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Im working on a ruleset that involves changes to the movement distances (namely some units are faster/slower) than others, and i need some feedback with execution and balance. The basis of the system is splitting unit types into 3 categories (Heavy, Medium, Light) in order to apply these different movement characteristics smoothly, as well as reduce the number of special rules spread out around the codex.
For instance, Terminator Armor says a model wearing it is Relentless and may not perform sweeping advances, but these traits are in the wargear section and not represented on the Terminator Squad unit entry. Under the system im working on, they would count as Heavy Infantry, and would be subject to the rules and situations associated with that unit type, which would include those effects. Additionally, it seems like GW's designers are trying to find ways to make units faster or slower without actually making them faster/slower, so having that effect included was a major consideration. Just to give a better sample of examples:
Space Marines == Medium Infantry
Terminators == Heavy Infantry
SM Bikers == Medium Biker
Scout Biker == Light Biker
Attack Bike == Heavy Biker
Tyranid Termagant/Hormagaunt == Light Infantry
Most Eldar Aspect Warriors == Light Infantry
Eldar Jetbike == Light Jetbike
Necron Warriors == Heavy Infantry
Necron Immortals == Heavy Infantry
Necron Destroyers == Heavy Jetbiker
Vespid Stingwing == Light Jump Infantry
Unit Type Changes im fairly confident about
Infantry
Light == 9" movement
Medium == 6" movement
Heavy == 6" movement, Slow and Purposeful
Biker
Light == 18" movement, 36" turbo-boost
Medium == 12" movement, 24" turbo-boost, +1 to toughness
Heavy == 12" movement, may not turbo-boost, +1 to toughness, relentless
Problems im facing:
-Not sure what to do with Heavy Jump Infantry, the only unit i can thing of that could maybe fit this type is Necron Wraiths, and even then i don't know how to handle that type to make it feel slower without dropping its movement speed below 12"
-Tanks: My idea was to create differences in cruising and combat speeds for the different "weights", with heavy Tanks not being able to flat-out? heavy tanks would probably be able to fire all non-ordinance weapons so long as they move less than cruising speed, kinda like Imperial Guard Leman Russes.
-Skimmers: Same problems im having with tanks, just more exaggerated
-Monsters: not sure i even want to split monsters into a Heavy/Medium/Light system, or how to go about it.
Thoughts / Ideas?
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