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Noticing that the wraithguard discussion has pretty much died. So let's touch on something closer to our hearts.Okay so the general structure of these threads is to address our BAD units first, then move on to the better ones. Please always read every post to avoid repetition. Please also try to discuss only the unit in question specificly. Referencing other units is OK, but should be limited to times when the other unit directly overlaps the target unit of this thread. Please do not adjust the units points cost. Let's bring our boys UP TO the points we're being charged, rather than lower them for the benefit of more units elsewhere. We're an elite army, right? Let's be expensive and ridiculously deadly, then.
These threads will work in two stages. First we brainstorm about the flaws as we perceive them, and provide a wide list of changes as we feel is appropriate. Phase two is taking the most supported ideas, compiling them together and finally arguing over any critical additions to the changelist.
AUTARCHS. The fail! The wasted potential! The 6th edition menace! This I feel is an HQ that will see a massive shift in design come our next codex. Calling it now; selects a unit, that unit may reposition before the start of the game. Any unit the autarch joins gains preferred enemy against your opponent regardless of type.
From MWG.comHoo. Not many negatives but each negative is a big one on it's own. They compound upon each other to make this unit probably the worst customisable HQ in forever. Worse than any other not because the autarch is just plain bad, but because the alternative is so much better. And that, dear friends, is the root of the problem.+ Extremely Versatile
+ Extremely customisable
+ Great Saves
+ Stackable reserve bonus
+ Can be very fast moving
+ Can Support any unit in your army and instantly make it better
+ Haywire Grenades
+ Fleet of Foot
+ Essentially becomes a Phoenix Lord if in a squad with a warlock + Enhance
+ Very Skilled in all forms of combat
+ Very agile in melee
+ Very cheap
- S6 will instant kill you
- Can only really support 1 unit (not including Master Strategist bonus)
- Low Strength
- Certain upgrades can result in a rather quick death without proper support
- Not as useful as a FarseerI really do love quoting that post. It, within its entirety, explains just how badly designed the 4th edition eldar codex was. Every unit we have is an average or poor performer without a Farseer to spice things up. As I've said elsewhere, we need to break the stranglehold farseers have over eldar, if only for variety instead of pure mathematical function.Whereas all the other aspects need psychic support to actually work how they should/or to even consider using in some cases (banshees), I don't really feel like the psychics are actually a buff for the majority of the eldar units but an inbuilt factor in their design/stats/cost.
For example guard work like guard well enough by themselves and are cheap however chuck in some unblockable orders and they can do some really crazy stuff.
Even the falcon seems to have suffered from the assumption that we want to cast guide on it to make it actually be able to shoot stuff, falcons with all the kit are stupidly overpriced to factor in a seer to babysit it with guide to make it work how a tank should, which is frankly insane.....
But moving on... addressing the negatives from the quote directly..
So ok s6 instagibs us. The Autarch is not an anvil or a hammer. It's not a scalpel either. The Autarch is a spear. Immensely damaging when applied correctly. Self destructive when used poorly. The Autarch is Leonidas, the consummate warrior, leading an elite host to war against greater numbers, leading through example and mostly emerging on top. If you get hit by a s6 weapon.. you've just tried to throw Leonidas at an elephant.
At least that's the current interpretation. But it makes you wonder. Extrapolate. Leonidas made elite spartan soldiers into his troops. Is the Autarch the unit that will allow us to take any designated Aspect as troops? Maybe the unit he joins becomes troops until he leaves? Emergency last turn objective grabbing..
The autarch to me isn't going to be a simple fix because he can already take everything in the game bar Exarch weapons (for obvious reasons) but he shouldn't be dismissed outright because there's so much he can do should we think of something. If the farseer is about directly buffing or debuffing units.. then the autarch could have wider, more esoteric effects such as changing the fundamental operation of the Eldar you take to the table.
If Farseer is ying then Autarch must be yang.
As you say Autarches aren't bad but certainly don't have that WOW! factor HQs should have. They can be a decent cheap HQ but my lists are made around my HQs not the other way round I don't mind paying the points for them if they are that damn good.
Now ways to improve them...not many.
Take an Autarch and you get to take any Aspect warrior squad as an Additional HQ, much like Farseers allow you to take an Additional Squad of Warlocks without taking up an HQ slot.
Let Autaches Infiltrate with Striking Scorpions. (Mr Benis, you'll know why I said this! LOL!) They have walked the path of many aspects and should be able to benefit from any Exarch power that the squad he joins has.
Any Aspect warrior squad he joins becomes a scoring unit.
These are the only things that come to my mind to give an Autarch that WOW! factor that they are missing.
