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Made in us
Humming Great Unclean One of Nurgle





In My Lab

Each faction gets a small list of units that can be taken in other, whitelisted factions.
These allied units do not get any benefits from the Faction or Detachment rules, including Stratagems.
Allied Battleline units can be taken up to three times and lose the Battleline Keyword, for anything that requires it.
Allied Dedicated Transports can be taken up to three times.
Allied non-Battleline, non-DT units can only be taken once.
Maximum points spent on allies is one third of your points total, rounded down.
No allied unit can be your Warlord.

Some example lists:

Guard
Cadian Shock Troops
Catachan Jungle Fighters
Death Korps Of Krieg
Chimera
Attilan Rough Riders
Armoured Sentinels
Leman Russ (all variants, but only one of any Leman Russ may be taken)

Whitelisted factions are:
All Imperium
All Chaos armies except for Daemons (representing Traitor Guard-they lose the Imperium Keyword and replace it with Chaos)
Votann
Tau (lose Imperium Keyword, replace it with Tau and add Gue'vesa)
GSC

Orks
Big Mek (all variants, but only one Big Mek of any kind may be taken)
Painboss
Painboy
Beast Snagga Boyz
Boyz
Trukk
Flash Gitz
Killa Kans
Lootas
Nobz

Whitelisted factions are:
Every faction except Tyranids and Daemons

=========================

The purpose of these rules is NOT to be exceptionally powerful. Ideally, tournament winning lists would only ever rarely take allies, if at all.
The idea is to allow fluffy takes and easier branching out into other factions.

Thoughts? Suggestions? Critiques?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Fresh-Faced New User




My friends and I have been playtesting a "universal detachment" concept to deal with alliances. Ultimately you've got to recognise widespread alliance mechanics will never be competitively balanced - either they're so permissive that they're broken, or so restricted/have so many downsides that they can't compete with a "normal" army. They're better viewed by making something thematic - that's what we've tried to do. It needs work, but this is what we've got at the moment:




EMERGENCY COALITION FORCE - DETACHMENT ABILITIES


STRANGE BEDFELLOWS


The chaos of a galaxy embroiled in perpetual war brings up many unforeseen circumstances. While loyalty and honour are distant memories, desperate times call for desperate measures, and even the most implacable foes can find themselves fighting side-by-side when facing a common enemy or working towards a common goal - for a short time, at least.

Regardless of your Army Faction, you can use this EMERGENCY COALITION FORCE Detachment ability. If you do so, you can include units in your army that do not share a Faction keyword with your chosen Army Faction. Each unit included in your army in this way must be a BATTLELINE or CHARACTER unit, and any CHARACTER unit included in your army in this way must be Attached to a BATTLELINE unit during the Declare Battle Formations step. You cannot include EPIC HERO units in your army unless they share a Faction keyword with your chosen Army Faction. Units included in your army in this way gain the ALLIES keyword.

The points value of all ALLIES included in your army cannot exceed a certain portion of your army's overall points value. The proportion is determined by the battle size, as follows:
- Incursion: The points value of all ALLIES in your army cannot exceed 250pts.
- Strike Force: The points value of all ALLIES in your army cannot exceed 500pts.
- Onslaught: The points value of all ALLIES in your army cannot exceed 750pts.

When an ALLY model is included in your army, that model reduces its OC by 1 for the duration of the battle, to a minimum of 0. ALLY models can never be selected as your WARLORD.


WITH FRIENDS LIKE THESE...

While some forces are acquainted with the need to serve alongside others in times of great need, an alliance is always uneasy, and there are many commanders and creatures across the galaxy who delight in treachery and mischief. What is gained by working together with others may sometimes fail to make up for the cost of such machinations, and at the very least it makes co-ordinating a joint response a delicate balance of interests and politics.

If you are using the EMERGENCY COALITION FORCE Detachment, you must use this Detachment rule.

While you are using this Detachment rule, at the start of each Command phase, roll a D6; on a roll of 1, you do not automatically gain 1 CP this phase.

In addition, throughout the battle, each time you select a unit in your army to shoot or fight, if there is a friendly unit within range of its attacks that does not share a Faction keyword with that unit unit, until the end of the phase, attacks made by models in that unit gain the [HAZARDOUS] ability, unless all such units within range share the IMPERIUM, CHAOS, or YNNARI keyword with that unit.



