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Eldar wargaming in the ASP
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Topic: Eldar wargaming in the ASP (Read 2940 times)
horizon
Contributor
Posts: 147
Re: Eldar wargaming in the ASP
«
Reply #30 on:
May 15, 2008, 04:08:02 AM »
Actually they have less special rules then under MSM. It is only all written out more and all in one place.
Glad you 'grudgingly' agreed though.
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Kage2020
'Fluff' Heretic
Administrator
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Posts: 1348
Mar a bha, mar a tha, mar a bhitheas a go bragh
Re: Eldar wargaming in the ASP
«
Reply #31 on:
May 16, 2008, 02:39:14 AM »
Quote from: horizon
...give Eldar a base move of (between) 30-60cm with two turns.
I'm afraid that I don't speak Wargame.
Quote from: Warboss Waaazag
I'm actually a big fan of the solar sails. They've been done worse.
Aesthetically it looks great. But they have rarely done worse in terms of verisimilitude.
Kage
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Warboss Waaazag
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Posts: 91
Re: Eldar wargaming in the ASP
«
Reply #32 on:
May 16, 2008, 03:46:07 AM »
Quote from: Kage2020 on May 16, 2008, 02:39:14 AM
Quote from: horizon
...give Eldar a base move of (between) 30-60cm with two turns.
I'm afraid that I don't speak Wargame.
It makes them very, very fast and highly maneuverable by comparison to nearly every other fleet in the game. For instance, Imperial ships typically move 15-25cm with one 45 degree turn unless they go on special orders to increase speed (but deny turning) or increase maneuverability (but reduce firepower).
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horizon
Contributor
Posts: 147
Re: Eldar wargaming in the ASP
«
Reply #33 on:
May 16, 2008, 04:24:39 AM »
Let me clarify:
Eldar MSM official rules:
movement phase: Eldar turn 360* and then may fly between 10cm and 30cm depending on class and sunward edge.
in the ordnance phase they may do the same.
A cunning Eldar player will most likely never fly into the sun at 10cm speed. Tacking is a great option and with 360* turns always accesible for them.
Under MMS this changed to this:
the move in the ordnance phase (core rule breaker imo) has been dropped.
Now Eldar move 'twice' so to say in the movement phase.
movement phase: they turn up to possible limit (45* for capital ships, 90* for escorts, light cruisers) and then move 10-30cm (depending on sun), then they may turn again and then move 10-30cm. Giving them a range of movement between 20cm-60cm.
Because of the restricted turn arcs it is harder for them to gain maximum speed and at times even have to make at least one move against the sun.
(continuing based on mms:)
But as you say they are very much faster and more manoeuvrable then the Imperial Navy. As a drawback their ships are very expensive, have lower hitpoints, and receive critical hits on a 5+ (quite substantial).
On weaponry: the Imperial Ships have more stuck onto a ship but the Eldar has better weapons stuck onto a ship.
On defence: both have shields, (Imperial more on battleships) but the Eldar have holofield benefits (only above 15cm!). Now under MMS Eldar need shields as they end up close to the enemy fleet, holofields as they are advanced and making up for lower hitpoints and critical hits. Under MSM they had the best defence ever: the second M in the ordnance phase.
Under MSM Eldar ships could die because of a blastmarker or a dustcloud. a single 6 and an escort was death. Isn't it odd that an advanced race like the Eldar didn't have defence against space rubble? Or that they had no defence against weapon batterries? Mon-keigh weapons? I don't buy that.
edit: to adress Kage his problem and the Solar Sail issue:
Now if you remove the sunward edge dependancy for speed Eldar will need to have a fixed speed. Knowing that they can move between 20 and 60 that could mean an average of 40cm (Where battleship = 35cm, cruiser = 40cm, light cruiser, frigate = 45cm and destroyer = 50cm for example).
All this with the option of two possible turns within their movement.
Necron escorts also move 50cm and Dark Eldar ships can also move 40cm.
That is an option you are not the only one preferring. Although the majority still likes the 'rule of cool'.
«
Last Edit: May 16, 2008, 12:21:14 PM by horizon
»
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Kage2020
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Re: Eldar wargaming in the ASP
«
Reply #34 on:
May 16, 2008, 11:46:29 PM »
Quote from: horizon
Now if you remove the sunward edge dependancy for speed Eldar will need to have a fixed speed.
Incorrect. Speed or velocity is obviously a bit of a silly concept when dealing with the drive systems that we are likely dealing with. The only real issue is
acceleration
. Decrease the ability of a ship to accelerate within a given distance of a gravitational body (planet, star, etc.) and you get the same
functional
effect without the half-cocked science...
Wargame balance is all good and well, just not when it adds more "disbelievium" to the field.
(And to be crystal clear, I wouldn't dream of changing the wargame rules. I just find the idea that they are solar sail propulsion systems to be so preposterous that had they ran the concept by a five year old, even
they
would have been able to point it out. :lol:
Kage
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Warboss Waaazag
Novice
Posts: 91
Re: Eldar wargaming in the ASP
«
Reply #35 on:
May 20, 2008, 03:15:35 AM »
So, I just started a new job with more money and I've resolved to start my first Eldar army. Mostly because I always wanted to. I decided to do a combination of Tir'asur and Lugganath forces. As I am completely insane, I've decided on a complex White/Red (-ish magenta) color scheme for Tir'asur forces and a Black/Intense Orange scheme for all my Lugganath forces. I want to incorporate a checker patter on most of my vehicular forces.
I was going to go with Lugganath Wraithlords, Wraithguard, Aspect Warriors, Spirit Seers, Autarch, Storm Guardians, and Warlocks attached to Guardian units. Tir'asur War Walkers, Rangers, Guardians, HQ Warlocks, and Farseer.
The only thing I'm stuck on is which source should Vypers and Grave Tanks come from.
And once i have a good hunk of cash, I'll add a few Lugganath Titans and a Craftworld battle fleet (using Horizon's BFG rules).
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Kage2020
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Mar a bha, mar a tha, mar a bhitheas a go bragh
Re: Eldar wargaming in the ASP
«
Reply #36 on:
May 20, 2008, 02:27:09 PM »
In thinking about the
Tir'asur
colony world, I've tried to keep heavy military technology down to a minimum, which would likely translate over to fewer "big" resources. With that said, I don't see why a colony world wouldn't be able to have any resource that the Eldar have to hand so... Basically, whatever you want from a 'fluff' stand point.
Kage
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