Login |  Register |  FAQ
   
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 163 posts ]  Go to page Previous  1 ... 7, 8, 9, 10, 11  Next

Dark Angels

 Post subject: Re: Dark Angels
PostPosted: Thu Dec 09, 2010 9:59 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
Actually amor eappropiate trait for the Dark Angels' Deathwing would be to never be able to withdraw from an Assault. If they lose the resolution roll the Assault should continue until the Deathwing wins or is wiped out totally.
And i strongly sugest that under this proposal hack down hits should work (so no Fearless but ATSKNF works).

The Deathwing Characters are somewhat of a special case as the Wh40k Fearless doesn't work if the whole squat doesn't have it. But luckily Dark Angels Command Squads in Wh40k are Fearless too and every Character can be attached to one.

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: Re: Dark Angels
PostPosted: Thu Dec 09, 2010 10:02 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Oct 28, 2009 11:38 am
Posts: 12
BlackLegion wrote:
Followning deatures are the Dark Angels defining ones:

Other things like Mortis Deardnought or Plasma Cannons are just extras to further promote the difference to Codex Chapters.


Isn't the mortis Pattern Dreadnought the twin Las-cannon/Missile launcher combo? Which is in the codex list as a loadout option for the dread's?

_________________
Ady
My hobby blog : http://www.warpedreality.wordpress.com


Top
 Profile Send private message  
 
 Post subject: Re: Dark Angels
PostPosted: Thu Dec 09, 2010 11:31 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
EDIT: nevermind.

_________________
Currently doing a plastic scenery kickstarter


Last edited by Evil and Chaos on Fri Dec 10, 2010 12:58 am, edited 1 time in total.

Top
 Profile Send private message  
 
 Post subject: Re: Dark Angels
PostPosted: Fri Dec 10, 2010 12:54 am 
Purestrain
Purestrain

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9617
Location: Nashville, TN, USA
BlackLegion wrote:
never be able to withdraw from an Assault. If they lose the resolution roll the Assault should continue until the Deathwing wins or is wiped out totally.

This is actually an old suggestion that was hashed out extensively. In short, it completely screws the assault dynamic, which is a core mechanic and potentially devastating in its effect.

In many cases it is an advantage to lose assault by a low number because a second round of fighting with termies will cause a lot more damage to the opponent than to the "losing" Deathwing. I ran numbers on it and this changes the chance of a Termie formation killing a Reaver titan in one assault from low to something like 50% on average.

And on the other side of things, it turns a good clipping assault into a free total formation kill. Imagine a line of infantry clipped on one end by a First Strike Warp Spider Host. Kill ~2 DA in range. No return fire due to First Strike. DA lose. Repeat until all DA are killed.


Top
 Profile Send private message  
 
 Post subject: Re: Dark Angels
PostPosted: Fri Dec 10, 2010 1:43 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Jan 27, 2009 9:21 pm
Posts: 1978
Location: Thompson, MB, Canada
One option to make the Deathwing tougher with regard to morale would be to have each Deathwing formation include a Deathwing Command Squad (or something), which has leader.

Thus, you could have up to two leaders in a Deathwing formation, and would always have one by default.

_________________
The Apocrypha of Skaros 1.1
Rogue Trader Expedition 0.4
The Horus Heresy 0.5
Night Lords 0.1
My Trade Thread


Top
 Profile Send private message  
 
 Post subject: Re: Dark Angels
PostPosted: Sat Dec 11, 2010 12:51 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
An old suggestion was to give ALL Deathwing Terminators Leader

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: Re: Dark Angels
PostPosted: Sat Dec 11, 2010 3:48 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Apr 25, 2007 1:01 pm
Posts: 2518
Location: California
Simulated Knave wrote:
One option to make the Deathwing tougher with regard to morale would be to have each Deathwing formation include a Deathwing Command Squad (or something), which has leader.

Thus, you could have up to two leaders in a Deathwing formation, and would always have one by default.

Meh....I don't see ERC signing off on that. Be easier to allow double characters.

BlackLegion wrote:
An old suggestion was to give ALL Deathwing Terminators Leader

Again I don't see the ERC signing off on that either.

