Just a little teaser of the most recent painted additions, twin Pulse Laser wielding Hornets. Who doesn't like the Vypers slightly bigger cousin packing twin f*&k off lasers? Actually my Vypers have been collecting a little dust, despite being the miniatures that got me into the game (along with the still very awesome Falcon - Style that has held up well over the past two decades).
It has been a while between drinks, however progress is still happening in the background - albeit at a much slower rate until I get this shelving sorted out. The guest room is literally floor to ceiling with boxes of Eldar... not that I'm complaining mind you.
Stay tuned for more pretties over the coming months and hopefully a photo of a full wall of Dras'Volharr beasties.
The story of why it is never a wise idea to accept guests of the Elven kind...
A word to the wise
"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know." - Inquisitor Czevak Turns out, the answers are; "Oh, just a few days", "Our friends will be here shortly" and "We have quite the appetite".
Showing posts with label Codex Eldar. Show all posts
Showing posts with label Codex Eldar. Show all posts
Wednesday, 29 June 2016
Monday, 9 May 2016
Hibernation... And Dawn of War III
Well it has been a while since my last post here. With the new Dawn of War III announcement, I figured I best update this blog with where things are at. The project is still going, however buying a house and saving for display space has been prioritised before the rest is sorted out.
Let's just say a lot has been finished off in bulk, and the dilemma of storage has become a very real problem. Life naturally has jumped in the way and kept my bank balance from affording the built in display case... which will take up a space of 50cm D, 330cm W and 220cm High. Yep, lots of shelving with glass sliding lockable doors. Not exactly cheap, but far more cost effective than anything else out there.
Housing over 2200 miniatures is going to be an interesting feat to say the least, and given its in a darker spot of the house the shelves will need to be LED lit (hopefully in the Craftworld orange colours). No doing things by halves!
So what happens beyond this? Well, the rest of the beasties have been batched out to be sorted year on year until the project is done. Originally, the 20th anniversary date was slated for November 2017, although this may be the absolute earliest the Warhost is finished by.
Keeping in mind... there is an entire Harlequin contingent force yet to be dealt with... and those buggers are finicky to build let alone paint. I'm already dreading the repairs I have to do for the miniatures busted in transport... I may be a mad collector, however I'm not a mad modeler...
GW and FW need to lay off all the new Eldar stuff, I can't keep up at this pace unless someone has a winning lotto ticket laying around. If so, please get in touch.
For those of you who have missed it... here's the announcement trailer for Dawn of War III... keep an eye out for the Wraithknights of happiness around the 2 minute mark.
Let's just say a lot has been finished off in bulk, and the dilemma of storage has become a very real problem. Life naturally has jumped in the way and kept my bank balance from affording the built in display case... which will take up a space of 50cm D, 330cm W and 220cm High. Yep, lots of shelving with glass sliding lockable doors. Not exactly cheap, but far more cost effective than anything else out there.
Housing over 2200 miniatures is going to be an interesting feat to say the least, and given its in a darker spot of the house the shelves will need to be LED lit (hopefully in the Craftworld orange colours). No doing things by halves!
So what happens beyond this? Well, the rest of the beasties have been batched out to be sorted year on year until the project is done. Originally, the 20th anniversary date was slated for November 2017, although this may be the absolute earliest the Warhost is finished by.
Keeping in mind... there is an entire Harlequin contingent force yet to be dealt with... and those buggers are finicky to build let alone paint. I'm already dreading the repairs I have to do for the miniatures busted in transport... I may be a mad collector, however I'm not a mad modeler...
GW and FW need to lay off all the new Eldar stuff, I can't keep up at this pace unless someone has a winning lotto ticket laying around. If so, please get in touch.
For those of you who have missed it... here's the announcement trailer for Dawn of War III... keep an eye out for the Wraithknights of happiness around the 2 minute mark.
Wednesday, 15 April 2015
The Dying No More - Eldar in 7th Edition
Well unless you've been living under a rock, there has been alot of talk the last couple of weeks about the next iteration of the Eldar Codex. This time around we have a book that combines the following;
1. The five major Craftworlds
2. Formations left right and centre
3. Heavy focus on Craftworld strategic alignment
4. A new take on Lords of War
Not to mention updates for multiple models;
1. New Jetbikes replacing the old 1994 sculpts
2. Introducing GW made Farseers and Warlocks on Jetbikes (Skyrunners)
3. New plastic HQ kits (no finecast)
4. Jetbike weapon options (Scatter Lasers) that ALL Jetbikes can take (the 1 in 3 rule is gone)
5. Jetbike Autarch (updated)
6. And more... ;)
There is definitely a heavy focus on Saim Hann this time around, as Iyanden had its turn in 6th Edition. This leads to a strong prediction of Biel Tan getting plastic aspects and a new Avatar come their turn - perhaps in the next 12-18 months or so.
