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![[Post New]](/s/i/i.gif) 2011/02/03 09:12:38
Subject: Ideas for the next Eldar Codices - MkII
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Mighty Brass Scorpion of Khorne
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For Vypers how about:
T4 3+ jetbikes with scout, they all come with a shuriken cannon as standard and must purchase 1 Scatterlaser/Starcannon/Shuricannon/EML?
They then become a Saim Han style heavy weapons team. You then change the SSpears to become a dedicated CC jetbike unit (hit and run, TEQ or MC hunters maybe?). That leaves the GJB's as the general all rounders (Nuadhu gives the option to give them special weapons?)
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![[Post New]](/s/i/i.gif) 2011/02/03 10:38:13
Subject: Ideas for the next Eldar Codices - MkII
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Screaming Shining Spear
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I'm fine with that, the only reason for T5 and 2 wounds was that you could take only 3 of them in a squad. But looking at it now, T5 AND 2 wounds does seem too much. Playing against Nobz often, I hate deathstars and this is far too deathstary.
So T4, 3+, 5++, 2 heavy weapons. That sounds pretty cool. And definitely BS4 and ld9. First because I doubt they'd let just anyone handle such an expensive piece of technology and second because a rider should feel quite safe behind a bulk of a large jetbike, at least safer than normal GJB.
Plus, the guardian profile annoys me.
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![[Post New]](/s/i/i.gif) 2011/02/03 12:03:52
Subject: Re:Ideas for the next Eldar Codices - MkII
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Wicked Warp Spider
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I think the Guardian profile annoy a lot of Eldar players.
Alphapod wrote:Just a few ideas:
- Phoenix Lords give players access to squads of their Aspect as Troops or at least makes them Scoring.
- Phoenix Lords also get an invulnerable save.
- Vehicles (or at least the Falcon) become BS 4.
- War Walkers become Elites (maybe; depends on the rest of the codex balance.)
- Guardian Defenders may take 1 platform for every 10 guardians rather than 1 regardless. Allow Guardians to appear in larger squads (10-30 maybe?)
- Defender Shuriken Catapults are range 15" or something; less than the Avenger catapults, but more than 12".
- Price Decreases on almost everything (except for Fire Dragons, Warlocks, and Farseers). Anything with a substantial upgrade/change would have to be revalued accordingly, though.
- Swooping Hawk Lasblasters are either Assault 3, or Swooping Hawks become WAY cheaper.
- Give Wave Serpents assault ramps or some upgrade that lets models assault after the transport has moved. AFAIK that was supposed to be how it worked originally but wasn't an issue in 4th edition.
- Give Psychers the edge vs. Space Wolves and Blood Angels again (maybe let some upgrade force then enemy to reroll success blockages of a power or let you reroll vs. a psychic hood. Something like that).
Phoenix Lords giving their aspect scoring or moving to troops have been discussed to and fro a lot, with little in the way of conclusive agreement. Having them all have Battle Fate is a given, though.
General consensus on War Walkers is that they fit Fast Attack, which is the only section that's not cramped with similar units (Elite section having units where Wave Serpents are mandatory).
For Swooping Hawks, I'd say both are required. I'd personally like them aimed at roughly 16 points per model.
I'm also of the mind to simply have Wave Serpents default to assault vehicle. Sure it might make them more expensive, but that only acts to deter DAVU and would make more CC-oriented Eldar armies more interesting - although Banshees and Scorpions would still need to be able to perform outside a mech as well.
Eldar being second-grade psychers really need to be looked at. There are so much potential in the Eldar army to tune them back to fitting fluff.
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I really need to stay away from the 40K forums. |
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![[Post New]](/s/i/i.gif) 2011/02/04 01:29:25
Subject: Re:Ideas for the next Eldar Codices - MkII
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Devastating Dark Reaper
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The thing I'm now thinking about right now is on the Biel-Tan special character, we've basically got all the craftworlds (and one Corsair) covered, but nothing springs to mind immediatly for Biel-Tan except the Court of the Young King, and then there's the question on how to make that sort of unit work.
Any ideas?
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War is my master, Death my Mistress- Maugan Ra |
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![[Post New]](/s/i/i.gif) 2011/02/04 09:01:48
Subject: Ideas for the next Eldar Codices - MkII
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Mighty Brass Scorpion of Khorne
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Biel Tan's character was causing trouble for me too, the only thing I could really think of would be a sort of super Avatar. I think the court would be a bit difficult to balance and cost way to many points if we were to make it like ( imo) it should be made.
