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.

Swooping hawks, the complete edition

From thread: http://www.librarium-online.com/forums/eldar/205849-repairing-our-codex-one-unit-time-part-iii.html

Post 1;

Today's unit to hit the spotlight is the Swooping Hawk. Yes. *that* one.

What is there to say? This is potentially the single least used unit in our current codex. Like the Shining Spear, this unit is situational, poorly defined, has counter-intuitive stats to it's suggested role and is otherwise a very poor use of 21pts.

Let's break down what the unit is designed for. How well it does it, and what it needs to improve.

The unit is a jump-pack, anti-horde, shooting focused GEQ. It possesses anti-tank grenades, much to the confusion of every human being alive.
Well you can't really argue with jump-packs. They're fine. Good maneuverability. The unit does possess a metric ton of shots at very acceptable range. The haywire grenade is also a nice addition that makes the unit a bit more flexible. These guys can really ruin someones day.
Unfortunately this is where problems begin to emerge. Because the unit gets a bonus attack on deepstriking, it's very tempting to use. Unfortunately under 5e rules this bonus attack scatters, and is also rather weak. Then the unit itself scatters. Joy, now they're twice as unreliable. The number of shots these guys put out is impressive for the range.. but only because of the range. The shots themselves are weak, but arguably sufficient in their role. Until you remember that they have to roll to hit first. So on raw mathematics alone, a full squad of 10 Swooping hawks kills an average of 6 IG guardsman a turn. It then takes up to 24 shots in return. Not very efficient. For these guys to do their job better, they need at least guide. Lastly you have the haywire grenade, which would be perfect if these guys actually ever got to assault a tank.

So a couple of quick fixes are in order. Without making adjustments to the units points, and remembering these guys are specialists some simple ideas come to mind.

Hawks scatter only 6" after arriving from deepstrike. Similarly their grenades only scatter 6". Give hawks a shorter ranged, but more powerful gun. 18" assault 3. Finally, to facilitate the use of haywires properly, Hawks may fleet&charge after deepstriking.

Bam. Now they're instantly better, through only a few small adjustments.

What does everyone else think?
Post 2;

because in 40k today 24" is the range where you get a heavy flamer in your head and you die..... 24" is close range now

Yea but he meant like.. for example swooping hawks had 12" s3 assault 4 weapon. Deepstrike 6", unload 40 shots, skyleap. They're never actually meant to get hurt.
Post 3;

Eh. It's been said before, and I'll say it again. I wouldn't really care if Hawks were given the golden handshake. They "kind of" have a purpose, but you can see they were obviously much more useful during 4th edition back when vehicle rules were crap and there were more big ork foot lists.
Post 4;

What about just making hawks ignore cover? - MrBenis

That'd be cute but then you have an AP 5 weapon that ignores cover that's strenth 3 for some reason I still dont like those odds. then again that would make them light infantry superkillers. - fombat
Post 5;

Well this thread kind of went how I expected. Hawks are an unpopular unit.

Popular suggestions seemed to be
Improve haywire grenades to pen on 5 & 6.
Give hawks more shots
Reduce their scatter from deepstrike
Ability to assault after deepstriking


Undiscussed options were increasing their armour save. Which I don't think is entirely necessary, but it's an option.
Post 6;

That said, ignoring cover saves-- even as an expensive exarch power--is too much. Maybe forcing a re-roll on successful cover saves would be reasonable though.

That seems like a reasonable compromise. I theory these guys are flying around, shooting down onto units. In theory, noone is getting coversaves unless they're in a forest or building.

Shining spears, the complete edition

Taken from here: http://www.librarium-online.com/forums/eldar/205782-repairing-our-codex-one-unit-time-part-ii.html

Post 1;

Our next unit to face the axe-head is Shining Spears.

I will be the first to admit that I wouldn't shed a tear if these guys were replaced by some completely different unit in the future. These guys are almost embarassingly bad for how much they cost. Since forgeworld mentioned they were in the process of creating TWO new aspects, we may very well see a jumppack melee unit emerge that will completely marginalise Shining Spears as we know them, ending with a final nail in the coffin.

But being the completionist I am (as well as an insomniac, it's 2.30pm and I've been awake since 10am yesterday) I will have to give them their dues.

Shining spears are IMO equipped with weapons that are too short range, much too low strength, they're too slow and have no staying power. Once they complete their charge they can jump 6" away, right? Only if they win, and even then, everything may charge at minimum 12" so you're boned right away.

So before I offer any changes, let's identify what they're meant to be. MC killers? Retard-level antitank? It seems like that's the case. Their initiative is too low to threaten HQ's and they don't have anywhere near enough attacks to handle any squad larger than 10 enemies.

