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Made in ca
Fresh-Faced New User






Just did a bit of fooling around with that idea. Here's a VERY rough draft of a Nurgle CSM.
Should there be a difference between Plague Marines and Regular CSM aligned to Nurgle?
 Filename CSM - Nurgle v2 - Copy.xlsx [Disk] Download
 Description
 File size 11 Kbytes

This message was edited 1 time. Last update was at 2013/12/18 20:12:03


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Made in us
Near Golden Daemon Caliber






Illinois

Well there's a thing that lets you ignore a point of AP, and still keep 2 armor. Look at the peacekeeper captain, tough fits in very nicely there.

As for that meltagun being deliberate in the card a page ago... I'm not sure if I agree It may or may not need some kind of power level balance check, but any melta smaller than the cannon has always been move and fire. Look at the meltaguns usage in the space marine shooter, it was basically the shotgun.

Jake just put up the preliminary Asterian battle cards up on Quirkworthy, I am no longer at odds with bolters being AP1. Almost every cypher gun is ap1, AND they have bs 3 =/ Plus energy shields, and they aren't much more or less than enforcers so your marines may be closer than I had thought to being right.

Play around with armor 2 tough, too strong? Or just right?

 
   
Made in ca
Fresh-Faced New User






 GrimDork wrote:
As for that meltagun being deliberate in the card a page ago... I'm not sure if I agree It may or may not need some kind of power level balance check, but any melta smaller than the cannon has always been move and fire. Look at the meltaguns usage in the space marine shooter, it was basically the shotgun.


The video game is a relatively bad source for weapon accuracy. The melta gun also didn't instantly kill anything it hits and/or melt them to piles of goop.
Maybe it shouldn't be deliberate, but that entire statline was based off of the thermal gun. It would need to be inflated in points or something to balance off and then we may be in the realm of a model that's too expensive to ever warrant fielding.

Also, I think the best thing to do would be to wait for the Forge Fathers who are getting their rules in a day or so (according to Quirkworthy) and they have much bulkier armour like Space Marines do.

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Made in us
Near Golden Daemon Caliber






Illinois

Thermal Rifle: range 3, ap3, single shot, it burns! No deliberate. The fusion gun does have deliberate but that's the equivalent to a scifi grenade launcher with no ap value to speak of.

Fair enough point though, I'll leave that game out of the discussion, as you are correct. The bolter feels more like it's shooting assault rifle rounds as opposed to miniature rockets.

The thermal rifle guy does cost ~3 more points than your average enforcer, with no pistol for backup and the usual stats, so the gun does cost a bit more, if that helps.

Forge fathers are liable to have some kind of option for a heat cannon though, so you're probably right on waiting

 
   
Made in ca
Fresh-Faced New User






Oh, I'm looking at outdated cards. If thats the case, it should lose deliberate and be in line with the Enforcer point change.

I didn't back the KS so I only have beta rules and older cards from Quirkworthy to go on before I get my physical copy when I head back home from my business trip.
I'm just trying to get as much of the basic as possible so that it's quicker once I get expanded rules and a feel for how the game actually plays. For now I've just been whipping up basic statlines based on other units that exist. I haven't really tried balancing points or implementing more niche rules (like Psychics and stuff) seeing as I know not what to relate them too.
Yes, I'm trying to work on this project with the equivalent of one hand tied behind my back from a lack of information but I'm trying none-the-less

This message was edited 1 time. Last update was at 2013/12/18 20:07:51


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Illinois

Ahh, that explains it then I pulled up my PDF and double checked and there definitely isn't, the main saving grace of that weapon really. The ability to have high AP AND move/aim ahead of time is pretty nice, and a large part of the increased cost.

Ahh the good old days of beta... where the captain was a few points cheaper and had a grenade launcher

This message was edited 1 time. Last update was at 2013/12/18 20:06:15


 
   
Made in ca
Fresh-Faced New User






 GrimDork wrote:
Ahh, that explains it then I pulled up my PDF and double checked and there definitely isn't, the main saving grace of that weapon really. The ability to have high AP AND move/aim ahead of time is pretty nice, and a large part of the increased cost.

Ahh the good old days of beta... where the captain was a few points cheaper and had a grenade launcher


Yep, those are the cards I have access to. I've heard complaints that he's too expensive now. It's a shame really, he looks quite awesome.

