Hi,
I like this, thinking a SM army can have 25% Imperials
or Imperial army can have 25% SM, why we are
restricting chaos powers so much.
Another way to make rule simpler we can say one must
have 50% from a fraction army list and not taking more
than 25% from other Chaos god lists.
Mete
--- Stephane Montabert <kotrin_at_...> wrote:
> I've been reading through the "hot" debate over
> Chaos
> combinations ;) and as usual I'm so happy to see
> that
> NetEpic community is so full of reasonable, open
> minded people. It's really a breath of fresh air
> when
> it comes to rule design.
>
> I like Yar's analysis over the two sides of
> animosity:
> a rule for army building and a rule for game play.
> Maybe they should be combined in both, maybe not.
>
> Personnally, I don't like the idea of Chaos Power
> Pairs - too restrictive and arbitrary. Basically, it
> means that by running a single-power chaos army, you
> put yourself at a distinct disadvantage since you
> could field units from the associated power without
> any drawback. While it stands in the name of fluff,
> it
> means that there are two Chaos armies, one dual-god
> pair or the other, and not four.
>
> Second, I don't like animosity rule "roll a D6, on 1
> something terrible happen". Too random, and
> involving
> range checks in the middle of the game.
>
> Players should be allowed to field an army with 1,
> 2,
> 3 or even all Chaos deities, but putting themselves
> at
> a greater risk each time. This should be kept simple
> and not cripple the game with a "on a d6 roll of 1
> throw your battle plan out of the window" effect.
> Also, I would not build any "affinity" nor "hate"
> between powers - they are just concurrent gods.
>
> So, here is a suggestion:
>
> - If the Chaos army features more than one chaos
> god,
> for each power beyond the first the player must
> discard one chaos card from his hand before game
> begins.
> - If the Chaos army features more than one chaos
> god,
> each chaos card must be allocated to a given chaos
> god. The chaos card distributed in this way can only
> be used on this god's units or to save Greater
> Daemons
> affiliated to him.
>
> Thus if a player has 3 greater daemons belonging to
> 2
> powers, he will get 8 cards, not 9, and he will have
> to divide those 8 cards into two stacks - making the
> whole army less flexible and reliable, since he
> could
> not play *any* chaos card to save *any* greater
> daemon
> anymore.
>
> For fluff reason, the explanation is simple: the
> more
> Powers are involved into a battle, the more cautious
> and mistrustful each Chaos God is, weakening the raw
> energy of Chaos. For a maximum flexibility with
> Chaos
> cards, a chaos player should take only one God. He
> still could build a 4-power army for large games,
> but
> then he would only have 9 cards allocated to 4
> Daemons.
>
> I think this "Chaos Card approach" is simple and
> does
> not require range checks or dice roll, while being
> restrictive enough to be taken into account by Chaos
> players.
>
> Whaddayathink?
>
>
> Stephane
>
> .:: www.stephane.info ::.
> "It's better to enlarge the game than to restrict
> the players." -- Eric Wujcik
>
>
>
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Received on Wed Apr 06 2005 - 12:47:13 UTC