Thanks very much for the initial feedback. I'll respond to a few points.
kyussinchains wrote:
off to a solid start
still think singleton warhounds should be removed as they synergise v.well with the big infantry formations, but maybe these tweaks will make the combo less potent
If that change is necessary it will be made, but first I'd like to try make changes to the big infantry formations themselves. IMHO, the single warhounds just magnified the problem rather than being the problem.
mordoten wrote:
wow, that alot of changes! Bur some very good ideas! A very good first idea for fixing the list.
agree with KIC on the warhound for sure, but that should apply to all list IMO...
Above my paygrade sorry
Onyx wrote:
Good onya Matt.
Having a large Grenadier Scout infantry formation as a core doesn't sit right with me. 10 of these formations (without the Gorgon upgrade) garrisoned on the half way line is not on.
Thanks for the feedback. I'd like to add a 10 man 1 gorgon option that appeals to players to move them away from 20 man 2 gorgons. This formation would not need Scout rules, and doens't necessarily even need to be Grenadiers.
I'll explain the reason behind this idea: In the current version, people generally run three massive formations of 20 men and 2 Gorgons - partly because it's great, and partly because there isn't much choice.
I'd like lists created with the new version to have one 20+2 'rock' of a Regimental HQ (now more expensive, but the only way to get a SC) and then have infantry on foot or single gorgons with smaller infantry formations. The smaller formations are a lot more manageable for opponents, offer less ablative armour, never be able to book-end an infantry centre with a gorgon on either side, etc.
The price increases and formation downgrades should help achieve a push towards less massive formations (or people can still take them, but have less points left for other formations than ever before), and the formations themselves are being downgraded in power (CC reduction, Critical improved, mortars an expensive option etc).
Onyx wrote:
Try to make the Death Riders more appealing and this would help.
Easily done - they lose Scout when taken in groups of 12 (which is a significant rule obviously), but can have standard Rough Rider attacks.
Onyx wrote:
The Death Korps Heavy Mortar should not be able to fire 90cm with Indirect Fire. 60cm is good enough.
It's 4 infantry (Speed 5cm Armour none CC 6+ FF 6+) with trojans or a short trench for 200pts. The same costs gets you 3 earthshakers (120cm-240cm) with trojans or 3 gun emplacements. The change is intended to make the unit more relevant as an option. Alternatively a small price decrease might have the same effect if the range is really an issue.
Onyx wrote:
Gorgon Critical - "D6 infantry inside the Gorgon take a hit" and still immobilised? Immobilised is very important in this regard.
They can, I put it in as just the casualties because I'd like to try it and see if it does what I expect - sometimes cause enough casualties to break the formation. I expect it to end up the shrapnel supernova and Immobilise.
kadeton wrote:
Would "Destroy the transport and kill everyone on board" be too much?
IMHO yes because it makes the Gorgon a very bad place to put 10 infantry. I think kill the war engine and 10 other stands might make it the worst crit in the game (which I concede some people would love right now, but remember any opinions are based on a version that's already significantly different from this one.
)
More feedback is welcome., thanks