Thursday, January 20, 2011

Support platforms, the complete edition

From thread; http://www.librarium-online.com/forums/eldar/205929-repairing-our-codex-one-unit-time-part-iv.html

Post 1;

Today we talk about the heavy support platforms. They've got a lot of potential. A counterweight to fast skimmers? A trap for heavy infantry? Our only real artillery (literally) options.

Let's follow the formula, and break them down. When we've looked at their guts, we build them back up.

D-cannon
Short range, extremely high killing power. Small blast. This weapon epitomises defensive artillery.
Unfortunately defensive artillery don't have a place in an eldar army. With less range than some infantry weapons it's difficult to justify their use. The special rules the weapon gets for damage may or may not be brilliant, but only really against infantry hordes, especially slow MCs. Doesn't allow barrage rules even though it really should. Coversaves against blackholes?

Vibrocannon
Rather unique procedure of target acquisition and firing give some leeway. Decent range, pinning and up to S7 so make this weapon great for scoring large numbers of hits that can wound anything in the game.
Once again the critical problem with the support weapons emerges. Units get coversaves, and an AP- value. 36" puts this above the range of infantry weapons but at or below most vehicle mounted ones. The unit can't decide what it's meant for. If you find yourself being able to whip out dozens of wounds from a single shot, good for you. JoTWW costs less and is even better.

Shadow weaver
The simplest of the support artillery. This is a primitive doomweaver that, critically, lacks the special rule which makes doomweavers useful. Longest range of the 3 also.
This weapon needs to be rending at least to be useful. If it also gained the special rule from the doomweaver then that would be excellent, but I wouldn't count on it. It would start stepping on toes then.

So these things in consideration, I can see some areas to improve on.
D-cannon; increase range to 36". Barrage rules.
Vibrocannon; always strikes rear armour on vehicles and rolls for damage like other weapons, range increased to 48".
Shadowweaver; redundant. Can be safely pruned. But since they just released a new set of models for them they could, theoreticly just benefit from rending, multiple barrage rules.

Thats the big IMO on these guys. I always wanted to field them, I can see their field applications but they just have no good rules for use. Vibrocannon is a possible exception against guard in its current form, as you automaticly score a glancing hit thus many shaken/stunned results can neutralise a big portion of their army per shot should you actually get to fire. As they don't require LOS to fire that's even better.

Does anyone else see a way to make them worth their points? They aren't going away, like I said before, they just got new models. We're very obviously stuck with them for at least another edition. Let's make them worthwhile for once then.
Post 2;

Ok so for my own satisfaction I think I've got a working list of necessary improvements to Support platform units.

Increase the ranges on all weapons.
Increase the stats on crewmen OR allow more crewmen OR allow these weapons to be granted to Guardian squads
Modify shadow-weavers to have doomweaver characteristics
Modify D-cannon to be more effective against vehicles


Not that many changes. There are obviously going to be a lot of suggestions for a unit that is used often. Support platforms are not one of those units.

And that's why we're doing these threads.

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