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![[Post New]](/s/i/i.gif) 2013/03/05 20:48:49
Subject: Re:Improvements to Eldar for next codex
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Hurr! Ogryn Bone 'Ead!
Borden
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I think The eldar runes should be atleast 24".
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![[Post New]](/s/i/i.gif) 2013/03/06 01:16:36
Subject: Improvements to Eldar for next codex
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Savage Khorne Berserker Biker
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I think Runes of warding should be a +1 bonus to Deny the Witch rolls made by friendly units within 24". Possibly +2.
Direct interference in the casting roll is an outdated notion in 6th edition. Back when this was the main method of psy-defense, there were no universal Deny the Witch rolls giving everyone a shot at canceling powers, or even the distinction between witchfires, blessings and such.
Having your casting roll made into a 50-50 chance with strong odds of perils and THEN subjeting it to an extra DTW save that can make it 16-30% more likely to fail again, and only then having an effect (that may allow armor saves, LD checks, etc) is adding a lot of clutter and hurdles to the psychic aspect of the game.
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In Boxing matches, you actually get paid to take a dive and make the other guy look good.
In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. |
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![[Post New]](/s/i/i.gif) 2013/03/06 01:33:58
Subject: Re:Improvements to Eldar for next codex
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Hurr! Ogryn Bone 'Ead!
Borden
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Alright how about a +2 to maldiction deny the witch within 24" of a friendly unit and a Chance to deny the witch at normal rolls for other spells that don't target. This would give the edge still to eldar in that it could do deny's on buffs that other armies can't but still remain reasonable.
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![[Post New]](/s/i/i.gif) 2013/03/06 12:35:46
Subject: Improvements to Eldar for next codex
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Grim Dark Angels Interrogator-Chaplain
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Already said add adamantium.will with ghost helm, runes need and will take a massive nerf, anyone who wants it to remain the same or just have a reduced range is kidding themselves.
I do like the idea of making it a better psy hood, make it range 12" and done.
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![[Post New]](/s/i/i.gif) 2013/03/06 22:48:39
Subject: Improvements to Eldar for next codex
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Wicked Warp Spider
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+1 to deny the witch is a pretty meh ability. It's meh because it doesn't affect what you really, really, need it to affect which is blessings. It's also meh for the price they cost at the moment. We're fast approaching a situation where maledictions and witchfires are not used for the same reasons psychics in general were not used against Eldar previously - minus the I-kill-myself effect of course.
Personally, I can see it be +1 to deny the witch within 12". Stacking hopefully, but I doubt it. Cost between 5 and 10 points. Preferably 5 points or it won't be used instead (unless it's stacking).
I'd like to see a lot of rune options, though, but for relatively low point costs.
10p Runes of Witnessing - same
10p Runes of Warding - +1 to deny the witch 12" radius, stacking
10p Runes of Reach - +6" psychic power range for psychic powers
10p Runes of Breaching - -1 to enemy Deny the Witch
5p Runes of Focus - Double 1 will not cause Perils of the Warp
10p Runes of Zenith - Psychic test may be taken with an extra dice, results 12 or higher cause perils of the warp, if successful any dice rolled may be replaced with a 6.
20p Runes of Permanence - Psycher may take a leadership test when any Malediction and Blessing power manifested by the psycher is about to end, provided it is in range to be cast, to prolong the effect one more game turn. This will not cost the psycher a warp charge.
5p Runes of Communion - any Blessing used on a different squad will also affect the psycher (but not his squad)
5p Runes of Mirrors - and any maledictions used on the bearer of the runes will also affect the manifesting psycher (but not automatically his squad). The psycher may roll a separate deny the witch as if a spell cast by a psycher of his own mastery level.
(Yeah, Permanence isn't a good example and probably a bit powerful for it's price, but it's a very nice effect!)
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I really need to stay away from the 40K forums. |
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![[Post New]](/s/i/i.gif) 2013/03/07 02:20:46
Subject: Improvements to Eldar for next codex
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Grim Dark Angels Interrogator-Chaplain
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Actually preeminence is utterly useless lol, take a psy test and the power carries on, so basically the same as it is now, if your saying you.want to cast ml2 powers and keep it rolling for 1 wp..then no.
Runes of warding just need to be the same as psychic hoods, but effect 12" range, no +1 or whatever to deny the witch, this is simple and doesn't need any new rules to implement.
Example: ml3 farseer, enemy casts power, most enemies ml2, farseer and all units in 12" get deny on 4+, 6+1 for higher mastery, +1 for psyker rule, make it part of every farseers wargear and call it a day.
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![[Post New]](/s/i/i.gif) 2013/03/07 20:13:33
Subject: Improvements to Eldar for next codex
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Wicked Warp Spider
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I noted permanence to be overpowered simply because of Invisibility. The idea is to keep things like Prescience rolling for no extra cost. Important part of the stones is to prolong the the psychic powers cast.
