@Horizon
Ulthwé = seer thing related.
Perhaps an ability to decide to BFI after damage is rolled from a single attack each turn on vessels carrying Seers?
Iyanden = pre-nid attack = yriel led // after-nid attack = ghostships related (more / bonesingers)
Some bonus to Ghostships would be the simplest.
Biel-Tan = aspect warriors (cheap)
Sure.
Saim-hann = pack hunters = squadron bonus? = ce escorts bit more available?
Hrmmmmm.....
Kaelor (Koronus Expanse) = something shadow-y. +1 attack rating?
I was thinking that they would always be considered as 'behind BMs', but I don't know how that would play out. Perhaps Enemy vessels are considered
Innacurate when firing at them, meaning they do not benefit from left shifts for range.
Altioc = pathfinders = pre-movement = setting up ships 'outside of the box'
Unfortunately pre-movement seems to have potential hazards. However it is possible to allow escort sized vessels to deploy within or near celestial phenomena after both fleets have been completely deployed, I've been working on a similar concept with Leviathans. A redeployment concept could also work, perhaps they could redeploy half their ships/squadrons after both fleets have completed deployment but before the game begins.
@TheDaR
I'm glad you're so enthused with this. I made a mistake with the DE, they should have no minimum movement speed, these 'Alpha' versions are more or less a complete rebuild of my earlier documents, as earlier in the project I knew little about how to use the software. Essentially I have made a number of templates and I fill in the blanks for the fleet, and I know that I generally miss at least a few things (look at the IN Dictator, with Str 2 Weapons Batteries). However the benefit of doing this has provided a far greater uniformity to the documents, and eliminated a number of 'random chance' errors. Ultimately my plan is to form an 'Alpha' for each fleet, and then correct these mistakes after public review for the 'Beta' versions in the next month.
Slavetaking is a funny thing, at 5 points the ability was almost never used, so I increased it to ten. The only issue here is that a suitably built DE fleet of Impaler Corsairs at 1500 points could make off with an average of 500 points in a single turn against an IN fleet, without being subject to retaliation. I know this sounds a bit astounding, but since the attacks would not destroy the enemy vessel, a single Cobra Class Destroyer that straggled a little outside of the CAP could be the sole target of all these attacks while the DE sit hidden behind an asteroid field and promptly disengaging the next turn. Now thinking about it there should be some limit to this rule, either a cap on the number of points gained in a single battle, or more likely a rule that limits the number of slavetaking raids one can perform on a vessel in a single turn (Likely 4 AB or 1 Impaler), unless the value is reduced.
Plasma torpedo ruling noted, I'll try to find a way to clarify it.
Leech torpedoes are a bit experimental here, however you must remember that most '8' results grant a point of damage. As I stated earlier Critical hit tables will need to be modified so that 8 has something to do with engines and 9 has something to do with leadership. Since there are 5 critical hit tables for ships and another 5 for defences, specifying the result is far too complicated. It is easier to simply specify a number on the opponent's crit chart. This ruling is far simpler than the previous version which 'created' its own critical effect.
Leech torpedoes may need some thought. Comparing them to Plasma Torpedoes against most (11/16) fleets crit charts....
They Gain:
Automatic critical effect, which can be used strategically to reduce an enemies speed.
They Lose:
Re-rolling hits against armour, potential to cause more damage with critical effect.
Unfortunately balancing torpedoes seems to be a difficult task, as they are quite simple. If the Leech Torpedoes are allowed to Re-roll they are substantially better than Plasma Torps. Let us do some mathematics turrets being ignored, and considering an Armour of 5+ with a 'standard' critical hit chart one Plasma Torpedo should statistically cause;
.55 hits not considering critical damage. As these 'hits' have a 1/6 chance of causing a critical, we can assume that .092 critical hits would be scored. Considering the probability of critical effects that cause hits and the number of hits caused this means a Plasma Torpedo will cause an additional .042 hits from critical hits, resulting in a total of ~.6 hits on average caused by a Plasma Torpedo. Additionally the probability of one of these hits causing an additional non-hit critical effect (regardless of the relative value of the result) is considered resulting in an ultimate theoretical result of;
~.6 hits and ~.085 critical effects caused by each Plasma Torpedo.
In comparison the Leech Torpedo would cause .33 hits and .55 critical effects. However there is something to be said about re-rolling. As the Leech Torpedo could not cause an additional hit from its effect, if it could re-roll hits it would statistically cause .55 hits and .55 critical effects.
