Ginger wrote:
I welcomed the return of SS at 25 points as that does allow some use, though really limited to EOV and 4+strong formations. Like others I questioned why it was not applied to Guardians and Aspects, not least because I felt that extensive application would reduce activations. However you can work without it.
I would prefer that the Eldar be given a -1 if doubling or marching to better reflect their mobility.
My other gripe is that the 'inferior' formations argument is not applied more extensively in other races, why are there so few races with 2+ initiative, and equally why do other races have better abilities to remove BMs?
The Leadership special ability and it's affect of removing blastmarkers is representative of a formation's ability to ignore casualties and push on through opposition and, as such, is very unEldar-like.
Giving Eldar an activation bonus when there's no evidence any of the lists are underperforming is a crazy idea.
taking the army lists as groups:
Space marines have 1+ init and easy access to leaders which, given their background as elite heavy infantry specifically intended for aggressive and decisive strikes is perfectly in keeping in character.
Imperial Guard have 2+ init, their core choices (the companies) have a leader and a 3,000 point army will have 6 extra leader characters to distribute amongst the army. Overall same initiative as Eldar (with only access to 1+ init from the allies section) and greater ability to shed blastmarkers, balanced against the probability of them receiving more due to the larger, more unwieldy formations. Again, perfectly in keeping with the background where you'd expect an Imperial Guard army more able to push forward whilst under fire than an equivalent Eldar one.
Orks have a 3+ init which drops down to 1+ for Engage and Double actions, and very good access to leaders, but only in their main infantry formations and no access for their more specialist formations (Kults of Speed, Blitz Brigades etc etc). Orks get a bonus to rallying as a counterbalance to their poor base init, but that only works for large formations which again adversly affects their specialist formations. If anything a more convincing argument for Orks having greater access to leader could be made but I don't think anyone seriously is.
Chaos marines technically have a 2+ init but in actual gameplay terms is really 1+ like their loyal equivalents. All the same points apply to them as to loyal space marines.
Lost and the Damned. 2+ init and worst access to leaders. Very fitting for what is meant to be a disorganised rabble.
tau, init 2+ other than Crisis suits 1+. Access to leader restricted to Crisis suits and Fire Warriors
Tyranids Init 2+ with +1 to engage and rally. Extensive access to leader and ability to greatly reduce blast marker accumulation. Tyranids are the archetypal horde army that charges through any incoming fire, heedless of casualties (the exact opposite of Eldar!) and so easy access to leader is very fitting.
and finally, they haven't really been round long, but Necrons 1+ init with easy access to multiple leader. The fact that they're space zombie robots and blastmarker removal ties in with their resurrecting again perfectly justifies the amount of leader.
The amount of Space Marine armies played probably skews the result slightly, but to claim Eldar are somehow virtually alone as a 2+ init army is stretching the truth.