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Changes to dark eldar codex

I hear that the new Eldar codex, supposedly a compilation of all Eldar variants, will integrate the Dark Eldar into the book. This is a chance to update / change / add to the rules for the dark Eldar which, in my opinion, need tweaking to stay competitive. Below are some thoughts for what the changes should be. Thanks to everyone on the EO board for many of these ideas! I would like your feedback. Depending on how it turns out, I can send the results to GW and who knows, we may have a hand in updating our army! ...........................
I think the Dark Eldar need an assault varient for their troops. After all, they are supposed to be close combat oriented, aren't they? Do you support an assault raider, allowing warriors to trade out their splinter rifle for a splinter pistol and close combat weapon for no additional cost
Yes
Yes, but can't take heavy weapons as an option
Yes, no Hvy weapons, but can take two assault weapons
Yes, but it should be at a small additional cost
No
The shredder needs updating. It is too expensive for what it does (str6 AP-). Check the change you think makes most sense
Works OK, just reduce in cost by 5pts
If it causes a wound, causes an entangled test (pinning). After all, they are supposed to be trapped in a web of monofillament thread, right?
Unit hit and wounded by shredder lose D3" of movement next turn
Ok as is, no changes
What are all those blades and spikes for on Reavers? It makes no sense to me that white scars get more attacks in close combat than DE. What about these changes:
Reavers get +1 attack when they charge
They get +1 attack added to profile
A unit of turbo charging reavers can tank shock if they moved a full 24" inches
+1 initiative when they charge
No changes, fine as they are
Should there be a disentegrator heavy choice for troop units, just like Dark Lances?
Yes
No
Should Wyche armies have a new heavy choice? I think they should - here are some ideas that fit the fluff, and would make the wych armies more varried. Which one(s) would you like?
Warp Arena Beast - Large, multi-wound monstrous creature, spawned from the warp.
Reaver attack bike - twin hulled reaver with dis. or linked sp canons
Night-spinner ravager - like the Eldar weapon platform - shoots three barrage blast templates, str 6 AP-, pinning, monofilament web spheres.
New rules to make DE not so vulnarable on first turn. Which do you like?
Race specific rule - DE get +1 to all first turn rolls
Wargear - Nightmare Doll II - allows the DE to automatically get first turn, but HQ has to take a Psychic perils of the warp attack.
Night fight rule - Allow DE to always (even in tournament play) call for nightfight rules if they choose.
Scourges make no sense. They are a highly mobile force, armed with heavy weapons? Which of these changes would makes sense to you?
Treat scourges as "stable platforms", allowing them to move and shoot heavy weapons.
Allow scourges to take blasters and shredders (my favorite)
Give them the option of NOT taking their jump packs (like space marines), reducing cost by 8 points
Leave them alone, jsut reduce their costs
Give them a better armor save (+4)
Fine as is
Mankdrakes are a cool idea, but rarely do much. I think they need an upgrade option for a Sybarite kind of character, or some sublte changes to the unit options to make them more useful for the points. Which would you choose?
Upgrade one model to a sybarite
Same as above, but limit them to poisoned blades, or terrorfex
No character upgrade, but allow them to take a terrorfex as an assault weapon upgrade.
Always attack first in CC
Allow them to disengage from close combat like hellions.
Allow them to infiltrate
Allow fleet of foot while cloaked
Hellions seem like they should be cooler than they are. Under the new rules, they got a little better, but still, tehy look like better CC troops than they reallya re. After all, that skyboard wiht the wicked blades ought to make them better in close combat, I think. What do you think of any of these changes?
Give them an extra attack in close combat when they charge
Give them an extra CC attack in close combat always
Allow the 5+ jink invulnarable save to apply in close combat (probably increase cost)
Fine as is, leave them alone
I love the fluff with grotesques, though the models are awful. What changes, if any, do you think would make sense?
Random mutations (+1 Str, ws, etc.)
Toughness 4 to close combat attacks
Immune to crashing from raider wounds
Terror - opponent MUST shoot at unit if it is closest
Fine as is
Dumb things in the rules that I think need to change - possibly even were ommissions by GW. Check all you agree with:
Warp beast master should get wych dodge
Lelith should come w/ combat drugs
Mandrakes should be infiltrators
Talos should NOT take wound from diff terrain tests
Scourges should be fast attack
Did I miss anything? If so, post your ideas in the "Talk about this poll" section and I will add it.
Yes
No
This poll was created on 2004-08-26 12:03:47 by RickyB