Celtic Strike wrote:
Apologist wrote:Nicely done – feels like a restrained, thoughtful adaptation and development of the old White Dwarf codex. Would it be worthwhile to stat with Power Level, rather than points? Less contentious, suitable for Open Play, and less need for precision.
Thanks. I'm not entirely sure how power levels are calculated. Since I don't think I've ever used it. Is it around 1PL per 20pts?
As far as I can see, it's intentionally just rough guesses – the purpose being to give a 'ballpark figure'. The existing power levels are:
* Kroot Carnivores are 3 power for 10, +2 power for an additional 10
* Kroot Hounds are 1 power for 4, +1 power for an additional 4, +2 power for an additional 8
* Kroot Shaper is 2 power
* Krootox Rider is 2 power for 1, +2 power for an additional 1 Krootox Rider, +3 power for 2 additional Krootox Riders
* Knarloc Riders are 5 power for 3, +5 power for an additional 3
* Great Knarloc is 7 power.
With those scores in place, you can then make a stab at other prices. For example, Vulture Kroot are most similar to Carnivores, so start at 3 power. Vultures can move much faster, which is an advantage, so you might consider adding +1 or 2 power, then playtesting. If they repeatedly overperform at 4 power, bump 'em up to 5 or 6, then try again.
Relating to the existing stuff, if you're keen for this to see broader adoption, I'd suggest using any existing material as the basis – for example, the Baggage Great Knarloc is a transport vehicle in your Codex, but is an existing upgrade for the Great Knarloc in
GW's rules. Similarly, using existing datasheets where possible will help to ensure people can help playtest. Codex: Tau allows single Krootox, while your Codex requires at least 3. Not a problem,
per se, but if a player only has one or two Krootox, they can't help playtest.
That's not to say your stuff isn't fun, I hasten to add.