Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2017/09/26 12:58:21
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Lethal Lhamean
Birmingham
|
Thought I'd take this out of the Guard codex news thread as it's OT.
Dionysodorus wrote: Imateria wrote:
For Wraithlords I'd be looking to Craftworld Iyanden's trait and for it to be effecting keyword Spirit Host units, so Spiritseers, Wraithseer, Wraithguard/blades, Wraithlord, Wraithfighter and Wraithknight. I don't think them affecting Wraithknights will be too much of a problem given how bad they currently are, but depending on the trait Hemlock's could become even nastier.
As far as Eldar tanks go though, it'll take a lot more than Craftworld traits to make the Falcon and Fire Prism good again, they have far too little damage output for far too high a cost.
I mean, they could do that, but that'd be a significant break from how they've been handling all of the other codices, where every trait has the same scope across all subfactions. It's true that several of the Craftworlds are very strongly identified with particular units, but the same could be said for Chaos Legions, and both Emperor's Children and World Eaters got Legion Traits that apply broadly (their favored units become Troops rather than Elites though). The same is also true of the White Scars Chapter, but again they got a generally-useful trait (plus a bike-specific stratagem). So I think this is unlikely, and that instead Iyanden is likely to have a stratagem for this or maybe be able to take Wraithguard as Troops.
I was talking less about which units need buffs (since obviously they can and probably will adjust points for Eldar units in the codex) and more about how people would respond to the scope of the traits. The expectation after Codex: Space Marines was that you'd get traits on infantry and bikes and maybe some characteristic vehicles, but not transports and flyers and not on a lot of other big vehicles. Chaos worked basically the same way. Then AdMech got traits on everything, but of course "everything" is not that much for them -- notably, they don't have transports or flyers, and all of their vehicles are walkers. Now Guard are getting traits on a whole bunch of things including transports and super-heavy tanks, though some of their infantry is getting left out. But like I said, I think Guard are in a weird spot, keyword-wise, so it'll be interesting to see if Eldar follow the Space Marine model or whether they'll get traits on almost everything (except flyers and possibly the Knight). I think either way someone's going to feel screwed over, since Marine DREADNOUGHTS are far more varied than Eldar walkers but giving traits to grav tanks (possibly including the super-heavies from Forgeworld) is going to make Razorbacks and Predators and Land Raiders sad.
I disagree. The thing with the Chapters and Legions is that they tend to favour a specific type of warfare with only some emphasis on specific units. In the case of Eldar, the Craftworlds are very heavily split by using a very specific type of unit and building their Warhosts around that, so Iyanden is mostly Ghost Warriors, Biel-Tan is best known for Aspect Warrior based Sword Wind, Alaitoc for it's Rangers, Saim-Han for it's Windriders and Vyper and Ulthwe for it's Black Guardians and Warlocks. It's a very heavily established set of differences between the way the Craftworlds go to war and it makes perfect sense that it's along those lines that the Craftworld traits will be set.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/26 13:31:34
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Longtime Dakkanaut
|
Wow, I feel special.
I think this is true for White Scars. I'm not sure how true it is for Emperor's Children or World Eaters. Surely there's a pretty strong case to be made for giving these Legions traits that emphasize Noise Marines and Berzerkers. And then there are several Eldar Craftworlds which aren't strongly associated with particular units, unless they're intending the codex to only cover the big 5.
Fluff aside, it seems to me that there are strong game design arguments against having different Craftworlds' traits apply to different units. Mainly, this promotes a pretty dumb kind of mixing and matching. If Iyanden has better Wraithguard and Ulthwe has better Guardians, then you're going to bring Wraithguard in your Iyanden detachment and Guardians in your Ulthwe detachment. The units have to be balanced around their best uses, and so most Eldar units should end up looking pretty bad for most Craftworlds. Plus, some Craftworlds are pretty limited. Like, what is poor Alatoic's trait going to be? They're historically associated with a single unit in the index (and an incredibly bad one at that).
I think you can capture the flavor of each Craftworld without getting yourself into all this trouble by coming up with broadly-applicable traits that in whatever way work best with the Craftworld's favored units, or which are at least otherwise evocative of what the Craftworld is about. And this also seems much more consistent with how GW has been handling this stuff, where the traits are very broad and then a subfaction's favored units get a stratagem or can be taken as Troops or something like that.
