Archived from groups: rec.games.miniatures.warhammer (
More info?)
On Mon, 17 Jan 2005 15:38:24 -0500, Karyth Teel wrote:
>
> "Lattes" <bumpin_removetoemail_@rogers.com> wrote in message
> news:1PydncSnDd34iXHcRVn-vg@rogers.com...
>> Any other dark eldar players here think there should be more units added
>> in the new codex?
>
i've given this a lot of thought, and while there are a few things i think
could be added, the army needs some various tweaks as much as it
needs more units. I just don't feel much thematically from the army
(except the faux-sm stuff, but even that's weak)
> To be fair, we have more units than most:
> Three HQ choices (one of which rearranges the Force Org Chart), Four
> Elites, Two Troops, Two Fast, and Three Heavy Support for 14 total
> choices:
But, the two troop choices are basically the same; they could have
combined it to a single entry with little trouble. The fast attack choices
are both wych choices, which is annoying from a fluff standpoint.
Modifying unit options could help this without adding a ton of new units.
For example, have normal jetbikes but give them the option to be upgraded
to whiched for +5 points or so.
> Dark Eldar is a simple list, with really only one sublist: Wych Cult,
> that switches a couple of units around.
Fluffwise, the dark eldar don't have the huge variety you can expect from
marines or IG, so doctrines/trait are less important. My Dark Eldar
Revisted Project (DERP) changes the system around so that there are
actually 4 different armies but they are different in the same vein as the
wych cult is diferent from a standard army. Within that framework
there is stil much leeway for making unique forces, but DERP doesn't focus
on doctrine like approaches, instead it trys to make units more
characterful so the unit selection will be what makes your army different.
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