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Eldar Stuff

 Post subject: Eldar Stuff
PostPosted: Fri Apr 20, 2007 2:52 am 
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How does a Distortion Cannon interact with a Tyranid Titan?

Also, I think the 125 points for the Eldar Titan Distortion Cannon must be a typo. ?With a 75cm range and an effective 22% chance of a hit this thing should be 25 points :)

Similarly for the Cobra....no way this is worth as much as a Scorpion.

Warp Hunters are so bad they should be a free card.   :p





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 Post subject: Eldar Stuff
PostPosted: Sat Apr 21, 2007 12:07 am 
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(zap123 @ Apr. 19 2007,21:52)
QUOTE
How does a Distortion Cannon interact with a Tyranid Titan?

Also, I think the 125 points for the Eldar Titan Distortion Cannon must be a typo.  With a 75cm range and an effective 22% chance of a hit this thing should be 25 points :)

Similarly for the Cobra....no way this is worth as much as a Scorpion.

Warp Hunters are so bad they should be a free card.   :p

Hi!

Good questions!

In case of the D-cannon and bio-titans it would ignore the armor save and inflict an automatic critical hit on a randomly determined location.

As for the cost, anything that has a shot of outright killing anything, no save needs to be high. Also take into consideration synergy effects. Mount a pulsar in one arm, a D-cannon in the other and two las-wings. On average I will strip the shields of anything around and make it vulnerable to a D-cannon hit. Not too good if it were cheap....  :;):

Lower the cobras cost.

Having used warp hunters extensively they are just another "insta-kill weapon". Tricky to use? Yes. Random? Yes. But deadly.  :;):

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 Post subject: Eldar Stuff
PostPosted: Sat Apr 21, 2007 4:20 am 
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Deadly is ok and all, but the Warp Hunters have a very spectacular 4-5% chance of hitting their intended target (statistically). ?So they need to roll a 20 on a D20 for a hit. ?Maybe these should be the Eldar 25 point unit.

Distortion Cannon is not as bad, but it's still only medium range and pretty inaccurate. ?Maybe @ 50 points or even 75 a gambler might take it for the chance of the insta-kill, but at 125 it just becomes a weapon you'd never take.....who wouldn't find the extra 25 for a Pulsar, or save 40 points and take a shield dodging Tremor Cannon.





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 Post subject: Eldar Stuff
PostPosted: Sat Apr 21, 2007 6:02 am 
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(zap123 @ Apr. 20 2007,23:20)
QUOTE
Deadly is ok and all, but the Warp Hunters have a very spectacular 4-5% chance of hitting their intended target (statistically).  So they need to roll a 20 on a D20 for a hit.  Maybe these should be the Eldar 25 point unit.

Distortion Cannon is not as bad, but it's still only medium range and pretty inaccurate.  Maybe @ 50 points or even 75 a gambler might take it for the chance of the insta-kill, but at 125 it just becomes a weapon you'd never take.....who wouldn't find the extra 25 for a Pulsar, or save 40 points and take a shield dodging Tremor Cannon.

Hi!

Perhaps 125 IS too expensive. Lower it to 75 points. thats mid range expensive, not overly so.

Regarding the warp hunters there is an alternate rule for just ONE scatter would that be better as a core rule and justify price and use?

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 Post subject: Eldar Stuff
PostPosted: Sat Apr 21, 2007 5:01 pm 
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I think that's a good idea for the Titan weapon.

The problem is if you take away the second scatter the Warp Hunters become mini Cobras for less.  I guess they might still be effective against horde armies where there's so many targts a couple of scatters dont matter....maybe we just leave them as one of those units people play for flavour not effectiveness :)

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 Post subject: Eldar Stuff
PostPosted: Tue Apr 24, 2007 4:20 am 
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Has anyone started on the Gold version of the Eldar book?

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 Post subject: Eldar Stuff
PostPosted: Wed Apr 25, 2007 1:00 am 
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Hi!

WMN, the person in charge I believe has started it. No worries, since all this errata, tweaking needs to be incorporated. Once the editing is done I will discuss with WMN how anyone and everyone who can incorporate this into the actual files will be done.

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 Post subject: Eldar Stuff
PostPosted: Thu May 03, 2007 10:23 am 
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Not sure if this is correct thread for this, I've been reading the v5 Eldar army list and there are some inconsistencies in the naming of the army cards, where the company card refers to squads/stands/detachments etc.

For example:
Falcon Host company card refers to 3 Falcon detachments, how many falcons are in a detachment? I assume it can only refer to the Falcon squadron card further down the list, but the names don't match (detachment --> squadron)

The Spirit Host card refers to a detachment of Wraithguard but in the list the Wraithguard are called a host?