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Made in us
Near Golden Daemon Caliber






Illinois

Captain was too expensive then really. Not more than he's worth, just hard to balance a list around. You just about have to take a captain and 3 other enforcers. You can fit 5 total units into a captain list, but if you're doing a campaign the first guy to get XP means you have to go back down to 3 guys and the captain again.

It's possible such a heroic party could work, just tricky to keep them from getting suppressed and ganged up on. And only one specialist too, since you've got to have 1:1 troops:specialists and it's an odd number.

 
   
Made in us
Fresh-Faced New User




Oh geez. I just looked at the energy shield ratings for wargear and those are ridiculously superhigh. A refractor field with its current value of energy shield 5 has a 9.54% chance of not blocking anything. An ironhalo knocks that down to 5.96%. This makes those units untouchable.

I think what you did was go 2++=es8 because they're both the maximum values, and a 3++=ES7, 4++=ES6, etc. but these numbers are too high. It’d probably be better to go with 6++ is ES1, 5+=ES2, etc. with that change, the 6++ lets through 62.50% of shots unhindered (and has a 12ish percent permafail rate). The refractor lets through 39.06%, and the iron halo lets in 24.41%.
   
Made in ca
Fresh-Faced New User






Forge Fathers are all Armour 2 but have Tough as well. Should we apply this to Space Marines or...?

pixel_kitty wrote:
It’d probably be better to go with 6++ is ES1, 5+=ES2, etc. with that change, the 6++ lets through 62.50% of shots unhindered (and has a 12ish percent permafail rate). The refractor lets through 39.06%, and the iron halo lets in 24.41%.

That sounds good to me but I haven't played the game yet :\

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Vairo, i'd say no. the space marines are already pretty damn hard to hurt and the tough for the forgefathers is a racial trait, all of them have it, and all of their armor 2's are slow. i'd save armor 2 and tough for termies.

Also, i sorta feel giving it to space marines would just kinda be giving them the best everything. I''m pretty sure universal ap1 guns for them more than offsets the change from weight of fire the enforcers have, their armor 2 is pretty hard to beat without AP weaponry. I think the most i'd give them is the forgefather armor life support rule, if testing showed them to be too squishy

(also point costs. i'm pretty sure making them tough tips them over 20 points)
   
Made in au
Oberstleutnant






Perth, West Australia

Points are a great way to balance things being powerful, but then you run the risk of the forgefather ~20 point troops which is... not ideal for gameplay I think, for 70 point (standard) games.

I hope you don't mind Vairosean, I added your Nurgle list to my google docs (I love google docs ; p... also I don't have excel anymore). I can un-share it if you'd prefer. Haven't gone through it fully yet, but I like what I see! Blight grenades don't seem too powerful off hand, but it all depends on cost I think.
https://docs.google.com/spreadsheet/ccc?key=0AotwuzaP8zrXdFBEaTNYTXhqdFY3N1VZUUlJX3l2eFE&usp=sharing


Everything subject to change, and ideally discussion : )
Changes
- Flagged Veterans as single games only, not campaigns.
- Flagged Guardsmen as immune to "new guy" rule as they're so shocking as is, new guy is basically built in.
- Adjusted CSM model sizes to match adjusted SM model sizes, ie. marines size 1, jetpack marines size 2 etc.

Additions
IG
- Rough Riders ~veteran stat line but increased survival due to mount. Fast, Beast, Tough (also due to mount). Addition of Lasgun.
- Hunting Lances AP3 1 use only, irresistable (to counter Tough/very tough)

Mission Brainstorm
- SM Mission idea: Retrieve the ancient, a powered down/wounded Dreadnaught. (requires techmarine)
- SM Mission idea: Recover gene seed. (requires apothecary)
- IG Mission idea: Recover tank. (requires tech priest)
- IG Mission idea: Recover Psyker/something. (requires inquisitor).
- CSM Mission idea: Recover Loyalist gene seed.
- CSM Mission idea: capture/convert enemy models to traitors/sleeper agents.
- CSM Mission idea: Create daemon summoning portal.
- Necrom Mission idea: Activate inactive necron tech/units.

Gotta run, will work on some more.
   
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Yonan, for some reason it still bothers me that the basic guardsman is outright worse than a regular human fighter for the rebs. I mean sure it's funny to call them weak and useless in 40k but they still have actual military training unless they come from a world that contributes crap regiments.

A rename of the guardsman to conscript and veteran guardsman to just guardsmen would probably bother me less.

