Title: Eldar Craftworlds.
Description: Doctrines, if you will
Calaith - January 6, 2007 02:28 AM (GMT)
I stole this idea from another site shamelessly. However their doctrines were a bit rediculous and failed in any way to actually repressent any of the Craftworlds. Anyway, I decided to give it a go myself.
These doctrines are designed to allow players to field Craftworld lists in battles with their friends. They are very similar to the old Craftworld Eldar lists, but there are a few changes. They are designed to be fun, and not to necesserily give a player a winning force.
- Ulthwe'
- Advantages
- An Ulthwe' list may field a Seer Council. This is essentially a group of 2-3 Farseers fielded in a single squad in a single HQ choice. They may be equiped with any equipment and psychic powers allowed in Codex Eldar.
- A warlock must accompany the Seer council for every Farseer, however up to 5 Warlocks per Farseer may be included. They may be equiped with any weapons and psychic powers allowed in Codex Eldar.
- An Ulthwe' list may take Black Guardians as their obligatory troops. If they are deffender guardians they gain +1 BS, while storm Guardians gain +1 WS
- Disadvantages
- An Ulthwe' list may not upgrade any Rangers to pathfinders.m/mission1.htm
- There is a 0-1 choice on every aspect warrior including Dire Avengers. There can be no more aspect squads than there are Guardian squads (deffender or storm), except for Dire avengers.
- Iyanden
- Advantages
- Iyanden may field Wraith Guard squads of at least 5 models as their obligatory troops options. Other suqads of Wraith Guard must be at least 10 models to be counted as further troops.
- A Farseer may be upgraded with the Spirit Seer option for +10 points.
- Disadvantages
- Iyanden forces may not upgrade any Rangers to Pathfinders.
- Alaitoc
Alaitoc is already repressented well enough in the codex, so there is no need to make them a special list. It should be noted that they may not take Wraithguard as troops however, under any circumstances.
- Saim-Hann
Saim-Hann is once again also repressented well in the codex, so need no further repressentation. However they can neither take Wraithguard as troops, or upgrade rangers to pathfinders.
- Beil-Tan
- Advantages
- A Beil-Tan list may include any aspect warrior of the players choosing as the two obligatory troops slots (not including Dire Avengers. They may be fielded in the other troop slots as per usual). All other aspects except for these two chosen squads still count as taking up slots in their appropriate category on the force orginisation chart.
OR*
- A Beil-Tan force may make the following force organisation category swaps. However they may only make the same swap once, and only make two swaps in total.
- They may swap a Guardian deffender from troops to elites for either Howling Banshees, or Fire Dragons.
- They may swap a Guardian Storm squad from troops to elites for either a squad of Howling Banshees or scorpions.
- They may swap a squad of Jet bikes from troops to fast attack for either Swooping Hawks or Warp Spiders.
- They may swap a squad of Rangers from troops to Heavy Support for Dark Reapers.
- The Beil-Tan may field a special HQ choice known as the Court of a Young King. This option takes up one HQ slot in the Force Organisation chart, and consists of the Avatar accompanied by 3 to 5 Exarch's from the following list. Dire Avenger, Striking Scorpion, Howling Banshee, Fire Dragon. They may be given any weapons and warrior powers they wish, except for Shadowstrike.
- Disadvantages
- Beil-Tan may not upgrade Rangers to Path Finders or ever move Wraith Guard to troops under any circumstances.
- Beil-Tan may not field more Guardian squads (deffender or storm), or jetbike squads than they have aspect squads.
* Notice how I gave two different rules for field aspects as troops for Beil-Tan. This is because both ideas seemed appropriate to me, but what do you guys think is the best idea?
Now with the five main craftworlds over, I thought I'd have a bit of fun. I'm going to post up doctrines for fielding an army of the Morag-Kith Daemon Hunters. You guys can feel free to try them out then. :D Also I thought it would be cool if you guys all posted up doctrines for fielding your own independent Craftworlds, and may a link to their fluff.
- Morag-Kith
- Advanatages
- A Morag-Kith force of 1500 or more may field the Exorcist. This mysterious and dangerous figure is the leader of the Morag-Kith, and is a supernaturaly skilled Daemon and psyker hunter. His years in the warp has changed and altered his body in such a way that he is able to cast psychic powers. Essentially he counts as Yriel with all the same stats and rules, but in lieu of throwing a spear or shooting energy out of his eye, he can cast psychic powers without the need of a psychic test.
- Daemon killer - Is used in the shooting phase, and has the exact same profile as a singing spear.
- Exorcise - Is used in the assault phase, in the exact same way as Yriel's Eye of Wrath ability. ;)
- A Morag-Kith force must always field Dark Guard as their two obligatory troops slots. These are dark figures charged with the deffence of important characters or objectives to the Morag-Kith, and have the exact same profile and rules as a squad of Dire Avengers.
- Morag-Kith rangers who return to the Craftworld are given additional training in the art of hunting down the evils of chaos and the warp. up to one squad of rangers in a Morag-Kith force may be upgraded to Path Finders.
- Disadvantages
- The Morag-Kith rarely, if ever, risk the few precious and still pure citizens of their craftworld to fighting the evils of chaos. Thus there is a 0-1 choice on fielding Guardians, be they storm or deffenders.
- There are many enemies of the Morag-Kith, such as the Chaos Space Marines themselves, hoards of mutant and daemonic legions, the slaves of the C'tan, and even the powerful and dangerous psykers of the Imperium. There is no shortage of targets, for for fluff reasons, or to make a game more interesting, an oponent of the Morag-Kith may choose to use the 'Nemesis' rules detailed in either the Daemonhunters or Witchhunters codex.