EMERGENCY COALITION FORCE - ENHANCEMENTS

If you are using the EMERGENCY COALITION FORCE Detachment abilities, you can use these EMERGENCY COALITION FORCE Enhancements.

HONOURED WORD...15pts

This commander is a rare example of an honourable individual fighting their way through the battlefields of the 41st millennium. Taking each sworn oath in deadly earnest, they have a reputation for trustworthy dealings that make them a firm ally, if perhaps a naïve one.

CHARACTER model only. Each time the bearer's unit is selected to shoot or fight, their attacks do not gain the [HAZARDOUS] ability as a result of the With Friends Like These... rule while there are friendly units within the attacks' range with which they do not share a Faction keyword.


SMOOTH DIPLOMAT...15pts

Gifted with a silver tongue, this commander knows how to negotiate a good deal that will keep their friends on side and their enemies guessing. These traits allow for well-oiled joint command structures unplagued by the petty politics that bring down most similarly-tenuous coalitions.

WARLORD model only. While the bearer is alive on the battlefield, you do not need to roll in order to automatically gain 1 CP during each Command phase as a result of the With Friends Like These... rule.


STUNNING DEFECTION...15pts

Whether convinced by some matter of deep principle or looking for a quick shortcut to easy power, this commander's former loyalties have been cast away in favour of a new allegiance. Where once there was a watchful ceasefire between them and their allies, now both fight with full commitment for a joint cause, until some new fickle fancy arises.

ALLY CHARACTER only. The bearer, and its unit, gain the Faction keyword of your chosen Army Faction for the duration of the battle.


REINFORCING THE LINE...15pts

Alliances are formed only out of dire need, when the strength to resist a common foe is lacking in any one force. This commander has been called upon to support their allies with extra supplies and more soldiers, reinforcing them at their weakest point in return for some promised, if dubious, reward.

ALLY CHARACTER model only. During the Declare Battle Formations step, the bearer and its unit can be placed in Strategic Reserves, even if that would result in the total points value of units you have placed in Strategic Reserves exceeding the usual maximum permitted.



EMERGENCY COALITION FORCE - STRATAGEMS

If you are using the EMERGENCY COALITION FORCE Detachment abilities, you can use these EMERGENCY COALITION FORCE Stratagems.


DESPERATE MEASURES - 1 CP
Battle Tactic

The heat of battle calls for many difficult decisions and many sacrifices. The decision is at least made a little easier when those who bare the costs are likely to be the intended enemy in the near future.

When: Your Shooting phase, when selecting a unit in your army to shoot.
Target: The unit you have selected to shoot.
Effect: Until the end of the phase, when selecting targets of their shooting attacks, models in the unit can select enemy units that are within Engagement Range of one or more friendly units, provided none of those friendly units share a Faction keyword with the attacking unit. However, each time a model in the attacking unit makes a failed hit roll of 1, your opponent selects a friendly unit within Engagement Range of the target unit of that attack - the unit your opponent selects immediately suffers a Mortal Wound.


HELP UNLOOKED FOR - 2 CP
Strategic Ploy

Believing themselves alone and abandoned in the galaxy as defeat sets in, many begin to despair. It is a strange mix of emotions they feel as another army, thought to be their second doom, rushes to their rescue against a shared foe.

When: The start of your opponent's turn, while you control fewer objective markers than your opponent.
Target: An ALLIES unit in your army that is within Strategic Reserves.
Effect: The unit can immediately arrive on the battlefield as though it were the Reinforcements step of your Movement phase. After the unit has been set up, until the end of the phase, friendly units in your army that are within 6" of the unit automatically pass Battle-shock tests.


A HITCHHIKER'S GUIDE TO THE GALAXY - 1 CP
Battle Tactic

Left without a proper means to cross the wartorn battlefield, these soldiers look to their allies for assistance. Reluctantly obliging, the supporting forces offer up their transport vehicles for a short time, ensuring swift delivery at the risk of outright theft


When: Your Movement phase.
Target: An INFANTRY unit in your army which includes 5 models or less.
Effect: The unit can Embark within any friendly TRANSPORT model this phase, even if that model does not share a Faction keyword with the unit, and the unit is not listed as a unit within that model's transport capacity description.