Lesse what else, space marine points costs need to be looked at again, but that can wait a bit, my earlier point about the energy shields in the 40k lists so far being way too high.

Sorry for repeating stuff, i feel bad when i do.
   
Made in ca
Fresh-Faced New User






 Yonan wrote:

I hope you don't mind Vairosean, I added your Nurgle list to my google docs (I love google docs ; p... also I don't have excel anymore). I can un-share it if you'd prefer. Haven't gone through it fully yet, but I like what I see! Blight grenades don't seem too powerful off hand, but it all depends on cost I think.
https://docs.google.com/spreadsheet/ccc?key=0AotwuzaP8zrXdFBEaTNYTXhqdFY3N1VZUUlJX3l2eFE&usp=sharing


Anything I post here can be put into Google docs or the Dakka article page or wherever. I just like seeing my ideas used!

I like those mission ideas too!

I've got my copy of Deadzone but I'll be busy over the holiday season so my updates here will be minimal.

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Made in au
Oberstleutnant






Perth, West Australia

Cheers! Likewise on both counts.

Messed around with the SM army list. Moved Assault and Devastator marines to specialists to fit more with 40k rules. Added an entry for a plasma gun tactical marine (though I still don't really like the idea of cards being needed for models with a different gun). Moved Dread and Libby to an "unused" category.
I was messing around with Space Marine lists based on the army list to get an idea of what lists could/would be built with it:

Example 70 point SM lists - These are 5-6 model lists which seems small but that's to be expected with small scale games and elite troops. Any thoughts on the fluffiness, fun factor and possible effectiveness of these selections?
Spoiler:
Type Pts Unit
L 15 Sergeant
T 10 Tactical Marine
T 10 Tactical Marine
T 8 Scout Marine
S 12 Devastator Marine
R 15 Sternguard

Type Pts Unit
L 30 Captain
T 10 Tactical Marine
T 10 Tactical Marine
T 8 Scout Marine
S 12 Devastator Marine

Type Pts Unit
L 16 Sergeant with Boltgun
S 14 Tactical Marine with Plasma Gun
T 10 Tactical Marine
T 10 Tactical Marine
T 10 Tactical Marine
T 10 Tactical Marine

Type Pts Unit
L 16 Sergeant Boltgun
T 10 Tactical Marine
T 10 Tactical Marine
S 14 Tac w/ Plasma
R 20 Terminator


2 Sample Imperial Guard Lists - A 14 model pleb army with an ogryn for melee protection and an 11 model veteran army. Both seem like they'd play very differently, the second seems to have a lot more firepower. Not sure if the Deadzone frag/grenade launcher rules are too well balanced though as multi-use grenades seems really powerful.
Spoiler:
Pts Type Unit
8 L Plt Commander
10 L Commissar
3 T Guardsman
3 T Guardsman
3 T Guardsman
3 T Guardsman
3 T Guardsman
3 T Guardsman
3 T Guardsman
3 T Guardsman
3 T Guardsman
6 S Medic
7 S Grenade Launcher
12 R Ogryn

Pts Type Unit
15 L Cmp Commander
4 T Veteran
4 T Veteran
4 T Veteran
4 T Veteran
4 T Veteran
6 S Medic
7 S Grenade Launcher
7 S Grenade Launcher
7 S Grenade Launcher
8 S Plasma Gunner


pixel_kitty wrote:
my earlier point about the energy shields in the 40k lists so far being way too high.

Ahh sorry, didn't realize that was for me. When I was looking at it, the intention for an "Energy Shield (6)" was for a 6+ roll to mitigate the attack compared to an Energy Shield (4) requiring a 4+. The intention was to make it weaker than the Judwan medic with a value of (3). Re-reading the energy shield I see that the number given is the number of dice allowed for the roll, so yeah it needs to be adjusted down substantially, thanks for pointing that out ; ) First off the cuff changes were to make then (2) and (3).

for some reason it still bothers me that the basic guardsman is outright worse than a regular human fighter for the rebs

It's not that it's fun for guardsmen to be bad, it's just that is the best representaton imo, they *need* to be bad to be in line with the fluff. Even in IG books, guardsmen die like flies to basically any enemy, and non-imperium humans seem to be better than them, at least from what I've seen in Horus Heresy era books. They also have substantial trouble killing anything, requiring massed fire to have any effect. The veteran IG is identical to the human rebel trooper, but I wanted to try balancing the IG list around the concept of lots of disposable guardsmen. The 3 point less-than-rebel guardsmen and the 4 point equal-to-rebel veteran... I'd like to playtest it first, see how it works. You may well be right and the basic guardsmen are not only useless but time consuming and not-fun, but I *do* think it's more in line with the fluff so worth checking out.

