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Made in gb
Longtime Dakkanaut





For Searsong, considering the old Fire Pike as a blast melta weapon rather than the two profiles, I was thinking something like:

Range 18
Attacks D3
BS 2+
Strength 12
Damage D6+2
[Assault, Blast]

Your bringing back the toughness is important; I don't know why someone in GW seems obsessed with degrading elf stats.

hello 
   
Made in us
Fixture of Dakka





 Hellebore wrote:


My main issue with GW is that they've ingrained a bias towards marines for so long, that no one bats an eyelid when terminators get more T and W, primarchs jump 3pts of T!, or gravis armour goes to T6(!) or that custodian termies are T7, but you apply that same logic to any other army and you have to fight tooth and nail to justify it. if you look at the new Grimnar and Helbrect rules they both has sweep and strike attacks and make the phoenix lords pretty crappy by comparison which is to me a travesty.

No one is arguing for those marines stats to reduce again, but PLs dropped T in a game that was making things less lethal, lost their damage cap and lost a resurrection strategem.

It's like anything you do to marines to make them more uber is fine, because marines, but dare to suggest something else should be more uber and you get shot down.

The same kinds of fluff arguments to justify why terminators deserve the buff also works for the immortal soul infused suits of the phoenix lords, but the bias towards marines means it's always justified while anything else isn't. So that's where my frustration at these things comes from.


I hear you, but for me the reluctance is specifically with increasing Strength and Toughness. It's easy enough to picture the big gorillas wrapped in ceramite being able to bench press automobiles and and tank a wrecking ball to the face. In contrast, phoenix lords are space elves. Or at least haunted suits of space elf armor. Giving them S4 and T4 makes them peak human or low-tier superhuman. Which is okay. The suit of haunted armor can arm wrestle Captain America. But taking them up a notch to S5 and T5 means they're not just superhuman, they're more superhuman than the gorilla-shaped superhumans like astartes. Which you can still justify with superhero haunted armor logic (I don't think you're "wrong" for wanting those stats in your version), but it's a more blatant contrast to lithe elf aesthetic.

Giving them better WS than marines back in the old WS system made sense. Giving them more Attacks than marines makes sense. Letting them beat marines at arm wrestling is where it gets a little more iffy for me.

Lowering their T in 10th is grumble-worthy, but it also kind of makes sense from a gameplay perspective. The GW versions are obviously intended to join squads, and lowering their Toughness to match the squad's means you don't have to worry about mixed Toughness values when you're down to your last couple of models. If their Toughness remained at 4 while they're designed to join squads, we'd be grumbling about hoping that that GW didn't charge us points for the extra Toughness we never get to use.

As for your comments, the main reason I made them lone operatives is because that's how they are portrayed in the fluff. They have no shrines, no students. They are permanent wanderers being drawn by the skeins of fate to important battles. They will lead their aspects in war, but they aren't their direct teachers. They don't have a gaggle of students following them around, but will meet up with the followers of their aspects when battle calls.

Right. So it's a bit of a mixed bag, right? In the Asurmen novel, he's basically a lone operative throughout that book, but you also have. In Jain Zar, she spends most of the book in duels and skirmishes running around on her own, but she takes charge of a squad of banshees as soon as there are some around. During his brief appearance in the Path series, Karandras seems to be leading squads rather than going off on his own.

So the impression I get is that, while they *are* heroic wanderers in their own right, they make a habit of joining squads whenever they're on an actual battlefield (such as the ones portrayed on the tabletop.) So again, I don't think your approach is incorrect, but I also think it's probably valid (if more limiting) for GW to want PLs to join squads of their aspect. Although it *does* feel like GW may be forgetting the issues they've had making PLs useful in the past.

As for kill better rules - I assume you mean rules that just make them fight better rather than add strategems or tactics? My reasoning for this is that they aren't warlords or military leaders, they are ronin who join battles to turn the tide and then leave again. Their skills are entirely focused on their martial prowess and the slaughtering of foes and they've become supernatural demigods of war as a result.

