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The Forge World Zone Mortalis rules are interesting, but one rule that we have discussed is why limit unit sizes to 10?
Is it a balance issue? yes larger units could roadblock a bit through weight of numbers, but so can't certain walkers and other tough units, etc. if the enemy can't bring anti-armour against them in the moment.
We are trying to understand the need/reasoning for taking away the main perk of certain unit builds/tactics in Zone Mortalis as it seems to only target certain armies.
For example marine units are ten or less anyways: Thus it has no effect on them, while armies like orks and nids who often rely on unit size as an equalizer get that tactic/option taken from them.
marine saves make small squads feasible, the units I mentioned don't have that going for them and lose what they normally have to compensate for it. In addition large units will be cumbersome to manouver, mor elikely to get hit by cave-ins, etc. and seem to be troublesome in some ways to the user, so I guess Im missing the issue with them.
We are thinking of dropping this restriction (though we WILL limit units to being ten or less if they want to use a blip marker: the reasonign being that larger units cant really hide their numbers/presence), but are not sure if we are opening some can of worms we are'nt considering.
Thoughts?
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