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Ok so a while back when the NL focus was revealed and such, I was deeply dissatisfied and was very civil but vocal on the whole ordeal. They didn't really address the main issues NL have in the previous Codex which suggests to me they the people down there don't really understand the NL in this edition and just go with stereotypes. However rather than sit and complain all day on the matter I've decided to make my own supplement of how I envision how we would work (which I think is more constructive than just lazing around and complaining all the time). this is meant to work similarly to the Crimson Fist Supplement seen in the January WD (using that as a template). I plan this to be viable but obviously only played in Casual. Gonna play test these with friends to see what they can do now. Once I've ironed out any Kinks, after all Chaos Kits (with the upcoming knights and stuff) and the dust settles, i'm planning on posting these up to the Warhammer Community Page and the FAQ/Feedback email link to see if I can get this cheekily published as a WD Index (I know, one in a million chance and all, dreaming far and wide, etc; but you will never know if you don't try and again its still better than sitting on my backside doing nothing and whine endlessly).
Now we have had a few months and well, nothings really stood out for Night lords. I've shown this to one Night Lord specific group and they all really loved it. I made this in the style of the Crimson fists WD Supplement because I don't think GW would intend on releasing anything more for our Brothers in Midnight Clad.
So what I'm asking for those who wish to give constrictive criticism is does this work RAW (as in are there any misspellings, typos or odd choice of words that stop these rules from functioning as intended) and Peoples civil thoughts?
(Renamed Terror Strike):
This message was edited 4 times. Last update was at 2019/05/14 15:51:44
Black Templars: WIP
Night Lords (30/40k): WIP
Red Corsairs: WIP
Iron Warriors: WIP
Orks: 6000pts
Batman Miniatures Game: Mr.Freeze, Joker
Ever wanted a better 5th ed. 40k? Take a look at 5th ed. Reforged! https://www.dakkadakka.com/dakkaforum/posts/list/0/794253.page
+1 to-wound in C if outnumbering the opponent.
Fall back and charge.
-1 Leadership per unit within 10", unlimited stacking, and the ability to remove a CP form your opponent when you kill a unit on a 4+.
The Warlord traits are pretty simple.
The strats are:
1 CP, pick an enemy unit, and they suffer -1 to-hit. Plus a 1/6 chance of a MW.
Terror Strike makes any positive morale rules useless for 2 CP.
We Have Come For You is 2 CP to get better charge and an immediate morale test, possibly with penalties, if you kill the unit.
The relics are:
From the codex.
And 2+ armor, plus morale test before attacking.
So, some issues with this.
First off, the Legion traits are way too much. Just... Way too much.
Second of all, let me give you an example. I take the Loyal 32 (plus/minus mortars) and a Knight. You charge a couple of units into my Guardsmen (say, two units) and then play We Have Come For You! on a third. You completely and utterly slaughter the Guardsmen you charged, because there's 10 of them to start and you charged a lot in. Everything nearby takes a Morale test at -3 (since there are three units nearby). Knights are Leadership 9 base, usually. That's a just under 60% chance of making the Imperial Knight run away.
Let's say I instead take a bunch of regular Guard. Tanks and infantry galore!
They're Leadership 7. That's 4 with your modifiers for everyone within 6", meaning that most tanks will just POOF! Vanish! And a good number of infantry will run away.
Clocks for the clockmaker! Cogs for the cog throne!
+1 to-wound in C if outnumbering the opponent. Fall back and charge. -1 Leadership per unit within 10", unlimited stacking, and the ability to remove a CP form your opponent when you kill a unit on a 4+.
The Warlord traits are pretty simple.
The strats are:
1 CP, pick an enemy unit, and they suffer -1 to-hit. Plus a 1/6 chance of a MW. Terror Strike makes any positive morale rules useless for 2 CP. We Have Come For You is 2 CP to get better charge and an immediate morale test, possibly with penalties, if you kill the unit.
The relics are:
From the codex. And 2+ armor, plus morale test before attacking.
So, some issues with this.
First off, the Legion traits are way too much. Just... Way too much.
From reading the CF Supplement they gain two extra special rules on top if being IF, providing even more to their arsenal. I could take off the CP depletion or swap it around with an existing rule? Maybe replace the fall back and charge with the CP depletion?
Second of all, let me give you an example. I take the Loyal 32 (plus/minus mortars) and a Knight. You charge a couple of units into my Guardsmen (say, two units) and then play We Have Come For You! on a third. You completely and utterly slaughter the Guardsmen you charged, because there's 10 of them to start and you charged a lot in. Everything nearby takes a Morale test at -3 (since there are three units nearby). Knights are Leadership 9 base, usually. That's a just under 60% chance of making the Imperial Knight run away.
The Strat has no effect on titanic Units or named characters.
Let's say I instead take a bunch of regular Guard. Tanks and infantry galore!
They're Leadership 7. That's 4 with your modifiers for everyone within 6", meaning that most tanks will just POOF! Vanish! And a good number of infantry will run away.
The the Guardsmen would run away, as they should do. Their brave but even before The Scouring, during the Great Crusade the whole Schick with the Night lords was that they made planets fall under compliance with the Imperium using sheer Terror. They've had 10,000 Years and more 'creativity' to hone their craft. Maybe I should cap it at -4 because -3 doesn't really do much, if anything. Maybe I should apply have no effect on vehicles?
The main issue with Night Lords atm is that their stuck in a rock/paper/scissors environment, currently they suck so badly because their trait doesn't match the range of a DS unit coming in which is what their preferred units want to do. That and so many things nullify their trait theirs no point in taking them. But if said trait was to be buffed then it becomes so powerful because it looks like to the intention of the designers back in Nottingham that their trait was meant to convert the Morale phase into an extra damage phase. An extra damage phase that never gets off. Like with many things in 8th. Everything becomes an extreme. You can't really find a 'middle ground'. If you have something mediocre then theirs no point in playing it because it will be wiped off in a turn and/or it would be waste in resources.
The intent for the Supplement was to make Night Lords stand on their own two feet. If you wanted to take these as a mono-faction, cool! no one really loses out, Players get to play against a new play style and Night Lords players can go in feeling like they are playing Night Lords, but if you wanted to soup up then ok, you might have a powerful Detachment/Combo and variety in the competitive circuit is the spice of life, so to say.
This message was edited 3 times. Last update was at 2019/05/14 17:04:57
Black Templars: WIP
Night Lords (30/40k): WIP
Red Corsairs: WIP
Iron Warriors: WIP
Orks: 6000pts
Batman Miniatures Game: Mr.Freeze, Joker
Ever wanted a better 5th ed. 40k? Take a look at 5th ed. Reforged! https://www.dakkadakka.com/dakkaforum/posts/list/0/794253.page
First off, I like the Night Lords as a legion, I've always thought the idea of terror troops was really cool, causing damage to the enemy as much by playing on their fears as they do by actual killing them. The problem is that from my experience morale in 40k has never been a particularly well executed mechanic, and 8th ed is no different. The fact that it has been simplified to such an extent that all morale does is cause additional casualties makes building army rules around morale all the more difficult this edition.
As for if the rules would actually work in-game, there are quite a lot of typos in there, so I'd clean those up before you submit it if that's your plan:
Here's the spelling/typos I've seen so you can correct them (there may be others):
Pg 1, Column 1, last line: "enemy" misspelled Pg 1, Column 2, paragraph 2: grammar "... counts as ten models to this rule" should substitute "to" with "for" Pg 1, Column 2, paragraph 3, last word: "efficiency" misspelled Pg 1, Column 2, paragraph 4, first word: "detachment" misspelled
Pg 2 Column 1, first line: "your" misspelled.
Hope that helps.
As for the rules themselves, I don't think you'll have much luck submitting them to GW, I have a number of issues with them.
Broadly speaking, without getting into specifics, they seem very overpowered. There appears to be 3 legion traits: "A talent for Murder", "From the Shadows" and "Terror Tactics". Just one of these is as much as most armies get - fall back and charge in the same turn is super powerful. The terror tactics one seems to be squeezing in the lose a CP on top of the 10" -1 Ld bubble. It just seems too much.
Regarding the Strategems, I dislike anything that ignores special rules other units have. It isn't good rules-writing IMHO. You can have rules that do similar things and then make rules for how they interact, but to remove another unit's special ability isn't likely to fly with most players I would expect. I doubt you would enjoy playing against an army that could suddenly tell you that your special guy can't do his special thing. The terror Strike Strategem doesn't make much sense against units that can ignore Morale from a fluff standpoint - Necrons, Tyranids etc.
Also, how does Terror Strike interact with Insane Bravery? Just looks like you've come up with a Strategem that causes you and your opponent to both lose 2CP and not achieve anything else.
For the first Strategem it starts off talking about the start of the battle round, but then says the ability lasts until the end of the turn, so it will only ever apply for whichever player got turn one. Maybe needs rewording.
This message was edited 3 times. Last update was at 2019/05/14 18:21:24
It does a LOT, which may be your intention (if you want the Night Lords to have their own codex like the Thousand Sons and Death Guard). If so, you'd need to add in at least an additional special character and one primarch equivalent. You'd also have to make up a few new units too, which is a tonne more work (though you could just rework the old legion artefacts from the traitor legions supplement). If not, this does way too much. Rather than amping up the ability to cause fear, I'd suggest toning the fear factor down and giving them something else instead of just "scary rules". Ideally they'd have some minor fear effect and the Alpha Legion trait, because it suits them a lot more. Alpha Legion isn't anywhere near as basic stealthwise as the Night Lords, they're more of an "already beside you" kind of Legion. GW definitely messed that one up.
