AnomanderRake wrote:I've always been hesitant to reference
IA13 for much; the random
Ld on a cheapest-possible-unit list always seemed like hugely extraneous bookkeeping, and I'm not sure what's going on with the flat 10pt cost for BS3 (10pts to make 30pts of pistol/
CCW troopers BS3, or 10pts to make a Baneblade BS3, or 10pts to make your Hellhound with all template weapons BS3?). I'll definitely sit down and go over it in more detail before redoing the militia/cults side of the list, but I've started on the Guard/Chaos veterans side first since I've got a clearer idea of what I'm doing with it.
Also: Double-checked the quad-mortar/heavy mortar profiles against my reference material; the quad-mortar's got shell shock back (leaving it out initially was an omission) and the heavy mortar has lost Shred (it was there initially because I misremembered how the Kriegers' special alternate ammo worked).
Ahh, so that might have been what irked me on the thudd guns. Granted i am curios if it works from a balance perspective since going from 33% but better damage stats to close to 50% hit chance but weaker damage stats is kinda a wash.
I can tell you what the intention of the flat upgrade cost was it's not just the Militia training (also
BS and
WS get improved , not just one or the other):
The idea was, to incentivise a non
MSU playstyle. Something that, let's be really honest here, was allways the preffered way of playing any army with morale as an drawback in the past or one that had low T /
SV /W value units, to lead to overkill of squads as to achieve more durability then they in essence had. Further the editions itself didn't favour Troop or infantry units.
thematically though R&H with the whole slew of formation types you could represent from rabble to elite formations, are however dependant upon their infantry. And in that regard the "Bulk Discount" worked really well.
There's an argument to be made though, that tanks should just use the equivalent
IG stats, AKA start at BS3 and don't get the 10 pts discount, preciscly because saving 30 pts on 3 nearly equally as effective Hellhounds just because you are R&H compared to guard is nonsense of the highest degree. Further, assuming Chaos, you'd find the strongest most "competent" within the vehicles anyways so Removing it as a balance hurdle would go a long ways.
Artillery (field guns, emplacements, etc) i guess you could for the same reason apply at most a 5 pts discount with a cheaper "militia" training.
As for the bookkeeping.
Morale is pretty self explanatory and since lists are anyways mandatory writing down as stated in the "uncertain leadership" rule as to what morale unit XYZ has is a no brainer. Further the bookkeeping is
imo a better solution compared to the militia and cultists list from 30k for multiple reasons, last but not least that you DON'T get free rules advantages. ( As an aside, there's still technicaly the issue within the list of not beeing able to call upon the
LD of the command vox carriers due to you not knowing their morale beeing superior then the one in the squad which you just potentially determined. .... Just one of those things that could've been solved long ago and a fault that went on to be an issue since the "free Vraks PDF"... )
It's pretty clear what x y z does. And the cheapest possible starting point is to allow the customizability necessary to represent the whole bandwidth of traitors. So equipement option lines will be a bit more filled but that is
imo a better trade off, then to start to attempt to balance "free rules" piles as we have now with traits or you'd have with the dual level from 30k list, because it is ultimatively easier to tweak pts cost for Militia training or sub flak armour then it is to weigh up the doctrine freebies torwards each other.