BACK TO BACK - 1 CP
Epic Deed

While all the races of the galaxy claim their own heroes to be the greatest warriors, in truth they each are home to true legends of war. When two such titans fight side-by-side, nothing can touch them.

When: The start of the Fight phase.
Target: A CHARACTER model in your army that is within 1" of another CHARACTER model in your army with which it does not share a Faction keyword.
Effect: Until the end of the phase, both CHARACTER models gain +1 to the results of all saving throws.


FOUL TREACHERY - 1 CP
Epic Deed

The cost of unquestioning trust is a knife between the ribs or a bullet to the back of the skull. Commanders of the 41st millennium break any promise if it is to their own gain.

When: The start of your Shooting phase or Fight phase.
Target: An ALLY CHARACTER model in your army with a weapon that is within range of your WARLORD.
Effect: Your WARLORD is immediately destroyed. Roll a D6 for each wound your WARLORD had remaining before it was destroyed; for each result of a 4+, gain 1 CP, ignoring the rule that usually restricts the number of CP you can gain in a single turn. You cannot gain more than 3 CP as a result of this effect.


CO-ORDINATED FOCUS - 2 CP
Battle Tactic

Feeling secure in their temporary peace, allied soldiers are able to focus on battlefield goals without constantly watching their flanks. The rewards of trust are well-paid as objectives are taken and positions are won.

When: The start of the Command phase.
Target: An ALLY BATTLELINE unit in your army.
Effect: Until the end of the phase, models in that unit gain +1 OC.



I hope this helps and people find it interesting! I'd love to hear any feedback or ideas!
   
Made in us
Fixture of Dakka





 JNAProductions wrote:
Each faction gets a small list of units that can be taken in other, whitelisted factions.
These allied units do not get any benefits from the Faction or Detachment rules, including Stratagems.
Allied Battleline units can be taken up to three times and lose the Battleline Keyword, for anything that requires it.
Allied Dedicated Transports can be taken up to three times.
Allied non-Battleline, non-DT units can only be taken once.
Maximum points spent on allies is one third of your points total, rounded down.
No allied unit can be your Warlord.
...
The purpose of these rules is NOT to be exceptionally powerful. Ideally, tournament winning lists would only ever rarely take allies, if at all.
The idea is to allow fluffy takes and easier branching out into other factions.

Thoughts? Suggestions? Critiques?


Unfortunately, I'm not sure this really satisfies what I'd be looking for in either a competitive or casual environment. In a competitive environment, this just feels kind of unneeded. Your limitations probably do a pretty good job of avoiding especially powerful combos, but you're still making every faction that much harder to balance by adding a bunch of datasheets to each faction. You're basically opening the door for people to splash a vindicator or whatever ends up being most useful/points efficient into every competitive list. So if I'm looking to make my competitive game experience more balanced, this throws a bunch of wrenches into attempts to balance a faction by giving it a limited toolkit.

From a casual perspective, the limitations on how many of each type of unit I can bring means that it becomes that much harder to build a themed army. If I want to do a silly ooops-all-wings aeldari army with a bunch of swooping hawks teaming up with a bunch of scourges, these rules prevent me from having more than one instance of whatever unit I'm trying to ally in.

I think allies are probably just a bad idea for competitive play in general. And in casual/narrative play, people are generally more comfortable injecting a little potential imbalance into their games for the sake of a cool theme/story, meaning the restrictions on allies wouldn't need to be this severe.


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 us
Fixture of Dakka





Acolyte of Tzeentch wrote:


EMERGENCY COALITION FORCE - DETACHMENT ABILITIES

Passing thoughts as I skim through:


STRANGE BEDFELLOWS
...
Regardless of your Army Faction, you can use this EMERGENCY COALITION FORCE Detachment ability. If you do so, you can include units in your army that do not share a Faction keyword with your chosen Army Faction. Each unit included in your army in this way must be a BATTLELINE or CHARACTER unit, and any CHARACTER unit included in your army in this way must be Attached to a BATTLELINE unit during the Declare Battle Formations step. You cannot include EPIC HERO units in your army unless they share a Faction keyword with your chosen Army Faction. Units included in your army in this way gain the ALLIES keyword.