Ghostbear wrote:
BlackLegion wrote:
Followning deatures are the Dark Angels defining ones:

Other things like Mortis Deardnought or Plasma Cannons are just extras to further promote the difference to Codex Chapters.


Isn't the mortis Pattern Dreadnought the twin Las-cannon/Missile launcher combo? Which is in the codex list as a loadout option for the dread's?

It is now...Frakk GW!

Hena wrote:
I had an idea on the bus home for DA. How about allowing a terminator formation with 6 Terminators for 500 points? That has serious hitting power from teleportation.

I believe with option of mixing Standard and Assault it was 350 for 4 and 2 more for 100. Making 450 for 6.

We could try giving the DW a Free Chaplain? Its Fluffy.

How about adding a DW to other marines formation? Makes it different. DW would be more spread out to catch the Fallen and be able to field in larger groups for pressed attacks.


Top
 Profile Send private message  
 
 Post subject: Re: Dark Angels
PostPosted: Sat Dec 11, 2010 5:11 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
Hena wrote:
I had an idea on the bus home for DA. How about allowing a terminator formation with 6 Terminators for 500 points? That has serious hitting power from teleportation.

Edit: I think that the list should be properly internally balanced. Not so that there is one or two upgrades which are almost certainly needed to be able to win.


So here we go.

The above - well, once the actual marine list is balanced without thunderbolts and warhounds we would have a starting point?

Otherwise you have - characters, slightly more powerful. Taken anyway. Net result slightly better army.
2 Hunters. Better concentrated air defence options. Taken anyway, now better.
Predator - old Ironwing background and better alternative to vindicator, prob replace standard pred as well as destructor naff.
Dreds. Better at both the functions dreds are used in the core list. However still can't build a list round them.
Tacticals. Better. If someone builds a list round them, great. Because they are tacticals.
Ravenwing. Interesting new capability.

The increase in ability in the various upgrades almost gets round the fact they are rarely taken. Or they are a ubiquitous upgrade so are a straight across the board rise in power.

All this to overcome the fact that a list with warhounds and thunderbolts will trounce them.

Terminators.

Yes you could. Then you would have a straight power up to terminators. Currently the option is in there for 4 with 2 extra for 100 each, or in otherwords 600 for 6 terminators and a chaplain. I think 550 for that is somewhat cheap as to shift them from cover without specialist equipment would be nigh impossible.


Top
 Profile Send private message  
 
 Post subject: Re: Dark Angels
PostPosted: Sat Dec 11, 2010 5:15 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
Angel_of_Caliban wrote:
Simulated Knave wrote:
One option to make the Deathwing tougher with regard to morale would be to have each Deathwing formation include a Deathwing Command Squad (or something), which has leader.

Thus, you could have up to two leaders in a Deathwing formation, and would always have one by default.

Meh....I don't see ERC signing off on that. Be easier to allow double characters.


Why? A leader removes 2 extra blastmarkers. That means you have to have 6 on you before a double leader would even matter.

Quote:
Hena wrote:
I had an idea on the bus home for DA. How about allowing a terminator formation with 6 Terminators for 500 points? That has serious hitting power from teleportation.

I believe with option of mixing Standard and Assault it was 350 for 4 and 2 more for 100. Making 450 for 6.

Its 2 extea for 100 each.
With every passing second I am more and more against 'assault terminators'. They just mirror the current ones, but better.

Quote:
We could try giving the DW a Free Chaplain? Its Fluffy.


Its also a straight power up to one formation. The idea is to have a balanced army, not one that swaps one reliance for another.

Quote:
How about adding a DW to other marines formation? Makes it different. DW would be more spread out to catch the Fallen and be able to field in larger groups for pressed attacks.

Problems with transport. What do they actually bring and finally you don't use terminators as meat shields at the front to soak fire, you precision employ them!


Top
 Profile Send private message  
 
 Post subject: Re: Dark Angels
PostPosted: Sat Dec 11, 2010 5:18 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
BlackLegion wrote:
An old suggestion was to give ALL Deathwing Terminators Leader


Simulated Knave wrote:
One option to make the Deathwing tougher with regard to morale would be to have each Deathwing formation include a Deathwing Command Squad (or something), which has leader.