Really it isn't possible to give them rules to accurately represent them on the tabletop now, since we know what their "real rules" should be like, based on the Horus Heresy Massacre book, and that the corpse trophies of your buddies might actually coax you into attacking the enemy more than it acts as a deterrent (which I don't think has ever been represented in rules for them). To represent this, you could give them a stratagem that forces a unit within X inches to take some kind of fear test. And if they pass it, rather than running away, they are forced to charge because they're so angry at seeing their buddies strewn up or something along those lines. But fitting a rule that complex/wordy into one of those small legion trait boxes would be difficult, and GW really don't care about the traitor legions in 40K outside of the cult legions and Black Legion.
Also not to dissuade your efforts, but another thing to consider if you want morale shenanigans with the Night Lords, are forgeworld and daemon units. Furies are still fluffy (Raptors enslave them) and they kill additional units that Grim Resolve can't stop. Theres also a Slaanesh artefact that forces a leadership test on 3D6, which, if failed, prevents the model from doing anything at all (take that OPHQ's!), and the Butcher Cannon Array from a Leviathan Dreadnought can tank leadership values even further. Food for thought if you want to also figure out a way to make the current rules work.
First of all, thanks for taking the time to put this together. There's a lot of flavor to these rules, and your passion for them shines through.
That said, I do have some concerns, most of which have already been mentioned by others.
* Between A Talent for Murder, From the Shadows, and Terror Tactics, they functionally have a slightly worse Blood Angels chapter tactic, the White Scars chapter tactic, and a better version of a harlequin/drukhari chapter tactic all in one place.
* I don't know how it compares to space marine warlord traits, but Murderous Reputation is straight up better than the eldar equivalents (which only do 1 mortal wound).
* Ave Dominus Nox, as has been mentioned, needs a wording tweak so that it doesn't only work if you get first turn. Also, it seems weird that turning the entire area dark somehow only impacts the to-hit rolls of a single unit. Also, the d6 roll to do a single mortal wound seems too unlikely to happen to even bother rolling for. It would have so little impact most games that I encourage you to drop it for the sake of simplicity. I'm also not sure what it's meant to represent. Someone stubbing their toe in the dark? Getting stealth killed by unseen Night Lords?
* Terror Strike seems too wordy, situationally fluff-breaking (how are you bypassing tyranid synapse?), and a bit annoying to play against when it does matter. As an alternative, maybe just make it a strat you use at the start of the Morale phase that prevents the Insane Bravery strat from being used? Or a targeted strat that forces the enemy to roll an extra die for morale and take the highest of the dice rolled? Or any number of other things. I realize morale is a wonky mechanic this edition and that it's annoying when your army's gimmick is just ignored by your opponent, but your opponent is theoretically investing something (points baked into the unit, CP for strats, chapter tactic choices, etc.) to mitigate your morale shenanigans.
* We Have Come for You is also way too wordy. You could consolidate or ditch those last several sentences to shrink it up. Also, this is basically that one Blood Angel's strat plus an extra effect (and possibly cheaper than the BA strat too?) Instead of one long strat that's like a different strat but better, why not split this up into two different strats? Make one an exact duplicate of the BA3d6" charge strat, and let the other handle the leadership stuff.
* Grizzly Visage is probably okay where it's at, but it feels a bit wonky. For one thing, getting a bunch of models to flee mid-fight-phase for "free" is potentially a feelbadsy rule. Consider doing something more conventional with this. Maybe it's a straight up leadership debuff aura like the Mask of Secrets. Maybe it causes an enemy to stand there screaming in outrage forcing them to swing last (like a Vexator mask). Maybe it does more or less the same thing you have it doing now but in the Morale phase to make it simpler to resolve.
* Your "scary rules" have several different range bands, and that seems both strange and less easy to remember. One ability is a 10" aura. Another has an 8" range. Another has a range that can vary situationally. Also, GW convention is to make most ranges an increment of 3". So 6" or 9" might be preferable to 8" or 10".
* The CP part of Terror Tactics seems fiddly. It's annoying if your once per game roll doesn't go off, and it's usually not that big of a deal when it was. If you want to indicate that you're disrupting the chain of command, how about making a strat that lets you spend XCP when you kill a character in the Fight phase to force your opponent to lose YCP? It happens automatically and can be used multiple times (at a cost) so that it's more likely to make a difference. Losing 1CP isn't that huge a loss (usually), but having 3 or 3d3 CP taken away over the course of the game? that's a big deal.
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
Aash wrote: As for the rules themselves, I don't think you'll have much luck submitting them to GW, I have a number of issues with them.
Regarding the Strategems, I dislike anything that ignores special rules other units have. It isn't good rules-writing IMHO. You can have rules that do similar things and then make rules for how they interact, but to remove another unit's special ability isn't likely to fly with most players I would expect. I doubt you would enjoy playing against an army that could suddenly tell you that your special guy can't do his special thing. The terror Strike Strategem doesn't make much sense against units that can ignore Morale from a fluff standpoint - Necrons, Tyranids etc.
Also, how does Terror Strike interact with Insane Bravery? Just looks like you've come up with a Strategem that causes you and your opponent to both lose 2CP and not achieve anything else.
For the first Strategem it starts off talking about the start of the battle round, but then says the ability lasts until the end of the turn, so it will only ever apply for whichever player got turn one. Maybe needs rewording.
Regarding the starts, I fully agree with the use of singular rules to cancel others is bad rules writing. it's a hard counter that people causes frustration to players within a game. Unfortunately the game is so ingrained upon hard counters alongside power creep, that another one adding to the pile isn't going to hurt the frustration of players anymore than what already exists and the player base at large seems to be accepting of this. I'm not trying to reinvent the wheel of the game, only trying to make the Legion that I hold most dear to me in lore and game worth a damn.
a fat guy wrote:It does a LOT, which may be your intention (if you want the Night Lords to have their own codex like the Thousand Sons and Death Guard). If so, you'd need to add in at least an additional special character and one primarch equivalent. You'd also have to make up a few new units too, which is a tonne more work (though you could just rework the old legion artefacts from the traitor legions supplement). If not, this does way too much. Rather than amping up the ability to cause fear, I'd suggest toning the fear factor down and giving them something else instead of just "scary rules". Ideally they'd have some minor fear effect and the Alpha Legion trait, because it suits them a lot more. Alpha Legion isn't anywhere near as basic stealthwise as the Night Lords, they're more of an "already beside you" kind of Legion. GW definitely messed that one up.
I wasn't trying to reinvent the wheel and create a standalone codex. That I feel would be far too much effort for GW to make new units, wargear, etc for our legion, hence why I'm trying to go as minimalist as possible with a WD-style supplement because it's a bit more realistic to get that done, than GW creating a whole new codex for us.
Really it isn't possible to give them rules to accurately represent them on the tabletop now, since we know what their "real rules" should be like, based on the Horus Heresy Massacre book, and that the corpse trophies of your buddies might actually coax you into attacking the enemy more than it acts as a deterrent (which I don't think has ever been represented in rules for them). To represent this, you could give them a stratagem that forces a unit within X inches to take some kind of fear test. And if they pass it, rather than running away, they are forced to charge because they're so angry at seeing their buddies strewn up or something along those lines. But fitting a rule that complex/wordy into one of those small legion trait boxes would be difficult, and GW really don't care about the traitor legions in 40K outside of the cult legions and Black Legion.
It's a thought, but then again regarding external balance, why would you want that? It's a very hard one to really think about, but maybe more of a debuff to an enemy unit would be suited better.
Also not to dissuade your efforts, but another thing to consider if you want morale shenanigans with the Night Lords, are forgeworld and daemon units. Furies are still fluffy (Raptors enslave them) and they kill additional units that Grim Resolve can't stop. Theres also a Slaanesh artefact that forces a leadership test on 3D6, which, if failed, prevents the model from doing anything at all (take that OPHQ's!), and the Butcher Cannon Array from a Leviathan Dreadnought can tank leadership values even further. Food for thought if you want to also figure out a way to make the current rules work.
I already know of these things. I frequently use a Double Butcher Leviathan. What I've tried to do is make us stand more on our own two feet rather than leaning on the one-trick pony with Daemon Soup. Even in the 41st Millennium Night lords still feel a massive distrust of Daemons, and although they are fractured and some have already Ascended to Daemonhood, the Legion at large still don't want to be associated with them and followers of them (Believing that they are just puppets no more than Loyalists serving The Emperor).
Wyldhunt wrote:First of all, thanks for taking the time to put this together. There's a lot of flavor to these rules, and your passion for them shines through.
That said, I do have some concerns, most of which have already been mentioned by others.
* I don't know how it compares to space marine warlord traits, but Murderous Reputation is straight up better than the eldar equivalents (which only do 1 mortal wound).
Thanks! I'm unsure but when speaking to Tournament players who play multiple armies of Imperium, Xeno and Chaos, they saw the trait as just fine.
* Terror Strike seems too wordy, situationally fluff-breaking (how are you bypassing tyranid synapse?), and a bit annoying to play against when it does matter. As an alternative, maybe just make it a strat you use at the start of the Morale phase that prevents the Insane Bravery strat from being used? Or a targeted strat that forces the enemy to roll an extra die for morale and take the highest of the dice rolled? Or any number of other things. I realize morale is a wonky mechanic this edition and that it's annoying when your army's gimmick is just ignored by your opponent, but your opponent is theoretically investing something (points baked into the unit, CP for strats, chapter tactic choices, etc.) to mitigate your morale shenanigans.
When it comes to lore it's a hard one because there will always be parts of the game that break the lore. Recently I played aginst daemons and managed to get -11 Morale on a unit of 30 Bloodletter just by unsing a double Butcher Levi Dread, that was also Alpha Legion. Do Daemons even have the notion of running away in fear? I don't think so. In DoWII, the Blood Ravens find a poison of sorts to disrupt the Synapse to isolate the Tyrant (IIRC) and that took a number of months to do. Now Since Blood Ravens are considered Cannon with a Gabriel Angelos Model with DoWIII representations, this to me tells me that this is now established cannon and so the Synapse can be bypassed. I would think with the aid of The Warp and an unrestricted Dark Mechanicum, they could find a way.
