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What are the issues with Spirit Stones?

 Post subject: What are the issues with Spirit Stones?
PostPosted: Sun Feb 12, 2006 3:53 pm 
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Quote (Jaldon @ 11 Feb. 2006 (23:14))
Thanks for taking up the challange Hena :)

Actually, it was me, Chroma, that said I'd give it a whirl.

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Sun Feb 12, 2006 6:56 pm 
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Sorry Kick Me :oops: ?Chroma :(8:

well, you caught me, I was speaking in hyperbole. But, I think my point is still valid, because except for those 4 ork formations (and all the areospace formations that aren't effected by BMs in the same way), nearly every formation in the rule book lists can have leaders. Whats more, those IG players usually end up with 6+ commissars, which is plenty in a tourney sized list with a typical number of activations.


So needs must I go on as once again you are incorrect. Gargants have no leader ability, Supa-Stompas, Warhounds, Reavers, Warlord Titans, Decimators, etc. Must I continue to list them all, or is the point taken yet? Ah all Eldar Titans and WEs have Spirit Stones, yet?

I am amazed by the statement that nearly every formation in the rule book lists can have leaders.


So this is a good reasoning for giving Every Single Eldar Formation the leader ability for free, while all the other armies must either pay for it, or suffer without. And please don't mention IG as a valid excuse, I have seen many IG players roll 2 or 3, and the Spirit Stones are guarnteed to be on each and every formation for free, so it isn't even close to being a rational comparison. You cannot base an 'all encompassing' rational upon something that isn't all encompassing.

Yes, that is exactly how i feel. Also, the spiritstones make up for the lack of ATSKNF, mob up, and generally small formation sizes, which all have just as large an effect. I think it is king of telling that none of the rulebook armies actually use the BM management rules set in section 1 of the rule book.


Well I don't, and think it is down right beardy and cheezy, and lets not forget I am speaking as an Eldar player, so none of this 'opponents excuse'. Just how many special rules does an army need?

Also

So by this same bit of twisted, tit for tat, logic where is the SM, Ork, IG, equivilent to Hit and Run? Farseer? Super Shields that work in CC?

All I was trying to say was that an eldar army in 40k has no will to fight; they break easily and often. If thats how they are supposed to play in epic, they'd be hopeless. I suggest that somewhere between the scales there has to be a mechanism that mitigates the ease with which the eldar break.


That mechanisim would be above the scale of even Epic, and using Hit and Run and Farseer to great advantage the Eldar Army can and does put up a very stiff fight in Epic.

I think it only worked fine for the warhosts, which are big enough to shrug off the BMs. In fact, I'd point out that for a long time, the Aspect host only had 6 units per formation, not the current 8. I believe that the formation size was increased to make it more survivable.


I'd like to point out that I have been playing Eldar since v1.0 and have done a couple of batreps using the six unit Aspect Host (w/o Spirit Stones) and they performed fine WHEN I used formation management, instead of dreaming about a rule to do it for me.

So using formation management the Warhost isn't the only combat capable formation in the army. But I think if you feel that way about why they were increased it isn't hard to see why you favor Spirit Stones being all encompassing.

But how is it any different than what the SM's get to do? Or what the orks get to do? Is it maybe because they pay for their abilities? Or is it that eldar just have a bad reputation for cheesiness. My opinion is to let the eldar pay for the cheese, and in doing so transform the cheese into "flavor."


My solution is try to stop 'dreaming up' fixes to problems that don't come anywhere near fitting the fluff, and stop trying to rationlize the excuses by saying other armies have the potential of doing this or that, and then giving the Eldar the ultimate fix compared to it. It ruins the army, and IMHO it has.

If it isn't balanced, raise a few point costs

I have already explained why this doesn't work in this case.

Jaldon :p

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Mon Feb 13, 2006 1:45 am 
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hmm interesting discussion, so im gonna stick my oar in.



so i'll come straight to my points

1, i think the eldar are seen as cheesey because thay have too many special rules.