I think this part on its own probably removes a lot of the appeal of allies for me. No splashing in a Deathwing terminator squad because they're on the hunt for some fallen and have to link up with my guardsmen to endure an enemy wave before continuing towards their real objective. No Lelith showing up with some wyches to hunt tyranids ala the Valedor novel. I could see some occassions where I feel like splashing some guardsmen into a marine or sisters force, but the use-cases for this detachment are pretty limited for me based on this part alone.

The points value of all ALLIES included in your army cannot exceed a certain portion of your army's overall points value. The proportion is determined by the battle size, as follows:
- Incursion: The points value of all ALLIES in your army cannot exceed 250pts.
- Strike Force: The points value of all ALLIES in your army cannot exceed 500pts.
- Onslaught: The points value of all ALLIES in your army cannot exceed 750pts.

Sure. Pretty standard.

When an ALLY model is included in your army, that model reduces its OC by 1 for the duration of the battle, to a minimum of 0. ALLY models can never be selected as your WARLORD.
Proooobably fine. Extra OC is often a not-insignificant part of the value of a battleline unit, so this rule means that many of the battleline units you might want to splash in are that much less points efficient, but it's not the end of the world. Some guardsmen screening and grabbing objectives for marines could hypothetically still be useful.


While you are using this Detachment rule, at the start of each Command phase, roll a D6; on a roll of 1, you do not automatically gain 1 CP this phase.

Oof. We're entering active liability territory even if you were taking some allied battleline units mostly for the lulz/the fluff.

In addition, throughout the battle, each time you select a unit in your army to shoot or fight, if there is a friendly unit within range of its attacks that does not share a Faction keyword with that unit unit, until the end of the phase, attacks made by models in that unit gain the [HAZARDOUS] ability, unless all such units within range share the IMPERIUM, CHAOS, or YNNARI keyword with that unit.

Definitely into liability territory here, and I'm not sure it's particularly fluffy either. Feels like you wanted to punish people for using allies but were struggling to come up with a way to do so. (Internet tone check: I hope that came across as genuinely constructive and not mean-spirited.)




CHARACTER model only. Each time the bearer's unit is selected to shoot or fight, their attacks do not gain the [HAZARDOUS] ability as a result of the With Friends Like These... rule while there are friendly units within the attacks' range with which they do not share a Faction keyword.

Makes the unit less points efficient in order to avoid being as much of an active liability to the rest of the army. Paying points to take a unit from feeling very bad to only kind of bad doesn't feel great.



WARLORD model only. While the bearer is alive on the battlefield, you do not need to roll in order to automatically gain 1 CP during each Command phase as a result of the With Friends Like These... rule.

Same as above. Feels like you're taking something away from me and then making me pay to get it back. Like game mechanic ransom.


ALLY CHARACTER only. The bearer, and its unit, gain the Faction keyword of your chosen Army Faction for the duration of the battle.

Doesn't this basically give you the benefits of both of the first two enhancements but for the same price as a single one of them?


ALLY CHARACTER model only. During the Declare Battle Formations step, the bearer and its unit can be placed in Strategic Reserves, even if that would result in the total points value of units you have placed in Strategic Reserves exceeding the usual maximum permitted.

This one is mostly fine, but I'm pretty sure it's weaker than most equivalent enhancements from other detachments. Those generally let you place multiple units into reserves.


When: Your Shooting phase, when selecting a unit in your army to shoot.
Target: The unit you have selected to shoot.
Effect: Until the end of the phase, when selecting targets of their shooting attacks, models in the unit can select enemy units that are within Engagement Range of one or more friendly units, provided none of those friendly units share a Faction keyword with the attacking unit. However, each time a model in the attacking unit makes a failed hit roll of 1, your opponent selects a friendly unit within Engagement Range of the target unit of that attack - the unit your opponent selects immediately suffers a Mortal Wound.

Probably abusable with the right choice of primary faction and allies, but I Like this one. The obvious problem scenario would be to ally in some sort of cheap horde/tarpit unit, use them to tie up the enemy, and then just blast the enemy with a unit that has good accuracy (rerolls make 1s a lot less likely) or enough punch to make it worthwhile to kill off some allies. I know that drukhari (and other factions) had some stratagems that did this sort of thing in 9th edition. I think 9th did a pretty good job of limiting the fodder unit and shooty unit in such a way as to avoid allowing any overly efficient pairings.


