Brood Brother |
 |
 |
Joined: Thu Oct 20, 2005 6:32 pm Posts: 6414 Location: Allentown, Pennsylvania USA
|
Chroma, I finally had a chance to look over the proposed rule changes you put forth. Sorry for taking so long but the Tournament was quite a bit for me to organize on top of getting all the terrain made up in time.
Bear in mind that there is no one Dark Eldar Champion. Scarik, Xisor, and I have all loosely agreed to take the job as a group instead of one of us. So anything I say right now is just me-
Anyways, my feeling on- Raiding Force: I really don't like it for a couple reasons. The Higher Strategy Rating places objectives first, which seems rather proactive on the Dark Eldar's behalf. Likewise, the Dark Eldar should be placing their troops in reaction to their opponent, not the other way around. So a Strategy of 3+ allows the DE to be more reactionary in its deployment and that fits with how I see a raiding force behaving.
A higher strategy rating on set-up would be odd. Conversely, a lower strategy rating for the rest of the game would mean they were on the defensive more often than not. If we were to do anything like this, I'd see it the exact opposite (6+ at beginning of the turn, set up at a 1+).
No Garrisons - already done and in 1.0.1.
Raider transports - it seems a not-so-bad idea, but I'm not quite ready for it.
Rules overall - Here is one of the things we wanted to avoid: a lot of special rules. Given the fact that the Dark Eldar should be close to the Eldar and yet very different, this was a challenge.
The Eldar use six special rules (Holofield, Pulse, Hit & Run, Farsight, Spirit Stones, and Webway Portals) and one limitation (No Garrison). We wanted to make sure we didn't go past this mark.
#1 & #2 The Dark Eldar borrow Hit & Run and Webway Portals from their Craftworld cousins, and they had to be in the army list IMO.
Shadowfields came out of the unit development and evolved as #3.
Assault Decks was my baby and I really wanted (and still do want) this in there. To me it is a great rule that lends flexibility without overpowering (#4).
Support Craft was just one of those things that was needed for the Executor (#5), so we borrowed it from the Tau.
So what we are left with is essentially a list that is simpler than the Eldar and IMO that is a good thing. If there is to be any further special rules applied I would be hesitant to use ones tied to set-up or victory conditions, quite honestly. Scenarios can take care of that.
Besides, I'd love to see my Combat Drugs rule come back before anything else, but the chance of that is SLIM.
Hope I didn't smash your ideas. I just wanted to make sure you knew where I was coming from.
_________________ author of Syncing Forward and other stories...It's a dog-eat-dog world, and I've got my Milkbone underwear on.
|
|