2, alot of this was caused by people (probably the rapid expansion to the old boards people, of who i suppose i am one of) not truely knowing how to fight them as they are different to the other armies.

3, and yes i found in my games that i needed something extra to help continue the battle into turn 4. although i would class myself as more of a lurker on the old boards rather than a 'vocal' person.

4, i dont like the current spirit stones rule, i much prefered the "transferable farseer leader" approach. Because this was in some way limited, and it also had a good fluff reason too (imho). although i think it would be hard to implement now because of the current ulthwe list.

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Mon Feb 13, 2006 3:53 am 
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Well, there really no reason why the Ulthwe list (or any of the other varients) could just go back to the drawing board after whatever change is made. It's not like there's a publishing deadline. That might mean Ulthwe won't get released at the same time as the Chaos lists, but that isn't so big of a deal.


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 Post subject: What are the issues with Spirit Stones?
PostPosted: Mon Feb 13, 2006 7:16 am 
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Well, Jaldon, count me in as well : I'll try the "Farseer leader" idea next time I play Eldar.

I haven't played Eldar enough to be of real use in this discussion, but I do know that the few times I did, my opponent was very surprised to see small Eldar formations go back from "broken" to "full strength" in one go.


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 Post subject: What are the issues with Spirit Stones?
PostPosted: Mon Feb 13, 2006 8:52 am 
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Well since the water is warm:

I've been the exclusive eldar player for more than a year now in my area: Ottawa, Canada. We have a regular group of almost 20 players I'd say so I think it's safe to say it's one of the largest test-bases for variations of armies.

When I first started giving demo games or the people who are now regulars were starting out, I was kicking their butts almost 90% of the time. There were even times when I wondered if the Eldar weren't a bit overpowered. HOwever, I've gone through a consistent losing streak for the last 6 months and it wasn't because of bad dice rolls or because I didn't know how to play the game, it was because my opponents had caught up to me and surpassed me in tactical ability.

Sure, the Eldar are a tough army to play against, but they are supposed to be. The dying race isn't going to just lie down in front of their enemies and resign themselves to their fate. :;):  If we want to talk about tough armies what about the Nids, or the Imps?

The point being I -strongly- do not feel that the spirit stones rule grossly favors the eldar army. Yes, they are able to take off an extra blast marker in the rally phase. However, given that most formations have a 2+ activation under most circumstances they are rallying on a 3+ (because of their firefighting nature they do tend to be rather close to enemy formations) and if your broken you are usually rallying on a 4 or 5+. Since the formation sizes are smaller and quite a bit more fragile I very often have more broken formations at the end of a turn than my opponent, thus I am going to fail more rolls.

Basically IMHO spirit stones mean that those that do rally are usually going to be able to still pack quite a punch due to lack of suppression, engage modifiers etc etc. However the army still has it's fragility due to small formation sizes and weaker armor... exactly as it should be.


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 Post subject: What are the issues with Spirit Stones?
PostPosted: Mon Feb 13, 2006 7:10 pm 
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Quote (MC23 @ 11 Feb. 2006 (14:58))
The problem was having not with Eldar playing too boldly (how the hell did that become an issue, never was IIRC) but the fact eldar wins were more based on a 3 turn win. For basic Tournament play this was considered balanced. A win is a win and it didn't matter if iit was far more often 3rd turn than 4th turn. This was later refered to as 4th turn wilt.

But this meant that the Eldar epic forces were poorly designed for any other style of play that couldn't be resolved in 3 turns, such as campaign play or any other extended scenarios. This left us with a "balanced" army that was broken for any other use.

We looked at several solutions that would keep Eldar viable in the 4th turn without throwing off the army design. Enough of us finally agreed that where Eldar was starting to suffer was in the Rally phase. Eldar only have the SC with Leader and in no other forces gave us no special way of dealing with Blast Markers and many formations were left relatively useless. Eldar units (troupes most importantly) were designed small with numerous and/or powerful weapon systems. Each one of these suppressed by 1 BM had a far more crippling effect than on other Forces. Eldar Hosts are by and large Engagement forces so BM only account towards combat results but don't suppress anything. This meant the usual Leader solution in the usual hosts still would do nothing for the Eldar problem.