When: The start of your opponent's turn, while you control fewer objective markers than your opponent.
Target: An ALLIES unit in your army that is within Strategic Reserves.
Effect: The unit can immediately arrive on the battlefield as though it were the Reinforcements step of your Movement phase. After the unit has been set up, until the end of the phase, friendly units in your army that are within 6" of the unit automatically pass Battle-shock tests.

So it's Rapid Ingress but twice as expensive and vulnerable to being countered because your opponent hasn't moved yet. I'm not sure there are any scenarios where the battleshock part of this rule would come up. Battleshock tests are almost always done in your own command phase rather than your opponent's. How many command phase abilities are there that let you force your opponent to take a battleshock test in your own command phase? This seems really bad. Maybe there's some utility here as basically a second, very expensive Rapid Ingress? But even then...


When: Your Movement phase.
Target: An INFANTRY unit in your army which includes 5 models or less.
Effect: The unit can Embark within any friendly TRANSPORT model this phase, even if that model does not share a Faction keyword with the unit, and the unit is not listed as a unit within that model's transport capacity description.
I kind of like this one, but the 5 model limitation is weird. Why can only 5 guardsmen fit in a rhino? I assume you're looking for a way to do the opposite and prevent 10 terminators from getting inside a taurox or something? Consider revising it to be based off of wound count or something.

Also, definitely has potential for abuse. Fire dragons or dark reapers in a raider or battlewagon comes to mind.


When: The start of the Fight phase.
Target: A CHARACTER model in your army that is within 1" of another CHARACTER model in your army with which it does not share a Faction keyword.
Effect: Until the end of the phase, both CHARACTER models gain +1 to the results of all saving throws.

This one is cute. I like this.


When: The start of your Shooting phase or Fight phase.
Target: An ALLY CHARACTER model in your army with a weapon that is within range of your WARLORD.
Effect: Your WARLORD is immediately destroyed. Roll a D6 for each wound your WARLORD had remaining before it was destroyed; for each result of a 4+, gain 1 CP, ignoring the rule that usually restricts the number of CP you can gain in a single turn. You cannot gain more than 3 CP as a result of this effect.

Mostly fine. Not sure I buy the fluff that killing off your force's commander is suddenly going to *improve* your army's ability to coordinate and perform complex maneuvers, but I'll roll with it. I think I'd probably change this one to cost 0CP. Otherwise you have this wonky interaction where it costs you 1CP to potentially gain 0CP back. And even if you roll well, you're giving up a unit to functionally net 2 extra CP in total. It's fine as-is. Just wonky. I feel like the play would be to just take a character with a limited use ability or a bunch of wounds and low points cost and then just slit their throat in round 1 or 2 of every battle.


When: The start of the Command phase.
Target: An ALLY BATTLELINE unit in your army.
Effect: Until the end of the phase, models in that unit gain +1 OC.

So again, this feels like I'm being ransomed back the stats I was paying for by fielding the allied units in the first place. And it's at the cost of 2 CP which is kind of huge. Taken in combination with that last stratagem, you're basically breaking even on OC, hopefully breaking even on CP (you could end up in the hole if you roll badly on the number of extra CP), and then adding the points cost of your dead warlord to the points cost of your battleline unit when figuring out the cost efficiency of your battleline unit. Or put another way, if you use both this strat and the last strat in the same game, you're screwing yourself over even harder.

I hope this helps and people find it interesting! I'd love to hear any feedback or ideas!

Sincerely, thank you for sharing. I hope the above feedback comes across as helpful and not too salty.

Overall, I feel like 90% of this detachment is basically just punishing people for wanting to take allies in the first place. You're giving up all the benefits of a more conventional detachment. And then on top of that, you're nerfing the units you opted to take even further and potentially turning them into active liabilities for the rest of your army. And after jumping through those hoops, you're not even allowed to field allies that aren't battleline or characters leading battleline.

So either you're punishing people for taking what are likely some suboptimal units in the first place, or else the person using these rules is leaning so hard into the potentially abusable stuff that all those downsides are balanced out by what would normally be considered a broken combo. And that just seems like a lose/lose situation. Either you wanted to take a tame, flavorful allied list and have to be punished for it, or you find an exploitable wombo combo that is so broken it makes all that punishment worthwhile.


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.
 
   
 
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