The issue is that people underestimate how much a trait cements an army. They might have sunken their resources into trying to negate my morale but this could be said in vice versa. Ultimately this just leads to real sour tastes in someone mouth. What's the incentive to play against Dark Angels unless I'm really hardcore into the lore, or because my opponent is a really close friend? Why should I waste my time into playing a game that I'm already on a uphill battle for, when my opponent has invested little to no effort in negating my main playstyle and then also gets to play with their toys whilst i'm stuck relying on bubble auras and the sheer raw power of units? At that point I would just rather concede that game and then choose to play someone else with a more fun list.
* We Have Come for You is also way too wordy. You could consolidate or ditch those last several sentences to shrink it up. Also, this is basically that one Blood Angel's strat plus an extra effect (and possibly cheaper than the BA strat too?) Instead of one long strat that's like a different strat but better, why not split this up into two different strats? Make one an exact duplicate of the BA3d6" charge strat, and let the other handle the leadership stuff.
Noted. I will reword it to be simpler.
* Grizzly Visage is probably okay where it's at, but it feels a bit wonky. For one thing, getting a bunch of models to flee mid-fight-phase for "free" is potentially a feelbadsy rule. Consider doing something more conventional with this. Maybe it's a straight up leadership debuff aura like the Mask of Secrets. Maybe it causes an enemy to stand there screaming in outrage forcing them to swing last (like a Vexator mask). Maybe it does more or less the same thing you have it doing now but in the Morale phase to make it simpler to resolve.
Unfortunately the game is ingrained on hard counters and power creep which leave a lot of "feelbadsy" experiences. That tau Sept which Overwatches on a 5+ with their combined fire, is a particular rule that makes leaves a bad experience. Having units with -2/-3 to Hit is also not a fun experience. Castellans before the nerf were feelbadsy. Vindicare Assassins to me personally have feelbadsy experiances. I'm not trying to make a Supplement to make them fair and reflective of their fluff. I'm making a supplement that makes them viable and reflective of their fluff. I'm not trying to break the game with this but when theirs already so many negative aspects in the game, you kinda just have to go with the flow until they reboot the rule set again. It is truly unfortunate but its the game we live in.
* Your "scary rules" have several different range bands, and that seems both strange and less easy to remember. One ability is a 10" aura. Another has an 8" range. Another has a range that can vary situationally. Also, GW convention is to make most ranges an increment of 3". So 6" or 9" might be preferable to 8" or 10".
The reason for this is because the 9" Band doesn't really offer anything unless you get into combat, and that's where the heart of the issue lies. This is the rock/paper/scissors environment we live in. I would never have wanted to create this but this is what we have to make do with. I do have 6" range bands so I feel this the halfway point of compromise.
* The CP part of Terror Tactics seems fiddly. It's annoying if your once per game roll doesn't go off, and it's usually not that big of a deal when it was. If you want to indicate that you're disrupting the chain of command, how about making a strat that lets you spend XCP when you kill a character in the Fight phase to force your opponent to lose YCP? It happens automatically and can be used multiple times (at a cost) so that it's more likely to make a difference. Losing 1CP isn't that huge a loss (usually), but having 3 or 3d3 CP taken away over the course of the game? that's a big deal.
I'm gonna try and reintegrate this somewhere else or make the roll harder, like a roll of a 6.
Thanks to all the feedback, I've given it some time to think about. The reason why it contained a lot in was because I was discussing these with Tournament gamers who play frequently and they gave me the feedback on what I could do to make them Viable. I'm gonna make a separate post here to show the following changes for further feedback.
Automatically Appended Next Post: The Following changes have been added.
- Got rid of a few things to replace with Codex-Issue stuff.
-Reworded a few things to be simpler.
This message was edited 5 times. Last update was at 2019/06/03 05:47:45
Black Templars: WIP
Night Lords (30/40k): WIP
Red Corsairs: WIP
Iron Warriors: WIP
Orks: 6000pts
Batman Miniatures Game: Mr.Freeze, Joker
Ever wanted a better 5th ed. 40k? Take a look at 5th ed. Reforged! https://www.dakkadakka.com/dakkaforum/posts/list/0/794253.page
Aash wrote:
As for the rules themselves, I don't think you'll have much luck submitting them to GW, I have a number of issues with them.
Regarding the Strategems, I dislike anything that ignores special rules other units have. It isn't good rules-writing IMHO. You can have rules that do similar things and then make rules for how they interact, but to remove another unit's special ability isn't likely to fly with most players I would expect. I doubt you would enjoy playing against an army that could suddenly tell you that your special guy can't do his special thing. The terror Strike Strategem doesn't make much sense against units that can ignore Morale from a fluff standpoint - Necrons, Tyranids etc.
Also, how does Terror Strike interact with Insane Bravery? Just looks like you've come up with a Strategem that causes you and your opponent to both lose 2CP and not achieve anything else.
For the first Strategem it starts off talking about the start of the battle round, but then says the ability lasts until the end of the turn, so it will only ever apply for whichever player got turn one. Maybe needs rewording.
Regarding the starts, I fully agree with the use of singular rules to cancel others is bad rules writing. it's a hard counter that people causes frustration to players within a game. Unfortunately the game is so ingrained upon hard counters alongside power creep, that another one adding to the pile isn't going to hurt the frustration of players anymore than what already exists and the player base at large seems to be accepting of this. I'm not trying to reinvent the wheel of the game, only trying to make the Legion that I hold most dear to me in lore and game worth a damn.
a fat guy wrote:It does a LOT, which may be your intention (if you want the Night Lords to have their own codex like the Thousand Sons and Death Guard). If so, you'd need to add in at least an additional special character and one primarch equivalent. You'd also have to make up a few new units too, which is a tonne more work (though you could just rework the old legion artefacts from the traitor legions supplement). If not, this does way too much. Rather than amping up the ability to cause fear, I'd suggest toning the fear factor down and giving them something else instead of just "scary rules". Ideally they'd have some minor fear effect and the Alpha Legion trait, because it suits them a lot more. Alpha Legion isn't anywhere near as basic stealthwise as the Night Lords, they're more of an "already beside you" kind of Legion. GW definitely messed that one up.
I wasn't trying to reinvent the wheel and create a standalone codex. That I feel would be far too much effort for GW to make new units, wargear, etc for our legion, hence why I'm trying to go as minimalist as possible with a WD-style supplement because it's a bit more realistic to get that done, than GW creating a whole new codex for us.
Really it isn't possible to give them rules to accurately represent them on the tabletop now, since we know what their "real rules" should be like, based on the Horus Heresy Massacre book, and that the corpse trophies of your buddies might actually coax you into attacking the enemy more than it acts as a deterrent (which I don't think has ever been represented in rules for them). To represent this, you could give them a stratagem that forces a unit within X inches to take some kind of fear test. And if they pass it, rather than running away, they are forced to charge because they're so angry at seeing their buddies strewn up or something along those lines. But fitting a rule that complex/wordy into one of those small legion trait boxes would be difficult, and GW really don't care about the traitor legions in 40K outside of the cult legions and Black Legion.
It's a thought, but then again regarding external balance, why would you want that? It's a very hard one to really think about, but maybe more of a debuff to an enemy unit would be suited better.
Also not to dissuade your efforts, but another thing to consider if you want morale shenanigans with the Night Lords, are forgeworld and daemon units. Furies are still fluffy (Raptors enslave them) and they kill additional units that Grim Resolve can't stop. Theres also a Slaanesh artefact that forces a leadership test on 3D6, which, if failed, prevents the model from doing anything at all (take that OPHQ's!), and the Butcher Cannon Array from a Leviathan Dreadnought can tank leadership values even further. Food for thought if you want to also figure out a way to make the current rules work.
I already know of these things. I frequently use a Double Butcher Leviathan. What I've tried to do is make us stand more on our own two feet rather than leaning on the one-trick pony with Daemon Soup. Even in the 41st Millennium Night lords still feel a massive distrust of Daemons, and although they are fractured and some have already Ascended to Daemonhood, the Legion at large still don't want to be associated with them and followers of them (Believing that they are just puppets no more than Loyalists serving The Emperor).
Wyldhunt wrote:First of all, thanks for taking the time to put this together. There's a lot of flavor to these rules, and your passion for them shines through.
That said, I do have some concerns, most of which have already been mentioned by others.
* I don't know how it compares to space marine warlord traits, but Murderous Reputation is straight up better than the eldar equivalents (which only do 1 mortal wound).
Thanks! I'm unsure but when speaking to Tournament players who play multiple armies of Imperium, Xeno and Chaos, they saw the trait as just fine.
* Terror Strike seems too wordy, situationally fluff-breaking (how are you bypassing tyranid synapse?), and a bit annoying to play against when it does matter. As an alternative, maybe just make it a strat you use at the start of the Morale phase that prevents the Insane Bravery strat from being used? Or a targeted strat that forces the enemy to roll an extra die for morale and take the highest of the dice rolled? Or any number of other things. I realize morale is a wonky mechanic this edition and that it's annoying when your army's gimmick is just ignored by your opponent, but your opponent is theoretically investing something (points baked into the unit, CP for strats, chapter tactic choices, etc.) to mitigate your morale shenanigans.
When it comes to lore it's a hard one because there will always be parts of the game that break the lore. Recently I played aginst daemons and managed to get -11 on a unit of 30 Bloodletter just by unsing a double Butcher Levi Dread, that was also Alpha Legion. Do Daemons even have the notion of running away in fear? I don't think so. In DoWII, the Blood Ravens find a poison of sorts to disrupt the Synapse to isolate the Tyrant (IIRC) and that took a number of months to do. Now Since Blood Ravens are considered Cannon with a Gabriel Angelos Model with DoWIII representations, this to me tells me that this is now established cannon and so the Synapse can be bypassed. I would think with the aid of The Warp and an unrestricted Dark Mechanicum, they could find a way.
