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[NetEA] Army Compendium - DRAFT - Craftworld Eldar

 Post subject: Re: [NetEA] Army Compendium - DRAFT - Craftworld Eldar
PostPosted: Tue Oct 19, 2010 10:46 am 
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Chroma wrote:
Flogus wrote:
Dragonship can transport 12 "Vampires". But it's not precised the type of Vampires : Hunter and/or Raider ? (note that Vampire Hunter do not have 'Planetfall', unlike the Raider).

Since a Vampire Hunter doesn't have planetfall it couldn't be deployed from a Dragonship, so there'd be absolutely no point in transporting them in a Dragonship.

Aslo, a Vampire Hunter doesn't have a transport capacity, so it also can't land in a normal game.

Why such a difference between Hunter/Raider? Both are Vampire hulls.

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 Post subject: Re: [NetEA] Army Compendium - DRAFT - Craftworld Eldar
PostPosted: Tue Oct 19, 2010 12:54 pm 
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blackhorizon wrote:
Why such a difference between Hunter/Raider? Both are Vampire hulls.

The Vampire Raider is a transport while the Hunter is a gunship. The hulls are the same, DC2, RA5+. The Raider has transport space while the Hunter does not: it mounts bigger weapons instead.

What else are you asking about, blackhorizon?


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 Post subject: Re: [NetEA] Army Compendium - DRAFT - Craftworld Eldar
PostPosted: Tue Oct 19, 2010 12:55 pm 
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Planetfall specifically states that any aircraft that enters play by planetfall lands.

Quote:
E:A 4.4 Planetfall
Take one of the units with the planetfall ability and place it
anywhere on the table that is within 15cms of the drop zone coordinates
recorded at the start of the game (see 4.3.1). The unit
then scatters 2D6cms in a random direction (we recommend
using a Games Workshop scatter dice to determine the
direction, but any mutually agreeable method will do). Any
units being transported are allowed to disembark immediately
on landing, or stay on board and disembark later.


The fact that planetfalling units must land seems to be implied here, and thus the VR cannot planetfall, as it cannot land.

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 Post subject: Re: [NetEA] Army Compendium - DRAFT - Craftworld Eldar
PostPosted: Tue Oct 19, 2010 12:57 pm 
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Chroma wrote:
blackhorizon wrote:
Why such a difference between Hunter/Raider? Both are Vampire hulls.

The Vampire Raider is a transport while the Hunter is a gunship. The hulls are the same, DC2, RA5+. The Raider has transport space while the Hunter does not: it mounts bigger weapons instead.

What else are you asking about, blackhorizon?

Well, that a Dragonship should be able to carry both and both should be able to do planetfall or both shouldn't.

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 Post subject: Re: [NetEA] Army Compendium - DRAFT - Craftworld Eldar
PostPosted: Tue Oct 19, 2010 1:20 pm 
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blackhorizon wrote:
Well, that a Dragonship should be able to carry both and both should be able to do planetfall or both shouldn't.

I fail to see why it would have to be "both should or shouldn't", the aircraft are used for radically different purposes.

It's a game mechanics issue; it's not that they can't "fly down" from a Dragonship in "the real world", it's that there is no game mechanical reason for the Vampire Hunter to do so, in fact, planetfalling would be a detriment to the Hunter as it wouldn't be able to do anything the turn it arrives as: without transport, it's incapable of landing so it never becomes a "ground unit" that can take normal orders like planetfalling transport craft and since it's already on the board, it can't be "setup on a table edge" as required by aircraft orders it can't perform any of them either.

The Hunter coming in for a ground attack could certainly be thought of as occuring after flying down from a Dragonship, but using the actual planetfall rules does nothing for the unit.

A scenario could certainly have something come up with landing Vampire Hunters and such, but, in normal play, there is absolutely no reason to planetfall them.

The Dragonship has any type of Vampire as transportable just for completeness.


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 Post subject: Re: [NetEA] Army Compendium - DRAFT - Craftworld Eldar
PostPosted: Tue Oct 19, 2010 2:45 pm 
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Chroma wrote:
mattthemuppet wrote:
so, any news on the Ulthwe downgrades? Dave pointed out that they're now SR4 as well. Given that I'll be playing them in a tournament in a couple of weeks, it would be nice to have some reply from the AC (though if he can't reply in 6mths, I'm guessing 2wks will be stretching it)..