I'm fine with that, the only reason for T5 and 2 wounds was that you could take only 3 of them in a squad. But looking at it now, T5 AND 2 wounds does seem too much. Playing against Nobz often, I hate deathstars and this is far too deathstary.
So T4, 3+, 5++, 2 heavy weapons. That sounds pretty cool. And definitely BS4 and ld9. First because I doubt they'd let just anyone handle such an expensive piece of technology and second because a rider should feel quite safe behind a bulk of a large jetbike, at least safer than normal GJB.
T4 W2 could make sense, it would stop them being so easy to kill. I'm assuming they'd be 40+ points each, so you wouldnt want 120+ points being as easy to wipe out as an already half killed combat squad
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![[Post New]](/s/i/i.gif) 2011/02/04 13:13:55
Subject: My thoughts on Craftworld Special rules
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Horrific Howling Banshee
Charleston, South Carolina
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I appologize if any of this has been said before.
I got these ideas straight from the codex. I read "Path of the Warrior" also. That book made me understand the importance of defining the role and fighting style of each aspect. Doing so is the nature and method of the Eldar. If we make Eldar more multirole, we are playing Space Elf Marines.
Many units in the codex need something more, but giving each unit what they need, would make a very over powered codex. Thus the Craftworld benefits and restrictions grant what is needed, but restricts abuse. Certainly, these are not the only changes needed in the codex, but these allow certain units to be all they ought to be, without going OP on the whole dex.
Biel Tan
1. An Exarch must be selected with each Aspect unit.
2. A unit of Exarchs (5-10) may be created taking equipment from their codex entries. If one Exarch takes an Exarch Ability, all other Exarchs of that Aspect in the unit may benefit. This unit is an Elite choice.
3. Units within 12” of an Avatar gain the Furious Charge USR.
The Exarch unit is The Court of the Young King. They summon the Avatar, so perhaps number 2 and 3 should be linked.
Saim Hann
1. Shining Spear units gain the infiltrate USR.
2. Guardian Jet Bike units gain Scout USR.
3. Chieftain – a guardian jet bike unit leader, with weapon options, and grants jet bike units the stubborn USR.
4. At least half of troop choices must be Guardian Jet bike units.
I am counting on the improvements to Vypers in the codex, so none are needed here.
Ulthwe’
1. Spiritseers attached to guardian units may take a second (different) warlock power and use both each turn.
2. The number of Guardian units must be greater or equal to the total number of other troop units.
3. Farseer’s psychic powers may not be negated by the enemy on any roll that contains doubles. Determine this effect prior to picking up the highest when using runes of witnessing.
Rule 3 is clunky, but is designed to enforce the superiority of Eldar psykers and especially Ulthwe', because they are supposed to be the best. The chance of doubles on 3 dice is like 30% I think, so it would be a great deterent to hoods.
Alaitoc
1. Harlequins gain Infiltrate USR.
2. Rangers and Pathfinders gain Relentless USR.
3. Ranger/Pathfinder units reduced to 20% of original unit strength immediately flee and are removed from the table, counting as destroyed.
Iyanden
1. Tyranids are preferred enemy.
2. Wraithguard count as troops when taken as a unit of 5 with a spiritseer.
3. The number of wraithguard units must be greater or equal to the number of any other type of troop unit.
4. Spiritseer range for wraith sight is 18”.
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This message was edited 5 times. Last update was at 2011/02/04 18:30:08
Innocence is no Excuse
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![[Post New]](/s/i/i.gif) 2011/02/04 14:13:43
Subject: Ideas for the next Eldar Codices - MkII
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Devastating Dark Reaper
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I'm not so sure about a Super Avatar for Biel-Tan, in a way the Avatar already is a special character, only one per army you can't add any upgrades to it. Sounds like a special character. I just don't know why Biel-Tan would get a better version.
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War is my master, Death my Mistress- Maugan Ra |
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![[Post New]](/s/i/i.gif) 2011/02/04 14:36:02
Subject: Ideas for the next Eldar Codices - MkII
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Horrific Howling Banshee
Charleston, South Carolina
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The Avatar really isn't better. The warriors get better due to the Avatar joining the fight and that reflects what they wrote in the codex. Biel Tan supposed to be the most warlike craftworld. Within that culture it is understandable if they would react to the Avatar being in the battle differently, than Iyanden that has more wraithguard on the field. Biel Tan has lots of Aspect warriors. They are more devoted to the warrior path, thus gain heightened inspiration and fervor by the presence of the Avatar.
Automatically Appended Next Post:
Army wide rules:
Fleet of Foot - Eldar units roll an extra d6 and drop the lowest whenever they roll for movement. This includes difficult terrain, fleeing, running, consolidation, etc.