The issue is that people underestimate how much a trait cements an army. They might have sunken their resources into trying to negate my morale but this could be said in vice versa. Ultimately this just leads to real sour tastes in someone mouth. What's the incentive to play against Dark Angels unless I'm really hardcore into the lore, or because my opponent is a really close friend? Why should I waste my time into playing a game that I'm already on a uphill battle for, when my opponent has invested little to no effort in negating my main playstyle and then also gets to play with their toys whilst i'm stuck relying on bubble auras and the sheer raw power of units? At that point I would just rather concede that game and then choose to play someone else with a more fun list.
* We Have Come for You is also way too wordy. You could consolidate or ditch those last several sentences to shrink it up. Also, this is basically that one Blood Angel's strat plus an extra effect (and possibly cheaper than the BA strat too?) Instead of one long strat that's like a different strat but better, why not split this up into two different strats? Make one an exact duplicate of the BA3d6" charge strat, and let the other handle the leadership stuff.
Noted. I will reword it to be simpler.
* Grizzly Visage is probably okay where it's at, but it feels a bit wonky. For one thing, getting a bunch of models to flee mid-fight-phase for "free" is potentially a feelbadsy rule. Consider doing something more conventional with this. Maybe it's a straight up leadership debuff aura like the Mask of Secrets. Maybe it causes an enemy to stand there screaming in outrage forcing them to swing last (like a Vexator mask). Maybe it does more or less the same thing you have it doing now but in the Morale phase to make it simpler to resolve.
Unfortunately the game is ingrained on hard counters and power creep which leave a lot of "feelbadsy" experiences. That tau Sept which Overwatches on a 5+ with their combined fire, is a particular rule that makes leaves a bad experience. Having units with -2/-3 to Hit is also not a fun experience. Castellans before the nerf were feelbadsy. Vindicare Assassins to me personally have feelbadsy experiances. I'm not trying to make a Supplement to make them fair and reflective of their fluff. I'm making a supplement that makes them viable and reflective of their fluff. I'm not trying to break the game with this but when theirs already so many negative aspects in the game, you kinda just have to go with the flow until they reboot the rule set again. It is truly unfortunate but its the game we live in.
* Your "scary rules" have several different range bands, and that seems both strange and less easy to remember. One ability is a 10" aura. Another has an 8" range. Another has a range that can vary situationally. Also, GW convention is to make most ranges an increment of 3". So 6" or 9" might be preferable to 8" or 10".
The reason for this is because the 9" Band doesn't really offer anything unless you get into combat, and that's where the heart of the issue lies. This is the rock/paper/scissors environment we live in. I would never have wanted to create this but this is what we have to make do with. I do have 6" range bands so I feel this the halfway point of compromise.
* The CP part of Terror Tactics seems fiddly. It's annoying if your once per game roll doesn't go off, and it's usually not that big of a deal when it was. If you want to indicate that you're disrupting the chain of command, how about making a strat that lets you spend XCP when you kill a character in the Fight phase to force your opponent to lose YCP? It happens automatically and can be used multiple times (at a cost) so that it's more likely to make a difference. Losing 1CP isn't that huge a loss (usually), but having 3 or 3d3 CP taken away over the course of the game? that's a big deal.
I'm gonna try and reintegrate this somewhere else or make the roll harder, like a roll of a 6.
Thanks to all the feedback, I've given it some time to think about. The reason why it contained a lot in was because I was discussing these with Tournament gamers who play frequently and they gave me the feedback on what I could do to make them Viable. I'm gonna make a separate post here to show the following changes for further feedback.
Automatically Appended Next Post: The Following changes have been added.
- Got rid of a few things to replace with Codex-Issue stuff.
-Reworded a few things to be simpler.
10 inches is way too far for an aura ability such as this. It should be about 6 inches and should cap at -4, otherwise it will be beyond broken.
Fall back and charge + LD Debuff +Mortal wounds/CP loss is so broken it's not even funny.
A better idea might be to keep the LD Debuff (capped at -4 within 6") and add "A unit with this tactic may also reroll failed charge rolls" making it a lot easier to do what NL do, which is charge the field with Chainswords, Lightning Claws and the like.
I also think they need a strat that allows them to DS within 7 inches of a target and deny overwatch when doing so. 2-3 CP.
Aash wrote: As for the rules themselves, I don't think you'll have much luck submitting them to GW, I have a number of issues with them.
Regarding the Strategems, I dislike anything that ignores special rules other units have. It isn't good rules-writing IMHO. You can have rules that do similar things and then make rules for how they interact, but to remove another unit's special ability isn't likely to fly with most players I would expect. I doubt you would enjoy playing against an army that could suddenly tell you that your special guy can't do his special thing. The terror Strike Strategem doesn't make much sense against units that can ignore Morale from a fluff standpoint - Necrons, Tyranids etc.
Also, how does Terror Strike interact with Insane Bravery? Just looks like you've come up with a Strategem that causes you and your opponent to both lose 2CP and not achieve anything else.
For the first Strategem it starts off talking about the start of the battle round, but then says the ability lasts until the end of the turn, so it will only ever apply for whichever player got turn one. Maybe needs rewording.
Regarding the starts, I fully agree with the use of singular rules to cancel others is bad rules writing. it's a hard counter that people causes frustration to players within a game. Unfortunately the game is so ingrained upon hard counters alongside power creep, that another one adding to the pile isn't going to hurt the frustration of players anymore than what already exists and the player base at large seems to be accepting of this. I'm not trying to reinvent the wheel of the game, only trying to make the Legion that I hold most dear to me in lore and game worth a damn.
a fat guy wrote:It does a LOT, which may be your intention (if you want the Night Lords to have their own codex like the Thousand Sons and Death Guard). If so, you'd need to add in at least an additional special character and one primarch equivalent. You'd also have to make up a few new units too, which is a tonne more work (though you could just rework the old legion artefacts from the traitor legions supplement). If not, this does way too much. Rather than amping up the ability to cause fear, I'd suggest toning the fear factor down and giving them something else instead of just "scary rules". Ideally they'd have some minor fear effect and the Alpha Legion trait, because it suits them a lot more. Alpha Legion isn't anywhere near as basic stealthwise as the Night Lords, they're more of an "already beside you" kind of Legion. GW definitely messed that one up.
I wasn't trying to reinvent the wheel and create a standalone codex. That I feel would be far too much effort for GW to make new units, wargear, etc for our legion, hence why I'm trying to go as minimalist as possible with a WD-style supplement because it's a bit more realistic to get that done, than GW creating a whole new codex for us.
Really it isn't possible to give them rules to accurately represent them on the tabletop now, since we know what their "real rules" should be like, based on the Horus Heresy Massacre book, and that the corpse trophies of your buddies might actually coax you into attacking the enemy more than it acts as a deterrent (which I don't think has ever been represented in rules for them). To represent this, you could give them a stratagem that forces a unit within X inches to take some kind of fear test. And if they pass it, rather than running away, they are forced to charge because they're so angry at seeing their buddies strewn up or something along those lines. But fitting a rule that complex/wordy into one of those small legion trait boxes would be difficult, and GW really don't care about the traitor legions in 40K outside of the cult legions and Black Legion.
It's a thought, but then again regarding external balance, why would you want that? It's a very hard one to really think about, but maybe more of a debuff to an enemy unit would be suited better.
Also not to dissuade your efforts, but another thing to consider if you want morale shenanigans with the Night Lords, are forgeworld and daemon units. Furies are still fluffy (Raptors enslave them) and they kill additional units that Grim Resolve can't stop. Theres also a Slaanesh artefact that forces a leadership test on 3D6, which, if failed, prevents the model from doing anything at all (take that OPHQ's!), and the Butcher Cannon Array from a Leviathan Dreadnought can tank leadership values even further. Food for thought if you want to also figure out a way to make the current rules work.
I already know of these things. I frequently use a Double Butcher Leviathan. What I've tried to do is make us stand more on our own two feet rather than leaning on the one-trick pony with Daemon Soup. Even in the 41st Millennium Night lords still feel a massive distrust of Daemons, and although they are fractured and some have already Ascended to Daemonhood, the Legion at large still don't want to be associated with them and followers of them (Believing that they are just puppets no more than Loyalists serving The Emperor).
Wyldhunt wrote:First of all, thanks for taking the time to put this together. There's a lot of flavor to these rules, and your passion for them shines through.
That said, I do have some concerns, most of which have already been mentioned by others.
* I don't know how it compares to space marine warlord traits, but Murderous Reputation is straight up better than the eldar equivalents (which only do 1 mortal wound).
Thanks! I'm unsure but when speaking to Tournament players who play multiple armies of Imperium, Xeno and Chaos, they saw the trait as just fine.
* Terror Strike seems too wordy, situationally fluff-breaking (how are you bypassing tyranid synapse?), and a bit annoying to play against when it does matter. As an alternative, maybe just make it a strat you use at the start of the Morale phase that prevents the Insane Bravery strat from being used? Or a targeted strat that forces the enemy to roll an extra die for morale and take the highest of the dice rolled? Or any number of other things. I realize morale is a wonky mechanic this edition and that it's annoying when your army's gimmick is just ignored by your opponent, but your opponent is theoretically investing something (points baked into the unit, CP for strats, chapter tactic choices, etc.) to mitigate your morale shenanigans.