Of course, with all these goodies, the Warhost will be bolstered (yet again) to incorporate the new sculpts, in an amount to match existing batches. Yep, that means another 60+ Jetbikes... totaling 360+ Jetbikes.
As an Eldar aficionado, it has been INCREDIBLY hard sitting on all this information the last month being unable to say much, as I sincerely appreciate those in the know that have passed these details on in confidence knowing that I would be all gooey with anticipation for more Eldar goodies. A very heart felt thank you to those who trusted me enough with the information prior to all the leaks coming out (which can now be confirmed). Hey, it helps me budget for all the additions... that can only be a good thing right? Truth be told my wallet is still suffering the effects of Codex: Harlequins.
With this being the second largest Codex out there, perhaps GW have decided to drop the "Dying" moniker, I do believe its time for the Elves to reclaim dominance over the 40k universe ;)
Friday, 5 December 2014
Craftworld Dras'Volharr - Illustrator of Valedor now on board
Yesterday I had a lovely message from none other than the illustrator of Apocalypse Warzone: Valedor, Helge C. Balzer. Helge has confirmed his interest in illustrating the project Codex for the Dras'Volharr. This large tome of a book is still being constructed, with the InDesign file growing at a fairly sustained rate. With any luck discussions will take place in the new year as to what kind of illustrations will be created to form a very polished book capturing the full glory of this ambitious project.
*Above - The cover of Valedor, artwork by Helge himself.
In the next three months, the vast majority of miniatures will have been at least put through prototype schemes, ready for photos and subsequently concept sketches of the artwork to be discussed. With Elliot working hard to get the Planetscape finished (which will feature no doubt), and the consortium of artists globally working to get the Warhost painted, solid ideas should start forming before mid 2015.
Again, very happy to have Helge's interest in this project as he brings a very polished element to the quality of this Warhost's future "Codex".
*Above - The cover of Valedor, artwork by Helge himself.
In the next three months, the vast majority of miniatures will have been at least put through prototype schemes, ready for photos and subsequently concept sketches of the artwork to be discussed. With Elliot working hard to get the Planetscape finished (which will feature no doubt), and the consortium of artists globally working to get the Warhost painted, solid ideas should start forming before mid 2015.
Again, very happy to have Helge's interest in this project as he brings a very polished element to the quality of this Warhost's future "Codex".
Tuesday, 2 December 2014
Eldar Synergy - Strategy Vs. Tactics Vs. Mindset in 7th Edition
While this blog is mostly focused on the Dras'Volharr Craftworld project, once upon a time I played the game with vigor. This week I thought i'd take a little detour from the normal project stuff and move into the mind space of an Eldar General, discussing the end to end planning process of how to maintain that all important synergy required to keep the pointy eared folk from going the way of the Dodo.
Since 2nd Edition, the Eldar have generally held their ground in variety of units, despite sliding up and down the Tiers of capability depending on the meta game - which flip flops from close combat to shooting oriented each edition. The one thing that has stayed the same is their standout technology, speed and fragility.
Through this article I won't be focusing on particular units in a "this one is better than that one" stance, more so how to create a complimentary force at a high level. Within various military groups, doctrine is instilled to keep a sense of "what" is needed at a strategic level, complimented by the "how" in regards to SOPs (Standard Operating Procedures), or tactics.
Once these concepts are fully understood, you will find yourself automatically applying them with little thought. As a result, the decision process in creating a solid strike force will be simplified, meaning you hit the ground with a solid fighting chance (not that the Eldar are in much need of help this edition).
Phase 1 - Play style. So you have already chosen the Eldar as the implement of destruction. Very nice. You are well aware that they are fast, fragile and pack a punch, in street terms they're a "glass cannon". Knowing this, we move into play style. It is important to understand what works for you. Some are a fan of skirmish tactics, others enjoy a hammer & anvil approach, whilst another may enjoy all out frontal assaults.
