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Made in us
Renegade Kan Killin Orks





San Francisco, CA

First let me say that I am not as familiar with the stat lines, so I can't comment to that.

That being said, I like what you're doing here. I hadn't thought of the Kroot working for the Eldar before, but it makes sense for the exodite and corsair eldar. I have read fluff about human and other alien races taking refuge in outcast eldar groups.

   
Made in us
Esteemed Veteran Space Marine





A+ for effort? While I would love more than anything to see a balanced corsaid craftworld list, this is not it.

First things I saw:

+1BS, +1WS, +1I for 10 points on walkers. I take at least 6 walkers in all my games, this would make them ridiculous.

Power weapon and eldar power fist same price for corsair bikers.

I would give it a run through the proposed rules section.
   
Made in us
Dakka Veteran







The Good Green wrote:First let me say that I am not as familiar with the stat lines, so I can't comment to that.

That being said, I like what you're doing here. I hadn't thought of the Kroot working for the Eldar before, but it makes sense for the exodite and corsair eldar. I have read fluff about human and other alien races taking refuge in outcast eldar groups.


Glad you like the codex. Do you remember where you read that fluff? Most of my stuff was based on rogue trade era background, when the galaxy was a little bit more tolerant.

Inquisitor_Syphonious wrote:A+ for effort? While I would love more than anything to see a balanced corsaid craftworld list, this is not it.

First things I saw:

+1BS, +1WS, +1I for 10 points on walkers. I take at least 6 walkers in all my games, this would make them ridiculous.

Power weapon and eldar power fist same price for corsair bikers.

I would give it a run through the proposed rules section.


Sounds like your problem with my codex is some simple pricing issues, which is easily enough to fix. If the only problem you find with the codex is that you feel that the pricing might be off in some areas, that sounds pretty balanced to me, and not deserving of your outright rejection. But, let me address the areas of concern that you put forth:

Jetbikers:
Jetbikers are not a unit that favors assaults. I judged that putting a power weapon in a comparatively cheap unit of corsairs armed with close combat weapons and pistols that could be sent off to engage in hand-to-hand as their primary function, and putting a power weapon in an expensive unit that is made for speed, maneuverability, and generally avoids combats like the plague to be about the same tactical value, hence the same point value for the upgrade. Also I would like to point out a striking spear with a laser lance and all the benefits that come with it, costs 35 points. A corsair jetbiker with a power weapon or eldar powerfist upgrade costs 33 points. That seems about right to me, especially considering that only one out of three can take such a weapon.

Warwalkers:
The ten points increase translates into a 33 percent markup in the unit’s base price. I changed three of the stats to represent corsair pilots, the most significant of course being the ballistic skill. The WS and initiative are nice, but they don’t do that much to the unit. For comparison sake a dire avenger is a 50 percent marked up guardian with four improved stats, improved armor, and an improved gun. Also a corsair warwalker is far more vulnerable in a corsair force.

A corsair force cannot produce the number of heavily armored units that a craftworld can. This will cause there to be a lot less targets screaming for those heavy bolters, autocannon, and lascannon shots; leaving the warwalkers in a corsair force looking like they have targets painted on them. Given that there are less targets that complete for the opponent’s attention in a corsair force I don’t think their pricing is as outrageous as you make it sound. In a craftworld force with 5 wave serpents, a wraithlord, several units of troops with armor saves of 4+ or 3+, and a war walker squadron – what is the survivability on the Warwalkers? Now look at the corsair force where tanks are restricted, wraith units are not permitted, and the best armor available to the troop picks are 5+ - how long do those warwalkers last? One last point on the issue, consider that tau vehicles can purchase targeting arrays for their tanks for 10 points, I don’t think there is anything too off with my pricing especially since they don’t have a farseer buddy helping them out.

Like I stated in the article, this is still an ongoing project for me. I intend to post it in proposed rules once I flesh it out more. Not having playtested the codex I can’t really vouch for anything with confidence, but that is true with 95% of the proposed rules present on Dakka. I feel that you might be unmerited in your dismissal of my codex, even if you are completely spot on that the warwalkers could stand to be 5-10 points more expensive, and a few points should be added to the combat upgrades for the jetbikers. You don’t amputate and arm because of a sprained finger – simply recommending a price adjustment is different then throwing around terms like “ridiculous” and stating, “While I would love more than anything to see a balanced corsaid craftworld list, this is not it” doesn’t really help anyone. Constructive criticism is welcomed, but you will forgive me if I don’t throw out the codex because you have issue with the pricing on two of my units.


   
 
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