Shuriken Cannons are standard equipment on Weapon Platforms, Wave Serpents, Falcons, Wraith Lords, Vipers, and War Walkers, and thus, cost no points. All other heavy weapon options are reduced in cost by 5 points and by 10 for twin linked. This does not affect the belly gun mount.
Shuriken Catapults are range 18”.
Avenger Shuriken Catapults gain rending USR.
Star cannons ignore cover.
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This message was edited 4 times. Last update was at 2011/02/04 18:31:38
Innocence is no Excuse
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![[Post New]](/s/i/i.gif) 2011/02/04 16:47:30
Subject: Ideas for the next Eldar Codices - MkII
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Mighty Brass Scorpion of Khorne
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Understand that these craftworlds will never be a distinct set of models. Like CSM, they will simply be a different paint job, but nothing says you couldn't play them as a different craftworld than the one you painted them to reflect
We do understand that, its stupid to even think they'd want to release 5 eldar books. What we're looking at is a special character that helps you theme your army in a way that reflects the craftwords (like Vulkan He'stan lets you build a salamanders army from the SM code).
ArmyC wrote:Rate of Fire 2 for bright lances would be a dream come true.
......And would also make Pulse Lasers completely pointless.
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![[Post New]](/s/i/i.gif) 2011/02/04 17:00:04
Subject: Ideas for the next Eldar Codices - MkII
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Wicked Warp Spider
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...and would make said Bright Lances cost 45-50 points on a BS3 platform. Better have more proliferation of Pulse Lasers.
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I really need to stay away from the 40K forums. |
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![[Post New]](/s/i/i.gif) 2011/02/04 18:24:04
Subject: Ideas for the next Eldar Codices - MkII
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Horrific Howling Banshee
Charleston, South Carolina
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I did not intend the Bright Lance comment as a rule change.
Vulcan creates a theme, but unregulated he also creates spam.
There need to be limitations, because you can't build enough points into one model to compensate for making the whole army better.
Vulkan in a 3000 point game is worth more than a 1500 point game. So I don't want to duplicate the mistakes found in other books. That is why I put the restrictions in.
My concept is akin to the Forces of Warmachine books that reward a themed army with synergistic abilities.
I have not played WM in a year so I don't know if that concept has been well recieved, but I think it is a sound idea.
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Innocence is no Excuse
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![[Post New]](/s/i/i.gif) 2011/02/05 15:56:45
Subject: Ideas for the next Eldar Codices - MkII
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Devastating Dark Reaper
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What if we treated the Court of the Young King as a retinue for some sort of Avatar that represented the Young King?
Like depending on the members in the court the Young King gained certain abilities?
I dunno just an idea
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War is my master, Death my Mistress- Maugan Ra |
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![[Post New]](/s/i/i.gif) 2011/02/06 00:38:21
Subject: Ideas for the next Eldar Codices - MkII
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Wicked Warp Spider
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Another way is to limit the amount of benefit you gain from "all X units" to "two X units". I'm thinking about 3rd edition Ulthwé's Black Guardians. This caps the benefits effectively (if a bit theoretically.)
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I really need to stay away from the 40K forums. |
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![[Post New]](/s/i/i.gif) 2011/02/06 14:30:36
Subject: Re:Ideas for the next Eldar Codices - MkII
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Sybarite Swinging an Agonizer
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I've seen Army-boosting P.Lords thrown around to and fro and i'd thought i'd throw in my 2 cents on it:
dont have my Eldar 'dex handy for each Lord's name
I liked the idea that the "Disciples" where a max -1 squad permanantly attachted to the P.Lord, with the Lord acting as an 'exarch'. I beleive currently the 'Disciples" rule give certain abilities for the joined unit (ASurmen got Fearless, Banshee Lord got Furious Charge) but otherwise left the unit more or less the same. I would think that a P.Lords personal gaurd would be significantly more experianced (or possibly larger) to warrant the honor of escorting the Lord in question and would benefit in a unit-wide bonus.
Asurmen - In addition to Fearless, Ajoined squad gains +1 Toughness. Gaurdians with LoS may bladestorm as if they where Dire Avengers.
Howling Banshee - In addition to Furious Charge, Ajoined squad gains +1 STR. Up to two units per turn (with LoS) to the Lord may benifit from Counter-Attack
Dark Reapers -
Striking Scorpions - In addition to Stealth, Ajoined squad gains +1 ATKs. Up to two non-vehicle units may Infiltrate with the P.Lord's unit, these units do not have to be scorpions
Swooping Hawks -
Fire Dragons - In addition to feel no pain, ajoined unit gains +2 bonus for tank hunters, instead of a +1. Up to two units per turn (with LoS) may choose to re-roll Glacing and Penetrating hits on enemy vehicles, the second result stands, even if it is worse.