So, like, obviously Alatoic gets Raven Guard rules. Their Rangers get -2 to hit and all their other stuff is kinda sneaky, or their Rangers can sneak them behind enemy lines, etc. Iyanden could get 6+ FNP, reflecting their association with the more durable Eldar units and being a nice buff for Wraithguard, and maybe the ability to take Wraithguard as Troops. Saim-Hann can have something to do with advancing faster or advancing and charging or falling back and charging, emphasizing their speed and being a nice buff for Shining Spears in particular. The others are trickier. Maybe Ulthwe gets a Ld bonus to emphasize their better discipline and trust in the Farseers. Maybe Biel-tan gets something like the Salamanders' tactic, which just makes all their stuff killier and promotes bringing lots of small Aspect units while making them less reliant on Farseers.
|
This message was edited 1 time. Last update was at 2017/09/26 13:32:19
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/26 14:05:53
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Courageous Beastmaster
|
Alaitoc has strong association witth rangers and therefor the webway: Deepstrikes everywhere (i know FoBT handed this to Ulthwé tough I don't know why). I do hope ulthwé won't overdo the guadians cause I hate how they function but like their colours and seer fluff. So I hope there are some bonusses there.
|
This message was edited 1 time. Last update was at 2017/09/26 14:08:04
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 01:14:54
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Pestilent Plague Marine with Blight Grenade
|
Earth127 wrote:Alaitoc has strong association witth rangers and therefor the webway: Deepstrikes everywhere (i know FoBT handed this to Ulthwé tough I don't know why).
I do hope ulthwé won't overdo the guadians cause I hate how they function but like their colours and seer fluff. So I hope there are some bonusses there.
Couldn't you just paint them whatever colours you wanted and pick a craftworld trait? Just because they are painted black doesn't mean they have to be Ulthwe
|
"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.
To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle
5300 | 2800 | 3600 | 1600 | |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 12:55:22
Subject: Re:What type of traits do we think Craftworld Eldar will get?
|
 |
Powerful Phoenix Lord
|
I think what saddens me is that the solution to really cool fluffy army lies in a different direction than simple rules buffs. The broad brush being used by GW is indeed more gamer/new player friendly but the end result is - as mentioned above - the easy ability to cherry pick detachments to make more powerful armies, if less fluffy.
I was really hoping we'd have returned to special types of army lists for fluffy bonuses/etc. I don't speak of silly "free stuff" detachments, but things like the old Ulthwe Strike Force which was a very thematic and cool (if weak) army build from the old Eye of Terror campaign. Stuff like that was far more fluffy and interesting. It looks like those days are long past.
I think we'll see pretty disappointing stuff for "Black Guardians" (now that they've buffed basic Guardians and removed any individuality you could assign them short of stratagems, etc.) Pathfinders will end up with something pretty simple, like inflicting a mortal wound on 5+ when they snipe or something. You may see "special" Iyanden Wraithguard - perhaps with a simple Troop slot indicator instead of Elite. I don't even know if they'll address Biel-Tan ---- how much of it exists? It could be a write-out for that Craftworld. Do the other more recent GW craftworlds really have major defining stuff, like Ybraesil or whatever?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 16:26:20
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Fixture of Dakka
|
I expect them to get traits saying "everything costs 25% more for no reason, except Wave Serpents which now cost 100% more."
Eldar can't have nice things.
|
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 17:01:09
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Powerful Phoenix Lord
|
Whatever Traits/<Tactics> they receive, Saim-Hann need to have Windrider Troops. Otherwise, what's the point of Saim-hann?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 17:08:35
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Powerful Phoenix Lord
|
While it would undoubtedly make sense - the ability to take fast attack detachments w/ jetbike guardians is a decent alternative. We've seen very little changing of battlefield roles in all of the other codices so far --- so I wouldn't put too much faith in it.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 17:54:11
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Powerful Phoenix Lord
|
Elbows wrote:While it would undoubtedly make sense - the ability to take fast attack detachments w/ jetbike guardians is a decent alternative. We've seen very little changing of battlefield roles in all of the other codices so far --- so I wouldn't put too much faith in it.
