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Biel-Tan Craftworld v4.1

 Post subject: Re: Biel-Tan Craftworld v4.1
PostPosted: Thu Dec 12, 2013 2:58 pm 
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kyussinchains wrote:
yes I understand that, it's a nice idea, but I'm very strongly opposed to creating new special rules (however fluffy) full stop, and in an eldar list which already has a fistful of special rules of its own it's just more book keeping and potential rules issues arising that people hadn't considered

buffing them to CC2+, giving the exarch's EA first strike, and giving them infiltrator, allowing them to BTB more stands on the charge is plenty, using only existing rules.... now I simply don't have the time to play well documented games most weeks as I usually have about 2 hours to play through a game, I just don't have enough time to stop and make notes and take pictures very often, however I can say I've faced EUK howling banshees in Dave T's ulthwe list on about a dozen occasions using both steel legion and codex marines and they have well and truly torn me a new one every time..... but as we all know, Dave is a superlative player, in the same vein I refer to the discussion on Russ companies, people were arguing that they mostly turn up in unsuccessful lists, but then RichardL comes along and drives all before him, making heavy use of the tank company.... again Richard is a *very good* player

Could it be that the percieved weakness is actually just that people haven't really figured out how to "do" banshees right yet and all this rules tinkering is really never going to cure the problem?


@Kyuss: As you yourself have stated several times, you don't play with NetEA lists, and even if you did you could change the stats around if you werent happy about them for your own playgroup. Your reference to EUK banshees is quite typically flawed here, because EUK banshees have the EUK exarch special rule which makes a substantial difference.

Concerning your reference to Robert, I am not quite sure what is its relevance here? A good player wins more games than a bad player? A good player using a solid BTS rarely loses BTS?

Concerning Ginger's proposed special rule, a lot of people have expressed support of the idea that power weapons get represented in Epic. I like the current rule and believe it should be just reexpressed in simpler terms: the "assassin/power" attacks have to be allocated first. That way the player gets control over what units get allocated the "power hits", but no need for complicated mechanisms.

Once we get it sorted, other units in other armies can benefit from the rule.

Personally, I'd be in favour of Banshees with the following stats:

Inf 15 cm 5+ 4+ 5+ , Close combat "power attack", First strike
Notes: Infiltrate

As stated many times: I would be in favour of upping all CC exarchs attack to MW, or at least "power attack", to stimulate players to use them at all over FF Exarchs.

I have played a few games with so modified banshees and have them performing adequately, even in comparison to Warp spiders.

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 Post subject: Re: Biel-Tan Craftworld v4.1
PostPosted: Thu Dec 12, 2013 3:03 pm 
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GlynG wrote:
I'd rather leave War Walkers and Rangers as they are.

I would like to see a points reductions for Phoenix Bombers, 400 is much too expensive (Epic-UK cost them at 300 these days).

I'm in favour of the special rule that gives Howling Banshees a MW against infantry targets only, do leave that in! It really should have been a general special rule in the rulebook and even if it's not going to be so now the same special rule could be re-used for units in other armies which all have power weapons (but no capability against vehicles) e.g. SM Honour Guard, CSM Warp Talons, ect.

Cobras should be fixed by giving the main gun the ability to ignore void/power shields, like it has in 40k and the background. It's a very distinctive feature and I don't understand why we don't represent it in the epic version when it would be easy and appropriate to do so.

I would recommend bumping Void Spinners up to 275 points like Epic-UK have too. It has always been distinctly the best of the EoV.


For Cobras, Id' be more in favour of just upping their main Cannon to 3 BP, Ignore cover.

Concerning the Void spinners, I dont find them underpriced, and they certainly are not better than the current Scorpions. If peope have trouble with the comparison with Bsilisks, perhaps basilisks have a price issue, something which even the Guard AC seems to think (check current thread on SL changes).

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 Post subject: Re: Biel-Tan Craftworld v4.1
PostPosted: Thu Dec 12, 2013 3:09 pm 
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kyussinchains wrote:
...
buffing them to CC2+, giving the exarch's EA first strike, and giving them infiltrator,
...


Minor nit, they are already CC2+ (at least in NetEA Compendium 2012).

I'd still prefer SSs, who deals (slightly) more damage and have better armour. The First Strike ability is really only useful against small formations.

The First Strike is also best utilized in formations that are 100% First Striking; Having a few first strikes is not really effective and sometimes even detrimental (as the poor Banshee Exarchs can attest).

Personally I find pure CC formations much harder to use effectively than pure FF or mixed CC/FF, and Striking Scorpions just plays much better in mixed formations.


