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I’m curious what age you’ve been playing on, since you gave the other settings
I just would like to say what I played so far on default settings has been a blast. Really makes me feel like an elite force trying my best to pick my battles before I can finally hit critical mass and stomp my foes. I specially like how the starter hero units can solo creep camps.
I'll try to offer more feedback once I try them out on
- Large Map
- FFA
- 6 players 1 human v 5 ai
- Count Difficulty.
I would suggest playing it yourself and making up your own mind , the battles in second edition could be fast and brutal and could be over in a few turns . But at least they gave some real tactical options like overwatch. That is because the objective was to create a cool battle that was fun to play instead of a perfectly balanced tournament game that is usually decided during army creation instead of on the battlefield.
one you go for after having an army that can survive it turning hostile on summon. It just feel strange to have almost all your factions being fairly powerful each in their own way yet the eldar can't seem to beat a baron having low hp , short range and fairly high cost for each unit. But the ranges on all eldar weaponry seem insane to me if i compare them to regular archers let alone cadia.
10 dark reapers against 10 guardman should be a one sided slaughter not a nearly won slugfest with high casualties , the reapers should have far better weapons , range and even armor (they cost far more too of course) . And this should be true in every edition of 40k.
Just as with space marines most of their battles have to be overwhelming victories with almost no casualties since otherwise they would simply be wiped out over time.
And space marines can take a few centuries to recover, eldar craftworld population growth is nearly static. there is a reason why eldar would sacrifice a few human worlds to avoid an big battle in the future
The other eldar factions don't really have same problems meaning it is probably self inflicted by their own dogma.
Hmmm didn't realize to what extend i was still an eldar fan
Main problem being that every battle you fight on the tabletop is to begin with a desperate engagement with casualties that really can't be afforded (and clearly fun >lore on the tabletop but i don't understand why they would have to be balanced around that here too i would think limited their numbers of making them very expensive could work too)
>>
most of these are taken from the epic army list
wishlist : vypers, falcon , fire prism , night spinner , Wave Serpents , war walker and engines of vaul. and ofcourse dreadnougt and wraithguard
Optional hopium wishlist : Nightwing Interceptors , Phoenix Bombers Eldar Wraithship Eldar Dragonship, Vampire Raider , Revenant Titans , Phantom Titan , Warlock Titan
oh and boneseers could be useful as construction units
As far as balance goes, they're currently looking like they'll go well with the other classes I've made, with a very good start that will be toned back a bit soon. The early days of 2e were famously unbalanced, and Eldar have been toned back on tabletop since then- which is what I base my stats off of.
Eldar feel a bit weak compared to the eldar i remember who atleast in second edition were still far more advanced then the imperium and it feels like every edition since then they have only been stripped of power. For example a seer council was one of the most tanky units in the game .
Guardians seem fine and just need their weapon platforms , but aspect warriors are supposed to almost measure up to space marines . and their weaponry was on average better then other armies say a shuriken catapult just had equal range and extra armor penetration and 1 sustained fire dice .
Oh and might it be possible to add some sort of soulstone mechanic dead eldar give soulstones which you can use to build wraithguard and dreadnoughts etc
And skipping out of striking scorpions in the one game were they might be better then howling banshees is kinda cruel too :)
Reapers seem to have way too short range
The webway gates in Primal are intentional- though I’ll likely be removing the ones in The Void, mostly due to it giving seers insanity.
The Warlocks should be able to upgrade into Farseers via the ‘warlock ascension’ ritual, unless something broke? The Conclave Warlocks cannot be upgraded, however.
rangedweapon50x 0 "Reaper Launcher - Starsworm"
rangedweapon 0 "Reaper Launcher - Starshot"
Suggestions: Could you add options to upgrade your own psykers?