Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 7 posts ] 

F-ERC chages Eldars (Biel-Tan)

 Post subject: F-ERC chages Eldars (Biel-Tan)
PostPosted: Fri Mar 21, 2008 6:28 pm 
Brood Brother
Brood Brother

Joined: Sat Sep 24, 2005 3:35 pm
Posts: 47
Location: N?mes (south of France)
Changes:
Special rules :
1) All weapons become pulse weapons to 2 shots: This has been changed to facilitate the practice of rule "Hit and run" because Eldar units were found too often in order to optimize sustained firing weapons impulse .

2) Stone Spirit removed: It was noted that the rule was too powerful, giving the ability leader to the whole army.

3) Farsight : Until a unit with the Farsight capacity is on the table, the player can withdraw on 1 Eldar formation of their choice1 BM . (1 unit has this capability can proceed in this manner for each of 5000pts): This rule was created to prevent the army Eldar spend any leader anywhere to "any leader."

Army List:
1) 2-3 WraithGuards for 50 points each: Amendment to provide more flexibility in the use of this unit.

2) 0-1 Troupe Aspect for Biel-tan (175 points for 4 units with the option of transport Wave snakes for 50 points or Falcons to 65 points each and 0-1 exarch for 25 points): Adding to this training a little more flexibility on the use of military aspect.

3) Training of Falcons and prisms firepower removed: Deleted as part of a reorganization of these formations.

4) Sword of Vaul: 5-6 armoured antigrav; Falcons for 50 points, Prisms fire for 65 points, 0-2 Falcons can be replaced by gratuitements Fire Storms: New Architecture formations Falcons and prisms of fire, allowing d having trained a bit more resistant to impact and pawns can also reduce the number of activations anti-grav which sometimes were too many.

5) Shields of Vaul: 3 Night Spinners for 175 points. Any number of Tisseurs night may be replaced by free Fire Storms: New training introduced to address the elimination of the ability of AA prism of fire. This helps to provide an alternative to the systematic training of Nightwings to ensure proper air cover.

Units:
1) Motojets backup 5 +: This reduction shielding makes Motojets Eldar less "final" because it was deemed a little too good with their speed coupled with their strength and their firepower shootout.

2) Warp Spiders lose the scout ability : Deletion of this capacity estimated unbalanced compared to the profiles of other warriors aspect.

3) Wave Serpent / Falcon are no longer allowed to carry the Warp Spiders : Balancing and cohesion in relation to the profile Warhammer 40,000.

4) WraithGuard lose safeguarding 4 + strengthened for the benefit of a single 3 +: This shield is motivated by the comparison: A Ghost takes custody of the Ogryn more than Terminator in terms of resistance.

5) The Fire Prisms are 60cm profile, AP4 + / + AT3, Remove the ability AA coupled with a reduction of the range for the former profile was considered too unbalanced. By contrast, the firepower in AT has been revised upwards but for a 3+ rather than as proposed by the TC because  deemed too powerful. Because in the case of double movement, the Fire prism appeared to be too outrageously effective.

6) The Cobra Shielded super heavy loses its ability ignores covered: Only for the units were not moving machinery of war. Capacity considered to be too powerful in relation to their potential given the Cobra by its high mobility moreover multiplied by the anti-gravity.

7) Pulsars of titans Revenants affect on 4 +: This reduction is necessary because of the new rule on weapons impulse: without it, the formation of ghosts get a consistent 8 shooting in Macro weapon. In addition, this will require players to choose between speed and accuracy.

8) Banshees: Mvt 15cm (contact) MA4+ Strike first: It was concluded that the Banshees were played see very little if at all since suffering too much from the comparison with the Scorpions. This change CC in a 2 +  CC MA4+ is proposed to enable the Banshee to resume a little color to his face specialist CC and paste profile Warhammer 40,000, in which it has an energy weapon. So to regain its place unit specializing in the destruction infantry heaviest armored .