Mathematically this means that a Leech Torpedo would be about 9% worse at causing damage and multitudes better at causing critical effects. The 9% disadvantage unfortunately does not compensate for the significant boon in critical effect, not considering the tactical advantage of knowing which effect will result.
Regarding this, there could be some manipulation to the torpedo, only regarding its speed of course. One could permit these re-rolls but reduce the speed of Leech Torpedoes to 25cm, or instead not re-roll and increase the speed to maybe 35cm or 40. Unfortunately this seems to be an annoying trade off, but reason could be applied to the former in that the Leech Torpedoes are slower as they do not simply have to hit the vessel, they have to hit it in a very specific way.
On Impalers the wording is technically correct regarding Escorts, however I agree that it needs more clarification. The rules state that an Impaler attack is not considered a Hit and Run for any bonuses or negatives that would affect such, the Impaler causes a critical hit on a 2+ Killing any Escort outright. The Escort rule specifically regards Hit and Run attacks, but yes, this is confusing and needs clarification.
The Haemonculi coven is essentially a Mark of Nurgle. For Chaos it was ultimately determined that an additional hit was worth around 10 pts, as the true benefit is a much wider gap to cripple the vessel. 5 points were tacked on for the
Hostile Environment quality, which is quite circumstancial but still a useful ability. Dark Eldar vessels are much higher in comparative cost, and with fewer hits an additional 1 to cripple means adding 1/3 the requisite damage (for the Torture) as opposed to 1/4 (for Chaos Cruisers). Given this concept one could assume that this upgrade is around 1/12 more valuable, perhaps a small benefit, but more importantly is the fact that DE cruisers are slightly more expensive. However I will likely reduce the cost to 20 points, thinking this though again.
The Mortalis was made regarding CE and CWE vessels of similar size. For some reason Eldar vessels do not go above 4 launch bays on any given class. I'm not sure why, but increasing the strength seem to be a bit.... risky. I could see 6 launch bays and an increase of +20ish points.
You're right on the Succubus, just a copy and paste error.
The Subjugation should have torpedoes, as the concept is more of a 'run in and deploy leech torpedoes' kind of idea rather than cause damage. 45 points makes sense.
The Blackbird is a bit of an oddity, and I am getting used to the concept of 2 hits. I was on the border with 25/30 points when I designed it, but went with 30 as the cost of 1 transport unit for the Eldar seems to be about 15 points. I may go to 25, or give it some other benefit to compete with the smaller vessel.
The mandatory Fleet Commander was actually a typo, however I was considering changing the commanders to Drachon (Ld+1)@50 and Archon (Ld+2)@75. With the adjusted escort costs and new vessels I need to do some theory building with the fleet. Seccondary Commanders would be renamed 'Heirophants', which is more true to fluff.
Regarding the Core RulesI suppose that I could move them to the top of my to-do list, in all sense of reality they should be completed before the fleet lists, however the concepts of 'varied escort classes' and more defined weapons systems came about with the CE build.
At this time I would like to move all weapon types to the Core Rules, as well as the Critical Hit tables (forming a quick-reference page for the Critical Tables of all fleets) and a few more general rules such as Holofields. I do have a write up of how Holofields function as follows;
HolofieldsHolofields are a very unique creation of the Eldar, that confuses enemy sensors as to the exact location of the Eldar vessel. Due to this fact any
Gunnery weapons suffer a right shift when targeting a vessel with
Holofields.
Lance weapons suffer a -1 to their hit roll if firing over 15cm, and a -2 if they are firing over 30cm. Such weapons will always hit on a roll of 6 regardless of distance. If your opponent has any
Scatter weapons. Then if his opponent places the template in contact with a ships base with an active
Holofield, then the defending player may force his opponent to Re-roll a ‘Hit’ result on the scatter die. Note that this cancels with
Lock On orders.
Holofields have no effect against
Area Effect weapons. Any other
Direct Fire weapons simply fail on a D6 roll of 6 (by the attacking player). Any ship attempting to ram a ship with an active
Holofield must roll an additional D6 with its leadership test to ram. Vessels attempting to board a ship with an active
Holofield must pass a leadership test to do so.
The philosophy system is a bit wonky in retrospect, seemed like a good idea at the time. Craftworlders will simply pay for the upgrade through a relatively increased Fleet Commander cost, like the Space Marines.
I agree that the Hellebore should probably be 80 pts, as it is still subject to the
Fragile quality, and being that Frigates are still Escorts, 1/3 of the time the first hit will simply destroy the Hellebore. So it really is only gaining 2/3 of a hit.