Changes I propose are; they may charge after turbo boosting. Exarch gives them furious charge USR. Their assault phase movement feint is always 2d6". Strength of laser lance is now S7 AP3, star lance becomes s9 Ap1. Laser/Starlance are now 9" range weapons.

Exarch may equip a "D-bomb". The D-bomb is an s6+2d6 grenade which functions like a melta-bomb except that it ignores any rules that prevent the bomb from rolling +2d6. D-bombs cost 30pts and may only be used once per game. They add +2 to rolls on the damage chart.

I think that would make them pretty good actually. Maybe increase max squad size to 10?
Post 2;

I think that the unit is meant to be more of an anti MEQ close combat unit. The real problem I find with them though is that they just can't get the numbers to favour them enough in combat and with their high point cost and small unit size they will just slowly get eaten away by that hidden Power Fist in a Tactical Squad.

I disagree. Banshees were clearly designed to deal with MEQs and terminator-analogues. Banshees are given powerweapons but fail to be compelling against enemy HQ units, therefore making their target the next juiciest one down. On the other hand, shining spears have a s6 power weapons on the charge. That's double the strength of a banshee. There are arguments for both cases which are very good, but not all of them address the simple point that if you destroy an enemy unit on the turn you charge, you're open to all surrounding units shooting. Not to mention someone using 200+ pts of tactical marines or whatever to bait ~230 worth of jetbikes isn't a good exchange. Especially when you use the 7-turn economic theory. SSpears striking at s6 was meant to represent attacking things like mephiston, carnifex, necron destroyers, warboss etc. Low model count, MC toughness creatures with multiple wounds. Preferably with a low invulnerable save thus giving you the option to exarch-withdraw and get so safety should the target not die outright.

My solution to fixing this is first to help to give them enough punch to eat through a Marine Squad (or at least do some serious damage). This can be done either by giving the Shining Spears an extra attack each, or boosting their Weapon Skill to 5 so that they will be able to hit most opponents on a 3+.

Depending on how the codex grand-reformation occurs, you might find the public at large in favour of giving all shooting centric aspects +1bs and all melee focussed aspects +1ws. Here you might get your wish. I wouldn't count on an extra attack though. Otherwise a squad of 5 guys is putting out 16 s6/8 attacks which is more than 3 wraithlords + avatar make.

The second fix is to try and make them a little less vulnerable to those hidden Power fists that have become oh so common. A 5+ invulnerable save on the turn might do the trick. Fluff wise it could be justified by the speed unit will reach when crashing into combat.

The best I can say is that you expect to take 1 or 2 losses, then leave the unit open for being killed by shooting attacks whicle the spears charge a different unit altogether. Fulfills the condition I spoke about above and maximises the use of their kinda measly attacks.

These changes won't make Shinging Spears a great unit, but hopefully they can at least make them worth taking.
Post 3;

wow looks like I nerfed myself the one time i ever used shining spears then... completely did not remember the power weapons on the charge part *slaps self* thanks for pointing that out!

The biggest problem is the volume of attacks. You are paying about the same for 5 spears as you do for 10 tactical marines. 5 spears cannot do long distance shooting, and are an elite unit compared to the marines being a troops choice. Therefore the 5 bikes should be able to win an assault against 10 marines. Thats the benchmark. They just dont have enough attacks when you lose so many dice trying to hit WS4 enemies and you ARE going to roll 1's to wound as well. An extra attack and always having power weapons, only getting the strength bonus on the charge perhaps?

Which is where a farseer comes in, but that's a discussion for another time.. If autarchs granted preferred enemy to any squad they joined then that might work, since they can also take a laserlance AND powerweapon. Like I said above, I don't consider Spears to be MEQ killers in any sense. That being said, one of my proposals was to lift unit limits to 10 models a squad, which very definitely would give you MEQ killing powers, at the expense of nearly 450pts or so. At which point a seer council becomes a better option in almost all scenarios.
Post 4;

Fixes for Shining Spears first off the spears special rule is on 24/7 instead of the first round of combat,

I'm not sure I know why people want this. It's an inbuilt penalty system for poor decision making. Exactly the same as rolling psyker tests under a hood.

hit and run comes in for free,

Perhaps. If anything getting it for free would mean dividing the powers cost amongst the units minimum squad size. Suppose we leave it at 3. Now you have 42pt Spears. They retain hit&run regardless of there being an exarch, but they need to fork out for it somewhere.

points drop to no more then 25,

As I wrote up top it would be preferable not to change point values for units if possible. Once you start screwing around with a units cost, it throws off the original aim of improving the units stats. Why make a unit of spears cheaper if it's still a sub-par choice with no clear role that it can't perform effectively?

range of the lance goes 12" and AP 3.