It is just not fair that I have to: A) buy Infantry Troops now, despite not needing them for the last 4 ediions or B) be ok with not having access to the most efficient Detachment in terms of Command Points I won't be surprised if it doesn't happen, but something has to be done to make Saim-Hann playable while still adhering to their theme. Making the bikes a bit cheaper (as both the Marine and CSM bikes have become) would go a long way. I also think that a <Tactic> that boosts their Morale would make sense because Saim-Hann is the most reckless of the CWE. Alaitoc has a pretty good chance of getting the same <tactic> as Raven Guard and Alpha Legion: -1 to be hit outside of 12" Not sure about Iyanden, Ulthwe and Biel-tan, but I'd wager that we'll get 2-3 more Craftworld tactics in addition to those 5 -
|
This message was edited 1 time. Last update was at 2017/09/27 17:55:13
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 18:00:32
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Dakka Veteran
|
Well, outside of Swordwinds using 3x Dire Avenger troops they’ll mostly lean towards Vanguard detachments I would think.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 18:07:10
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Insect-Infested Nurgle Chaos Lord
|
Still gnawing at that bone are we? Eldar Jetbike players have been massively spoiled ever since 4th edition made them troops to gloss over the fact that Saim Hann lost their craftworld rules. Everyone else had to either pay for a HQ unlock or troop tax for their bikes (especially the Dark Eldar) since forever (hell, even Iyanden had to pay the "max unit of wraithguard" tax to get back their "craftworld" rule in 4th). There's a 50/50 chance of them getting it as troops, as Berserkers and Noise Marines ended up getting it FAQ'd in, so they might decide to dovetail on this one too. However I personally think it's a mistake since they will, once again, outclass all other Eldar Troop Choices by simply being Heavy Bolter Assault Marines in the troops section. If Eldar gets this, then Rough Riders, Space Marine Bikers, Chaos Bikers, Nob Bikers, Warbikers, and Reavers should all be natively troops. EDIT: For Saim Hann, I would probably have them gain +1 CP for using Outrider detachments, since they were the first one to actually use that detachment back in 3rd edition.
|
This message was edited 1 time. Last update was at 2017/09/27 18:14:06
Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!
Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.
When I'm editing alot, you know I have a gakload of homework to (not) do. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 18:13:06
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Omnipotent Necron Overlord
|
I expect very little to change and most units to be unplayable still. Battle focus wont change. You will get some craftworld rules that aren't even close to being as powerful as they could be if you just took them in Ynnari. Then they will nerf Ynnari too.
|
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 18:19:37
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Powerful Phoenix Lord
|
Since I started playing in 4th edition, Saim-Hann having bikes as troops just seems like the only way to do it. To me, this is like Space marine players suddenly having to take Tac Marines as Elites, because "compared to everyone else" that unit is elite.
Aside from that, I just can't imagine what the Saim-Hann <tactic> could do to make an army with a large number of jetbikes on par with other choices. They shouldn't have to miss out on Command points just to play a properly themed army.
Time will tell though. As is stands, I haven't even been able to play more than 2 games of 8th so far (family stuff), so my opinion is based solely on theory right now.
Hopefully the <craft world tactics> will give Eldar some interesting tools to play with.
-
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 18:33:50
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Powerful Phoenix Lord
|
I think, realistically you're going to get a sweeping army tactic which will inexplicably apply to all wraithlords and wraithguard and normal infantry and bikes. This would be in line with the other codices which have been pretty fast and loose.
It's all about buffs, more dice and far less about real fluff --- also you'll see little to no penalty for all of the buffs. Expect the usual wave of "re-roll 1's" and "ignore the following portions of the rulebook".
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 18:35:53
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Insect-Infested Nurgle Chaos Lord
|
The Tactical squad comparison is incorrect because 1.) Tactical squads have always been troops; they were never shifted and 2.) Tacticals are not elite in comparison to the other units of it's type; Jetbikes are definitely faster variants of Eldar Guardians, just like Warwalkers are heavy support weapon platforms compared to Guardians. Note that SMs having bikes for troops is yet again another "legacy" fix that was never properly removed from the codex either; it use to be a singular trait you needed to pay for (with a drawback) to get. Then they flat out made it standard when they removed Chapter Traits. And as for missing out on fluffy choices; my Iron Warriors are still being penalized for having more HS choices than normal (and have to jump to R&H just to get back the stupid Basilisk). Deathwing was literally unplayable in 7th and is in the same position as Saim Hann. Also if you saw what Saim Hann was in it's actual craftworld codex, you'd wet your pants. They flat out had Fast Attacks replace Troop Choices. This meant Vypers were "troops" for them too. Finally, since you mentioned that Saim Hann is noted for being reckless, the lack of command points seem to fit them just fine. EDIT: Forgot to mention, Nob Bikers being troops is also another one of those "fixes" (to compensate for the lack of SpeedFreaks rules). Unlike the Eldar, that one seemed to have been remembered and "fixed" last edition.
|
This message was edited 1 time. Last update was at 2017/09/27 18:37:42
Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!
Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.
When I'm editing alot, you know I have a gakload of homework to (not) do. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 18:51:07
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Longtime Dakkanaut
|
Honestly, Eldar have a much bigger issue with CP than just being forced to take Guardians and Dire Avengers for battalions. Eldar (of all kinds) simply don't have access to strong, cheap detachments that generate a lot of CP, and currently also lack characters that give them bonus CP. The Imperium can take very solid Troops choices for as low as ~50 points with useful HQs that don't feel like a tax for as low as 30-40 points. They have dirt cheap or super powerful options in every slot, from 15 point Fast Attack Cyberwolves to ~80 point Elite Assassins to 27 point mortar squads. Presumably souping will be a lot less appealing with the Guard codex, but Primaris Psykers and Infantry are still going to be very cheap. Chaos is in almost as good of shape, with excellent 30-point Horrors as screening Troops and 30 point Malefic Lords as HQs (plus access to a bunch of other cheap stuff through Renegades). The Eldar idea of a screening unit is more expensive than Guard Veterans per model and per unit, and pretty much everything really wants to ride in a transport (costs extra). Our version of Primaris Psykers has a nerfed Smite (and half as many wounds) and so is not good at all, and there's really no other remotely spammable HQ across all Eldar factions.
It's probably worth noting that the only "may take X as Troops" rules we've gotten in the codices so far for subfactions have been rules that were in the indices to begin with, so I'm not really expecting that for Iyanden or Saim-Hann. Several other Chaos Legions have at one point been able to take certain things as Troops, and no longer get that benefit. I do hope they do something about how much harder it is for Eldar to get CP compared to Chaos and Imperium, though. I suppose the easy solution here is just to provide more efficient stratagems, but I have a hard time seeing that happening.
|
This message was edited 3 times. Last update was at 2017/09/27 19:28:19
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 19:34:21
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Insect-Infested Nurgle Chaos Lord
|
I see that as more of an issue with the allies system than Eldar being inherently weak.
Namely the easy source of those CPs really would need those if they were on their own, but the Imperium keyword is just so prolific that a lot of armies that really should be starving for CP are not.
As for Brimstones.....they were a bad idea from day 1. There is a reason the Split rule was taken away in 3rd edition and they went and made it two tiers.
|
Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!
Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.
When I'm editing alot, you know I have a gakload of homework to (not) do. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 19:54:59
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Powerful Phoenix Lord
|
While we're at it...one rather large issue for me which I'd love to see addressed is the absolute uselessness of Witchblades and Singing Spears at the moment. I know this is probably because of the invention of the Autarch, but I genuinely miss the days when Eldar Psykers were badass psykers but could also hold their own if needed in combat.
A 2+ to wound sounds cool until you face anything with armour. I guess I also miss my Warlocks who were more than kindergarten chaparones. They don't have to be anything phenomenal but useless comes to mind when I consider those weapons.
|
This message was edited 1 time. Last update was at 2017/09/27 19:56:05
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 19:56:20
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Dakka Veteran
|
This thread reads like “boohoo, my elite army has no chaff”. What was expected? Maybe the issue is the elite units need to be more competitive. Vanguard detachments still allow this style of army to be played, and you miss out on 2 command points. Boohoo. How many marine players like taking tac marines? Scouts? Intercessors? Not many, if you read this board. The codex should bring sweeping changes to how many units work, especially on the points front. Maybe Eldar get bonus CP as an army wide special rule. They’re so wise after all (but don’t get the bonus CP playing against slaanesh units; not wise enough to see that coming!)
I played Eldar in 3/4. Half the book was useless trash in 3rd, and breaking the FOC was required to make the army work, and with that breaking of the FOC brought all kinds of cheese. Ideally, this time around they fix the units in the book instead of resorting to breaking the FOC.
Realistically, to me it seems, FOC has never been less punishing than it currently is with detachments.
|
This message was edited 1 time. Last update was at 2017/09/27 19:58:41
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 19:59:41
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Powerful Phoenix Lord
|
Oh, we have chaff in droves.  It's just...expensive chaff. It's made from silk and ornate space-whale bone.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/27 20:11:21
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Longtime Dakkanaut
|
Bremon wrote:This thread reads like “boohoo, my elite army has no chaff”. What was expected? Maybe the issue is the elite units need to be more competitive. Vanguard detachments still allow this style of army to be played, and you miss out on 2 command points. Boohoo. How many marine players like taking tac marines? Scouts? Intercessors? Not many, if you read this board. The codex should bring sweeping changes to how many units work, especially on the points front. Maybe Eldar get bonus CP as an army wide special rule. They’re so wise after all (but don’t get the bonus CP playing against slaanesh units; not wise enough to see that coming!)
