Talk:Codex - Eldar Corsairs Angry Pirate Edition
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Contents
Crew of the Eldar Corsair Fleets[edit]
HQ[edit]
Corsair Noble[edit]
Brace of pistols
- What is the idea with brace of pistols, as far as I remember this isn't an option for Corsair Princes? I'm fine with having it as an option, it's actually an option I've considered implementing for all races, but it should be an option shouldn't it? Angry Pirate (talk) 06:18, 20 August 2016 (UTC)
Bladesworn[edit]
- Are bladesworn only menat to be able to take power axes, not any other kind of power weapons?
- Nope, that was an oversight. - Pirate
Dedicated Transports[edit]
- Is it intended for the squads in this codex to not have dedicated transport options? In order to have a transport it looks like any unit has to embark from a vehicle chosen in the fast attack section. Sure most of the units of the corsairs are execptionally mobile with jetpack options and similar. However, it certainly would fit the aestetic and theme of the pirate elves if they had the option to arrive on their ships. -Un'tan
- I added the Dedicated Transport options and gave all Skimmers Deep Strike to represent them being dropped from an orbital transporter or a starship. Angry Pirate (talk) 15:24, 16 February 2017 (UTC)
Fast Attack[edit]
Corsair Venom[edit]
- I can not seem to find the "Wild Ride" rule documented anywhere. What does it do? -Un'tan
- *Chuckle*, it does nothing. It was meant to negate GW FAQ about Skimmers and Snap Firing, thankfully they realised that their decision was not based in rules and removed it.
- Ah yes, the "If fast skimmers move more than 6" they have to fire snapshots" thing? Glad that is cleared up.
Wargear and Weapons[edit]
Weapons not listed[edit]
- Something that a member of the Un'tan collective wonders is why some codexes do not display all the weapons available to them. One reason for this, I would imagine, is that some weapon profiles remain the same as the official rulebooks and codecies, which would mean posting their profiles would not be the best. However, they brought up a good point in that in lists that do not state all the weapons that are available on the page should list which weapons are not described and redirect where one can find information about those weapons. Such as the eldar missile launcher in the corsair codex. A brief list directing someone that they can find the stats in the base rules, or another angry codex would be very helpful.
- This person also wants to mention that they will be doing some more intensive testing with Angry corsairs soon. -Un'tan.
- I just forgot. - Pirate
Missile Launcher[edit]
- Are the rules for the eldar missile launchers the same in all the angry versions? Weren't there different variants of the Eldar missile launchers between eldar factions?
- Codex: Eldar Craftworlds and the Corsairs in Imperial Armour vol. 11 2nd ed use the following profile:
- - 48" S 4 AP4 Heavy 1, Blast
- - 48" S 7 AP4 Heavy 1, Skyfire
- - 48" S 8 AP 3 Heavy 1
- Given that the Imperium's missile launchers now have the following profiles:
- - 48" S 4 AP4 Heavy 1, Blast
- - 48" S 7 AP4 Heavy 1, Skyfire
- - 48" S 8 AP 3 Heavy 1
- I suppose maybe the Eldar should have stronger missile launchers as well, my initial thinking was that because they don't have to prepare 3 different profiles their anti-armour and anti-air attacks are weaker. The question then becomes how good exactly should Eldar missile launchers be compared to Imperial missile launchers?
- I did lower the cost of Eldar missile launchers, but they are actually still more expensive than Imperial versions with all missile types so there is definitely room for another buff, unless the Imperial missile launchers need a nerf, but I don't currently think so. Angry Pirate (talk)
- Hmm, considering eldar tech I would say they could certainly be varranted a bit of a buff. With how mobile and swift the eldar are in nature, perhaps it would make sense if their missile launchers were salvo weapons? Or at least, could be moved a bit and shot somewhat effectivly. doubling their output is a bit of a high buff. Maybe simply making it so that Eldar can walk and shoot with the missile launcher? Increasing the strength seems like it could be a bit much, and the range could make sense but it doesn't change much on its own. -Un'tan
- All Craftworld Eldar that get heavy weapons are relentless, except for Dark Reaper Exarchs, but the rest of the unit will be immovable anyways. So if it became an Assault 1 or Salvo 1/1 weapon it wouldn't have any impact on the Craftworld Eldar.
- Plasma missile - 48" S 7 AP2 Salvo 2/3
- Starhawk missile - 48" S 7 AP2 Salvo 2/3, Skyfire
- Honestly I'm thinking that letting them be identical to the Imperial versions is best. Angry Pirate (talk) 19:46, 13 February 2017 (UTC)
- This I will agree with. The weapon has strengths to warrent itself as it is. -Un'tan
Void Burners[edit]
- Doesn't void burners give deep strike to the vehicle they are bought for? With the vehicles already having deep strike it seems unnessesary to keep. -Un'tan
- Removed. To be honest, I don't think Deep Strike (in its basic form) is worth anything. If you don't have some method of boosting reserve rolls you are wasting 1,4 turns on average, before accounting for Deep Strike mishaps and Dangerous Terrain tests. The reason it had a cost was simply to give it a cost. Angry Pirate (talk) 13:17, 22 February 2017 (UTC)
- Deep strike is not a major asset to many units, that I will agree with, and usually it wastes a lot of turns. However, on some units it is beneficial. For example those who cannot reach with their guns turn one or even turn two, even though spending some turns walking forwards can usually solve that. One benefit is to keep certain units you want to protect out pf harms way, forcing the opponent to focus on other squads and dashing in for a hard hitting comback. This doesnt always work and deep striking is very unreliable in general, but it has its uses. -Un'tan