Sorry, thought that had been answered.

Ulthwe is SR5 and Black Guardian formations are Init 1+.

The NetEA Docs are in the process of being updated even as we speak.


thanks Chroma, I appreciate that :)


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 Post subject: Re: [NetEA] Army Compendium - DRAFT - Craftworld Eldar
PostPosted: Tue Oct 19, 2010 3:00 pm 
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Chroma wrote:
blackhorizon wrote:
Well, that a Dragonship should be able to carry both and both should be able to do planetfall or both shouldn't.

I fail to see why it would have to be "both should or shouldn't", the aircraft are used for radically different purposes.

It's a game mechanics issue; it's not that they can't "fly down" from a Dragonship in "the real world", it's that there is no game mechanical reason for the Vampire Hunter to do so, in fact, planetfalling would be a detriment to the Hunter as it wouldn't be able to do anything the turn it arrives as: without transport, it's incapable of landing so it never becomes a "ground unit" that can take normal orders like planetfalling transport craft and since it's already on the board, it can't be "setup on a table edge" as required by aircraft orders it can't perform any of them either.

The Hunter coming in for a ground attack could certainly be thought of as occuring after flying down from a Dragonship, but using the actual planetfall rules does nothing for the unit.

A scenario could certainly have something come up with landing Vampire Hunters and such, but, in normal play, there is absolutely no reason to planetfall them.

The Dragonship has any type of Vampire as transportable just for completeness.

Perhaps from a gaming viewpoint a given but I like things more background driven. That's why I am inquiring. ;)

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 Post subject: Re: [NetEA] Army Compendium - DRAFT - Craftworld Eldar
PostPosted: Fri Nov 19, 2010 4:51 pm 
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Just noticed that the "Court of the young King" seems to have disappeared. Perhaps this was dropped from the Avatar stat line with the intention of replacing it as a separate character, which was then forgotten?

Anyhow it is still referenced in the Biel Tan list, but apparently not elsewhere?


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 Post subject: Re: [NetEA] Army Compendium - DRAFT - Craftworld Eldar
PostPosted: Fri Nov 19, 2010 4:51 pm 
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Just noticed that the "Court of the young King" seems to have disappeared. Perhaps this was dropped from the Avatar stat line with the intention of replacing it as a separate character, which was then forgotten?

Anyhow it is still referenced in the Biel Tan list, but apparently not elsewhere?


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 Post subject: Re: [NetEA] Army Compendium - DRAFT - Craftworld Eldar
PostPosted: Fri Nov 19, 2010 5:06 pm 
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The court of the young king is specifically Biel Tan.


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 Post subject: Re: [NetEA] Army Compendium - DRAFT - Craftworld Eldar
PostPosted: Fri Nov 19, 2010 5:40 pm 
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Ginger wrote:
Just noticed that the "Court of the young King" seems to have disappeared. Perhaps this was dropped from the Avatar stat line with the intention of replacing it as a separate character, which was then forgotten?

It should be in the characters section of the army document, it appears to be so in my current draft, so, good eye and, no, it's not been forgotten!


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 Post subject: Re: [NetEA] Army Compendium - DRAFT - Craftworld Eldar
PostPosted: Mon Dec 13, 2010 3:42 pm 
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I just noticed the clarification note on the Cobra saying that the D-cannon only ignored cover vs. war engines, yet all TK weapons ignore cover. Why the inconsistency and considering the nature of the D-cannon, cowering monkeighs would not get a cover save anyway.

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 Post subject: Re: [NetEA] Army Compendium - DRAFT - Craftworld Eldar
PostPosted: Mon Dec 13, 2010 3:45 pm 
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Lsrwolf wrote:
I just noticed the clarification note on the Cobra saying that the D-cannon only ignored cover vs. war engines, yet all TK weapons ignore cover. Why the inconsistency and considering the nature of the D-cannon, cowering monkeighs would not get a cover save anyway.

TK weapons don't actually "ignore cover", they just don't allow a save, any save, other than invulnerable save. Cover *does* grant the "-1 to hit" for targets of TK weapons, and that's what this note is referring to.

So a Warhound in the woods would be hit at the same value as one out in the open... *slurp*


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