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Thread: Eldar Wishlist.

  1. #1
    Librarian Austinitor's Avatar
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    Question Eldar Wishlist.

    So, after GhostGate, we've been left without any credible rumors on a new codex, and really, no solid idea when one might be released (spare, not 'til after Dark Angels, Chaos, etc). Naturally, I welcome credible corrections in this regard.

    That said, the quasi-useful activity of wishlisting seems to be our only hope to see the army returned to competitiveness. I've decided not to propose re-costing, as it is really difficult to impose some sort of "X stat is worth Y points" after the fact, and because the "dying race" fluff encourages elite units with better equipment/stats (similar to Grey Knights) than it does more numerous cheap troops (like Guard, Orks, or other horde armies).

    What would you like to see in the next Codex: Eldar?

    Here are a few suggestions I've seen around the web, and a few of my own (okay, maybe more than a few; probably about a fan-dex worth). I hope it is clear that I think that not all of these should be implemented together, as it would be unbalancing; more so, I would like to see something like one or two of the ideas for each unit be implemented.

    Likewise, I've tried to only mention rules/stats by reference (e.g. saying something should be "boosted by X" or that it should match some other already extant weapon), rather than disclosing an actual rule. If there's something that seems like it is stepping on IP, please let me know what it is and I will endeavor to fix it.

    1. Moving around the FoC (if indeed there is still an FoC in 6th, rather than percentages like in 2nd edition and 8th edition Fantasy Battle).
    2. +1WS and +1BS across the board.
    3. 18" range on all Shuriken Catapults.
    4. Shuriken weapons force a re-roll of successful saving throws (this could get complicated and time consuming against units that already had a re-roll, but could simply add one additional roll per armor save before any other re-roll).
    5. Not quite a codex change, more so something from the supposedly "leaked" ruleset, but the strength value for Assault weapons/Pistols may be used in combat/on the charge. This restores Eldar to the position they held in 2nd edition, which is "between IG and SM" in all aspects of combat, i.e. SM weapon Strength, but IG toughness.
    6. Webway portal access, similar to the Gates of Vaul from Epic 40k/Epic Armageddon/Dawn of War, perhaps even large enough to move grav tanks through (perhaps even a mobile version of such as an Apocalypse unit, like the Engine of Vaul superheavy with the portal on it in Epic).
    7. Inclusion of 40k-stamped Codex Eldar units from IA11, e.g. the Wasp, Hornet, Firestorm, and Wraithseer.
    8. Codex rules for the Nightwing and/or Phoenix. Given the prevalence of other flyers/fast skimmers in 5e codices and Eldar domination in Battlefleet Gothic, some air superiority is in order