AP3 yes. 12".. will need some justification. I'd like you to present a reasoned argument in favour of changes you propose.

I would to see them more as TEQ and high T killers instead of AT.
Well that's an acceptable goal.. but why give them AP3 if they're intended to kill things with an armour save of 2+... things that generally excel in melee and use powerfists?

I am trying to imagine in my head what a 25pt jetbike with a 12" s6 ap3 gun that counts as a s6 powerweapon in melee, that has hit&run as a base feature would look like.

The expressions of horror on any marine players face would be priceless, every time.
Post 5;

I would rather warlocks have their weapons count as force-weapons or something than give shining spears poisoned weapons. From where I'm sitting warlocks were never meant to become what they did. Warlocks on bikes are your heavyflamer option for dealing with tough hordes of Nobs etc.

Shining spears as I must have said a half dozen times by now, appear to be designed to fight MCs. And possibly dreadnoughts.
Post 6;

So this thread in summary seems a bit funny but this is what we've got so far as the most popular suggestions.

Lances in CC count as powerweapons permanently.
+2 attacks on the charge.
Shooting attacks are now AP3.
Give them a movement bonus. Somewhere.
Increase the strength of laser lance to at least S7
Add a fly-by attack/status-effect mechanic?


Based on what I've seen. Now we debate the points an a case by case basis. Remember people the objective is to make a unit that's worth the 35pts we pay. Generally speaking, reducing the points of the unit will still not address it's weaknesses, just make them easier to fit in.

Guardians, the complete edition

Taken from; http://www.librarium-online.com/forums/eldar/205745-repairing-our-codex-one-unit-time.html

Post 1;

IMO the guardians biggest fault is that it is an overpriced IG guardsman, with inferior weaponry. Guardians offer very little to a convential Eldar army, beyond being 8pt, wussy scorpions-analogues for when all your elite slots are already occupied.

IMO we can fix the guardian by raising his bs/ws both to 4. Just having guardians being slightly more reliable in combat (3+ to hit) would improve their viability.
Post 2;

Infact, in lieu of making guardians ws/bs 4/4 I'd be happy with making their catapults 18", and leaving dire avenger catapults unmodified. 8pts for a guardian, 12 for a DA. Is the +1 BS +1 ld +1I 4+Sv of a direavenger worth the 4pt difference?

17% more chance to hit, 17% more chance to survive an attack for a DA. Ergo, you maintain a noticeable distinction between Guardians and DA without forcing DA to become elites. Guardian defenders can take heavy weapons, DA get exarchs+powers.
Post 3;

The difference being that IG stand on their own without orders. Eldar units almost *need* a farseer as a crutch for their units, simply because we are limited to 5 or 10 for an aspect squad, and said aspect squad has weaponry/stats only on the grounds of equivalent to spacemarines. In exchange for approaching the glory of Ultramarines and their illustrious primarch (whom our eldar brethren have yet to accept as their spiritual liege [curses!!!]) we get worse S, T, Sv, and the only thing which can carry a special weapon in most cases are the exarch sergeants. Most of these ultraspecialised units also cost equivalent to a His Holiests Finest Mighty Imperial Space Marine, in most cases.

There is literally nothing stopping an IG or spacemarine army from outspecialising your typical eldar army. For less.

THe biggest inhibitor to an eldar army is (and I quote)
This is just a mild annoyance most of the time , play a runepriest/Njal spam army sometime and you may realize how utterly on powers many of our units are, which is not as it should be.

Currently my biggest pet peeve has to be the cost/rules for most eldar heavy weps and the fact that its on a bs3 delivery most of the time.

I have not used a brightlance in fifth , they were overpriced in fourth but since the damage chart changes they are now shorter ranged, less accurate and weaker on the majority of targets and nearly twice the price of lascannon, so much for eldar technological superiority. if given the choice of a plasma cannon (imperial) or starcannon I would take the imperial weapon every time , in-fact except from the scatter laser all of the eldar weps are either worse than the imperial equivalent or where they are roughly comparable hugely overpriced.

Also the eldar heavy weaps being overpriced could be attributed to the assumption that they will somehow always be guided at a doomed target .....never mind the fact that you have to buy a farseer for a not inconsiderable amount of points to potentially be able to do it.

If we gave storm guardians plasma and defensive grenades, would that make them better? What about the option for 1 power weapon per 5 models, at +5pts each?
Post 4;

Ok so a summary of the most popular list of changes. In future I will be sure to specify the additional condition of not adjusting the cost of the unit itself for each model.