When it comes to lore it's a hard one because there will always be parts of the game that break the lore. Recently I played aginst daemons and managed to get -11 on a unit of 30 Bloodletter just by unsing a double Butcher Levi Dread, that was also Alpha Legion. Do Daemons even have the notion of running away in fear? I don't think so. In DoWII, the Blood Ravens find a poison of sorts to disrupt the Synapse to isolate the Tyrant (IIRC) and that took a number of months to do. Now Since Blood Ravens are considered Cannon with a Gabriel Angelos Model with DoWIII representations, this to me tells me that this is now established cannon and so the Synapse can be bypassed. I would think with the aid of The Warp and an unrestricted Dark Mechanicum, they could find a way.
The issue is that people underestimate how much a trait cements an army. They might have sunken their resources into trying to negate my morale but this could be said in vice versa. Ultimately this just leads to real sour tastes in someone mouth. What's the incentive to play against Dark Angels unless I'm really hardcore into the lore, or because my opponent is a really close friend? Why should I waste my time into playing a game that I'm already on a uphill battle for, when my opponent has invested little to no effort in negating my main playstyle and then also gets to play with their toys whilst i'm stuck relying on bubble auras and the sheer raw power of units? At that point I would just rather concede that game and then choose to play someone else with a more fun list.
* We Have Come for You is also way too wordy. You could consolidate or ditch those last several sentences to shrink it up. Also, this is basically that one Blood Angel's strat plus an extra effect (and possibly cheaper than the BA strat too?) Instead of one long strat that's like a different strat but better, why not split this up into two different strats? Make one an exact duplicate of the BA3d6" charge strat, and let the other handle the leadership stuff.
Noted. I will reword it to be simpler.
* Grizzly Visage is probably okay where it's at, but it feels a bit wonky. For one thing, getting a bunch of models to flee mid-fight-phase for "free" is potentially a feelbadsy rule. Consider doing something more conventional with this. Maybe it's a straight up leadership debuff aura like the Mask of Secrets. Maybe it causes an enemy to stand there screaming in outrage forcing them to swing last (like a Vexator mask). Maybe it does more or less the same thing you have it doing now but in the Morale phase to make it simpler to resolve.
Unfortunately the game is ingrained on hard counters and power creep which leave a lot of "feelbadsy" experiences. That tau Sept which Overwatches on a 5+ with their combined fire, is a particular rule that makes leaves a bad experience. Having units with -2/-3 to Hit is also not a fun experience. Castellans before the nerf were feelbadsy. Vindicare Assassins to me personally have feelbadsy experiances. I'm not trying to make a Supplement to make them fair and reflective of their fluff. I'm making a supplement that makes them viable and reflective of their fluff. I'm not trying to break the game with this but when theirs already so many negative aspects in the game, you kinda just have to go with the flow until they reboot the rule set again. It is truly unfortunate but its the game we live in.
* Your "scary rules" have several different range bands, and that seems both strange and less easy to remember. One ability is a 10" aura. Another has an 8" range. Another has a range that can vary situationally. Also, GW convention is to make most ranges an increment of 3". So 6" or 9" might be preferable to 8" or 10".
The reason for this is because the 9" Band doesn't really offer anything unless you get into combat, and that's where the heart of the issue lies. This is the rock/paper/scissors environment we live in. I would never have wanted to create this but this is what we have to make do with. I do have 6" range bands so I feel this the halfway point of compromise.
* The CP part of Terror Tactics seems fiddly. It's annoying if your once per game roll doesn't go off, and it's usually not that big of a deal when it was. If you want to indicate that you're disrupting the chain of command, how about making a strat that lets you spend XCP when you kill a character in the Fight phase to force your opponent to lose YCP? It happens automatically and can be used multiple times (at a cost) so that it's more likely to make a difference. Losing 1CP isn't that huge a loss (usually), but having 3 or 3d3 CP taken away over the course of the game? that's a big deal.
I'm gonna try and reintegrate this somewhere else or make the roll harder, like a roll of a 6.
Thanks to all the feedback, I've given it some time to think about. The reason why it contained a lot in was because I was discussing these with Tournament gamers who play frequently and they gave me the feedback on what I could do to make them Viable. I'm gonna make a separate post here to show the following changes for further feedback.
Automatically Appended Next Post: The Following changes have been added.
- Got rid of a few things to replace with Codex-Issue stuff.
-Reworded a few things to be simpler.
10 inches is way too far for an aura ability such as this. It should be about 6 inches and should cap at -4, otherwise it will be beyond broken.
Again, the issue is that you need to get them close to pull it off. this is something that doesn't really happen often. Maybe put it at 9" to be 'Standardised' But otherwise it becomes a trait not bothering to take. The Trait is already capped at -4.
Fall back and charge + LD Debuff +Mortal wounds/CP loss is so broken it's not even funny.
I took out the Fall back and charge rule along with the CP loss.
A better idea might be to keep the LD Debuff (capped at -4 within 6") and add "A unit with this tactic may also reroll failed charge rolls" making it a lot easier to do what NL do, which is charge the field with Chainswords, Lightning Claws and the like.
There is a warlord trait to do that.
I also think they need a strat that allows them to DS within 7 inches of a target and deny overwatch when doing so. 2-3 CP.
I was thinking on that. The reason why I chose against this is because that can play really well with the Host Raptoral detachment, maybe too good?
This message was edited 1 time. Last update was at 2019/06/03 06:01:18
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Honestly, I'd actually suggest moving away from Morale, just because of how crap it is in this edition. A mechanic focused on Morale makes sense for Night Lords and a number of other factions, but it'll never be useful against Orks or Tyranids, probably not be useful against Daemons, will require massive stacking against Marines and Eldar, and is only potentially maybe useful against Necrons because of the vagaries of Repair Protocols. And god forbid you run into an army of single models like a tank brigade.
From the Shadows and Talent For Murder are both cool ideas that are reasonably representative of the Night Lords hit-and-run bullying tactics, and don't fall apart against MSU. Stick with making those workable, and ditch Terror Tactics. For example:
Terror Tactics The Night Lords are masters of ambush and cruelty, who take advantage of chaos and fear to strike only where the enemy is weakest. Add 1 to wound rolls for attacks made by a unit with this trait that target an enemy unit with a Leadership characteristic lower than the number of models in the attacking unit. For the purposes of this ability, HELBRUTES count as 5 models. In the Fight phase, you can include any friendly units with this trait within 1" of the attacking unit when calculating the number of models in the attacking unit.
BULLY
+1 to wound rather than +1 to hit to encourage small arms and flamers rather than heavy weapons, and it can afford to be a bit easier to pull off than the Crimson Fists version since MSU is its own reward in 8e.
Aash wrote:
As for the rules themselves, I don't think you'll have much luck submitting them to GW, I have a number of issues with them.
Regarding the Strategems, I dislike anything that ignores special rules other units have. It isn't good rules-writing IMHO. You can have rules that do similar things and then make rules for how they interact, but to remove another unit's special ability isn't likely to fly with most players I would expect. I doubt you would enjoy playing against an army that could suddenly tell you that your special guy can't do his special thing. The terror Strike Strategem doesn't make much sense against units that can ignore Morale from a fluff standpoint - Necrons, Tyranids etc.
Also, how does Terror Strike interact with Insane Bravery? Just looks like you've come up with a Strategem that causes you and your opponent to both lose 2CP and not achieve anything else.
For the first Strategem it starts off talking about the start of the battle round, but then says the ability lasts until the end of the turn, so it will only ever apply for whichever player got turn one. Maybe needs rewording.
Regarding the starts, I fully agree with the use of singular rules to cancel others is bad rules writing. it's a hard counter that people causes frustration to players within a game. Unfortunately the game is so ingrained upon hard counters alongside power creep, that another one adding to the pile isn't going to hurt the frustration of players anymore than what already exists and the player base at large seems to be accepting of this. I'm not trying to reinvent the wheel of the game, only trying to make the Legion that I hold most dear to me in lore and game worth a damn.
a fat guy wrote:It does a LOT, which may be your intention (if you want the Night Lords to have their own codex like the Thousand Sons and Death Guard). If so, you'd need to add in at least an additional special character and one primarch equivalent. You'd also have to make up a few new units too, which is a tonne more work (though you could just rework the old legion artefacts from the traitor legions supplement). If not, this does way too much. Rather than amping up the ability to cause fear, I'd suggest toning the fear factor down and giving them something else instead of just "scary rules". Ideally they'd have some minor fear effect and the Alpha Legion trait, because it suits them a lot more. Alpha Legion isn't anywhere near as basic stealthwise as the Night Lords, they're more of an "already beside you" kind of Legion. GW definitely messed that one up.
I wasn't trying to reinvent the wheel and create a standalone codex. That I feel would be far too much effort for GW to make new units, wargear, etc for our legion, hence why I'm trying to go as minimalist as possible with a WD-style supplement because it's a bit more realistic to get that done, than GW creating a whole new codex for us.
Really it isn't possible to give them rules to accurately represent them on the tabletop now, since we know what their "real rules" should be like, based on the Horus Heresy Massacre book, and that the corpse trophies of your buddies might actually coax you into attacking the enemy more than it acts as a deterrent (which I don't think has ever been represented in rules for them). To represent this, you could give them a stratagem that forces a unit within X inches to take some kind of fear test. And if they pass it, rather than running away, they are forced to charge because they're so angry at seeing their buddies strewn up or something along those lines. But fitting a rule that complex/wordy into one of those small legion trait boxes would be difficult, and GW really don't care about the traitor legions in 40K outside of the cult legions and Black Legion.
It's a thought, but then again regarding external balance, why would you want that? It's a very hard one to really think about, but maybe more of a debuff to an enemy unit would be suited better.
Also not to dissuade your efforts, but another thing to consider if you want morale shenanigans with the Night Lords, are forgeworld and daemon units. Furies are still fluffy (Raptors enslave them) and they kill additional units that Grim Resolve can't stop. Theres also a Slaanesh artefact that forces a leadership test on 3D6, which, if failed, prevents the model from doing anything at all (take that OPHQ's!), and the Butcher Cannon Array from a Leviathan Dreadnought can tank leadership values even further. Food for thought if you want to also figure out a way to make the current rules work.
