novemberrain wrote:
Changes:
The army has gone to initiative 1+ - seems to be a widely requested change and will hopefully allow the army to function better as intended. In combination with other changes it shouldn't be too powerful though.
Instability has been changed to 1D3 blastmarkers on a failed activation rather than 1D3 kills. I considered getting rid of it entirely, however I think the current version is a better place as it continues the fluff element, encourages larger base formations, and offsets the easier activation on 1+ initiative. Will also sync with:
Heralds have gained Leader, to help with shedding blastmarkers from teleporting, and have gained a 30cm MW5+ ranged attack. Kept it simple across the Gods and should allow at least some blastmarker prepping etc.
Daemon Lords have gone for now, as I never put stats in for them, and don't have a clear idea of what to do with them beyond a vague relation to the FW greater daemons.
Highlighted the Infantry / LV / AV with Walker restiction on the Teleport, but happy to change if we look into avoiding abuse (three teleportiing Bloodthirsters anyone?)
Tinkered with GD costs - dropped to 150pts when bought as part of a Lesser Daemon Horde, and split costs between the flying ones and the non-flying ones in the GD horse.
Sounds interesting! All of my 3k lists just got blown out of the water, haha. The 1+ activation and the herald shooting attack brings the core choices closer to a balance with their effectiveness compared to points cost. Maybe increase the size of the formations to 7 or even 8?
novemberrain wrote:
Had had a thought about using the spaceship rules as a way of incorporating a non-BM'ed teleport oppurtunity. Something like buy a Warp Rift which would have to be pre-plotted and have a chosen turn, then allow daemons to "planetfall" from it to avoid a BM teleport on a single turn. Wanted to discuss it before adding tho! I'm also open to changing to a "pay to teleport" model but think it might be a bit finicky as some formations will value it a lot more than others.
I really like the spaceship idea instead of the pay to Teleport, its fairly clean and gives the Daemon player a little more control over where the portal will go. Its a one time use with a bit of randomness so its super fully being that the warp rift opening would be somewhat under the control of the daemon gods but not entirely. Also give your slower Horde formations a reasonable chance of getting into the fray with out having to march for 2 turns but still limiting the number that can pop out, not that you have a half dozen formations at the new points cost just walking on to the board in your opponents deployment. Not sure how you want to cost it but I don't think it should add a surcharge to formations using it, just cost the gate right itself. I guess it depends on how you want it to work though:
Option A: A standard spaceship attack with a barrage that has BP "X" that opens a rift at the center that acts like a drop pod. Only one formation can come out then its gone. (Similar idea to the plague zombie deployment from the Deathguard list)
Option B: You self planet fall the gate itself which remains in play being able to deploy units from it (once per turn), it acting like the original objective gate idea but with a novel placement rule. Its only one formation a turn so it shouldn't need to be "slow and steady" but that's also something to consider. The gate opening could have some effect on non daemon formations in the area also. Something very similar to a death-wind attack but maybe a little more potent or with a larger range would do nicely.
Both would work nicely. the BP from the "spaceship attack" or the deathwind would nicely represent the confusion and fear/pain of a warp rift opening in close proximity to non tainted flesh.
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