I'm shocked the following Aspects dont have Lords yet
Warp Spiders - In addition to Stealth, Ajoined squad gains +1 BS. Up to two non-vehicle units may Deepstrike with the P.Lord's unit, these units do not have to be Spiders
Shining Spears - Ajoined squad may assault after Turbo-Boosting. Up to two Skimmers/Jetbikes per turn (with Los) may benifit from Skilled Rider.
The point cost for any/all of the above lords i would think would never dip bellow 200-300 points.
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"There are five possible operations for any army. If you can fight, fight; if you cannot fight, defend; if you cannot defend, flee; if you cannot flee, surrender; if you cannot surrender, die. " Sima Yi
DS:90SGM+B--IPw40k09#+D++A+++/sWD-R+T(S)DM+
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![[Post New]](/s/i/i.gif) 2011/02/07 13:05:14
Subject: Ideas for the next Eldar Codices - MkII
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Mighty Brass Scorpion of Khorne
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ArmyC wrote: Vulcan creates a theme, but unregulated he also creates spam.
There need to be limitations, because you can't build enough points into one model to compensate for making the whole army better.
Vulkan in a 3000 point game is worth more than a 1500 point game. So I don't want to duplicate the mistakes found in other books. That is why I put the restrictions in.
This is a fair point. A better comparison might be the new DE dex, Urien Rakarth allows you to upgrade the strength of grotesques for 6(?) points per model and makes wracks troops. Would you say that sort of bonus is a mistake? or should it be "makes 3 units of wracks troops" for example?
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![[Post New]](/s/i/i.gif) 2011/02/07 18:41:07
Subject: Ideas for the next Eldar Codices - MkII
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Horrific Howling Banshee
Charleston, South Carolina
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2 ways to accomplish the same thing.
Since the FOC goes by number of units, I would say the restrictions should follow that.
I see lots of good ideas in this thread, but is there any consensus?
Can we nail down a few units, put the final choices in a poll, then ask people to playtest the winners?
Like Warp Spiders. I want a reason to paint those suckers! lol
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This message was edited 1 time. Last update was at 2011/02/07 18:45:11
Innocence is no Excuse
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![[Post New]](/s/i/i.gif) 2011/02/08 07:32:51
Subject: Re:Ideas for the next Eldar Codices - MkII
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Fresh-Faced New User
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I am new to this forum but quickly found this thread as a long time Eldar player (they where my first army).
I read a lot of the proposals (not all) but for sure read the introduction post.
I think a lot of things are already OK in the dex and a complete overhaul is not necessary.
What about these things:
a) Make Shuriken catapults Rapid fire 18' with stable platform. Makes Guardians and Jetbikes and Tanks have a little viable option compared to cannon
b) make a further Warlock Psi Power similar to enhance but +1BS instead. +5-10 Pts to enhance
c) There should be an upgrade to Warlocks that allows them to use a second power but that with a Psi Test (similar to Spirit stone). Thus you can create small pockets of resistance (due to costs of a BS+1 conceal Warlock in Defender guardians)
d) Make Conceal confer stealth (has been proposes already i second that)
e) Make Holifields work similar to the Titan Holofields (My enemies have te habbit of rolling 5+6, 4+6, 5+5, 6+6 on the table anyway). Make it: Stand still -> 6+, Move up to 6' -> 5+ Move up to 12' 4+ and over 12' -> 3+ (Or cap at 4+) with its current points compared to smoke and the DE upgrade it is a shame and the the fild is called titan holofield not power field anyway.
f) Return the CTM, but just make it so you can shoot one main weapon in addition to the one you are allowed.
g) I second your approach to re instead the craftworlds
h) Farseers should be able to cast 2 Powers a turn 3 with the Spirit stone up the price accordingly
(c+h are in light of the GK and the Ultra Scriptor)
i) Make the War scream reduce the WS by 1 but always work on the first turn they assault
j) make the Hawks weapon Assault 3 to bring them on par with there cost
k) and I second the second weapon platform for guardians. with a Max of 10-15 Guardians + 2 Platforms
That would be my suggestions.
A general change to the shuriken weapons I do not see they differentiate enough imo through there costs.
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![[Post New]](/s/i/i.gif) 2011/02/08 10:01:00
Subject: Ideas for the next Eldar Codices - MkII
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Mighty Brass Scorpion of Khorne
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ArmyC wrote:I see lots of good ideas in this thread, but is there any consensus?
