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Summoning

 Post subject: Summoning
PostPosted: Mon Mar 03, 2008 11:02 pm 
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Magarch had a decent idea that may help keep summoning simple

1) Buy LD formations
2) Buy GD formations
3) Summon LD formations via Teleport (with or without the use of a Sacrifice point)
4) GDs start the game on the table

LDs would suffer from Instability and flee back to the Warp when broken. GDs would need to be destroyed the old fashion way.

Thoughts?

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 Post subject: Summoning
PostPosted: Mon Mar 03, 2008 11:10 pm 
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LD's would be able to teleport a second time if they rally whilst in the warp?

Why not allow Greater Daemon summoning in the same way as lesser Daemons, and treat them the same when broken?

You could attach Greater Daemons to the Lesser Daemon formation to stop 3 cheap BM's from breaking the greater daemon.

Something like:
- Lesser Daemon formation, 4-10 units,  20pts each
- May add 0-1 Greater Daemon, 80pts

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 Post subject: Summoning
PostPosted: Mon Mar 03, 2008 11:14 pm 
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Bland! It makes them normal formations with different deployment rules. This I dont like, its quite a radical change from the existing rules and Its not how I see demons being used IMO: they are subsidiary to those who summon them in a sense as they are out of their element (but perhaps I am wrong in this)

Also, where would the LD teleport to? Within a certain distance of a formation with an icon? Or anywhere?

And would they have to stay a certain distance from an icon?

I do admit that the summoning rules were the hardest part of the BL list to get to grips with and they have confused my opponents too. But after a couple of games they have been unproblematic although I have never used them heavily.

Also any changes to the summoning rules have huge effects on the LATD list

Regarding the current rules, demons are not so viable in the BL list due to the high cost of summoning 'kit' and also the fact that they are better for non mounted formations.

Greater demons cost too many summoning points as well.

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 Post subject: Summoning
PostPosted: Mon Mar 03, 2008 11:21 pm 
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Also, where would the LD teleport to? Within a certain distance of a formation with an icon? Or anywhere?


I would see their standard use under these rules as something like:

- CSM formation with icon doubles forwards, fires at enemy formation number 1.
- Daemons take an initiative test
- Daemons are summoned, within 30cm of the icon (Or similar... possible use for Free Planetfall here?).
- Daemons Engage, with the CSM used as a Supporting Fire formation.

The next step after that involves lots of bad things. :D





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 Post subject: Summoning
PostPosted: Mon Mar 03, 2008 11:48 pm 
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(Kleomenes @ Mar. 03 2008,14:14)
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Bland! It makes them normal formations with different deployment rules. This I dont like, its quite a radical change from the existing rules and Its not how I see demons being used IMO: they are subsidiary to those who summon them in a sense as they are out of their element (but perhaps I am wrong in this)

I don't think you are wrong.

Its just that in the years we have been trying to make the current system work we have had a fun but unbalanced set of rules and the current system that is complex and a bit dull.

Ideally I'd like to go back and make the old system work

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 Post subject: Summoning
PostPosted: Tue Mar 04, 2008 12:08 am 
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One idea someone (Crabowl, maybe? I lost track...) posted recently was a fairly "fixed" summoning package rather than the current variability based on kit.  A formation could summon something like 2d3 lesser daemons or sacrifice a commander unit and summon a greater daemon.  I don't think that system even has to decide ahead of time whether it's LD or GD.   The difference in "price" is paid on the fly by sacrificing the character.

Allowing a single summoning option and eliminating Augment Summoning would simplify that part.  I've seen very few army lists that used it anyway.  Adding just a few daemons right before an assault is a nice boost by itself.  The really big summoning points are usually used just for GDs which are rare for several reasons.

The other complication is the "disappear into the warp" at the end of each turn.  Something simpler along those lines would help, rather than having the Daemonic Focus ability.  I'd rather not just have daemons show up and always stay forever, which only leaves automatic disappearance.  Not sure what to think about that...

With respect to formations, I like the idea of daemons as part of the formation.  To me, it feels like daemons should only be linked to the real world by the close proximity of intense belief and they shouldn't be sent potentially miles away on errands.  I'd rather work on a way to keep them integrated than have them be independent formations.

I find it interesting that we've already had comments that they make a great meat shield and that it's better to just spend the points on more marines.  To me, that makes it seem like it's pretty close to balanced even if it is too complicated.  It seems the trick would be to keep the balance and lose the fiddliness.

LDs end up ~30 points each (25-35, depending on total kit in the army) and GDs end up being ~200.  Even the above "fixed" system more or less hits that, with the average LD summon being ~120 points of daemons and sacrificing the character to get a GD being ~70 for a total of ~190.

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 Post subject: Summoning
PostPosted: Tue Mar 04, 2008 12:23 am 
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For me, how the Daemons are presented in this list depends on if we're ever likely to see a seperate 'Daemonic legion' army list, as that list certainly would provide formations composed solely of Daemons.

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 Post subject: Summoning
PostPosted: Tue Mar 04, 2008 12:32 am 
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Can't say I have an issue with summoning as it currently works. Only missing bit is how to treat the deamon pool for victory points but we managed to house rule around that.