I already know of these things. I frequently use a Double Butcher Leviathan. What I've tried to do is make us stand more on our own two feet rather than leaning on the one-trick pony with Daemon Soup. Even in the 41st Millennium Night lords still feel a massive distrust of Daemons, and although they are fractured and some have already Ascended to Daemonhood, the Legion at large still don't want to be associated with them and followers of them (Believing that they are just puppets no more than Loyalists serving The Emperor).
Wyldhunt wrote:First of all, thanks for taking the time to put this together. There's a lot of flavor to these rules, and your passion for them shines through.
That said, I do have some concerns, most of which have already been mentioned by others.
* I don't know how it compares to space marine warlord traits, but Murderous Reputation is straight up better than the eldar equivalents (which only do 1 mortal wound).
Thanks! I'm unsure but when speaking to Tournament players who play multiple armies of Imperium, Xeno and Chaos, they saw the trait as just fine.
* Terror Strike seems too wordy, situationally fluff-breaking (how are you bypassing tyranid synapse?), and a bit annoying to play against when it does matter. As an alternative, maybe just make it a strat you use at the start of the Morale phase that prevents the Insane Bravery strat from being used? Or a targeted strat that forces the enemy to roll an extra die for morale and take the highest of the dice rolled? Or any number of other things. I realize morale is a wonky mechanic this edition and that it's annoying when your army's gimmick is just ignored by your opponent, but your opponent is theoretically investing something (points baked into the unit, CP for strats, chapter tactic choices, etc.) to mitigate your morale shenanigans.
When it comes to lore it's a hard one because there will always be parts of the game that break the lore. Recently I played aginst daemons and managed to get -11 on a unit of 30 Bloodletter just by unsing a double Butcher Levi Dread, that was also Alpha Legion. Do Daemons even have the notion of running away in fear? I don't think so. In DoWII, the Blood Ravens find a poison of sorts to disrupt the Synapse to isolate the Tyrant (IIRC) and that took a number of months to do. Now Since Blood Ravens are considered Cannon with a Gabriel Angelos Model with DoWIII representations, this to me tells me that this is now established cannon and so the Synapse can be bypassed. I would think with the aid of The Warp and an unrestricted Dark Mechanicum, they could find a way.
The issue is that people underestimate how much a trait cements an army. They might have sunken their resources into trying to negate my morale but this could be said in vice versa. Ultimately this just leads to real sour tastes in someone mouth. What's the incentive to play against Dark Angels unless I'm really hardcore into the lore, or because my opponent is a really close friend? Why should I waste my time into playing a game that I'm already on a uphill battle for, when my opponent has invested little to no effort in negating my main playstyle and then also gets to play with their toys whilst i'm stuck relying on bubble auras and the sheer raw power of units? At that point I would just rather concede that game and then choose to play someone else with a more fun list.
* We Have Come for You is also way too wordy. You could consolidate or ditch those last several sentences to shrink it up. Also, this is basically that one Blood Angel's strat plus an extra effect (and possibly cheaper than the BA strat too?) Instead of one long strat that's like a different strat but better, why not split this up into two different strats? Make one an exact duplicate of the BA3d6" charge strat, and let the other handle the leadership stuff.
Noted. I will reword it to be simpler.
* Grizzly Visage is probably okay where it's at, but it feels a bit wonky. For one thing, getting a bunch of models to flee mid-fight-phase for "free" is potentially a feelbadsy rule. Consider doing something more conventional with this. Maybe it's a straight up leadership debuff aura like the Mask of Secrets. Maybe it causes an enemy to stand there screaming in outrage forcing them to swing last (like a Vexator mask). Maybe it does more or less the same thing you have it doing now but in the Morale phase to make it simpler to resolve.
Unfortunately the game is ingrained on hard counters and power creep which leave a lot of "feelbadsy" experiences. That tau Sept which Overwatches on a 5+ with their combined fire, is a particular rule that makes leaves a bad experience. Having units with -2/-3 to Hit is also not a fun experience. Castellans before the nerf were feelbadsy. Vindicare Assassins to me personally have feelbadsy experiances. I'm not trying to make a Supplement to make them fair and reflective of their fluff. I'm making a supplement that makes them viable and reflective of their fluff. I'm not trying to break the game with this but when theirs already so many negative aspects in the game, you kinda just have to go with the flow until they reboot the rule set again. It is truly unfortunate but its the game we live in.
* Your "scary rules" have several different range bands, and that seems both strange and less easy to remember. One ability is a 10" aura. Another has an 8" range. Another has a range that can vary situationally. Also, GW convention is to make most ranges an increment of 3". So 6" or 9" might be preferable to 8" or 10".
The reason for this is because the 9" Band doesn't really offer anything unless you get into combat, and that's where the heart of the issue lies. This is the rock/paper/scissors environment we live in. I would never have wanted to create this but this is what we have to make do with. I do have 6" range bands so I feel this the halfway point of compromise.
* The CP part of Terror Tactics seems fiddly. It's annoying if your once per game roll doesn't go off, and it's usually not that big of a deal when it was. If you want to indicate that you're disrupting the chain of command, how about making a strat that lets you spend XCP when you kill a character in the Fight phase to force your opponent to lose YCP? It happens automatically and can be used multiple times (at a cost) so that it's more likely to make a difference. Losing 1CP isn't that huge a loss (usually), but having 3 or 3d3 CP taken away over the course of the game? that's a big deal.
I'm gonna try and reintegrate this somewhere else or make the roll harder, like a roll of a 6.
Thanks to all the feedback, I've given it some time to think about. The reason why it contained a lot in was because I was discussing these with Tournament gamers who play frequently and they gave me the feedback on what I could do to make them Viable. I'm gonna make a separate post here to show the following changes for further feedback.
Automatically Appended Next Post: The Following changes have been added.
- Got rid of a few things to replace with Codex-Issue stuff.
-Reworded a few things to be simpler.
10 inches is way too far for an aura ability such as this. It should be about 6 inches and should cap at -4, otherwise it will be beyond broken.
Again, the issue is that you need to get them close to pull it off. this is something that doesn't really happen often. Maybe put it at 9" to be 'Standardised' But otherwise it becomes a trait not bothering to take. The Trait is already capped at -4.
Fall back and charge + LD Debuff +Mortal wounds/CP loss is so broken it's not even funny.
I took out the Fall back and charge rule along with the CP loss.
A better idea might be to keep the LD Debuff (capped at -4 within 6") and add "A unit with this tactic may also reroll failed charge rolls" making it a lot easier to do what NL do, which is charge the field with Chainswords, Lightning Claws and the like.
There is a warlord trait to do that.
I also think they need a strat that allows them to DS within 7 inches of a target and deny overwatch when doing so. 2-3 CP.
I was thinking on that. The reason why I chose against this is because that can play really well with the Host Raptoral detachment, maybe too good?
If we're talking about one stratagem, that can only be used once per turn, on a unit held in DS until turn two, I don't think it's all that broken.
Considering the whole 10D6 hand flamer bsGSC gets away with.
Aash wrote:
As for the rules themselves, I don't think you'll have much luck submitting them to GW, I have a number of issues with them.
Regarding the Strategems, I dislike anything that ignores special rules other units have. It isn't good rules-writing IMHO. You can have rules that do similar things and then make rules for how they interact, but to remove another unit's special ability isn't likely to fly with most players I would expect. I doubt you would enjoy playing against an army that could suddenly tell you that your special guy can't do his special thing. The terror Strike Strategem doesn't make much sense against units that can ignore Morale from a fluff standpoint - Necrons, Tyranids etc.
Also, how does Terror Strike interact with Insane Bravery? Just looks like you've come up with a Strategem that causes you and your opponent to both lose 2CP and not achieve anything else.
For the first Strategem it starts off talking about the start of the battle round, but then says the ability lasts until the end of the turn, so it will only ever apply for whichever player got turn one. Maybe needs rewording.
Regarding the starts, I fully agree with the use of singular rules to cancel others is bad rules writing. it's a hard counter that people causes frustration to players within a game. Unfortunately the game is so ingrained upon hard counters alongside power creep, that another one adding to the pile isn't going to hurt the frustration of players anymore than what already exists and the player base at large seems to be accepting of this. I'm not trying to reinvent the wheel of the game, only trying to make the Legion that I hold most dear to me in lore and game worth a damn.
a fat guy wrote:It does a LOT, which may be your intention (if you want the Night Lords to have their own codex like the Thousand Sons and Death Guard). If so, you'd need to add in at least an additional special character and one primarch equivalent. You'd also have to make up a few new units too, which is a tonne more work (though you could just rework the old legion artefacts from the traitor legions supplement). If not, this does way too much. Rather than amping up the ability to cause fear, I'd suggest toning the fear factor down and giving them something else instead of just "scary rules". Ideally they'd have some minor fear effect and the Alpha Legion trait, because it suits them a lot more. Alpha Legion isn't anywhere near as basic stealthwise as the Night Lords, they're more of an "already beside you" kind of Legion. GW definitely messed that one up.
I wasn't trying to reinvent the wheel and create a standalone codex. That I feel would be far too much effort for GW to make new units, wargear, etc for our legion, hence why I'm trying to go as minimalist as possible with a WD-style supplement because it's a bit more realistic to get that done, than GW creating a whole new codex for us.
Really it isn't possible to give them rules to accurately represent them on the tabletop now, since we know what their "real rules" should be like, based on the Horus Heresy Massacre book, and that the corpse trophies of your buddies might actually coax you into attacking the enemy more than it acts as a deterrent (which I don't think has ever been represented in rules for them). To represent this, you could give them a stratagem that forces a unit within X inches to take some kind of fear test. And if they pass it, rather than running away, they are forced to charge because they're so angry at seeing their buddies strewn up or something along those lines. But fitting a rule that complex/wordy into one of those small legion trait boxes would be difficult, and GW really don't care about the traitor legions in 40K outside of the cult legions and Black Legion.
