WolflordHavoc wrote:Hello
Been asked to have a look by MattG
cheers mate
WolflordHavoc wrote:"How about 'Confound' or 'Confuse' or keep it as 'Jinx' - if cast then the 'unit' or 'vehicle' suffers the effect of being Pinning/Stunned unless it passes a basic LD test (even if its fearless!!) - as the Squad/Crew members of that unit begin to argue and bicker and fight each other.
im basing it off the psy power in the Space Hulk (Vengeance of the
BA) Playstation/PC game. when the Magus/Patriarch cast it, and you tried to shoot at them, your shots almost all went wide of their mark (only way i found around it was to pour extra firepower into them, so
something eventually hit). as 4th ed doesnt use to-hit mods, re-rolling hits seemed the best way to do it. i also like how its kinda like the opposite to Guide.
its meant to be a bit like a machine curse/bad luck spell/distraction.
WolflordHavoc wrote:The Hive Mind Commands It!
"How about the power (used in the shooting phase) in addition to regrouping a fleeing squad - it can instead be used on a 'non- fleeing squad' and this unit (instead of shooting) gains the fleet of foot skill for that turn (can not be of benefit to Genestealers)"
i was thinking of dropping this, actually (see revised list). instead i wanted some sort of "protect the Magus" rule.
WolflordHavoc wrote:Heavy Stubber and Rocket launcher.
I think these should stay as general 'heavy weapons' as per their normal rules rather than becoming Assault weapons (Making them Assault weapons is too powerful IMO and I like to have weapons with a precedent).
i was under the impression (and Dan can correct me if im wrong) that the Heavy Stubber was an Assault weapon in the DKOK list?
and the Rocket Launcher (not Missile Launcher) was based on the Ork Rokkit Launcha (which is also Assault) - its meant to be a homemade weapon.
i thought the limited number of weapons with medium Range (24") and very poor
BS (of 2) would help balance out them being Assault weapons. even the Orks have better shooting than the Broodbrothers.
WolflordHavoc wrote:In addition to this I would add Demo Charges which to my way of thinking are relatively easy to build for a 'militia'
Demo Charges are out, as there is no Ordnance allowed in
CP.
i did give the Anti Tank squad Kraks though.
WolflordHavoc wrote:Certainly I would not think that militia would have weapons that are ‘better’ than the Imperial Guard.
well... i made them equal to/worse than the Ork equivalents. compared to the Heavy Bolter, the Heavy Stubber loses on Range, Strength, and
AP, and compared to a Missile Launcher the Rocket Launcher loses on versatility (no Frags) and range - and they both lose out in terms of the
BS of the firer (compared to basic Guardsmen). all they have going for them is mobility (and when they do move, the Lasguns in their units are less likely to be in range as well).
WolflordHavoc wrote:If you want a ‘LMG/SAW’ style weapon then can I suggest a Light Stubber that ‘counts as’ a Storm Bolter (purist will argue that the
AP of a Storm bolter is better than a Heavy Stubber!!).
well it basically
is a Storm Bolter, but with worse
AP and one more shot (at BS2). if i was going to reduce the number of shots, i probably wouldnt have given them such poor
BS.
by comparison, the Ork Big Shoota is also Assault 3 (BS2), but has better Range, Strength
and AP.
WolflordHavoc wrote:And the ‘Anti Tank’ squad comes with 3 Standard Missile Launchers (R48” heavy 1)
long range firepower isnt something i imagined when i envisioned them fighting. and proper Missile Launchers would be too...
well made (they havent raided any
PDF armouries or anything, yet).
how about dropping the Rocket Launchers down to S7? (maybe even AP4 too?)
i dont want them to just be Grenade Launchers (especially with poor
BS) - im using these in other lists anyway (
PDF & Ash Nomads using C:
IG and Arbites &
AdMech using C:
WH).
having better Strength (and maybe
AP too?) than Krak Grenades would balance not being able to choose to fire Frags, IMO, and make them a specialised anti-tank unit (while still not being brilliant at it, even at
CP level). im concerned that if i do drop the
AP (to 4) then they will
really struggle against
MEQs at range, although dropping the Strength (to 7) wouldnt be too bad (still
ID T3, still Penetrate a Chimera on a 6).
remember, they will only score 1 hit on average per turn.
what do you say:
Rocket Launcher R:24" S7 AP3 Assault 1 (BS2)
alternatively, i
could give them S6 and Tank Hunter (to represent the fact that they will gladly risk their lives to get the perfect shot)... but i dont think that will make a difference at
CP level (still
IDs T3, still wounds T4 on a 2+).
either way, this is still making them
worse than Ork Rokkit Launchas, though...
WolflordHavoc wrote:Well that’s my half pennies worth
Good effort BTW
cheers
do you fancy giving them a spin on the tabletop?
~ Tim