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 Post subject: Summoning
PostPosted: Tue Mar 04, 2008 12:35 am 
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(nealhunt @ Mar. 03 2008,15:08)
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I find it interesting that we've already had comments that they make a great meat shield and that it's better to just spend the points on more marines.  To me, that makes it seem like it's pretty close to balanced even if it is too complicated.  It seems the trick would be to keep the balance and lose the fiddliness.

Maybe the Sacrifices can be useful. I liked the old method by which you summoned and maintained them using Sacrifices and there was therefore a limit to how much you could summon and how long you could keep them around.

Maybe that might help simplify the process?

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 Post subject: Summoning
PostPosted: Tue Mar 04, 2008 12:36 am 
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(Evil and Chaos @ Mar. 03 2008,15:23)
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For me, how the Daemons are presented in this list depends on if we're ever likely to see a seperate 'Daemonic legion' army list, as that list certainly would provide formations composed solely of Daemons.

Yes it would. It has a whole different fluff background to justify that though.

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 Post subject: Summoning
PostPosted: Tue Mar 04, 2008 12:50 am 
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Asi suggestet elswhere:
How about a Warp Rift? Would work in the same way as an Eldar Wraithgate with the expetion that it can only be used to bring Daemons on the table.

And if you want a 1:1 translation of the Wh40k summoning rules then:
- Buy Daemons at list creation.
- Buy Icon Bearers for formation wo should summon daemons.
- At the start of a formations action place as much daemons as you which (no more than you actually have bought for the army :D) in 5cm around the Icon Berarer/s in the formation.
- The Daemons will stay in the formation until destroyed or until the formation becomes broken. If broken all Daemons would vanish due to instabillity and considered destroyed.
- For Greater Daemons: remove a Character and replace him with the Greater Daemon. Greater Daemons will stay on the tableas part of the formation until destroyed or the formation he is attached to bekomes broken. If broken he vanished back tothe  warp and is considered destroyed due to instabillity.





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 Post subject: Summoning
PostPosted: Tue Mar 04, 2008 1:00 am 
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Once again:

GD summoning points to 7 and everything else is fine. Adding daemons to formations works well and is fun. Don?t change for change?s sake (unless you are follower of Tzeentch...)

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 Post subject: Summoning
PostPosted: Tue Mar 04, 2008 1:04 am 
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Uhm..Tzeentch is my favoured Chaos God....:D

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 Post subject: Summoning
PostPosted: Tue Mar 04, 2008 3:01 am 
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Well, in fact I already began to test a variant of the daemonic summoning for a few weeks. I used for that "generic" daemons rather than marked ones, because it's easier to use.

In few words, it works as a special rule with the following points ;

- All daemons follow the rules Invulnerable Save and Disposable.
- Daemons are always kept in reserve, even greater ones.
- They enter in game like the teleport rule, except from the following :
* They must be put in a 15 cm radius of a chaos icon (icon bearer mainly, but since I play the lost and damned, some units like the chaos altar are quite designed to be used that way) or a warp rift (an objective the chaos player can upgrade to this thing, only to summon daemons).
* They automatically pass the test for the blast markers due to the Teleport.
- When their formation is broken, all daemons in it are removed from the game (they are banished back to the warp). They count as being destroyed for the matter of the game.

I use two "standards" formations for my tests ;

- Daemonic Legion/Horde with 8 units of lesser daemons for 175 points. Options : one Greater Daemon for 100 points, up to four additionnal lesser daemons at 25 points/ unit.
- One Greater Daemon for 100 points. I tend to limit that one to 0-1 to keep the player to have too many activations for cheap.

The Chaos player can also buy one Warp Rift for 25 points (only if your army includes a Daemonic Legion/Horde).

I used the following profiles for my "fan made" formations ;

* Lesser Daemon
Infantry, Speed 15 cm, Armor 5+, CC 3+, FF -
Weapons : claws (close combat weapon)
Notes : Infiltrators, Daemons (the special rule in question higher)

* Greater Daemon
War Engine, Speed 30 cm, Armor 3+, CC 3+, FF 4+
Weapons :
- daemonic weapon (close combat weapon, Extra Attack +1, Macro-Weapon)
- psychic powers (30 cm, MW5+ AND small arms (15 cm), Extra Attack +1, Macro-Weapon)
Notes : Damage Capacity 3, Daemon, Jump Packs (wings), Charismatic, Walker.
Critical hit : Greater Daemon dies and all units within 5 cm suffer a MW6+ hit.

At this point, the rules makes the formations resilient to the ennemy shooting phase, but when they lose an assault, they are automatically removed from the game. It sounds harsh, but I feel it represents instability far better. Banished daemons tend not to come back before a few centuries in the fluff, so I don't see the reason why they should be able to return later in game when they are broken (succumbed to instability).

About the profiles, I think that the current lesser daemons have too much armor than they should. To my eyes, the Invulnerable Save already takes into account their daemonic nature, so the armor should "just" represent their physical resilience. I don't think the "generic" lesser daemon should have the armor of a Space Marine - it just doesn't have the equipment. To put them more in line with an imperial stormtrooper would be more reasonnable to me.

About the greater deamon, it's much simpler in fact. I just looked at the Avatar and thought "hey, an Avatar is quite the same as a greater daemon for the most part, so why not using his profile as a basic ?". I don't see why a greater daemon should have Reinforced Armor ; the fact that it can Teleport is counter balanced by their frail armor against Macro-Weapons.

Hope it can help.  :D






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