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Made in gb
[DCM]
Producers of Maelstrom's Edge





London and Los Angeles


With the second edition of Maelstrom's Edge on the way, some players have been asking how their existing forces will change in the new rules. So we thought it would be handy to put together some sample force lists to show what V2 forces might look like.











For this article, we're just looking at force composition, to compare force sizes with V1. We'll go into more detail on tactics and rules changes in future articles.



For the quick and dirty summary - most of the changes for force composition aren't huge. Forces are still built in the same manner as in V1, with a Command model for each detachment allowing you to make a number of unit selections from each of the different unit types - Core, Vanguard, Anvil and Hammer. Equipment selection is also mostly the same, although some options have been removed or changed slightly to fit with the new rules.



The biggest change is in the overall game size - in V1, the 'standard' game (the size game that we felt made for the best game experience) was 150 points, while in V2 this has been brought down to 120 points. Some tweaking of the individual unit costs across most factions, however, means that the actual size of the forces on the table potentially won't change a lot. See the below Epirian and Karist lists as an example:









Both of these lists are based on the 150 point V1 lists currently shown in the Rules section of the Maelstrom's Edge website, built from the original plastic models available to these factions. For the Epirians, removing a unit of Fireflies and swapping out the 1st Detachment Hunter's Cluster Missile Pod for a Strike Missile brings the force in at 119 points. The Karists received some more substantial points drops, and so their force list just gains two more Coriolis launchers on the Tempest Elites to switch from the 150 point V1 list to the 120 point V2.









To balance out their power level a little against the other factions, the Broken didn't receive quite as many points deductions and so their forces may wind up a little smaller in model count for V2. The below list is based on the 120 point V1 'all plastic' Broken list, assembled using just plastic Broken Infantry kits. It needed only a few minor equipment tweaks to fit neatly into the new 120 point limit.















These points changes mean that Broken forces remain significantly 'hordey' while not needing to collect quite as many models to put together a standard force.



Finally the Remnant, who came in a little later in the piece, and just needed a little rebalancing. The below 120 point list would clock in at 137 points in V1, so if you were using a 150 point Fire Team in V1 you may need to tweak some gear options or drop a rookie from your lineup to fit into the new points limit. If you were previously playing 120 point games, you may just need to add another couple of equipment options onto your suits, or consider upgrading a rookie to a full-fledged champion by removing his Mark of the Initiate:









Of course, building a list is one thing, but we also need to see how these play on the table! Stay tuned - Iain is putting together a new Epirian force based on the 120 point list above, and is looking forward to getting them into the action. Stay tuned!












Meanwhile, if you haven't already, check out the Beta version of the V2 rules, which you can download from the Trial Rules section of the Maelstrom's Edge website here. The Beta rules documents contain all of the rules for playing V2 games, but keep in mind that these are just 'preview' documents - some rules may be revised based on feedback, and the final layout including background material for the factions and the Maelstrom's Edge universe, artwork and other 'flavor' material is missing.



If you have any thoughts on the new rules, pop on over to the Comm Guild Facebook group, or start up a thread in the Maelstrom's Edge section on the Dakka Dakka forums. We welcome any feedback, and would love to hear how everyone's forces stack up in the new rules!



   
Made in us
Longtime Dakkanaut






Okay, trying to get the swing of list building

The standard detachment restrictions are as follows:
■ the maximum number of units a detachment may include is eight.
■ no single type of selection: command, hammer, vanguard or anvil, may exceed the total number of core units in the
detachment.
■ The first unit selected for each detachment must be a command unit.


So, does point 2 mean if you have 1 core, then you can only have 1 other unit? Or 1 command, 1 hammer, 1 anvil, 1 vanguard?

It seems clunky to have point 2, then in point 3 say you have to start with Command, but at that point you then have more Command than Core.


Automatically Appended Next Post:
Also, when adding a command unit it says the detachment can include the following "additional " units.

Does the "additional" mean in addition to the command unit selected, or in addition to the limit of 8 units?

Can you include 2 command units in 1 detachment? If yes, do you stack the amount of additional units they specify? So then a minimum of 2 core?

