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Army List: Eldar

 Post subject: Re: Army List: Eldar
PostPosted: Sat Sep 07, 2013 9:02 pm 
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MagnusIlluminus wrote:
primarch wrote:
Hi!

That was my inclination as well. Add walkers to terminators and similar units. Add cavalry to vulnerable targets.

Taking this into consideration what would be added (or removed) from the howling banshee/striking scorpion abilities to make it clear?

Primarch


Just had another thought about targets vulnerable to these attacks. Light Artillery usually have exposed crew that could easily be affected. We should probably include these as well.

Not adding 'Walker' to Terminators, but changing Terminators into Walker type units. Thus Terminators would no longer be listed in the 'Infantry' section of the unit summary charts, but with the Walkers instead.

If the type for Terminators (and similar units) were changed, the only thing (that I can think of) that would need to change in the HB and SS descriptions would be that they may affect Cavalry and non-robotic Light Artillery.

In other words, for Howling Banshees, instead of saying: "This attack is ineffective against targets with an Armor Save." it would say: "This attack is only effective against Infantry, Cavalry, and non-robotic Light Artillery units."

For Striking Scorpions, instead of saying: "Unfortunately they do not have sufficient penetrating power to be effective versus armored targets such as vehicles, so when engaged with vehicles or larger units, they only roll 1D6 + CAF in Close Combat." it should say something like: "Unfortunately they do not have sufficient penetrating power to be effective versus armored targets, and thus only gain this benefit against Infantry, Cavalry, and non-robotic Light Artillery units, against anything else they only roll 1d6 + CAF in Close Combat."

Do those sound good to people?


Hi!

Oooo! That's a good point with light infantry. they would defintely be vulnerable. There are some open top vehicles too (salamander, but that may be too complicated. ;)

That's a great idea, just shifting terminators out of the infantry column to walker. Off the top of my head this would include squat exo-armor (guildmasters), Eldar exarchs, chaos terminators. Anyone else?

Thanks for the wording example. We will use this.

Thanks!

Primarch

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 Post subject: Re: Army List: Eldar
PostPosted: Sat Sep 07, 2013 9:36 pm 
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Looking for/at Infantry that could be changed to Walker for this purpose (ones with Fixed saves) turns up:

Astares: Chaplain, Chapter Master, Grey Knights, Inquisitor, Ordo Malleus Inquisitor, Terminator Close Assault, Terminator HQ, Terminator.
Chaos: Automation, Chaos Champion, Chaos Terminator, Dark Apostle, Minotaur, Ogryn, Troll.
Dark Eldar: ? (don't care enough to look, and nobody seems to play them anyway)
Eldar: Exarch, Farseer, Pathfinder, Solitaire, Visionary, Warlock, Warp Spider.
Guard: Grey Knights, Inquisitor, Ordo Malleus Inquisitor, Ogryn.
Mechanicus: Grey Knights, Inquisitor, Ordo Malleus Inquisitor
Ministorum: Confessor, Grey Knights, Inquisitor, Missionary, Ordo Malleus Inquisitor, Arbites Assault, Death Cult Assassin.
Necron: Platinum Lord, Lord
Ork: none (very few Ork Infantry have armor saves at all, and none are Fixed)
PDF: Grey Knights, Inquisitor, Ordo Malleus Inquisitor
Squat: Grand Warlord, Warlord, Bodyguards.
Tau: Ethereal, Master Shaper, Shaman, Stealthsuit, Shaper.
Tyranid: Lictor, Tyranid Warrior.

Looking at Cavalry that might need to be changed shows:
Chaos: Psychic Screamer (perhaps make it Walker)
Squat: Guildmaster (perhaps make it Vehicle)

No Light Artillery needs changing.

Admittedly, we wouldn't have to change all of the above, but all of them have Fixed saves, and thus some form of heavy armor and/or ancient artefacts that protect them.

