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Reviewing the Core List

 Post subject: Reviewing the Core List
PostPosted: Sun Feb 19, 2006 9:15 am 
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One point on the Wraithgate issue, is that, for the ability to use the Wraithgate, we give up the ability to garrison our infantry (except rangers and warwalkers) in any way, shape, or form and that is a major difference between us and everyone else. ?I agree that a smart Eldar player will use Wraithgates to assault with full strength units and cause damage, but an overwatching unit near the gate can put BMs and cause casualties even as the unit moves out, so there are ways to counter the gate other than just jumping on top of it and praying.

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 Post subject: Reviewing the Core List
PostPosted: Mon Feb 20, 2006 5:07 pm 
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Time to stop my lurking  :;):

I'm of the opinion that the Eldar only require a few point tweaks to certain units not stat re-writes;

Revenants @700pts

I will be honest and say I've never faced them, so can only go on reading batreps etc..

Wind Rider Troupe. @225-250pts

Significantly under costed in my books at the moment, but I just can't make up my mind on the level of increase

Phoenix Bombers @350-375pts

To be honest they've always dissapointed me when I've fielded them. I'm sure this is heightened by having to pay 400pts for the things and would probably not consider fielding them at 375 either. At 400pts though I'd certainly prefer 2 Vampires.


I'd also agree that 150pts for Wraithguard is too cheap. 200pts doesn't seem too unreasonable. And this is coming from someone who will always use them in Non-Mechanized Guardian Hosts.

In a similar way to Fuzzy with his beloved Wraithguard, I'm of the opinion my favourite piece of kit, the Scorpion EoV is too cheap with 275pts seeming a more respectable cost. It would also help even out the balance between Eldar and Marines. My Scorpions (always take 2) just eat Marines for breakfast and once they've lost their Rhino's are no better than Guardsmen to the power of the pulse

That said though perhaps the new skimmer/popup rules might mitigate their power? I think not though.


Although I mentioned earlier, points costs tweaks are all that's required there is one unit that I feel could do with something extra to make it viable - Howling Banshees. Who in their right mind would take these over Striking Scorpions? (well perhaps if someone had model availability issues  :;):  ) I'm just not sure what though. Any stat increase soon makes them incredibly powerful.

Maybe banshees are destined to be one of those units that's a bit too specialised for me to take






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 Post subject: Reviewing the Core List
PostPosted: Mon Feb 20, 2006 6:52 pm 
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Lalonde, I firmly believe that the new skimmer rules will effect the Eldar significantly, and not just for the EoV.  
Scorpions will be the least effected because of their toughness (a whopping 5+ RA) combined with their range.  But the other units will pay.
Cobras, Falcons, Fire Prisms, Vypers, Storm Serpents, and the Fire Storms.  I address the fire storms separate from the Falcons because -even though they are dependant on the falcon to field- the ability to hide these AA will drastically change.  That means that even Eldar AA will be mitigated by this small change in the skimmer rules.  In fact it may bring about the hit-n-run tactic many are complaining is missing from the game (if unable to pop up, people will be pulling more move-shoot-moves which will change how often Eldar can create casualties).
I am not including Void Spinners and Night Spinners because they are artillery and function primarily as indirect fire units, not pop-ups.

This is not picking on you, Lalonde (because there are too many people saying the same thing), but these are not a "few point tweaks".  These are SIX point tweaks you are suggesting across every type of unit on top of the core rule changes that people are suggesting.

Baby steps, people!  

I suggest to all that we pick the 1-2 formations that really need a change (I can see the Revenants needing a bump, plus... who?) then decide what to do with the Spirit Stones (as annoyed as I am to see them touched at all).

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 Post subject: Reviewing the Core List
PostPosted: Mon Feb 20, 2006 9:56 pm 
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Quote (Lalonde @ 20 Feb. 2006 (15:07))
Although I mentioned earlier, points costs tweaks are all that's required there is one unit that I feel could do with something extra to make it viable - Howling Banshees. Who in their right mind would take these over Striking Scorpions? (well perhaps if someone had model availability issues ?:;): ?) I'm just not sure what though. Any stat increase soon makes them incredibly powerful.

