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Dark Eldar House Rules http://www.tacticalwargames.net/taccmd/viewtopic.php?f=123&t=11790 |
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Author: | blackhorizon [ Thu Feb 28, 2008 5:34 am ] |
Post subject: | Dark Eldar House Rules |
Created by Manteuffel, some Dark Eldar experimental rules. This is a work in progress, so no fancy pictures yet. |
Author: | Zhai_Morenn [ Fri Feb 29, 2008 1:27 am ] |
Post subject: | Dark Eldar House Rules |
Alrighty, I know that this was fielded on Spec Games, but I figure stay close to the source right? First off, as a hardcore DE player, I think that this is a good set of rules and what not, though I personally would like to take issue with just a few things. Shadowfields: I think that a 4+ save would probably be better, otherwise DE are going to get bombered to death. Balance between the Havoc and Torture: I think that the one configuration of Havoc that I would use would be launch bays. My main issue with the other variants being that with 110 points worth of Corsair, I can match it's firepower and with 3 corsairs, I could exceed it in all respects except for the 4+ armor. The main issue is that special weapon upgrades are the same strength as the corsairs, thus creating the same reason why no one uses Tortures with Impalers since you can get Impalers more effeciently with corsairs. I would propose that to solve this problem, perhaps the strength of torpedo and lance upgrades be increased for the Havoc. 2 lances 4 torpedoes. Perhaps to balance this we could increase the strength of the Torture class' upgrades so they have 6 torpedoes or 3 phantoms? I think that this would require a slight cost increase in the Torture thanks to broad arcs now, but would justify the Havocs cost. After all, for a light cruiser of that armament, 160-170 pts feels a tad expensive. In upping the upgrade torpedo and lance strength of both the Havocs and the Tortures, you would give distinct reason to choose differing setups rather than all launch bays with corsairs providing all the other stuff. Personally, I really like the change to mimics, as their cost was always highly prohibitive in the first place and only selected when one wished to challenge themselves with a lower ship count. Changes to the Leeches... I actually kinda like them. I'm not sure how I feel about the 4+ turret hits but then again now that they are cumulative, they can prove to be devastating to use against bigger enemies. Which I think in a way is fluffy and thematically sound. If there is a ship that massively outguns us, then why not simply use leeches to separate it from more vulnerable elements? Granted it could be used perhaps abusively with torpedo heavy fleets, but I think overall I like them, especially how they prohibit AAF, though I would clarify whether they are treated as critical hits against escorts. Also specifically state that though they are shot down on 4+ by turrets, they still get to reroll their attacks like other Eldar torps. I think the original rules for the impaler should be used, simply because rolling 2d6 and failing on a score of 2 takes one potential option out of the critical hit table. I think simply rolling a D6 to determine success with failure on a roll of 1 is satisfactory. Under the old rules I was never happy with DE still halving their weapons if they chose to autopass CTNH, and I think that the option of having wide arcs solves this problem in a less problematic way than to simply have the DE not halve their weapons on CTNH I am also a fan of the 180 degree turns on corsairs. Overall I think the list looks good, and with a little bit of revision, should be well on it's way to joining the Eldar MMS. Honestly though, I may be a bit biased because in my opinion, all of these changes benefit the DE and would make them even deadlier with more options. Yes, some survivability is lost with the shadowfield tweak, but at the same time, the addition of shields outweighs that loss (though I would still prefer 4+ shadows) Oh and one last thing, what do you think of giving the MMS DE the same rules for navigating celestial phenomena as the MMS Eldar? Escorts auto pass while Cruisers get to reroll failed attempts? |
Author: | blackhorizon [ Fri Feb 29, 2008 5:25 am ] |
Post subject: | Dark Eldar House Rules |
Thanks, although I'm not the 'boss' of this list (although I wasn't that of the Eldar MMS either in the beginning...) your opinion is very valid as you are an avid Dark Eldar player. |
Author: | Zhai_Morenn [ Fri Feb 29, 2008 12:46 pm ] |
Post subject: | Dark Eldar House Rules |
Well I know I'm not the only one- I can list off at least 2 or 3 others that I'd recommend getting advice from also ArtificerArmourer, Kavok, and a few others. But in any case I figured this is as good of a place as any to get discussion going with the original creator, assuming he is interested in feedback. |
Author: | blackhorizon [ Fri Feb 29, 2008 1:04 pm ] |
Post subject: | Dark Eldar House Rules |
He (Manteuffel) will be more active at the SG page. I uploaded it here 'cause the SG forum doesn't have that function. |
Author: | Zhai_Morenn [ Sat Mar 01, 2008 12:47 am ] |
Post subject: | Dark Eldar House Rules |
lol well I guess I should just repost my original post over there then, thx for letting me know |
Author: | Gnat23 [ Wed May 28, 2008 6:28 am ] |
Post subject: | Dark Eldar House Rules |
Just wondering if there is any developing news here? |
Author: | blackhorizon [ Wed May 28, 2008 9:09 am ] |
Post subject: | Dark Eldar House Rules |
Over at the SG site it did develop somewhat. The original author hasn't come in yet as well. I did aquire enough feedback to adjust the rules here and there to suit the masses. I think somewhere in autumn/fall an update will appear. |
Author: | Gnat23 [ Wed May 28, 2008 10:52 pm ] |
Post subject: | Dark Eldar House Rules |
Cool, thanks for the response BlackHorizon. |
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