I play a lot of apocalypse games with a friend of mine and we make our own formations to make the game a bit more interesting so long as 1. Its fluffy and makes sense with some sort of a back story and 2. the rules we come up with are not ridiculously stupid.
So
id like to ask for some advise off people for things to be altered for this formation and any suggestions for better rules with some sort of good back story.
Well here it is
Asurmens Warhost Points: 300+ Models
Formation:
1 Asurmen with a unit of Dire Avengers with Exarch
0-1 Karandras with a unit of Striking Scorpions with Exarch
0-1 Fuegan with a unit of Fire Dragons with Exarch
0-1 Jain Zar with a unit of Howling Banshees with Exarch
0-1 Baharroth with a unit of Swooping Hawks with Exarch
0-1 Maugan Ra with a unit of Dark Reapers with Exarch
Special Rules:
Strike Force: All units in Asurmens Warhost must deploy within 12” of Asurmen or if coming on from reserves must enter the table within 12” of the point of entry by Asurmen.
Asurmens Council: All Phoenix Lords within 15” of Asurmen gain the battle fortune exarch power. Furthermore every Phoenix Lord gains attacks equal to the number of other Phoenix Lords still alive i.e. 5 Phoenix Lords alive each of them gain an additional 4 attacks.
The Growing Warhost: When a Phoenix Lord and their aspect join the Warhost they gain the following abilities in addition to their current abilities:
• Asurmen and his unit: Bladefury
• Karandras and his unit: 4+ poisoned Scorpions Chainsword and Ghost Stalker
• Fuegan and his unit: Immune to melta and flame
• Fuegan and the Exarch: Flame of the Ancients:
Range Strength
AP Type
Template 5 4 Assault 1, Torrent
• Jain Zar and her unit: Shred and Cry of Morai-Heg
• Baharroth and his unit: Hawks assault
• Maugan Ran and his unit: Shrouded and all their shots ignore cover saves
Bladefury: Asurmen and the Dire Avengers empty their weapons in a devastating hurricane on shuriken disks. Asurmen and his unit can instead of doing their normal shooting attacks (during the shooting phase or during overwatch) can elect to preform Bladefury. This ability causes Asurmen and his unit to shoot their weapons twice i.e. assault 2 becomes assault 4. As a result of the unit shooting furiously at the enemy they must reload their weapons. Asurmen and his unit are unable to shoot in the next player turn.
The Cry of Morai-Heg: When Kaela Mensha Khaine cut the hand off Morai-Heg, the Crone goddess gave out a most horrifying scream which if heard by any mortal being would cause them to go insane with fear. Only the cries of the most experienced Howling Banshees combined can replicate a fraction of the horror produced by Morai-Heg’s scream. Instead of shooting Jain Zar and her unit may elect to perform the cry of Morai-Heg. All enemy units within 12” must take a pining test at -3 to their leadership.
Hawks Assault: Being the oldest and most skilful at aerial warfare of the Swooping Hawks Baharroth is able to attack even the most mobile of flyers. Baharroth and his unit are able to assault flyers within 24” of them. To do so everyone in the unit including Baharroth must take an initiative test, if failed the individual is hit by the flyer and a wound is inflicted with no amour saves on the model, those whom succeed can hit the flyer on a 4+. Until the next Eldar players turn Baharroth and his squad are regarded as flyers (enemies can only snap shoot at them unless they have the skyfire ability).
Ghost Stalker: Legends of Karandras tell of his abilities of melting into the shadows and appearing from the darkness to strike a deadly blow to his enemies before they even notice his presence. Provided Karandras and his unit are not locked in combat, any turn in which all members of the unit end their movement phase in cover, they may redeploy to any other terrain feature on the board provided it is large enough to accommodate the entire formation. Karandras and his unit may shoot and assault normally that turn.