It's a thought, but then again regarding external balance, why would you want that? It's a very hard one to really think about, but maybe more of a debuff to an enemy unit would be suited better.
Also not to dissuade your efforts, but another thing to consider if you want morale shenanigans with the Night Lords, are forgeworld and daemon units. Furies are still fluffy (Raptors enslave them) and they kill additional units that Grim Resolve can't stop. Theres also a Slaanesh artefact that forces a leadership test on 3D6, which, if failed, prevents the model from doing anything at all (take that OPHQ's!), and the Butcher Cannon Array from a Leviathan Dreadnought can tank leadership values even further. Food for thought if you want to also figure out a way to make the current rules work.
I already know of these things. I frequently use a Double Butcher Leviathan. What I've tried to do is make us stand more on our own two feet rather than leaning on the one-trick pony with Daemon Soup. Even in the 41st Millennium Night lords still feel a massive distrust of Daemons, and although they are fractured and some have already Ascended to Daemonhood, the Legion at large still don't want to be associated with them and followers of them (Believing that they are just puppets no more than Loyalists serving The Emperor).
Wyldhunt wrote:First of all, thanks for taking the time to put this together. There's a lot of flavor to these rules, and your passion for them shines through.
That said, I do have some concerns, most of which have already been mentioned by others.
* I don't know how it compares to space marine warlord traits, but Murderous Reputation is straight up better than the eldar equivalents (which only do 1 mortal wound).
Thanks! I'm unsure but when speaking to Tournament players who play multiple armies of Imperium, Xeno and Chaos, they saw the trait as just fine.
* Terror Strike seems too wordy, situationally fluff-breaking (how are you bypassing tyranid synapse?), and a bit annoying to play against when it does matter. As an alternative, maybe just make it a strat you use at the start of the Morale phase that prevents the Insane Bravery strat from being used? Or a targeted strat that forces the enemy to roll an extra die for morale and take the highest of the dice rolled? Or any number of other things. I realize morale is a wonky mechanic this edition and that it's annoying when your army's gimmick is just ignored by your opponent, but your opponent is theoretically investing something (points baked into the unit, CP for strats, chapter tactic choices, etc.) to mitigate your morale shenanigans.
When it comes to lore it's a hard one because there will always be parts of the game that break the lore. Recently I played aginst daemons and managed to get -11 on a unit of 30 Bloodletter just by unsing a double Butcher Levi Dread, that was also Alpha Legion. Do Daemons even have the notion of running away in fear? I don't think so. In DoWII, the Blood Ravens find a poison of sorts to disrupt the Synapse to isolate the Tyrant (IIRC) and that took a number of months to do. Now Since Blood Ravens are considered Cannon with a Gabriel Angelos Model with DoWIII representations, this to me tells me that this is now established cannon and so the Synapse can be bypassed. I would think with the aid of The Warp and an unrestricted Dark Mechanicum, they could find a way.
The issue is that people underestimate how much a trait cements an army. They might have sunken their resources into trying to negate my morale but this could be said in vice versa. Ultimately this just leads to real sour tastes in someone mouth. What's the incentive to play against Dark Angels unless I'm really hardcore into the lore, or because my opponent is a really close friend? Why should I waste my time into playing a game that I'm already on a uphill battle for, when my opponent has invested little to no effort in negating my main playstyle and then also gets to play with their toys whilst i'm stuck relying on bubble auras and the sheer raw power of units? At that point I would just rather concede that game and then choose to play someone else with a more fun list.
* We Have Come for You is also way too wordy. You could consolidate or ditch those last several sentences to shrink it up. Also, this is basically that one Blood Angel's strat plus an extra effect (and possibly cheaper than the BA strat too?) Instead of one long strat that's like a different strat but better, why not split this up into two different strats? Make one an exact duplicate of the BA3d6" charge strat, and let the other handle the leadership stuff.
Noted. I will reword it to be simpler.
* Grizzly Visage is probably okay where it's at, but it feels a bit wonky. For one thing, getting a bunch of models to flee mid-fight-phase for "free" is potentially a feelbadsy rule. Consider doing something more conventional with this. Maybe it's a straight up leadership debuff aura like the Mask of Secrets. Maybe it causes an enemy to stand there screaming in outrage forcing them to swing last (like a Vexator mask). Maybe it does more or less the same thing you have it doing now but in the Morale phase to make it simpler to resolve.
Unfortunately the game is ingrained on hard counters and power creep which leave a lot of "feelbadsy" experiences. That tau Sept which Overwatches on a 5+ with their combined fire, is a particular rule that makes leaves a bad experience. Having units with -2/-3 to Hit is also not a fun experience. Castellans before the nerf were feelbadsy. Vindicare Assassins to me personally have feelbadsy experiences. I'm not trying to make a Supplement to make them fair and reflective of their fluff. I'm making a supplement that makes them viable and reflective of their fluff. I'm not trying to break the game with this but when theirs already so many negative aspects in the game, you kinda just have to go with the flow until they reboot the rule set again. It is truly unfortunate but its the game we live in.
* Your "scary rules" have several different range bands, and that seems both strange and less easy to remember. One ability is a 10" aura. Another has an 8" range. Another has a range that can vary situationally. Also, GW convention is to make most ranges an increment of 3". So 6" or 9" might be preferable to 8" or 10".
The reason for this is because the 9" Band doesn't really offer anything unless you get into combat, and that's where the heart of the issue lies. This is the rock/paper/scissors environment we live in. I would never have wanted to create this but this is what we have to make do with. I do have 6" range bands so I feel this the halfway point of compromise.
* The CP part of Terror Tactics seems fiddly. It's annoying if your once per game roll doesn't go off, and it's usually not that big of a deal when it was. If you want to indicate that you're disrupting the chain of command, how about making a strat that lets you spend XCP when you kill a character in the Fight phase to force your opponent to lose YCP? It happens automatically and can be used multiple times (at a cost) so that it's more likely to make a difference. Losing 1CP isn't that huge a loss (usually), but having 3 or 3d3 CP taken away over the course of the game? that's a big deal.
I'm gonna try and reintegrate this somewhere else or make the roll harder, like a roll of a 6.
Thanks to all the feedback, I've given it some time to think about. The reason why it contained a lot in was because I was discussing these with Tournament gamers who play frequently and they gave me the feedback on what I could do to make them Viable. I'm gonna make a separate post here to show the following changes for further feedback.
Automatically Appended Next Post: The Following changes have been added.
- Got rid of a few things to replace with Codex-Issue stuff.
-Reworded a few things to be simpler.
10 inches is way too far for an aura ability such as this. It should be about 6 inches and should cap at -4, otherwise it will be beyond broken.
Again, the issue is that you need to get them close to pull it off. this is something that doesn't really happen often. Maybe put it at 9" to be 'Standardised' But otherwise it becomes a trait not bothering to take. The Trait is already capped at -4.
Fall back and charge + LD Debuff +Mortal wounds/CP loss is so broken it's not even funny.
I took out the Fall back and charge rule along with the CP loss.
A better idea might be to keep the LD Debuff (capped at -4 within 6") and add "A unit with this tactic may also reroll failed charge rolls" making it a lot easier to do what NL do, which is charge the field with Chainswords, Lightning Claws and the like.
There is a warlord trait to do that.
I also think they need a strat that allows them to DS within 7 inches of a target and deny overwatch when doing so. 2-3 CP.
I was thinking on that. The reason why I chose against this is because that can play really well with the Host Raptoral detachment, maybe too good?
Spoiler:
If we're talking about one stratagem, that can only be used once per turn, on a unit held in DS until turn two, I don't think it's all that broken.
Considering the whole 10D6 hand flamer bsGSC gets away with.
Yeah, could be a thing, what would be more reliable? Deploying 7" away or a 3D6" Charge for one unit?
This message was edited 5 times. Last update was at 2019/06/03 22:28:32
Black Templars: WIP
Night Lords (30/40k): WIP
Red Corsairs: WIP
Iron Warriors: WIP
Orks: 6000pts
Batman Miniatures Game: Mr.Freeze, Joker
Ever wanted a better 5th ed. 40k? Take a look at 5th ed. Reforged! https://www.dakkadakka.com/dakkaforum/posts/list/0/794253.page
Aash wrote:
As for the rules themselves, I don't think you'll have much luck submitting them to GW, I have a number of issues with them.
Regarding the Strategems, I dislike anything that ignores special rules other units have. It isn't good rules-writing IMHO. You can have rules that do similar things and then make rules for how they interact, but to remove another unit's special ability isn't likely to fly with most players I would expect. I doubt you would enjoy playing against an army that could suddenly tell you that your special guy can't do his special thing. The terror Strike Strategem doesn't make much sense against units that can ignore Morale from a fluff standpoint - Necrons, Tyranids etc.
Also, how does Terror Strike interact with Insane Bravery? Just looks like you've come up with a Strategem that causes you and your opponent to both lose 2CP and not achieve anything else.
For the first Strategem it starts off talking about the start of the battle round, but then says the ability lasts until the end of the turn, so it will only ever apply for whichever player got turn one. Maybe needs rewording.
