| 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) 2014/03/10 13:29:05
Subject: eldar tweaks and ally rules
|
 |
Dakka Veteran
|
had the eldar codex for a while and I've seen them being successful as allies in the Las Vegas Open and I was thinking about 2 (or 3) separate things:
how to make allies not so broken
how to make things like banshees and falcons more realistic to take.
I am an Eldar player and personally see things like Taudar and Deer Council doing so well as a double edged sword. Moreover I think 2 tiny rules could fix them 1. you can take allies but not gain force org slot by doing so eg: take 1 farseer and one baron as hq, but not simply assume you'l get a free force org hqs slot as it is now (simple) 2. make buffs only apply to ur own race. EG if a farseer allows re rolls via fortune he can't provide that to any dark eldar
I don't think this would nerf allies as an option but it would massively reduce the buff cross over and the inadvertent force org sidestepping. (for armies that have cheap HQ's or stackable buff hqs -- like eldar -- you see the dilemma)
lastly on a different note banshees and falcons. Banshees? Well, in order to give them a reason to exist how about they simply: acrobatic: 3" greater charge when not starting turn inside transport, allows banshees to charge from all vehicles as if they were open topped. Banshee Mask: enemy minus 5 init and banshees ignore any penalties to Init on charge. secondly allow pulse lasers to have lance and drop them to heavy 1 but give them precision shot on +6 and target lock.
|
|
This message was edited 2 times. Last update was at 2014/03/10 13:52:51
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/10 13:53:31
Subject: eldar tweaks and ally rules
|
 |
Shrieking Guardian Jetbiker
|
if you drop Pulse lasers to 1 shot and give them lance, they're a bright lance. There's no point in having them exist
|
"Russ - This guy is basically werewolf Dick Cheney. No pity at all."
-Vulgar, because it was too funny not to steal |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/10 14:46:57
Subject: eldar tweaks and ally rules
|
 |
Dakka Veteran
|
they'd have longer range and target lock would give the 2nd weapon (bright lance) would be twin linked, plus chance on precision would be nice. I think making them lance heavy 2 would be too far making all falcons effectively "st 8 lance heavy 3" thus making the fire prism now the boss, the orphan.. falcons need to be worse and less versatile than fire prism in an AT sense but still able to full fill better than a wave serpent AT. at the moment falcons are simply neither as good against light armour as a wave serpent nor even able to seriously counter AV14 like a fire prism.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/10 16:40:28
Subject: eldar tweaks and ally rules
|
 |
Fixture of Dakka
|
It is kinda sad that a Serpent with a TL Brightlance is better v av14 than a Falcon, even with a Brightlance.
That said, I still think just dropping the Serpent Shields range to 6" (or 12) would make the Falcon an option again.
Its biggest problem is that the Serpent thoroughly outclasses it as a battle tank right now. Despite costing more and taking up a slot.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/15 13:48:11
Subject: Re:eldar tweaks and ally rules
|
 |
Hurr! Ogryn Bone 'Ead!
Borden
|
Unless you fix the falcon, it will never see use, even if you strike down the serpent. All it would do is end mechdar. Falcons need to be boosted because they are far from being even mediocre.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/17 17:37:13
Subject: eldar tweaks and ally rules
|
 |
Dakka Veteran
|
I agree however I was forced due to some misadventure to use 2 falcons in a tourney rather than my firenprisms.. long story.. but it was vs av14 and I only had 2 bright lances.. anyway the pulsr lasers glanced it to bits (3 hull points) and the bright lances stunned then popped it.. so bit lucky but in all honesty two falcons was nowhere near as bad as I had guessed.. still they need to doing more than glancing AV14 on a six
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/18 11:10:09
Subject: eldar tweaks and ally rules
|
 |
Morphing Obliterator
|
the best way to fix falcons imo is to take them out of heavy support and make them a dedicated transport (maybe for elites and heavy support units only?).
The reason they never get taken is because they compete with better units like dark reapers, war walkers and wraithknights.
|
Chaos Space Marines - Iron Warriors & Night Lords 7900pts
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/18 11:43:16
Subject: eldar tweaks and ally rules
|
 |
Longtime Dakkanaut
|
Serpent Shield -> Causes D3+1 hits rather than shots. Loses out on (almost completely) accurate D6+1 thanks to scatter lasers, and encourages other turret weapons more.
Pulse Laser -> Either make it S9, give it Lance (or both?)
Falcon -> Dedicated might work too.
|
hello |
|
|
 |
 |
|
|