"Kill-better" is the term I've been using to refer to rules that increase raw lethality rather than doing something rooted in maneuvering or some other change of game state, yeah. So a rule that gives an attached squad +1 to-hit or Devastating Wounds or whatever is a "kill-better" rule while a marine biker character letting his squad shoot after advancing is not. I usually use the term in reference to buffs rather than raw abilities.

Jain Zar having a powerful sweep attack is not a kill-better rule. Giving banshees +1 to-wound is.

I started using the term in 9th to refer to all the lethality-boosting rules we were getting in lieu of rules that created interesting counterplay and maneuvering options. New codex comes out with a subfaction rule that just blandly makes your guns more lethal? That's a kill-better rule.


Thanks for your feedback.

Thanks for sharing your work!


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.
 
   
Made in au
Longtime Dakkanaut





Don't forget that the aspects are now limited to 3 squads on the field. The rules gw released only allow them to affect one squad with a special rule because they're leading it.

While other characters with aura abilities affect everything from their army within 6".

So imo not having them tied to their squads but the rules having an incentive to keep them all near one another means they will be inspiring all their students, not just the ones that happen to be forming their ablative armour.

   
Made in gb
Longtime Dakkanaut





 Wyldhunt wrote:
I hear you, but for me the reluctance is specifically with increasing Strength and Toughness. It's easy enough to picture the big gorillas wrapped in ceramite being able to bench press automobiles and and tank a wrecking ball to the face. In contrast, phoenix lords are space elves. Or at least haunted suits of space elf armor. Giving them S4 and T4 makes them peak human or low-tier superhuman. Which is okay. The suit of haunted armor can arm wrestle Captain America. But taking them up a notch to S5 and T5 means they're not just superhuman, they're more superhuman than the gorilla-shaped superhumans like astartes. Which you can still justify with superhero haunted armor logic (I don't think you're "wrong" for wanting those stats in your version), but it's a more blatant contrast to lithe elf aesthetic.

Giving them better WS than marines back in the old WS system made sense. Giving them more Attacks than marines makes sense. Letting them beat marines at arm wrestling is where it gets a little more iffy for me.

Lowering their T in 10th is grumble-worthy, but it also kind of makes sense from a gameplay perspective. The GW versions are obviously intended to join squads, and lowering their Toughness to match the squad's means you don't have to worry about mixed Toughness values when you're down to your last couple of models. If their Toughness remained at 4 while they're designed to join squads, we'd be grumbling about hoping that that GW didn't charge us points for the extra Toughness we never get to use.

Necron characters get S/T5 and they're even skinnier, no muscle at all.

hello 
   
Made in au
Longtime Dakkanaut





Ghaz dropped 2T and 2W Calgar went up to T6!

Apparently the prophet of the Waaagh! who is 4x the size of calgar, isn't as tough.

And the leader rule isn't an excuse because calgar joins intercessor squads which don't have the same T.

So thraka staying T7 and joining T5 meganobz would be no different than calgar T6 joining intercessors T4.


   
Made in it
Growlin' Guntrukk Driver with Killacannon





Overseas

 Hellebore wrote:
I grabbed the farseer pic from GW and opened it in affinity publisher (like Adobe InDesign but much cheaper). Just eyedroppered the colours to cover up the text with boxes and used as a background.

The datasheets gw have released for marines list their fonts so I found them online.

I saw gamedatacards updated to 10e and lets you edit the card including unit stats and the text on abilities. This might be handy for you instead of doing it manually.

https://game-datacards.eu/
   
Made in au
Longtime Dakkanaut





 The Red Hobbit wrote:
 Hellebore wrote:
I grabbed the farseer pic from GW and opened it in affinity publisher (like Adobe InDesign but much cheaper). Just eyedroppered the colours to cover up the text with boxes and used as a background.

The datasheets gw have released for marines list their fonts so I found them online.

I saw gamedatacards updated to 10e and lets you edit the card including unit stats and the text on abilities. This might be handy for you instead of doing it manually.

https://game-datacards.eu/


That looks like a cool website.

I personally enjoy doing the graphic layout and design, doing my own rules and games so that format isn't a problem for me.

   
 
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