Yarium wrote:Hey folks!
I was chatting with a friend about an upcoming tournament that had a rule in it saying that you couldn't use the index unless the unit didn't have a codex, and I tried to think of what factions didn't have one yet. Then it hit me; Fortifications! Yes, Fortifications have largely passed out of
40k play, which is a shame.
They are in
CA17, no need to write a new book.
#1 - Adjustment of Points Costs:
These are some of the few units to NEVER be touched in points. Looking them over, they're pretty points competitive, so I don't think heavy points adjustments are necessary.
#5 - Improved Fortification Network Detachment gives 0 Command Points for 1 Fortification, 3 Command Points for 3 Fortifications, and 5 Command Points for 5 or more Fortifications.
You say their pts are good but the command benefits are bad, I don't see why not just buff the pts and leave the command benefits alone? Changing the core rules instead of pts seems silly to me. Fortifications are not troops, they don't lead to fun engagements so they shouldn't get free
CP like Heavy Support or Super-Heavy Detachments don't, I still think Knights getting bonus
CP was a mistake.
#2 - Clarification of how fortifications can be both Terrain AND a unit in your army, thus allowing models to both walk on them, and for the unit to still be considered a model.
#3 - All Fortifications should be destructible. An Aeygis Line or a Landing Pad should not be exempt from this. These datasheets should be updated to represent this. Similarly, Fortifications which have since been printed in other Faction's codexes should also be updated (GSC drill, Nurgle forest, etc.).
I think the core rules for wobbly model and terrain in general needs to be updated to get rid of wonky rules like units that can't be assaulted because they are sitting on a 1,5" tall terrain piece (yes I have won a game this way) or three vehicles sitting on top of a tiny ruin when the grav-engines should probably cause the whole thing to collapse.
#4 - New fortifications released for different factions; Tyranid Forests/Acid Pools, Ork Shelters with Ramshackle, Dark Eldar Slave Cages, etc.
No models no rules. Sadly. I would love for
GW to just be a modelling company and seperate the profits of the gaming company from the profits of the modelling. But the bottom line means it's more difficult than such. I'd love factionalized fortifications like a Necron version of the various different fortifications like we've seen other companies produce. I believe the rules belong in the codex rather than in a seperate release though, otherwise, you end up needing another book 1-3 codexes, 0-2 Indexes, 1 core rulebook, 1
CA and now also a Fortification book.
#6 - Stratagems for Fortifications;
- Fortification only gets wounded on natural 5+'s.
- Fortification gains the benefit of cover for a turn.
- Fortification gains an invulnerable save.
- Specific Fortification (bunker or some such, not the big Aquila Fortress or the like) is removed from play as if it were destroyed (roll to see if it explodes), and the points spent on it are returned to your reinforcement points.
- Redeploy a Fortification in a different position.
- Deploy a Fortification outside your deployment zone.
- Repair a Fortification.
- Hammer the doors shut, no unit can enter or exist the fortification (all units within are destroyed if this Fortification is destroyed), but the Fortification cannot be claimed by an opponent for the remainder of the game.
- Trap Door so units can disembark from a point within 9" of the Fortification.
- Fearless near Fortification.
Already exists for Stronghold Assault in
CA17, I don't think the game needs more Stratagems, sometimes less is more.