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Ok the realse of the new Necrons Codex made me think a bit about the future of the Eldar. Necrons both fluffwise and playwise are masters of technology and have some unique abilities which enables them to control the battlefiled. In the mean time Dark Eldar seem to bypass our vehicles in terms of speed and become the fastest army in the game. Not to mention GK whose ability to field hight I. power weapon squads are without equal.
So if Eldar is not the fastest, most technologically advanced or skilled army what is GW up to to make us exeed the other armies?
A 5th edition unit of comparable speciality would be the GK death cultists.
I know it does seem to be the opposite of the 'more armour, higher stats, and more options' that you often see in these threads though
I've been thinking about this too. How about giving the Eldar player more options? Lots of them. I think it takes a good deal of creativity to make a good, balanced, Eldar list and more options (and the resulting flexibility) might ameliorate this. What about for each of the aspect units (which would start out fairly bare-bones), the player has the option to upgrade to "more elite" aspects. Such as an additional pip of WS and attacks for the melee units (or some nifty special rule). Or what if when you decide to tool up your Exarch, you can give him weapons/rules that can either compensate for the squad's shortcomings, or you can make him even better at what the squad already does. I think the codex already does this to a certain degree though. I kind of like the idea (although I think it's kind of crazy) of a special rule somewhere (named character?) that would allow Eldar players to write up their list after they are shown their opponent's lists. That way they could specialize just like an Eldar would. Surely a farseer would have known what was coming before the battle. What about an army of psykers? I'll be honest I've never played craftworld Eldar before (the Dark Eldar are more my speed) but I've often admired/envied what they can bring to the table.
Eldar are famous for their excellent psykers and extremely specialized units, so maybe putting emphasis on that is a way to go - make all aspect warriors viable but challenging, except maybe Avengers if they remain a Troop choice. I do hope they make Guardians good again, and I would also like a cool flier like the one our Dark Kin got in their book.
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
Eldar first and foremost should be the masters of psychic abilities. Our current range of abilities is okay, but it could be far better. It's costly as well to pay 20-30 points for a single farseer power. Our tranports are expensive as well, most armies can get 2-3 transports for the cost of 1 of ours. Apart from those main two I'd say the rest of the units (Around 90% I'd say) are not badly costed. I love how units are so specialised, it really make the army stand out and fun to play.
I would certainly think that our troops section needs a good look at as well. DAs are a decent choice, but lack a lot when compared to other codexs. Troops are the core of any army, objective games hinge on them, I find it very difficult to fill out my troops choices beyond 2 or 3 units and maintain a competitive edge in most of my games.
I'd love to see something like the Craftworlds codex again, specialised rules and choices for each craftworld. These days the only thing choice of craftworld affects is the colour of your guardians and skimmers.
Originally Posted by Karmoon
Most of the codec is pretty cool already, most options are solid for that role.
Exceptions are to me, Dark Reapers and wave serpents.
Wave serpents are a touch too expensive for fast skimmer razorbacks, though the energy helps offset this, small decrease in base cost and perhaps a little on the weapons, and maybe assault ramps?
Dark Reapers are and awesome unit but cost vs what you get for Heavy selections.... The DRs miss out quickly to Falcons, Prisms and war walkers. Drop the points a bit and maybe move them to the elites slot.
Otherwise I agree Farseer powers are little too pricey, though what Farseers can do is about right, warlocks are still kicking it but perhaps they can have a bit more aggressive powers given the fluff. Just a thought.
I'm hoping Phill Kelly gets to do Eldar again as I think he wrote a solid codex and should do it again as I feel reading it something's didn't quite sit right this time.
Oh! How could I forget! Autarch's need to be rewritten from the ground up to make them more than jet bike riders! They could be awesome and nearly as badass if not more than an Archon!
I believe Phil Kelly said he didn't want to do the remake of the Eldar codex, as criticizing his own work would just be strange for him. Can't remember where I read it though, it was a while after DE got their new codex at some event.
Personally I hope they stick to highly specialized units and rework the units that are just plain broken (Swooping Hawks and Shining Sears come to mind) together with making a lot of the other options more viable.
Also, HQ's that let us move units between FOC-slots would be really nice.
They should make Support Weapons something you get with your Guardian purchase (like Heavy Weapons teams in Imperial Guard platoons, but a lot simpler).
I also really think they should up the range on a lot of our most basic weapons, being well withing charge range to shoot with just about everything gets tiring.
Guardian Defenders are a defensive unit meant to lay down suppressive fire, let them do that, Rapid Fire 24" or Assault 1 24" would be great on normal Shuriken Catapults.
We also need a S7-8 weapon to help us take down armour more reliably, hopefully the Scatter Laser gets upped to S7 AP6 Heavy 3ish and some of our higher S weapons get slightly cheaper. I'd love AP1 Bright Lances also.
Lowering the cost of some of our units would be dandy, specifically Wave Serpents, and including a Shuriken Cannon in most vehicles base-loadout for free would be a good start.
Upping the BS to 4 on all units would also be lovely, WS can remain at 3 for Guardians however.
Some more variation on armour would be great, 2+ Striking Scorpions and Warp Spiders for instance.
Some variations on Wraithguard/Wraithlord would be lovely, personally I think Wraithguard would be boss if they came with Shuriken Cannons instead (and as troops with that weapon).
I have plenty more suggestions, but this should suffice for now.
I think Wave serpents are fine as they are, they'd be ridiculously good if they were cheaper, had cheaper guns and assault ramps to boot... why not up the transport capacity and armour value while you're at it?
Eldar, much more than other codexes, rely on synergy within the army you choose, the two points about farseer powers being too expensive and guardians ineffective illustrate this very well. 20 guardians shooting at 10 assault marines wont accomplish all that much except annoy the marines and ensure a charge, but if 20 Guided guardians are shooting at 10 assault marines things are looking up, if those 20 guardians are also Fortuned, they might actually beat up the left over assault marines. Now, if you Doomed the assault marines instead of Guiding the guardians, you could have several squads move up and get a bonus against the marines.
Lets say the assault marines included a sergeant with a powerfist and they were in position to assault a wraithlord, how many points is it worth to be able to Mind War the sergeant and save your wraithlord? Or staying with the guardian example, you could remove a flamer carrying marine, saving a lot of guardians too.
A farseer gives you access to warlocks, why not give the guardians Enhance, I know it might be counter intuitive on a defensive unit, but it actually a very defensive ability. Suddenly the guardians have the same WS as the marines and they have higher initiative.
If your farseer is flying around in a wave serpent buffing your firedragons and your guardians are standing in the back with a scatter laser and maybe a warlock with Conceal, its not the points costs you should be looking at, its your playstyle
Last edited by Gorbass; March 22nd, 2012 at 09:14.
Originally Posted by Karmoon
I don't think it will change much. The aspect warriors will still do their jobs, always have. Eldar rely on highly specialized units and mobility.
There will just be some tweaking to make them more able to accomplish this in the new rules, price changes, etc.
Although I am expecting to see more and better psychic powers.