    HQ
    1. Phoenix Lords for Warp Spiders and Shining Spears.
    2. Asurmen unlocking shuriken weapons forcing re-rolls to armor saves.
    3. Bonesingers added as a vehicle/MC repair unit/Apothecary-equivalent for Wraithguard, with a similar "unlock" with an Autarch like what Farseers do for Warlock Bodyguards.
    4. Avatar unlocks the Court of the Young King (a mixed-aspect all-Exarch bodyguard squad from Apocalypse/Epic).
    5. Bonesinger special character for Il-Kaithe, unlocking a Bonesinger unit upgrade to Wraithguard units.
    6. Tank commander or War Walker pilot special character for Yme-Loc, unlocking Falcons as Dedicated Transports and/or Squadrons, and/or alternately War Walkers as Troops.
    7. Return of the Saim-Hann special character from 3e that it seems the "Autarch on Jetbike" was meant to represent, unlocking Vyper Squadrons as troops.
    8. Great Harlequin special character for Lugganath, perhaps unlocking Harlequins as troops.
    9. Wraithseer from IA.
    10. Ranger special character for Alaitoc, granting Pathfinders some kind of special ability.
    Wraithguard and Wraithlord:
    1. 18" range for Wraithcannons (closer to the 16" range they offered in 2nd edition).
    2. Close combat weapon options (e.g. Wraithswords) for Wraithguard.
    3. Allow 5 Wraithguard + Spiritseer (previously typo'd as Wraithseer; certainly not what I meant) + Bonesinger to ride in a Wave Serpent.
    4. Poison immunity; why should something that isn't alive be affected by poison?
    5. MC status for Wraithguard, granting power-fist like attacks.
    Guardians
    1. Grenades for Guardians, either for an upcharge or built-in.
    2. Lasblasters for Guardians, matching the Swooping Hawks profile. This allows Guardian Defenders not to have to rush forward to their doom or sit statically as extra wounds for their support platform.
    3. More support platforms per Guardian Defender unit, e.g. 1 for every 3, 5 or 10. This provides a better thematic fit because it keeps Guardians further away from the front line.
    4. Support Weapons re-combined with Heavy Weapon platforms, allowing Support Weapons in Guardian Defender squads and Heavy Weapon Platforms in Support Weapon Batteries.
    5. Storm Guardians with +1 WS, Guardian Defenders with +1 BS, both as Elites, following the "Black Guardian" bit from 3rd ed's Codex: Eye of Terror. These could be unlocked by selecting Eldrad. This represents hardened Ulthwe Guardians who've spent too much time circling the drain that is the Eye of Terror.
    6. Guardians in an IG-style platoon formation, allowing the purchase of 1 Wave Serpent per 12 infantry models (similar to the Serpent Rider formation from Apocalypse).
    7. Free Shuriken cannon platform, following the scheme from codices like Codex: Space Marines.
    8. New high shot count special weapon (Sunrifle?) for Storm Guardians; alternately, Support Weapon Platforms for Storm Guardians, perhaps limited to shuriken cannons and D-cannons, providing close fire support.
    Guardian Jetbike Squadrons and Vypers
    1. Special/close combat weapon options for Guardian Jetbikes. Fusion guns would make a huge difference on their ability to target... well, anything.
    2. Vypers attached to Guardian Jetbike squads as part of their FoC choice, ala Space Marine Attack Bikes.
    3. Vyper Squadrons under the Fast Attack FoC gain the Scouts rule.
    4. Vypers become closed topped.
    5. Increase in Guardian Jetbike catapult range to match Avenger Catapults; the present range leaves them quite outmatched against (only 3 points more expensive) MEQ bikes.
    Shining Spears
    1. Shining Spears gain Shuriken Pistols, conferring an additional attack in close combat. Alternatively, if Assault weapons give an attack on the charge, this might be unnecessary.
    2. Laser Lances work at their current "only on the charge" profile on all rounds.
    3. Laser Lances take on the Star Lance profile, and the Star Lance gains 2 Strength to compensate. This allows insta-kills against MEQ characters, a necessary function ESPECIALLY if the unit cap is not adjusted.
    4. Larger unit capacity for Shining Spears (maximum of 11 attacks on the charge being insufficient to kill, well, anything that is decent at close combat).
    5. Laser Lances improved to AP3. This allows pre-charge shooting to have a decent chance of killing MEQ, plus it is silly that a power weapon has the AP that it currently does.
    6. Shining Spears save improved to 2+ (to match Space Marine bikes, and reflect the very heavy cavalry-style armor worn by the current model).
    Dark Reapers
    1. Dark Reapers re-gain Eldar Missile Launchers and the ability to target multiple units, restoring them to parity with other dedicated infantry-carried heavy support (e.g. Long Fangs). This is another "undo" on a 2nd-to-3rd edition nerf.