Aircraft:
1) The laser pulse of Phoenix becomes a Laser pulse  AT3+ : Phoenix bombers are poorly played. This adjustment of the laser pulse aims to make it more attractive but also stick to physical model of the figure, which includes 2 canons.

The Titans
1)  critical hit titans class Phantom and Warlock: Never units as the titans Eldar were not the subject of so much debate, and controversial proposals to report less vulnerable to their random  holographic backup. The only solution winning the support of all those who participated in the discussions was to change the critical hit, to make it less brutal. And here it is:

critical hit: The hit causes a critical point of further damage and safeguarding holographic is reduced to 4 + for the rest of the game. The next critical will destroyed the Holo-field generator  and cause 1 further damage point. All subsequent critical hit cause an additional damage.

This change the outcome of the critical hit allows these titans very expensive to have a higher resistance and to protect themselves from shooting the lucky ones who prematurely destroy its holographic cover. Note that return from the first critical success, the titan lost an additional point of  damage.

We are studying the passage of the  scorpion pulsar to TK (1) and to amend the pulsar's of the Phantom titan to 60cm  3 x MW3+ TK (1)

Like as usual any comments are welcomes

Jay

_________________
Warning harmful chemical


Top
 Profile Send private message  
 
 Post subject: F-ERC chages Eldars (Biel-Tan)
PostPosted: Fri Mar 21, 2008 6:35 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
8) Banshees: Mvt 15cm (contact) MA4+ Strike first: It was concluded that the Banshees were played see very little if at all since suffering too much from the comparison with the Scorpions. This change CC in a 2 +  CC MA4+ is proposed to enable the Banshee to resume a little color to his face specialist CC and paste profile Warhammer 40,000, in which it has an energy weapon. So to regain its place unit specializing in the destruction infantry heaviest armored .


The justification here of 'mapping across from 40k' does not hold water, as although the Banshees carry  power weapons, they are still of low strength.

Macro-Weapons are generally both of high strength & great armour penetration abililty.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: F-ERC chages Eldars (Biel-Tan)
PostPosted: Fri Mar 21, 2008 6:56 pm 
Brood Brother
Brood Brother

Joined: Sat Sep 24, 2005 3:35 pm
Posts: 47
Location: N?mes (south of France)
That  why we have chosen this value of 4 +.

We have relied on statistics and MW4 + is the most appropriate to represent the fact that the Banshee is a specialist in the heavy infantry destruction as Scorpion is a specialist of mass destruction.

In addition statistically 2 attacks 4 + equals in terms of successes hit and saves average successful by the opponent to a 2 +. However, as soon as we move on the renforced armour, 2 x 4 + attacks become more effective in a 2 +. Not to mention the fact that the Banshee much less resistant to replicas of an opponent than the Scorpion .

It seems however that the Banshees are more often played the eternal combo 4 scorpions + 4 Dire Avengers

This may not be the best solution but it is one that for the moment we best suits.

Jay

_________________
Warning harmful chemical


Top
 Profile Send private message  
 
 Post subject: F-ERC chages Eldars (Biel-Tan)
PostPosted: Fri Mar 21, 2008 8:28 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Jun 26, 2005 12:36 pm
Posts: 653

(okpjay890 @ Mar. 21 2008,18:28)
QUOTE


3) Farsight : Until a unit with the Farsight capacity is on the table, the player can withdraw on 1 Eldar formation of their choice1 BM . (1 unit has this capability can proceed in this manner for each of 5000pts): This rule was created to prevent the army Eldar spend any leader anywhere to "any leader."


So you felt that Eldar suffered too much from the loss of Spirit Stones? I played 1.8 Eldar extensively last year, and never thought that they needed a Leader boost.



(okpjay890 @ Mar. 21 2008,18:28)
QUOTE

8) Banshees: Mvt 15cm (contact) MA4+ Strike first: It was concluded that the Banshees were played see very little if at all since suffering too much from the comparison with the Scorpions. This change CC in a 2 + ?CC MA4+ is proposed to enable the Banshee to resume a little color to his face specialist CC and paste profile Warhammer 40,000, in which it has an energy weapon. So to regain its place unit specializing in the destruction infantry heaviest armored .


