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![[Post New]](/s/i/i.gif) 2014/02/27 07:10:03
Subject: Balancing and Adding Options
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Devastating Dark Reaper
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Alright, so I've been trying to make 40k more thematic while also giving every army a reason to take any of their units and options and have it be 'competitive'. Everything that I've finished is here: https://www.dropbox.com/sh/us4nnsq1qrlhosp/ApLli_QJiU
I'd love for anyone to give me some constructive feedback but what I really want is anyone willing to make lists and playtest in Vassal. If this interests you or if you're bored and want to do something for a few hours, shoot me a message and I'll give you my Skype so we can play a game or discuss the changes. Thanks in advance!
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- - - - - Eli-Salir Craftworld: 10,000 Pts - - - - -
- - - - - Night Lords: 5,800 Pts - - - - -
- - - - - Harvesters of Sorrow: 4,500 Pts - - - - -
- - - - - Hive Fleet Leviathan - Tarsis Tendril: 6,600 Pts - - - - -
- - - - - Chaos Daemons: 3,200 Pts - - - - - |
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![[Post New]](/s/i/i.gif) 2014/02/27 08:03:10
Subject: Balancing and Adding Options
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Gore-Soaked Lunatic Witchhunter
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This is going to take a while to go over, though I've got some first impressions now. I'd prefer negative AP values to be a bit more widespread; one of the biggest problems with 40k today is the linearity of armour saves/armour penetration. I like shooting into CC, interesting extra dynamic to the game. Most of the point cost adjustments look pretty good, though.
I'm seeing a couple of specific things to remark on in the army lists too:
Honour Guard/Command Squad: WS5 for Command Squad vets and Champion, but not for the Apothecary or Honour Guard Marines?
Missile launchers: I like the option of taking two of three missile types for cheaper weapons.
Farseers: Mastery 4 for 120pts? Seems a bit much.
Eldar weaponry: Not sure where a Shard of Anaris entering the list makes sense, lore-wise the only Shards of Anaris are the Wailing Dooms wielded by the Avatars.
Mind War: I don't like the revision; it's gone from about even chances of getting people to about one in twelve. It's no longer a useful power.
Aspect hats: Cool. Not perfect, but a good idea.
Guard Transports: I don't like Valks as Dedicated Transports under the main Codex; the Elysians get them at the expense of no Russes. A scheme sort of like the old Doctrines rules wherein you get a limited selection of restricted units would be better. Also as a sidenote it's spelled "Bayonet", not "Bayonette".
Sisters: Acts of Faith as per the current Codexes don't work right, they're going to need a bigger fix.
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![[Post New]](/s/i/i.gif) 2014/02/27 08:29:03
Subject: Re:Balancing and Adding Options
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!!Goffik Rocker!!
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Twin linked blasts doing double damage. Prescience cover-ignoring riptides inflicting 2 times more wounds? Is that what we really need?
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![[Post New]](/s/i/i.gif) 2014/02/27 08:36:21
Subject: Re:Balancing and Adding Options
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Gore-Soaked Lunatic Witchhunter
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koooaei wrote:Twin linked blasts doing double damage. Prescience cover-ignoring riptides inflicting 2 times more wounds? Is that what we really need?
In absence of Tau rules we don't actually know that's how it'll work.
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![[Post New]](/s/i/i.gif) 2014/02/27 08:50:57
Subject: Re:Balancing and Adding Options
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!!Goffik Rocker!!
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That's just an example. It's gona work awfully with twin-linked blasts considering how easy it is to get something twin-linked with prescience. Around 50% chance to do double the ammount of wounds with every plazmacannon/battlecannon/demolisher/suncannon/etc shot...Why not make it like twin-linked templates if you want changes? Rerolling to-wound, shred basically. Anywayz, it's not really fluffy in either case. Leave tl-blasts like they are.
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This message was edited 2 times. Last update was at 2014/02/27 08:54:42
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![[Post New]](/s/i/i.gif) 2014/02/27 08:58:25
Subject: Balancing and Adding Options
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Devastating Dark Reaper
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Thanks for the feedback! Let me see if I can address a few things you've mentioned and the ones that I don't I've probably already changed.
The negative AP was something I wanted to keep as something special back when I had more complicated firing into melee rules. There are more weapons I can apply it to, but I'd like to keep them uncommonly seen.
The mastery levels is something I'd like to distinguish the stronger psykers in the galaxy - mainly Chaos, Eldar, and Tyranids.
I reworded Mind War. I wrote it as an opposed leadership test (D6 + Lds value) but it wasn't very clear.
The Valk thing is actually a good idea, as I was struggling to make Drop Troops worth it. Also, look at the Company Traits, I tried to replicate Doctrines without actually having them.
The Sisters are totally revamped, with a focus on squad leaders, transport options, and Imperial Navy air support. Automatically Appended Next Post: I fixed the Template and Blast weapon thing. Those were one of my oldest rolls and were pretty clunky. Thanks for pointing that out.
I've also added a bit of gear to the IG fliers that the Sisters had. Automatically Appended Next Post: There, I made a changelog document as to keep track of updates. I made some significant overhauls in a bunch of little places. Current and first changelog number is 1.01.
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This message was edited 2 times. Last update was at 2014/02/27 16:54:00
- - - - - Eli-Salir Craftworld: 10,000 Pts - - - - -
- - - - - Night Lords: 5,800 Pts - - - - -
- - - - - Harvesters of Sorrow: 4,500 Pts - - - - -
- - - - - Hive Fleet Leviathan - Tarsis Tendril: 6,600 Pts - - - - -
- - - - - Chaos Daemons: 3,200 Pts - - - - - |
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