Tuesday, July 13, 2010

The Future Avatar of Khaine: my thoughts and Triskele Conversion

Once again I'm talking about ways to improve the Avatar... well not so much as improve, more like balancing him with simular creatures i.e. Greater Daemons

As I mentioned before the no brainer is to replace "Molten Body" with "Eternal Warrior"

however I've been doing some math (shock horror!) and I still don't like the odds against simular daemons in close combat.

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*Numbers Alert*

Chance winning a round of close combat:

Bloodthirster > Avatar by 48%

Keeper of Secrets > Avatar by 14%

Lord of Change < Avatar by 5%

Great Unclean One < Avatar by 12%
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that's without factoring who is assaulting, iniative, wounds or abilities

though being beaten narrowly by a Slaanesh greater daemon makes sense (though if the other factors were included the odds quickly stack against the Avatar) being owned by the Bloodthirster by such a margin does not.

so after doing several pages of math I have come up with the following changes to the Avatar:

Stats change: +1A

Additional Rules: "Always hits on a 3+", "Counterattack"

----------------------------------
*Numbers Alert*

Chance winning a round of close combat:

Bloodthirster > Avatar by 25%

Keeper of Secrets < Avatar by 2%

Lord of Change < Avatar by 16%

Great Unclean One < Avatar by 28%
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that's without factoring who is assaulting, iniative, wounds or other abilities


Conclusion

By doing these changes the Avatar; whilst still the under dog will have a fighting chance against the bloodthirster, be roughly on par (if a little under due to iniative) with the Keeper of Secrets and have the edge over non-warrior greater daemons.

This would also provide more entertainment as the winner will not be so clearly defined before the battle begins.


Additional Notes

For thoses who are curious about my math I used this simple group of equations

%Wounds/Attack = 100(Chance of Hit x Chance of Wound x Chance of Armour Fail)

%Wounds/Round = Number of Attacks x %Wounds/Attack

%Win Margin = Attacker 1 (%Wounds/Round) - Attacker 2 (%Wounds/Round)






Banshee Triskele

I'm currently working on another tutorial, this time for the Triskele. I'll post it when it's done however in the meantime to see my progress so far follow this link:

Custodes Eternal: Banshee Triskele Tutorial

Sunday, July 11, 2010

The Future Eldar Codex: My Thoughts Pt 3

Once again I'm thinking... I wonder what qualifications I need to get a job at the big GW?

I've also been thinking Eldar again

more importantly the Avatar

One rule I would drop right of the hammer is the immunity to heat weapons, This isn't warhammer fantasy we don't normally factor in elements with our weapons so this rule should be scrapped.

Instead they should give the Avatar "Eternal Warrior" to be on par with other daemons.

Speaking of daemons I was a little insulted when I read through the greater daemon list and saw that the bloodthirster has a WS of 10 I mean sheesh if I didn't know better I'd say there is a lack of communication between the fluff writers and the rule writers

each greater daemon has it's own aspect of war:

Bloodthirster: Slaughter; large number of high strength attacks.

Keeper of Secrets: Temptation and pain; makes the opponent drop their guard then puts them in a world of hurt.

The Unclean One: Disease and endurance; weaken the opponent whilst taking every hit.

Lord of Change: Magic; Ranged combat, psychic powers,

and

Avatar of Khaine: War Mastery; Skillful strikes and parries, inspiring commander

The bloodthirster has encroached on the Khaine's territory so that is something that needs to be fixed

perhaps always hits on a 3+ can only be hit on a 5+ in close combat regardless of weapon skill? that way Khaine will still keep his war mastery.

Because of his WS this boost is a minor thing and thus combined with Eternal Warrior easily makes up for the loss of his immunity to heat weapons.

Saturday, July 10, 2010

More Purifier Pics

It's got to the stage that I've given up on chapter fluff, trying to work it out is giving me a headache.

Here's some more pics of my repainted chapter

Angelus in the new scheme

Angelus the New Scheme

Scouts the New Look

Scouts the New Look

Friday, July 9, 2010

The Future Eldar Codex: My Thoughts Pt 2

More thoughts on things I'd like to see changed for Eldar

Farseer Powers

Fortune

instead of re-roll armour saves, re-roll successful to hit rolls against that unit in the opponents shooting phase.
This would better reflect the description and adds to the Eldars elusive nature.

