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We know about the Aspect Shrines in the Codex but I was wondering if any of you would like the concept developed even further with new Aspects of Khaine? What role would they fill, how would you differentiate them from the established Aspect Warriors- even if it was only background information and not a table top unit?
Also what would you like to change in regards to the current lot?

Personally I'd like a Shrine, or more than one, who were Assassins- the idea of assassination seems to fit the idea of the Eldar way of war even more so than it does humanity (at least in my mind). With stealth and agility being the hallmarks of this Aspect, pretty much like the Hollywood image of Ninjas.

To change? Well I'm not sure, I'll let you lot inspire me and hopefully I'll think of something.
 

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Personally, I think they've got things mostly covered with teh current aspects. They don't really need any more.

The Assasin aspect, is already kinda covered by the Striking Scorpians in my mind...
 

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I'd like to see newer models for warp spiders.
They can keep the original three poses + exarch as is, I just want some more dynamic poses for the normal ones and for the exarch to get a model that allows him to take wargear from the codex.

Bring back the flamer template for the deathspinners.
Give Karandras BACK the biting blade that is his.
 

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i think we need longer ranged weapons. the only things that can hit jack at over 18" are Reapers, Hawks and Rangers really.
 

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This is more of a hypothetical situation than a 'oh i hope GW is listening' scenario, if you think some of the Aspects need an overhaul- what sort of things would you like to see changed?
You broached it not me :p.

The Eldar codex is one of the most imbalanced books out there internally. Outside of Wave Serpents w/DAVU, the occasional SG squad, Falcons, Prisms, Vypers, Dragons, Seers & Autarchs inc. warlocks there's not much going for Eldar. Take anything over these and you've paid a high opporunity cost. In that regard you need to compete with these units. The biggest change and 'easiest' way to do this is each Phoenix Lord makes a certain number (if not the whole entry) of their Aspect count as Troops. This means making a WS & SS PL. PLs also need to not be 200+ point sinks of fail without an invul thanks.

Without posting an essay (I'm under a painting deadline!) some concepts outside of PL = Troops are:

Scoprions: Fleet, nades
Banshees: assault out of Serpent, nades
Warp Spiders: dangerous check for unit they hit, 6"+D6" 2nd jump, alternate shooting option? (i.e. S5 AP1 no snare effect?)
Shining Spears: serious points drop, WS5, automatic hit & run upgrade, some sort of invul perhaps?, nades
Dark Reapers: serious points drop, bonus against vehicles (2D6 maybe? that's an avg of 12 though... or simply S6), move & fire
Swooping Hawks: 4+ invul, improved haywire nades, points drop

Dire Avengers & Dragons are both fine as they are though some changes would be nice (more flamers for Dragons?) to keep up with upgrades elsewhere.
 

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i would like to see scorpions with rending give them a chance to compete with banshees and harlies a little more for assault troops
 

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There are actually some hints as to other Aspect shrines in the fluff. The Codex mentions the 'Whirling Orbs of Zanadros (or something like that...), and a neat sounding Aspect called the Crystal Dragons is mentioned in Path of the Warrior. What these aspects specialize in I am unsure of, but my guess is the Orbs do a lot of....whirling....

With regards to changing up the current aspects:

I would like to see major points drop in the Fast Attack aspects. Spears are far too expensive, and need to be allowed larger unit sizes. Warp Spiders are ok rule-wise, but a tad too expensive (a second Exarch power that does something would be nice too). Hawks need a price drop, and some sort of DS->Assault rule a la Vanguard Veteran's may be nice (for tank popping).

Not sure how I stand on Reapers. I think they are pretty good as is, and I just don't take them because they don't fit my playstyle.

The Elite aspects are alright. I would like to see Fleet Scorpions, or even better, Scorpions w/ Stealth as an Exarch power. Banshee's need to be able to assault from a moving transport, though otherwise are set. Fire Dragons are fine as they are.

The Autarch needs something of an over-haul. I am thinking that it should have ability upgrades in the same vein as the Hive Tyrant while retaining his good war-gear options. I would like to see the +1 reserve roll as a buyable abaility. Preferred enemy to his unit would be nice. Maybe re-rolls to hit would be nice as well. This would allow you to better tailor a HQ unit to your force, and allow him to benefit more than just reserve rolls.
 

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Not sure what the precise play niche would be, but I would love to see the Eldar version of terminator armor. Screw mobility, slap on all the wraithbone armor they can afford, add an energy shield, and hold the freaking line. Perhaps a unit that misdirects enemy fire to themselves?
 

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I would like to see some decent eldar fast attack units. All the fluff is about lightning raids and pinpoint attacks yet we realy only have one unit that can do this.

webway gates would be cool. treat it a bit like a drop pod. One appears, scatters then you can treat it as a board edge.

Other then that if they make all our units worth taking i would be happy
 

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I for one would like to see Aspect shrine-based Wraithguard. It would help to advance the story a bit for the Eldar, and would highlight the increasingly desperate levels they are having to go to to survive

Each aspect needs something new, without a doubt

Scorps- Rending
Banshees- furious charge
Fire Dragons- Flamer option. Plus maybe drop their meltaguns down to S6 or 7 (stil melta), as they are just too effective atm (not that im complaining of course)
Dire Avengers- Points drop!
Swooping hawks- total overhaul
Shining Spears- total overhaul, new ones should have no resemblance to the current unit, which just doesnt work
Warp Spiders- Just give them an AP on their gun!!
Dark Reapers- Rending shots or change them to assault 2. they are static and cant deal w/ mech, one of these two needs to be addressed or they will stil be fail

SOme sort of pilot aspect would be nice, like a vehicle upgrade for BS4 (hoorah!!) and others

Warlocks also need to be more badass. They are formed from psykers who have had training in the aspect shrines...yet they are bollocks in combat. 1 attack? please, stop the madness....

