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World Eaters v1.01

 Post subject: World Eaters v1.01
PostPosted: Tue Jan 20, 2009 8:03 am 
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That's not a bad idea mate!

BTW, play your game with the

1/cannons as mentioned above for 300 points
2/try the Frenzy rule
3/For Blood rage use:
The followers of the Blood God live to slay in his name, and there are few as bloodthirsty, favoured and homicidal as the World Eaters. Consequently, this rage makes these units somewhat difficult to control in combat. Any formation in a World Eaters army (excluding Chaos Navy or spacecraft) that fails its Action Test (see 1.6.2 of the Epic: Armageddon rulebook) must make an Engage action towards the nearest enemy formation. The formation receives a Blast Marker for failing its action test as normal.


Did you get the original v1.01 I posted this morning? I won't reinstate the file until I get some feed back on your game with the changes and then I'll put frenzy in as well if it seems a decent rule.
If you need a copy of my file pm me your email addy and I'll email it to you tomorrow during the day. Reason is I dont want the file used if I am going to put changes in it as this will mean it's v1.02 :D


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 Post subject: World Eaters v1.01
PostPosted: Tue Jan 20, 2009 8:24 am 
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Quote: (Dobbsy @ 20 Jan. 2009, 07:03 )

Did you get the original v1.01 I posted this morning?

Yeah I got it. I will use it with your changes.

I will let you know how it goes

Cheers.....

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 Post subject: World Eaters v1.01
PostPosted: Tue Jan 20, 2009 9:24 am 
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Garrisonning Hellfire cannons hasn't proved a problem with LatD - as long as there is enough terrain and your opponent knows they can garrison. Objectives can be set up to reduce fields of fire.

Also the small formation size means they are very easily broken or reduced in effectiveness - 1 kill means only 1 can fire. That they are AV also means they don't get the 'in cover' bonus when in OW - so they have to be in cover - which makes it risky to ever move them.

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 Post subject: World Eaters v1.01
PostPosted: Tue Jan 20, 2009 9:29 am 
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Quote: (Steve54 @ 20 Jan. 2009, 08:24 )

Garrisonning Hellfire cannons hasn't proved a problem with LatD - as long as there is enough terrain and your opponent knows they can garrison. Objectives can be set up to reduce fields of fire.

Also the small formation size means they are very easily broken or reduced in effectiveness - 1 kill means only 1 can fire. That they are AV also means they don't get the 'in cover' bonus when in OW - so they have to be in cover - which makes it risky to ever move them.

Hmm

You make some good points....

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 Post subject: World Eaters v1.01
PostPosted: Tue Jan 20, 2009 11:17 am 
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For Khorne Artilliery Pieces i haveinvented the following stats in my IronWarriors list:

Chaos Cannon of Khorne (Khorne)

Type Speed Armour Close Combat Firefight
Armoured Vehicle 15cm 4+ 6+ 5+

Weapon Range Firepower Notes
Warpcannon 30cm MW2+ Titan Killer(1), Slow-firing

Notes: Invulnerable Save, Fearless.


Chaos Doom Blaster (Khorne)
Type Speed Armour Close Combat Firefight
Armoured Vehicle 15cm 4+ 6+ 5+

Weapon Range Firepower Notes
Quad Mortar 30cm 4BP Slow-firing, Indirect Fire, Disrupt

Notes: Invulnerable Save, Fearless.

550pts for a formation of 4.




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 Post subject: World Eaters v1.01
PostPosted: Tue Jan 20, 2009 2:43 pm 
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Quote: (Hena @ 20 Jan. 2009, 07:14 )

The idea of forced move is bad. How long should that be, they can move 0.1cm? If max move, then any formation with transport means that transports are toasted here. Also applies to infiltrators.

I think max move while maintaining coherency is the intent.

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 Post subject: World Eaters v1.01
PostPosted: Tue Jan 20, 2009 7:24 pm 
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Firstly, Thanks for taking into account my ideas. I apreciate it  :agree:

I don´t know why you leave WE with a lower strategy rating. If you read the description of the strategy rating of an army, it says that it´s a combination of it´s agression and the ability of their commanders. Being the most agressive army out there, they should have 4 like the BL or to make them more chaotic, 2D6, instead of 1d6+Strategy rating.

Also, daemon engines should have initiative 2+. They aren´t astartes after all.

The list should be very infantry oriented so removing the armoured companies is a great idea. Core formations should be legionaries, berzerkers and terminators, leaving the rest as support formations.

Droping the ravager and feral titan and putting the LOB as a titan may be a good idea. Perhaps adding a banelord variant more close combat oriented.

As I said in the older post, it would be a good idea to give the WE bonuses and penalties for winning/losing assaults. I suggested droping the bonus and penalties for rolling a 6 and a 1 in the strategy phase for:

"Each time a WE formations wins an assault, they can add 1 daemon to the daemon pool. When they lose one, remove 1 daemon." Or something similar...

