Cool. Codex Dark Eldar: Redux
My next project(other than The Hunt and the tactica articles-hey it\'s the summer!) is gonna be a big one, but one that could turn out really cool if it works well.
What I want to do is come up with a set of improvements to the Dark Eldar rules, to make them a bit...well, refined and better. Some things that I think need work:
-Mandrakes-need some work, at the moment are seeing very little use
-Warp beasts-again, need some work. They tend to get shot up way too easily, because they\'re such a small unit
-Scourges-the option of taking dark lances doesn\'t really work ,because it means they can\'t get their 12\" jump pack move! A shame really.
-I think haemonculi could do with a few more options.
Those are the ones I could think of, so that\'s why I need your help. Any dark eldar players here(I think there are about two...) got any other things they\'re not really happy with(I don\'t mean make raiders armour 14 and make dark lances strength 10, I mean do you have any ideas for what is actually broken or just doesnt work well in the army) Also, ideas of how to fix the above points would be great.
Originally Posted by Fire Harte
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its a good idea, although scourges are fine the way they are. the dark lance can be moved in 1 turn into a very good position to fire the next, and the opponent then has to not fire at their planned target to kill it. its a very viable tactic.
the guys on hoverboards are a bit crap. oter than that i cant see any problems to fix that wouldnt ruin their current strengths and weaknesses.