I played Eldar in 3/4. Half the book was useless trash in 3rd, and breaking the FOC was required to make the army work, and with that breaking of the FOC brought all kinds of cheese. Ideally, this time around they fix the units in the book instead of resorting to breaking the FOC.
Realistically, to me it seems, FOC has never been less punishing than it currently is with detachments.
Right, Marine players don't tend to like taking the Troops choices in their specific codex, and their elite army really benefits from having cheap screening units. That's why they take Conscripts and Primaris Psykers to get these chaff units and extra CP. Plus Guilliman and his innate +3 CP and warlord trait, of course. I guess it strikes me as weird to act like wanting a good, cheap screening unit and the ability to fill some cheap detachments for CP is inappropriate seeing as how lots of other elite armies -- even Grey Knights -- get these things. Granted, Eldar had an excellent screening unit, but that appears to have been a mistake and Razorwing Flocks were quickly nerfed into the ground.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/28 03:25:32
Subject: Re:What type of traits do we think Craftworld Eldar will get?
|
 |
World-Weary Pathfinder
|
I see some decent ideas but also a lot of griping (some valid, some not) but I haven't seen anyone tackle this logically. Eldar are going to get a similar treatment to everyone else. Craftworld tactics, new race wide stratagems, and craftworld specific trait and relic.
Now what exactly these are can vary but based on the latest releases, fluff, and historical rules it will probably look something like this-
Ulthwe: Tactic - +1 to cast or deny powers. Maybe even destructor does d3 mortal wounds on a 7+.
Stratagem: Ulthwe will get the ravenguard "deep strike" for all guardian units (walkers/vipers too) to replace their webway portals. Potentially a 1 cp stratagem on a deny attempt and if successful the enemy psyker takes d3, but that could be eldar wide.
Alaitoc: Tactic - Very likely the -1 to hit beyond 12 rule, but I could as easily see a redeployment option like free movement (Maybe limited to a number of units) after deployment.
Stratagem: Alaitoc could go a number of ways; +1 to wound against an enemy unit during shooting (priority target), redeploy as a stratagem, or and this is likely wishlisting, a 2-3 cp strat that lets you redeploy an enemy unit (move distance) after deployment as a call back to the disruption table.
Saim Hann: Tactic - Move and fire heavy weapons without -1. -1 when advancing.
Stratagem: Unseen yet but if it's not advance and charge it should be 1 cp on a transport+unit to let the transport move first and then let the unit disembark like in previous editions.
Iyanden: Tactic - Spiritseer aura now also adds reroll 1s for wraith units within 6 in addition to enemies within 6. Wraith units get 6+ fnp, or another small/similar buff.
Stratagem: bone singing - heal wraith or vehicles d3 on a 3+ in an aura around a character (d6 on a 6). I could also see voice of twilight as an iyanden power allowing no -1 on heavy or advancing assault weapons for wraith units, possible tactic as well.
Biel-tan: Tactic - Matchless agility - auto 6 advance.
Stratagem: If it is not an Eldar wide strat, old battlefocus, move after shooting (non-advance) or charge after a free move in the shooting phase if you didn't shoot (for melee units). Potentially storm of blades too, reroll wound rolls of 1 for all units within 12 of a character.
Now if I'm even 30% right I'd be beyond surprised but I am certain it will be something along these lines, at least in theme. I didn't include traits and relics since they don't tend to be as army defining as the stratagems and tactics, but they'll have those too. My guess is they'll have 8 tactics for the smaller craftworlds like Iybraesil but without past rules and less defined backgrounds I'm not as confident on what they would be. I'd love to hear everyone's ideas on them or the big 5 as well.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/09/28 15:46:48
Subject: What type of traits do we think Craftworld Eldar will get?
|
 |
Regular Dakkanaut
Shoreline
|
I just hope they change what Battle Focus is right now. Make it an actual choice between going Ynnari and just CWE. I think if they go similar to what DG got that might be going in the right direction.
Maybe something like:
Battle Focus: Models with this rule ignore the -1 to hit penalty for advancing with Assault weapons and moving with Heavy weapons. Additionally, add 6" to the maximum range of Assault weapons.
Something along those lines will probably make it for CWE not be auto Ynnari.
|
|
 |
 |
|