It's generally obvious what the company card is referring too, and I know I'm being really picky but it would be nice if it was explicit exactly how many models were in the detachment or make the names match.


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 Post subject: Eldar Stuff
PostPosted: Fri May 04, 2007 12:16 am 
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Hi!

Good pickups, they will be added to the list of fixes.

Thanks!

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 Post subject: Eldar Stuff
PostPosted: Fri May 04, 2007 11:25 am 
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The Eldar book is going to be a fair deal of work.  Has WMN finished the SM Gold book?

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 Post subject: Eldar Stuff
PostPosted: Wed May 09, 2007 3:10 am 
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Dark Eldar time (updated in light of experience):

Simple one - Talos has no Army Card. ?I'd guess 6 for 250?

Special Abilities Dodge and Gladiator - no description of what these do. ?I'm guessing Dodge is supposed to be a Fixed save in Close Combat, but the Archon description says 4+ and the Wych description says 5+. ?Suggestion, drop Gladiator from the Beastmaster and just put special (for his triple charge). ?For the former, how about adding in the DE special rules: "Dodge - Due to their years of experience in the Gladiatorial Arenas of Cammorragh this unit is granted a fixed 5+ save in Close Combat." ?Fix the Archon to match this.

- Mandrake - Special Ability "Ambush" in table, should be Infiltrate (as per unit description)

- Razorwing - stat table list range of the Horrorfex as 25cm, but the description makes it sound like it is a "within LoS" weapon.  Might just be poor wording.

- Enslaver - Do "webbed" victims count against unit break points?

- Warrior Cadre - Comparing to Eldar list, I don't think the Raider is as good as a Falcon (lower save, lower CAF, OTV), so I'd suggest these drop to 250, leading to:
- Raider Cabal - I think 900 is right after testing them.
- Wych Cult - Dont really think a mix of CC troops and Raiders works well as a detachment, but the points look ok. ?Be cool if these were split like the Guardian and Falcon hosts. ?
- Reaver Kabal - Combat Drugs are a complication.  I'd suggest drop Combat Drugs and make it 550 (same points as Wind Riders but dont get Vypers!).
- Dark Warlock - really needs to be removed given the background.
- Shadow Spinner - Should change Dodge to Hard to Hit in the table and template to match the actual description.


The split option for Wyches and Raiders is needed. ?

Wych Assault Cadre - 6 Wych stands - 200 points
Wych Assault Cult - Dracite+Wych+Command Raider; 3 Wych Assault Cadre - 650 points

&

Raider detachment - 3 Raiders - 125 points
Raider Kabal - 3 Raider detachments - 350 points

Need to put some emphasis on the "Slave Raid" concept so the Dark Eldar don't become a slightly weaker clone of the Craftworld Eldar.  So as some suggestions:

Slaver Cadre:
Dracite, Wych stand + ?Command Raider
Enslaver Battery
1 Hellion Cadre
Warp Beast Pack
1 Wych Assault Cadre
800 points

- Add new unit:

Reaper Transport:  Same as Eldar Vampire except no bombs, Shuriken become Splinter Cannon, and it gets Shadow Fields.  May not be used in the same army as a Webway Portal (they either fly in or gate in...not both).  Still 100 points.

They have some ok troops, without the mega CAF of the Aspects, a (smallish) fast attack company, decent but fragile Tanks, AA and Air. ?Titan is a bit lightweight, but in keeping with the DE concept. ?Breaking up the Wyches so they are more useable, adding a fast transport (Vampire Clone) and a dedicated Slaver company should help give them a more distinctive "Dark Eldar" flavour.





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 Post subject: Eldar Stuff
PostPosted: Thu May 10, 2007 3:06 am 
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Hi!

He has layouts and such I believe and it is "finished" in that sense. Editing however never is really "done"..... :;):

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 Post subject: Eldar Stuff
PostPosted: Fri May 18, 2007 6:37 am 
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Perhaps I should collate all the changes suggested in here, run it by the Mailing group to see if they are generally accepted, then send it on to you for inclusion?

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 Post subject: Eldar Stuff
PostPosted: Fri May 18, 2007 9:15 pm 
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Hi!

As a courtesy, yes. Don't expect a lot of response though, since responses to the last batch of things was low. I think, in a sense, its flattering since I believe most list members trust our judgment to make the right choices and keep the game balanced.

Also, it might just be they want netepic gold NOW! :p

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 Post subject: Eldar Stuff
PostPosted: Fri May 18, 2007 9:40 pm 
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(primarch @ May 18 2007,16:15)
QUOTE
Also, it might just be they want netepic gold NOW! :p

Who doesn't?  :D  :laugh:

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