Warlock Powers

Wraithsong (bongsinger)

pick a unit or vehicle within 6", if psychic test is passed then that unit gets +1 to all saving throws until the next Eldar turn (an unmodified 1 still fails though). If the target is a vehicle then -1 to dice rolls made on the vehicle damage chart (to the minimum of 1)until the next Eldar turn.

Court of the Young King

An addition to what I have previously wrote

Exarches may choose any wargear of their aspect but may not have any warrior powers.

Warriors of Khaine; the Court of the Young King and any Autarch with it have the Furious Charge and Counter Attack universal rules.

Warp Spiders

Surprise Assault: Warp Spiders get the Scout rule.

Rangers

An expansion on what I previously wrote

5-10 Rangers

Wargear: Camocloak, Eldar Long Rifle, Shuriken Pistol

Special Rules: Fleet.

Upgrades:

1 ranger may be upgraded to Pathfinder (+1WS,BS,I,A,Ld,Sv)

The Pathfinder may replace his long rifle with:
a Pinpoint Rifle
(Ap 1 on a 4+)
for 10pts

or a Prism Rifle:
(Rg:48" Str:X Ap:3 Heavy1Sniper) /
(Rg:48" Str:4 Ap:5 Heavy1Blast)
for 20pts.

may take a Poison Knife for 10pts

Warrior Powers:
Master of Stealth: Stealth, Infiltrate universal rules

Pathfinder: Scout, Move Through Cover universal rules

Wednesday, July 7, 2010

The Future Eldar Codex: My Thoughts Pt 1

These are just some of the changes I'd like to see in the future Eldar Codex:

Misc' Wargear changes:

Universal Wargear

Plasma Grenades: either both offensive and defensive to match description and/or boost to strength 5 against vehicles like in 4th edition.

Wargear for Warlocks and Exarches:

Waystones: a unit with a waystone doesn't need to be in range or los to benefit from a farseers psychic power

HQ changes:

Farseer:

Runestaff: a two handed power weapon, if the farseer can cast a second power the farseer can cast the same power twice.

Forewarn power: Range 6", a unit that this power is cast on may make a free round of shooting at a unit arriving from reserve in the following opponents turn however if they choose to do this they may not fire in the next eldar turn.
(Amendment made based on sonsoftaurus's comment)

Warlocks:

+1 Iniative and Leadership to match aspect warriors.

Spiritseer becomes a power not an upgrade.

Bonesinger becomes a power.

Enhance adds 1 to ballistic skill as well.

Autarch:

Master Strategist: replace "has a strategy rating of 4" with "can steal the iniative on a 5+"

Witchblade becomes an option.

Court of the Young King:

A honour guard for the Autarch

3-10 Exarches

Shrine Leaders: for each exarch in the court the player may take a bonus unit of that exarches aspect, this unit doesn't take up any force slots.

Troop Changes:

Rangers:

Pathfinders become like exarches for rangers with exarch like stats. Pathfinder and master of stealth rules becomes its powers and Poison pack (poison close combat attacks)one of it's weapon upgrades.

Fast Attack Changes:

Warp Spiders:

Death spinners gain rending (if the nightspinner is anything to go by this is confirmed)

Roll a D6 on second movement and on a 1 lose a member instead of 2D6 and a double. Allow full 12" movement, more worth the risk especially with autarches.

Heavy Support Changes:

Wraithlords:

Wraithcannon an optional replacement for flamers/shuriken catapults.

Support Weapons

Shadow weaver gains rending.(if the nightspinner is anything to go by this is confirmed)

Craftworld tailoring rules for characters

Biel-Tan: Aspects count as scoring units.

Saim-Hann: all Jetbikes and skimmers gain the scout rule.

Ulthw'e: All psykers may take an additional power.

Alaitoc: May steal the iniative on a 3+.

Iyanden: All psykers add 6" to see if they are in range for wraithsight.