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 Post subject: Re: Army List: Eldar
PostPosted: Sat Sep 07, 2013 9:50 pm 
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MagnusIlluminus wrote:
Looking for/at Infantry that could be changed to Walker for this purpose (ones with Fixed saves) turns up:

Astares: Chaplain, Chapter Master, Grey Knights, Inquisitor, Ordo Malleus Inquisitor, Terminator Close Assault, Terminator HQ, Terminator.
Chaos: Automation, Chaos Champion, Chaos Terminator, Dark Apostle, Minotaur, Ogryn, Troll.
Dark Eldar: ? (don't care enough to look, and nobody seems to play them anyway)
Eldar: Exarch, Farseer, Pathfinder, Solitaire, Visionary, Warlock, Warp Spider.
Guard: Grey Knights, Inquisitor, Ordo Malleus Inquisitor, Ogryn.
Mechanicus: Grey Knights, Inquisitor, Ordo Malleus Inquisitor
Ministorum: Confessor, Grey Knights, Inquisitor, Missionary, Ordo Malleus Inquisitor, Arbites Assault, Death Cult Assassin.
Necron: Platinum Lord, Lord
Ork: none (very few Ork Infantry have armor saves at all, and none are Fixed)
PDF: Grey Knights, Inquisitor, Ordo Malleus Inquisitor
Squat: Grand Warlord, Warlord, Bodyguards.
Tau: Ethereal, Master Shaper, Shaman, Stealthsuit, Shaper.
Tyranid: Lictor, Tyranid Warrior.

Looking at Cavalry that might need to be changed shows:
Chaos: Psychic Screamer (perhaps make it Walker)
Squat: Guildmaster (perhaps make it Vehicle)

No Light Artillery needs changing.

Admittedly, we wouldn't have to change all of the above, but all of them have Fixed saves, and thus some form of heavy armor and/or ancient artefacts that protect them.


Hi!

There are some I would wonder if they deserved the qualifier of walker (chaplain, warlock, pathfinder, solitaire, etc), I would classify all others as walkers with no issue.

I agree the guildmaster would be an armored vehicle, he's on a bike after all.

I'm wondering if it is not easier to create an ability? Some thing like:

Shielded (heavily armored) infantry: Some infantry has protection beyond what standard infantry could ever hope to obtain. Whether its extremely heavy armor, shields or psychic power. This affords them resistance to certain abilities or powers. Such resistance will be stated in the related ability or power.

Thoughts?

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 Post subject: Re: Army List: Eldar
PostPosted: Sat Sep 07, 2013 10:00 pm 
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primarch wrote:
There has ALWAYS been the desire to cost the tempests at 1000 points for the company. I also agree here.

Why 550 for the squadron though, why not 500? Company discount?


Yes, 550 for the squadron because company discount ^^

primarch wrote:
Has your games shown 500 for the pair to be a good price?

I also agree the revenant holofield shouldn't be as good as the phantom.


Yes, our games show that 500 for the pair with our changes is a good prize

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 Post subject: Re: Army List: Eldar
PostPosted: Sat Sep 07, 2013 10:32 pm 
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csuia wrote:
primarch wrote:
There has ALWAYS been the desire to cost the tempests at 1000 points for the company. I also agree here.

Why 550 for the squadron though, why not 500? Company discount?


Yes, 550 for the squadron because company discount ^^

primarch wrote:
Has your games shown 500 for the pair to be a good price?

I also agree the revenant holofield shouldn't be as good as the phantom.


Yes, our games show that 500 for the pair with our changes is a good prize


Hi!

Unless someone has play test data that shows a different tale, I think I will go with your findings.

Do you have any other comments on the eldar list, or any of the others for that matter?

Thanks

Primarch

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 Post subject: Re: Army List: Eldar
PostPosted: Sat Sep 07, 2013 10:46 pm 
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Yes, we purpose that Master Mime become Unique (because for example three master mimes against Orks or Imperial Guard is very very very very too strenght !)

And the Warp Hunter is to weak. A purpose (not tested) is to use the SM2/TL rule for the scatter of the template : if the first scatter dice is a Hit, then there are not second scatter.

So, if you play a Craftworld army list (for example Saim-Hann or Biel-Tan) you can not allies with an another Craftworld.

I have no idea for dark eldars, Exodites, Eldar Knigths or Arlequins.

