Dark Eldar as a new race? Suggestion thread
Posted: Thu 19 Jun, 2014 3:07 pm
Hello there!
I am creating this thread here purely out of interest to this mod, for the wish of playing it, and for a wish of seeing it expand. I do not play DoW2 all that often, but the Elite Mod is easily the favourite way for me to play it! I also enjoy immensely on watching casts done on youtube for it.
I am not offering any help for modelling or doing any kind of textures, to get that out of the way (I will trust the elite-team to do whatever they do!), and I am not expecting you to do everything I will tell you to and expand this mod in every way that I will suggest.
So.
What I am proposing here is a discussion as well as some ideas for implementing Dark Eldar as a new race. I don't know what kind of schedule you have and I am most certainly not expecting you to get to them anytime soon! But with the way Grey Knights have been added, I am sure this mod can get more done with time!
I am guessing you are more interested in having Tau as the next faction, and I will look forward on seeing them as well, but nevertheless.
Commander and where to implement them?
An obvious commander for Dark Eldar would be the Archon, which is what I would suggest as well. It could be the fourth commander for Eldar.
I thought some equipment he could have, but before I start throwing ideas for those, I will just focus on what the archon would be. A Melee Commander with a little capability for range (one of the wargear I thought was a blaster for an anti-tank commander).
Differences to other eldar commanders wouldn't be too large, especially to the warlock, at initial stats. Fleet is a possible starting ability, but otherwise a good standard speed and melee damage (regular melee), would be a good start.
For health, relatively weak but able to become some kind of a tank with the right wargear (anyone who has played against a shadowfield-archon in TT will know...)
Units?
I have a lot of ideas for them and plenty of ways making them unique. I don't want to go through all of them yet but maybe tier 1 for starters.
First unit: Kabalite Warriors. Easiest way to make them is to start from the dire avenger/guardian model and to edit it a bit for more appropriate look (the 5th edition warriors look quite amazing and have some good artwork).
I am not the best for balance, and I am hoping for all ideas for the cost of the units to anyone else (another thing you can suggest). 6 starting models, lower HP per model than Dire Avengers but more when all of them combined (maybe 5-10% less HP per model). 1/3rd or so less damage from their weapons, with small damage over time (which I think should be sort of a theme for this army)
Wyches. Again easiest way to start is from the Banshee-model. But wyches would function much differently. 5 or maybe 6 models to start with. No power melee, they can fight against heavy infantry but are better in tying them up than actually killing them, making them better against light infantry. Less HP, but a passive damage resistance from CC-attacks (killing them in retreat would be very tough), more so than other melee units. Also slightly faster. As a starting ability, Combat Drugs that will break suppression and increase attack speed momentarily.
Against other units, I would see them (without adding too many additional modifiers from other units/effects/upgrades), win against howling banshees, tie against heretics (counter-counter-melee), possibly lose or tie to sluggas(?) and win against scouts. Against assault marines, it would probably be a long combat they would lose.
Venom. This is a rip-off on the IGs sentinel. Can decap but can't cap, heavy infantry armour. I don't know how much it is possible to edit some basic stuff on the vehicles, but a jumping vehicle that can hop over cover instead of smashing through it sounds like something for the venom. Anti-infantry, can be good against heavy infantry as well. Shield upgrades on later tiers?
Trueborn. Dark Eldar are about being fast and it does not really involve set-up teams. However, Trueborn would be the closest thing to it. Default as a splinter cannon, 3 models, does not need to set up to fire but is considerably better while stationary. Does not suppress but has an ability for it ("Aiming, what's that?"). Can be upgraded to a Dark Lance in T2, which could possibly require set-up?
Wracks. Also 3 models, start as a damage over time-melee unit. Two possible upgrades to choose from in T1, one is a hexrifle, turning them to a sniper, and one is a liquifier gun, turning them into a flamer-unit. Toughest to kill from all the other DE-infantry (in T1 at least) and can get an acothyst who makes them cap 50% faster in T2.
These are all just some ideas to start with, I would like to hear some comments on the idea. Mainly, would you play Dark Eldar/enjoy playing against them in Elite Mod, as well as what do these units sound like for a start.