But with all this, Eldar only needed the slightest nudge, a random extra Blast marker removed from a Troupe (or Host was sometimes nice) to make these formations still playing into and past turn 3. I know I was only looking about maybe 1 Blast Marker per 1,000 points each rally phase to make a difference.

Now I know my earlier solutions were far more complicated than other variations I tried to pitch (maybe back from when I played M:tG). Jervis liked a simple to implement approach. He chose the Spirit Stones all inclusive answer. With publication around the corner all we had was a few panic weeks of playtesting to see if that broke the current games. Broke? even after all this time I'm not completely sold that it passes the win / loss threshold but there was no doubt it placed us at the higher end of the win side.

That being quickly agreed apon, we knew we could look at this agian with ERC when even more people have played the list.

Unfortunately, I still see as the greater problem is Eldar opponents and not the Eldar themselves playing Bold enough. You can't fight Eldar as you do the core armies. Eldar still die, break, and possibly rally as easily with spirit stones as they did before, they just bounce back strongly when they do rally.

And it really aggrevates Eldar opponents when they watch it happen and make me feel guilty pulling it off everyone. But that is just game play psychology far more than game balance.

Dont really understand this idea - that the eldar were working as a tournament force but not in other styles of play - arn't these lists supposed to be exclusively tournament balanced lists.

In other types of play - just get your oponents consent, heck make up your own army lists.

Also I dont think any real consensus was ever reached - and certainly enough playtesting wasnt done.

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Mon Feb 13, 2006 8:37 pm 
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MC23:  I wasn't revising anything.  I've never heard any justification based on non-GT scenarios until your post just now.  I've stated repeatedly that I (along with Jaldon and 1-2 other regular playtesters) were offline when most of the Spirit Stone justification and the change were discussed and I completely missed the final post-SS rush of playtest.  I have been very careful to couch my opinion as what I had perceived.

With respect to where I got those perceptions, I think a prime example is in Clockwerk's post above:
However, given that most formations have a 2+ activation under most circumstances they are rallying on a 3+ (because of their firefighting nature they do tend to be rather close to enemy formations) and if your broken you are usually rallying on a 4 or 5+.


I am so completely boggled by that statement that I cannot fully express it, but I have seen dozens of "variations on a theme" posts that express similar things.

Eldar should not be close to the enemy unless they choose to be and according to the background they should pretty much never choose to be unless they are crushing something.  If the player is doing so, they are working against the original intent of the list.

I'm all for using armies in unconventional ways.  After all, I am known for championing shooty Ork armies.  However, when it comes to using an army in a way that violates the normal use and feel of the army, it should be up to the player doing so to make it work, not the list design.

It seems to me from the many statements I have seen over the last year or more that the most commonly cited justification of Spirit Stones was to allow the Eldar players to operate in a manner which was never intended.

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Mon Feb 13, 2006 9:15 pm 
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Eldar should not be close to the enemy unless they choose to be and according to the background they should pretty much never choose to be unless they are crushing something. ?If the player is doing so, they are working against the original intent of the list.

Well, maybe, but is it really that uncommon for an enemy to act to keep pressure on an eldar formation? An opponent might be wise to avoid being too close to a warhost or a titan, but those support formations are much softer targets.


I'm all for using armies in unconventional ways. ?After all, I am known for championing shooty Ork armies. ?However, when it comes to using an army in a way that violates the normal use and feel of the army, it should be up to the player doing so to make it work, not the list design.

It seems to me from the many statements I have seen over the last year or more that the most commonly cited justification of Spirit Stones was to allow the Eldar players to operate in a manner which was never intended.