Another idea that I scrapped (because it got too complicated to write accurately) was to add increasing effects to a psychic power by taking the risk of adding more dice to the rolls. For example, having Mind War hit three targets by rolling 4D6 on the leadership test (utter madness without other supporting runes, but that's one warp charge to test on three targets)
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I really need to stay away from the 40K forums. |
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![[Post New]](/s/i/i.gif) 2013/03/08 00:48:32
Subject: Improvements to Eldar for next codex
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Sneaky Striking Scorpion
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Watch the runes be a random d6 table :(
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![[Post New]](/s/i/i.gif) 2013/03/13 15:36:01
Subject: Improvements to Eldar for next codex
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Morphing Obliterator
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why do runes of warding need to be the same as psychic hoods?
I think eldar should have something different to those monkeigh pretenders to the psychic throne!
Also to refresh my memory, psychic hoods only work on the psyker and his unit right?
I know you said to make runes of warding have a 12" range, so assuming my above statement is correct, at least you are trying to make eldar the superior psykers they are meant to be.
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/03/13 19:48:29
Subject: Improvements to Eldar for next codex
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Screaming Shining Spear
Pittsburgh, PA
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I think RoW's effect is fine, it's just the range that needs to be fixed. No need to homogenize them by just being longer-ranged psychic hoods.
I'm arguing this in another thread right now, but I think one of the most important things to preserve their flavor is to let them choose their powers. To balance this, maybe have them either be able to choose codex powers or roll rulebook, same as now, but I really think Eldar psykers need to be reliable. Something has to be done on the tabletop to reflect their fluff of being the best psykers, because right now they are pretty middle of the pack (as a psychic army, Farseers are still awesome).
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Eldar shenanigans are the best shenanigans!
DQ:90S++G+M--B+IPw40k09#+D++A++/areWD-R++T(T)DM+ |
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![[Post New]](/s/i/i.gif) 2013/03/14 07:59:42
Subject: Improvements to Eldar for next codex
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Morphing Obliterator
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Formosa wrote:Runes of warding go to range 12", perils on any double on the 3 dice, not over 12 perils as it is now.
Runes of witnessing: allows you to 're-roll psychic tests
Spirit helm: gives adamantium will farseer and unit. Ignore perils on 5+
All wraiths have 3+ / 5++, wraithguard dropped to t5, gain fleet, lose wraith sight, lords gain +1 attack (3 standard) and may upgrade to aspect wraith lords.
Wraithseer added
Hornet added
Firestorm added
Wasp added as option
Falcons dropped in price, assault ramp added as option.
All eldar weapons go down in price
War walkers weapons are twin linked not 2 different guns.
Thats all for now
I would also like to see the Warp Hunter added to the codex.
Out of interest though, why would you want to see war walkers get twin linked weapons instead of 2 seperate? Walkers with 2 scatter lasers are one of the few awesome things we have left!
Maybe as an option, but I wouldn't want it to be compulsory. This is the problem most people have with the Wraithlord now, that two of the same weapon count as twin linked but you have to pay for two full price guns to get one twin linked shot with it. Hence, why the BL/ EML combo is so popular.
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/03/14 08:13:15
Subject: Re:Improvements to Eldar for next codex
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War Walker Pilot with Withering Fire
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I'd like to see Swooping Hawks be able to assault flyers, probably not zooming ones however.
A support weapon with Skyfire would be awesome.
A psyker that sits somewhere between a farseer and a warlock would be good. Max mastery lvl 1, can only use codex powers (set list) and is basically a warlock otherwise, including the warlock 'always on' power.
I played a game recently where I ran a Farseer and Eldrad, casting 5 powers a turn. I liked having so much to do in the psychic phase, Eldar can, and always should dominate that part of the game. Psychic mastery is what we've got now. Tau took the crown as most shooty, Dark Eldar are the fastest. Craftworlds should remain the best psykers.
Ohh, and Pathfinders need more special rules - Sniper, pinning, move through cover, stealth, shrouded, infiltrate, rending, fleet, scout. That's no-where near enough.
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This message was edited 1 time. Last update was at 2013/03/14 08:24:01
8,000 pts and counting
1,000 points, now painting. |
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![[Post New]](/s/i/i.gif) 2013/03/14 09:34:50
Subject: Re:Improvements to Eldar for next codex
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Morphing Obliterator
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Belly wrote:I'd like to see Swooping Hawks be able to assault flyers, probably not zooming ones however.
A support weapon with Skyfire would be awesome.
A psyker that sits somewhere between a farseer and a warlock would be good. Max mastery lvl 1, can only use codex powers (set list) and is basically a warlock otherwise, including the warlock 'always on' power.
I played a game recently where I ran a Farseer and Eldrad, casting 5 powers a turn. I liked having so much to do in the psychic phase, Eldar can, and always should dominate that part of the game. Psychic mastery is what we've got now. Tau took the crown as most shooty, Dark Eldar are the fastest. Craftworlds should remain the best psykers.
Ohh, and Pathfinders need more special rules - Sniper, pinning, move through cover, stealth, shrouded, infiltrate, rending, fleet, scout. That's no-where near enough.
There is nothing here that I can say I disagree with. Eldar should absolutely be the best psykers in the game now that our speed and shooty roles have been taken by other armies.
