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An idea for balancing WE formations http://www.tacticalwargames.net/taccmd/viewtopic.php?f=69&t=16971 |
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Author: | semajnollissor [ Thu Oct 22, 2009 5:28 pm ] |
Post subject: | An idea for balancing WE formations |
What are the positive and negative consequences of adding the following rule: Quote: When a formation consisting entirely of War Engines has a number of blast markers greater than one half of the total [current] damage capacity of the formation, the formation suffers a -1 to-hit penalty, in addition to other to-hit modifiers that may apply. My goal here is to make WE-heavy lists easier to balance. Would this rule help? |
Author: | Ginger [ Thu Oct 22, 2009 6:12 pm ] |
Post subject: | An idea for balancing WE formations |
So this would mean that a WE would not shoot quite as well once their BMs exceed half the remaining DC. Thus an undamaged WarHound would suffer the penalty with 2 BM, An undamaged Reaver would need 4BMs etc. I really like the concept that battle-damage has reduced the efficiency of the WE (probably the kiss of death), but I have a suspicion that it may raise questions on cost reductions, so it is probably only going to be a house rule. That said, its a really cool idea that smooths the otherwise binary mechanics of WE. |
Author: | semajnollissor [ Thu Oct 22, 2009 7:09 pm ] |
Post subject: | An idea for balancing WE formations |
Yeah, so I guess an alternate route would be for the -1 to-hit penalty to come into effect when a WE has been reduced to less than half its starting DC (and so the penalty would be on a per-unit basis instead of a per-formation basis) instead of involving BM count. I do agree that this would upset some already existing balanced units, but I was just thinking out load about how to get better WE-to-everything else parity. Maybe just as a special rule into certain lists at first? |
Author: | Vaaish [ Thu Oct 22, 2009 9:04 pm ] |
Post subject: | An idea for balancing WE formations |
I think the idea of reduced capabilities has merit, but I don't think that outside of the Imperators the problem is with WE killing too much. The problem lies with having a huge WE camped out on objectives and no way to shift them off or destroy them. I'll post thought in the 3.16 thread specifically. |
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