Since IG vary so much (more imo than SMs) maybe they need more lists sooner. ie. a "basic" IG list, plus ones for the more unique lists such as Cadians, DKK, Catachans etc. which yeah, are definitely much more potent than these.

This message was edited 10 times. Last update was at 2013/12/24 12:22:07


 
   
Made in us
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To yonan.
Yeah, but guard already have built in trash called conscripts.

As for *needing* to be bad, because in the books they are? I used to read a lot of 40k books, and they're at least competent at fighting (in a war sense, not necessarily hand to hand. and competent at grand strategy with the caveat that the commander isn't an idiot). They die in droves because they're put up against things so much better than a human being, and war is hell. Your armor's fine against small arms but then you fight a chaos space marine and his bolter is all armor penetrating all the time and he's got centuries of combat experience and is faster, stronger, tougher, a better shot, and better in a scrap than you, and he's pretty much the average soldier in the opposing force? You end up screwed. In 40k almost every enemy you fight is superhuman in some way.

Examples spoilered because long run-on sentence.
Spoiler:
Eldar, Inhumanly fast with guns that pass through armor like nothing, with decades of experience on you at a minimum; DE, the same but with poison everywhere; Orks, so tough that beheading doesn't necessarily mean they die, as well as lots and lots of big guns and rusty blades and big guns with rusty blades and can walk to kill you; Necrons, inhumanly strong and tough immortal machines that have finished science; Nids, chittering swarms and horrible bio weaponry supported by monsters that eat tanks; Tau, who have a small enough empire that they can field their best tech almost anywhere because of less logistics problems, meaning guns that are even worse for you than the rest. Chaos is chaos.


Against nominally human opponents, even in the novels, IG prove to be either equal or superior to what they’re fighting. This isn’t just about 40k fluff anymore, this is intended to link up to deadzone. If it was a void where there were no units or things that were analogous I might agree with you on the suck, but we already have a thing that would be equivalent.

Ack. Too much rant.

Since IG vary so much (more imo than SMs) maybe they need more lists sooner. ie. a "basic" IG list, plus ones for the more unique lists such as Cadians, DKK, Catachans etc. which yeah, are definitely much more potent than these.

Wait these weren’t Cadians? I was assuming they were because Cadians are GW’s go-to Generic IG. So these are intended to be the fresh agri-world guardsmen who got all of two weeks of training?
Edit: Why am i so bothered over a name? it's not even that there shouldn't be plebs to catch bullets. just what those plebs are called.

This message was edited 1 time. Last update was at 2013/12/24 23:10:01


 
   
Made in cn
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I just read the article and the idea in it is impressive and good.

   
Made in us
Sniping Reverend Moira





Cincinnati, Ohio

Pretty excited about this, as the Deadzone rules do look pretty fun. Sadly, I'm fed up with the miniatures.

 
   
Made in au
Oberstleutnant






Perth, West Australia

pixel_kitty wrote:
Against nominally human opponents, even in the novels, IG prove to be either equal or superior to what they’re fighting. This isn’t just about 40k fluff anymore, this is intended to link up to deadzone. If it was a void where there were no units or things that were analogous I might agree with you on the suck, but we already have a thing that would be equivalent.
...
Wait these weren’t Cadians? I was assuming they were because Cadians are GW’s go-to Generic IG. So these are intended to be the fresh agri-world guardsmen who got all of two weeks of training?
Edit: Why am i so bothered over a name? it's not even that there shouldn't be plebs to catch bullets. just what those plebs are called.


It's probably just lack of clarity on my part and the still very much unfinished nature of the project so far. Yeah, Cadians should be at least as good as the rebels (imo GW often treats them as worse than they should, that wasn't my intention). The stats I was working off to start with were more what I see as the common agri-world and hive scum regiments with 6 weeks training before they go into combat... think the Imperial Guard novel 15 hours. I added some very rough regimental IG lists to the Imperial Guard army list spreadsheet. CnC very much welcome! Still needs points balance passes and it is of course very much subject to change.