    Grav Tanks
    1. The return of some form of the Crystal Targeting Matrix. If WS and BS are not boosted across the board, this could simply be a +1 BS boost for a modest amount of points.
    2. Spirit Stones improved to be equivalent to Power of the Machine Spirit, rather than equivalent to the Grey Knights vehicle ability.
    3. Falcons as Dedicated Transports for units of 6 or fewer infantry-sized models, or perhaps just for HQ (Farseer+Warlocks or Autarch).
    4. Inclusion of a rules-improved Firestorm to deal with the commonality of flyers.
    5. Fire Prisms become a 1-3 Squadron instead of a single unit FoC choice. These are a synergy vehicle, and it is bizarre that one need dedicate multiple heavy support choices if one wishes to have something that can compete with, say, 1 Basilisk/Manticore (which likewise comes in squadrons).
    6. Prism Cannon gets the Lance rule.
    7. Some sort of Assault Ramp option for Close Combat Aspect Warriors, e.g. a Wave Serpent Upgrade.
    Heavy Weapons and Support Weapons
    1. Starcannons stay expensive but are either improved to Heavy 3 or Strength 7.
    2. Brightlances stay very expensive but improve to Strength 9.
    3. Support Weapon Battery gun size increased to six, but crew size left the same, with each gun coming with one crewman. This emphasizes the "dying race" fluff theme by making the unit more fragile than is typical of, say, an IG heavy weapons battery, while improving damage output (as there is nothing in the fluff that suggests Eldar have a shortage of wargear, given that they can create it psychicly by thinking about it/singing to it).
    4. Pulse Laser added as a Support Weapon option, perhaps priced as a Brightlance.
    5. Shuriken cannon range improved to 30". This makes them have a range matching any other heavy weapon on any other army (spare perhaps 'Nids).
    6. D-cannon: gain an Aether Rift option attack similar to the Warp Hunter, i.e. using a template.
    7. Vibrocannon: double the present range; the current range for a static weapon is far too low to be effective.
    8. Shadowweaver: gains matching USRs to the Night Spinner.

    War Walkers
    1. War Walkers moved to Fast Attack. As a Scouts unit, it is odd to have them in Heavy Support. Likewise, Heavy Support has too many competing choices, and the Fast Attack slot is currently full of poor choices.
    2. War Walkers re-gain a 2nd-edition style force field, perhaps conferring a cover save (like the Tau vehicle upgrade) or acting as an all-around Strength "normalizer/ceiling reducer" (similar to the Wave Serpent field).

    Harlequins
    1. Venoms as Dedicated Transport, following the Corsair Venom profile from IA11 (to keep from giving them wacky Dark Eldar weapons).

    Swooping Hawks
    1. Lasblasters increased to range 36". This helps their role as a "standoff" unit.

    Dire Avengers
    1. Range increased to 24", following a global boost to 18" of other Shuriken catapults, and reflecting their range finder.

    Warp Spiders
    1. Replace current range with a template, similar to 2nd edition.
    Last edited by Austinitor; 16-03-2012 at 13:59. Reason: forgot a ")"; re-titled heavy weapons section; corrected spiritseer/Wraithseer confusion

  2. #2
    Commander megatrons2nd's Avatar
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    Re: Eldar Wishlist.

    I think Bright Lances will drop to a similar value as the Dark Eldar Dark Lances. I could see the Shuriken Cannon getting the range boost to match the Dark Eldar Splinter cannon, but I think the Harlequin Shrieker Cannon kept the same range between both Eldar and Dark Eldar codeci, so I doubt it. A points drop across the board is more likely to happen, in my opinion. Although many of these seem to flow with the way the Eldar are presented in the fluff.
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  3. #3

    Re: Eldar Wishlist.

    The only thing I want, is for the Eldar to feel like "Eldar". For their tech to some how feel like they are this super ancient race. I'm so sick of Matt Ward and his fricking "But Space Marines Have to do it Better" Attitude this last edition. Lets go back to the feeling back in second edition where their stuff was actually expensive but significantly bad ass. Lately they've felt like Eldar have been overbalanced, like they want to make them super awesome but dial it back too much.

    I don't know how they'll do it but hopefully Jervis and cook something up. The Dark Eldar book actually felt good. Hopefully they apply the same approach to Eldar, and hopefully it doesn't get power crept out by the codex after it because Ward came in and said "Well if the eldar have X the space marines should have something > X".

  4. #4
    Librarian Austinitor's Avatar
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    Re: Eldar Wishlist.

    Quote Originally Posted by TheRaven View Post
    because Ward came in and said "Well if the eldar have X the space marines should have something > X".
    I share your fear; I worry he'll write Dark Angels and give them better jetbikes (e.g., all armed with plasma guns/cannons).
    Last edited by Austinitor; 15-03-2012 at 17:15. Reason: typo

  5. #5

    Re: Eldar Wishlist.

    Quote Originally Posted by Austinitor View Post
    I share your fear; I worry he'll write Dark Angels and give them better jetbikes (e.g., all armed with plasma guns/cannons).
    Oddly enough I think I'd like to see what Ward would do with the rules (not the fluff) because I think he wouldn't be afraid to rebuild them nearly from the ground up.