Well, that is actually one of the things that bugs me about the structure of the eldar list. Those shooty orks you mentioned may not be all that fluffy (certain clan lists excluded), but the rule book list does not make the distinction for you. The Eldar list, on the other hand, is a much more restricted list: it is always going to be a variation on the mechanized infantry theme. But what if I don't want to play that way? What if I want to play a tank list? Currently, I can fake it pretty well, but it is far less effective than the Mech Inf. Far less effective than a shooty ork list, in my opinion. Certainly such a list, among others, isn't completely absurd, nor does it go against the background any more than that shooty ork list. Sure, the eldar might enjoy man-to-man fighting, but they're not stupid. If the need arose, they wouldn't eschew driving a bunch of tanks down the enemy's throat.

This is also a matter of possession of models. I have a lot of falcons, and right now and can only fit a handful into an Eldar army. On the other hand, I can only scrape together 6 aspects of the same type (i.e. six reapers or six warp spiders), so I would kind of prefer to use falcons over aspects, if I could. How much penalty should I suffer for doing so?

Now, I guess that it might not be the best reason for wanting to keep the spirit stone rule around, but I believe the rule does make it so I can take those Falcons (and Vypers, and War Walkers, and Night Spinners) and have them earn their keep. Otherwise, quite often, they seem like variations on the theme of single-shot weapons.

And I'd like to add that the effect that spirit stones give that I feel is necessary can be achieved by giving a farseer some transferable leader ability. I know that I would save the ability to use on a unit that could rally back to 0 BM's, which would almost certainly be one of the small support formations. Alternately, you just give the spiritstone ability to particular formations. You have to change the fluff reasoning, but that wouldn't be difficult.

It seems like this debate is an all-or-nothing deal, so my opinion regarding spirit stones is based on that premise. However, I would accept something halfway between if I think it keeps those support formations at a level of usability that is reliable.





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 Post subject: What are the issues with Spirit Stones?
PostPosted: Mon Feb 13, 2006 10:13 pm 
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Re. pressuring Eldar:  I've found that it's usually suicide.  It's not all that effective and very likely to overextend the pressuring force.  Usually, if the Eldar are in a situation where it can be done, the tactical situation is such that they have already lost.

Re. restriction in the Biel Tan list:  I can see that.  I'm not sure that it's inappropriate, but it is definitely an infantry-required army list.


In any case, that last post wasn't intended to be especially argumentative.  I was just trying to illustrate where my perceptions come from and why it means the typical spirit stone defense makes little sense to me.  As I've said before, I'm not opposed to the overall concept.  I just think that the execution, whether rules or point values, is off.

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Mon Feb 13, 2006 10:49 pm 
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Thats an interesting counter-point, Nealhunt, because I've often found that the key to an opponent taking out my army has revolved around them keeping the pressure on me. It's a tactic that is often used with the more hordy armies (Nids, Imps, Orks, even chaos at times): Hedge me in, get within 30cm to incur that further negative modifier to my rally in the hopes of keeping BMs on or keep a formation broken. In most cases it's effective.

I'll be the first to admit I do use the Eldar in unconventional ways. I like to mess with a list, try experimental tactics, find a rules permutation and see just how much I can pin-wheel an army around it. However, I've noticed that this general 30cm distancing thing tends to be the rule rather than the exception.

It's not a hard thing to imagine either, since the army is so focused on firefighting. That 30cm is the most crucial. Albeit, I'm often hiding behind intervening terrain, but I'm still hovering around that mark.

Anyhow, all of this to say that I agree with your intent of the Eldar list, Nealhunt: They are meant to stay at an arm's length from the enemy unless they choose to be and if they do choose to be they are crushing something. However, due to the mechanics of the Epic Core Rules it does require a certain degree of settup to put your formation within the 'threat range' (movement distance for engage plus firefight) which does mean your vulnerable to a counter move from the enemy. Don't get me wrong, none of this is a bad thing.