-make reserve manipulation better (meaning that sentence of strategy crap be replaced with 4+ to take first turn or refuse first turn)
- acces to ALL exarch weaponry. Yes that include executioner which make him a real HQ with cc capabilities.
- give the access to exarch powers! (with costs of course) yeas infiltrating banshees or defend scorpions or other things
- great idea farseer - make the squad he joins troops
- he is the leader of a craftworld, give him access to 2+ save and orbital bombardment
- tactic manipulation - objective replacement, own line of deployment change, redeployment, or even better even if you are first to start force the enemy to deploy first (just deploy and you keep to start first) on a 4+ or give him access to army wide USR rules from stealth to counterattack.
in the end make him useble as a farseer as a force multiplier but with a different approach with a little enhanced cc capability and same weakness to heavy weaponry.
Hight elf and Craftworld Eldar army project pics heavy: linky
As bloggers and internet mystics have begun to rumble about.. we're looking at apocalypse and battlemissions as being 6th editions prototype. These ideas were to test the waters for receptivity. Yes battlemissions is unbalanced but I'm told they're fun. They're fun because they're hard. So if BM and APOC get integrated into 6th, which in itself becomes some strange new beast.. we can take a look at the BM for eldar.
Specifically, one mission lets you outflank any unit in your army, regardless of if they possess a special rule to allow it or not. They also don't roll to see what side they come on, they come on the board edge of your choosing. Second mission allows you to roll for reserves on turn 1, like daemons I guess.
So 6th edition autarch can be said, if the internet is to be believed, to possess the ability to make any unit have outflanking (though I doubt they'll retain the 'pick a side any side' bit) and to allow reserve rolls on the first turn and every consecutive turn afterwards with turn 4 being automatic deployment.
I think the autarch is hard to fix unless they want to re-issue the model with different weapon options. Without that (and even if he did get exarc weapons really) he's just not going to cut it in close combat. So I like the options that emphasise the strategic stuff, getting more aspects on the table, or having some of them counts as troops brings back some of that missing Sam Hain flavor, and actually has the potential to be good, since I'm still wholly unimpressed with our existing troop choices when you match them up against mechanized/dropping MEQs.
Good points. I agree that the Autarch's biggest disadvantage is that a Farseer tends to me more useful with our current codex.
I dig the idea of him making a unit scoring.
Perhaps he should be able to 'take the initiative' on a 4+ or similar (I believe there's a Dark Eldar character that can do this).
Having him effect outflank is also a great idea. What if one unit (when it comes in on the roll) can choose which board edge to enter on.
Having access to a higher Str CC weapon is a must, and also should be immune to the Warp Generator 'doubles' rule.
I would like him to have Divination. Since the Autarch is supposed to be a master strategist, lets see him have cool abilities (even if they had to be payed for) that are unique to deployment. I really like niraco's 'tactic manipulation' line.
At the beginning of turn 1, I spray my opponent's army with the bacon flavored spray. Then I unleash my Boston Terrier Squiggoth who then devours their entire bacon flavored army! There is no defense against her cuteness! All are doomed!
On another forum (40konline i beleive) I read something about giving your units targets. This would then give some abbility's to the unit.
For instance, you assign your Fire Dragons to that Land Raider. You can then choose from an ability, say tank hunters or reroll to hit or something like that. It would be part of the Autarch's battle plan, it would fit in with the master strategist 'n all. Very fluffy, if you ask me. As Jmichael said, I think a power equal to Divination would fit in nicely aswell (though I'd just make him redeploy 1 unit, 2-4 maybe a bit much..)
http://www.40konline.com/community/i...pic=202057.640 On this site there are some interesting suggestions aswell. I suggest y'all take a look
From where I'm sitting the farseer does direct buffs and debuffs. You mention that a unit picks a target and gains bonuses against that but to me that's still the purview of the Farseer as only the Farseer would know if there's one of X-unit around. Going further than that, the bonuses you describe are already covered by things like Guide or are exarch powers. To do what you would suggest may require a rewrite of the units that would benefit.
Now Autarchs are supposed to be generals, right? Creed can infiltrate a vehicle and issues orders. Calgar does stuff. Moving away from named HQs and towards generic HQs we have; IG bosses with orders, MOTF, Drop pods, Death company, haemonculi and I'm sure there's others.
That's why I see the Autarch mucking with deployment rules. If you could outflank your entire army, would you? What about first turn reserves? What about being able to infiltrate any unit in your army up-to and including tanks? This theoretical 6th edition Autarch would give the farseer a run for its money I reckon.
Every time you view this thread and don't reply you make baby jesus cry :'(
What pretty much everyone else here has suggested is boosting the effect he has on the actual game itself through stratagy rather than the what the farseer brings to the table.