Regarding the starts, I fully agree with the use of singular rules to cancel others is bad rules writing. it's a hard counter that people causes frustration to players within a game. Unfortunately the game is so ingrained upon hard counters alongside power creep, that another one adding to the pile isn't going to hurt the frustration of players anymore than what already exists and the player base at large seems to be accepting of this. I'm not trying to reinvent the wheel of the game, only trying to make the Legion that I hold most dear to me in lore and game worth a damn.
a fat guy wrote:It does a LOT, which may be your intention (if you want the Night Lords to have their own codex like the Thousand Sons and Death Guard). If so, you'd need to add in at least an additional special character and one primarch equivalent. You'd also have to make up a few new units too, which is a tonne more work (though you could just rework the old legion artefacts from the traitor legions supplement). If not, this does way too much. Rather than amping up the ability to cause fear, I'd suggest toning the fear factor down and giving them something else instead of just "scary rules". Ideally they'd have some minor fear effect and the Alpha Legion trait, because it suits them a lot more. Alpha Legion isn't anywhere near as basic stealthwise as the Night Lords, they're more of an "already beside you" kind of Legion. GW definitely messed that one up.
I wasn't trying to reinvent the wheel and create a standalone codex. That I feel would be far too much effort for GW to make new units, wargear, etc for our legion, hence why I'm trying to go as minimalist as possible with a WD-style supplement because it's a bit more realistic to get that done, than GW creating a whole new codex for us.
Really it isn't possible to give them rules to accurately represent them on the tabletop now, since we know what their "real rules" should be like, based on the Horus Heresy Massacre book, and that the corpse trophies of your buddies might actually coax you into attacking the enemy more than it acts as a deterrent (which I don't think has ever been represented in rules for them). To represent this, you could give them a stratagem that forces a unit within X inches to take some kind of fear test. And if they pass it, rather than running away, they are forced to charge because they're so angry at seeing their buddies strewn up or something along those lines. But fitting a rule that complex/wordy into one of those small legion trait boxes would be difficult, and GW really don't care about the traitor legions in 40K outside of the cult legions and Black Legion.
It's a thought, but then again regarding external balance, why would you want that? It's a very hard one to really think about, but maybe more of a debuff to an enemy unit would be suited better.
Also not to dissuade your efforts, but another thing to consider if you want morale shenanigans with the Night Lords, are forgeworld and daemon units. Furies are still fluffy (Raptors enslave them) and they kill additional units that Grim Resolve can't stop. Theres also a Slaanesh artefact that forces a leadership test on 3D6, which, if failed, prevents the model from doing anything at all (take that OPHQ's!), and the Butcher Cannon Array from a Leviathan Dreadnought can tank leadership values even further. Food for thought if you want to also figure out a way to make the current rules work.
I already know of these things. I frequently use a Double Butcher Leviathan. What I've tried to do is make us stand more on our own two feet rather than leaning on the one-trick pony with Daemon Soup. Even in the 41st Millennium Night lords still feel a massive distrust of Daemons, and although they are fractured and some have already Ascended to Daemonhood, the Legion at large still don't want to be associated with them and followers of them (Believing that they are just puppets no more than Loyalists serving The Emperor).
Wyldhunt wrote:First of all, thanks for taking the time to put this together. There's a lot of flavor to these rules, and your passion for them shines through.
That said, I do have some concerns, most of which have already been mentioned by others.
* I don't know how it compares to space marine warlord traits, but Murderous Reputation is straight up better than the eldar equivalents (which only do 1 mortal wound).
Thanks! I'm unsure but when speaking to Tournament players who play multiple armies of Imperium, Xeno and Chaos, they saw the trait as just fine.
* Terror Strike seems too wordy, situationally fluff-breaking (how are you bypassing tyranid synapse?), and a bit annoying to play against when it does matter. As an alternative, maybe just make it a strat you use at the start of the Morale phase that prevents the Insane Bravery strat from being used? Or a targeted strat that forces the enemy to roll an extra die for morale and take the highest of the dice rolled? Or any number of other things. I realize morale is a wonky mechanic this edition and that it's annoying when your army's gimmick is just ignored by your opponent, but your opponent is theoretically investing something (points baked into the unit, CP for strats, chapter tactic choices, etc.) to mitigate your morale shenanigans.
When it comes to lore it's a hard one because there will always be parts of the game that break the lore. Recently I played aginst daemons and managed to get -11 on a unit of 30 Bloodletter just by unsing a double Butcher Levi Dread, that was also Alpha Legion. Do Daemons even have the notion of running away in fear? I don't think so. In DoWII, the Blood Ravens find a poison of sorts to disrupt the Synapse to isolate the Tyrant (IIRC) and that took a number of months to do. Now Since Blood Ravens are considered Cannon with a Gabriel Angelos Model with DoWIII representations, this to me tells me that this is now established cannon and so the Synapse can be bypassed. I would think with the aid of The Warp and an unrestricted Dark Mechanicum, they could find a way.
The issue is that people underestimate how much a trait cements an army. They might have sunken their resources into trying to negate my morale but this could be said in vice versa. Ultimately this just leads to real sour tastes in someone mouth. What's the incentive to play against Dark Angels unless I'm really hardcore into the lore, or because my opponent is a really close friend? Why should I waste my time into playing a game that I'm already on a uphill battle for, when my opponent has invested little to no effort in negating my main playstyle and then also gets to play with their toys whilst i'm stuck relying on bubble auras and the sheer raw power of units? At that point I would just rather concede that game and then choose to play someone else with a more fun list.
* We Have Come for You is also way too wordy. You could consolidate or ditch those last several sentences to shrink it up. Also, this is basically that one Blood Angel's strat plus an extra effect (and possibly cheaper than the BA strat too?) Instead of one long strat that's like a different strat but better, why not split this up into two different strats? Make one an exact duplicate of the BA3d6" charge strat, and let the other handle the leadership stuff.
Noted. I will reword it to be simpler.
* Grizzly Visage is probably okay where it's at, but it feels a bit wonky. For one thing, getting a bunch of models to flee mid-fight-phase for "free" is potentially a feelbadsy rule. Consider doing something more conventional with this. Maybe it's a straight up leadership debuff aura like the Mask of Secrets. Maybe it causes an enemy to stand there screaming in outrage forcing them to swing last (like a Vexator mask). Maybe it does more or less the same thing you have it doing now but in the Morale phase to make it simpler to resolve.
Unfortunately the game is ingrained on hard counters and power creep which leave a lot of "feelbadsy" experiences. That tau Sept which Overwatches on a 5+ with their combined fire, is a particular rule that makes leaves a bad experience. Having units with -2/-3 to Hit is also not a fun experience. Castellans before the nerf were feelbadsy. Vindicare Assassins to me personally have feelbadsy experiences. I'm not trying to make a Supplement to make them fair and reflective of their fluff. I'm making a supplement that makes them viable and reflective of their fluff. I'm not trying to break the game with this but when theirs already so many negative aspects in the game, you kinda just have to go with the flow until they reboot the rule set again. It is truly unfortunate but its the game we live in.
* Your "scary rules" have several different range bands, and that seems both strange and less easy to remember. One ability is a 10" aura. Another has an 8" range. Another has a range that can vary situationally. Also, GW convention is to make most ranges an increment of 3". So 6" or 9" might be preferable to 8" or 10".
The reason for this is because the 9" Band doesn't really offer anything unless you get into combat, and that's where the heart of the issue lies. This is the rock/paper/scissors environment we live in. I would never have wanted to create this but this is what we have to make do with. I do have 6" range bands so I feel this the halfway point of compromise.
* The CP part of Terror Tactics seems fiddly. It's annoying if your once per game roll doesn't go off, and it's usually not that big of a deal when it was. If you want to indicate that you're disrupting the chain of command, how about making a strat that lets you spend XCP when you kill a character in the Fight phase to force your opponent to lose YCP? It happens automatically and can be used multiple times (at a cost) so that it's more likely to make a difference. Losing 1CP isn't that huge a loss (usually), but having 3 or 3d3 CP taken away over the course of the game? that's a big deal.
I'm gonna try and reintegrate this somewhere else or make the roll harder, like a roll of a 6.
Thanks to all the feedback, I've given it some time to think about. The reason why it contained a lot in was because I was discussing these with Tournament gamers who play frequently and they gave me the feedback on what I could do to make them Viable. I'm gonna make a separate post here to show the following changes for further feedback.
Automatically Appended Next Post: The Following changes have been added.
- Got rid of a few things to replace with Codex-Issue stuff.
-Reworded a few things to be simpler.
10 inches is way too far for an aura ability such as this. It should be about 6 inches and should cap at -4, otherwise it will be beyond broken.
Again, the issue is that you need to get them close to pull it off. this is something that doesn't really happen often. Maybe put it at 9" to be 'Standardised' But otherwise it becomes a trait not bothering to take. The Trait is already capped at -4.
Fall back and charge + LD Debuff +Mortal wounds/CP loss is so broken it's not even funny.
I took out the Fall back and charge rule along with the CP loss.
A better idea might be to keep the LD Debuff (capped at -4 within 6") and add "A unit with this tactic may also reroll failed charge rolls" making it a lot easier to do what NL do, which is charge the field with Chainswords, Lightning Claws and the like.
There is a warlord trait to do that.
I also think they need a strat that allows them to DS within 7 inches of a target and deny overwatch when doing so. 2-3 CP.
I was thinking on that. The reason why I chose against this is because that can play really well with the Host Raptoral detachment, maybe too good?
Spoiler:
If we're talking about one stratagem, that can only be used once per turn, on a unit held in DS until turn two, I don't think it's all that broken.
Considering the whole 10D6 hand flamer bsGSC gets away with.
Yeah, could be a thing, what would be more reliable? Deploying 7" away or a 3D6" Charge for one unit?
[/spoiler]
3D6 charge would be my pick, to be honest.
This message was edited 1 time. Last update was at 2019/06/04 21:45:21
Ok cool's I'll just keep the "We have Come for you" strat as it is.
Black Templars: WIP
Night Lords (30/40k): WIP
Red Corsairs: WIP
Iron Warriors: WIP
Orks: 6000pts
Batman Miniatures Game: Mr.Freeze, Joker
Ever wanted a better 5th ed. 40k? Take a look at 5th ed. Reforged! https://www.dakkadakka.com/dakkaforum/posts/list/0/794253.page