The whole Eldar codex needs built from the bottom up. It is the same units and points costs since Gav "I love Guardians soooooooooo much!!!" Thorpe did the 3rd edition codex
 

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I agree about the pilot aspect. BS4 and maybe a repair rule like a rhinos. Whirling orbs I get the idea of a few people with swords who work like fantasies goblin fanatics. But less suicidal.

Crystal dragons could maybe be made of warriors who used to be seers (opposite of a warlock) whos bodys have allready started to crystalise partially and they use powers in combat.

And I like the ideas other people have said.
 

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The only aspects of war I can think of off hand which are not represented by an aspect shrine are:

Sappers - which would require some anti building and fortified unit abilties, maybe anti armour grenades

Fortification - the ability to deploy mines and imrove saves due to terrain

Defence - some kind of shield based aspect warrior, would have a higher toughness than normal, maybe given the ability to join a special character and defend them somehow

As for existing aspect warriors, I would agree with the posters so far - they just need a general bottom up rebuild to get some kind of coherency to them, then they need making more robust in their roles and for the love of god make the Phoenix lords do something useful in relation to their shrines as this is the poorest piece of fluff to rules conversion I can see in Eldar.
 

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Ghost Lynx

Ok I was bored, so I had a go at some subterfuge aspect warriors

My strange little mind said:
Ghost Lynx (1-10 troops + Exarch)

The Ghost Lynx aspect specialises in the art of battlefield deception. A battlefield may appear to the enemy filled with many Ghost Lynx when only a single squad is present. Only after wasting countless rounds of ammunition and litteraly chasing ghosts will the enemy reveal which Ghost Lynx warrior is really there, and by then it will be too late.

Armed with devastating disruptors the Ghost Lynx are dedicated to helping the Eldar host by neutralsing threats before other aspects move in to deal the killing blow.

WS BS S T W I A Ld Sv

4 4 3 3 1 5 1 9 3+

Special Rules


Fleet of Foot

Ghost Warriors:
The Ghost Lynx have developed sophisticated decoy technology, when a squad of Ghost Lynx are deployed they may be deployed in any number of groups. each time a Ghost Lynx is fired upon, charged or takes a wound or during your movement phase if the Ghost Lynx squad has not yet revealed you may choose to reveal the Ghost Lynx Squad. Choose one Ghost Lynx model, remove all other Ghost Lynx models from play and then redeploy them (and any casualties up to that point) as if the squad had just deep striked to that models position.
Ghost Lynx that are not revealed count as being units with the following stats, they automatically pass all leadership based tests:

WS BS S T W I A Ld Sv
0 0 0 0 1 0 0 - 4+

Wargear


Disruption Fields: The Ghost Lynx carry portable disruption fields, any unit within 6" of a Ghost Lynx may not fire or use any psychic abilities.

Waning Focuser: The Ghost Lynx are armed with a complex beam cannon, this weakens the very structure of matter crippling armour and reducing the effectiveness of power fields to the point of uselessness. They have the follwing profile:

Range: 12" S: - AP: - Assault 1

Any vehicle hit by a Waning Focuser has its armour on the side hit reduced by 1 until until the begining of the next turns shooting phase.
Any unit hit by a Waning Focuser takes all regular saves at -1 and for every two Waning Focusers that hit it takes invlulnerable saves at -1, until the begining of the next turns shooting phase. This may not reduce any save to worse than 6+.

Exarch Wargear

Decoy Projector
Before the Ghost Lynx are revealed the Exarch use his Decoy Projector to redeploy with another decoy group, this is done during the movement phase after all decoy units have moved.

Disruption Beam

The Exarch is armed with a disruption beam designed to cripple enemy circuits and fry sensors, the disruption beam has the following profile:

Range: 18" S: - AP: - Assault 1

Units hit by the disruption beam may not fire or use any psychic abilities as if within range of a disruption field, this effect lasts until the begining of the next Eldar turn.

Exarch Powers
Battlefield Reconnaissance: The Exarch has access to battlefield data allowing him to make decoys appear as if from nowhere. When the decoy groups are deployed they may use the Deep Strike rule, each decoy unit may choose to deep strike or not.

Intelligence seeding: The Exarch has seeded missinformation in the enemies ranks using it to draw vital resources towards false goals, at the end of the game if the Exarch is within 6" of an objective then he may choose to remove it, it does not count towards either sides totals.
 

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Wait I don't get your Ghost warriors rule there. So does that mean you basically split your unit up and then they all become so much weaker? Whats the point in it? Your opponent could wipe the squad in one turn with those stats. Or is it somethign different?
 

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You would deploy the squad split up, when you reveal the squad (either due to one of the models being wounded or by choice and after movement) then remove all except one remaining model from the table, place all the models in the position of the chosen model (including those removed so far due to wounds) and then the unit can start to act as normal.

It is to signify the unit projecting decoys across the table and would mean your opponent would need to kill off any "decoys" which got too close to their units, thus tying up their fire without actually killing any of your units.
 
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