Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
i dunno how many of u eldar players like warwalkers but i do. i was looking through the cw book and realized they dont have a craftworld for warwalkers. they have 1 for everything else tho. now i think if they made 1 they should have warwalkers as troops along with guardian defenders. rangers as heavy support and dire avengers and guardian storm squads are elites. they would only be able to use 1 heavy support choice though. i know most of you guys dont like warwalkers much because of there 10 armor. i think in the craftworld they should have 12 armor like everyother races vehicles. i also think they should have a hq with the following stats: 5ws 5bs 6s 13front 13sides 12back 5i 3a. i think he should be 100 pts w/o weapons and he can use anything that warwalkers can use. then they would all have energy field as normal. the hq would be an independent character unless accompanied by 1-2 warwalker bodyguards. tell me what u guys think about this and what u would change. this is just some ideas.
Walkers are HS, there is not a craftworld for every single unit type, walkers generlly are most common in Ulthwe armies, they are not a standard troop but do fit with the guardians theme
Everything you have been told is a lie!
A craft world that can field war walkers as troops would be interesting, but not probable. You would have to work out some good fluff to allow that.
I could see a more reasonable idea would be to have war walkers take up either Elite, or Heavy support, so you could take a total of 6 units in one army. Perhaps restrict aspect warriors to only one unit.
The idea of upgrading their armor is silly and way too powerful. The character is fairly powerful as well.
Howbout posting some fluff to explain why an army would resort to all war walkers?
well 1st of i wanted them to have higher arnor cuz any race with a strength 10 gun can easily kill em with a 2+. i guess then the hq guy would prolly have 11-12 armor. i like the aspect idea of only 1 kind. i also think to make it more fare they would need to have at least 1-2 squads of guardians instead of walkers. as for the fluff...id go for a ulthwe army that lost its seer council and lost alot of its ppl thats why it pretty much only has walkers because they are alot stronger. ill get back to you guys on the fluff cuz its not that good of a start.
i think it soundsa bit cheezy personally, i mean some of the craftworlds dont even get special hq's let alone uber vehicle hq's. i wish their was an iyanden wraithguard or wraithlord HQ choice
Quote of the week: "dude, for a whole hour, i would fall asleep!"
As it is now any army with a str 8 weapon will be able to glance on a 2 and pen on a 3. The field on the walker reduces any weapon over str 8 to 8 so the best you can do is glance on a 2. If you up their armor to a 12 then the best you could ever do is glance on a 4 and pen on a 5+ that increases their survivability far greater than the standard predator.
I think it would be too powerful to alter their stats or rules.
I'm happy with the way they are, and taking 3 units of 3 is plenty for me. :-D
Here goes:Howbout posting some fluff to explain why an army would resort to all war walkers?
Of all the Eldar Craftworlds, exept perhaps Altansar, the Cerebral Parese Craftworld is the one that is most dreaded by other eldar. In the purple domes of Cerebral parese, a sense of loss and despair fills the air. Those wailing beings who live there are subject to a rare muscular disease, making them unable to move their legs and feet. This disease is a perhaps incurable infection, because it is anchored in their DNA, and is passed on over the generations. It is impossible to remove without altering the genes to such a degree that they turn into mutant flies. It is rumored that it first infected the craftworld when a Great Unclean One tricked the eldar to let him take the avatars place in the heart of the craftworld.
When the Cerebral Parese eldar go to war, it is in a great phalanx(don't really know what it means but an impressive word) of war walkers, supported by guardians seated on small round anti grav platforms.
No infantry may fleet of foot.
All infantry, bikes and war walkers counts as wearing banshee masks.(they all wail and complain about their handicap)
War walkers may also be taken as elite choices.
Ave Dominus Nox!
Absoluthor that was good fluff and all but it would just suck to play them. everything is the same except now warwalkers count as elites instead of heavy so u can still only have 9 of them and u wouldnt be able to fleet of foot so it would take u longer to get to the enemy. giving guys banshee masks is just cheap and unfair. they dont deserve them. they should instead have warwalkers as troops instead of heavy.
Xtremedoomaas he said may also be taken as elite choices so that would be 6 groups of 3 warwalkers ha i win! yes woohoo!!
Personally Iâ€™m against the idea of Eldar with a handicap, how about a Craftworld that doesnâ€™t have as many Dark Reapers as some of the others so to compensate for the lack of long range fire power the Eldar use a large number of Warwalkers. This would mean the Warwalkers would remain largely unchanged except that they are now counted as Elites.
<img src='http://img53.photobucket.com/albums/v163/Tolanus/Tolanus.jpg' border='0' alt='user posted image' />