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Army List: Eldar

 Post subject: Re: Army List: Eldar
PostPosted: Mon Sep 09, 2013 7:28 pm 
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The same prize for me. The rule "Unique" exists to prevent to have 2 WRH in a 4000 points game...

If you play Saim-Hann you can buy the Jet Bikes Host too if you want more cavalry.

With the restrictions that I suggest, if you play Saim-Hann you play a fast army, not a fast army with superheavies ^^

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 Post subject: Re: Army List: Eldar
PostPosted: Mon Sep 09, 2013 7:39 pm 
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csuia wrote:
The same prize for me. The rule "Unique" exists to prevent to have 2 WRH in a 4000 points game...

If you play Saim-Hann you can buy the Jet Bikes Host too if you want more cavalry.

With the restrictions that I suggest, if you play Saim-Hann you play a fast army, not a fast army with superheavies ^^


Hi!

I see your point. Only one wind rider host, but if you want more you by the standard (smaller ones). Cost of wind rider host is 750, no tempest host.

How about other super heavy vehicles other than the tempest? Allowed? Or use the idea to make them special cards for Sam hain?

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 Post subject: Re: Army List: Eldar
PostPosted: Mon Sep 09, 2013 8:28 pm 
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Yes.

The others superheavies (or tempests support cards) must be take as special cards like Revenants Titans (the revenants titans support cards is removed).

But one of superheavies card OR one Revenants Titans card can be take as a support card.

Example 1 :
you have two Hosts, you can take one Revenants Titans card in support, and two superheavies cards in special card.

Example 2 :
you have two Hosts, you can take one Revenants Titans card in support, one Revenants Titans card in special card and one superheavies card in special card.

So, with this, you limit the superheavies AND the revenants titans for Saim-Hann.

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 Post subject: Re: Army List: Eldar
PostPosted: Mon Sep 09, 2013 8:36 pm 
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csuia wrote:
Yes.

The others superheavies (or tempests support cards) must be take as special cards like Revenants Titans (the revenants titans support cards is removed).

But one of superheavies card OR one Revenants Titans card can be take as a support card.

Example 1 :
you have two Hosts, you can take one Revenants Titans card in support, and two superheavies cards in special card.

Example 2 :
you have two Hosts, you can take one Revenants Titans card in support, one Revenants Titans card in special card and one superheavies card in special card.

So, with this, you limit the superheavies AND the revenants titans for Saim-Hann.


Hi!

Yes. I begin to understand now. ;D

I think its pretty reasonable, more importantly, test by you group.

To summarize.

1.Sam hain wind rider host 750 points

2. May never select tempest host

3. Revenants and super heavy support formations may be taken, but only one support formation is allowed (player may choose for it to be either revenants or superheavies, but only ONE as a support formation), the others must be added as special formations.

4. Sam Hain (like other craftworlds specific lists) may never ally with other craftworld specific lists.

5. Against chaos the "no ally" restriction is lifted up to a maximum of 25% of the army total points value (optional).

How's that look?

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 Post subject: Re: Army List: Eldar
PostPosted: Thu Sep 12, 2013 4:27 pm 
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Going back to the previous discussion, can we please not go around re-classifying infantry units? It's unhelpful, confusing, and doesn't get us anywhere.

Keep rule changes to the Howling Banshees and Striking Scorpions, and not try to tinker with adding Walker status to infantry units, as that's just illogical. If there isn't a good way to change Striking Scorpions and Howling Banshees without being overcomplicated, then I reverse my previous position, and advocate no change at all.

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 Post subject: Re: Army List: Eldar
PostPosted: Thu Sep 12, 2013 10:38 pm 
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Irisado wrote:
Going back to the previous discussion, can we please not go around re-classifying infantry units? It's unhelpful, confusing, and doesn't get us anywhere.

Keep rule changes to the Howling Banshees and Striking Scorpions, and not try to tinker with adding Walker status to infantry units, as that's just illogical. If there isn't a good way to change Striking Scorpions and Howling Banshees without being overcomplicated, then I reverse my previous position, and advocate no change at all.


Hi!

If you follow the thread, the problem seems to stem from that there was no simple way to work the ability to include some and not others. The easiest way by far was to add the "walker" classification to the handful of units that merit it .

No change would just perpetuate the confusion that currently exists.

So far, the narrow reclassification on a handful of units is the front runner.

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 Post subject: Re: Army List: Eldar
PostPosted: Thu Sep 12, 2013 11:20 pm 
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Unless I'm getting my wires crossed, I think we abandoned the reclassifcation idea and Magnus suggested that it be left at this:

MagnusIlluminus wrote:

Thus Howling Banshee would now say: "This attack is only effective against Infantry, Cavalry, and non-robotic Light Artillery units that do not have a Fixed armor save."

Scorpions would thus say: "Unfortunately they do not have sufficient penetrating power to be effective versus armored targets, and thus only gain this benefit against Infantry, Cavalry, and non-robotic Light Artillery units that do not have a fixed armor save, against anything else they only roll 1d6 + CAF in Close Combat."

