Hey everyone. I'm new to this forum (just joined today), and I had just posted this topic on two other forums. I decided to post it here as well as a way to introduce myself, get to know some people here, and most of all, get some more opinions. So here is is (modified with a few suggestion I had gotten).
For those of you that don't know, Brimstone from Warseer.com has said that a new Dark Eldar codex may be coming relatively soon, possibly even next year in '08.
Now this topic may be a little premature, but I was wondering what kind of changes / additions you'd like to see in the new Dark Eldar Codex. This can include change in points cost, new wargear, new squad options, and even new units.
Also, feel free to say what models you thing need to be redone.
Here are some of my own thoughts.
HQ:
I'm pretty happy with the Dark Eldar HQ choices. However, Ithink a few pieces of equipment could be added.
- Scourge Wings. Lords only. ( around 15 pts)
- Some kind of more powerful pistol, perhaps a plasma pistol equivalent (~10 / 15 pts)
- Incubi armor, complete with Tormentor helm and punisher. Lords only. (~25 pts)
- I got this idea after reading Nightbringer by Graham McNeill, which featured Dark Eldar. In the book, the Dark Eldar lord had these small creatures made from sewn together flesh that would jump on and attack his opponent in close combat. I think this could be represented by a new piece of wargear, similar to an ork attack squig, with the following profile:
Pts: 15 WS: 3 BS: --- S:3 T:3 W:3 I:5 A:3 Ld: 4 Sv: ---
This could only be taken by Dark Eldar Lords and Haemonculi, and when the character died, the creatures would be assumed to scatter, thus destroyed.
- Plastic Incubi FTW. Plastic lord similar to the SM one would be nice too.
Elite
- Plastic Wyches would be really nice.
- I've never used Mandrakes or Grotesques, so have no comment on how to change their rules... they seem pretty balanced to me.
- And idea for a new elite unit: Dark Eldar assassins. These would be similar to Imperial assassins. They would be a 0-1 choice, but, like Lictors and Zoanthropes, up to three could be taken and they would be deployed separately. Each one would be in the 50 / 70 pts ranged and equipped with special wargear. Perhaps they could have different rolls, ie. tank hunter, HQ assassin, monstrous creature killer. Same stats as a Dark Eldar Sybarite, but with two wounds and the infiltrate and move through cover special rules.
Troop
- Despite many complaints about the current Dark Eldar warriors and the high probability that they are going to be redone, I think this is unnecessary and think the basic warrior may be one of the best looking models in the whole army. my humble opinion, of course.
- Give Dark Eldar warriors a splinter pistol in addition to their splinter rifle, similar to the way Dark Angels have a Bolter and a Bolt Pistol. That way, when they assault they can at least soften up the target with a little fire. Also, Any warrior would be able to exchange their splinter rifle with a CCW for free, so they'd have a CCW and splinter pistol, giving them +1 attack in close combat.
- For +2 pts each, Raider squad warriors may be given hit and run ability.
Fast Attack
- Give Reavers hit and run ability
Heavy Support
- Scourges: Scourges need a bit of re-working in my opinion, as right now they are far to fragile for their high pts cost.
- Base Points cost reduction from 16 to 14 pts. All weapon/ upgrade options remain the same pts.
- Ability to take Blasters for +15 pts and Shredders for +15 pts.
- Reduce Ravager to 100 pts. All options remain same pts cost.
Forgeworld
- Do... something. Originally I had thought a titan or super-heavy so that they wouldn't feel left out when apocolypse came around, but as others pointed out, Dark Eldar focus on Raids and fast strikes, which would be kind of hard to do with a titan/ heavy. But still, I feel a little left out when it comes to cool forgeworld models for the Dark Eldar.
-----------------------------
So yeah, that’s my thoughts. I know I added a lot of hit and run in there, but that’s how I see Dark Eldar. They’re raiders, they strike fast and then disappear before you can destroy them, only to strike again. This combined with the more assaulty main warrior I think gives the army a more fluff-accurate feel and I think would play nicer.
