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| Infantry Armies? | |
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+5Hellstrom Squidmaster aurynn |Meavar The Shredder 9 posters | |
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Ikol Wych
Posts : 571 Join date : 2017-03-20 Location : Perth
| Subject: Re: Infantry Armies? Fri Jun 30 2017, 07:34 | |
| Cheers, aurynn, may your complexion grow ever fairer as my own expression twists in distaste. The pain must be shared, for without it we are all but husks.
And can you really, honestly, with a straight face, tell me that 700 points worth of boat constitutes footslogging?
XD | |
| | | aurynn Incubi
Posts : 1626 Join date : 2013-04-23
| Subject: Re: Infantry Armies? Fri Jun 30 2017, 07:36 | |
| Oh! I think my left eye grin-wrinkle just disappeared! :-D
Well thats why I said thats as far as I am willing to go. :-) I have given thought to bike/hellion/scourge armies. But not footslogging kabalites... | |
| | | The Shredder Trueborn
Posts : 2970 Join date : 2013-04-11
| Subject: Re: Infantry Armies? Fri Jun 30 2017, 11:42 | |
| Sorry, just going to go off topic for one more post because I didn't get a chance to comment on these last night: - The Strange Dark One wrote:
Furthermore, in the case of the Ancient Haemonculi and Urien Rakarth I would really give them an active ability like most factions have now. The possibility to use life leech and heal your troops or unleash an eldritch/hellraiser-esque horror device upon your enemies. In the case of Urien, he could use two abilities per turn.
Any opinions? I thought I wouldn't make a huge post of a complete rework so the thread doesnt get too bloated. Honestly, this seems like it would make for a cool ability on some sort of Mandrake HQ (since their Baleblasts are supposed to be powered by stolen life, which they could perhaps use in other ways as well - like rejuvenating themselves and their brethren). - Ikol wrote:
On a more serious note; I think giving our HQ's some tiering would be cool. As would implementing the buff auras mentioned above.
I'll start with Haemonculi.
Haemonculus: Mv:7", WS:3+, BS:3+, S:3, T:4, W:4, A:3, Ld:8, Saves: 6+/5++/6+++. Coven units within 12" get +1 Toughness. Comes with Haemonculous Tools, a Stinger Pistol (that's been fixed) and options for Tools of Torment and Weapons of Torture. 35points base. 45-50 points when kitted out. The cheap beat stick option.
Haemonculus Ancient: Mv:7", WS:2+, BS:2+, S3:, T:4, W:5, A:4, Ld:9 Saves: 6+/5++/5+++. Option to take a Clone Field for 4++. Coven units within 12" get +1 Toughness. Drukhari units within 12" get +1 to Innured to suffering rolls. Has the Sculptor of Flesh special rule as outlined by @The_Shredder. Can take one item similar to those on the Haemonculus Covens relic list. Comes with Haemonculus Tools, Stinger Pistol and options for Tools of Torment and Weapons of Torture. 75 points base. 85-115 points kitted out. What we have now~ish. Tactical depth, warlord that is customisable with cool options.
Urien Rakarth: Mv:7", WS:2+, BS:2+, S3:, T:5, W:6, A:4, Ld:10, Saves: 6+/4++/4+++. Coven units within 12" get +1 Toughness. Drukhari units within 12" get +1 to Innured to suffering rolls. Urien gets an additional +1 to his Innured to Suffering rolls. Has the Sculptor of Flesh special rule as outlined by @The_Shredder. Is considered to always roll a 3. Has his Casket of Flensing. Once a game, 18" range, Assault 4d6, S1 AP0 D1 deals an additional Mortal wound on a 5+ to Wound. Urien picks which models die. Has Rending Scissors, an Ichor Injector, Stinger Pistol and Liquifier. 130-150points. Not sure where exactly to place him points wise. Can beat sticks, but can also buff your army a load, and keeps things alive.
Thoughts?