Can we nail down a few units, put the final choices in a poll, then ask people to playtest the winners?
Like Warp Spiders. I want a reason to paint those suckers! lol
I'm slowly writing up the options that are generally agreed on into a fandex, but when I say slowly I mean REALLY slowly
I think, when everything is covered, and sort of decided on I'll make a MK III thread and post it for discussion. But I really need to find some spare time to crack on with typing it up.
@Fwlshadowalker - Welcome to the thread and to Dakka!
Quite a few of your suggestions have been covered, I'll have a think about the holo-field suggestion. In my experience having the holo-fields as they are works great, my opponents have rolled 5/6+1 more times than I can remember
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![[Post New]](/s/i/i.gif) 2011/02/08 13:06:55
Subject: Re:Ideas for the next Eldar Codices - MkII
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Devastating Dark Reaper
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I know I've talked about this before but I have an idea for the Biel-Tan special character (Yes I've basically accepted the super-avatar idea)
Avatar of the Swordwind
Fluff: In times of great peril for the Craftworld of Biel-Tan the avatar is sometimes awakened in a rare and unorthodox manner. Instead of the Young King's Sacrifice, the Farseers will deem that 4 Exarchs are given to Khaine. The resulting avatar is suffused with the power of four souls, but suffers the drawback of only being able to draw upon one at a time
Statline: not sure, simmilar to the regular Avatar
Fury of the Bahzakhaine (Probably mispelled that) The Avatar of the Swordwind is capable of driving the Eldar of Biel-Tan into a relentless fury against the enemy. Each turn the Avatar makes a leadership test, if sucessful, all Eldar with line of sight of him gain preferred enemy against the enemy army.
Court of the Young King:
The Avatar is able to draw specific powers from the exarch spirit pools housed inside it. Each turn select one of the following aspects the Avatar gains those abilities until the end of the turn.
Aspect of the Scorpian: The avatar's close combat attacks are poisoned (2+)
Aspect of the Dragon: The Avatar can move like a Jump Infranty and gains the Tank Hunters special rule
Aspect of the Banshee: Sort of a Mind War that is used against an enemly unit he assaults
Aspect of the Avenger: All Eldar within 12" of the Avatar gain Furious charge and Counterattack
What do you think?
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War is my master, Death my Mistress- Maugan Ra |
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![[Post New]](/s/i/i.gif) 2011/02/08 13:54:16
Subject: Re:Ideas for the next Eldar Codices - MkII
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Fresh-Faced New User
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Thanks Gorechild.
I just wanted to throw out what I thought was always missing.
But I guess the poll and wrap up would help a lot to see what is there and what not.
The point with the holofield would be that it fits with the rules in other games (BFG, APO) for Eldar and the generall laser mastery of Eldar.
On top I find it rediculles that Eldar who have wraithbone sacrifiece armor for speed to offer protection but what protection do there Tanks get now?
And the famed firepower is also gone that is why I proposed the CTM revival. I loved those things in 3ed.
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![[Post New]](/s/i/i.gif) 2011/02/09 09:30:26
Subject: Re:Ideas for the next Eldar Codices - MkII
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Mighty Brass Scorpion of Khorne
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Okay, back on track with the Saim Hanny sort of stuff! Vypers - XXX points BS WS S T I A W Ld Sv 4---4--3-5-5-1-1--9--3+ Unit type: Jetbike Unit Size: 3 Vypers Wargear: Twin Linked Shuriken Catapult Shuriken Cannon Special Rules: Scout Upgrades: Up to two additional Vypers may be purchased for +XX points each Any Twin Linked Shuriken Catapult may be upgraded to a Shuriken Cannon for +5 points each Any Shuriken Cannon may be upgraded to Scatter Lasers for +XX points each Any Shuriken Cannon may be upgraded to Star Cannon for +XX points each Any Shuriken Cannon may be upgraded to Eldar Missile Lanchers for +XX points each Any Shuriken Cannon may be upgraded to Bright Lance for +XX points each Guardian Jetbikes - XXX points BS WS S T I A W Ld Sv 3---3--3-4-5-1-1--8--4+ Unit type: Jetbike Unit Size: 3 Guardian Jetbikes + Warlock on Jetbike Wargear: Twin Linked Shuriken Catapult Options: Up to 6 additional Jetbikes may be purchased for XX points each The Warlock may take any of the options from the Warlock entry 1 Guardian Jetbike in every 3 may upgrade its Twin Linked Shuriken Catapult to a Shuriken Cannon for XX points Shining Spears - XXX points BS WS S T I A W Ld Sv 4---5--3-4-6-2-2--10--3+ Unit type: Jetbike Unit Size: 3 Shining Spears Wargear: Star Lance Shuriken Pistol Close Combat Weapon Special Rules: Hit and Run Options: Up to 2 additional Shining Spears may be purchased for XX points each One Shining Spear may upgrade to an Exarch for 12 points The Exarch may upgrade his Star Lance to a Sun Lance for XX points Exarch Powers: Hold The Charge - A unit with "Hold the Charge" may ignore sucessful reserve rolls and remain in reserve, they still may not enter on a turn that the roll is failed though. Master Riders - As long as the Exarch is still alive, the whole unit have the skilled rider USR and count as having assault grenades Star Lance - A Star Lance doubles the wielders strength and ignores armour saves on the turn they charge, They can also discharge a short range blast with the folowing profile Range 6" S4 AP2 Sun Lance - A Sun lance increases the weilders strength to 8 and ignores armour saves, They can also discharge a short range blast with the folowing profile Range 6" S5 AP2 That was pretty rushed, but what do you think?
