For Holy Terra Because space is scary

14Jun/119

Fandex: Eldar | Fire Dragons

The Stats:

Fire Dragons 130 points (Elites)

WS BS S T W I A Ld Sv
Exarch 5 5 3 3 1 6 2 9 3+
Fire Dragon 4 4 3 3 1 5 1 9 3+

Unit Composition: 1 Exarch and 4 Fire Dragons
Unit Type: Infantry
Wargear: Fusion Gun, Meltabombs
Special Rules: Tank Hunters, Fury of the Dragon, Devastating Firestorm

Fury of the Dragon: The Exarch has trained his squad well in the arts of unleashing fiery death.  At the beginning of the squad’s Movement phase, the entire squad may choose to alter the profile on their Fusion Guns from Assault 1, Melta to Heavy 1, Melta for the duration of the turn.  In the ensuing shooting phase, all successful armour and cover saves taken against the squad’s shooting attacks (including the Exarch with any wargear upgrades) must be re-rolled. Invulnerable saves are not affected.

Devastating Firestorm: Fire Dragons delight in reducing their enemy’s weapons of war to pools of slag.  Their sheer volume of anti-tank they bring to bear can often turn transports into death traps.  If the squad shoots or assaults a transport that still has a unit embarked and inflicts more than one Destroyed:Explodes! result, the embarked unit will be wounded on a 2+, and it must re-roll the resulting pinning test if it succeeds.

Options:
Add up to 5 additional Fire Dragons – 20 points per model
The Exarch may exchange his Fusion Gun for:
A Dragon’s Breath Flamer – Free
A Firepike and Shuriken Pistol – 10 points

Fire Dragons may select a Wave Serpent as a Dedicated Transport at the listed cost.
A Fire Dragons squad numbering 6 models or less may select a Falcon as a Dedicated Transport at the listed cost.

Wargear:
Fusion Gun – Range:12″, S:4, AP:1, Assault 1, Melta
Dragon’s Breath Flamer – Range:Template, S:5, AP:4, Assault 1
Firepike – Range:24″, S:8, AP:1, Heavy 1, Melta

Allow me to explain myself:

Currently, a 5-man squad of Fire Dragons with a fully powered-up Exarch will run you almost 20 points less than my new value-added pricing.   A 10-man squad with the same Exarch is almost 40 points cheaper – and my pricing doesn’t even include the Firepike.  So why the upcharge?

Well, for starters, notice the 3+ save.  This was done primarily to mitigate this slightly-NSFW-due-to-language description of Fire Dragons.  This makes them more survivable in close combat.  Also, their armor should be able to handle a flamer.

Secondly, I chucked all of those “Exarch powers” – which will hold true for all of the other Aspect Warriors.  The entire squad gets the benefit, and the Exarch is built into the cost but gets some neat wargear.  I expanded the range of the Firepike to make it a Multi-melta, but also made it Heavy and paired it with a pistol so he can still assault.  The Fury of the Dragon power is a replacement for Crack Shot that makes a mockery of cover saves.  Camo-cloaked Sniper scouts won’t be laughing so hard when they realize they have to re-roll their 3+ cover save against a volley of meltaguns.

Thirdly, I gave them access to Falcons.  Every other army is getting ridiculous tank access, so why not Eldar?  IG can field 9 Leman Russes, Space Wolves have access to the entirety of the Imperium’s Razorbacks, and Blood Angels can actually field a force-org legal list with 6 Land Raiders for less than 2000 points.  Giving Eldar access to a few more Falcons isn’t going to unhinge the game, especially considering that Wave Serpents are better, in my opinion. Power field on the front, a TL turret, seating for 12 and 22 cup holders?  Come in now for this attractive offer!

Lastly, if you hadn’t noticed, they are transport wreckers extraordinare.  I always joke when someone rolls multiple 6s on the damage result table that said transport has “blown up, and then blown up again.”  If a Rhino gets hit with 5 melta guns and the result comes up with three 6s, the embarked tac squad shouldn’t get off just as easily as if their ride was popped by a lucky assault cannon hit.  So now, Fire Dragons can wreck a Land Raider’s day, hope to kill more than exactly none of the Terminators inside, and then, with any luck, not get smashed to a pulp on the next turn.

Value added.  As the naughty-worded comic explained, an 80-point unit is an excellent trade off to drop a 250-point Land Raider.  I upped the price and added in the chance to increase their payoff.

  • Anonymous

    I like them. 

    Some thoughts (that may or may not suggest point adjustments):

    Fury of the Dragon – add on get melta pen at full range?  Could be nice to sometimes get to really slag something from outside of explosion range.

    Devastating Fusilade – maybe instead of wound on 2+, each additional explodes result adds one to the str of the hit the passengers (not the outside explosion) take?  So three explodes on a rhino would be S6, etc.