Rough overview:
- Intention is to better represent the wide variety of Imperial Guard, from the very common poorly trained and equipped agri-world and hive scum to the fortress world, trained from birth Cadians and DKK to the specialized Tanith First and Elysians.
- Every Cadian having discipline, Kasrkin (storm troopers) being troops, limited unit selection being the current counterbalance to increased per unit effectiveness over generic IG. Shock Troops and Kasrkin have Marksman (too powerful? but fairly fluffy imo as they're much more trained than most guard).
- Every Tanith has a camo cloak, some have no armour, most have better Shooting via stat and/or marksman. Limited unit selection, lots of scouting and spotters.
- DKK much better at melee, discipline, medic is quartermaster who has scavenger. Engineer is a troop choice with high armour.

Do these somewhat address your IG concerns Kitty? It could largely just be semantics as you say, and me not adequately expressing my current vision ; p Really happy with the discussion, please keep it up! Looking at these, I'm more convinced that Space Marines might need Toughness in addition to armour 2 to help make them better than the better guard, but would still need to see how viable it is. I'd imagine the Battle Cards for each regiment would be modified from the basic IG template somewhat to be more fluffy. ie. "For Cadia" "Cadian Blood!"... DKK suicide charges, Tanith scout shenanigans, Elysian drop insertion and so on.

chrysanthy wrote:
I just read the article and the idea in it is impressive and good.

Thanks! Hoping we can make it fun, I had a look at Kill Team by GW for 40k which has a similar scale and it seems.... lacking... compared to the possibilities with Deadzone.

 cincydooley wrote:
Pretty excited about this, as the Deadzone rules do look pretty fun. Sadly, I'm fed up with the miniatures.

Haha yeah I can understand that. I still like the Deadzone/Warpath stuff... but it's hard to break away from 40k fluff/lore/setting. It's very easy to break away from the rules however imo ; p Hence.... ; )

This message was edited 4 times. Last update was at 2013/12/27 23:03:30


 
   
Made in us
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 Yonan wrote:

It's probably just lack of clarity on my part and the still very much unfinished nature of the project so far. Yeah, Cadians should be at least as good as the rebels (imo GW often treats them as worse than they should, that wasn't my intention). The stats I was working off to start with were more what I see as the common agri-world and hive scum regiments with 6 weeks training before they go into combat... think the Imperial Guard novel 15 hours. I added some very rough regimental IG lists to the Imperial Guard army list spreadsheet. CnC very much welcome! Still needs points balance passes and it is of course very much subject to change.

Rough overview:
- Intention is to better represent the wide variety of Imperial Guard, from the very common poorly trained and equipped agri-world and hive scum to the fortress world, trained from birth Cadians and DKK to the specialized Tanith First and Elysians.
- Every Cadian having discipline, Kasrkin (storm troopers) being troops, limited unit selection being the current counterbalance to increased per unit effectiveness over generic IG. Shock Troops and Kasrkin have Marksman (too powerful? but fairly fluffy imo as they're much more trained than most guard).
- Every Tanith has a camo cloak, some have no armour, most have better Shooting via stat and/or marksman. Limited unit selection, lots of scouting and spotters.
- DKK much better at melee, discipline, medic is quartermaster who has scavenger. Engineer is a troop choice with high armour.

Do these somewhat address your IG concerns Kitty? It could largely just be semantics as you say, and me not adequately expressing my current vision ; p Really happy with the discussion, please keep it up! Looking at these, I'm more convinced that Space Marines might need Toughness in addition to armour 2 to help make them better than the better guard, but would still need to see how viable it is. I'd imagine the Battle Cards for each regiment would be modified from the basic IG template somewhat to be more fluffy. ie. "For Cadia" "Cadian Blood!"... DKK suicide charges, Tanith scout shenanigans, Elysian drop insertion and so on.


Yes it does. it was just a misunderstanding on my part. i was thinking Cadians and reputable regiments while you were thinking pdf and barely trained guard like the one the main character is from in 15 hours. I'll look over the guard presented and see what comments i can make on them. though just off the cuff, i think universal marksman feels out of place. might find a place in the elites like the kasrkin/stormies, but the rank and file having it unconditionally might not be a thing. like in regular deadzone the reb commander has it, but she's got a sniper rifle and has dual roles so doesn't get the sniper rule, and the mercenary assassins. so it'd be for dead-eye shots who don't have sniper rifles, or folks with sniper rifles who can't utilize it's full potential? though it is sorta fun that the Reb Commander also becomes a really good shot with her pistol thanks to that.



