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I just got done playing my litttle-used Eldar and was wondering what
changes might be good for the 40k4 Codex. I think GW is having a lot of
trouble deciding what they want to do.
If I were doing things, I'd just make the Eldar more Eldar, more elite,
more expensive. This would automatically prevent hordes and fit better
with the whole Ancient Masters of Technology thing.
I'd want to bump up Saves across the board, and charge more for it:
Light Aspect: WS4 BS4 S3 T3 W1 I5 A1 Ld9 Sv4+/6+I, Fleet of Foot.
Heavy Aspect: WS4 BS4 S3 T3 W1 I5 A1 Ld9 Sv3+/6+I.
Individual Aspects might be +1/-1 from the above profile.
Aspect Exarches could easily stand to be more powerful and varied:
Lesser Exarch +1WS, +1BS, +1I, +1A, Sv3+/5+I for 10 pts.
Greater Exarch +1WS, +1BS, +1W, +1I, +2A, Ld10 Sv3+/5+I Fearless for 20
pts.
Ld10 keeps the Eldar under command, while Fearless obviates Man Alone
tests. Only 1 Greater Exarch per Aspect.
Quick & dirty thing would be like:
HQ
Avatar needs to be Greater Daemon, but with Sv2+ Iron Body instead of
summoning. Farseer needs W2 "cheap" version.
Avatar - WS10 BS5 S6 T6 W4 I6 A5 Ld10 Sv2+/4+I - 180pts
+20 ps for Ranged attack, Flamer Template, or Fleet.
Farseer gets A2 Sv3+I; Seer is W2 A2 I6 Sv3+I; neither is Fleet.
Warlock is a Light Aspect Sv4+I.
TROOPS
Troops should be Avenger-based, but with more general tailoring room.
Ulthwe is 2+ Guardians; Alaitoc is 2+ Rangers, Biel-Tan is 2+ Aspect
Troops.
0-2 Guardians: 5-10 WS3 BS3 S3 T3 W1 I4 A1 Ld8 Sv4+. 5-10 models; all
Lasblaster, Shuricat (Assault 3), or SP&CCW. AGP is BS4 not Fleet,
counts as 5 models in Transport. Sv4+ is like Tau, 5-10 is a more of a
dying race. 10 pts, like a Stormtrooper.
0-2 Rangers are 3-5 Light Sv5+/6+I for a big pile of rules: Infiltate,
Scout, Stealth, Move thru Cover; 3-5 models is more rational.
Disruption is d3: 1 = Pin, 2 = Reserve, 3 = shoot! No randomness,
which is slow.
Dire Avengers are Light Aspects with +1A, which gives them marginal HtH
ability; Exarch can take the Shuricannon (24" S6 AP4 Assault 3 Rending;
not Fleet). 15 pts, like a Space Marine. +1A replaces True Grit.
0-2 Aspect Troops pull from the Elites, but no Greater Exarches (like IG
Grenadiers).
TRANSPORT
Just needs Targeter!
Wave Serpent BS3(4), cut 10 pts.
ELITE
More focused, Wraithguard are like Eldar Termies/Obliterators,
Wraithcannon is simplified. Iyanden makes Wraithguard 2+ Troops.
Wraithlord is fast enough to reach HtH.
Dragons are Light Sv4+/5+I. Fusion Gun is S5 AP1 Assault 1 "Fusion"
(+2d6AP).
Banshees are Light +1I; Executioner is +3S to ID T3 heroes.
Scorpions are Heavy +1S.
Spiders are Heavy; Spinners are S6 AP- Assault 1 Blast.
Wraithguard are 3-5 Heavy +3S +2T +1W I4 +1A Ld10 Fearless;
Wraithcannon is 12" S10 AP1 Assault 1 Rending.
Wraithlords are WS4 BS4 S6(10) T8 W3 I4 A3(4) Sv3+/6+I, Fleet. DNCCWs
add Fusion Gun option.
FAST
Hawks are a problem. I'm at a loss to fix them. Saim-Hann makes
Guardian Jetbikes 2+ Troops. Guardians vehicle-mounted weapons can be BS4.
Vypers get BS3(4).
0-1 Guardian Jetbikes are 3-10 WS3 BS3(4) S3 T3(4) W1 I4 Ld8 Sv3+.
Shining Spears are Heavy T3(4).
HEAVY
Reapers and Heavy AGP need to semi-mobile, Reapers need to be "heavy"
like fluff. cut 10 pts from the Falcon.
Reapers are 3-5 Heavy I4 Sv3+/5+I Slow & Purposeful.
Falcon cuts 10 pts.
War Walkers get BS3(4).
0-1 Heavy AGP is BS3(4), Slow & Purposeful. Shadow Weaver is Large Blast.
WARGEAR
CTM allows vehicle to ignore the first 6" of movement for firing
purposes (ALL weapons <= 12", 1 Main + all Defensive <= 18", None >19").
Anyhow, that's kind of what I'm thinking. Better stuff, same or more
points. Totally mobile and hard-hitting, somewhat hard to kill.
--
--- John Hwang "JohnHwang...@cs.com.no.com"
\-|-/
| A.K.D. F.E.M.C.
| Horned Blood Cross Terror LED Speed Jagd Destiny
I just got done playing my litttle-used Eldar and was wondering what
changes might be good for the 40k4 Codex. I think GW is having a lot of
trouble deciding what they want to do.