Add a real sergeant to the squad.
Allow multiple heavy weapons.
Modify shuriken catapults to at least 18".
Lower min# of units for a squad to 5.
Reduce heavy weapon costs by minimum 5 pts.
Give Guardians grenades.
Storm guardians specificly need at least assault grenades.
Allow SG's access to sergeant.


My final thoughts on this thread are to give SG's the powerweapon/shimmershield combo from direavengers. I feel it's more appropriately placed in a SG squad than in a predominantly GEQ killer shooty squad. What DA replace it with will be covered when we do that thread.

C&C on revised list necessary. From now on, challenge only one change, and propose only one change.
Post 5;

For the sake of argument, the sleeve mounted forcefield you see is present on autarch models and Yriel. The principle operation is not unique. A Guardian Sergeant could very easily be justified as possessing a 5++ that only triggers in melee. It doesn't necessarily mean removing it from DireAvengers at present, but maybe improving the DA version as right now everyone takes doublecata in lieu of anything else... which pretty simply suggests there's a principle shortfall in the other options.

Shadow spectres, part 1

From here: http://www.librarium-online.com/forums/eldar/206416-new-forgeworld-pre-order-shadow-spectes-warp-hunter.html

Post 1;

I somehow see myself using the haywire launcher for the exarch. Also, I think prism lance could do with being small blast, and ghost light being large blast. THEN they would be reaaaaally scary.
Post 2;

You're thinking in terms of a squad of 5 when a squad of 3 is just as effective, smaller ergo harder to hit, cheaper and only 1 less strength.

Personally since they're a permission-for-use unit I'll just ask my opponent if I can field them as a fast attack option. Simplify things for everyone. They really should not be in HS or elites. We need more core troops/FA desperately.
Post 3;

Highly depends.. bonus FDs have is multiple +2d6 shots.. negative is needing to get close enough to do that.
Spectres have range on their side, and are basically a multi-wound fireprism with an invulnerable save (fortune up lol... 75% survival armour save and 50% survival rate invl) but are kinda iffy deployment and a bit slow.

In thinking of their deployment.. the prevalence of things to now ignore the mishap table or have reduced scatter might be either a cure to the symptom of 5e (lots more terrain everywhere) or a sign of what 6e will hold (generally more reliable deployment options, lots more LOS blocking terrain).
Post 4;

No it doesn't matter. So long as ghostlight is used then the shot counts as a lance hit. So an exarch with special cannon +2 guys is a 36" s9Ap2 hit that that can reroll shots.

Now let's see.. that altogether costs 3x35+12+10+15=142. To get the same from a fireprism you'd need the fireprism as a base + a farseer who has guide. So that's 200 minimum, more for gadgets. Then you have the logisitical issues of having a farseer to babysit a fireprism, the fact that guide only rerolls the scatter dice, not the distance scattered (so if your shot scatters 7" and you go for reroll there's only a 33% chance it will successfully hit, or combined total 53% chance to direct hit) but also the fact that a fireprism can be destroyed outright by S7 hit. And it's a bigger target. And it won't get coversaves most of the time. And it has no invulnerable save.

As flickerfields are demonstrating a 5+ invulnerable is PRICELESS. With fortune rerolling that value goes up even higher.
Post 5;

I don't think you'd want to run a warphunter tandem to a nightspinner. I've got a thought surfacing here...

Ok so if you run a nightspinner you are intending to control movement. If you run a warphunter you are intending for maximum killing power over a given area or against a given target.
So really it's the tank you choose that determines how the spectres are used, or if they're even used at all.

Nightspinner: Perfect combo for spectres. Controlling movement of large-tanks and/or their contents is invaluable. The nightspinner exists to protect the spectres from assault squads. The nightspinner dual purposes by pinning transports in place to that spectres can get the side-armour shot.

In my mind spectres are like a fireprism for a given number of models. As I explained earlier in the thread, for 3 models you get a s9 lance that rerolls. You'd need another 60-90pts for the same from a prism.

Warphunter: The warphunter is the opposite to the nightspinner. Since you aren't gaining any control over your opponents movement your top priority becomes maximising the number of times you can fire that flamer template. For this I would run a warp hunter with either 2 squads of warwalkers, or 2 fireprisms. Multiple targets with similar threat thresholds means that your opponent will be sinking shots into units he can't really prioritise that well. Running a warphunter behind a pair of waveserpents would be pretty clever as well since LOS becomes an issue, warphunter cracks open the rhinos (or whatever) and then your waveserpents dump their hot gooey loads all over their contents.

That's the gist of it anyway.

Hello and hello.

This blog is a collection of my thoughts on various forums, a means to collect the voluminous amounts of data my brain processes daily while I argue with people on the internet.