    One of the major themes going on is that each army seems to have a benchmark unique rule and I'm very curious if and what that will be for the Eldar because they (like the old DE dex) have no such significant rule. They don't have anything like Synapse, ATSKNF, Repair Protocols, Commands, Mob Rule, etc. I think the addition of such a rule has the potential to change the codex in ways that make it hard to create future fixes to current problems.

    One thing I didn't see in your list is moving the support weapons. I still think they need to be attached to guardian squads purchased as troops without taking up an additional FOC slot.

    While I don't think the D-cannon needs the Aether shot I do think I'd like to see more uniformity in the Eldar dex. Like Pulse lasers and Prisms should have the lance rule, while Shadow Weavers should get the same special rules as shots fired from a Night Spinner's Doom Weaver and Deathspinners gain rending. I think it's important that weapons that are thematically linked should be consistent in their rules.

    And for the sake of the gods stop price gouging every fricken unit and weapon in the dex. I'm sick of being so consitently outnumbered in tanks and infantry by Marines.
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  6. #6
    Chapter Master carlisimo's Avatar
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    Re: Eldar Wishlist.

    I’m thinking we won’t (or shouldn’t) get new infantry units because we’ve got quite a few already, and some of them still have miniatures that date back to 2nd edition. I can’t believe certain aspect warriors got resculpted twice while jetbikes, wraithguard, and warp spiders remained static.

    In the game, what we need is mobility. I can live with short-ranged weapons as a defining aspect of Craftworld armies, because it forces you to use units in concert (or else they get chewed up because they had to get within charge range to fire). But we need the ability get into that firing position. Fleet doesn’t cut it anymore. The fundamental problem is that armies that don’t need mobility as badly have 30-50pt transports, and ours start at 100. Webway devices could provide a solution.

    Some of our units feel overcosted, too. It was fine back when the Dark Angels codex was the template for MEQ armies, but they've gone way beyond that.

  7. #7
    Librarian Austinitor's Avatar
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    Re: Eldar Wishlist.

    Quote Originally Posted by Fable View Post
    One thing I didn't see in your list is moving the support weapons. I still think they need to be attached to guardian squads purchased as troops without taking up an additional FOC slot.
    Solidly agreed; I featured that change under the 4th point under Guardians, but didn't really speak to it under my Heavy Weapons heading (now re-titled Heavy Weapons and Support Weapons).

    It seems to me that de-seperating Support Weapon Platforms and Heavy Weapon Platforms would do the trick (as they were all one entry back in 2nd edition), but I'd also like to see some means of taking Support Weapon Batteries without the Defender Squad. Ideally, this would be some sort of "Guardian Platoon", with Support Weapon Batteries being part of that FoC choice in the IG FoC model.

    Frankly, to cut down on the possibility of Guardian hordes, I would love to see this platoon choice as the only way to take non-jetbike Guardians, and for the Platoon to be a 0-1 Troops choice. Likewise, the unit count could be changed to 5-11 (plus Warlock; it would be nice if these were compulsory and came with some psychic power rolled in, as well, with the option to exchange the power for another on the list). That, of course, would probably require there to be a plastic Warlock (something else I wouldn't mind seeing).

    Perhaps the Black Guardian notion would simply allow those who use Eldrad to take a +1 WS Storm/+1 BS Defender Guardian Platoon as a Troops choice, where as perhaps it might otherwise be an Elites choice.

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    Chapter Master Radium's Avatar
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    Re: Eldar Wishlist.

    Quote Originally Posted by Fable View Post
    I'm sick of being so consitently outnumbered in tanks and infantry by Marines.
    I don't care about that at all actually, as long as aspect warriors are the absolute pinnacle of martial prowess. They're just mediocre now. Shooty aspect = BS 5, CC aspect = WS 5. And two attacks each.

    And whatever else happens, Eldar should return to being the absolute masters of psychic powers. Something to circumvent psychic defense would be nice, so that for once we can actually cast the powers we need for our units to work. More psychic stuff all around and VASTLY increased potential of the powers we have should also be auto-include. The Eldar should put the mon-keigh in silver armour back in their place!
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  9. #9

    Re: Eldar Wishlist.

