Special rule on deployment- what happens if the command drop pod dies on arrival. Might it be worth adding "if destroyed from its intended landing zone" or similar?
Some silly ideas, or my initial balance thoughts.
I find 7 a bit of a pain, as you gain basically a guaranteed orbital bombardment skimmer killer on top of everything else. (6 Drop pods just came down and killed 480 points worth of skimmers and then they opened their doors?) Or was this deliberate?
Maybe the less than armour 12 lot are moved out of the way and treat it as a 3 on the glancing hit table (+ or – modifiers, so open topped that had to duck out from the retro burners are hurt more than fully incased blokes)
4 brings in a random pain, in that I
DS into a swarm of wraith guard I roll a double and wound all of them on a 4+ for a minned out assault squad?- I appreciate that that isn't very likely and hardly tactical. But possibly to reduce the use of 7 and 4 as just using squads as ammo, maybe put a criteria on the sheet e.g. assault marines (the cheapest guys) must be 8+ men? How does your intent gel with the above?
I'm not completely clear as to what happens to activate 5 as well as 4, its probably me being thick, (its occupants are killed -but after they have immediately disembarked and been pinned in combat (as well as being swarmed over)). I don't follow the chain of events- the way I read it I just died 3 times.If 4 and 5 are inevitable could they be merged into one point so that it is less wordy and confusing to my poor little brain?
The annoying bit of me figures before it goes out to the masses (as I think it should), you might want to fix a few typos.
Fluff section no more *than* rustic backwater
2.Enemy models moved this way *are*
5. In addition, *perform* a pinning test
It’s a really great sheet and I’ll certainly save a copy of the next version into my stash of good homebrews.(really nice presentation\format too)