RE: [Epic] Deathwing Detachment

From: Bill Provick <bprovick_at_...>
Date: Fri, 01 Aug 1997 10:36:20 -0400

 (btw: what does it mean in 40K
>to be immune to psychology?).

They can still be broken by losing 25 percent (or whatever, been awhile) but
are not affected by fear, terror, frenzy, hatred, etc, etc. I don't know how
to make a deathwing squad, except maybe that they always fight to the last
man, which is basically rampage, without the extra hits. This sort of thing
is a flavour issue, if you want Deathwing to act like deathwing, give them
this for no cost, and have them get slaughtered everytime they lose a combat.

Just remember, in 40k, Deathwing had nothing to do with rallying, they just
didn't run away from Carnifaxes before the Carni started slaughtering them
(And thus inducing them to break from casualties) Anyway, my memory is kinda
shot on this anyway.

If you really want to use Deathwing, add fear and terror. Any creatures (or
tanks) that caused fear in Warhammer 40k cause fear in Epic. Mega Gargants,
Greater Demons, and basically any extremely large war engine type thing,
cause terror. Then you can increase the Deathwing point cost in ratio to
their difference from UM's in W40K.

This adds a little flavour, but is bound to throw the rules out of whack.

I say, to represent Death wing, allow them to roll just a D6 for removing
blast markers, so they always remove one, and can remove up to six. This is
like the preposed "ignore blast markers rule" but less, well, munchy. You
can add fluff like if blastmarker represent shrapnel, slight damage and
disoreintation and FEAR in the troops, then the Deathwing ignore the fear
part, but not the dodging shrapnel, ducking for cover, and having vision
blocked by say powdered dust, snow or land raider (From the big explosion,
or course) This is still a very prominent advantage, but before you decide
on a point value, gather up two same sized detatchments together, say one is
deathwing termies, and the other are UM termies, duke it out, and work out
how many points to add. Remember, play several games, switching sides, and
then decide.

The only problem, is that in W40k, all Dark Angel over the level of normal
grunt, like captains, psykers, supreme commanders, terminators, all were
part of Deathwing. (Look at the DA special characters if you don't believe
me) Does this mean that all detatchments(Because almost all SP Iffy are
going to have captains and maybe librarians) can always lose at least on
BM, and maybe 6? Sure, if you increase the command price for and DA marine
or marine armour detatchment. What would be a little easier, is only give it
to your supreme commander, increasing the points cost by 1 for him (Not
much, but he is one unit) Now, he's bound to lead a detatchment, so make it
a rule that he can only command Deathwing detatchments, or increase the
points cost for the whole detatchment, or just for him, if he leads a
detatchment as well as being the supreme commander.

Note, Deathwing can only be taken by terminators in the Main section of the
detatchment, not if they are supporting. When this occurs, the whole
detatchment is considered to be drawn from the Deathwing company, so they
all get Deathwing (This is not, I repeat, not, if they are supporting,
supporting terminators support, do not form a detatchment) The amount of
terminators do not affect the amount of blast markers lost, so putting all
your terminators in one basket won't help.
Maybe I'll write a detatchment card, but remember, if the unit is Deathwing,
then there are NO:

Land speeders
Bikes
Support weapons
Preds
Razor backs
whirlwinds
vindicators
Scouts or bike squads

I hadn't considered these restrictions yet, so I think without these
supports, the Deathwing should cost nothing. Also, termies can be used as
part of a Sm detachment, they just don't get their bonus (But they get all
those tanks and vehicles)

Anyway, that was just a rough, train of thought rule creation, change what
you want, like make them cost points, do a battle with Deathwing against
normal termies, if the Deathwing continously wins, then maybe they should
cost more. If they lose all the time, then they are the flacour of the DA
army, and use them or lose them, doesn't matter. (maybe lower cost, but make
sure that the guy you fight the test battles is the guy you are playing
against, strangers might get a little upset. (First they get to remove one
blast marker a turn, and then they cost less!!!!) If you have a club (Like I
plan on starting) then post it as a house rule on the wall, so everyone in
the club knows it, and has plenty of time to playtest it to make sure it works



Btw, I bought Epic 40K around 5 yesterday, and have read all the books and
painted one unit of SM's. I'm pretty proud!.

Anyway, Check ya'll later

Tyler
Received on Fri Aug 01 1997 - 14:36:20 UTC

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