vict0988 wrote:GW allowing units with fly to cross terrain much easier than those without would be a good start. The datasheet unique abilities are bloated garbage and should be replaced with fewer recurring abilities.
I'm of a mixed mind on this. I think forcing their designers to give everyone a bespoke rule is how we finally ended up with guardian defenders and storm guardians that have a role in in an eldar army. But I also don't think every single unit
needs a special rule. And some of the special rules we've gotten really don't feel like the kind of rule that unit needed. See: windriders not being mobile or survivable but being good at killing things standing on objectives for some reason?
I am a big fan of the thery that points make or nreak units, not rules,
Ehhhh. Sometimes. Kinda. You can always dump a unit's points cost so low that it becomes competitively viable. That doesn't necessarily mean the unit is fluffy or feels good to use or that it has a distinctive niche to avoid overshadowing other units. Points are a good tool for addressing issues of cost efficiency, but you wouldn't necessarily want to fix a custodes unit by making them 10 points per model even if that was balanced, you know?
I think a single unit of Windriders being mandatory is heaps better than 3x Windriders being mandatory, more units still means more Strat targets, it is just not a linear increase in power.
"More strat targets" doesn't really mean much if you can only target 1 of the 3 squads and 2 of them are dead as soon as they pop out to participate in the game though. Any unit feeling "mandatory" is bad. Being punished for wanting to run more than one copy of your subfaction's iconic unit is also bad. There are a thousand ways to make it viable to field multiple windrider squads without making them
OP/"mandatory."
And that's my gripe about strats. They often reward you for having one instance of a unit on the table, but not more than that. So where past editions made it viable to field multiple squads of jetbikes, thus fitting the fluff of a major subfaction, telling the story of a mobile army, and generally giving eldar a radically different way to play their army... 8th-10th kind of just punishes you for having more than one squad of them. Ideally, players should be comfortable fielding multiples of a unit (especially for thematic/fluff reasons) without that unit being
OP.
I think removing colour scheme from the equation and allowing Imperial Fists to be sneaky is both more lore friendly and better for the game.
This I agree with.