Tounguekutter Sybarite
Posts : 460 Join date : 2014-05-18 Location : Maryland
| Subject: The Big One: Reworking the Power from Pain Mechanic Tue Feb 20 2018, 14:51 | |
| - Tounguekutter wrote:
I would also love a similar mechanic, but I think that it would be tough to create a mechanic that would be even only roughly good against all armies. Allow me to elaborate: 1) Leadership shenanigans: Custodes, Grey Knights, Vehicles, and other low-model count armies are almost or in some cases actually immune 2) Killing things: Impossible to strike a balance between the above armies being unlikely to generate anything significant, but not completely unbeatable against horde armies. Even if it was based off of inflicting wounds rather than killing models, vehicles would still be immune (I shudder to think at the fluff-crime it would be for a Leman Russ to be taken prisoner. Not the occupants, but the tank itself)(But they're torturing the machine spirit! [weak laughter]), and models with strong saves would still make the game mechanic tilted in favor of fighting hordes.
The only options I see left are making it totally random, or based on the turn count as well.
These are also the same kinds of problems that hamstrings the Power from Pain rule, which is why in my Fandex I've brought back the old pain token system, only this time its based off of attacking units rather than actually killing them out-right, which rewards alpha-striking and aggression, something I think most Drukhari players can get behind. Here is the latest version of my PfP ability re-write: - Power From Pain:
Power from Pain: A unit with the Power from Pain special rule receives benefits in accordance with how many times the unit has shot in the Shooting phase or fought in the Fight phase throughout the course of the game. Bonuses are applied immediately after the action (shooting or fighting) has occurred. You may wish to use a system of ‘Pain Tokens’ or some such to keep track of the number of times each unit has fought or shot during the game.
0+ Move Like Quicksilver: You may add 3 to the final result of any Advance or Charge rolls. 1+ Inured to Suffering: If the unit suffers a wound that is not a Mortal wound roll a dice. On a 5+ the wound is ignored. 2+ Unleashed Malice: Increase the Attacks characteristic of all models in the unit by 1. 4+ Euphoric Arrogance: The unit automatically passes all Morale tests. 6+ Aura of Dread: For every unit with this ability within 6” of an enemy unit, subtract 1 from the enemy unit’s Leadership characteristics (to a maximum of -3). 9+ Shadows of Former Glory: Immediately after each time the unit moves in the Movement phase, shoots in the Shooting phase, fails a Charge in the Charge phase, or fights in the Fight phase roll a dice. On a 6+ the unit may perform whatever action they have just performed a second and final time (for that phase).
As a side note, <Coven> units with the PfP ability also have the Unnaturally Resilient abilty: Unnaturally Resilient: Replace the “Move Like Quicksilver” bonus from the Power from Pain ability with “When this model suffers a wound from a multiple damage weapon, reduce the damage by 1 to a minimum of 1.” Additionally, replace the “Inured to Suffering” ability with “If the unit suffers a wound or Mortal wound roll a dice. On a 4+ the wound is ignored.” The Unnaturally Resilient ability is meant to replace Coven units' Insensible to Pain rule, but I'm open to the idea of it just being a bonus. That would probably warrant a point increase though, something I would rather not do to keep All-Coven armies more viable with a cheapish Troop option. Thoughts? | |
|
FuelDrop Hekatrix
Posts : 1392 Join date : 2015-06-21
| Subject: Re: The Big One: Reworking the Power from Pain Mechanic Thu Feb 22 2018, 03:08 | |
| I was actually thinking we could more or less steal the Khorne Demonkin Bloodtithe mechanic. | |
|
Pain Engine Hellion
Posts : 72 Join date : 2017-09-30 Location : Stockholm
| Subject: Re: The Big One: Reworking the Power from Pain Mechanic Thu Feb 22 2018, 07:51 | |
| It's cool. Haters GW will say it's too powerful. Love that Coven actually get their supposed resilience.
I'm not sure the bloodtithe mechanic is appropriate for us. I feel that, at least fluffwise, we're more about hurting than killing, which OP's suggestion reflects better. Also, I like the idea of individual units becoming stronger, and this probably scales a bit better with points. | |
|
Vindicavi Kabalite Warrior
Posts : 188 Join date : 2014-01-21
| Subject: Re: The Big One: Reworking the Power from Pain Mechanic Thu Feb 22 2018, 21:38 | |
| In my opinion I would make the power from pain a more resilience based tool, as in the lore the pain and suffering rejuvenates us, whilst I can see the argument for making us faster etc our main issue is staying power. On that front we are little better than IG.
I would suggest increasing toughness or even a stacking increase to the Power for Pain ignoring wounds save. So as our forces dwindle the ones that remain become harder to kill, similar to a vampire that has just fed or the wraith from Stargate Atlantis, so our vehicles may crash and burn and many of us die but the ones that make will just be unbillable.
| |
|
Tounguekutter Sybarite
Posts : 460 Join date : 2014-05-18 Location : Maryland
| Subject: Re: The Big One: Reworking the Power from Pain Mechanic Thu Feb 22 2018, 22:12 | |
| - Vindicavi wrote:
- In my opinion I would make the power from pain a more resilience based tool, as in the lore the pain and suffering rejuvenates us, whilst I can see the argument for making us faster etc our main issue is staying power. On that front we are little better than IG.
I would suggest increasing toughness or even a stacking increase to the Power for Pain ignoring wounds save. So as our forces dwindle the ones that remain become harder to kill, similar to a vampire that has just fed or the wraith from Stargate Atlantis, so our vehicles may crash and burn and many of us die but the ones that make will just be unbillable.
If the goal was for Power From Pain to be a strictly defensively buffing mechanic, than you could justify diversifying the types of buffs as some come from being able to shrug off wounds and others are speed related. Personally, I like that the Dark Eldar are fragile in exchange for greater performance in other areas of the game, but I'd understand if that isn't the direction you'd like your own homebrew to take. | |
|
Tounguekutter Sybarite
Posts : 460 Join date : 2014-05-18 Location : Maryland
| Subject: Re: The Big One: Reworking the Power from Pain Mechanic Thu Feb 22 2018, 22:14 | |
| - FuelDrop wrote:
- I was actually thinking we could more or less steal the Khorne Demonkin Bloodtithe mechanic.
I thought about that but then I thought about how ineffective it would make us against low-model count armies and how broken we'd be against hordes. I wanted a mechanic that didn't depend on what your opponent was bringing to work. | |
|
Sponsored content
| Subject: Re: The Big One: Reworking the Power from Pain Mechanic | |
| |
|