Maybe banshees are destined to be one of those units that's a bit too specialised for me to take

Hmm I like my Banshees... Scorpions are good too... but I find Banshees are excellent at finishing off small enemy formaitons with little danger to yourself (first strike).  

Scorpions give you 8 hits but all the enmies fight back, Banshees 6 hits and things killed don't get to fight back.
Plus exarchs of course. Plus scorpions are a little more resilent if they are hit.

Seems not horrendously unbalanced to me. Firedragons are the one formation I can't see myself using at present.

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 Post subject: Reviewing the Core List
PostPosted: Mon Feb 20, 2006 10:16 pm 
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To me, 500 pts (assuming transportation) for a finish off type unit designed really for lightly armoured targets is a bit too specialised for my tastes.

First strike is all well and good until you go up against big units or units with a decent save.

Give me quantity of attacks and a decent save of my own anyday.  :)

Moscovian. I honestly don't think 6 minor point changes are 'giant steps' especially when we're talking 25 or 50pts


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 Post subject: Reviewing the Core List
PostPosted: Tue Feb 21, 2006 12:44 am 
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With jetbikes affecting Vypers and Scorpions affecting other EoVs, it's actually ten formations.

And it isn't just the point cost.  It's the point cost on top of the other changes that can and will take place.

That is not a tweak.  That is a 'death by a thousand cuts'.

Once again, Lalonde.  It's not you.  It is this odd push from so many people to change so many things all at the same time that frustrates me.  :angry:

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 Post subject: Reviewing the Core List
PostPosted: Tue Feb 21, 2006 3:06 am 
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Quote (Lalonde @ 20 Feb. 2006 (20:16))
To me, 500 pts (assuming transportation) for a finish off type unit designed really for lightly armoured targets is a bit too specialised for my tastes.

First strike is all well and good until you go up against big units or units with a decent save.

Give me quantity of attacks and a decent save of my own anyday. ?:)

Maybe it's just because I've been playing against Ulthwe with my Biel Tan lots :)

Ulthwes numerous guardian formations are resilent to eldar firepower, relatively large, and cheap to boot. A bit of suppression and an assault with banshees chews them up really well though :devil:  Much better than trying to gun them all down.

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 Post subject: Reviewing the Core List
PostPosted: Tue Feb 21, 2006 4:01 am 
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Quote (semajnollissor @ 16 Feb. 2006 (18:06))
Quote (Tactica @ 16 Feb. 2006 (14:32))
Personal note: One thing I've not seen mentioned is the wraith gate. There's no counter to it. I think that it causes problematic situations across games with multiple different opponents. On the other hand, I think its very Eldar-ish and don't want to see it go away.

At minimum, I'd like to see
1) the wraith gate forced to be the last objective the Eldar player deploys.

2) I also think there should be some kind of a cost increase associated with it.

3) I don't think all craft worlds should have access to it.

On point number one, wouldn't that make the wraithgate better? I mean, the wraithgate is placed in the eldar player's half of the board, which means that it replaces either the blitz objective or one of the two objectives placed by the opponent. By your statement, it sounds like you'd rather it be placed by the eldar player, which would put it in the opponent's board half.

On point number two, that's a possiblity, but I'm pretty sure the things that can use the webway have that reflected in their point costs.

On point number three, I would very much disagree with this, especially for the major craftworlds. Maybe this would make sense for that one craftworld stuck in the Eye of Terror, but even that is just a maybe (and that one isn't a major craftworld, in any case).

Also, the gate may be difficult to counter, but not impossible. It is possible to blockade the gate in such a way that the eldar formation would have to take an engage action to get out. And if you do it right, you can keep the number of units that can come out of the gate and partcipate in the assault down to a small fraction of the total number of units in that formation. It may be difficult to pull off, but certainly not impossible.

I'm embarrassed to admit this, but I have too.

My opponent has always... and I mean always... placed the wraithgate on my half of the table, and I've always let him.

That is why this thing seems too powerful to me.

In my opponent's defense, I have my own copy of Swordwind, have read eldar more than once, and i too have made this error when playing the Eldar against my opponent. LOL... wow... hmm...

I need to re-evaluate my position on the wraithgate.