Vairosean, regarding blight grenades, i don't think they themselves should be damaging. i think maybe rip off the poison smokescreen from asterian cyphers and combine that with the throwability of a smoke grenade? so you throw them and they're poisony and make people inside the smoke easier to kill?
   
Made in ca
Fresh-Faced New User






 Yonan wrote:
I'm more convinced that Space Marines might need Toughness in addition to armour 2 to help make them better than the better guard, but would still need to see how viable it is.

I agree, they should have tough. My two new complications with that are:
-Space Marines will now cost quite a bit. They lack the slow of FF but also the Life Support so that may be a balancing factor?
-Nurgle Marines will now need some other added perk to make them tougher.They could just be given Life Support as well but cost about 20?
It seems that at this power level, Chaos needs to be played with cultists (and Loyalists with scouts or even guardsmen) to get the bodies on the field. I'm personally ok with that based on the lore that Space Marines and CSM are pretty big deals and having a full squad in a small encounter against some rebels doesn't make too much sense. Having one or two leading a group of minions, however, fits well. Especially if you look at Deadzone as more "Spec Ops" or some other in universe thing. Alternatively, there's no reason we cant have a game mode that runs at 100+ pts as opposed to Deadzone's 70. This woulde ven make the Enforcer Peacekeeper Captain worthwhile. That said, I would like to balance Deadzone 40k for the recommended 70 pts and THEN scale up, as opposed to starting big.

Also, tthe toughness stat for SM would actually be pretty great as it allows Sisters of Battle to have Armour 2 and not feel the same as the Space Marines.



Pixel_kitty, that actually sounds pretty good. It makes it easy enough to do (although it would be silly to toss it, run in, and use the now-redundant toxic plague knife).
Thinking about it, plague marines need the special rule to make the immune to Vulnerable from Toxic.


All-in-all, I'm quite happy with how these are turning out.

This message was edited 2 times. Last update was at 2013/12/28 05:26:54


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Vairo, yonan, sure give them tough but they're gonna cost a bunch. even lacking life support won't be enough to offset the loss of slow. Looking like forge father costs for them, then.

How do you wanna handle carapace? Scouts are armor 1, stormies/kasrkin are armor 2? From my estimation(from the enforcer recon dude merc) carapace falls under 1armor. maybe gives a survival bonus(like units with it have a better survival score and are more likely to do better vs shootery)?
   
Made in au
Oberstleutnant






Perth, West Australia

Currently:
Plebs and scouts are armour 0 (40k - - 6+)
Guardsmen are armour 1 (40k 5+)
Stormies are armour 2 (40k 4+)
SMs are armour 2 (40k 3+)

The problem here is evident. The armour values have a much smaller range in Deadzone than they do in 40k - which is the reverse of almost everything else which is based on d8's rather than d6's. It's making this balancing problematic. Increasing armour (or toughness) is fluffy but risks impervious troops that are too hard for some armies to deal with, but improving survival seems less fluffy.

The resultant high points cost will definitely mean something like 3-5 models for an SM team. Would this be fun? It actually could be if they play as elites that outclass their enemies. I think we need to try it - high cost, high effectiveness marines vs low cvost low effectiveness guardsmen. I'll clip some basic terrain together and try it in the next couple days.

Another option would be the doubling of all armour and armour penetration values to allow a greater variance, but that's a rules mod that we should avoid where possible.

@pixel yeah the marksmen thing was off the cuff, better shooting stats would probably be a better way to go. Easier and less dice rolling, then have marksmen for better troops too.

 Vairosean wrote:
Alternatively, there's no reason we cant have a game mode that runs at 100+ pts as opposed to Deadzone's 70. This woulde ven make the Enforcer Peacekeeper Captain worthwhile. That said, I would like to balance Deadzone 40k for the recommended 70 pts and THEN scale up, as opposed to starting big.

Agreed on both counts, I'm mainly looking forward to larger games of deadzone (I have 6x4 mats) but it should be balanced as much as possible at the standard 70 points first as you say.

This message was edited 2 times. Last update was at 2013/12/29 14:21:20


 
   
Made in ca
Fresh-Faced New User






I'll do my own playtests at some point as well. I'd love to hear back as to how they play. Having such a low model count would make campaigns neat.

