Hello everyone!
First of all, thank you very much for all the work!
I'm a pretty newbie in this game, I have recently adquired a Dark Eldar force from onslaught (I will post my conversions for barges in another post one of these days
) and I'd like to share my feedback, if it is of any use.
Note that this is based on 1.1 Dev (not deb
) list posted on the first page. I haven't tried Tormentor nor Executioner yet, but I will and I will give feedback. I promise
Also note that I do like the changes a lot, even if my following post seem to differ
This is going to be long
1. VenomsLong awaited addition, thanks.
2. Barges & Vessel changesI like most of the changes.
2.1: However, I do not like all the left-arc/right-arc stuff, it complicates unnecessarily the use of the unit. If the unit had the chance to be immobilized or something like that it would have made some sense, but right now it just complicates stuff just because.
Comparing to other stuff, not even leman russ nor baneblades (big and clumsy as they are) do have that kind of random limitation for their side decks/turrets.
2.2 Barges Desolator/shield: I think 3 shields plus desolator for 100p is too much. I think it should either have 3 shields or the desolator, but not both. I would prefer deso for coherency with the vessel.
3. Fighter changesVery good, I always felt that old fighter-bombers where just worse than the fighters with that Slow-firing shitty TK.
4. Transport rule and wordingIt is a bit confusing like it is right now.
4.1: First of all, if every single unit that has Transport also has Barge upgrade, why are they 2 different rules?
4.2: It is really confusing for them to be in the list of upgrades, you say this:
Quote:
Up to two upgrades may be chosen for each Kabal or Partisan formation
That does not make sense. With
rules as written, transport and barges are upgrades, so that will prevent any unit with them to take any upgrade. Also, since Barge replace transport, you need transport upgrade in order to buy barges. Everything is very confusing and I think it was not your intention at all when redacting the rule.
I propose you just list the units that may buy transport in the transport list and remove them as upgrades.
4.3 I think you complicated yourself too much with the wording and the barge option and stuff. I would like to propose:
Quote:
Any formation that includes: Incubi, Warrior, Wych, Haemonculi, Gotesque
(you missed this i think) and/or Wrack units may take enough raiders to carry them all for free, leaving no empty slot if possible. Not every unit needs to be transported.
Additionally, you may replace any or all raiders in a formation with the following options:
- Replace 1 raider for 2 venoms for +25p per raider replaced.
- Replace 2 raiders for 1 Barge of Pleasure for +100p per barge buyed. Max. 3 barges per formation.
4.4: Why do you allow Warp beasts inside barges of pleasure if you can't buy barges for them? A formation of 6 wych + 2 beasts will have 3 raiders, replacing 2 of them with a barge won't allow to get them inside anyway, lol. Maybe you should allow 2 warp beasts in the barges for free like mandrakes did in the past.
5. Character upgradesInspiring is a very good change, it really is a lot more Dark Eldar-themed rule.
5.1: I think Ancient upgrade should read: Add one Dark Eldar Haemonculus Ancient Character to a
Haemonculi unit in the formation.
5.2: Also, characters are upgrades, so, do they count as a maximum 2 upgrades per formation. Was that your intention? Do you need to chose between 2 extra wyches or a succubus to a wych formation if you buyed warp beasts?
6. Speaking of wych cults...Why are wyches not part of the "core" formations along with the syndicate? Are you planning in working on a Wych cult list? I want to field a wych cult list and I can't. Please?
7. BeastmastersPlease consider adding a beastmaster formation!
I propose:
Beastmasters, 2 beastmaster unit and 4 warp beasts per 200p, upgrades: warp beasts
Beastmaster unit: Like hellions but moving 20cm and changing jump pack and scout for first strike and infiltrator, it would be 1 guy in a glaive with 4 beasts in a stand. Would love to see that coming out from a webwayportal.
8. Coteries WTFI just don't see that fitting at all. Firs of all, Incubi are some sort of elite assassins/hitman, not just HQ bodyguards. From official lore:
Quote:
The Incubi are a mercenary order of Dark Eldar who dedicate themselves to the perfection of the killing strike. Their services are in great demand, whether as bodyguards or shock troops, and the Incubi will fight for any who can afford to purchase their loyalty.
I would argue that Incubi coteries should be a regular partisan formation, and of course not mandatory at all. And, if the intention here is to just force the player to take an Archon, consider changing the coterie to feature warriors and let you upgrade them to incubi, or buy 2-4 of them as an upgrade.
Also you may want to consider Medusaes and sslyths and stuff from the new lore for that "HQ unit". I may extend on this if you want more info.
I liked it more when it was 0-1. Since when HQ are required in the battleground for a raid force? We are not imperial guard, lol
Also, final thought: Incubi are heavy infantry, slow and hard. So, the only mandatory unit in a Dark Eldar army is the less Dark Eldar unit in the force? :C
9. CronosConsider adding Cronos, maybe with some "replace any or all of the unit talos with a cronos".
10. Firing from shipsI know you already said you don't like it as you feel it would be "too good". However, I would argue about that:
It is a rule that balances itself. The only real advantage is not having to mount your inf again, at the cost of making them much more vulnerable: as it means that AT weapons may kill your tanks and also your infantry in a single shot. Shots that, otherwise, would have only killed one model.
You could already move, disembark and shoot anyway, doing that in cover would be even more wise than firing from those flying coffins. We want to shoot from our ships because it is a Dark Eldar thing: move fast, stike hard, and then die miserably. That gives the list a lot of flavor without making it broken by any means.
If you fear abusing fleet of foot with this rule, you may say that you can only fire from vehicles in a FF or you may not use fleet of foot if you are going to shoot.
Barges may seem very good with that rule as they are harder, but remember that if you score a crit hit you kill a barge and 4 units. That's 400 points at least I don't see that unbalanced in any way. I would give up on the extra shield and the desolator for the themed rule of firing the shit out of ppl from my barges
11. TalosWhy aren't they allowed in slavebringers? :C That makes me sad.
12. ExecutionerCrazy idea, instead of having a transport value, give it a portal and a cut of points. That would be a lot more interesting I think
I hope at least some of this feedback helps!
PS: I'm not sorry for the long post