It is imporant to note that identifying your play style as a general needs to be realised up front. If you don't identify it, then your patterns of play when applied to an army not built to support the commanders intent will crumble as you consistently make bad decisions by default. Basically, this comes down to the "know yourself" principle.
Phase 2 - Army planning. Now we begin building a force around the established play style. What we're aiming for here is to accomplish the following;
a) Prevent unit choice over specialisation
b) Establish appropriate redundancy
c) Establish appropriate unit complimentation (Synergy)
Point "A" is an important one. Have you ever seen an opponent bring a force spamming a particular unit? How often do you see it get face stomped due to encountering an army that see's its one trick pony and denies the army of spam any opportunity to exercise it? Yep, this happens a lot, and all because the army general places all bets on getting that first move off. This is Warhammer 40,000... not chess. A solid balanced strike force with clear intent and synergy will break an opposing force most of the time.
Point "B" is your Devil's Advocate in this sense. While you do not want spam, appropriate redundancy is important. Let me use an example. Say your play style is based on a Saim Hann skirmish/assault strike force, the core composition will be Jetbikes, you WILL have more than one squad, however this does not mean your entire army will comprise of just Jetbikes (hey it can be fun, however don't expect a high win rate). Likewise, you wouldn't just create an army of Wraithknights - you're likely to encounter a sniper heavy army just rubbing its hands together... and "tada!" rock crushes scissors. By all means have more than one squad of your core chosen units, these are going to be objective grabbers, campers etc - the ones that will be your winning MVP's in the game, core to your strategy and tactically versatile.
Point "C" is where the meat resides. Synergy is PARAMOUNT with the Eldar, as effective as overlapping cover fire, their entire stat lines are built around how each unit can support the other. The strategy here employs a high force multiplier. Let me illustrate this, going back to a very simple analogy. You're playing Saim Hann, Jetbikes, Wraithknights, Night Spinners etc. Naturally you don't want your Jetbikes being snotted out of existence, but you need to capture objectives with them, hold up the enemy and prevent them from snagging flanks requiring immediate self lubrication from an imminent railing. Wraithknights are wonderful for getting in the face of threats and can take a beating, your brawlers so to speak. These units will keep nasties at bay while repositioning your Jetbikes. Those that can't be tied up, can be pinned down by using Night Spinners to hinder movement. These units working in concert, supporting each other are enjoying the perks of Synergy. Similarly, a Biel Tan Warhost makes good use of Warp Spiders and Striking Scorpions - Jump, fire, jump back... if things get real, you have close combat melee counter assault units close by to get them out of a pickle. Each work in tandem to minimise loss, while maximising damage output.
So now we have a solid understanding of what contributing factors enable establishment of a solid strike force, at a strategic level.
Phase 3 - Standard Operating Procedures. These are your "if this happens, then do that" field doctrines. Your "go to" response to an "oh crap" moment once deployed. The nature of dice means you will have moments like these and lose units that you DIDN'T want to. The advantage you have is by going through Phase 2, you've mitigated the risk by planning for redundancy, force multipliers and prevented the enemy from exploiting a one trick pony play.
You have units chosen, your synergy has been identified between units. Now the table is set, the terrain is down and you know how you want to use these units. The next step is to Identify objectives, fire lanes, any terrain that hinders movement, open flanks etc - now place your units considering these factors, whilst maintaining pre-determined synergy as part of Phase 2. Typically, a force will break into two parts, with a fallback plan in the instance that something goes catastrophically wrong for one team of units. What ever happens, don't let one units demise ruin your advance - with redundancy and synergy in place, you've mitigated any single weak link in the chain.
Phase 4 - Winning, consistently. Ahhhhh, now we get to dive into Mr.Boyd's OODA loop. The premise of which means you can respond faster to the changing battlefield dynamics than your opponent. If you control the pace of battle, and keep the enemy in a reactive position, you will dominate and subsequently win the game. OODA represents "Observe", "Orient", "Decide" and "Act". If you want to know more and how it has been applied in battle, feel free to Google it, there are many many articles out there. I will however go over it in brief, with the context of Warhammer 40,000. In essence, always keeping in mind the battlefield layout as part of Phase 3, your units should always be shifting for the pre-determined decisive point whilst denying the enemy advantage. The decisive point is that which the final act of battlefield dominance (the turning point, or point of assurance) occurs - The "Checkmate" of 40k.
