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Exodite Maiden World(4.2)

 Post subject: Exodite Maiden World(4.2)
PostPosted: Mon Apr 17, 2017 4:21 am 
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Hi All,

Well Elsmore was kind enough to send me the Exodite Maiden World List. I have manage to bring it in line with current Eldar stats and cost for those standard units used by the list..

The list is place here for testing and for those interested in doing something different for Eldar…I will look at approval, but it a slow grow project…or end up in supplement yet.. ;D

Link below is for Micworld games and they have range of Lizard riders that can be used for the Exodite Maiden World List…

Micro world games: http://www.microworldgames.com/collecti ... zardriders

List of changes 4.2
• Brought in line with 4.2
• Harlequins were dropped from list..
• Move the Exodite Warrior Warhost to troupe section and renamed to Exodite Warriors
• Change size of Exodite Warriors.

There still maybe some typos within the list and I will adjust these as they are raised.


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NetEA-Exodite Maiden World 4.2.pdf [404.01 KiB]
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 Post subject: Re: Exodite Maiden World(4.2)
PostPosted: Mon Apr 17, 2017 6:39 am 
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Good to see this :) The list seems to be missing the Carnosaur though? It should really include stats for the 4 iconic known (admittedly OOP and unreleased) epic exodite models. The top right in this picture:

Image

I see that the list includes both giant megadon and giant carnosaur WE which is good, but the existing megadon and carnosaur models in that picture are only AV sized. The rider is armed with a lance and it looks to a CC specialist, probably a lance cc attack from the rider and a +1 EA MW from the carnosaur.

I don't think War Walkers fit the theme and should be dropped, the list already has plenty of dinosaurs wih guns on which seem more appropriate. I'd also remove the spacecraft as I don't know the Exodites would have maintained a spacefleet or have regular enough links with other Eldar to justify allied spacecraft in their list. Farseer and Guardians need to be renamed if you're going to keep them too (I'd suggest dropping both too) as these are specifically Craftworld Eldar units.

Is the Fire Dragons in the quick reference an error? It isn't in the list and doesn't seem fitting.

The weapon stats dinosaur units carry seem to often be copies of units from the CE Eldar list just mounted on dinosaurs, though easier to test this seems boring and unimaginative. If you're going to have an Exodite list their technology and weapon effects should be different and distinctive - as different from the CE units as those are from the DE units. I'd suggest a more heavy re-write/ re-imagining of what some units are armed with. Given the dense jungle environments on the maiden worlds and their need to combat and control dinosaurs (where they would often want to herd them rather than kill them) I would suggest lots of guns with disrupt and/or ignore cover should be in the list as the Exodies weapons (as direct fire regulars guns not barrages like the CE disrupt weapons).


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 Post subject: Re: Exodite Maiden World(4.2)
PostPosted: Mon Apr 17, 2017 8:27 am 
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Thanks for reading...

Yes the Fire Dragoon should not be there...

The list is want Elmore had done in 1.3 and all I have done just transfer it over. I was not looking at a complete rewrite of weapons or changing the structure list to much..So yeah it meant dropping the Pulse stuff and getting something close to want was current..Also meant testing was going to basically carry on were it left off, hopefully..Modifications can be looked at later.. After some play testing and to see if the points are right and I gather they may not be if the Pulse has been dropped....Also I promise myself and Elmore to keep changes to min.. Elsmore has seen the Changes already months ago and seam pretty happy with them.... ;D

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 Post subject: Re: Exodite Maiden World(4.2)
PostPosted: Mon Apr 17, 2017 8:58 am 
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Well it's up to you and Elsmore but if you don't differentiate the Exodites enough from Craftworl Eldar I won't have any interest in the project myself. The dinosaur unit stats could stay but their weapons be made more individual.

You should definitely add the Carnosaur as a unit even if you ignore everything else I suggest.


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 Post subject: Re: Exodite Maiden World(4.2)
PostPosted: Mon Apr 17, 2017 9:41 am 
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GlynG wrote:
Well it's up to you and Elsmore but if you don't differentiate the Exodites enough from Craftworl Eldar I won't have any interest in the project myself. The dinosaur unit stats could stay but their weapons be made more individual.
You should definitely add the Carnosaur as a unit even if you ignore everything else I suggest.


No suggestion is every ignore... I'm sure I will go off and test stuff and think it on...The list is not set in stone and If enough people thinks adding different abilities to the Dino's weapons is worth the time and energy, then I will do it, but I'm not changing it over night and I want some betraps to see how it looks and feels on the table from a balance perspective...

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 Post subject: Re: Exodite Maiden World(4.2)
PostPosted: Mon Apr 17, 2017 11:01 am 
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Thanks to PFE200 for picking this up - it's great to see it get some love.

