[5.0] Eldar summary

From: Peter Ramos <primarch_at_...>
Date: Tue, 19 Aug 2003 18:34:31 -0400

Hi!
 
Here are the issues touched upon during those discussions (if I missed
any please post them).
 
1. Dire avengers. Considered weak. It seems giving them a 4+ to hit with
a -1 cumulative degrading of fire is favored, but there is some
disagreement to cost.
 
Should is stay at 100 points or be 150?
 
2. Farseer powers, proposal to make them same as the warlock with the
addition of "guide" +1 bonus to hit for one friendly unit in 25cm of the
farseer.
 
3. Drop Coersion power from farseer list
 
4. Dreadnoughts and wraithguard get orders JUST from warlocks and
farseers not "any" living elder.
 
5. Warp hunter discussion, or "how many rolls you really need". Two
camps, those who think it's too random and hard to hit and those who
think redcuing scatter makes it too powerful. The easy solution is the
original rule with a variant listed to be revisited at a later date.
 
6. Platform variant addition.
 
Anti-Grav Scatter Laser
like lascannon but with anti infantry role:
mov 10 cm, range 50cm, THR 4+, ST 0, Attack dice 2.
Range, and ST reduced, added Attack dice and cost unchanged.
 
7. Titan mounted Vibro-cannon? Useless. No commentary at present.
Opinions? Stephane's variant suggested a single scatter but 3d6 not 2.
 
8. Craftworld variant rules for army selection. Anti-christ stuff will
be listed as alternate variant rules if no one disagrees.
 
9. There were some discussions regarding names for Exarchs and such. The
arguments went both ways. Any more opinions?
 
10. Shuriken pistols for howling banshees and striking scorpions? Any
dissent on this?
 
11. Suggestion to reduce the Vyper CAF to make it more of a support
unit. Opinions?
 
12. Wraithguard, movement as infantry.
 
13. Suggestion to classify as heavy artillery the following units:
 
Doomweaver
Firestorm
Unicorn
Warp Hunter
 
Opinions?
 
Peter
 
 
Received on Tue Aug 19 2003 - 22:34:31 UTC

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