Thus, you could have up to two leaders in a Deathwing formation, and would always have one by default.


Both these sort of things are examples of power ups to a specific formation making the list reliant on it. Or increase the cost tot he detriment of the list overall.

I'm fine with the tactical power up as they are a mainstay that aren't. Indeed if the tacs otherwise drop to 275 I'd keep these at 300.


Top
 Profile Send private message  
 
 Post subject: Re: Dark Angels
PostPosted: Sat Dec 11, 2010 5:20 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
Simulated Knave wrote:
nealhunt

The Salamanders do, however, introduce a huge headache of "which little models have which gun, again?".

Resolving Slow Fire would seem likely to involve getting rid of it on the Plasma Cannon. The other alternative is to make up a Heavy Plasma Gun, but that's fudging things.


They do - but its quite easy to do the heavy weapon swap or conversion or just paint the MM's a different colour to the others. Assault terminators are a lot harder. Luckily the proposal with say the sallies terminaotrs all having heavy flamers or all DA tacs having plasma means you don't need to do anything.


Top
 Profile Send private message  
 
 Post subject: Re: Dark Angels
PostPosted: Sun Dec 12, 2010 12:19 am 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
So - the land raider thing is to restrict it - prob easier if I just say tacs or devs. Terminators can already get them and scouts shouldn't have them!


Top
 Profile Send private message  
 
 Post subject: Re: Dark Angels
PostPosted: Fri Dec 17, 2010 1:35 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
nealhunt wrote:
BlackLegion wrote:
never be able to withdraw from an Assault. If they lose the resolution roll the Assault should continue until the Deathwing wins or is wiped out totally.

This is actually an old suggestion that was hashed out extensively. In short, it completely screws the assault dynamic, which is a core mechanic and potentially devastating in its effect.

In many cases it is an advantage to lose assault by a low number because a second round of fighting with termies will cause a lot more damage to the opponent than to the "losing" Deathwing. I ran numbers on it and this changes the chance of a Termie formation killing a Reaver titan in one assault from low to something like 50% on average.

And on the other side of things, it turns a good clipping assault into a free total formation kill. Imagine a line of infantry clipped on one end by a First Strike Warp Spider Host. Kill ~2 DA in range. No return fire due to First Strike. DA lose. Repeat until all DA are killed.


Sure they can kill off their targets more surely but they will get higher casualties in return too.

As for the Warp SP#piders example. How often do you have your Terminators lined up in one string?

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: Re: Dark Angels
PostPosted: Fri Dec 17, 2010 4:21 pm 
Purestrain
Purestrain

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9617
Location: Nashville, TN, USA
BlackLegion wrote:
Sure they can kill off their targets more surely but they will get higher casualties in return too.

You're not addressing the fact that it's good to lose assault. As long as they didn't get a disastrous resolution roll a losing Deathwing termie formation would grind through most of a Leman Russ company and slowly gain on resolution mods due to kills to probably win in the end. OTOH, a Deathwing formation that wins in the first round would only kill 3-4 Russ, including hackdowns.

Turning a lost assault into a positive result is just a bad concept. You shouldn't ever be hoping to lose.

As far as the higher casualties in return, that's not an offsetting factor. Who wouldn't suicide a 400 point formation to kill off 600 points of the enemy? It's a no-brainer.

Quote:
As for the Warp Spiders example. How often do you have your Terminators lined up in one string?

It was an example to show how it's dorked up. It would actually work almost as well with all 4 termies in range. Barring freaky to-hit or resolution rolls, the Termies would kill 2-3 Spiders while being ground into a pulp over 2-4 rounds of combat.


Top
 Profile Send private message  
 
 Post subject: Re: Dark Angels
PostPosted: Thu Dec 23, 2010 5:49 pm 
Brood Brother
Brood Brother
User avatar

Joined: Mon Aug 11, 2003 7:27 pm
Posts: 5602
Location: Bristol
Any thought to adding the Caestus Assault Ram into the list as they are "particularly common in the armouries of purely fleet based chapters"? Ditto for Black Templars too.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 163 posts ]  Go to page Previous  1 ... 7, 8, 9, 10, 11  Next


Who is online

Users browsing this forum: No registered users and 22 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net