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 Post subject: Re: Army List: Eldar
PostPosted: Fri Sep 13, 2013 12:00 am 
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The Bissler wrote:
Unless I'm getting my wires crossed, I think we abandoned the reclassifcation idea and Magnus suggested that it be left at this:

MagnusIlluminus wrote:

Thus Howling Banshee would now say: "This attack is only effective against Infantry, Cavalry, and non-robotic Light Artillery units that do not have a Fixed armor save."

Scorpions would thus say: "Unfortunately they do not have sufficient penetrating power to be effective versus armored targets, and thus only gain this benefit against Infantry, Cavalry, and non-robotic Light Artillery units that do not have a fixed armor save, against anything else they only roll 1d6 + CAF in Close Combat."


Hi!

Ah, yeah, I forgot. :-[

There is no issue then, its been resolved. :)

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 Post subject: Re: Army List: Eldar
PostPosted: Mon Sep 16, 2013 12:28 am 
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Just to be clear, I had followed the thread, but it was becoming increasingly convoluted as to what wording was actually being agreed to. If everyone is happy with the most recent wording quoted above, then let's go with that. Anything, so long as we don't start reclassifying other units.

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 Post subject: Re: Army List: Eldar
PostPosted: Mon Sep 16, 2013 3:50 am 
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Irisado wrote:
Just to be clear, I had followed the thread, but it was becoming increasingly convoluted as to what wording was actually being agreed to. If everyone is happy with the most recent wording quoted above, then let's go with that. Anything, so long as we don't start reclassifying other units.


Hi!

It was deemed the simple rewording was sufficient to clarify the point. Everything else was too convoluted. :)

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 Post subject: Re: Army List: Eldar
PostPosted: Tue Sep 17, 2013 11:22 pm 
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I think that we're all in agreement with the latest wording in that case :).

Can I suggest that we deal with any other issues arising from the standard Eldar codex before looking at any of the craftworlds? It gets too confusing trying to talk about both at the same time.

I'm going to try to have a look for typos this weekend. Don't hold me to that though, as my work is heading so far south I'm almost in Australia, but I'll do my best.

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 Post subject: Re: Army List: Eldar
PostPosted: Wed Sep 18, 2013 1:58 am 
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Irisado wrote:
I think that we're all in agreement with the latest wording in that case :).

Can I suggest that we deal with any other issues arising from the standard Eldar codex before looking at any of the craftworlds? It gets too confusing trying to talk about both at the same time.

I'm going to try to have a look for typos this weekend. Don't hold me to that though, as my work is heading so far south I'm almost in Australia, but I'll do my best.


Hi!

Sounds good to me. :)

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 Post subject: Re: Army List: Eldar
PostPosted: Wed Sep 18, 2013 9:32 am 
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Irisado wrote:
Can I suggest that we deal with any other issues arising from the standard Eldar codex before looking at any of the craftworlds? It gets too confusing trying to talk about both at the same time.

I'm going to try to have a look for typos this weekend. Don't hold me to that though, as my work is heading so far south I'm almost in Australia, but I'll do my best.


That is why I have tried to avoid any discussions regarding the chapters in the marine book for the time being (as I am sure there are a few issues amongst them), want to get a base line agreed for the basic marine stuff without getting confused by discussions on space wolves or salamanders.

I will be sitting on a lounger on beach in Barbados in about 10 days. I plan to have paper copies of a few army lists with me and a highlighter to mark them up, especially for typos ;D

Matt


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 Post subject: Re: Army List: Eldar
PostPosted: Wed Sep 18, 2013 4:24 pm 
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Mattman wrote:
Irisado wrote:
Can I suggest that we deal with any other issues arising from the standard Eldar codex before looking at any of the craftworlds? It gets too confusing trying to talk about both at the same time.

I'm going to try to have a look for typos this weekend. Don't hold me to that though, as my work is heading so far south I'm almost in Australia, but I'll do my best.


That is why I have tried to avoid any discussions regarding the chapters in the marine book for the time being (as I am sure there are a few issues amongst them), want to get a base line agreed for the basic marine stuff without getting confused by discussions on space wolves or salamanders.

I will be sitting on a lounger on beach in Barbados in about 10 days. I plan to have paper copies of a few army lists with me and a highlighter to mark them up, especially for typos ;D

Matt


Hi!

Wow! that's what I call hunting for typos in style!

Enjoy your vacation!

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 Post subject: Re: Army List: Eldar
PostPosted: Thu Sep 26, 2013 7:05 am 
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I don't know how it would affect gameplay, but a couple of suggestions based on the fluff:

Void Spinners be restricted to Biel-Tan and non-Codex Craftworlds.

Nightwing squadrons to be adjusted to two models for 200 pts (rather than three for 300). I say this just because whenever you read about Nightwings they're always outnumbered .

Also:

Are Phoenix fighter-bombers over-priced? 300 pts for one model.


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