Back in the day I kept the Exodite stats close to their Biel Tan cousins as I wasn't able to get much playtesting in, yet wanted a fairly balanced list. Glyn is right - there's plenty of room for originality but as PFE200 points out, battle reports are needed for development.

A few points - War Walkers are used by Exodites for scouting. I did a truck load of research into what they might and might not use at the time, though I couldn't point you to any sources now... It's also true that Exodites probably use spacecraft, though I agree with Glyn that they could be engineered out of the list. With regard to the Giant Carnosaur, at the time I didn't think the GW models should determine status due to their extreme rarity. It's worth noting that since I created the list a suitable model has appeared:
https://www.microworldgames.com/collections/6mm-scifi/products/t-rex-superheavy-cluster

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 Post subject: Re: Exodite Maiden World(4.2)
PostPosted: Mon Apr 17, 2017 4:33 pm 
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I think that exodite ought to rely on spacecraft provided by a local corsair band or something. That makes it easier for exodite players to get models for them (those are the elder ships from BFG).


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 Post subject: Re: Exodite Maiden World(4.2)
PostPosted: Mon Apr 17, 2017 5:47 pm 
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great so to see this return. Good call on picking up from where it was last left before the accidental database nuking and resisting temptations to rework from scratch. We can test and trial from here easy enough (I happen to agree with semajnollissor that using a corsair group would be a fun spin on the list-perhaps use escorts instead of ships of the line?)

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 Post subject: Re: Exodite Maiden World(4.2)
PostPosted: Fri May 18, 2018 1:17 pm 
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So I take it the consensus is that Exodites can get Wraithgates as it says in this rule set ... ?

Like these I bought or made ...


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WARP GATE.jpg
WARP GATE.jpg [ 62.81 KiB | Viewed 22901 times ]

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 Post subject: Re: Exodite Maiden World(4.2)
PostPosted: Fri May 18, 2018 1:19 pm 
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Yes

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 Post subject: Re: Exodite Maiden World(4.2)
PostPosted: Fri May 18, 2018 1:33 pm 
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Thank U !

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 Post subject: Re: Exodite Maiden World(4.2)
PostPosted: Mon Jun 08, 2020 2:05 pm 
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Hi there, anyone out there..?
Seems like some years ago since the last post.
I have some questions / pointers regarding the list but overall its playable and great work ( I will wait to list em until maybe a reply comes).
Would be so cool to make and field this Dino/fantasy / epic looking army.


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 Post subject: Re: Exodite Maiden World(4.2)
PostPosted: Mon Jun 08, 2020 4:18 pm 
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Well just ask your questions and see. Someone should respond … :sos

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 Post subject: Re: Exodite Maiden World(4.2)
PostPosted: Tue Jun 09, 2020 3:52 pm 
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Thanks L4, I see you been commenting on both this Exoditelist as well as the prior one:)

( I'm this close - to ordering the full army from Microword and complement it with some Vanguard and eldar aircrafts)

But if and when I would play it / playlets it I would like to do it with some minor changes.

- drop the fluff with a minus 2 to hit mod for forest and the minus 2 initiative for Megadon with blast markers.
why... punish the dinoplayer for playing dinos( if anything it should be the other way around two blast markers for the minus 1 initiative roll). They are not op they are Falcons without skimmer and less movement. Yes the can enter woods more easily and cost 50pts less and I think thats enough for even it out.
So drop the minus mod for initiative.
The forest / jungle modifier for hit makes it to uneven depending on where you fight and it just makes it something that can tip the scale depending on a factor that you sometimes can or cannot control.

- Im happy with all units initiative at 2 and if something would be a 1 make it Knights and megadinos.

Above are the things that would be a deal breaker for me to invest time into these awesome dinowarriors.

Then its just minor pointers and questions that will come with any list being developed.
- when you buy the unit exodite warriors the extras are some Megadon mounted H.Ws all of a sudden these are not AV but counts as inf ( for me it will result in questions)? What are they supposed to be or can we just make it the same as the other eldar lists?
If we took away the minus 2 for blast markers on Megadons it would be sufficient for a great and competitive list so I would not bother to buy in on the Megadinos all thou super cool they are for the point cost not nearly as productive nor sustainable as Knights or the Sacred Magadon troupe. Reduction and or tweaking of stats / points would maybe make the player field even more Dinos.

Its a great list and its me caring about it and the awesome minis you could field that makes me write the above pointers and questions.
Hopefully someone would care to discuss.
cheers


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 Post subject: Re: Exodite Maiden World(4.2)
PostPosted: Tue Jun 09, 2020 10:34 pm 
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I've got a mix of models I use for Epic Exodites. A few from GW, some Microworld, and Exodus Wars. Many are painted … but still have more to go.

Those sound like some good suggestions for the rules. You may want to try them and see how they work out. And let us know. 8)

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