Nevelon wrote:Eliminators also had a game balance reason to be locked into 3 men squads at the start. When the sage could forgo his shooting to buff the squad it was a trade. One less shot for +1 to hit/wound? (I forget the exact buff) Made sense from a lore POV (he was spotting for the 2 shooters) and balance (giving up one shot to boost 2 is a reasonable trade). If he could lead a larger squad things would get fuzzy. How mant shooters could he spot for? And giving up one shot to boost 4+ makes the math a LOT more in favor.
I don't remember that - he had the shoot n scoot rule. Are you confusing him with Telion who did it for the 9-10 scouts? Or did I just miss something?
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Nevelon wrote:
tauist wrote:IMHO a sniper squad size of 3 operatives sounds fluffy. I'd also say the same about Hellblasters et al, Primaris infantry could then fill the same field roles as firstborn tacticals (5 interecessor operatives + 3 hellblaster operatives). If the rules don't make such units fieldable, by making them suck on the tabletop, they should be changed to make it work.
Yeah, the more I think about it the more it would make sense: Interecessors in squads of 3 or 5, depending on the battlefield role. It could perform the same as trad 30K-style legions when spamming multiple units, or more like
40K firstborn squads by pairing up a 5 + 3 combo. Even Heavy Interecessors should go to 3 model squads. The base part of such a dual unit would always be either 5 interecessors or 5 assault interecessors, and these would then pair with any 3 model squad which would most optimally complement the battlefield role. Just cram them into a dedicated transport of choice, boom
Sounds like you would like playing with the mixed Deathwatch squads.
I've thought about it to get 5 man Outriders.