shamikebab wrote:I have read this but always been too busy to write a reply!
Biel Tan - I'm pretty happy with all of that, none of it seems crazy overpowered, just nice a flavoured.
Saim Hann - This seems too much. Jetbikes are already pretty powerful, adding Skilled Rider to them seems too much. I would say give Warlocks and Autarchs Skilled Rider if they take a Jetbike would be better?
Guardians become Elite, I can see the reasoning but who would take them? Maybe keep them in troop but make them 0-1 or 0-2 at most?
No to the Assault vehicle thing as well, can anyone else do that?
I'm not sure about free Star Engines, I think it would be better if they just had cheaper upgrades (at the cost of less access to Wraithlord/knights maybe?)
Ulthwe
I'd say keep Warlocks the same price but make them LD9. Farseers....maybe 2 as an
HQ choice? 3 might be too much.
Raven Staff seems too cheap for what you can do. Either has to be a fair bit more or weaken it's ability.
Alaitoc
Not sure about Farseers and Warlocks infiltrating, that sounds too exploitable.
Ah, feedback! Thanks for finding the time to respond. Let me respond to some of the points you raised.
Saim-Hann: You aren't the first to say they're too powerful with Skilled Rider. That only gives them a +1 on their Jink Save, though. Is it really that overpowered? Ravenwing bikers get it, and Saim-Hann is the Ravenwing of the Eldar. But perhaps it's not appropriately costed. I see four ways to deal with it.
1) Jack the price up for
GJB squads across the board.
2) Give an option for
GJB squads to upgrade, maybe +5 points per model. (I'll check the cost differential between
RW bikes and normal
SM bikes, maybe that will give me a baseline to work with for Skilled Rider.)
3) Create a new, Saim-Hann specific type of biker, with it's own cost and options.
4) Create a new Saim-Hann special character (Nuadhu Fireheart) who would grant Skilled Rider to JB and Vypers in the army. His price could be adjusted to deal with the "tax" of the Skilled Rider, although as someone pointed out in another thread, that doesn't scale well because it's one flat rate regardless of how big your army is. Maybe another option would be to have the presence of this character enable the additional Saim-Hann specific biker.
No, no other Eldar can get Assault Vehicles, but if anyone should get them, it should be Saim-Hann. Without them, Banshees really are not viable. (I tried to address this to some extent for Biel-Tan by giving them plasma grenades. They should really have both, but one or the other is crucial.) Price could be adjusted, but I really think this is a key part of ensuring that Saim-Hann are viable.
I've done some more reading on Saim-Hann. Essentially, they only go to war as a fast attack force. The only slow, non-mobile troops they take are Wraithlords and Dark Reapers, who are supposed to provide fire support for the rest of the army. I'm thinking of requiring transports for all squads except Wraithlords, Wraith Knights, Dark Reapers, Jetbikes, and Fast Attack choices. That will mean that a Saim-Hann army will have a very small model count, but lots of mobility and armor. Since the maximum transport capacity is 12 for a Wave Serpent, it would essentially restrict Guardian squads to no more than 10 man squads, plus a support weapon. (You could also stuff a Warlock in the squad.) I'll update their entry probably tonight.
Ulthwe: I don't want to weaken the Raven Staff (but I'm not married to the name, it's mostly just a placeholder), because I want to give Ulthwe something to really distinguish them as the best psykers in the craftworlds. Selection of one power is pretty distinctive, since it could guarantee that you get Fortune, or Death Mission, or whatever you wanted. Price is certainly negotiable, though. Should it be 50 points?
Alaitoc: What's the worst you could do with an infiltrating Farseer or Warlock? Seriously, I'm asking what the worst case scenario would be, if you wanted to make the most broken army list possible. You could attach a Farseer to a Scorpion or Ranger squad. I guess, since Warlocks get attached to the Guardian squads before deployment, that means that the whole Guardian squad could outflank or infiltrate based on the inclusion of a Warlock with infiltrate. But you're still only talking Guardian squads, Weapons of Vaul and
GJBs. None of those seem completely broken to me, although it would certainly make Storm squads more effective if they could Outflank with Fusion guns.
Automatically Appended Next Post: So, back to the drawing board a little, based on the feedback. The Codex: Eldar 6th is a good book -- I'm just trying to provide some distinction between the craftworlds to give them their own flavors and play styles.
ALAITOC: Focus on Rangers/Pathfinders. Enhanced access to Infiltrate. Additional benefits to represent the old "disruption" table. Perhaps negatives to your opponent's reserve rolls.
BIEL-TAN: Focus on Aspect Warriors. Addition of the Court of the Young King. Some
FOC shenanigans to ensure all Aspect Warrior armies are easier to accomplish.
IYANDEN: Focus on Wraithguard/Wraithblades. More Spiritseers.
SAIM-HANN: Focus on mobile, mechanized force. Restrictions on slower unit choices. Enhanced bike skills. Nuadhu Fireheart special character?
ULTHWE: Enhanced Guardian squads. Seer Councils. Improved psychic abilities.
IL-KAITHE: Bonesingers? Perhaps all Craftworlds can get either a Spirit Seer and/or a Bonesinger, but Il-Kaithe gets up to 5 Bonesingers, similar to Iyanden's Spirit Seers.
Those are my primary goals.
I was envisioning Bonesingers like Spiritseers, perhaps as a direct replacement for some other craftworlds, like Alaitoc. Similar to Spiritseers in the Iyanden Codex, they would have a unique Psychic power as a Primaris to replace Conceal -- it would have both a offensive effect (area effect, pinning?) and a defensive effect (restore a hull point to an Eldar vehicle or a wound to a Wraithlord/knight). Also considering giving them the ability to harden a piece of terrain, similar to a Techmarine, and improve the cover save at the start of the game. Was planning to give them a wargear to represent their instrument, perhaps resulting in any charges against them being slowed and/or count as attacking into cover at all times. Unlike Techmarines, they would have no ability to fix immobilized vehicles or destroyed weapons, just to restore a lost hull point -- sort of a quick patch -- and it would require a successful psychic test.