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Death Watch -- updates for playtesting |
chivalrynsorcery
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Post subject: Death Watch -- updates for playtesting Posted: Thu Feb 14, 2019 11:53 pm |
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Hybrid |
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Joined: Mon Oct 07, 2013 8:45 pm Posts: 199
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hi,
having played several games, i believe some changes need to be tested.
I propose the following for testing as of 2/26/2019.
--give Death Watch kill teams an option to purchase 2 more units for, increasing unit size from 4 to 6. Cost is the same as they are now for each choice.
--Corvus Black Star can Self-planetfall. Every 1000pts in the army can have one Corvus Black Star Unit Self Planetfall.
2 Corvus Blackstars are 75pts, each additional Corvus Black Star is 25pts.
This ensures they get to where they plan to be.
--The army must take an Acoloyte unit as a core choice (1)
The reasons for the test changes is that four man units regardless of type are fragile and quite expensive. Giving them a larger size gives you options and makes them more normal marine but enough for that seal team/strike team capability.
The Death watch usually arrive when being called in when the local force needs assistance. As a strike team they are a highly skilled, precision force able to strike when and where they want. Launching from Orbit the Corvus Black Star streams through the atmosphere at high speed with sophisticated technology to evade enemy fire and strike quickly. Self planetfall allows them to come from low orbit and you dont need a spaceship to launch them.
The troop choice reflects the fact that Death Watch marines almost never engage unless called upon. This choice gives the Death Watch inexpensive troops who work with the Inquisition on many homeworlds and are the Imperial Guard of the Inquisition.
Test Away. Kal
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Norto
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Post subject: Re: Death Watch -- updates for playtesting Posted: Sun Feb 17, 2019 2:27 pm |
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Hybrid |
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Joined: Tue May 17, 2016 6:42 am Posts: 558 Location: Birchip, Australia
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Good ideas on the formation size increase possibilities. 1+ on the acolytes is a great idea too. Self planetfall though will be just point and click and destroy.
_________________ I have 4 laptops in this room and cannot play a pixel pushing tabletop simulator on any of them.
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chivalrynsorcery
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Post subject: Re: Death Watch -- updates for playtesting Posted: Sat Feb 23, 2019 3:29 pm |
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Hybrid |
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Joined: Mon Oct 07, 2013 8:45 pm Posts: 199
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List for playtesting is in first post. I put the date of 2/23/2019.
Thanks kalpesh
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chivalrynsorcery
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Post subject: Re: Death Watch -- updates for playtesting Posted: Wed Feb 27, 2019 4:09 am |
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Joined: Mon Oct 07, 2013 8:45 pm Posts: 199
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new updates, see first post for 2/26/2019.
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m_folais
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Post subject: Re: Death Watch -- updates for playtesting Posted: Wed Feb 27, 2019 5:56 pm |
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Brood Brother |
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Joined: Tue May 10, 2011 7:56 pm Posts: 700 Location: Lancaster, PA
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Self Planet fall is a good option. I never felt abused by it during the game. Like any coordinate pre-plotted drop it needs to be supported. That need for support is a leveling factor for the click and shoot ability.
The game prior; the Corvus was without the SPF ability. Those vehicles then became a target priority. Once splashed, marines walking across the board are combat ineffective!
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[ 5 posts ] |
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