MagicJuggler wrote:Problem Statement: Warpflame is supposed to represent chaos and change in its
raw, unfettered glory. However, attacks and abilities with Warpflame are akin to shooting yourself in the foot. ("Chaos is fickle!").
Proposed Fix: A unit rolls a
D6 before resolving attacks (be they witchfires, shooting attacks, or close combat attacks) with the Warpflame Special Rule. Only *one* roll is made per relevant subphase (So a unit with models with different initiative values would roll *once* for Warpflame in the Fight Sub-phase, but would make a separate roll for Overwatch, for example), and treat all the units' Warpflame attacks as having that special rule until it's time to roll again.
-1: Gets Hot.
-2: Nothing
-3: Blind
-4: Poisoned (4+)
-5: Instant Death
-6: Rending
No. There's nothing wrong with how Warpflame currently works.
I've been playing mono Tzeentch ever since the 6th ed codex came out, and dealing with Warpflame has never been an issue. All it 'forces' you to do is to properly focus fire onto a single target until you either manage to cripple it, or outright destroy it.
If you're honestly handing out 5+ or 4+ or better
FnP to multiple units like candy, then you're simply doing it wrong.
As for dealing with units which already have
FnP,
LoC/
DP with Boomstick for S8 attacks to negate any
FnP rolls on T4 models, Soul Grinders in general, Screamers and their fly-by attacks,
anything Slaanesh for mass wound generation (and rending goodness), Psy Shrieks to at least bypass armour saves, etc...
MagicJuggler wrote:Additionally, the Greater Locus of Transmutation is changed.
"A unit with the Greater Locus of Transmutation rolls
2d6, rerolling duplicates, and applies both results to the unit's next batch of Warpflame attacks."
Result: Warpflame is appropriately fluffy, and can potentially result in some terrifying damage results. The Greater Locus of Transmutation is potentially usable as a risk-vs-reward weapon.
No. I very much enjoy my Locus of
D6 strength thank-you very much! There's nothing more hilarious than seeing S6 Pink Horrors laying into an enemy unit, and it combos fairly well on my Tzherald's Mutating Warpblade for handy spawn-farming.
MagicJuggler wrote:Issue: Chaos already has enough Random Tables and book-keeping as is! The "Instant Death" one might be *too* good, depending on circumstance. Concussive/Strikedown might be potential effects, save for the cuteness aspect. Pinning? Maybe?
Additional tweaks to recommend with this:
-Allowing Daemons to pick their gifts in the first place!
-Changing Soul Blaze to be: Rolls of 6 to-wound generate additional to-wound dice. Or some other variant.
It could probably use tweaking. Thoughts?
Absolutely NOT!!
The Greater & Exalted Gifts tables especially are far too amazing to allow us to simply pick and choose what we want off of them, as there's no really awful results there... (maybe Wind of Chaos is 'meh')
We don't need every
LoC to suddenly be guaranteed the likes of Corpulesence + Daemonic Resilience, while having a better than 50/50 shot at landing Precognition.
Imagine every single Bloodthirster always toting Souleater + Corpulesence... that ******* will almost never die!
Or a Kipper or Prince who can run Riftbringer + Malefic 100% of the time to become an even more brutal solo 'Clown Car'...
And let's not forget Slaany Challenge Heralds either! If I could outright 'pick and choose', you'd bet I'd be taking a Greater Etherblade + Cleaving Strike every freaking time! With all those attacks, and the re-rolls to-hit giving better odds of rolling more 6's, there's be very, very few characters
in the entire game who'd stand a chance against her. (overall she'd actually be even
more busted than the previous version of
MSS's were for Necrons!)
perhaps if our Gifts are entirely re-done and mostly toned down, picking and choosing would be fine. But as they are, it's be massively
OP since there's far too many abusive combos we'd be able to pull off.