/Mods/ "should this be in rules development?" I think that's a nice idea. The one thing I'm wondering though is whether the basic Haemonculus should have Sculptor of Flesh in place of the +1T aura (the latter seems stronger so I wondered if that should be reserved for Ancients). Alternatively, it could have both but with a shorter range on the Aura (maybe just 3") and something like Apprentice Sculptor: When this model uses Sculptor of Flesh, the target only ever recovers 1 wound. Anyway, if you do happen to start a thread on this in the Rules Development area, could you please PM me a link to such? | |
| | | The Strange Dark One Wych
Posts : 881 Join date : 2014-08-22 Location : Private subrealm of the Eldritch Skies Kabal.
| Subject: Re: Infantry Armies? Fri Jun 30 2017, 16:06 | |
| - Ikol wrote:
- And back into the tier system:
Incubi> Klaivex> Heirarch(HQ)> Drazhar
I've read your Codex before, and if what you mean by "active abilities" is "Haemonculean pseudo psychic phase" then get yourself out of Commoragh this instant! The Warp has no place in our realm of fascile beauty.
I was thinking that those "powers" would be along the lines of c'tan powers, markerlights and Guard commands. Nothing psychic at all, merely sharing the same phase for the sake of gameplay. - Ikol wrote:
- On a more serious note; I think giving our HQ's some tiering would be cool. As would implementing the buff auras mentioned above.
I'll start with Haemonculi.
Haemonculus: Mv:7", WS:3+, BS:3+, S:3, T:4, W:4, A:3, Ld:8, Saves: 6+/5++/6+++. Coven units within 12" get +1 Toughness. Comes with Haemonculous Tools, a Stinger Pistol (that's been fixed) and options for Tools of Torment and Weapons of Torture. 35points base. 45-50 points when kitted out. The cheap beat stick option.
Haemonculus Ancient: Mv:7", WS:2+, BS:2+, S3:, T:4, W:5, A:4, Ld:9 Saves: 6+/5++/5+++. Option to take a Clone Field for 4++. Coven units within 12" get +1 Toughness. Drukhari units within 12" get +1 to Innured to suffering rolls. Has the Sculptor of Flesh special rule as outlined by @The_Shredder. Can take one item similar to those on the Haemonculus Covens relic list. Comes with Haemonculus Tools, Stinger Pistol and options for Tools of Torment and Weapons of Torture. 75 points base. 85-115 points kitted out. What we have now~ish. Tactical depth, warlord that is customisable with cool options.
Urien Rakarth: Mv:7", WS:2+, BS:2+, S3:, T:5, W:6, A:4, Ld:10, Saves: 6+/4++/4+++. Coven units within 12" get +1 Toughness. Drukhari units within 12" get +1 to Innured to suffering rolls. Urien gets an additional +1 to his Innured to Suffering rolls. Has the Sculptor of Flesh special rule as outlined by @The_Shredder. Is considered to always roll a 3. Has his Casket of Flensing. Once a game, 18" range, Assault 4d6, S1 AP0 D1 deals an additional Mortal wound on a 5+ to Wound. Urien picks which models die. Has Rending Scissors, an Ichor Injector, Stinger Pistol and Liquifier. 130-150points. Not sure where exactly to place him points wise. Can beat sticks, but can also buff your army a load, and keeps things alive.
Thoughts? Really like it but I am not really sure what to make of Urien. For Urien I would really want something that could deal some good ranged damage, experimental wargear (a unique Ossefactor or powerful liquifier) or unique buffs to coven units. I like that he gave Grotesques a nice buff in 5th, could we do something similar? But maybe that is not necessary. With healing capabilities and +1T they might be very strong already. But it just feels a bit... generic? I would prefer that our special characters really have something special. What if Urien was similar to the 7th ed Corsair Prince? You get a list of different rules and you can choose one of these things. This could be a list of unique wargear like the Dark Gate or Shattershard. And honestly, I am not the biggest fan of healing Haemonculi. Traditionally, healing/resurrecting is set in place after the raid and I think DE really are too selfish to care for somebody else. I would much rather prefer a life leeching mechanic like the Cronos. - Ikol wrote:
- /Mods/ "should this be in rules development?"
I was thinking the same. I would really like if we could continue this, but this is not the place. @Count puuuleeeaase? | |
| | | Ikol Wych
Posts : 571 Join date : 2017-03-20 Location : Perth
| Subject: Re: Infantry Armies? Fri Jun 30 2017, 16:21 | |
| http://www.thedarkcity.net/t15777-a-fun-little-experiment#190143 Rules discussion is being continued over here now, if you wanted to join us. | |
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