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Saim-Hann Wild Riders |
Chroma
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Post subject: Saim-Hann Wild Riders Posted: Thu Feb 02, 2006 7:09 pm |
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Brood Brother |
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Joined: Fri Jun 24, 2005 3:06 pm Posts: 9684 Location: Montréal, QC, Canada
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Quote (code_ronin @ 02 Feb. 2006 (17:17)) | If we have Spirit Stones then someone sold them for a faster jetbike. Seriously, I don't think it is on the list. |
That *is* interesting!
I haven't looked that closely at Saim Hann, but they can get leaders in all their Warhosts. Spirit Stones could definitely get out of hand there.
Assume all Craftworld armies get Spirit Stones is it really necessary for the Wild Riders unit to have leader as well? Inspiring should be enough to represent their "leadership" abilities without the removing of even more blast markers from the formation.
_________________ "EPIC: Total War" Lead Developer
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code_ronin
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Post subject: Saim-Hann Wild Riders Posted: Thu Feb 02, 2006 8:54 pm |
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Joined: Wed Jan 11, 2006 6:51 pm Posts: 127
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Sorry, I may have mispoken. I thought that Spirit Stones was a special ability conferred upon certain units, but it appears to be an Eldar Special Rule that applies to all Eldar formations.
My bad. Sorry.
Regarding the Leader ability of the Wild Riders, yes, you are right that this then is a stackable effect and really helps the Wind Rider Hosts (which are the only ones that can get a Leader) unit shake off blast markers.
Too much? Not sure, as I have not been playing Spirit Stones!
My gut feel is that this is yet another fluff response to the 'wild' nature of the Saim-Hann. We have lots of leaders (Farseers and Chieftains), but they are all in the hosts; nothing is given to the Troupes. And we don't have a Supreme Commander.
_________________ Have keyboard, will travel.
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WildRider
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Post subject: Saim-Hann Wild Riders Posted: Fri Feb 10, 2006 3:50 pm |
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Joined: Fri Feb 10, 2006 11:00 am Posts: 2
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Hi! I really think we should keep the wildriders special rules. Remember that it's suppose to reflect the chieftain AND the kinsmen. A very potent unit i 40k. But I think it's odd that the farseer/warlock unit only have a FF 5+ They have the same weapons as the rest of the jetbikes. The same goes for the Wild Riders. And they can have shuriken cannon i 40k so thats no argument They (warlock,farseer,chieftain and kinsmen) even got better WS than the guardian jebikers in 40k... Any way, regarding supreme commanders or not.... Maybe each windrider warhost should represent a Saim-Hann family? Each with there own psyker and leader with his noble bodyguards. ?Maybe?
_________________ For the glory of my kin!
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code_ronin
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Post subject: Saim-Hann Wild Riders Posted: Sun Feb 12, 2006 6:49 pm |
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Joined: Wed Jan 11, 2006 6:51 pm Posts: 127
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Remember that the Wild Riders are a single unit (stand) in the formation, which can be as large as 16 units. So, although the special rules are appropriate to the Wild Riders (Chieftain and Kinsmen), they also apply to the rest of the formation, which represents the rest of the Force Organization Chart in 40K.
Not saying anything should change, I am just making a point about your 40K remark.
As for whether Wild Riders and Farseers should have 4+ FF, I would like it, but I can see why they toned it down: to make those units CC-oriented. It's not that they can't FF as well, so much as they don't want to FF over CC. Up the score and there is less incentive for them to risk CC. (Of course, they do more attacks in CC, but upping the FF does result in less incentive.) But, as I said, I wouldn't cry about upping it. 
The Supreme Commander issue cannot be addressed, I think, until the 1+ Inititative is addressed. SC combined with Farsight and 1+ it too over the top. With 2+ initiative? Something to playtest...
_________________ Have keyboard, will travel.
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WildRider
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Post subject: Saim-Hann Wild Riders Posted: Mon Feb 20, 2006 11:05 am |
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Joined: Fri Feb 10, 2006 11:00 am Posts: 2
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Ok. After reading code_ronin's post and some thinking (!) I can agree with Chroma that the leader-ability may be a little... to much. And by all means, keep the FF value worse than the guardian jetbikes on the far more superior farseers, warlocks, wildrider chief and his kinsmen. Their job is to get in cc and cut the enemy down.
A Supreme Commander would be nice. But who? Allready have farseer/warlocks and wildriders...
_________________ For the glory of my kin!
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