Yeah, I have not adjusted their price from the old 3.0 version yet. I was trying to get the core and the deficiencies sorted out, while still trying to balance the list.
Avoiding the popcorn effect, testing to find the best deployment method to replace teleport, and then making sure the army had enough activations to live long enough or have large enough formations (with uprades) to survive to turn 5, and achieve some objective goals.
It all has been a series of testing, find the problems, redo list a little, retest, make some adjustments, get feedback, again test. See if the list can fare moderately against the hardest lists out there like Feral Orks, Ork Gargants, AMTL, Necrons, Some Tau, massive horde armies like Nids, Daemons (with teleport), and so many other hard to deal with lists. Or it can perform decently against most of the common lists out there some guard, vanilla marines, generic - Tau, Sisters, Knights, Skitarii, etc.
I will look at the cost for the Storm Troopers and see what can be done to make them more like the rest of the guard lists.
Other than that, how does the army list look now. I have included some artillery - mortar companies (limited selection), spotters (but to use them the rest of the formation has nothing to shoot at), Ground based AA - Sabres - 1 per core formartion allowed as an upgrade, but they slow the formation down, suffer from being classed as mounted, and still have a short range for the AA, and finally fixed up the mass teleport by replacing it with planetfall.
In addition this, it has been suggested that the I replace the Luna Class Cruiser, with some form of rear command bunker to be able to call in the pin point attack and have around of MW artillery drop in in a similar manner to what the Luna Cruiser does. I thought that this is just simantics, and the troops have to take the space ship or a way of organising a mass valkyrie troops grav chute drop in one way or another. It is like having a bomber formation carpet bombing the area you plan to drop the paratroopers into just before they actually drop, or try to drop on.
Other things I did to make the list more defined and streamlined are replace the scout role of the Hardened veterans, which were intermingled nto the drop companies into the grey Ghosts which are a dedicated garrison force, and function in a similar role to the SAS or the Marine Recon special forces. Except these troopers wear cameleon ghillie suits and are experts at ambush and tracking.
The hardened veterans I remade into the dedicated close combat troopers of the drop companies. This gives them a slight advantage in engagements - at a cost though, the same way Tyranid mixed formations can add specialist creatures to boost their hordes, or Ork Mobs can take extra Nobs to boost their CC outcomes.
The list still has weak armour throughout and more Light vehicles than armoured vehicles. Most of the weapons are short ranged (except vultures - but they cost a lot and use one shot missiles). Pretty much the list plans its drop, and softening up attacks. They place garrisons - which are limited, use some rear ground based follow up formations to grab or postion to grab objectives, and counter enemy manouvers.
Overall, I think the list is set out well. The points cost are what needs to be organised to balance it out and avoid popcorn armies lists, but still have enough formations to allow the list to survive (with their smaller formation sizes.
_________________ 6mm wargaming is just like 25mm wargaming with more units fitting on the same size table. Thus bigger games to get lost in and avoid the hassles of everyday living, and offerings for the dice gods.
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