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Reinforcement points: are they balanced, and if not, how would you like to see things rebalanced?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Huge Hierodule






Nottingham (yay!)

There are Stratagems and abilities that enable the creation of new units or the recycling of dead ones. I main Chaos and my second army is Tyranids, both of which have these capabilities. Neither army seems to see wide use of the abilities, with one notable exception.

Summoning is widely considered to be garbage, even more so now that it seems to be restricted even farther. The ‘pick units that match your opponent’s army’ gimmick is now an ultra-niche way to prevent Skull Cannons and Soul Grinders from dying on turn one or compromising DEITY detachments. The ‘deep striking character summoning a horde after arriving’ gimmick is dead. The benefits of bringing in an out-of-Detachment unit don’t compete with taking a unit that helps fill out a detachment.

Tide of Traitors is incredible, and needed nerfing. Endless Swarm is like Tide of Traitors, with two exceptions:
- it’s not restricted to a single horde type unit
- it costs Reinforcement Points
And it pretty much never gets used. You could just take the extra unit in your list. Which people do.

Horticulous’ ability to grow trees essentially means you’re just paying for a Gnarlmaw without using a detachment.

Tervigons’ ability to birth a unit of Termagants are made less attractive by the ‘you could have just taken the Termagants’ issue. And the Tervigon herself being a weak unit.

Spore Field Stratagem is pretty good, but really all it does is pay 3CP to make a bunch of Spore Mines you would have taken anyway into Scouts. With the deep strike nerf, that’s something that’s really declined in utility - and anyway, if you’re confident that Forge World will remain glacial in its rules updating, Mucolid Spores do the same whilst filling a detachment and yielding, not costing, CP.

I dunno. It feels to me like some characterful, interesting mechanics are being left on the shelf. The solution that comes to my mind is:

- For every X amount of points you set aside for reinforcements, you get Y reinforcement points

And, to prevent this being a forestry commission subsidy:

- Horticulous can only sow Gnarlmaws that you’ve specifically paid for as a Fortifications Network; essentially, they ‘deploy’ in his bag and are lost if you manage to get him killed.

I leave the values open, as I’m not certain how I’d balance it. Double RPs seems ripe for abuse; perhaps 2:3 would be a cleaner ratio.

   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I like this idea, although I think it could be much simpler.
The main issue with RPs is that you are spending points for a unit that gets less that a full game's use because you aren't using them from turn 1.

What I would suggest is that any units/models that are brought in after the first turn by RPs only need to spend half points (rounding up).
If they arrive on the first turn (maybe second?), you spend their full points cost as normal, since those units are more likely to get more turns of use.

To me, this is the most simple compromise between paying full points (8th) and getting free units (7th).

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This message was edited 2 times. Last update was at 2018/04/23 13:39:09


   
 
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