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Lattes bumpin_removetoemail_@rogers.com wrote:
>Any other dark eldar players here think there should be
>more units added in the new codex?
>
>Nope.
>
>But that doesn't mean the DE army isn't in need of a total revamp,
both in
>rules and in models.
Agreed.
>IMO, the DE army has all of the right pieces, but that they aren't
quite
>concepted and balanced properly. And the non-Warrior models are
really, >really
>poor. With a motivated game designer matched with a properly
inspired
>sculptor, the DE could be a *great* army.
>
>The basic DE concept of "evil, semi-Slaaneshi Eldar" is OK.
Not sure about 'semi-Slaaneshi', but the "deal with the devil" idea
they currently have going is more interesting than yet another Chaos
army, only with pointy ears. WFB DE Cult of Slaanesh isn't a bad army,
but would you call it interesting? I wouldn't.
> The problem is
>>that they're stuck in the midst of 3 other non-specialist S3 T3
armies: IG,
>Tau, and Sisters.
IG and Tau are non-specialist? What about the shoot-shoot-shoot thing?
Tau aren't really a T3 army - nothing in their arsenal is less than S5
outside close combat, where they don't belong in any case.
>IMO, the DE ought to be more inherently "fighty" than they currently
are,
I'd say that they should have the assault capability to match their
WS, certainly, and to distinguish them from the shooty armies, but I'd
like to keep the current mobility v. firepower spectrum: DE (highly
mobile, quite shooty but less so than Tau), Tau (quite mobile, quite
shooty) and IG (low mobility, very shooty) so I don't want to see them
lose out in shootiness. I've suggested in the past turning soul-seeker
ammo from a never-used wargear option to a Warrior squad upgrade
(where other races buy grenades, DE can buy improved ammunition).
and
>something like True Grit might be very helpful.
That just leaves Warriors treading on Wyches' toes, since they then
have the close combat ability as well as the shootiness. DE are
clearly separated into shooty Kabal forces and assaulty Cult forces,
so I think the Kabal units should be made shootier and the Wych units
made fightier.
The basic DE Warriors and
>Wyches both ought to be moved into the 10-12 ppm range, with stats
and options
>to match.
Wyches are already worth more than that following their revision,
Warriors are worth maybe 9ppm, which seems fair enough.
Finally, the DE rules arcana ought to be stripped away, so things
>like the Talos become as simple and sensible as a basic Dread.
Difficult, since most DE units rely on the same statline but with
different weapons and wargear. They need their tricks to distinguish
them, and in fact I wouldn't mind adding a couple more where units
need them to make them effective.
Philip Bowles
Lattes bumpin_removetoemail_@rogers.com wrote:
>Any other dark eldar players here think there should be
>more units added in the new codex?
>
>Nope.
>
>But that doesn't mean the DE army isn't in need of a total revamp,
both in
>rules and in models.
Agreed.
>IMO, the DE army has all of the right pieces, but that they aren't
quite
>concepted and balanced properly. And the non-Warrior models are
really, >really
>poor. With a motivated game designer matched with a properly
inspired
>sculptor, the DE could be a *great* army.
>
>The basic DE concept of "evil, semi-Slaaneshi Eldar" is OK.
Not sure about 'semi-Slaaneshi', but the "deal with the devil" idea
they currently have going is more interesting than yet another Chaos
army, only with pointy ears. WFB DE Cult of Slaanesh isn't a bad army,
but would you call it interesting? I wouldn't.
> The problem is
>>that they're stuck in the midst of 3 other non-specialist S3 T3
armies: IG,
>Tau, and Sisters.
IG and Tau are non-specialist? What about the shoot-shoot-shoot thing?
Tau aren't really a T3 army - nothing in their arsenal is less than S5
outside close combat, where they don't belong in any case.
>IMO, the DE ought to be more inherently "fighty" than they currently
are,
I'd say that they should have the assault capability to match their
WS, certainly, and to distinguish them from the shooty armies, but I'd
like to keep the current mobility v. firepower spectrum: DE (highly
mobile, quite shooty but less so than Tau), Tau (quite mobile, quite
shooty) and IG (low mobility, very shooty) so I don't want to see them
lose out in shootiness. I've suggested in the past turning soul-seeker
ammo from a never-used wargear option to a Warrior squad upgrade
(where other races buy grenades, DE can buy improved ammunition).
and
>something like True Grit might be very helpful.
That just leaves Warriors treading on Wyches' toes, since they then
have the close combat ability as well as the shootiness. DE are
clearly separated into shooty Kabal forces and assaulty Cult forces,
so I think the Kabal units should be made shootier and the Wych units
made fightier.
The basic DE Warriors and
>Wyches both ought to be moved into the 10-12 ppm range, with stats
and options
>to match.
Wyches are already worth more than that following their revision,
Warriors are worth maybe 9ppm, which seems fair enough.
Finally, the DE rules arcana ought to be stripped away, so things
>like the Talos become as simple and sensible as a basic Dread.
Difficult, since most DE units rely on the same statline but with
different weapons and wargear. They need their tricks to distinguish
them, and in fact I wouldn't mind adding a couple more where units
need them to make them effective.
Philip Bowles