Rug wrote:
So long as you can make it count I dont think it matters, it's just difficult to see how ETC can pull this off? I don't think low activation count as a balacing factor for ETC is something which will work in the same way as it does for OGBM & AMTL. Eldar Titans can't afford to be out activated like the heavily armoured and shielded 8 & 12DC machines of other races can..
(My emphasis)
Yes, I'd agree – the other War Engine lists (AMTL and OGBM) have sturdy, resilient formations; both as the main Titan/Gargants and their supporting forces. Neither is true of Eldar.
Being continually out-activated seems quite 'un-eldar' to me, too – it's as though they're being continually outthought. Riffing on my suggestion above;
Quote:
I wonder if something other than Farsight could be playtested to ameliorate this (some way of 'skipping' activations, perhaps?
... I'd quite like to playtest something that let the eldar have bonus activations for each Phantom Titan as outline below:
e.g.
Army list: Two Phantom Titans (A and B) and a Warlock Titan (C).
Enemy list: Seven formations (X, Y, Z, M, N, O and P)
Enemy win strategy roll.
Enemy Activation 1: Enemy formation X doubles forward.
Eldar Activation 1: Phantom Titan A activates and shoots the enemy formation X.
Enemy Activation 2: Enemy formation Y advances
Eldar Activation 2: Phantom Titan A 'ghosts' – Nothing happens.
Enemy Activation 3: Enemy formation Z doubles forward.
Eldar Activation 3: Phantom Titan B 'ghosts'.
Enemy Activation 4: Enemy formation M sets overwatch.
Eldar Activation 4: Warlock Titan (C) advances and shoots Enemy formation X.
Enemy Activation 5: Enemy formation N marches.
Eldar Activation 5: Phantom Titan B advances and shoots Enemy formation N.
Enemy Activation 6: Enemy formation O doubles.
Enemy Activation 7: Enemy formation P doubles.
END OF TURN
Replacing the
Farsight rule with the
Grasping At Shadows rule (or whatever you'd like to call it) means:
1) The Eldar regain some Eldar-like flexibility.
2) Reduces their very reliable Command & Control somewhat (Farsight and 1+ initiative is a deadly combo, particularly on such reliable platforms) and restores a traditional Eldar weakness.
3) Ameliorates the activation advantage in an Eldary way.
4) Gives the Phantom a minor boost in a specialised list.
5) Keeps both players involved in the game throughout the turn.
6) Doesn't completely eliminate the problem of low activation count.
Thoughts?