I already have a unit-tree thought up for the next tiers, but I will wait a bit before writing up more ^^
I am creating this thread here purely out of interest to this mod, for the wish of playing it, and for a wish of seeing it expand. I do not play DoW2 all that often, but the Elite Mod is easily the favourite way for me to play it! I also enjoy immensely on watching casts done on youtube for it.
I am not offering any help for modelling or doing any kind of textures, to get that out of the way (I will trust the elite-team to do whatever they do!), and I am not expecting you to do everything I will tell you to and expand this mod in every way that I will suggest.
So.
What I am proposing here is a discussion as well as some ideas for implementing Dark Eldar as a new race. I don't know what kind of schedule you have and I am most certainly not expecting you to get to them anytime soon! But with the way Grey Knights have been added, I am sure this mod can get more done with time!
I am guessing you are more interested in having Tau as the next faction, and I will look forward on seeing them as well, but nevertheless.
Commander and where to implement them?
An obvious commander for Dark Eldar would be the Archon, which is what I would suggest as well. It could be the fourth commander for Eldar.
I thought some equipment he could have, but before I start throwing ideas for those, I will just focus on what the archon would be. A Melee Commander with a little capability for range (one of the wargear I thought was a blaster for an anti-tank commander).
Differences to other eldar commanders wouldn't be too large, especially to the warlock, at initial stats. Fleet is a possible starting ability, but otherwise a good standard speed and melee damage (regular melee), would be a good start.
For health, relatively weak but able to become some kind of a tank with the right wargear (anyone who has played against a shadowfield-archon in TT will know...)
Units?
I have a lot of ideas for them and plenty of ways making them unique. I don't want to go through all of them yet but maybe tier 1 for starters.
First unit: Kabalite Warriors. Easiest way to make them is to start from the dire avenger/guardian model and to edit it a bit for more appropriate look (the 5th edition warriors look quite amazing and have some good artwork).
I am not the best for balance, and I am hoping for all ideas for the cost of the units to anyone else (another thing you can suggest). 6 starting models, lower HP per model than Dire Avengers but more when all of them combined (maybe 5-10% less HP per model). 1/3rd or so less damage from their weapons, with small damage over time (which I think should be sort of a theme for this army)
Wyches. Again easiest way to start is from the Banshee-model. But wyches would function much differently. 5 or maybe 6 models to start with. No power melee, they can fight against heavy infantry but are better in tying them up than actually killing them, making them better against light infantry. Less HP, but a passive damage resistance from CC-attacks (killing them in retreat would be very tough), more so than other melee units. Also slightly faster. As a starting ability, Combat Drugs that will break suppression and increase attack speed momentarily.
Against other units, I would see them (without adding too many additional modifiers from other units/effects/upgrades), win against howling banshees, tie against heretics (counter-counter-melee), possibly lose or tie to sluggas(?) and win against scouts. Against assault marines, it would probably be a long combat they would lose.
Venom. This is a rip-off on the IGs sentinel. Can decap but can't cap, heavy infantry armour. I don't know how much it is possible to edit some basic stuff on the vehicles, but a jumping vehicle that can hop over cover instead of smashing through it sounds like something for the venom. Anti-infantry, can be good against heavy infantry as well. Shield upgrades on later tiers?
Trueborn. Dark Eldar are about being fast and it does not really involve set-up teams. However, Trueborn would be the closest thing to it. Default as a splinter cannon, 3 models, does not need to set up to fire but is considerably better while stationary. Does not suppress but has an ability for it ("Aiming, what's that?"). Can be upgraded to a Dark Lance in T2, which could possibly require set-up?
Wracks. Also 3 models, start as a damage over time-melee unit. Two possible upgrades to choose from in T1, one is a hexrifle, turning them to a sniper, and one is a liquifier gun, turning them into a flamer-unit. Toughest to kill from all the other DE-infantry (in T1 at least) and can get an acothyst who makes them cap 50% faster in T2.
These are all just some ideas to start with, I would like to hear some comments on the idea. Mainly, would you play Dark Eldar/enjoy playing against them in Elite Mod, as well as what do these units sound like for a start.
I already have a unit-tree thought up for the next tiers, but I will wait a bit before writing up more ^^
It would add more use to it especially if the army starts seeing more and more splinter cannons everywhere else.