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This message was edited 2 times. Last update was at 2011/02/10 09:09:56
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![[Post New]](/s/i/i.gif) 2011/02/09 10:05:14
Subject: Ideas for the next Eldar Codices - MkII
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Screaming Shining Spear
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I think the guardian jetbikes' leadership should stay at 8 and they should have a more iconic leader than a warlock.
I'm thinking more along the lines of:
Wild Rider - XXX points
BS4 WS3 S3 T3(4) I5 A1 W1 Ld 9 Sv 4+
Unit type:
Jetbike upgrade
Wargear:
2x Twin Linked Shuriken Catapult
Special rules:
Skilled rider: The guardian jetbikes benefit from the wild rider's skill and experience, gaining the Skilled Rider USR
In addition, a squad led by a wild rider can turboboost twice per game, instead of only once
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![[Post New]](/s/i/i.gif) 2011/02/09 10:28:53
Subject: Ideas for the next Eldar Codices - MkII
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Mighty Brass Scorpion of Khorne
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Good catch, I didn't mean to have Ld9, I was just copy and pasting chunks of it
I was just going for the Warlock leader to keep all the guardian units similar. It would help with increasing the number of psykers in the army, which was something we were aiming to proliferate. The wild rider idea certainly would work though, not too sure how you'd model two tl-shuricats on one bike though
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![[Post New]](/s/i/i.gif) 2011/02/09 11:06:39
Subject: Ideas for the next Eldar Codices - MkII
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Screaming Shining Spear
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Maybe it's one catapult with 4 barrels? And sure, proliferation of psykers is fluffy, but how far do we want to go with that in gameplay sense? In fluff, even the most basic weapons have something to do with Eldar psyche, not to mention all the wraithbone techonology being thrown around. Gameplay-wise, generic psykers throwing their lot left and right into half the army isn't what I'd like to see(not that I think that's what you did or thought of doing, I'm just throwing that out there). I'd much rather have some army-wide psyker-related rule and base the rest on the Farseers themselves as the psychic conduits of Eldar race, leaving the rest of the units to have a more iconic feel to them than just witchblade delivery systems. As far as Shining Spears are concerned, how about this(mainly changed the Exarch powers and lowered their WS back to 4): Shining Spears - XXX points BS4 WS4 S3 T3(4) I6 A2 W1 Ld9 Sv3+ Unit type: Eldar Jetbike Unit Size: 3-5 Shining Spears Wargear: Star Lance Shuriken Pistol Close Combat Weapon Plasma grenades Forcefields Special Rules: Skilled riders Forcefield: The jetbike mounted-forcefields grant the shining spear a 4+ invulnerable save Options: Up to 2 additional Shining Spears may be purchased for XX points each One Shining Spear may upgrade to an Exarch for 12 points Exarch Powers: Master of the Charge - This power grants the Exarch and his unit +2 attacks on the charge, instead of +1 Withdraw - The exarch's skill allows his squad to hit swiftly and escape the fray before the opponent has a chance to regroup. He and his squad gain the Hit&Run USR. My reasoning behind this is that no matter how many wounds they have, TEQ and MCs will still make short work of them, due to PFs, THs and whatnot. A squad of 5 that will cost upwards of 200 points absolutely must have an invulnerable save, rather than multiple wounds. The reason for lower WS is that with 4 attacks on the charge, 5 of them could easily wipe a whole tactical squad before they had a chance to retaliate, even with 4+ to-hit. With 3+, that's just OTT. What do you think?