This message was edited 1 time. Last update was at 2022/02/09 01:29:29


 
   
Made in au
[MOD]
Making Stuff






Under the couch

 bbb wrote:

So, does point 2 mean if you have 1 core, then you can only have 1 other unit? Or 1 command, 1 hammer, 1 anvil, 1 vanguard?

The latter. None of the non-core unit types individually can exceed the number of core units in the detachment.


It seems clunky to have point 2, then in point 3 say you have to start with Command, but at that point you then have more Command than Core.

Point two is talking about the detachment as a whole, not while you're building it.


Also, when adding a command unit it says the detachment can include the following "additional " units.

Does the "additional" mean in addition to the command unit selected, or in addition to the limit of 8 units?

You start by selecting a Command unit, and the Additional Units section tells you which other units you can take, within the constraints from points 1 and 2. So your detachment winds up being a Command unit and up to 7 other units.

Can you include 2 command units in 1 detachment? If yes, do you stack the amount of additional units they specify? So then a minimum of 2 core?

Command units are not included as an additional unit option, so no, you'll only ever have a single Command unit in a detachment.

 
   
Made in us
Longtime Dakkanaut






Thanks, I figured all the above was probably the case, but I was just feeling obtuse and wanted to clarify.

If I could suggest a re-wording (feel free to ignore)

Standard detachments are constructed as follows:
■ First select a command unit
■ Next add additional units with the following restrictions
- no more than 7 additional units may be included in the detachment
- no single unit type (hammer, vanguard or anvil) in the detachment may individually have more units than there are Core units in the detachment
- total number of each unit type in the detachment must adhere to the values listed in your Command unit's profile



Automatically Appended Next Post:
Okay, I put together an Epirian 120 pt list with the models in one Battle for Zycanthus box (I have two boxes, but wanted to try to get to 120 pts with just one for now).

Not sure if it's any good, but it's a start and then I can work on additions/changes with the 2nd box

--Detachment 1--

--Command 16 pts
Journeyman Bot Handler
additional Maglock Dominator
replace mag Aux Grenade
micro drone aerial uplink

--Core 12 pts
Contractor Defenders
2 more
2x aux grenade

--Anvil 17 pts
Hunter-Class Warmech
Cluster missle pod
Strike Missle pod

--Detachment 2--

--Command 16 pts
Journeyman Bot Handler
additional Maglock Dominator
replace mag Aux Grenade
micro drone aerial uplink

--Core 13 pts
Spider Drones
2 more

--Vanguard 13 pts
Firefly Recon Drones
1 more

--Anvil 17 pts
Hunter-Class Warmech
Cluster missle pod
Strike Missle pod

--Hammer 8pts & 8 pts
Scarecrow Sniper
Scarecrow Sniper

This message was edited 3 times. Last update was at 2022/02/09 05:56:37


 
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA

 bbb wrote:
Thanks, I figured all the above was probably the case, but I was just feeling obtuse and wanted to clarify.

If I could suggest a re-wording (feel free to ignore)

Standard detachments are constructed as follows:
■ First select a command unit
■ Next add additional units with the following restrictions
- no more than 7 additional units may be included in the detachment
- no single unit type (hammer, vanguard or anvil) in the detachment may individually have more units than there are Core units in the detachment
- total number of each unit type in the detachment must adhere to the values listed in your Command unit's profile

Nope, this is great feedback, and I had already targeted this area to be cleaned up for the final release because I agree completely that it was needlessly confusing. When it was written originally for v1, I had this pie-in-the-sky idea that we would maybe have some special non-command units that could take their own mini detachment (that didn't include a command unit), so all the detachment rules were written very generally to accommodate this theoretical. But after years of adding new units, not only have we never felt the need to do something like this, I now even have a hard time imagining where/how we would want to.

Plus, if we ever *do* want to have something like this in the game, we can always make it a special rule. So there just isn't any need to have the detachment rules be as nebulous as they are in the beta.

Thanks again for the feedback!




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Made in us
Longtime Dakkanaut






Glad that was helpful. I always waiver between: is this actually unclear, or do I just not get it and I'm the problem.
   
 
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