Comments? Questions? Changes needed?
Cal
Incendium - January 6, 2007 03:49 AM (GMT)
| QUOTE |
- There is a 0-1 choice on every aspect warrior including Dire Avengers. There can be no more aspect squads than there are Guardian squads (deffender or storm), except for Dire avengers.
|
What about Dark Reapers? They were allowed to be fielded outside this rule in the older edition.
Other than that, it looks pretty cool.
Calaith - January 6, 2007 03:58 AM (GMT)
You sure? I thought that was only for the strike force.
Inquisitor Liechtenstein - January 6, 2007 05:30 AM (GMT)
In the Strike Force youw ere able to take 0-1 aspect squad, plus as many Dark Reapers as you like.
In in regular Ulthwe list, the number of aspect squads was restricted to the number of guardian squads you possessed in your list.
| QUOTE |
| There is a 0-1 choice on every aspect warrior including Dire Avengers. There can be no more aspect squads than there are Guardian squads (deffender or storm), except for Dire avengers. |
Why Dire Avengers? I would assume that they would be rarer, as their role is partially taken by Guardians int eh craftworl, so more would be inclined to follow alterior warrior paths.
Calaith - January 6, 2007 05:48 AM (GMT)
As you can see I got confused wit the Dire Avengers. You can only ever field one squad of them. My reasoning is fairness. It's a bit unfair if a person fields two squads of Black Guardians, and then a ton of Dire Avengers. The Guardians become a cheaper BS shuriken catapult which allows to A: field more, B: field the Seer Council with an Ulthwe' force. If you want a huge host of BS 4 weaponry you should just take a vanilla craftworld and not have the advantages of Black Guardians and the Seer Council.
I also put that 0-1 thing on there to even things out. It annoys me when Ulthwe' players take a whole bunch of Black Guardians and a Seer council to get their benefits only, and then field aspect warriors for the rest of the army. It's not fluffy.
Cal
Hardrainfalling - January 6, 2007 08:05 AM (GMT)
i'd rather leave iyanden as it is the new codex although i agree farseers should be allowed the spirit seer upgrade , mainly because i use a small group of pathfinders as much needed long range fire power and a few scouts fits the army
I would rather
Iyanden may field x1 wraithlord as an elite choice
but may not field guardian jet bikes and only 0-1 guardian squads
Farseer Saitha - January 20, 2007 12:29 AM (GMT)
Want doctrines for the slightly chaotic Sai-Bre Eldar?
It involves Striking Scorpions, Rangers, and Jetbikes.
The Banished Ranger - January 20, 2007 02:52 AM (GMT)
Craftworld Hni-BennThe favoured of Khaine. Long ago before the fall a great war of the gods split the sky asunder. Khaine, the eldar god of war, fought Vaul the smith god. The eldar, intent on watching the celestial war, to see how it would end. But the two ancient eldar systems began to side with the gods themselves. The first was the Puratar System, regarding Khaine as impulsive and too angered, chose the smith god as their sole patron. The other was a almost pure warrior culture of the system of Hni-Benn. They looked upon Khaine with awe and respect, it was no surprise that they chose him above other gods. Other eldar began to see the tension between these two and sent emissaries and ambassadors to try to stop the fighting before it began. But it was too late. The Hni had already donned their armour and the Puratains were dug in their homeland. Both sent back the emmisaries, sent their own to convince other systems to join their side. Unfortunately, a large number of systems had joined both sides and were readying themselves for war. As the great battle ensued in the heavans, a great battle unfolded in hell as eldar fought eldar in a war not seen in the galaxy for millenia. All the craftworlds not involved cried to the heavans but no one answered them. Eventually as Khaine had beat back Vaul and crippled him, the Hni won the war. Every Puratan was dead and their spirit stones engraved onto the new found construction of the Hni-Benn craftworld. After the fall they escaped with their sanity but after the Slaanesh defeated Khaine and rent him into fragments, and after they landed on every imaginable place, Khaine sent a message to the farseers of the craftworld, that he would come back if they could join all the pieces of him together. And with that, now they hunt, looking to bring back their god. And if they have to fight brethren to get them, then so be it! The Hni care not."Our brethren have forsaken Khaine, let the battle horns sound as we purge them from life." -
Autarch Honzik Dolezalek during the purging of the Puratar System.
Advantages:
Disadvantages
- Cannot have a avatar
- May not have more guardian squads then aspects
- May not have any allies (including other eldar)
Calaith - January 20, 2007 02:59 AM (GMT)
| QUOTE |
| Also I thought it would be cool if you guys all posted up doctrines for fielding your own independent Craftworlds |
Haven;t changed my mind. Go ahead and post away. :)
Farseer Saitha - January 21, 2007 09:45 PM (GMT)
Sai-Bre:
Advantages-
May take Striking Scorpions as either Elites or Troops
Autarchs can take Mandiblasters for free
Disadvantages-
May not take Shining Spears
Jetbikes and Vypers are Elite
Jetbikes cost 10 pts more than normal for Farseers, Autarchs and Warlocks.
(Fluff is all over the place and can't provide a link, but this shows their veneration of the Scorpion Shrine and the lack of jetbikes in the Craftworld Armoury)
The Banished Ranger - January 26, 2007 12:03 AM (GMT)
*EDITED my post*
Can't think of any advantages though.