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![[Post New]](/s/i/i.gif) 2014/06/02 16:43:58
Subject: A few different options for altering the invisibility power.
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Raging-on-the-Inside Blood Angel Sergeant
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Firstly I haven't played with invisibility enough yet to know if it is to powerful or not, time will tell but I like to think ahead.
I'm fine with the psychic phase in general, I think psykers have gotten worse in comparison to last edition and none of my playgroup is likely to play with an absurd amount of psyker levels so I don't forsee issues with complete power point spam which I don't think is particularly effective strategy anyway.
I know alot of people like to just play with the rules as written and I fully respect that choice, in my gaming group we often change things up a little just to avoid things that generally aren't fun, we don't play often enough to have games ruined by things that are easily changed.
Invisibility is a power that is fine when cast on 10 tac marines or a vindicator but it quickly becomes a problem when cast on a deathstar as it makes most of them unkillable which is counter to both players having a good time. If myself or my opponent rolls up invis I wouldn't want either of us feeling like a dick for casting it on our best unit so perhaps it is best to alter the power a little to avoid the issue coming up.
The following are a few options I've come up with for changing the Invisibility power, I'd like peoples opinions on the pro's and con's of them.
A: Leave it as it is. - Its fine, leave it be!
B: Change it to warp charge 3. - Harder to cast and thus will be used less often.
C: Change to the following. All successful to-hit rolls made against the unit must be re-rolled, Blast weapons targeted against the unit do not reduce their scatter by the BS of the firer and successful to-wound rolls made against the unit by Template weapons must be re-rolled. - Basically making it a reverse of prescience.
D: Change it so that all models attempting it attack the unit must do so at -2 BS or WS. - A lesser version of snapfire that doesn't make it immune to blasts/templates.
E: Change it so that units must pass an Initiative & Leadership test to be able to target the unit or strike it in CC. - A more traditional invisibility that you must spot and disbelieve.
F: Remove it entirely and just re-roll the power if you would get it. - It's a simple if inelegant solution.
G: Change it so that it can only target the Psyker and their unit.
Let me know what other options you can think of.
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This message was edited 4 times. Last update was at 2014/06/02 17:59:23
40,000pts
8,000pts
3,000pts
3,000pts
6,000pts
2,000pts
1,000pts
:deathwatch: 3,000pts
:Imperial Knights: 2,000pts
:Custodes: 4,000pts |
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![[Post New]](/s/i/i.gif) 2014/06/03 19:47:25
Subject: A few different options for altering the invisibility power.
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Been Around the Block
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If you think its balanced when cast on a tactical squad or vindicator then maybe a balance change that only weakens it on super units would make mores sense.
Maybe something like:
H : The invisibility power has a transport capacity type limit of, say, 10. Units that take more transport space, or cannot be transported would behave as they do with transports.
Of those you listed I like B the best.
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![[Post New]](/s/i/i.gif) 2014/06/04 12:00:54
Subject: Re:A few different options for altering the invisibility power.
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Raging-on-the-Inside Blood Angel Sergeant
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Interesting idea, a kind of size limit.
How about:
H: Change it so that it can only target units comprising of no more than 10 models or 5 models if any of them are Bulky/Very Bulky. Can only target vehicles that have no more than 3 hull points..
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40,000pts
8,000pts
3,000pts
3,000pts
6,000pts
2,000pts
1,000pts
:deathwatch: 3,000pts
:Imperial Knights: 2,000pts
:Custodes: 4,000pts |
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