:blush:

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 Post subject: Reviewing the Core List
PostPosted: Thu Feb 23, 2006 6:44 pm 
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Question:

Where the heck is the wraithgate rule in Swordwind. I'm not a main Eldar player - and for the life of me I couldn't find it last night.

Page reference would be great.

:blush:

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 Post subject: Reviewing the Core List
PostPosted: Thu Feb 23, 2006 6:55 pm 
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It's in the Eldar Technology section (I think it's alphabetical, so Wraithgate would be at the bottom).

No idea what page # though.

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 Post subject: Reviewing the Core List
PostPosted: Thu Feb 23, 2006 7:00 pm 
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Quote (nealhunt @ 23 Feb. 2006 (11:55))
It's in the Eldar Technology section (I think it's alphabetical, so Wraithgate would be at the bottom).

No idea what page # though.

NH,

Thanks for the response... I seen the Webway Portal - but that's not the "you may replace one objective" rule... guess that's what i'm trying to say.

(forgive my lack of Eldar speak)

I'm looking for where it says which objective may be replaced with the Eldar webway portal rule (what I'm calling the wraithgate).

hope that clarifies my request,

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 Post subject: Reviewing the Core List
PostPosted: Thu Feb 23, 2006 7:00 pm 
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Quote (Tactica @ 23 Feb. 2006 (17:44))
Question:

Where the heck is the wraithgate rule in Swordwind. I'm not a main Eldar player - and for the life of me I couldn't find it last night.

Page reference would be great.

:blush:

It's in the Eldar Technology section (I think it's alphabetical, so Wraithgate would be at the bottom).


Actually, it's in the army list section, page 71. The Eldar Technology section has rules for Webway portals, but nothing on the Wraithgate itself.

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 Post subject: Reviewing the Core List
PostPosted: Thu Feb 23, 2006 7:45 pm 
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Quote (Hojyn @ 23 Feb. 2006 (12:00))
Actually, it's in the army list section, page 71. The Eldar Technology section has rules for Webway portals, but nothing on the Wraithgate itself.

@Hojyn,

OMG - TY! I thought I was loosing my mind. I looked all over that darn book last night and I know I had read it more than once before... LOL

Big Thank you.

Just a general complaint about E:A.

Special rules preceding army, special rules preceding army list, special rules in notes sections of data sheets, and special rules in the army list itself.

We all like to say 'a army' doesn't have that many officially declared 'special rules' but when we hide 'main rule breaking text' all over the place - it gets annoying when you are looking for the special rules for the: "Wraithgate!"

:p  :/

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 Post subject: Reviewing the Core List
PostPosted: Thu Feb 23, 2006 10:34 pm 
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There are only 2 places to look for race-specific rules.

Rules which apply regardless of scenario (new tech, special abilities) are in the army description section before or in the data sheets.

Rules which only apply to the GT scenario (points, formation structure, deployment options) are before the army list.


That said, the mechanics-in-datasheets is something that annoys the snot out of me.  If a unit has special rules (like SM drop pods) it should be in the tech section.

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 Post subject: Reviewing the Core List
PostPosted: Thu Feb 23, 2006 11:25 pm 
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[quote="nealhunt,23 Feb. 2006 (15:34)"][/quote]
There are only 2 places to look for race-specific rules.

Rules which apply regardless of scenario (new tech, special abilities) are in the army description section before or in the data sheets.

Rules which only apply to the GT scenario (points, formation structure, deployment options) are before the army list.

@NH,

Agreed - but what about the special rules that are actually listed in the army list... case and point,

wraithgate: Page 71. It tells you how its used, which objective you can replace, and what rules the selection uses which is a reference to web portal technology - but with a caveat that its small and that only certain units can use it - etc... this is all right in the army list purchasing section.

So in this case, would you not say this is a "3rd" special rule potential location in a rulebook?

That said, the mechanics-in-datasheets is something that annoys the snot out of me. ?If a unit has special rules (like SM drop pods) it should be in the tech section.


Exactly, this is what I call special rule location "number 4"

and it doesn't stop at drop pods...

- Tau Supreme Commander
- Imperial Titan Stepping
- Etc... (and the list does go on)

:8: ?:(8: ?:angry:




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