If I were doing things, I'd just make the Eldar more Eldar, more elite,
more expensive. This would automatically prevent hordes and fit better
with the whole Ancient Masters of Technology thing.
I'd want to bump up Saves across the board, and charge more for it:
Light Aspect: WS4 BS4 S3 T3 W1 I5 A1 Ld9 Sv4+/6+I, Fleet of Foot.
Heavy Aspect: WS4 BS4 S3 T3 W1 I5 A1 Ld9 Sv3+/6+I.
Individual Aspects might be +1/-1 from the above profile.
Aspect Exarches could easily stand to be more powerful and varied:
Lesser Exarch +1WS, +1BS, +1I, +1A, Sv3+/5+I for 10 pts.
Greater Exarch +1WS, +1BS, +1W, +1I, +2A, Ld10 Sv3+/5+I Fearless for 20
pts.
Ld10 keeps the Eldar under command, while Fearless obviates Man Alone
tests. Only 1 Greater Exarch per Aspect.
Quick & dirty thing would be like:
HQ
Avatar needs to be Greater Daemon, but with Sv2+ Iron Body instead of
summoning. Farseer needs W2 "cheap" version.
Avatar - WS10 BS5 S6 T6 W4 I6 A5 Ld10 Sv2+/4+I - 180pts
+20 ps for Ranged attack, Flamer Template, or Fleet.
Farseer gets A2 Sv3+I; Seer is W2 A2 I6 Sv3+I; neither is Fleet.
Warlock is a Light Aspect Sv4+I.
TROOPS
Troops should be Avenger-based, but with more general tailoring room.
Ulthwe is 2+ Guardians; Alaitoc is 2+ Rangers, Biel-Tan is 2+ Aspect
Troops.
0-2 Guardians: 5-10 WS3 BS3 S3 T3 W1 I4 A1 Ld8 Sv4+. 5-10 models; all
Lasblaster, Shuricat (Assault 3), or SP&CCW. AGP is BS4 not Fleet,
counts as 5 models in Transport. Sv4+ is like Tau, 5-10 is a more of a
dying race. 10 pts, like a Stormtrooper.
0-2 Rangers are 3-5 Light Sv5+/6+I for a big pile of rules: Infiltate,
Scout, Stealth, Move thru Cover; 3-5 models is more rational.
Disruption is d3: 1 = Pin, 2 = Reserve, 3 = shoot! No randomness,
which is slow.
Dire Avengers are Light Aspects with +1A, which gives them marginal HtH
ability; Exarch can take the Shuricannon (24" S6 AP4 Assault 3 Rending;
not Fleet). 15 pts, like a Space Marine. +1A replaces True Grit.
0-2 Aspect Troops pull from the Elites, but no Greater Exarches (like IG
Grenadiers).
TRANSPORT
Just needs Targeter!
Wave Serpent BS3(4), cut 10 pts.
ELITE
More focused, Wraithguard are like Eldar Termies/Obliterators,
Wraithcannon is simplified. Iyanden makes Wraithguard 2+ Troops.
Wraithlord is fast enough to reach HtH.
Dragons are Light Sv4+/5+I. Fusion Gun is S5 AP1 Assault 1 "Fusion"
(+2d6AP).
Banshees are Light +1I; Executioner is +3S to ID T3 heroes.
Scorpions are Heavy +1S.
Spiders are Heavy; Spinners are S6 AP- Assault 1 Blast.
Wraithguard are 3-5 Heavy +3S +2T +1W I4 +1A Ld10 Fearless;
Wraithcannon is 12" S10 AP1 Assault 1 Rending.
Wraithlords are WS4 BS4 S6(10) T8 W3 I4 A3(4) Sv3+/6+I, Fleet. DNCCWs
add Fusion Gun option.
FAST
Hawks are a problem. I'm at a loss to fix them. Saim-Hann makes
Guardian Jetbikes 2+ Troops. Guardians vehicle-mounted weapons can be BS4.
Vypers get BS3(4).
0-1 Guardian Jetbikes are 3-10 WS3 BS3(4) S3 T3(4) W1 I4 Ld8 Sv3+.
Shining Spears are Heavy T3(4).
HEAVY
Reapers and Heavy AGP need to semi-mobile, Reapers need to be "heavy"
like fluff. cut 10 pts from the Falcon.
Reapers are 3-5 Heavy I4 Sv3+/5+I Slow & Purposeful.
Falcon cuts 10 pts.
War Walkers get BS3(4).
0-1 Heavy AGP is BS3(4), Slow & Purposeful. Shadow Weaver is Large Blast.
WARGEAR
CTM allows vehicle to ignore the first 6" of movement for firing
purposes (ALL weapons <= 12", 1 Main + all Defensive <= 18", None >19").
Anyhow, that's kind of what I'm thinking. Better stuff, same or more
points. Totally mobile and hard-hitting, somewhat hard to kill.
--
--- John Hwang "JohnHwang...@cs.com.no.com"
\-|-/
| A.K.D. F.E.M.C.
| Horned Blood Cross Terror LED Speed Jagd Destiny