By already coming prepared mentally with where the synergy lies in your strike force, knowing the force multiplier points on the battlefield, knowing where you need to get to (and where the enemy is trying to access), you can "get in their face", which will in turn prefent any solid tactical response from forming. If the enemy general has to keep rethinking their tactical response every turn, they will never see any long standing strategy come to fruition.
So there you have it, high level strategic and tactical planning. Of course this is a very prescriptive analysis, which can get down to some very granular levels depending on the phase. These granular components are typically around the unit choices, war gear, specific points of synergy, static standard operating procedures etc. There are a myriad of Eldar tactica articles out there, however I've yet to see a good one discussing the high level architecture of a well formed strike force that can be used as a model to fit any army list composition.
This list is by no means definitive, however it should act as a good starting point, given the dependence of Eldar on mitigating losses due to their fragility. Dying race? Not if I can help it.
Since 2nd Edition, the Eldar have generally held their ground in variety of units, despite sliding up and down the Tiers of capability depending on the meta game - which flip flops from close combat to shooting oriented each edition. The one thing that has stayed the same is their standout technology, speed and fragility.
Through this article I won't be focusing on particular units in a "this one is better than that one" stance, more so how to create a complimentary force at a high level. Within various military groups, doctrine is instilled to keep a sense of "what" is needed at a strategic level, complimented by the "how" in regards to SOPs (Standard Operating Procedures), or tactics.
Once these concepts are fully understood, you will find yourself automatically applying them with little thought. As a result, the decision process in creating a solid strike force will be simplified, meaning you hit the ground with a solid fighting chance (not that the Eldar are in much need of help this edition).
Phase 1 - Play style. So you have already chosen the Eldar as the implement of destruction. Very nice. You are well aware that they are fast, fragile and pack a punch, in street terms they're a "glass cannon". Knowing this, we move into play style. It is important to understand what works for you. Some are a fan of skirmish tactics, others enjoy a hammer & anvil approach, whilst another may enjoy all out frontal assaults.
It is imporant to note that identifying your play style as a general needs to be realised up front. If you don't identify it, then your patterns of play when applied to an army not built to support the commanders intent will crumble as you consistently make bad decisions by default. Basically, this comes down to the "know yourself" principle.
Phase 2 - Army planning. Now we begin building a force around the established play style. What we're aiming for here is to accomplish the following;
a) Prevent unit choice over specialisation
b) Establish appropriate redundancy
c) Establish appropriate unit complimentation (Synergy)
Point "A" is an important one. Have you ever seen an opponent bring a force spamming a particular unit? How often do you see it get face stomped due to encountering an army that see's its one trick pony and denies the army of spam any opportunity to exercise it? Yep, this happens a lot, and all because the army general places all bets on getting that first move off. This is Warhammer 40,000... not chess. A solid balanced strike force with clear intent and synergy will break an opposing force most of the time.
Point "B" is your Devil's Advocate in this sense. While you do not want spam, appropriate redundancy is important. Let me use an example. Say your play style is based on a Saim Hann skirmish/assault strike force, the core composition will be Jetbikes, you WILL have more than one squad, however this does not mean your entire army will comprise of just Jetbikes (hey it can be fun, however don't expect a high win rate). Likewise, you wouldn't just create an army of Wraithknights - you're likely to encounter a sniper heavy army just rubbing its hands together... and "tada!" rock crushes scissors. By all means have more than one squad of your core chosen units, these are going to be objective grabbers, campers etc - the ones that will be your winning MVP's in the game, core to your strategy and tactically versatile.
Point "C" is where the meat resides. Synergy is PARAMOUNT with the Eldar, as effective as overlapping cover fire, their entire stat lines are built around how each unit can support the other. The strategy here employs a high force multiplier. Let me illustrate this, going back to a very simple analogy. You're playing Saim Hann, Jetbikes, Wraithknights, Night Spinners etc. Naturally you don't want your Jetbikes being snotted out of existence, but you need to capture objectives with them, hold up the enemy and prevent them from snagging flanks requiring immediate self lubrication from an imminent railing. Wraithknights are wonderful for getting in the face of threats and can take a beating, your brawlers so to speak. These units will keep nasties at bay while repositioning your Jetbikes. Those that can't be tied up, can be pinned down by using Night Spinners to hinder movement. These units working in concert, supporting each other are enjoying the perks of Synergy. Similarly, a Biel Tan Warhost makes good use of Warp Spiders and Striking Scorpions - Jump, fire, jump back... if things get real, you have close combat melee counter assault units close by to get them out of a pickle. Each work in tandem to minimise loss, while maximising damage output.
