RE: [Epic] Deathwing Detachment

From: Miller, Chris <CMiller_at_...>
Date: Thu, 31 Jul 1997 15:17:39 -0500

>>
>
>Taking into account everything all of you have said, did any of you notice
>this special ability was costing each unit 5 extra points. I do agree they
>are to powerful, but better to make them to powerful and then change them
>to be less powerful then to make them not enough and increase the cost for
>nothing in return. I like the idea of just automatically passing
>leadership tests and/or ignoring the effects of blast markers. How much
>would you pay for this? 3 points extra to a regular Terminator stand, i.e:
>22 points? The reason I wanted to make this is because I play Dark Angels
>and I don't want to have a mish-mosh of detachments from different chapters
>only because of their abilities (I kind of think that leans a bit towards
>cheese).

------> It certainly can. I've noticed cheese depends more on the player
than the
army. Most players get a little queasy feeling as they approach cheese,
and
steer away. Others rush head long towards it. That said, the cheesers do
seem to gravitate towards certain armies in certain games.
 
> That's not to say my proposed Deathwing detachment isn't cheese
>as is, because it is. I just couldn't think of a way to incorporate the
>psychology thing into Epic40K, so i figured I'd write the rules up as I did
>and see what other idea everyone else had (btw: what does it mean in 40K
>to be immune to psychology?).
----> In 40K certain creatures (and some devices) cause fear (blood
claws on
a charge, for example) or Terror (bloodthirsters). There are also
hatred, frenzy,
and others. What happens is when one of these units comes within a
certain
distance of or charges a unit, the unit has to make a Leadership test or
break,
in the case of terror.
        Immune to psych means you don't have to sweat this stuff. It's most
handy fighting Chaos and 'Nids. Eldar "Shrieker" Cannons and Harlie
holo-
masks also cause fear.
        Marines don't have a terrible time with it, but for the Guard and Orks
it can be a real pain.
 
> I do really like the idea of automatic
>leadership check pass and ignoring blast markers, but how many points for
>this would you think is fair????????

----> I still think ignoring them automatically is too strong. Re-rolls
they already have,
and a bonus might be OK - +1 to leadership checks for 5 pts?

>As for the amount of units, I was just following the guidelines of the
>ravenwing (50 units= one and a half full detachments). I think this should
>be changed to to more closely resemble the Codex limits. That was the
>reason I included Land Raiders and Dreadnought for support, but maybe I
>should change that to allow an extra cost for 1 Land Raider per unit, and
>no extras in the support column. And, for the Dreadnoughts a limit of say 5.

I'd say if you have the 20 stand limit for the troops, groups of 1-2,
limit
10 "picks", then put the dreads and LR's as support, limited to the same
number as the main force picks, you're fine.
>
>I'll repost a fixed version later today and see what you guys think. I'd
>like someone to give me an honest points cost for the automatic L.C. pass
>and ignoring the effects of blast markers.
>
>I do appreciate the bluntness of you guys. I try to take critisizm well
>and hope it will only make me a better gamer.


>Ravenwing Speeder Motto: Dark Angels don't die, we just go back to the
>rock and regroup!
>
>seether_at_...
>Ezekiel- Grand Master of Librarians

----> Blunt criticism - "Our Specialty"
        Anywhere but on this list <read-usenet> would have meant instant
flamewar...

Chris Miller
Received on Thu Jul 31 1997 - 20:17:39 UTC

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