robbypk wrote:
To offset this increased ability/value of Vanguard Veterans, I might even suggest increasing the cost of terminators. RG fluff states that terminator armor is even more rare in the RG army than codex SM, yet the cost to take terminators is unchanged, and RG terminators have the ability to drop into battle via drop pods, eliminating the danger of having blast markers when they come in.
I had a similar thought. The RG terminators are the same cost (350) as Codex Astartes, but access to drop pods makes them sufficiently better that this list may well be the default choice for anyone who wants to run a terminator-heavy force.
The downsides are scatter (which is generally very small and I assume we all know can be compensated by placement of units on the correct side of the pod), pre-plotting (I find it rare to drop too far from enemies with multiple pods/blasts YMMV) and requirement to take a ship along (which many people do anyway).
Upsides are:
The chance for an entire army of terminators to arrive without BM from AA or Teleportation.
FREE Deathwind attacks on all enemy units within 15cm. (Each enemy formation attacked receives a
Blast marker for coming under fire, and an extra Blast marker for each casualty), so its the enemy that is prepped for assault rather than the terminators that attract a BM.
Arrival during a turn rather than before the risky roll for initiative.
Teminators arriving by pods with Dreadnoughts attached to their formations.
Suggestions:
[] Raise cost of RG Terminators or
[] Remove Deathwind attacks from the pods or
[] Make Terminators pay for Droppods (probably a better idea) or
[] Use the droppod's rule in the RG pdf you posted (May transport one formation of only the following units: Devastator, Dreadnought, Tactical.) rather than the contradictory special rule
I'll post an idea of a list to see how it fits with what you're intentions are.