However, in my experience I've often found I've got more smaller broken formations at the end of a turn than my opponent, those that do rally can still pack quite a punch, however I am going to naturally fail more rolls due to the fact that I've simply got more of them to make.

It makes the Eldar pernicious, fickle and unpredictable and hey if they aren't anything else, they are those three things.  :;):


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 Post subject: What are the issues with Spirit Stones?
PostPosted: Mon Feb 13, 2006 11:54 pm 
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Heh.  I didn't mean to single you out, Clockwerks.  That was just a handy example.

And please, just call me Neal.  It's not intended to be a screen name. :)

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Tue Feb 14, 2006 2:25 am 
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And I'd like to add that the effect that spirit stones give that I feel is necessary can be achieved by giving a farseer some transferable leader ability.


The reason I strongly favor this approach is it would be very easy to tie it into the fluff of a Farseer, is self limiting, and makes the wielder of that ability a target. Spirit Stones ARE beardy because they are the exact opposite, they really don't fit the fluff, aren't limited at all, and you cannot target them. As all the other armies 'leaders' operate under the former criterion, and Spirit Stones the latter, it really isn't hard to see why people think they are beardy.


It seems like this debate is an all-or-nothing deal, so my opinion regarding spirit stones is based on that premise. However, I would accept something halfway between if I think it keeps those support formations at a level of usability that is reliable.


For me it is most defintely NOT an all or nothing debate. I do believe that the Eldar should have units/chracters with the leader ability, and I do think it should be a little different then everybody elses, just not invulnerable, all inclusive, and everywhere for free.

I disagree with the last part though, nothing should be guranteed, it should only be possible to achieve that goal not a for gone conclusion.

In fact you would find me fighting for something like the Farseer rule I proposed as I do feel they Eldar should have something like it. I would also be open to any other ideas that would fit the bill and get rid of SPirit Stones.

Transferable Farseer:I know that I would save the ability to use on a unit that could rally back to 0 BM's, which would almost certainly be one of the small support formations.

Yes you could, and probably would, but at least an opponent would know were it was coming from and could, at their option, attack it to reduce/eliminate its possible effects. The same happens to all other armies with snipers able to target Nobz, SM Commanders, Commisaars, etc. Spirit Stones are, well, always there no matter what happens and an opponent is helpless to deal with them directly, if they choose to do so.

As for the Holofield working in CC (I still think it should work in FF though)

Sorry but I have a hard time rationalizing that a Holofield is going to effectively obscure something as big a Titan Class WE when the opponent is counting the distance to the target in tens of yards (assumed CC range).

Now while I would like to see it go the way of the Dodo, I am also not going to claim that it is OTT (Like Spirit Stones), however I will need someone to give me a real good rational for it working effectively at this range before I will ever embrace it as a concept.

Now, I guess that it might not be the best reason for wanting to keep the spirit stone rule around, but I believe the rule does make it so I can take those Falcons (and Vypers, and War Walkers, and Night Spinners) and have them earn their keep. Otherwise, quite often, they seem like variations on the theme of single-shot weapons.


Odd, outside the Warwalkers, which I agree are most often single shot speed bumps, my Falcons, Vypers, and Night Spinners were earning their keep before Spirit Stones were around, I just had to manage their use better then I have to now. So outside the Warwalkers I must disagree.

Jaldon :p

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Tue Feb 14, 2006 8:13 am 
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Jaldon> What're your thoughts on the Holofield protecting against artillery barrages this edition, which it never has done before?

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Tue Feb 14, 2006 12:08 pm 
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Jaldon> What're your thoughts on the Holofield protecting against artillery barrages this edition, which it never has done before?

When the Holofield was first invented it did work against artillery.  That was the first edition holofield that wasn't a save but gave modifiers to the enemys to-hit rolls, with the modifiers dependant upon the Phantoms orders for that turn (the old first fire, advance, evade etc).

If artillery ignored the holofield wouldn't that make the Phantom extremely vulnerable?

(PS I know the question wasn't aimed at me so I apologise for butting in)

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