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[Iyanden] Update, v3.2

 Post subject: [Iyanden] Update, v3.2
PostPosted: Tue Oct 02, 2007 5:43 pm 
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Update of the Dead!!!

Did an Eldar overview over the weekend, and here are the results for Iyanden.

Added:

Nothing, I think...

Changed:

Mainly layout stuff... and making sure the Wraithguard formation stayed in there! ? ?:blush:

Removed:

Nothing.

Please discuss!

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 Post subject: [Iyanden] Update, v3.2
PostPosted: Tue Oct 02, 2007 9:05 pm 
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About the spiritseer. In 40k (I know, groan all you want) a spiritseer is just a fancy warlock, not a Farseer.

Is the Farsight ability really needed? Wouldn't that just give Iyanden way more Farsight units than any other Eldar list? Coupled with the +1 to initiative rolls means that the eldar player could make 3 consecutive activations with no chance of failure. That seems a bit much.

What if you dumped the farsight ability, and maybe one of the weapon stat lines (extra MW for either CC or FF, but not both - it's not like the formation needs more MW shots).


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 Post subject: [Iyanden] Update, v3.2
PostPosted: Wed Oct 03, 2007 6:13 am 
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Spirit seers stats seem pretty tough. And if upgraded to wraithseer, cost is too rough. Autarch seems to be so much better value for his points. Hena had idea of ulthwe warlocks (but they really don't need them) , maybe that kind of separate stat line would be good for iyanden, ie unit of spirit seers?

Why Iyanden has not limited troupes to 2? (exept few things because of living few) (That kind of restriction could be made to each craftworld)

Otherwise list looks extremely nice. :)

And there is two times cost for nightwings. :p

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 Post subject: [Iyanden] Update, v3.2
PostPosted: Wed Oct 03, 2007 3:44 pm 
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I'm not sure how this list would work without wraithgates.  No garrisons and slow speed (or very high formation cost transport) would indicate that gates are desperately needed for flexibility.

What is the idea for the feel of the army?  How should it play?

===

The Spirit Warrior Troupe and Warhost are the same price, but the Warhost comes with Spirit Seer, troupe slots and "living few" slots.  Should the Troupe be 300 instead of 350?

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 Post subject: [Iyanden] Update, v3.2
PostPosted: Wed Oct 03, 2007 8:02 pm 
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The Troupe is Wraithlords not Wraithguard.

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 Post subject: [Iyanden] Update, v3.2
PostPosted: Wed Oct 03, 2007 9:18 pm 
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(mageboltrat @ Oct. 03 2007,20:02)
QUOTE
The Troupe is Wraithlords not Wraithguard.

Doh!  :blush:

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 Post subject: [Iyanden] Update, v3.2
PostPosted: Thu Oct 04, 2007 12:58 am 
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(nealhunt @ Oct. 03 2007,15:44)
QUOTE
What is the idea for the feel of the army? ?How should it play?

I see it as a plodding army of the dead...

The Spirit formations may be slow, but they are going to be incredibly hard to eliminate; and a March on Turn 1 gets you up near the enemy.

There are still plenty of "speedy" formations to complement the slow advance of the dead; kind of a flying hammer and wraithbone anvil approach.

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 Post subject: [Iyanden] Update, v3.2
PostPosted: Thu Oct 04, 2007 4:14 pm 
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I would give the Spirit Warthost an initiative rating of 3+ Thus the Spirit Seer would make more sence and reflects his effect in Wh40k  for Epic better.

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 Post subject: [Iyanden] Update, v3.2
PostPosted: Fri Oct 05, 2007 4:25 pm 
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(BlackLegion @ Oct. 04 2007,16:14)
QUOTE
I would give the Spirit Warthost an initiative rating of 3+ Thus the Spirit Seer would make more sence and reflects his effect in Wh40k ?for Epic better.

I've been thinking along those lines as well, and perhaps removing farsight from the as well/instead.

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 Post subject: [Iyanden] Update, v3.2
PostPosted: Fri Oct 05, 2007 5:31 pm 
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You'd probably be justified in giving the wraithguard warhost an option to take a farseer. It seems like the farseers wouldn't limit themselves only to guardian hosts in this army. But you have to adjust the spirit seer rules to account for that.

What if the spirrit seer was a unit, not a character, that had the stats of a wraithguard unit, but with the +1 to initiative roll and an inv. save (and maybe an extra MW CC attack). Then, have an option to upgrade to a Farseer + spirit seer stand that would have the farseer unit stats, plus the +1 to initiative roll ability.

Too fiddly? If the +1 to initiave roll ability was ditched, you could allow an upgrade from Spritseer unit (as I described it above) to plain Farseer unit, without causing too much confusion.


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 Post subject: [Iyanden] Update, v3.2
PostPosted: Fri Oct 05, 2007 6:59 pm 
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Shouldn't all the non-BT eldar lists have a note about the Avatar not getting the CotYK?  Did I just miss it?

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 Post subject: [Iyanden] Update, v3.2
PostPosted: Fri Oct 05, 2007 7:11 pm 
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Aren't avatars with only +1 EA a bit... hamstrung?

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 Post subject: [Iyanden] Update, v3.2
PostPosted: Sat Oct 06, 2007 12:51 am 
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Well, they are free. And don't they get 3+1 attacks anyway?

We could just go ahead and make up some squad that is equivalent to the CotYK if we all just agree to it. Ulthwe could get the Spear of Khaine from the Ulthwe list from the 40k Eye of Terror codex (even though Jervis said that shouldn't be included, since that was a one-off army list). Alaitoc (or Saim Hann) could get some sort of "hunting party" themed crew. What would Iyanden get, the Court of the Dead?

If they all just gave an extra MW attack, I doubt anyone would care. Then again, I doubt you could convince everyone that it's a big enough deal to add new fluff (somewhat outside our pervue here) to get it done.


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 Post subject: [Iyanden] Update, v3.2
PostPosted: Sat Oct 13, 2007 9:30 am 
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No CotYK except for Biel-Tan! :-)

Any other ideas for the spirit seer? I think that it does not look very elegant in the army list right now.

I collected 140 Wraithguard in two years (and will get a few more next week) and will start to paint once the army list seems finished. ;-)


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 Post subject: [Iyanden] Update, v3.2
PostPosted: Sat Oct 13, 2007 2:28 pm 
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Yeah no COtYK except for Biel Tan.

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