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 Post subject: Re: Biel-Tan Craftworld v4.1
PostPosted: Thu Dec 12, 2013 3:09 pm 
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LordotMilk wrote:
@Kyuss: As you yourself have stated several times, you don't play with NetEA lists, and even if you did you could change the stats around if you werent happy about them for your own playgroup. Your reference to EUK banshees is quite typically flawed here, because EUK banshees have the EUK exarch special rule which makes a substantial difference.


I don't play with NetEA lists so I'm not permitted to have an opinion or offer suggestions on them? I thought list development was an open and inclusive process?

my point was that people say unit x is sub-par, perhaps they should consider that they may not be using it correctly, if a beginner picked up a necron army, they may well lose horribly for their first few games and conclude that necrons are rubbish..... whereas it's more of a case that they need to practice and learn how to use them most effectively.... I think good players can win games with supposedly sub-par units

as an aside, his name isn't Robert, it's Richard.... I wouldn't normally point it out, but you made the mistake previously in the LatD Redux Argument discussion.... give credit where it's due.... ;)

I think the banshees are seen as a more situational aspect, being strong against a more limited selection of troops, mods to their weapons either giving them inf-MW or 'assassin' doesn't really change that.... after all, turn up with banshees against minervans or another armoured list and those extra abilities are wasted.... it still keeps them situational, perhaps a little broader

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 Post subject: Re: Biel-Tan Craftworld v4.1
PostPosted: Thu Dec 12, 2013 3:20 pm 
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kyussinchains wrote:
I don't play with NetEA lists so I'm not permitted to have an opinion or offer suggestions on them? I thought list development was an open and inclusive process?


Your opinion is very welcome. Please refer to NetEA lists however, and if you don't, please mention the topical differences, so we can have an honest debate.

kyussinchains wrote:
my point was that people say unit x is sub-par, perhaps they should consider that they may not be using it correctly, if a beginner picked up a necron army, they may well lose horribly for their first few games and conclude that necrons are rubbish..... whereas it's more of a case that they need to practice and learn how to use them most effectively.... I think good players can win games with supposedly sub-par units


Good players can win, good point. However when only good players win with a certain list configuration, perhaps there is a list configuration issue. Then we can argue on whether the rule should be tailored to fit the exceptionally good players or all the others. We have not had that debate yet. Perhaps we should, considering even for the Eldar, an exceptionally good player (Moscovian) rarely loses with 400 pts. Phoenixes at 3k points, when most others do.

kyussinchains wrote:
as an aside, his name isn't Robert, it's Richard.... I wouldn't normally point it out, but you made the mistake previously in the LatD Redux Argument discussion.... give credit where it's due.... ;)


Right. Robert. ;D

kyussinchains wrote:
I think the banshees are seen as a more situational aspect, being strong against a more limited selection of troops, mods to their weapons either giving them inf-MW or 'assassin' doesn't really change that.... after all, turn up with banshees against minervans or another armoured list and those extra abilities are wasted.... it still keeps them situational, perhaps a little broader


You yourself have suggested in your above post that Banshees should get infiltrate, therefore you seem to agree that Banshees are currently underpowered.

Concerning your opinion that power weapon attacks should not be introduced in Epic, I believe that point has come across quite clearly.

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 Post subject: Re: Biel-Tan Craftworld v4.1
PostPosted: Thu Dec 12, 2013 3:24 pm 
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LordotMilk wrote:
Your opinion is very welcome. Please refer to NetEA lists however, and if you don't, please mention the topical differences, so we can have an honest debate.


Thanks for your permission and the posting guidelines, I'll bear that in mind if at any point in the past few posts I hadn't been very clear on which list I was referring to ;)

I have suggested that *if* it is felt that a buff is justified, giving them infiltrate would be easier than inventing and applying a brand new special rule.... it also seems that we agree (what is this bizarro world?) that giving the exarchs first strike is a sensible idea and gives them another little tiny boost

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Last edited by kyussinchains on Thu Dec 12, 2013 3:27 pm, edited 1 time in total.

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 Post subject: Re: Biel-Tan Craftworld v4.1
PostPosted: Thu Dec 12, 2013 3:27 pm 
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I agree that CC exarchs should get a boost. I prefer MW for all CC Exarchs than aspect specific boosts for list toiletting motives.

The EUK option has many problems of its own, and therefore I am not in favour of it.

I don't find it bizarre that we would agree on some, if not most points. ::)

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Last edited by LordotMilk on Thu Dec 12, 2013 3:29 pm, edited 1 time in total.

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 Post subject: Re: Biel-Tan Craftworld v4.1
PostPosted: Thu Dec 12, 2013 3:28 pm 
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I think MW on banshee attacks is sub-optimal though as you can take the FS hit and prevent the macro rolling over to the rest of the unit.... FS evens them all out and means no dodging the exarch

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 Post subject: Re: Biel-Tan Craftworld v4.1
PostPosted: Thu Dec 12, 2013 3:32 pm 
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That resolution of MW attacks is completely ridiculous, although the current ruling would tend to agree with you.