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This message was edited 1 time. Last update was at 2011/02/09 11:12:39
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![[Post New]](/s/i/i.gif) 2011/02/09 17:21:40
Subject: Re:Ideas for the next Eldar Codices - MkII
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Sureshot Kroot Hunter
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If there is a special psyker, such as eldrad, it would be sweet if warlocks could be taken as troops or a single unit of warlocks could be, similar to warboss and nobz (right?).
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![[Post New]](/s/i/i.gif) 2011/02/09 18:19:18
Subject: Re:Ideas for the next Eldar Codices - MkII
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Sneaky Striking Scorpion
Oregon
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Vypers:
T5 and 2W is good for them, in my opinion. I like the weapon options above - TLscat, Scan, the TLscat can be upgraded (twice, if desired) and the s.can can be upgraded as well.
Shining spears - why not just go crazy and say their jetbikes are tricked out to hell and gone. 3++ save. Their biggest problems are expense, small unit size, small target profile, and general fragility.
Even if we give shining spears a 3++, they are still exactly as tough as tactical marines. I have no idea how to fix them.
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![[Post New]](/s/i/i.gif) 2011/02/10 09:28:25
Subject: Ideas for the next Eldar Codices - MkII
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Mighty Brass Scorpion of Khorne
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Edited my suggestions.
Just did a bit of calculating to see what sort of damage a charging unit of spears would do:
On the charging turn, a full unit of 5 spears with exarch shoud make 8.95 kills against MEQ's. Against normal terminators (5+ inv) they should make 5.97 kills, and against storm shield terminators (3+ inv) they'd kill 2.98 models.
This would make them pretty convincing counters to tactical terminators (keep in mind this is ignoring the fact they could shoot before charging).
I think giving them an Inv save would make them cost a LOT of points and I think they'd struggle to make their points back.
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![[Post New]](/s/i/i.gif) 2011/02/10 11:05:44
Subject: Ideas for the next Eldar Codices - MkII
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Screaming Shining Spear
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And yet the invulnerable save is the only thing that will make them survive in close combat against things you want to kill with them. Give them an inv save only in close combat, but I think it absolutely must be there(4++ too, not 5++) because even one PF can kill half your unit which means they'll usually stand around not assaulting anything because it's just not worth it.
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![[Post New]](/s/i/i.gif) 2011/02/10 22:49:01
Subject: My ideas - a minimalist approach.
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Horrific Howling Banshee
Charleston, South Carolina
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Here is my best shot to update the Codex. I have put more hours into this than any responsible married man should. Please do your very best to show me an example of how to BREAK the game with these rules.
Army Special Rules:
Fleet of Foot – Eldar add an extra d6 and drop the lowest anytime they roll dice to determine movement.
Tactical Mastery – Eldar Aspect, jet bike and guardian units lead by an Exarch, a Warlock, or an Independent Character, gain the Hit and Run USR, while the leader is alive.
Weapons
Shuriken Catapults – Range 18”
Star cannon – ignores cover
Vehicles
Crystal Targeting Matrix – Allows the vehicle to fire 2 primary weapons when moving at cruising speed. (Wave serpents, fire prisms, vypers, and falcons get this. No adjustment to weapon cost)
Force Organization
Craftworlds – You may select an army based on their craftworld. You must follow the selection rules to gain the benefits. Benefits remain through the entire battle.
Biel Tan
a.An Exarch must be selected with each Aspect unit. At least as many Dire Avenger units must be selected as any other troop units.
b.One unit of Exarchs (5-10) from various aspects may be created using point costs from their codex entries. If an Exarch takes an Exarch Ability, all other Exarchs of that Aspect in the unit may benefit. This unit is an Elite choice.
c.Units within 12” of an Avatar gain the Furious Charge USR.
Saim Hann
a.Shining Spear and Guardian Jet Bike units gain the Scout USR.
b.Chieftain – a guardian jet bike unit leader, grants jet bike units the stubborn USR. (+1 WS, BS, A, L, +12 points, +10 power weapon)
c.At least half of troop choices must be Guardian Jet bike units.
Ulthwe’
a.Spiritseers attached to guardian units may take a second (different) warlock power and use both each turn.
b.The number of Guardian units must be greater or equal to the total number of other troop units.
c.If a warlock is within 12” of a Farseer, add 1 to the Farseer’s LDR stat.
Alaitoc
a.Harlequins gain Infiltrate USR.
b.Rangers and Pathfinders gain Relentless USR.
c.Ranger/Pathfinder units reduced to 20% of original unit strength immediately flee and are removed from the table, counting as destroyed.
