This thread is to discuss the following proposed rule - by Baduin.
A warmachine army is difficult to balance because it is most vunerable to a specialistic TK weapons. So if the opponent knows he will face Titans, he will take more TK weapons. If the list is balanced against a balanced army, it will always loose to a anti-Titan army.
Another problem is that SM have few TK weapons. I have been thinking about a general solution which could help with both problems. In short, I propose making all warmachines more vulnerable to jump-pack infantry in close combat.
It has been often said that every army should have a weakness. I don't think it is entirely correct. I think however it is undisputable that every formation should have a clear weakness, which can be avoided only by cooperation with other formations - eg Ork foot formations are slow, SM formations are small etc.
Titans and Warmachines in general, and specially fearless Warmachines seem to lack such a weakness. Should we for a moment leave the game and try to envision the imagined battlefield, one potential weakness appears - the warmachines are powerful, but not very manouverable. Shoud they be boarded by even one infantryman, they could be easily destroyed.
Titans, and most other warmachines are gigantic, and it wouldn't be easy for an infantryman starting at the groundlevel to reach the hatches. But there is one exception - Jump Packs allow easily to reach hatches, command head of a Titan etc and board it.
Because of that, I would suggest adding the following rule to Jump Pack rules:
"All close combat attacks of an infantry unit with Jump pack special rules, if directed against a warmachine, count as Macro Weapon attacks."
This introduces a clear weakness to warmachines, doesn't requires a new formation or unit and gives a purpose to Assault Marines.
It also provides a dual-use units, which can be used effectively both against Titans and other targets. |