nealhunt wrote:
I believe that you do have a vision for the list. I'd say first step is to define that and communicate it. I know you've said things like "assault oriented" and "heavy on CC" but that's pretty vague. Go for something more specific and related to how it feels in play (an aggressive, durable, close combat infantry force) and feel free to include specific elements you want or don't want
Again I'm a little perplexed. All I can say about this is is that I think I have a specific style and it's obviously an "engagement army." Not one that is solely "close combat" or one that's solely "fire fight". In fact I find those armies one dimensional, one-trick-ponies and a little boring to play and play against. I've always felt armies need a mix of everyhing not just one thing or the other. <shrug>
nealhunt wrote:
(Blood claws are valued and should not end up as sacrificial units/formations but Fenrisian Wolves are like police dogs that are supposed to take a bullet instead of the person).
While i disagree they're sacrificial (whether that's how you see it or not) I don't think you can get away from this theory. Any ground-based assault troops will end up being in the fore of an assault and likely dead at the end and, in fact, Blood Claws fight in the van and often seek glory or death and glory
in death, hoping to perform glorious deeds before they die and head to Russ' Halls.
nealhunt wrote:
Once you have the concept down, focus on what the list needs to have to make it play that way on the board. What elements are needed? Out of those, elements, how do you best make them fit that style.
I would assume in an engagement army style you make units CC/FF oriented right?
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nealhunt wrote:
For example, you need support fire for assault troops. Prepping with BMs is a necessity. Good ranged fire damage and/or some FF support is helpful as well. Lots of stuff can work for that - everything from Whirlwinds to Long Fangs, so the question is what you prefer to emphasize.
Yep and they're already there and there's also aircraft. I'm not sure how I can change any of these things and still have them available as per their fluff. While I can see your point that I can still emphasize Long Fangs more - again I thought I had when I was plannng to include them as a Grey Hunter upgrade.
nealhunt wrote:
If you want the "Grey Wave" aggressively sweeping across the battlefield, then you need to include things that are good for close support and discourage things that are "stand back and shoot" in nature. In looking at the tradeoffs and how to do that...
I've added the Land Raider Crusader and the Predator Destructor, Razorback and the Vindicator are already there. I could obviously remove the normal Land Raider and the Pred Annhilator but that's not even correct as they are viable options in Space Wolves wargear.
nealhunt wrote:
Short range fire support (30cm or less) will keep the support units close to the front line and help make the force move aggressively.
This is a possible option for Long Fangs as IIRC the original Space Marine 1 rules had them as 30cm shooters.
nealhunt wrote:
Good FF is going to provide additional assault power, but if it's too good, FF becomes a primary attack instead of CC
Strong ranged fire will mean the support units are going to shoot/support and not initiate assaults or even just "stand and deliver" and not move forward aggressively. Weaker ranged fire and stronger FF means that the fire support units might find it advantageous to Engage sometimes.
Support will need to be able to move with the assault elements but infantry-based assault won't move that fast once they make contact.
So... to keep your fire support close to the front lines for a "Grey Wave" effect, you would want fire support elements with moderate range, moderate firepower, decent FF and decent speed. You don't, however, want so much support that you lose the assault flavor..
Yep this is why I was proposing the LF upgrade to Grey Hunters except they don't provide more than 2x 3+FF attacks so aren't too over-bearing and were already embedded so always move with the formation.
nealhunt wrote:
To me, that looks like you want the shorter ranged armor support with either small formations (so they don't just try to "stand and deliver") or attached to the infantry, especially units that are best under 30cm like Vindicators or Pred Destructors.
Yes I agree here, I'll look closer at what upgrades are available to what formations.
nealhunt wrote:
It's also something to keep in mind when designing new units. Would it be feasible, for instance, to have Long Fangs have a 30cm range, or for them to have increased firepower under 30cm (a Missile Luancher/Heavy Bolter combo or something) so there is incentive to get them up close? Is there a SW-specific Pred pattern that would make for good close support, e.g. 30cm main weapon and bolter sponsons?
Yep SM1 LF stats point to this as I mentioned so I'm happy to look at this. I don't mind it as a proposal actually. In terms of a SW Pred there sin't but i don't see the Destructor as too far off the mark here.
nealhunt wrote:
An example of something you might want to avoid, because it doesn't seem like the style you're looking for for Blood Claws or for the force overall, would be massed Blood Claw Attack Bikes. They would function great as a support formation, but they are fire/support and not an engaging force, like Speeders in the Codex list. OTOH, if you have just 1-2 of them in a formation I think that fits better. It helps the formation function close to the enemy and supports the overall assault ability of the force but using the formation to initiate assault can often be a superior tactic.
Actually, this one thing is where you're wrong Neal. Swiftclaws are the "Speartip." They attack fast and hard and "engage" the enemy in hard-hitting attacks - it's one reason why I bumped them to 6-unit formations to provide a little more punch and a little more sustainability even at 2+ inititive. I would prefer to see more Attack bikes in a list than Land Speeders in this role. Land Speeders are piloted by Grey Hunters so I would see them more as a line formation - still able to perform the same role but in game-terms with
Scout they provide another different role in ground-holding/objective-taking.
nealhunt wrote:
Similarly, if you want an infantry-based CC force
No, not at all. Like I said I don't see this army as that and I don't like the idea of it.
nealhunt wrote:
Deepstrike options, like air assaults, are more valuable. That's doubly true if the primary CC troops end up relatively cheap (as they have). That means restrictions and/or price increases.
Ok fair enough, but how can I decrease the stats/abilities of these units as I have and still charge the same costs? People won't accept that and will flat out say (and have said already) they wouldn't take them. I'm not looking to include units that no one wants to use, I'm looking to make those units usable across any list they want - in my terms, "flexibility"
nealhunt wrote:
If you're looking at special rules, they should be something that encourages the fighting styles you want. Just to give some spitball examples...
Again this is perplexing as I have already included just such a rule - Unblooded. The rule came out of Illushia's 1.6 list and other than wording, people seem ok with it so far. I balk at introducing special rules as I've seen other lists and they always get calls to reduce special rules. I think the Unblooded and Long in the Tooth rules are a minimalist additions and add some flavour. I'm not against more special rules per se, just wary. I'd like to see through playtests whether something "more" is needed for this army first - that is if I can get some time to play more games.
nealhunt wrote:
I hope that's not too rambling. The core of it is:
1) Get the flavor/feel you want nailed down as specifically as possible.
2) Make the list so that happens on the board in play.
No not at all and a couple things do make me look at things differently. I can't say I'll implement your ideas as accurately as you'd perhaps like, but I'll do my best to bring the list closer to your views though.