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 Post subject: Re: Army List: Eldar
PostPosted: Sat Sep 07, 2013 10:48 pm 
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csuia wrote:
Yes, we purpose that Master Mime become Unique (because for example three master mimes against Orks or Imperial Guard is very very very very too strenght !)

And the Warp Hunter is to weak. A purpose (not tested) is to use the SM2/TL rule for the scatter of the template : if the first scatter dice is a Hit, then there are not second scatter.

So, if you play a Craftworld army list (for example Saim-Hann or Biel-Tan) you can not allies with an another Craftworld.

I have no idea for dark eldars, Exodites, Eldar Knigths or Arlequins.


Hi!

I like the idea, that if the first scatter hits there is no second. Makes it stronger, but not excessively so.

I can live with the master mime being unique.

Primarch

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 Post subject: Re: Army List: Eldar
PostPosted: Sat Sep 07, 2013 11:38 pm 
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I agree that if one chooses to play as a specific Craftworld, they should not be allowed to have another Craftworld as an allied force. With one possible exception. If the enemy is Chaos, it should be allowed, but with a maximum of 25% from any/all other Craftworld(s).

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 Post subject: Re: Army List: Eldar
PostPosted: Sat Sep 07, 2013 11:42 pm 
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MagnusIlluminus wrote:
I agree that if one chooses to play as a specific Craftworld, they should not be allowed to have another Craftworld as an allied force. With one possible exception. If the enemy is Chaos, it should be allowed, but with a maximum of 25% from any/all other Craftworld(s).


Hi!

Not THAT is a great idea right there! :D

I agree, no allies between craft worlds except versus chaos (their common foe) and with the 25% restriction.

Primarch

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 Post subject: Re: Army List: Eldar
PostPosted: Sun Sep 08, 2013 12:09 am 
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Another small spanner regarding banshees is for the last few edition's, the psychic scream doesn't actually kill the target, it makes them worse in combat (All targets suffer -5 initiative whatever they are charged by banshees). So rather than an autokill, maybe they should reduce an opponents CAF on the charge?


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 Post subject: Re: Army List: Eldar
PostPosted: Sun Sep 08, 2013 12:13 am 
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Mattman wrote:
Another small spanner regarding banshees is for the last few edition's, the psychic scream doesn't actually kill the target, it makes them worse in combat (All targets suffer -5 initiative whatever they are charged by banshees). So rather than an autokill, maybe they should reduce an opponents CAF on the charge?



Hi!

Or limit them to 1d6 (instead of 2), sorta like the inverse of striking scorpions (whom add one to themselves).

Primarch

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 Post subject: Re: Army List: Eldar
PostPosted: Sun Sep 08, 2013 12:17 am 
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Banshee's scream affect only target without save. So generally only target with weak CAF in fact.

So, I suggest to maintain the rule.

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 Post subject: Re: Army List: Eldar
PostPosted: Sun Sep 08, 2013 12:38 am 
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The Banshee Scream rule has grown arms and legs and I'm sorry about this because I started it!

While I understand the logic behind the thinking behind reclassifying units to help sort this problem, I think it's a bit of a case of taking a sledgehammer to crack a nut.

For what it's worth, Magnus had solved the issue back when he said:

"This ability is only effective against Infantry and Cavalry that do not have a fixed save."

I think it should be left at that.

Again, while I like the thinking behind adding in some artillery units, it just complicates the rule. The one thing that I've been experiencing during our tinkering with the NetEpic rules is that it is best to keep things simple.

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 Post subject: Re: Army List: Eldar
PostPosted: Sun Sep 08, 2013 12:44 am 
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With regard to the Revenants, if the holofield saving throws are being changed, this should probably be the case for them in the alternative titan rules as well. Warlock & Phantom Titans have a holofield save of 3+, so logically the Revenants would be 4+.

Agree?

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 Post subject: Re: Army List: Eldar
PostPosted: Sun Sep 08, 2013 1:07 am 
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The Bissler wrote:
With regard to the Revenants, if the holofield saving throws are being changed, this should probably be the case for them in the alternative titan rules as well. Warlock & Phantom Titans have a holofield save of 3+, so logically the Revenants would be 4+.

Agree?


Hi!

Yes. :)

Primarch

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