lord_blackfang wrote:I was thinking about this topic just today.
Hit & Run: 1CP; Use this strategem when a WHITE SCARS BIKER unit Falls Back. The unit can Advance, shoot and/or charge this turn despite Falling Back.
I kinda want to make this more hit and run over...
Hit and Run 1CP
At the end of the Fight phase on your turn, if a White Scars Biker unit made a successful charge, they may immediately Fall Back. They may move through enemy models they were engaged with as though they are not there.
What do you think?
Doesn't let them break away and act quite as freely; but definitely gives them scything passes over/through their enemies which seems like the flavor of White Scars. It also leaves design space for other "highly mobile" forces (eldar/tau) to get some extra-move love without repeating exactly the same ability.
Erm...
Mobile Gunline 1CP
If a Tau unit made used Advance or Fall Back this turn they may fire during the Shooting phase as if they had made a normal movement.
Sweeping Strike 1CP
Immediately after making a Shooting attack, an Eldar (or Dark Eldar?) unit can move as if it were the Movement phase (though it cannot Advance as part of this move).
Really, l'm less familiar with the White Scars, Tau, and Eldar tactical fluff, so someone may want to refocus those.
It's funny, because my reflex was We'll Be Back would be weaker than With Dark Aeons. At least, I think, the two aren't that wildly different in power.
We'll Be Back puts them into reserves and only lets them return through a Monolith or Night Scythe. With Dark Aeons means you're never entirely certain you've shot a Necron unit off an objective. Either one lets a
RP unit (or LM character) that was focused fired out of existence restore itself. As a Necron player, slogging back to position is going to be as or more troublesome than
RP rolls...
Re-looking, maybe both should be 2
CP?
Did realize that Shiny and Chrome should be "A Necron unit with the either the Living Metal or Reanimation Protocols rules." Canopteks should be repairable by Crypteks, but the self-repair isn't a fluff thing for them the way it is actual Necrons (or their rides).
I've barely looked at Chaos this edition and certainly neither played nor played against them. I'd be interested in more feedback/commentary for cost/balance on that.
I think we've given almost everyone at least one suggestion except 'Nids and Orks...
The basic thing Orks want is always obvious.
Moar Dakka! 2
CP
During your Shooting phase, choose an Ork unit that has already fired. It may shoot again. These attack rolls suffer a -1 to hit. Weapons that automatically hit must still make to hit rolls and on a 1 the model is slain.
(It's called Moar Dakka! There will be no burnination in this hatery.)
Unending Tide 3CP
Place a full Tyrannid Troops unit that was previously removed from the board in your deployment zone more than 12" from the nearest enemy.
(yeah, it's more expensive than the Necron return rules. Tyranids move faster and this gives them back at full strength immediately rather than having to come in from reserves through a limited set of portals.)