So now we have a solid understanding of what contributing factors enable establishment of a solid strike force, at a strategic level.
Phase 3 - Standard Operating Procedures. These are your "if this happens, then do that" field doctrines. Your "go to" response to an "oh crap" moment once deployed. The nature of dice means you will have moments like these and lose units that you DIDN'T want to. The advantage you have is by going through Phase 2, you've mitigated the risk by planning for redundancy, force multipliers and prevented the enemy from exploiting a one trick pony play.
You have units chosen, your synergy has been identified between units. Now the table is set, the terrain is down and you know how you want to use these units. The next step is to Identify objectives, fire lanes, any terrain that hinders movement, open flanks etc - now place your units considering these factors, whilst maintaining pre-determined synergy as part of Phase 2. Typically, a force will break into two parts, with a fallback plan in the instance that something goes catastrophically wrong for one team of units. What ever happens, don't let one units demise ruin your advance - with redundancy and synergy in place, you've mitigated any single weak link in the chain.
Phase 4 - Winning, consistently. Ahhhhh, now we get to dive into Mr.Boyd's OODA loop. The premise of which means you can respond faster to the changing battlefield dynamics than your opponent. If you control the pace of battle, and keep the enemy in a reactive position, you will dominate and subsequently win the game. OODA represents "Observe", "Orient", "Decide" and "Act". If you want to know more and how it has been applied in battle, feel free to Google it, there are many many articles out there. I will however go over it in brief, with the context of Warhammer 40,000. In essence, always keeping in mind the battlefield layout as part of Phase 3, your units should always be shifting for the pre-determined decisive point whilst denying the enemy advantage. The decisive point is that which the final act of battlefield dominance (the turning point, or point of assurance) occurs - The "Checkmate" of 40k.
By already coming prepared mentally with where the synergy lies in your strike force, knowing the force multiplier points on the battlefield, knowing where you need to get to (and where the enemy is trying to access), you can "get in their face", which will in turn prefent any solid tactical response from forming. If the enemy general has to keep rethinking their tactical response every turn, they will never see any long standing strategy come to fruition.
So there you have it, high level strategic and tactical planning. Of course this is a very prescriptive analysis, which can get down to some very granular levels depending on the phase. These granular components are typically around the unit choices, war gear, specific points of synergy, static standard operating procedures etc. There are a myriad of Eldar tactica articles out there, however I've yet to see a good one discussing the high level architecture of a well formed strike force that can be used as a model to fit any army list composition.
This list is by no means definitive, however it should act as a good starting point, given the dependence of Eldar on mitigating losses due to their fragility. Dying race? Not if I can help it.
Wednesday, 7 May 2014
Eldar in 7th Edition - I for one welcome our new overlords.
If you've been living under a rock the last two weeks, you wouldn't have heard the rumors about an upcoming game changer for all armies across the 40k spectrum. In a nut shell, the most controversial is a harkening back to ye' days of old, 2nd edition - with the removal of Force Org Charts (FOCs).
While I have little interest in how this will affect other armies (being biased), I can see this being a game changer for the Eldar. Whilst our current Codex covers most variations of the primary Craftworlds, it doesn't cover them to the degree we probably would like. When the Iyanden supplement dropped, it gave Eldar fans a taste of what could be expected in the future.
Let's break it down a bit though, into the pro's and con's. First, the positive aspects. In essence, the proposed rumors indicate the various flavors of Craftworlds out there will now have full "unbound" potential to be realised. Reminiscent of Codex: Craftworld Eldar, released as a supplement to the 3rd Edition Codex, how you wish to play will be purely your choice. I could almost hear my Biel Tan friends wet themselves with the force of a firehose.
Of course, this all depends on what will count as scoring. Pre-3rd edition, I never had a single Dire Avenger - they were just too plain and Guardian like for my tastes. Then along came the 4th Edition Codex which changed all of that. Now, however, I can do without them and return to a playstyle more fitting to a list I ran back in 2006, pre 4th Edition Codex Eldar. Want to include Warp Spiders, Striking Scorpions, Fire Dragons, Swooping Hawks, Dark Reapers etc and still have room for support vehicles? Well supposedly now you can.