    Quote Originally Posted by megatrons2nd View Post
    I think Bright Lances will drop to a similar value as the Dark Eldar Dark Lances.
    Darklances are overcosted so droping Brightlances to the level of Darklances wouldn't be a good solution. They need to be quite a bit cheaper.
    Guardians are currently too short ranged and could realy use a buff as well as a points reduction ( compare them with Kabalite Warriors and weep ).
    Otherwise a general points drop is in order imo.

  10. #10

    Re: Eldar Wishlist.

    Quote Originally Posted by Radium View Post
    I don't care about that at all actually, as long as aspect warriors are the absolute pinnacle of martial prowess. They're just mediocre now. Shooty aspect = BS 5, CC aspect = WS 5. And two attacks each.

    And whatever else happens, Eldar should return to being the absolute masters of psychic powers. Something to circumvent psychic defense would be nice, so that for once we can actually cast the powers we need for our units to work. More psychic stuff all around and VASTLY increased potential of the powers we have should also be auto-include. The Eldar should put the mon-keigh in silver armour back in their place!
    I should probably have said I was sick of paying more than marines while getting less performance and ability out of those high cost units instead of just mentioning that I was sick of being outnumbered. If we actually got a performance level we paid for I wouldn't be at all averse to it.

    And another thing, can we have units that perform the way they're intended for the price included on the unit and not be priced to perform X but need a farseer in order to achieve X. We only get two HQ slots so it's not like we're able to attach farseer's to babysit every unit. If farseers are going to be support they should take a unit that can do X and make it do Z and Z should be amazing.
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  11. #11

    Re: Eldar Wishlist.

    Quote Originally Posted by Radium View Post
    ...as long as aspect warriors are the absolute pinnacle of martial prowess. They're just mediocre now.
    Well, they're average precisely because everybody and his kid brother is "the absolute pinnacle of martial prowess", which happens to be WS/BS4.
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  12. #12
    Chapter Master Radium's Avatar
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    Re: Eldar Wishlist.

    Quote Originally Posted by Nurgling Chieftain View Post
    Well, they're average precisely because everybody and his kid brother is "the absolute pinnacle of martial prowess", which happens to be WS/BS4.
    Yes, I'm quite aware of that. Still, I'd like to see aspects move up to Incubi stats, even if their points cost increases to compensate. I'd like to see aspects be viable units at 6 strong, and be quite a lot more than either a vehicle upgrade (avengers), suicide units (dragons) or useless (the rest - not completely true of course but you get what I'm trying to say).
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  13. #13

    Re: Eldar Wishlist.

    Personally my main hope is that our skimmers gain aerial assault, the current size of the army feels right (though the squads could be bigger), but the firepower doesn't matchup. Aerial Assault would fix that for mechdar, changes to reapers and support weapons could do the same for footdar.

    I'd also like to see banshees and scorpions have an ability that allows them to treat wave serpents as assault vehicles.

    Quote Originally Posted by Radium View Post
    I don't care about that at all actually, as long as aspect warriors are the absolute pinnacle of martial prowess. They're just mediocre now. Shooty aspect = BS 5, CC aspect = WS 5. And two attacks each.

    And whatever else happens, Eldar should return to being the absolute masters of psychic powers. Something to circumvent psychic defense would be nice, so that for once we can actually cast the powers we need for our units to work. More psychic stuff all around and VASTLY increased potential of the powers we have should also be auto-include. The Eldar should put the mon-keigh in silver armour back in their place!
    The saves would have to be reworked, and the units may get too expensive to be viable. On top of that stat inflation would occur, 2 attacks base though would be fairly nice.

    I actually think that the warlock powers should be buffed (and still work without a check), and be able to be attached to any unit. They would fill a lot of units gaps and give eldar more of a unique niche. They would have to be added into unit entries though so that farseers aren't required.

    Quote Originally Posted by Fable View Post
    I should probably have said I was sick of paying more than marines while getting less performance and ability out of those high cost units instead of just mentioning that I was sick of being outnumbered. If we actually got a performance level we paid for I wouldn't be at all averse to it.

