Kallimakus wrote:Just finished reading this. As narceron pointed out, some things seem pretty powerfulfor their price. Sanctifier Haephestos seems to be a steal for 150 points. counting upwards from chaplain profile, his equipment alone comes to 180 points. add FNP, EW, wound restoration and the rules for Sanctifier and his cost would soar way over 200. Not knowing his fluff, I'd suggest removing either FNP or wound regeneration. these two make him a killer against low T armies. (He also loses IC while joining his retinue, which makes it hard for non-CC armies to deal with.)
Actually, yes, I believe that he should lose
FNP. He's way too cheap as he is. The idea is that he's the last of the Gallowsmen to die. The Obsidian Blade should be enough to make him utterly terrifying though. Drop
FNP and up his cost by 40-50 points sound fair?
On his own, he'd go down to torrent of fire pretty quickly, but after looking at how powerful he'd become in a Sanctifier Squad, taking wounds instead of the rest of the squad and then healing them back (which is intended), he does seem far to cheap. I'm edging towards 200 (without
FNP), although 250 wouldn't be bad either...
Elites, Troops and Fast attack seem fine. Power drill seems a bit off TBH. I think that DS into a unit without a chance of mishap is a bit too powerful. It doesn't specify that you are allowed to DS on top of enemy units, but I can't recall if this is prohibited in BGB or not. Another question on Power drill is that it's costed at 40 points on Excavator and 30 points on Heavy Executioners, who recieve much more benefit from it (marking the unit they assault, having more base attacks etc.) I'm not sure of the proper cost for it, but 40 for such an ability is about right. Also, I would imagine a huge powerful drill striking at I 1, but that's just me.
I figured 30 for the Heavy Executioners because there's a higher entry cost into the unit. Although looking at it again, I see how that could be a problem. And I1 seems to make more sense, especially considering just how powerful it is.
I also noticed that Cityguard Veterans pay 20 points for jump packs. Is this an oversight, or does this compensate for their ability to DS into combat?
Ooops, messed that one up. Should be 10.
I assume that lack of Razorbacks is also intentional.
Yep. The Gallowsmen's Techmarines (Excavators) are too busy minding the Tomb to keep all but the most essential vehicles properly maintained. That, and too many armies use Razorspam as it is.
I'm still very inexperienced as a player and only play foot IG so I'm quite scared of units having chances to benefit from A or S bonuses after killing off small units, but I assume this isn't the case with MEQ.
Woden is one special character, so it's not such a huge problem, especially considering how expensive he is. Judge of the Fallen also makes it so it's harder to keep him in combat (since he's more likely to win combat and get a sweeping advance), which actually makes it harder for him to build up his strength against weaker enemy units that don't have fearless or stubborn.
In the case of the Executioners, they're expensive and would be annihilated by anything that goes through 3+ armour. With a maximum of 5 men per squad, they'll likely die to shooting fairly quickly. They're very powerful, but also very fragile. The idea of the Executioners is that they move ahead of the army, kill off an enemy unit, and put down a Gallows Totem for the rest of the army to take advantage of. They probably wouldn't last too long after that anyway.
The goal of the army is to start fairly lacklustre as far as marines are concerned, and after building up enough steam, coming down on their enemies like a pile of bricks. Basically trying to work in the opposite direction of all the alpha strike lists out there.