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.
- 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).
- +1WS and +1BS across the board.
- 18" range on all Shuriken Catapults.
- 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).
- 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.
- 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).
- Inclusion of 40k-stamped Codex Eldar units from IA11, e.g. the Wasp, Hornet, Firestorm, and Wraithseer.
- 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
HQWraithguard and Wraithlord:
- Phoenix Lords for Warp Spiders and Shining Spears.
- Asurmen unlocking shuriken weapons forcing re-rolls to armor saves.
- 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.
- Avatar unlocks the Court of the Young King (a mixed-aspect all-Exarch bodyguard squad from Apocalypse/Epic).
- Bonesinger special character for Il-Kaithe, unlocking a Bonesinger unit upgrade to Wraithguard units.
- 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.
- 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.
- Great Harlequin special character for Lugganath, perhaps unlocking Harlequins as troops.
- Wraithseer from IA.
- Ranger special character for Alaitoc, granting Pathfinders some kind of special ability.
Guardians
- 18" range for Wraithcannons (closer to the 16" range they offered in 2nd edition).
- Close combat weapon options (e.g. Wraithswords) for Wraithguard.
- Allow 5 Wraithguard + Spiritseer (previously typo'd as Wraithseer; certainly not what I meant) + Bonesinger to ride in a Wave Serpent.
- Poison immunity; why should something that isn't alive be affected by poison?
- MC status for Wraithguard, granting power-fist like attacks.
Guardian Jetbike Squadrons and Vypers
- Grenades for Guardians, either for an upcharge or built-in.
- 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.
- 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.
- Support Weapons re-combined with Heavy Weapon platforms, allowing Support Weapons in Guardian Defender squads and Heavy Weapon Platforms in Support Weapon Batteries.
- 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.
- 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).
- Free Shuriken cannon platform, following the scheme from codices like Codex: Space Marines.
- 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.
Shining Spears
- Special/close combat weapon options for Guardian Jetbikes. Fusion guns would make a huge difference on their ability to target... well, anything.
- Vypers attached to Guardian Jetbike squads as part of their FoC choice, ala Space Marine Attack Bikes.
- Vyper Squadrons under the Fast Attack FoC gain the Scouts rule.
- Vypers become closed topped.
- 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.
Dark Reapers
- 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.
- Laser Lances work at their current "only on the charge" profile on all rounds.
- 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.
- 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).
- 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.
- 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 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 TanksHeavy Weapons and Support Weapons
- 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.
- Spirit Stones improved to be equivalent to Power of the Machine Spirit, rather than equivalent to the Grey Knights vehicle ability.
- Falcons as Dedicated Transports for units of 6 or fewer infantry-sized models, or perhaps just for HQ (Farseer+Warlocks or Autarch).
- Inclusion of a rules-improved Firestorm to deal with the commonality of flyers.
- 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).
- Prism Cannon gets the Lance rule.
- Some sort of Assault Ramp option for Close Combat Aspect Warriors, e.g. a Wave Serpent Upgrade.
- Starcannons stay expensive but are either improved to Heavy 3 or Strength 7.
- Brightlances stay very expensive but improve to Strength 9.
- 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).
- Pulse Laser added as a Support Weapon option, perhaps priced as a Brightlance.
- Shuriken cannon range improved to 30". This makes them have a range matching any other heavy weapon on any other army (spare perhaps 'Nids).
- D-cannon: gain an Aether Rift option attack similar to the Warp Hunter, i.e. using a template.
- Vibrocannon: double the present range; the current range for a static weapon is far too low to be effective.
- Shadowweaver: gains matching USRs to the Night Spinner.
War Walkers
- 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.
- 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
- Venoms as Dedicated Transport, following the Corsair Venom profile from IA11 (to keep from giving them wacky Dark Eldar weapons).
Swooping Hawks
- Lasblasters increased to range 36". This helps their role as a "standoff" unit.
Dire Avengers
- Range increased to 24", following a global boost to 18" of other Shuriken catapults, and reflecting their range finder.
Warp Spiders
- Replace current range with a template, similar to 2nd edition.


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