KalTaron wrote:
Hi,
Hey
KalTaron, welcome to the boards and thanks for posting! I'll try to address some of your comments below.
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1. Guardian armour
Having the Guardians with no armour save at all rubs me completely the wrong way.
Guardians are not frontline troops, as it mentions in the 40k Codex: "They are primarily a defense force". Using them as your spearhead will get them killed. Notice they have the word "guard" in their name? *laugh* For this duty, they are *fantastic*! Placed in cover to defend objectives, or manoeuvred to support Aspect Warrior assaults, they are *incredibly* fantastic for their points; and they will benefit greatly from those cover saves.
Using them on the offensive, for most armies, will be more of a desperate move than a common tactic.
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2. Initative
Eldar are actually quite mediocre when it comes to Initiative. With most formations at 2+ and very few leaders around they quickly get into trouble activating.
Actually, Initiative 2+ isn't mediocre, it's practically standard. Guardians, and all Guardian driven/piloted units, are the Eldar *militia*, that they operate at the same military efficiency as trained Imperial Guard regiments is a testament as to how good they are. The elite Eldar, the dedicated army, Aspect Warriors have the 1+ that they need to get the job done.
That the Eldar get harder to use as a battle progresses is actually a design choice: as they face mounting casualties, their will to fight can be drained as the sorrow of loss begins to overwhelm them; especially for the common citizens called to fight.
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3. Air superiority
Eldar seem quite troubled when it comes to dominance of air. Sure they have one of the best if not the best fighter in the game but those come in formations of 3 with initiative 2+ for a high price. Most over races get their fighters a lot cheaper which is in the end more reliable and effective IMO.
Hmmm... for the same amount of points, Imperials get 4 fighter-bombers and Orks get 6; now Eldar fighters never have to "jink", as they always have a 4+ save over the 6+ the other two examples have, they always have full mobility when intercepting and ground attacking, and they have 30cm on both their weapons, with two AA attacks, which means they can "stand off" and hit with full effect on both other fighter types and many other bombers. With a 2+ init, odd are, over a 3-4 turn game you're going to get your planes the full game; of course, sending them into heavy harm will modify that, but that seems a reasonable risk.
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Eldar also have precious few AA guns. Once again they have one of the best Flak tanks available but only few formations can take it and there are no dedicated AA formations at all. And taking them limits the formation at its original role.
I've never found adding a Fire Storm to limit the "original role" of my Falcons... in fact, it *enhances* that role, as it gives the formation a little bit of ranged anti-infantry fire as well, for cleaning up mechanized formations.
Since the majority of an Eldar army should be "on the move" as it's fighting, I've found the mobility and greater number of units in a Falcon Troupes to be an asset for AA activities, not a hindrance, over a smaller, dedicated formation.
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4. Spaceships
There seems to be no point in the Wraithship. It doesn't allow for planetfall and has exactly half the firepower of the Dragonship for half the points. As the Dragonship isn't Slow and Steady, why would you ever take a Wraithship?
Last question first: because I only want to spend 150 points on a non-scoring formation is the simplest answer.
I *love* the Wraithship! For low cost I can, potentially, 1) mess up another army's spacecraft assets, 2) force them to change their deployment since they don't know if a 4BPMW barrage is coming down, or 3) make an early anti-war engine strike against any one on the board. Since you don't decide the weapon load out until you know what the enemy has, it's a strong option, and has some nice psy-ops effects. Not bad for 150 points at all... *and* I can still fit a big Titan in the list with it.
As to planetfalling Falcon, etc, well, maybe in a variant list, but I don't think it's standard/normal/common procedure to hot-drop Falcons into combat... and option, certainly, but not one usually undertaken.
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5. Dark Reapers
IMO it's a bit odd that they have only 5+ save. This may be due to their 3rd ed stats but it doesn't represent them well. After all they are supposed to have the heaviest aspect armour. Would a 4+ save overpower them?
The stats for Dark Reapers are designed to reflect the, usual, 'smaller' sized squads they are often deployed in. So, the 5+ armour reflects not only their actual armour, but that there are only three Dark Reapers standing there instead of the, usual, five other Aspect Warriors.
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6. Howling Banshees
Banshees have been discussed extensively in
another thread and we're still no closer to a resolution. One Aspect, has to be the "worst", and, unfortunately, it seems to be the Howling Banshees, even if only by a little bit.
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7. Warp Spiders
How would you think about Disrupt for them? I mean the other monofilament weapons have it and theirs work similarily. It sounds very powerful though and I can't recall other units with Disrupt small arms, so not sure how to balance it.
Disrupt in assaults is a rules oddity, and it has been avoided for that very reason. The
first strike subsumes all the effects of both the Death Spinner and the Warp Spiders' ability to attack with surprise. Additionally, Death Spinners are no longer a "template" weapon, but shoot individual "bullets" of monofilament, so they're not *quite* as scary as massive webs of the stuff raining down.
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8. Holofield
How would you like it if the Holofield save was depending on how many moves you have made? Like 4+ for no moves, 3+ for one and 2+ for two and more? IMO the Holofield should also count as Thick Rear Armour.
I feel that such a rule simply adds more complexity with little benefit. And *no one* is going to want to see Eldar Titans with a 2+ invulerable save!
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I'd also like to represent the Holofields on tanks with Invunerable save. This would also make the survivability gap between Falcons and Serpents a bit smaller.
Could you explain what you mean by the "survivability gap" here?
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That's it for now. I'm looking forward to your comments.
I await your response!