So, your turn now.
For those of you that don't know, Brimstone from Warseer.com has said that a new Dark Eldar codex may be coming relatively soon, possibly even next year in '08.
Now this topic may be a little premature, but I was wondering what kind of changes / additions you'd like to see in the new Dark Eldar Codex. This can include change in points cost, new wargear, new squad options, and even new units.
Also, feel free to say what models you thing need to be redone.
Here are some of my own thoughts.
HQ:
I'm pretty happy with the Dark Eldar HQ choices. However, Ithink a few pieces of equipment could be added.
- Scourge Wings. Lords only. ( around 15 pts)
- Some kind of more powerful pistol, perhaps a plasma pistol equivalent (~10 / 15 pts)
- Incubi armor, complete with Tormentor helm and punisher. Lords only. (~25 pts)
- I got this idea after reading Nightbringer by Graham McNeill, which featured Dark Eldar. In the book, the Dark Eldar lord had these small creatures made from sewn together flesh that would jump on and attack his opponent in close combat. I think this could be represented by a new piece of wargear, similar to an ork attack squig, with the following profile:
Pts: 15 WS: 3 BS: --- S:3 T:3 W:3 I:5 A:3 Ld: 4 Sv: ---
This could only be taken by Dark Eldar Lords and Haemonculi, and when the character died, the creatures would be assumed to scatter, thus destroyed.
- Plastic Incubi FTW. Plastic lord similar to the SM one would be nice too.
Elite
- Plastic Wyches would be really nice.
- I've never used Mandrakes or Grotesques, so have no comment on how to change their rules... they seem pretty balanced to me.
- And idea for a new elite unit: Dark Eldar assassins. These would be similar to Imperial assassins. They would be a 0-1 choice, but, like Lictors and Zoanthropes, up to three could be taken and they would be deployed separately. Each one would be in the 50 / 70 pts ranged and equipped with special wargear. Perhaps they could have different rolls, ie. tank hunter, HQ assassin, monstrous creature killer. Same stats as a Dark Eldar Sybarite, but with two wounds and the infiltrate and move through cover special rules.
Troop
- Despite many complaints about the current Dark Eldar warriors and the high probability that they are going to be redone, I think this is unnecessary and think the basic warrior may be one of the best looking models in the whole army. my humble opinion, of course.
- Give Dark Eldar warriors a splinter pistol in addition to their splinter rifle, similar to the way Dark Angels have a Bolter and a Bolt Pistol. That way, when they assault they can at least soften up the target with a little fire. Also, Any warrior would be able to exchange their splinter rifle with a CCW for free, so they'd have a CCW and splinter pistol, giving them +1 attack in close combat.
- For +2 pts each, Raider squad warriors may be given hit and run ability.
Fast Attack
- Give Reavers hit and run ability
Heavy Support
- Scourges: Scourges need a bit of re-working in my opinion, as right now they are far to fragile for their high pts cost.
- Base Points cost reduction from 16 to 14 pts. All weapon/ upgrade options remain the same pts.
- Ability to take Blasters for +15 pts and Shredders for +15 pts.
- Reduce Ravager to 100 pts. All options remain same pts cost.
Forgeworld
- Do... something. Originally I had thought a titan or super-heavy so that they wouldn't feel left out when apocolypse came around, but as others pointed out, Dark Eldar focus on Raids and fast strikes, which would be kind of hard to do with a titan/ heavy. But still, I feel a little left out when it comes to cool forgeworld models for the Dark Eldar.
-----------------------------
So yeah, that’s my thoughts. I know I added a lot of hit and run in there, but that’s how I see Dark Eldar. They’re raiders, they strike fast and then disappear before you can destroy them, only to strike again. This combined with the more assaulty main warrior I think gives the army a more fluff-accurate feel and I think would play nicer.
So, your turn now.