It poses severeal problems with several lists (Rough Riders are another good example) and list designing in general.

MW CC attacks on units with First strike getting to attack in any case if they were in contact with the enemy at the start of the assault is as justified as the flying power fists, and the ruling should go in that direction.

In any case, even if that was not changed, I would still rather have MW Exarch attacks rather than FS.

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 Post subject: Re: Biel-Tan Craftworld v4.1
PostPosted: Thu Dec 12, 2013 4:20 pm 
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SpeakerToMachines wrote:
kyussinchains wrote:
...
buffing them to CC2+, giving the exarch's EA first strike, and giving them infiltrator,
...


Minor nit, they are already CC2+ (at least in NetEA Compendium 2012).


The Biel-Tan 4.1 list in the OP has banshees at CC3+, with MW against Infantry targets only.

LordotMilk wrote:
I have played a few games with so modified banshees and have them performing adequately, even in comparison to Warp spiders.


Were you referring to MW-Inf or straight MW here? Because if you meant MW-Inf, this worries me a great deal. Warp Spiders are the best of the Apects by a good margin. If the MW-Inf Banshees are at the same level they're too strong.

Ultimately, I think both Inf-MW and Assassin are poor solutions to the problem. The reason I feel they are poor is largely because I feel they mesh poorly with the rules. Since hits are pooled in Epic, Assassin would require either that the enemy get the armor mod for simply being in BtB (and not that that particular unit hit), or an exception to the pooling (unwieldy, particularly when you have two units in BtB on one or both sides). Inf-MW would require a whole raft of clarifications to what order hits were applied in the MW pool or, even worse, require a whole seperate hit pool.

I think we might be able to go the EUK route and personalize the Exarch Weapons a bit more, which should help a bit.

I'm of a mind to leave Phoenixes alone, or maybe drop them 25pt at the most. They have a heavy loadout and excellent armor. They'd make wicked tank hunters and should be passable against Infantry too.

Cobras... another problem child. Can any of you EUK chaps tell me how they've done so far? Ignore Shields is another option, perhaps.

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 Post subject: Re: Biel-Tan Craftworld v4.1
PostPosted: Thu Dec 12, 2013 4:23 pm 
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I'd also like to see some testing on Banshees with Infiltrate. No promises it'd make the cut, but it's at least possible at this point.

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 Post subject: Re: Biel-Tan Craftworld v4.1
PostPosted: Thu Dec 12, 2013 4:25 pm 
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I think cobras have barely been taken at all, if you weren't aware they have recently had a revision with two fire modes on the gun, still 30cm but either 3BP IC, or TK3+ (D6)

however this was very recent so not sure if there are any tournament results with them yet

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 Post subject: Re: Biel-Tan Craftworld v4.1
PostPosted: Thu Dec 12, 2013 4:26 pm 
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Thanks, that was what I was asking about.

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 Post subject: Re: Biel-Tan Craftworld v4.1
PostPosted: Thu Dec 12, 2013 4:29 pm 
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I'll be painting up an eldar force next year, keen to try the cobras out, so ask me again in 6 months ;)

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 Post subject: Re: Biel-Tan Craftworld v4.1
PostPosted: Thu Dec 12, 2013 4:35 pm 
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Spectrar Ghost wrote:
Were you referring to MW-Inf or straight MW here? Because if you meant MW-Inf, this worries me a great deal. Warp Spiders are the best of the Apects by a good margin. If the MW-Inf Banshees are at the same level they're too strong.


I meant the stats that I posted with MW inf on Banshees and MW on the Exarch EAs. Note that these stats have not received extensive testing at all. Just one game, where the banshees charged a 2 Deathwheel formation out of a Storm Serpent with Inflitrate, won the assault, and consolidated to cover next to the Strom serpent. Next turn, I won initiative and charged into a CSM formation and won the assault again.

Spectrar Ghost wrote:
Ultimately, I think both Inf-MW and Assassin are poor solutions to the problem. The reason I feel they are poor is largely because I feel they mesh poorly with the rules. Since hits are pooled in Epic, Assassin would require either that the enemy get the armor mod for simply being in BtB (and not that that particular unit hit), or an exception to the pooling (unwieldy, particularly when you have two units in BtB on one or both sides). Inf-MW would require a whole raft of clarifications to what order hits were applied in the MW pool or, even worse, require a whole seperate hit pool. .



Hits are pooled except for the many exceptions, chief among them being disrupt shots not mixed with non disrupt shots. Having MW inf with an integrated rule that they should be allocated first is easy and simple imho.
As many others have stated, the new stats are good, just perhaps with Infiltrate on top.

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