Iyanden
a.Wraithguard count as troops when taken as a unit of 5 with a spiritseer.
b.The number of wraithguard units must be greater or equal to the number of any other type of troop unit.
c.Spiritseer range for wraith sight is 18”.
Farseer – The Farseer may use the Doom, Guide, and Fortune psychic powers anytime during a friendly movement phase, except while moving. Mind War – No cover saves. Guide – Unit may either reroll misses, or may ignore cover saves. Eldritch Storm – If the psychic test is passed, place a large blast template within 18” of the Farseer. Roll deviation on the template. Any unit touched by the template is considered to be in dangerous terrain until the beginning of the next Eldar turn. Vehicle units instead take a haywire grenade hit on each vehicle.
Warlocks- Conceal psychic ability grants the stealth USR.
Autarchs - When rolling for reserves, the Autarch may group units together and roll once for the group. During scout moves, one troop unit in the friendly deployment zone may make a scout move.
Avatar grants Stubborn to all Eldar units in the army, instead of fearless to units within 12”.
Prince Yriel – May select d3 units. These units, their dedicated transports, and Yriel are held in reserve. Do not roll for these units to enter from reserve. When Yriel arrives from reserve, these units arrive with him and may out flank.
Phoenix Lords gain a 4+ invulnerable save, and may select one unit of their aspect as a retinue. This unit counts as a HQ unit, but does not count against the HQ unit allotment.
Asurmen – Battle Fate grants a 3+ invulnerable save.
Banshees – When a banshee unit selects a dedicated transport with vectored engines and star engines, that unit may treat that vehicle as an assault vehicle.
Striking Scorpions – Stalker - Their save becomes invulnerable while the unit occupies any area terrain that would grant cover.
Fire Dragons – 2 fire dragons may exchange their fusion guns for Dragon’s Breath Flamers.
Wraithguard - Close combat attacks ignore armor saves. Wraith Cannon – range 18”
Dire Avengers gain haywire grenades, and Avenger Shuriken Catapults are S 5.
Rangers/Pathfinders – Enemy units attempting to deep strike within 12” of this unit deviate an additional d6.
Guardian armor saves improved to 4+. Guardian units may take one weapon platform per 10 guardians. Weapon platforms may be upgraded to Support Weapon Platforms at the cost listed in the codex. The two guardians that would operate the weapon platform now operate the Support Weapon Platform. Guardians gain defensive grenades.
Storm Guardians gain offensive grenades and 4+ armor saves.
Vypers – This unit may move 6” during the friendly assault phase.
Warp Spiders - Death spinner gains rending. Surprise Assault changes to Death Web. Death web is like a Doom Spinner monofilament web attack, with range 18” and small blast.
Shining Spear’s – In place of withdraw, this unit may reroll misses during the first phase of combat when it charges. The laser lance and star lance become range 12”.
War Walkers – Move to Fast Attack
Wraith Lords - The 2nd weapon is not twin linked.
Falcon – Dedicated transport for HQ and Aspect warriors. BS 4
Support Weapon Platform – All weapons act as assault weapons.
D Cannon – small blast.
Shadow Weaver –Like Doom Spinner, but range 36, small blast.
Vibro Cannon – Roll to hit. D6 hits per cannon on one unit within 36”. Wounds on the value of the target’s armor save and is pinning. Vehicle units suffer 1 glancing hit per cannon firing.
Swooping Hawks – Lasblaster becomes an assault 3 weapon. The unit gains a 4+ cover save any turn in which they deep strike. They may deploy by deep strike first turn. They do not deviate when they deep strike. They may deep strike in unit coherency, rather than a deep strike formation.
Dark Reapers – Their save is invulnerable.
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This message was edited 3 times. Last update was at 2011/02/11 14:09:53
Innocence is no Excuse
15,000
8,000
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![[Post New]](/s/i/i.gif) 2011/02/11 09:17:32
Subject: Ideas for the next Eldar Codices - MkII
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Mighty Brass Scorpion of Khorne
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@Araenion - How any points do you reckon it would be for a full unit of spears (with my rules as well as a 4++ in combat)? I'm rubbish at figuring out a point value, i just want to judge if i thnk they'd be viable for their cost or if they need to be toned down to a reasonable choice.
@ArmyC - We went through it quite a bit earlier in the thread, but I think we came to the conclusion that just saying "pick a craftworld and get these bonuses" is a bad idea and your activly punishing people that don't want to play in one of these predefined ways. This is why we started heading down the special character route thats becoming more common in new books.
I like some of your idea for the swooping hawks, the whole idea of deep striking in coherency instad of as template fodder is the only thing i can think of that would make them stand out.
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