Thursday, September 9, 2010

Codex thoughts (Eldar)

Okay... so after much thought I figured I would share with you guys my thoughts on particular codices every now and then to talk about what I like, hate, and think should be added and/or changed.

Today's first codex review is.....

Eldar!

Opening Thoughts:

I love the themes, imagery, and history behind the Eldar race. They have one of thee best back stories and history in the game with characters that are very iconic and full of flavor. The Eldar have some of the best looking models on top of that. Their sleek surfaces and crisp details make their models a definite must for experienced painters. Their model range is overwhelming and they are kind of like Protoss in SC2, as they have the hard counter to all types of enemy units. I think their codex is/was well written but definitely could use an update. Here begins my thoughts...

Army wide rules:

1) More Psychic Powers - The current powers are hit and miss when it comes to Eldar. Doom & Guide are amazing and worth their weight in gold! Mind War is neat and could potentially be nasty. Eldritch Storm needs to be a bit more powerful to turn the Farseer into a ranged damage dealer. Maybe make the Storm Str 4 with an AP of 5 or 6. As for new powers for the Farseer I think a few more for variety sake would be good. Warlock powers are even more crap. They are neat but again should be updated/upgraded and new ones should be added.

Warlocks: Warlocks are neat and if their powers get enhanced should be able to join other units, not just Guardians or Wraithguard. I foresee a Warlock as a support caster that would join other aspect warriors at the front of combat and help their brothers/sisters in combat.

Exarchs/Exarch Powers:

Powers need their rules redone and should be included in the cost of an Exarch. For instance rather than spending 16 pts per Howling Banshee with another 16 for an Exarch, the new codex should read similar to the Marine dexs in which you spend 100 points for 4 Marines and a Sargeant. You then can add additional members and/or tailor the squad accordingly. The same thing should apply to Eldar squads in the next codex. Also new powers would be nice. Maybe have three powers each and select 2 before the battle begins.

Vehicle Upgrades:

Besides Holo-fields, Star Engines, and Spirit Stones the Eldar need more upgrade choices.

New Weapons:

The Eldar have lots of different guns but tend to lack in certain areas. More variety here would be nice.

Units:

HQ:
Avatar - Don't change this beast! He is amazing in 5th edition and is definitely worth his points. A new model would be nice (Plastic please!)
Farseer - The iconic leaders of the Space Elves. I like the Farseer as a HQ choice as he is more of a supporter character which is unique since not many armies have HQ's that are tailored for that aspect of warfare. The majority of HQ's are melee combatants (Tau excluded) with ranged or psychic support thrown out. Current rules are good but could be better. I would like to see more psychic powers and war gear for their leaders.
Autuarchs - Don't see them used very much but more war gear choices would be nice. They seem to lack the upgrades that say... ... other armies get (I'm looking at you Space Marines!)
Phoenix Lords - Pretty sweet! Some need some slight changes otherwise pretty good.
Special characters - I would argue that Eldar need more special characters but their Phoenix Lords sort of qualify so... maybe add 1 or 2 more characters.

Troops:
Dire Avengers - Awesome!
Guardians - Make them cheaper to compensate for their crap stat line. maybe 6 or 7 points a piece.
Wraithguard - Should be put as troops if you are led by a Farseer. Otherwise Elites. They are ridiculous with their Wraithcannons. However they could be upgraded to be a bit more nasty in close combat. Maybe give them weapon options.
Jetbikes - Pretty good.
Rangers/Pathfinders - Pretty good.

Elites:
Howling Banshees - Good!
Striking Scorpions - Good! Give them fleet!!!
Fire Dragons - Crap!!! .... oh wait... I mean freaking sweet!
Harlequins - Awesome!

Fast Attack:
Warp Spiders - Damn son these boys are fast!
Shining Spears - just remove these guys. They are crap in my opinion.
Swooping Hawks - something needs changed here. They are situational and have a bunch of rules that usually never apply.
Vypers - Glass cannons but pretty good. I would argue to make them more resilient but they are comparable to other units (Dark Eldar Raiders, Ork Buggies, Tau Piranhas)

Heavy Support:
Wraithlord - Good! They could use a few more upgrades. Maybe make them sort of like Marine dreadnoughts with either CC ability or ranged mastery. 4 wounds and downgrade to T 7????
Nightspinner - ......... I ..... hate..... these guys..... No changes for something OP! :P
Fire Prism - The cannon might need changing here... The combining fire rule is awesome fluff wise and could be nasty but the gun needs a slight change. Maybe make it a Lance to turn the Prism into a more anti-tank role with the Spinner covering Infantry.
Falcon - Jack of all trades... master of none.... good overall but tends to be a point sink for a vehicle that doesn't perform as well.
Dark Reapers - A niche unit that is really good but only against MEQ's. Make it an Elite choice to free up space in the Heavy Support slots.
Support Weapons - Make them more survivable so people will take them because the rules/guns are awesome!
War Walkers - Neat but I don't know if I would include them in Heavy Support. Maybe given them less weapon options and turn them into a Fast Attack choice sort of like Imp Guard Sentinels.

Transports:
Wave Serpent: Good!

End of rant!