Talk:Codex - Craftworld Eldar Angry Munchkin Edition
Contents
Discussions[edit]
HQ[edit]
Autarch[edit]
Minimum number of required paths for Autarchs
- Hey JumpingKittyGuy [this source] tells me that you only need to have gone through one or more warrior paths. Angry Pirate (talk) 22:02, 19 August 2016 (UTC)
Wraith Units[edit]
Ghost Weapons[edit]
- Despite the obvious logic behind giving all ghost-weapons mastercrafted, it will be an annoyance as all Wraithblades will have to be rolled individually or with different colours of dice. This is not a problem for The Ravenous Eye Wargames but may be a problem for other communities as they may use dice-sets. This was also the thought process behind the Soul-Guided rule granting the wielder +1 WS instead.
- Reply
D-Scythe[edit]
- Lore-wise, the D-scythe's effect is almost the same as the D-cannon. It has been suggested that it could be made akin to the Warp gate power Infernal Gateway (I believe it is called) and become:
Range S AP Type Template 2D6 2 Assault 1, Distortion Wave
Distortion Wave: If an 11 or 12 is rolled on the 2D6 the entire unit treat their weapons as strength D.
On one hand it would be imperfect Eldar Technology, a concept which is weird. On the other hand, the D-scythes are one of the most powerful weapons the Eldar have and such hand-held power unleashed en masse comes at some sort of random price. This means that the weapons at average will be Strength 7 AP 2. It is extremely powerful, but with the Nerf to Wave Serpents it will be easier to have them shot down prior to them engaging their target.
- Reply
Wraith-Sight[edit]
- While the rule is fluffy and encourages Psyker X Wraith Gameplay, it is also limiting as the Wraith units have already taken many severe punches. As such perhaps one should instead reward players for having the Wraiths cooperate with psykers, as opposed to punish them for not. I suggest giving them this edition of Wraithsight:
Wraith-Sight: All units within 6" of a friendly Psykers are considered "Marked". A unit with the Wraith-Sight special rule gain the Preferred Enemy special rule against units which are considered "Marked".
Not necessarily phrased that way, but you get the point. To explain the effect of it, Wraithguards with D-Cannons may re-roll to hit rolls of 1 (due to their weapons being Strength D), D-Scythe equipped Wraithguards will be re-rolling to wound rolls of 1, Wraithblades will gain a massive bonus, re-rolling both to hit and to wound rolls of 1 and Wraithlords will be doing the same.
The Wraithknight should not be given Wraithsight seeing at it is only part-Wraith (as far as I remember), being crewed by the living member of two Twins and only assisted by the spirit of his or her fallen kin.
Armour[edit]
- I know we have talked alot about it, but I just need to get it down on paper. I still think implementing the armour system for Wraith units is too big a turn-around. I know at least those from our group find it unnecessary to do so and I have to admit even I feel like it is a bit: Change because we feel like changing it. On the other hand I am a really big fan of the wraith-rule. Why not implement that on the larger wraith units as well instead? A compromise?
- The gargantuan monster rules are busted, getting a 4+ cover save for having a toenail inside a ruin is stupid. I´m not sure how much the current Wraithknights and Wraithlords are worth, but I see no reason for them to be MCs, other than to change as little as possible from the official codex.
- Wraithlords and knights are way more machine than man and therefore should be vehicles, they actually started out being called Eldar Dreadnoughts but were changed into having MC rules for no apparent reason. A Wraithknight can lose a hand like any other vehicle, at least it should be able to logically. Then again any MC should be able to do that, but that´s a problem with the MC rules. Poison should have literally no effect on Wraithknights, it´s fantasy levels of "just imagine it´s acidic to cannons" level BS. The proper counter to Wraithknights should be the same as it is not only to their other Wraithbone vehicles, but also to other races mechanical walkers. The Wraith special rule is a compromise because making the little ones vehicles is making things more difficult than they need to be.
- The bigger Wraith Titans are vehicles, it is only reasonable that the smallest of the Wraith Titans to also be vehicles. It is blatantly obvious that the rules of both Tau titan mechs and Eldar Wraithknights were made with power in mind. While Squiggoths might have needed the FNP buff as well as the easy access to cover, these certainly do not.
- It´s harder to balance a unit which can easily get a 4+ cover save. I emphasize can because if you don´t play on a battlefield with ruins or forests that won´t be as easily available and your knight will still be vulnerable to things such as melta/grav veterans podding down behind it.
- It´s easier to balance these models as vehicles because SM (without formation BS and grav spam) being the balancing core of not only my fandex, but also seemingly every other fandex produced by TG have walkers but not MCs. What exactly is it worth to not be able to be shaken, stunned, lose manouverability and be able to claim cover for standing in area terrain? Those are hard questions that depend on what you are facing grav guns being equally good between the two but grav cannons being far better against vehicles.