    And another thing, can we have units that perform the way they're intended for the price included on the unit and not be priced to perform X but need a farseer in order to achieve X. We only get two HQ slots so it's not like we're able to attach farseer's to babysit every unit. If farseers are going to be support they should take a unit that can do X and make it do Z and Z should be amazing.
    Honestly I think most of the units were pointed correctly at the time of the release. Troops have gotten much better in 5th, 3++ saves really hurt our assault units, and I think we have some unreasonable expectations cause of how broken our book used to be. Like I said earlier I think most of our issues have to do with our transports, and our heavy choices not packing enough a punch for their cost. Fix those and bring our troops in line and eldar are competitive in a hurry.

    Quote Originally Posted by Radium View Post
    Yes, I'm quite aware of that. Still, I'd like to see aspects move up to Incubi stats, even if their points cost increases to compensate. I'd like to see aspects be viable units at 6 strong, and be quite a lot more than either a vehicle upgrade (avengers), suicide units (dragons) or useless (the rest - not completely true of course but you get what I'm trying to say).
    I wouldn't, eldar wouldn't be that viable, Incubi are rarely used in the competitive scence for a reason.

  14. #14

    Re: Eldar Wishlist.

    I quite like the "shurikens force a reroll on successful armour saves" mechanic - it does have precedent after all; Peril's of the Warp force "reroll successful invulnerables" and nobody complained that that was too complicated. As for things becoming too complicated when shooting at a unit which rerolls failed saves - this is nonsense. Roll the dice - whatever the result, ignore it and roll again (since shurikens force rerolls of success, and the unit forces rerolls of failure) To save time, simply skip the first set of rolls. Actually speeds up the game.

    As for equiping every dark reaper with EML, I actually prefer the reaper launcher - they give the unit a pretty unique roll in the game (long range MEQ killer). I'd much rather see them stay like this than generic missile-launcher spam heavy support unit number 732; I am however open to the idea of either giving them an extra shot or unit-wide Crack Shot (depending on the status of cover in 6th Ed)

    I personally dislike using named characters to unlock force org changes (my taste, rather than anything concrete - I just don't like seeing every salamanders army having to contain Vulkan Hestan etc); perhaps allowing an HQ choice to purchase a "craftworld rune" to achieve the same effect would be possible?

  15. #15
    Commander megatrons2nd's Avatar
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    Re: Eldar Wishlist.

    Quote Originally Posted by althathir View Post
    I wouldn't, eldar wouldn't be that viable, Incubi are rarely used in the competitive scence for a reason.
    I do fairly well with my Incubi. Mostly because nobody expects me to use them, and they are used as interceptors with their raider, not as shock troops.

    @KingDeath: The Dark Lance does appear to be over priced a little, but I still would expect the Bright Lance brought down to the same cost, which is 3 times lower, rather than below the Dark Lance's cost.
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  16. #16

    Re: Eldar Wishlist.

    Quote Originally Posted by Cthell View Post
    I quite like the "shurikens force a reroll on successful armour saves" mechanic - it does have precedent after all; Peril's of the Warp force "reroll successful invulnerables" and nobody complained that that was too complicated. As for things becoming too complicated when shooting at a unit which rerolls failed saves - this is nonsense. Roll the dice - whatever the result, ignore it and roll again (since shurikens force rerolls of success, and the unit forces rerolls of failure) To save time, simply skip the first set of rolls. Actually speeds up the game.

    As for equiping every dark reaper with EML, I actually prefer the reaper launcher - they give the unit a pretty unique roll in the game (long range MEQ killer). I'd much rather see them stay like this than generic missile-launcher spam heavy support unit number 732; I am however open to the idea of either giving them an extra shot or unit-wide Crack Shot (depending on the status of cover in 6th Ed)

    I personally dislike using named characters to unlock force org changes (my taste, rather than anything concrete - I just don't like seeing every salamanders army having to contain Vulkan Hestan etc); perhaps allowing an HQ choice to purchase a "craftworld rune" to achieve the same effect would be possible?
    Shurikens weapons forcing re-rolls of successful saves would bog the game down a bit imo opinion, I'd rather see a range increase for guardians, and maybe dire avenger's shurcats gaining +1 str if within a certain range.