There was quite some discussion on the Banshees recently, and the solution adopted http://www.tacticalwargames.net/cgi-bin....t=11747 is the best compromise IMO and is also supported by statistics.

4+MW is overly good against non-RA armour.



(okpjay890 @ Mar. 21 2008,18:28)
QUOTE

Aircraft:
1) The laser pulse of Phoenix becomes a Laser pulse ?AT3+ : Phoenix bombers are poorly played. This adjustment of the laser pulse aims to make it more attractive but also stick to physical model of the figure, which includes 2 canons.



Very interesting. I agree that Phoenixes are just too expensive for their abilities and this might nudge them in the right direction.



(okpjay890 @ Mar. 21 2008,18:28)
QUOTE

The Titans
1) ?critical hit titans class Phantom and Warlock: Never units as the titans Eldar were not the subject of so much debate, and controversial proposals to report less vulnerable to their random ?holographic backup. The only solution winning the support of all those who participated in the discussions was to change the critical hit, to make it less brutal. And here it is:

critical hit: The hit causes a critical point of further damage and safeguarding holographic is reduced to 4 + for the rest of the game. The next critical will destroyed the Holo-field generator ?and cause 1 further damage point. All subsequent critical hit cause an additional damage.

This change the outcome of the critical hit allows these titans very expensive to have a higher resistance and to protect themselves from shooting the lucky ones who prematurely destroy its holographic cover. Note that return from the first critical success, the titan lost an additional point of ?damage.

We are studying the passage of the ?scorpion pulsar to TK (1) and to amend the pulsar's of the Phantom titan to 60cm ?3 x MW3+ TK (1)



On the critical, I?m not convinced. Warlocks Titans (Power Fist variant) in particular are awesome, with a little luck you can get away with charging straight at the enemy and crush all before you, the critical is the only thing sometimes stopping them. Only IG can truly fire sufficient AT to stop them otherwise.

With regards to the Pulsar boost, the ?Titan Pulsar is indeed a little understrength. 60cm ?3 x MW3+ TK (1) looks good.

_________________
Visit www.epic-battles.de the ultimate german epic site&forum!


Top
 Profile Send private message  
 
 Post subject: F-ERC chages Eldars (Biel-Tan)
PostPosted: Sat Mar 22, 2008 2:10 pm 
Brood Brother
Brood Brother

Joined: Sat Sep 24, 2005 3:35 pm
Posts: 47
Location: N?mes (south of France)
So you felt that Eldar suffered too much from the loss of Spirit Stones? I played 1.8 Eldar extensively last year, and never thought that they needed a Leader boost.

We agree that the rule of Stone spirits was overpowered.

But we find strange that an army who is knowned for having a very good commandement then abruptly switch from everywhere "Leaders" to absolutly nothing while at the same time other armies benefit it in large quantity.

And this rule does withdraw only 1 BM per round in a game of 3000pts and only if the formation who have this capacity is on the table, have succeeded his test and the formation who want to receive this bonus to.

0-1 farsight on the table can do that 1 time per turn. it mean for a game over 5000pts 2 BM can be remove (1 per Farsight still alive on the table and only if u got ?2 farsights at the same time and they must be succeeded theirs tests).

So this rule may help the Eldars but not so much like ?Spirit Stones. As 3000pts we have the possibility to withdraw regardless of the number of farsight on the table only a BM and only two in a game who excess 5000pts.

Jay

Edit : I should clarify that we have not passed to give the leader ability to the Eldar's Titans





_________________
Warning harmful chemical


Top
 Profile Send private message  
 
 Post subject: F-ERC chages Eldars (Biel-Tan)
PostPosted: Sat Mar 22, 2008 5:05 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
I'm away for Easter, but I'll review and comment on this when I get back.

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 7 posts ] 


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net