How about a new kind of warlock similar to the high elf dragon mage in warhammer? One that is mastery level 1 but has access to pyromancy and telekinesis powers from the rulebook? Perhaps without a psychic test like warlocks?
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/03/14 09:40:47
Subject: Improvements to Eldar for next codex
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Horrific Howling Banshee
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- BS4 for all vehicles + assault ramp option, cheaper weapons
- Cheaper, better powers from codex
- Own Warlord traits in codex
- T4 for Heavy armor dudes, they have trained to carry it --> gained toughness and strength (Scorpions, DR´s)
- War Walkers, DONT TOUCH THEM!  , or make everything even cheaper...
- Hornets to the codex
pretty much the same ideas what people have said here already...hope they don´t nerf the Runes TOO much
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![[Post New]](/s/i/i.gif) 2013/03/14 09:54:35
Subject: Improvements to Eldar for next codex
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Morphing Obliterator
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Unfortunately given the recent trend with codexes I can see the good stuff like fire dragons, war walkers and runes being hit with the nerf bat so they can sell more of the new kits.
That being said, as long as the nerfing isn't too drastic I will be happy if we get some good new stuff and plastic wraithguard would be nice!
I can't see eldar getting BS4 for all vehicles but I would love it if we did. Also an assault ramp or some kind of rule that lets eldar 'teleport' out of their vehicles and assault would be mandatory to make scorpions and banshees viable again.
Not sure about the T4 for heavy armoured aspects, I think it makes eldar and dark eldar unique that they have low toughness (part of their character as a race) plus they would have to take a heavy points increase to get it (they cost enough already!).
Hornets as an FA choice would be great if they kept the rules and points the same (or made them cheaper) and made a GW kit that wasn't £30 odd a time!
They don't often release Forge World stuff in codexes though, although they did do it with the Guard and Tyranids do who knows?
To me the most important thing is that Eldar get a well balanced, fluffy codex that is well costed and all the units are worth using. I would be happy with that and some brand new, decent toys to play with (including plastic wraithguard!).
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/03/15 06:33:53
Subject: Re:Improvements to Eldar for next codex
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War Walker Pilot with Withering Fire
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I'd like a small, open topped, assault transport. Similiar to a Venom.
5-6 occupants, no WG.
Basically a Vyper without a 2nd weapon, that carries 5-6 models. Just enough for a small squad of aspect warriors/storm guardians. Occupants cannot shoot from it. I don't want any overpowered Fragon-wagons, dishing out melta and making terminators cry (but I would enjoy that ofc).
A few changes to spiders too. Decrease the str of spinners, they're not meant to be AT. Maybe make them wound like rangers do, on a 4+ regardless of toughness. Have them be able to assault after deep striking, and any unit they have shot at, then assaulted has -1 attack (like defend) & -1 WS until the beginning of the next eldar turn. This represents them being 'tangled up in web'.
They might not strike hard, but they'll tie up strong units, and still be anti infantry.
And please, give wraiths a basic invul save.
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8,000 pts and counting
1,000 points, now painting. |
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![[Post New]](/s/i/i.gif) 2013/03/15 09:18:25
Subject: Improvements to Eldar for next codex
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Sneaky Striking Scorpion
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This might be a bit out there but I'd like to see a return to the extra movement fleet of foot, but with the Eldar jetbike twist of doing it in the assault phase.
I've got two methods here, 2d6" with restrictions or roll 2d6 and drop the lowest without restrictions.
The first is allowing a charge move without actually charging, with the same restrictions on charging. You can't do it if you run or shoot non-assault weapons (without relentless) and roll 3d6 drop the highest for difficult terrain . Basically you move up the field more quickly than running (up to 18" total movement possible on foot) and have the potential to shoot assault weapons as well. 12" shuricats don't seem so bad now eh? Allowing fleet rerolls to it may be too much as you could hit 9+ inches at a much more significant probability.
The other way would be roll 2d6 and drop the lowest. This would give you less movement most of the time (unless you run) but gives you much more variety in what you can shoot with. Treat it like Jet Pack movement bit drop down to a single die for terrain.
In both cases, you can't enter into difficult terrain without rolling for terrain. If you start in DT you have to roll for terrain. And of course for both you roll for the whole unit.
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This message was edited 2 times. Last update was at 2013/03/15 09:21:56
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![[Post New]](/s/i/i.gif) 2013/03/15 09:23:46
Subject: Improvements to Eldar for next codex
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Morphing Obliterator
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How about an eldar fleet type rule that allows eldar to make an assault move even if they don't actually assault?
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/03/15 19:35:06
Subject: Re:Improvements to Eldar for next codex
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Powerful Phoenix Lord
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Belly wrote:I'd like to see Swooping Hawks be able to assault flyers, probably not zooming ones however.
Swooping Hawks (and everyone else who can assault) are already able to assault non-zooming flyers. I would like to see something like the Baharroth's Tempest ( Apoc formation) special rule that allows Swooping Hawks to assault Zooming Flyers. Basically the way it works is that each model that wishes to attack must pass an Initiative test. If successful they get to make a single attack with a Haywire Grenade. If it fails...that model is removed as a casualty.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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