    Also perhaps rename it and have it apply to multiple explodes from meltabomb hits too?

    Armor – maybe something like “Star-forged Armor” that is especially heat-resistant?  Make flamer/melta weapons have to reroll successful to-wound rolls against the FDs. 

    • http://redangels.bagosy.com Paul Bagosy

      Full-range melta double-tap would need to require a point increase, because at 7″, you’re taking away even the slightest chance that going for the double-tap is going to hurt you in return (which is a definite meltagun tradeoff).  Even without the two dice, S8 AP1 is a tank-buster, which I have learned playing with and against Stormravens.  With Tank Hunters, they can pen a Land Raider on a 6, and glance on a 5 and then still wreck it with another 6.

      I was thinking of a number of things to do with multiple Destroyed:Explodes! results, including wound rolls for every single one, rerolling wounds, and increasing the strength.  It made more sense to just set the wound threshold to 2+ and deal with the armour saves normally.  I didn’t want to get into a scenario with 4 Destroyed:Explodes results causing 40 wounds on a unit or instant-deathing a multiple-wound model. The points considerations and the need to keep it (relatively) simple won out.

      I do, however, like the meltabomb thing.  Adding that and wondering why I overlooked that.  Probably because I always overlook meltabombs.

      The armor isn’t that big a deal, really.  Scorpions and Dark Reapers get a 3+.  Of course, they don’t get fleet, so maybe the Dragons shouldn’t either – because really, fleet?  Use my S3 close combat attacks instead of my S8 AP1 shooting attacks?  I think I’m just going to ditch fleet from these guys.

      • baalirock

        I agree w/ Son of Taurus on additional Destroyed: Explode results increasing the strength of the explosion, rather than wounding on a 2+.  Otherwise, you’re going to be treating an exploding open-topped vehicle the same as an enclosed one.  It makes sense that, fireball or no, a unit of troops in an open-topped transport could still get a chance to see that they’re careening towards a bunch of red and yellow space elves with flamerthrowers and have a better chance to avoid the explosion. 

        As for worring about the strenght hit insta-killing multiple wound models, well… why should a strength 8 gun always cause a strength 3 or 4 explosion?  Multi-wound models would still get their normal armor saves, also.

        • http://redangels.bagosy.com Paul Bagosy

           Yes, but we’re talking about changing a game mechanic that would allow the chance for Pedro to get insta-killed because the Rhino he’s in blows up 4 times, and he fails a standard armour save.  Probably a better tweak would be to raise the auto-wound to 3+ for open-topped.

          • baalirock

            True, but you’re talking about changing a game mechanic that will cause both Grots and Plague Marines to be auto-wounded on the same roll, regardless of their toughness.  Maybe it would be better to word the ability so that it would subtract 1 per additional “6″ to the difficulty of the dice roll required to wound the embarked troops (IE, Toughness 4 Models fleeing an open topped vehicle now wounded on 4′s, 3′s, etc). 

            Alternately, you could have additional 6′s add 1″ to the dice roll for how big the explosion is… could make for some interesting mayhem. 

          • http://redangels.bagosy.com Paul Bagosy

            Grots and Plague Marines both get wounded by 2+ poison or strength 7 on the same roll as well.  The difference between them is that the Grot iwas going to get wounded on a 3+ in an open-topped vehicle and then die, whereas the Plague Marine would get the 3+ armour save and then Feel No Pain. 

            My concept here was to keep it as simple as possible – I don’t want to add a mechanic that will result in people resorting to calculators and long division in order to resolve.  Multiple 6′s come up, bad things happen to the squad as it attempts to clamber out of a transport that’s quickly turning into a molten puddle.

            Additionally, the argument against reducing the damage for open topped doesn’t work for me – No roof means a better chance that you actually take a melta-shot in the face!

  • Ed Vaughan

    I’m not really a fan. Fire Dragons already excel at being the only BS4 guys around who can field a unit of 5 fleet meltaguns for 80 points. This seems to nerf that heavily for me.

    • http://redangels.bagosy.com Paul Bagosy

      I never really got the concept of Fleet on most Eldar units.  Aside from Banshees, why would I want to extend my assault range?  Eldar aren’t an assault army, especially not Fire Dragons.  Dropping Fleet seemed natural.

      As for the points value, I can understand that a 50-point shift from a stripped-down 5-man squad to what I’m proposing is a major jump, but just wait until I roll out my Phoenix Lords rules, and you get to take Fire Dragons as TROOPS.  You’ll have Melta-death flying all over the field in Falcons, and the points won’t seem as bad.

  • http://redangels.bagosy.com Paul Bagosy

    Considering some of the stuff I’m hearing about 6th edition, I’m headed in a half-decent direction here:  More mech options, squad leaders no longer an option, etc…  Of course, those rumors may all turn out to be so much drek, so this is still a 5th-edition effort.