Dave wrote:
[*] Drop the Mole Mortar, add the Rapier:
Code:
Rapier INF 10cm - 6+ 5+ Rapier 45cm AP6+/AT4+ -
I'm okay with this, because Infantry Platoon still have an indirect firing option in the Thudd Gun.
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[*] Drop Sentinels, save them for the Knight Crusade list with the Titans.
No problem. Rough Riders are better fit thematically.
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[*] Custodian Household - Remove the "Add up to three" option. The formation will always be three strong then. This is from PFE's suggestion and after trying out 6 strong formations in three of our games.
A 6-strong formation is overpowered. However, I also would like to have a +1 option to give the possibility of fielding 4.
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[*] Lancers - I've got one person in our group who thinks they're overpowered, another who thinks they're all right and three who think they need something. What are people's thoughts here? From most of the posts I get the impression that they're underpowered, and I lean that way as well. I see three options:
- Give them Scout (as per fluff in SM/TL book)
- Give them a Shock Lance in addition to the Power Lance (as per SM/TL stats)
- Drop their points
At this point, I'm leaning towards giving them the first two and adjusting points later if needed.[/list]
Lancers feel underpowered to me. I say give them the first two to match SM/TL fluff. However, if giving them both causes a points increase, then I'd be okay with giving them only Shock Lance to keep them at 300 points.