So with the positives, let's also look at the middle ground and what the past has taught us. Whilst I recognise the tournament scene in the US is very different from that here in Australia, we (down under) have typically used comp systems to see people bring balanced armies and attitudes to the tabletop. My last tournament was in 2006, when the FOC was reinforced with percentage house rules in a bid to eliminate min/max/spam lists. Generally, for some years the rule was you must have 40%+ Troops and no more than 25% in any other section, plus you lost points for min/max units (except of course if you had one area completely empty - ie: no Elites, yet slightly more than 30% Fast Attack or Heavy Support). The two worked very well in tandem, and its still something I remain aware of when building lists even today.
As for the negatives? What I do see a lot of people complaining about is the potential to create broken lists - which I might add, already exist. Warhammer isn't a game designed on impeccable balance for the tournament scene, which is why Tournament Organisers (TOs) make house rules and the like to reinforce fair play that focuses more on Generalship than putting together an overpowered spam list, which proves nothing other than the person bringing it can identify such a unit... and spam it. Not exactly the sign of a brilliant tactician or strategist, nor will it win you any friends.
......
"Panties in a twist" syndrome - aka symptoms of change
These days, Gamers are far to quick when jumping to negative conclusions. There have always been power gamers, but that doesn't mean you have to play against them. Take back some responsibility, stand up and say "No, that isn't in the spirit of the game". If every gamer did this, it would set about a resounding culture that would fix most of the niggles most commonly complained about. Stop complaining about the rules and how they're written, they will never be 100% ideal, instead, make the game work the way you want it to and enjoy it as such. Don't want to play against a spam list of Hell Turkeys? Refuse to play it, explain why and watch the behaviour change. In short, stop blaming the game and everything else surrounding it and be the change you want to see. It is really elementary stuff folks.
I believe a lot of the changes Games Workshop have made are to introduce flexibility, allowing us to do far more with what we have than was previously possible. The issue seems to be, we have so much flexibility that we're spoiled for choice given that previously, the 40k culture was so dumbed down and structured, no one really had to think for themselves. Now the chains are off, we can make it truly our own.
Given my profession in Governance and Change Management, I see this adversity to change on a daily basis - the funny thing about routine is people both love and hate it. They love it because life has already given us a lot to think about, so why add to that eh? The last part of that comment is the problem "Why add to it". Change is often perceived as "adding" to something previously observed as unbroken. Yet, why do we change? Because people are also curious creatures and get tired of routine, or things that take longer than one would like. So now you're probably asking "Ok big shot, so what would you propose to stop the complaining?". Pretty simple actually, Games Workshop would do well to produce an announcement something a little like this;
"We at Games Workshop appreciate your thoughts and comments as loyal customers. As such, we have listened to what you feel best reflect the common aspects surrounding your enjoyment of our products as part of the Hobby. Warhammer 40,000 7th Edition is a collaborative effort to both open up the game from its previously stale state to the wider gaming community to truly personalise your gaming experience whilst keeping in true spirit of the game - having fun. Change to the long standing army structure (Force Organisation Chart) allowing the new "Unbound" list design, giving players the opportunity to venture into new ways of playing with new and existing miniature investments. Games Workshop believes that by giving you more freedom of choice in how you play will help to grow your enjoyment of the game and in so doing, grow the company so we can continue to bring you high quality miniatures and products."
In the above, I have addressed the fact this isn't adding more weight but flexibility, explaining the benefits, showing this is the result of feedback from the gaming community in a bid to provide a richer experience for all.
TL;DR - To sum up...
Positive - Greater flexibility in Eldar lists, personalise your game and investment
Middle ground - Not a far cry from what has previously been indoctrinated in house rules
Negative - Increased capacity for making broken lists (the solution there is simple - take action rather than complaining about it, its the grown up thing to do).
Change - It isn't a bad thing, how it is delivered can make all the difference
While I have little interest in how this will affect other armies (being biased), I can see this being a game changer for the Eldar. Whilst our current Codex covers most variations of the primary Craftworlds, it doesn't cover them to the degree we probably would like. When the Iyanden supplement dropped, it gave Eldar fans a taste of what could be expected in the future.
Let's break it down a bit though, into the pro's and con's. First, the positive aspects. In essence, the proposed rumors indicate the various flavors of Craftworlds out there will now have full "unbound" potential to be realised. Reminiscent of Codex: Craftworld Eldar, released as a supplement to the 3rd Edition Codex, how you wish to play will be purely your choice. I could almost hear my Biel Tan friends wet themselves with the force of a firehose.
