0 Members and 1 Guest are viewing this topic.
Additionally, all knowledge about the psychic ability is lost, the model (or unit) may no longer use that psychic power for the rest of the game.
hug cover, shoot the big ones, and cripple the fast ones. if those cant be achieved, kill em all.
Mind War - When an enemy psyker uses a psychic power within 12" of the Farseer, both players roll 1D6 and add the leadership of their respective models. If the Farseer scores higher, then the psychic power is nullified. Additionally, all knowledge about the psychic ability is lost, the model (or unit) may no longer use that psychic power for the rest of the game.
So despite the fact Eldar have the best anti-psychic ability in the whole of 40K you want it to be even better?I'm not convinced that these rules are fair and balanced additions to gameplay.
I don't agree with all the changes to powers, but its up to you. Acrobatic is good as it already is, I certainly enjoy using it, so Im not sure about that change definitely. 18pts for the aspects... unless they get the aspect powers for free with that, its a bit too expensive.
Exarchs - seem cool, I like the ideas, but would cost a hell of alot. And since we don't have a way of regrouping like the Marines with their "they shall know no fear" rule, it is quite easy to lose them IMHO, since they are LD9. Maybe make Exarchs LD10?
Heat Lances? Really? As it is, the Dragons consistantly kill every tank, dreadnaught or MC they turn their attention to. What could possibly be the arguement of giving them even heavier firepower? Especially since the weapon in question isn't in my oppinion, better than a Fusion Gun. Sure, longer range, whoop-de-do. I'll take S8 over an extra 6" range anyday.
The new Exarch Wargear does two things. One, the Armature, seems like its only there to make the Exarch into a Phoenix Lord. 2+ save, +1S PW, and the Flamer all in one package just glows special character...
Second, the pistols offer, IMO, a sub-par alternative to the Dragons Breath Flamer, while at the same time encouraging the Dragons to be in CC, which i don't think is appropriate for them at all. Most people around here dissagree with me, but i firmly beleive that if your Dragons have gotten into CC with anything other than a tank, something has gone seriously wrong.
The powers... Again, this all just seems like an attempt to create a Phoenix Lord. FNP is over the top, we've tried it in the Redux. Annihilate, since it only applies to Instant Death, does nothing against the Dragons chosen target (Tanks and armoured vehicles) and Fire Proof is even better than what the Avatar has.
Alot of people seem to think that the Heat Lance is a 'heavier' weapon than the Fusion Gun, but i personally beleive the latter to be superior one. Sorry about that, i should have been a little more consise in the usage. That said, while the stats of a Fusion Gun and a Melta Gun may be the same, they are themselves unique weapons. Asside from Rapid Fire/Assault 2, Shuriken Catapults and Bolters are the same, should we be equiping our Guardians with something different too?
Since you already gave them Tank Hunters as standard (Something i actually agree with. I think each Aspect Warrior squad diserves a special rule which fits into their role) maybe something that protects them from the contents of a freshly distroyed tank? No clue what to call it, but what about a power that allows the Dragons to take a leadership check if they destroy a vehicle. If they pass, they emediately fall back as per normal, but regroup at the beginning of the next Eldar turn. This gets them out of easy assault range of anyone who happens to be lurking in a freshly scrapped transport.
As for the Redux, once you have 100 posts you can access the Projects board.
So, maybe I'm being dense here
This really isn't some kind of conspiracy .
Bad Behavior has blocked 5896 access attempts in the last 7 days.