the single purpose idea) But in the end its still close ranged firey death.
4) Havn't yet played scorpions as they dont fit in with my current style of play so i can't comment on that.
5) Didn't think about the jetbike council (IDEA improve cover to a max of 3+?) Simple change that the
BS enhance doesn't stack with the
WS enhance, same as
WS enhance doesn't stack with another
WS enhance. Choose one or the other at the start of the eldar turn.
6) I know.
7) It's nice to dream
8) Did you mean "shouldn't" well its all down to your style of play, i regularly send in dire avengers when it comes to the charge or be charged scenario, and that weapon combo would be nice to have.
9) Thats why i don't usually use them, but i'd consider it if i had access to the assault weapons without having to ditch my catapults.
10)
11) As i said
12)
13) Yes it is for tau, but im pretty sure the Eldar could utilise something similar. In the same way we still use Krak missiles.