Your responses are much appreciated. Thanks for taking the time to read through my ramblings.
Valkyrie wrote:I think the Assassin-style CP rule doesn't really work in this case. In the case of Assassins you're using the CP to select from a very varied choice of models who all act independently, the choice of which is very heavily determined on what you're up against.
Phoenix Lords don't really fit into this, as they only really work when taken with their own Aspect. If you've included that particular Aspect in your force already, it makes no sense to pay 2CP to take that lord when you could have just included it in the army list.
Fair criticism. As others have pointed out,
PL narratively seem to do the "lone wanderer" thing quite a bit even if they are frequently found leading shrines of their aspect. (See: The Asurmen and Jain Zar novels as well as the
Path of Warrior.) I may be confusing their roles too much, but I sort of tried to make them useful on t heir own while also giving each one at least one reason to hang out in the same list as their aspect. Do you feel I failed to make the
PLs useful unless a unit of their aspect is present?
Hellebore wrote:
I don't mind the idea of Phoenix lord specific strategems, but I'm not sure I'm a fan of their abilities tied to them. They should be able to do them all them time.
Part of what I was aiming for was to acknowledge that
PLs can pull off some really impressive stunts without giving them so much
raw power that they fail to acknowledge how cool the characters of other factions are meant to be. I didn't want to make Baharroth so powerful that he'd win 9 out of 10 fights against Dante and thus take away from Dante's own cool factor.
Thus the assassin-esque
CP-fueled abilities. You can make Baharroth nigh-impossible to hit, but you'll drain your
CP fast if he's in Devil Trigger mode every single turn. Do you feel that that's the wrong approach? What sort of
PL-specific stratagems to you picture? I feel like most of the strats I've pitched here would be too powerful if they became always-on abilities.
MagicCookie54 wrote:I really like the idea of the assassin style phoenix lord strat as it is very fluffy for them being lone wanderers so the speak. The challenge it has is making them all balanced at the same points cost as well as making them all useful in absence of their aspect warriors, otherwise the actual flexibility of the strat is limited to what you already have in your roster.
Yeah. I was initially hoping to bring the
PLs close enough together in points cost to give them all the same (or close to the same) points cost. That way, you could set aside some points during list creation and decide whether you need Fuegan's anti-tank, Maugan's dakka, or Jain's stabbery once you saw your opponent's list. I'm really not sure I got anywhere close to that here. Probably not.
Do you feel the
PLs as I've presented them are too dependent on their aspect to be worth taking without that aspect? Baharroth, for instance, definitely helps out a unit of hawks, but I had hoped to make him "bouncy" enough to serve as a roaming harassment unit.
I personally would love to see them embrace the lone fighter idea in the rules. Cut most of their support abilities but make each of them absolutely terrifying at the role their aspect fills. Eg. remove Fuegan's rerolls for fire dragons but give himself full rerolls and double tap against 10+ or 12+ wound vehicles and monsters, remove Karandras' buffs to scorpions but give him either a closer deepstrike or charge buff to make him reliably get into combat out of deepstrike and give him a biting blade instead of a scorpion chainsword. Maybe lean Asurmen and Baharroth into more supporting roles as it sort of fits their aspect shrines but make them less reliant on having dire avengers or swooping hawks nearby to allow them to flex into a wider variety of armies.
That's definitely the sort of thing I was trying to do. I left a couple of the buff auras in place where a
raw damage boost really is something that the aspect in question needs. Dragons, for instance, just don't hit vehicles quite as hard as I'd like them to, and Karandras benefits enough from the 'Thousand Stings rule that it just seemed easier and appropriate enough to leave it unchanged. But I did try to move away from buff auras in general. I take it you don't feel I executed that concept well?
Also, I love the
PL discussion, but did anyone have any thoughts on the generic
HQ changes?