JNAProductions wrote:In general, I like the look of these changes.
Am phone posting, but I do want to say that much.
Thanks!
vict0988 wrote:I'm working on some Necrons fan Detachments, what are your desires when it comes to Stratagems and Relics? Do you think kill more Stratagems have any place in your future codex as perhaps a weak option among a selection of more powerful niche Stratagems or is it just bad design?
I think kill-more strats
can work, but that they should do more than simply increase lethality at the cost of a
CP or two. For instance, I'm forever in love with the 4th/5th edition version of Bladestorm. It was a Dire Avengers exarch power that allowed the squad to fire an extra shot with their catapults (3 shots instead of 2), BUT they couldn't shoot at all on the following turn. So you were actually losing a shot over the course of 2 shooting phases, but you could up your damage output on a critical turn. Something like that could work as a kill-more strat. Or alternatively, you could maybe get away with strats that increase lethality but require some challenging/risky positioning to pull off. Ex: Maybe you let a shooty unit improve the killing power of their weapons, but only while they're danger-close to an enemy (just off the top of my head). Basically, you just don't want kill-more strats to be the sort of thing you'd use every turn if you had the
CP. That approach risks taking you towards double-tapping Slaaneshi obliterator territory.
I originally really liked the Necron index Detachment because it has a focus on characters which is a kind of army I like to field, but I've realised it doesn't actually change how you play. So maybe your army is better or worse played as Annihilation Legion or the basic Awakened Dynasty but you're not playing pick off weaker units with one and protect the king with the other one.
Personally, the entire appeal of detachments to me is that they have the potential to change how an army plays/behaves. If a detachment is basically just a bunch of lethality boosts for a subset of units, that's probably boring (and more likely to risk introducing something
OP or auto-take.) Of the 'cron detachments, I really like the Hyperphase Crypt because even without a monolith, it really changes how the army behaves; going from a slow, plodding army to a tricky, mobile force.
Arschbombe wrote: vict0988 wrote:
When where they last able to join Dire Avengers? Or is it just a thing you think would fit?
Actually, I don't know that they ever could. They could join Wraithguard and there was an upgrade to Spiritseer they could take to better counter the Wraithsight rule in 4th. The role has since been taken by the dedicated Spiritseer that came out in 6th.
Warlocks were able to join aspect squads as recently as 9th edition. If memory serves, they were able to join aspect squads as early as 6th edition when they first became independent characters. Prior to that, they were only available as their own squad of multiple warlocks or as sergeants for guardians (or wraithguard if you took a squad of 10). They may have been capable of joining units in 2nd edition, but I'm not sure.
Warlocks are just a tiny bit weird when it comes to putting them in units. On one hand, it absolutely makes fluffy sense for them to join aspect squads. They're former aspect warriors themselves, and frankly there's not really anything stopping them from jogging near dire avengers while shooting lightning at things. Mechanically, there are a few odd challenges with them:
1. Warlocks can potentially be former members of any aspect, but half the aspect warriors have mobility/deployment considerations that a warlock could interfere with. Banshees can advance + charge, so you'd have to decide whether the warlock functionally gains that rule or takes it from the banshees. Scorpions can infiltrate. Hawks and spiders have special forms of mobility. You could stick a warlock in a squad of avengers, dragons, or reapers without issue, but then it's a little odd that they can only join *some* aspects and not others.
2. Warlock powers have been prone to resulting in broken combos in the last few editions, and I get the impression that
GW is trying to make life easier for their designers by limiting those possible interactions. For instance, the Quicken power (currently auto-advance 6" rather than rolling to advance) is pretty tame on a squad of avengers or dragons, but it's much more powerful if you could use it on a squad of banshees who can advance and charge (functionally giving them an average charge threat range of 21"). Or the conceal power on the bike-lock (grants stealth) could potentially make a unit of bikers more durable than intended. Those probably aren't actually game breaking at the moment in 10th, but you can see how easy it is for an unforseen combo to slip into the mix if you let warlocks join anything from fire dragons to banshees to reapers.
All that said, I do think it probably makes sense to let warlocks join aspects. Maybe go so far as to change up their psychic powers based on which squad they join if the designers really want to avoid unforseen interactions. Heck, that could help address one of the complaints of 10th that psykers are locked into specific powers.
Given that Farseers and Warlocks are both on the path of the seer, why are Eldar armies led by the seers who lack military experience? The fluff has been fairly consistent that Warlocks are Seers that had walked one or more warrior paths before taking up the path of the seer. This strongly implies that Seers who have not been warriors are the ones who are Farseers. This makes me think the roles could be inverted. Put the Warlocks in charge and have the Farseers in support. Let a beatstick Warlock join some aspects up front and have the Farseers hang back in a conclave doing their magic.
You're missing a couple key pieces of lore. Farseers are trapped on the path of the seer in the same way that an exarch is trapped on the path of the warrior. Farseers are significantly better at using their psychic powers (at least their precognitive ones) than warlocks and other seers. So farseers "outrank" warlocks purely because they're better with the psychic skills that warrant them making decisions in the first place. Also, a farseer could potentially have just as much experience being an aspect warrior as a warlock. When figuring out each seer's job when the craftworld goes to war, it works something like this:
* Seers with no experience as aspect warriors stay safe back at base. They serve as the "central computer" using their powers to get a picture of the enemy's movements, the outcomes of possible actions, etc. They are often serving as "extra processing power" for farseers (helping to pick through the skein) and relaying psychic communications between front-line seers, autarchs, etc.
* Seers with experience as aspects put on the warlock gear and serve as front-line combatants/squad leaders/psychic vox units.
* Farseers are the leaders of the seer community by virtue of being able to see farther, faster, and more accurately than non-farseers. In tech terms, they're like senior developers, either helping coordinate the newbies or else tackling the more difficult tasks personally. If an autarch isn't available, these guys are generally considered the ones you look to for orders given that they simply know more about what's happening/going to happen than you do.
* Autarchs. Not seers, but they work closely with the seer council, relying on them (as well as units in the field) to provide information about the enemy, their tactics, and how various battle plans are predicted to play out. Conventionally, an autarch is the one making the tactical and strategic decisions for an army. However, there are only so many autarchs to go around, and seers/exarchs are usually expected to manage themselves if there isn't a psychic voice in their heads giving them step-by-step instructions.