Rick Priestley kommentiert einige vorgeschlagene Änderungen zu den WM Dunkelelfen...eigentlich hat Lex das für ihn gepostet...
macht nur Sinn, wenn man die Diskussionen schon ein wenig verfolgt hat, ich hielt es aber für recht interessant, alleine schon, um die Gedanken von Spieldesignern nachvollziehen zu lernen
Dark Elves
I went though the DE list. I suspect that whatever changes we make,
ultimately some players won't like the result - but that's just the way it does. Trying to reach a reasonable compromise is hard work isn't it... it must be like this in politics:)
Prisoners - it's an interesting idea - but I can't see us making any! They work as a missile soak don't they. I suspect that because this requires new models it's a none-starter - although you wouldn't need new models strictly speaking, having an entry without models would be rather odd.
Cold Ones - 10pts more and +1 on the charge - sounds fair enough though it is the chariot/monster rule and it's always neat to keep specific rules for specific things.
I commented that it is also already there for the Grailknights, so there is not realy a restriction
War Hydra - regenerates - I like that - it works for me - though I don't believe they regenerate in Warhammer so there might by issues with IP that would upset someone. Still - we usually get away with it:)
General Command 10 - I've always held that Command 10 for Dark Elves is wrong - but I like the way the rule works. In any case it isn't a safe 10 and could drop to 8
- this is going to affect big games quite significantly
- it won't affect small games much at all. Good one.
1 fewer Hero - I guess that compensates for the 10 Cmd?
Cauldron - that's definately a model - but it's cool isn't it -I like that too.
Beastmaster - one unit plus touching units - I assume it is all touching cav/char/Mon units and not just one - sounds OK - not fantastically powerful for a 6 roll though.
I guess the intention is to make the spell less absolute - and given it could always be cast with a ring - that is not a bad intent.
If the intention is to remove certainty it could always be a
confusion test for units within 30cm - matbe even a scaling test (first unit 2+, secnd 3+, and so on/ As you have it - it is less effective but equally certain.
Soul Stealer - change is to remove armour saves - it's a touch of death with no saves and 1 harder to cast - it can be one or the other (saves and 4+ or no saves and 5+) and eitehr would be fine.
Have I missed anything - I think that's about it.
Overall - the only thing I would have problems with is the Prisoners - because an entry would normally require models and we'd never make a prisoners code. The only thing I'd suggest is to have the prisoners as a non-represented upgrade that allowed the unit to discount the first round of shooting against them or increased the save or ignored the first hit for drive backs (as if defended) or something that 'represents' the same idea abstractly.
All the best
Rick
macht nur Sinn, wenn man die Diskussionen schon ein wenig verfolgt hat, ich hielt es aber für recht interessant, alleine schon, um die Gedanken von Spieldesignern nachvollziehen zu lernen

Dark Elves
I went though the DE list. I suspect that whatever changes we make,
ultimately some players won't like the result - but that's just the way it does. Trying to reach a reasonable compromise is hard work isn't it... it must be like this in politics:)
Prisoners - it's an interesting idea - but I can't see us making any! They work as a missile soak don't they. I suspect that because this requires new models it's a none-starter - although you wouldn't need new models strictly speaking, having an entry without models would be rather odd.
Cold Ones - 10pts more and +1 on the charge - sounds fair enough though it is the chariot/monster rule and it's always neat to keep specific rules for specific things.
I commented that it is also already there for the Grailknights, so there is not realy a restriction
War Hydra - regenerates - I like that - it works for me - though I don't believe they regenerate in Warhammer so there might by issues with IP that would upset someone. Still - we usually get away with it:)
General Command 10 - I've always held that Command 10 for Dark Elves is wrong - but I like the way the rule works. In any case it isn't a safe 10 and could drop to 8
- this is going to affect big games quite significantly
- it won't affect small games much at all. Good one.
1 fewer Hero - I guess that compensates for the 10 Cmd?
Cauldron - that's definately a model - but it's cool isn't it -I like that too.
Beastmaster - one unit plus touching units - I assume it is all touching cav/char/Mon units and not just one - sounds OK - not fantastically powerful for a 6 roll though.
I guess the intention is to make the spell less absolute - and given it could always be cast with a ring - that is not a bad intent.
If the intention is to remove certainty it could always be a
confusion test for units within 30cm - matbe even a scaling test (first unit 2+, secnd 3+, and so on/ As you have it - it is less effective but equally certain.
Soul Stealer - change is to remove armour saves - it's a touch of death with no saves and 1 harder to cast - it can be one or the other (saves and 4+ or no saves and 5+) and eitehr would be fine.
Have I missed anything - I think that's about it.
Overall - the only thing I would have problems with is the Prisoners - because an entry would normally require models and we'd never make a prisoners code. The only thing I'd suggest is to have the prisoners as a non-represented upgrade that allowed the unit to discount the first round of shooting against them or increased the save or ignored the first hit for drive backs (as if defended) or something that 'represents' the same idea abstractly.
All the best
Rick
--Painted Only--