Changing course slightly: I was thinking of how to do Unwieldly and thought of a rather neat system. Remove one dice from your dice pool but count all successes as double (so 2 success count as 4 and so on). I figured this could work for Powerfists, Chainfists and Thunderhammers. It gives them a bit of an "All or Nothing" vibe. Power Axes should just be statted as Power Swords in my opinion but I'm all ears for other suggestions.

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Made in nz
Disguised Speculo





Personally I'd just lump 5+ and 6+ together under "0"

Armour isn't really a guardsman thing anyway.

So Guard, Scouts etc = 0, 4+ equiv = 1, 3+ equiv = 2
   
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Fresh-Faced New User




dakkamite, the problem with that is that there's already equivalents for 5+ having 1 armor in the regular deadzone. Rebs are all wearing flak equivalent type armor and have armor 1. Enforcers are wearing power armor and have armor 2.

Yonan, what i'm thinking is carapace armor is Armour one and add a quality (like marksman or brawler but for survival, Dunno what to call it. Lucky? wary?) That would work by adding an extra die to survive rolls, with a caveat that if the AP of the attack exceeds the armor ignores the rule. So they'd roll a base 4 die to survive vs ap1 fire or cutting or less, but anything that beats power armor still beats them like it wasn't there.
   
Made in gb
Pious Warrior Priest




UK

An idle thought - how about lists for the necromunda gangs?
   
Made in us
Near Golden Daemon Caliber






Illinois

That seems almost like a different (and awesome) project. Wonder how that would work. Necromunda was just under a handful of unit types with a lot of individual option, deadzone is kind of in the other side of that spectrum. Still, its a solid idea and bears investigation.

 
   
Made in us
Fresh-Faced New User




for necromunda i could see a basic juve, ganger, heavy, and gang leader profile with a template applied to them depending on the gang.

like a juve would be shoot 7+ fight 7+ survive 6+(maybe 7?) armor 0, 1-1ld 2points trooper or maybe rare so you can't have them outnumber gangers.
access to pistol, melee, and grenades
Ganger 6/6/6/0/1-1 3points trooper
access to basic, pistol, melee and grenades
heavy 6/6/5/0/2-1 5point specialist, get engineer or medic as desired? access to special weapons and junk.
access to basic, special, heavy, pistol, melee and grenades
Gang leader 5/5/5/0/2-2, 9point leader. tactician at least.
access to basic, leader, special, pistol, melee and grenades

I pulled these point numbers right out of thin air

get a rifle/shotgun or pistol for free. (only pistols for juves.)
thinking perhaps pistol comes with brawler rule (since knives are free, citizen, )
armor 1 is an additional point. (in necromunda you couldn't start with armor. interesting)
the other of pistol or rifle/shotgun being another point



the gang templates you apply to them.
Orlock- +1 shoot and scavenger
Escher- +1 fight, agile
Goliath- +1 survival tough
Van Saar- +1shoot and engineer? or tech adepts.
Delaque- +1 survival and scout
Cawdor- +1fight and something else. maybe can get mean from alert to enraged as a free action along with the angry mob rule that plague has? I'm not sure how to do their religious fighty nature.
each gang might have no access to certain things.

Autopistol is range 3, rapid fire
laspistol/stub pistol range 3 single shot
bolt pistol as space marines


this is just some off the cuff stuff. suggestions definitely needed. and it's a little problematic because points are a little wibbly when it comes to deadzone.
Edit: after sleeping on it, i think the templates should be a stat bonus and a special rule for each one. re did them so the bonuses are even, too. two gangs get the same stat bonus. because symmetry. also adding a sorta armoury, clearing things up a little bit, making notes, etc. maybe i should just do this google docs.
Edit part 2. have a doc format stolen shamelessly from space maroons. cards are not altered at the moment. https://docs.google.com/spreadsheet/ccc?key=0Aomi5prIuq5qdHNkcGFjcGlCem90Znp4ZGsxUF9aaXc&usp=sharing

This message was edited 2 times. Last update was at 2014/01/04 12:49:53


 
   
Made in au
Oberstleutnant






Perth, West Australia

I have no experience with Necromunda so don't have much to contribute. I've added your spreadsheet to the Deadzone 40K article pixel, will be great having a good Necromunda option for people as it's still played a fair bit.

The different houses look to make for a nice variety of different lists, though each list has a small number of units to choose from. Interesting extra take on an army list, I like it!

This message was edited 2 times. Last update was at 2014/01/08 05:35:00


 
   
 
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