    I agree on not liking named characters to change the FoC, but honestly I don't think we need FoC swaps (the craftworld supplement I think showed how bad of an ideal that is for eldar). Our base troops need to be reworked and dire avengers need to actually become a flexible unit, either by expanding their grenade options (haywires for example) or allowing them to take warlocks.

    Quote Originally Posted by megatrons2nd View Post
    I do fairly well with my Incubi. Mostly because nobody expects me to use them, and they are used as interceptors with their raider, not as shock troops.

    @KingDeath: The Dark Lance does appear to be over priced a little, but I still would expect the Bright Lance brought down to the same cost, which is 3 times lower, rather than below the Dark Lance's cost.
    A squad of Incubi is one thing, but a lot of eldar builds rely on several squads of aspect warriors, and high cost t3 models typically aren't good. It also puts a bigger strain on footlists.
    Last edited by althathir; 16-03-2012 at 01:51.

  17. #17

    Re: Eldar Wishlist.

    Personally, I pray that Eldar don't get assault vehicles, because that would be such a depressingly defeatist, unsubtle 'improvement'. People seem to have this assumption in 40K that the characteristic of "speed" refers specifically to the ability to charge into a melee across vast distances in relative safety - but is RAAAAAAAARRRRGH IN YOUR FACE!! like a Khorne Berzerker really the best representation of Eldar style mobility? Wouldn't you rather they improved in a more interesting way, rather than shrugging, saying "if you can't beat them, join them" and hijacking a Space Marine special rule because it's shiny and you want it?
    Idiots... nothing can live forever.

  18. #18
    Commander megatrons2nd's Avatar
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    Re: Eldar Wishlist.

    Quote Originally Posted by Bubble Ghost View Post
    Personally, I pray that Eldar don't get assault vehicles, because that would be such a depressingly defeatist, unsubtle 'improvement'. People seem to have this assumption in 40K that the characteristic of "speed" refers specifically to the ability to charge into a melee across vast distances in relative safety - but is RAAAAAAAARRRRGH IN YOUR FACE!! like a Khorne Berzerker really the best representation of Eldar style mobility? Wouldn't you rather they improved in a more interesting way, rather than shrugging, saying "if you can't beat them, join them" and hijacking a Space Marine special rule because it's shiny and you want it?
    Why not? Marines get abilities from other races.
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  19. #19

    Re: Eldar Wishlist.

    Quote Originally Posted by Bubble Ghost View Post
    Personally, I pray that Eldar don't get assault vehicles, because that would be such a depressingly defeatist, unsubtle 'improvement'. People seem to have this assumption in 40K that the characteristic of "speed" refers specifically to the ability to charge into a melee across vast distances in relative safety - but is RAAAAAAAARRRRGH IN YOUR FACE!! like a Khorne Berzerker really the best representation of Eldar style mobility? Wouldn't you rather they improved in a more interesting way, rather than shrugging, saying "if you can't beat them, join them" and hijacking a Space Marine special rule because it's shiny and you want it?
    The thing is that t3 assault units tend to need to cross a vast distant in relative safety inorder to have a chance of affecting the battle. I don't want the vehicle to gain the assault vehicle rule, I want banshees and scorpions to have an ability that counts the vehicle as an assault vehicle (that they would pay for). Thats a large distinction in my mind, otherwise your stuck with the current setup where you have to commit to the charge the turn before and hope your target doesn't move. In my games I don't tend to commit banshees until close to the end of the game to clear an objective, where that isn't to big of a disadvantage because they need to hold it. That makes them a very situational unit though, and It makes my eldar feel slow.

    Also suggesting instead of just suggesting we just want to steal a "shiny" ability, why not offer a more interesting improvement.

  20. #20
    Chapter Master chromedog's Avatar
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    Re: Eldar Wishlist.

    I just want some NEW SCULPTS for the wraithguard, jetbikes, warp spiders.

    C'mon guys, they've had the same sculpts for most of the last 20 years.
    Warp Spiders: The OTHER aspects have had 3-4 revamped model lines, AND include alternate wargear for the exarch. More than three different sculpts would help also.
    Why do these languish behind, forgotten like an old GW game designer?
    Wraithguard: Some kind of posability beyond the SAME three figures that were available. Three bodies and two head options.
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