Re: [NetEpic ML] REPOST: my comments to the DE drafts

From: Peter Ramos <primarch_at_...>
Date: Tue, 6 Nov 2001 20:23:36 -0500

Hi!


General comment: There seems to be a tendency to give the Dark Eldar a 15cm
base move. Remember that of the normal Eldar only the Swooping Hawks have a
15 cm base move, and they have _flight packs_! So I wouldn't recommend any
fleet of foot tweaks, especially since in the 40k both normal eldar and DE
have it.

Would any units merit fleet of foot like we did with shadowed skin?

> Warrior 10 cm None +1 Splinter Rifles 50 cm 2 5+ 0

This one is better. However, the splinter rifles are no more rapid firing
than IG lasguns, so I would drop the attack dice to 1.

My sentiments too.

> Scourge 15 cm None +2 Lascan. 50 cm 2 5+ -1 Skimmer

Change the lascannon to a dark lance and you are all set.

> Wych 15 cm None +3 Splinter Pistols/ CC Weapons 25 cm 2 5+ 0 Combat
> Drugs Elite

Definetely this one.

Here's my suggestion for Grotesques:
Grotesque
move: 10 cm
Save: 5+; cannot be modified further than 6+.
CAF: +4
Weapons: None
Range: None
To-hit: N/A
Save mod: None
Notes: Stupid, Horrifying

Stupid: The pain all Grotesques have suffered has numbed their minds. If a
Dark Eldar command unit is not within 10cm of a Grotesque unit at the orders
phase roll a d6:

1: The Grotesques just stare ahead stupidly or torture themselves for fun.
The unit has no orders.
2-3: The Grotesques amble off towards the nearest enemy. The unit has
advance orders.
4-6: The Grotesques run screaming towards the nearest enemy unit intent on
causing as much pain as possible. The unit has Charge orders.

Horrifying: A Grotesque looks so terrible that enemy units charged by a unit
of Grotesques must make a morale check or go on fall back orders.

My haemonculus:
Move: 10cm
Save: None
CAF: +4
Weapons: Destructor
Range: Flamer template
To-hit: 5+
Save Modifier: None
Notes: Commander, Elite Ignores cover to hit

[snip]
> Beast Master 15 - +4 Splinter pistol/Agoniser 25 2 5+ -
�> Commander, Elite
> Combat drugs Special Rules
>
[snap]
> This elite troop controls Warp Beast packs and is enhanced
> with Combat
> Drugs. They are very fast because they need to be able to
> keep up with
> the Warp Beasts. The Beast Master is a deadly CC unit and
> must be with
> 10 cm of the pack she controls. The Beast Master moves and
> shoots like a
> command unit but can be targeted normally.
>
> Warp beast 25 - +5 None - - - - Special Rules
[snap]

COMMENT: Drop the move to 20cm
[Snap]
>
> Warp Beasts are incredibly fast even by Dark Eldar standards. Warp
> beasts move through difficult terrain just like infantry do, and may
> enter buildings. If the beastmaster is slain the Warp Beasts
> will charge
> the nearest unit (friend or foe) in the Dark Eldar players turn, and
> enter close combat with them. If the pack is forced to fall
> back after
> the Beastmaster is slain, they will return to the warp, and
> are removed
> from play.



> Reaver Jetbike 35 - +3 Blaster 25 1 4+ - Skimmer, special rules

This is armed with a splinter rifle. Let's make it comparable to other
vehicle AP weapons:
Range: 25cm
To-hit: 6+
Save mod: none

> Dark Reaper Jet Bikes 35 cm None +4 Splinter Cannons 25 cm 2 5+ -1
> Combat Drugs
>

Dark Reapers are the Eldar aspect warriors, so how about just Reaper? This
could be the DE "Vyper".

> Shadow Guard 10 cm 6+Fix +2 Splinter Cannon 50 cm 1 5+ -1
> Special Orders

Dark Stalkers?

> Shadow Dreads 15 cm 5+ +3 Dark Lances 50 cm 1 4+ -2 Special Orders

Shadow Lord? Dark Lord?

I think shadow lord is good.

> Shadow Walkers 25 cm None +1 Lascan./Splinter Guns 75 cm 1 5+
> -2 / 25 cm
> 3 5+ 0
> Anti-grav Splinter Cannon 10 cm None -2 Splinter Cannon 75 cm 2 4+ -2
> Anti-grav Vibro Cannon 10 cm None -3 Vibro Cannon 75 cm 1 Special -1

I would drop these three; IMO they make the DE too "eldarish". True, there
should be similarities, but these should not be overdone or we get what is,
in essence, just another craftworld army.

I remember this comment. I agree they should be "eldar in dark clothes".

> Raider 30 5+ 0 Dark Lance 75 1 5+ Special Skimmer, carries 2 stands,
> Special Rules

Open topped; crew bail out save reduced by 1.

> Special rules in one version of rules
>
> The Raider is armed with a Dark Lance, this weapon fires a
> beam of dark
> energy that annihilates anything it hits. Its especially effective
> against heavily armored vehicles, who thick armor plates offer no
> protection against the beam. Due to its unique nature targets
> with a 4+
> or better save are treated as a 5+.
>

Why not give it a save modifier of -3 and +2 to damage rolls?

Like a volcano cannon, reasonable.

> Corsair 20 cm 2+ +4 Destructor Cannons/Splinter Guns 75 cm 2
> 4+ -20 / 25
> cm 2 5+ 0 Skimmer

Drop the save to 3+. Weak armor should be the main weakness of a DE army.

> Super Heavies
> Shadow 30 2+* +4 ShadowCannonSplinter 100 cm 1 3+ Special 75
> cm 2 5+ -1
> Skimmer, super heavy, +3 to Dmg rolls.

This should be a special card. The DE don't seem to be lugging too much
heavy equipment around...

> Shadow Stalker 25 3+ +8 Dark lance/Webblaster/Splinterblaster
> 75 cm 4 5+
> Special Knight, Shadow field, template template 3+ 0, 15 cm 6 6+ 0
> Webway portal.
>

What does the Shadow field do? Or the Webway portal? Also a special card for
the reasons mentioned above.

Flyers (from Imperial Armour 2):

Raven (Ho hum! How dull a name; how about Night Witch? Tormentor? Ghost?)
Move: 115cm
Save: 5+
CAF: +5
Weapons:

I like Night witch

Long barrelled Splinter cannon
Range: 50cm
Attack d:2
To-hit:5+
Save Mod: -1

Dark Lance
Range: 50cm
Attack d:1
To-hit:4+
Save Mod: -3, +2 to damage rolls


Razorwing
Move: 90cm
Save: 4+
CAF: +2
Weapons:

Heavy Terrorfex:
Range: 50cm
Attack d:Barrage template
To-hit:4BP
Save Mod: special

If any models under the template are hit, the unit must pass a morale check
or go on fall back orders. The check is modified by -1 for any models hit in
excess of one. Since the Terrorfex produces psychic hallucinations, a
succesful psychic save by ANY member of the unit negates the need to make a
morale check.

Dark Lance
Range: 50cm
Attack d:2
To-hit:4+
Save Mod: -3, +2 to damage rolls

Long barrelled Splinter cannon
Range: 50cm
Attack d:2
To-hit:5+
Save Mod: -1

Looks good.

Peter
Received on Wed Nov 07 2001 - 01:23:36 UTC

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