NEW REVISION: V1.1
Synopsis of Changes:
Core:There have been Six changes to the Gorgon formations so far. It might sound a lot, but changes to this core unit are at the heart of the list revision, and the main reason this list is being reworked.
1) Gorgons upgrade price increased by 50pts.
2) Gorgon Siege Mortars price increased by 50pts.
3) Gorgon Critical Hit made harsher: "The Gorgon is Immobilised and D6 infantry inside the Gorgon take a hit."
4) The Infantry carried have been reduced from CC5+ to CC6+
5) The Fire Support upgrade has been reduced from CC5+ to CC6+
6) The 'May Have A Gorgon' option has been removed from the Infantry Company Upgrade; it is no longer possible to upgrade to a 30 infantry 3 Gorgon mega-formation.
Death RidersDeath Rider Company back in Core. No longer 0-1 per 1500pts.
1) The 0-1 unnecessary restriction is removed (1 per 3000pt was rarely seen),
2) DR are more appealing now that other core formations are more expensive, less good in CC, have worse crits and cost more to turn into a shooting formation.
3) The DR change from FF6 to FF5.
Notes: As they are an iconic Krieg formation, I gave a lot of thought to how to get the Death Riders to be more internally competitive and a better option without becoming over powered. For a bit of background, they were added to this list at a time people were considering Rough Riders changing from Extra Attack FS to just FS, and unlike the other Guard armies they never got their normal attack back (in other words, they have half the CC attacks of any other Rough Rider),
After reading some of the Krieg source material about how they were armed with Special Weapons, I decided rather than just give them the additional normal attack, I'd like to try them with 'Special Weapons' in their profile. This means small arms rather than a ranged attack, but at 5+ instead of 6+.
The formation may increase from 250 to 275, but in the meantime I hope to see them playtested. Note however they have half the attacks of other RR and the core formation loses the Scout rule, so 250 might turn out to be appropriate. I'd love to see people field large amounts of Death Riders - they may die fast but they're such a great fun unit.
"There is no more stirring sight in war than the charge of massed cavalry' Support:Grenadiers moved back from Core to Support.
Engineer Formation price reduced to 250pts in hopes it will now be occasionally used.
Macharius Tank Formation - Reduced from 350 to 300 to make it competitive with a six Leman Russ formation. This might end up at 325. Upgrade option to add a Macharius reduced from 125 to 100 for the same reason.
Quad launchers / Heavy Mortars: Range reduced back to 30cm. Price changed from 200 to 175 in hopes of making them a competitive option through cost instead of range improvement.
Death StrikeBig changes here, again because this is a unit I believe requires it.
1) Armour regains Reinforced, because
2) Damage Capacity drops from 3 to 2.
This is a big deal when it comes to breaking a formation, and its breakability is likely to have even more of an impact than the fact it is now easier to kill than previously.
3) FF drops from 4+ to 5+ (this might actually not be necessary now because DC2 means it lost an attack already)
4) Weapons change:
[] 2x Death Strike Missiles (rather than 1)
[] Single Shot (rather than Slow Firing)
[] Special Rule: "T-minus five minutes to launch...and counting": Deathstrike Missiles are Single Shot, and the Deathstrike Silo may never fire more than one missile in turn 1.
Notes: The idea here is a Death Strike launcher that is much easier to break than the old Krieg one. The Special Rule is inspired by the Death Strike in 40k, and makes this deliver much less of a turn 1 punch than Steel Legion equivalent as part of the payment for it being more resilient (the rest of the payment being its immobility and predictable deployment).
The thematic sounding "T-minus five minutes to launch...and counting" rule basically means even if the opponent is unable to break it (now requiring only 2BM), it can only launch a single missile in turn 1.
Should the opponent manage to break it, and even keep it broken in turn 2, if it does manage to regroup in turn 3 it can fire them both just as a normal Death Strike formation would. I think that is a
good balance of pros and cons, and could make for a more exciting game.
And that's where the list is now - frankly I'm a lot happier with it.
As always, comments, constructive criticism and PLAYTESTS are welcome. Thanks!
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