Of course, this all depends on what will count as scoring. Pre-3rd edition, I never had a single Dire Avenger - they were just too plain and Guardian like for my tastes. Then along came the 4th Edition Codex which changed all of that. Now, however, I can do without them and return to a playstyle more fitting to a list I ran back in 2006, pre 4th Edition Codex Eldar. Want to include Warp Spiders, Striking Scorpions, Fire Dragons, Swooping Hawks, Dark Reapers etc and still have room for support vehicles? Well supposedly now you can.
So with the positives, let's also look at the middle ground and what the past has taught us. Whilst I recognise the tournament scene in the US is very different from that here in Australia, we (down under) have typically used comp systems to see people bring balanced armies and attitudes to the tabletop. My last tournament was in 2006, when the FOC was reinforced with percentage house rules in a bid to eliminate min/max/spam lists. Generally, for some years the rule was you must have 40%+ Troops and no more than 25% in any other section, plus you lost points for min/max units (except of course if you had one area completely empty - ie: no Elites, yet slightly more than 30% Fast Attack or Heavy Support). The two worked very well in tandem, and its still something I remain aware of when building lists even today.
As for the negatives? What I do see a lot of people complaining about is the potential to create broken lists - which I might add, already exist. Warhammer isn't a game designed on impeccable balance for the tournament scene, which is why Tournament Organisers (TOs) make house rules and the like to reinforce fair play that focuses more on Generalship than putting together an overpowered spam list, which proves nothing other than the person bringing it can identify such a unit... and spam it. Not exactly the sign of a brilliant tactician or strategist, nor will it win you any friends.
......
"Panties in a twist" syndrome - aka symptoms of change
These days, Gamers are far to quick when jumping to negative conclusions. There have always been power gamers, but that doesn't mean you have to play against them. Take back some responsibility, stand up and say "No, that isn't in the spirit of the game". If every gamer did this, it would set about a resounding culture that would fix most of the niggles most commonly complained about. Stop complaining about the rules and how they're written, they will never be 100% ideal, instead, make the game work the way you want it to and enjoy it as such. Don't want to play against a spam list of Hell Turkeys? Refuse to play it, explain why and watch the behaviour change. In short, stop blaming the game and everything else surrounding it and be the change you want to see. It is really elementary stuff folks.
I believe a lot of the changes Games Workshop have made are to introduce flexibility, allowing us to do far more with what we have than was previously possible. The issue seems to be, we have so much flexibility that we're spoiled for choice given that previously, the 40k culture was so dumbed down and structured, no one really had to think for themselves. Now the chains are off, we can make it truly our own.
Given my profession in Governance and Change Management, I see this adversity to change on a daily basis - the funny thing about routine is people both love and hate it. They love it because life has already given us a lot to think about, so why add to that eh? The last part of that comment is the problem "Why add to it". Change is often perceived as "adding" to something previously observed as unbroken. Yet, why do we change? Because people are also curious creatures and get tired of routine, or things that take longer than one would like. So now you're probably asking "Ok big shot, so what would you propose to stop the complaining?". Pretty simple actually, Games Workshop would do well to produce an announcement something a little like this;
"We at Games Workshop appreciate your thoughts and comments as loyal customers. As such, we have listened to what you feel best reflect the common aspects surrounding your enjoyment of our products as part of the Hobby. Warhammer 40,000 7th Edition is a collaborative effort to both open up the game from its previously stale state to the wider gaming community to truly personalise your gaming experience whilst keeping in true spirit of the game - having fun. Change to the long standing army structure (Force Organisation Chart) allowing the new "Unbound" list design, giving players the opportunity to venture into new ways of playing with new and existing miniature investments. Games Workshop believes that by giving you more freedom of choice in how you play will help to grow your enjoyment of the game and in so doing, grow the company so we can continue to bring you high quality miniatures and products."
In the above, I have addressed the fact this isn't adding more weight but flexibility, explaining the benefits, showing this is the result of feedback from the gaming community in a bid to provide a richer experience for all.
TL;DR - To sum up...
Positive - Greater flexibility in Eldar lists, personalise your game and investment
Middle ground - Not a far cry from what has previously been indoctrinated in house rules
Negative - Increased capacity for making broken lists (the solution there is simple - take action rather than complaining about it, its the grown up thing to do).
Change - It isn't a bad thing, how it is delivered can make all the difference
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