Soon v10.4 of the Eldar list will go up in the vault. Judging by previous experience I will have managed to include at least one or two horrendous gaffs that will need to be corrected, and will also have forgotten something vital I promised to include in the update and have since forgotten If you can let me know about these things as kindly as possible then I'll update the file at the end of next week (I'm out of the office Monday to Wednesday, so won't be able to do an update until Thursday at the earliest).
In no particular order, here are some of the important changes:
1. I've changed the way 'steal the initiative' works, as the old rule kept throwing up rules problems. The new version is called divination, and simply allows the Eldar player to retain the initiative twice in a row (i.e. they may be able to take three actions one after the other, but with a -1 modifier on the actions after the first), but only once per turn.
2. A biggy: it was pointed out to me that Wave Serpents and Falcons can't carry anti-grav platforms... which means that they can't carry Guardians armed with scatter lasers. Yes, I know, woops! So, I've removed the scatter laser from the Guard units, added the 'heavy weapon platform' armed with a scatter laser back to the list, and modified the points values and format of the Guardian Warhost in light of these changes. All in all I think the change will work out okay - you'll end up with Guardians that have transport vehicles and no weapopn platforms, or Guardians that fight on foot and use weapon platforms to provide supporting fire. Only testing will tell if both types of formation have heir uses, and if the points values are right.
3. I've tinkered with the stats for the Exarchs and Aspects in light of discussion in the forum, in order to try and make them all equally 'balanced'. Probably the biggest change is to the Dark Reapers, which know get a single shot representing the combined effect of all their reaper missile launchers, rather than 3 attacks per stand. The other major change is to the Dire Avengers, who know get an extra attack when using their small arms in a firefight.
4. Holofields know have a flat 3+ save, Revenants have lost their reinforced armour, Phantoms and Warlocks have a modified critical effect that is less lethal than the old version, and the points cost of Eldar Titans has come down in line with the costs for Imperial and Ork war engines.
5. There is a new Engine of Vault called the Stormserpent, which is basically a large Wave Serpent. I'll add another one called the Great Hawk once I have a clearer idea of what it will look like and how it will be armed (I'm still waiting for concepts for the model!)
6. I've added a Guardian Troop with 6 units to the troupe section of the list, so that the Eldar have a Guardian formation that will fit into a Vampire and the new Stormserpent too.
There are other changes too, but these are probably the most important.
Best regards,
Jervis Johnson Head Fanatic
Inquiring minds and all that. Cheers.
_________________ Neal
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