I´ll be thinking more suggestions





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 Post subject: World Eaters v1.01
PostPosted: Wed Jan 21, 2009 6:08 am 
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Does this wording make you happier Hena

The followers of the Blood God live to slay in his name, and there are few as bloodthirsty, favoured and homicidal as the World Eaters. Consequently, this rage makes these units somewhat difficult to control in combat. Any formation in a World Eaters army (excluding Chaos Navy or spacecraft) that fails its Action Test (see 1.6.2 of the Epic: Armageddon rulebook) must make an Engage action towards the nearest enemy formation while staying in unit coherency. The formation receives a Blast Marker for failing its action test as normal.

What do folks think about Frogbear's idea regarding Frenzy as an additional rule?





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 Post subject: World Eaters v1.01
PostPosted: Wed Jan 21, 2009 5:18 pm 
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Quote: (Dobbsy @ 21 Jan. 2009, 05:08 )

The followers of the Blood God live to slay in his name, and there are few as bloodthirsty, favoured and homicidal as the World Eaters. Consequently, this rage makes these units somewhat difficult to control in combat. Any formation in a World Eaters army (excluding Chaos Navy or spacecraft) that fails its Action Test (see 1.6.2 of the Epic: Armageddon rulebook) must make an Engage action towards the nearest enemy formation while staying in unit coherency. The formation receives a Blast Marker for failing its action test as normal.

It depends on your intent.  The Engage action doesn't require moving towards the target.  If the assaulting formation ends its move out of range, no assault occurs.  In effect, all this does is change their Hold options to single move (an "engage" action ending out of range of the nominal target) or Engage rather than the normal move/fire/marshall choice.

It's different but I wouldn't call it a substantial penalty.

If the intent is that they must close with the nearest enemy, then it should say something like:
...must make an Engage action and attempt against the nearest enemy formation, attempting to reach base contact.  If unable to reach base contact, the formation must move the maximum possible distance towards the target while staying in formation (per rulebook section 1.7.4).





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 Post subject: World Eaters v1.01
PostPosted: Wed Jan 21, 2009 7:17 pm 
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Forcing an engage for a failed activation is going to be abusable.
It would allow players to attempt to activate/retain with formations that have been set up for engagements automatically,there would be no fear of failing retaining rolls especially if thats what the formation was going to do anyway.





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 Post subject: World Eaters v1.01
PostPosted: Wed Jan 21, 2009 7:40 pm 
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Quote: (dptdexys @ 21 Jan. 2009, 18:17 )

Forcing an engage for a failed activation is going to be abusable.
It would allow players to attempt to activate/retain with formations that have been set up for engagements automatically,there would be no fear of failing retaining rolls especially if thats what the formation was going to do anyway.

But they'll have a Blast marker on them, so that's, often, a really bad thing.

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 Post subject: World Eaters v1.01
PostPosted: Wed Jan 21, 2009 8:02 pm 
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It ill allow players to set up formations to engage and give them auto retain.
There will be many times were players are going to retain with formations which already have BM's and instead of needing 3+ to do the engage it will be automatic with no fear of a wasted activation,that is abusable to me.


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 Post subject: World Eaters v1.01
PostPosted: Wed Jan 21, 2009 8:47 pm 
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Quote: (dptdexys @ 21 Jan. 2009, 13:17 )

Forcing an engage for a failed activation is going to be abusable.
It would allow players to attempt to activate/retain with formations that have been set up for engagements automatically,there would be no fear of failing retaining rolls especially if thats what the formation was going to do anyway.

Exactly. That said, it may be possible to bait formations with throwaway activations (e.g. sentinels), dragging them off objectives, or might simply pull the formation into an undesirable assault.

It's a two-edged sword. If you can position your formation in such a way that you want to assault anyway, it's fantastic and shows the unbridled dedication Khorne followers have to slaughter. If you DON'T want that to happen your forces may charge off objectives and lose you the game. Whether it's a benefit or a curse is situational - i.e. it comes down to how good a tactician you are (or how well your opponent baits you).

Plus, you still get that BM, which is why it's worth mentioning in the rule.

It should be noted that in my original version of the rule, if the Initiative test is failed and the formation cannot make an Engage action, then it simply makes a Hold action as normal (which might be the simplest). If you do want it to make it one move towards the nearest enemy then I would suggest something like the following wording:

The followers of the Blood God live to slay in his name, and there are few as bloodthirsty, favoured and homicidal as the World Eaters. While the World Eaters practice all arts of warfare, their desire for close-quarters slaughter can sometimes overwhelm them. Any formation in a World Eaters army (excluding Chaos Navy or spacecraft) that fails its Action Test (see 1.6.2 of the Epic: Armageddon rulebook) must perform an Engage action rather than the normal Hold action. If the formation cannot make a legal Engage move (i.e. it is impossible to end one move within 15cms of any enemy formations), then it will simply make a single move (as far as possible) towards the nearest enemy formation. Note that the World Eaters formation receives a Blast Marker for failing its action test as normal, applied before any Assault takes place.

Perhaps we can tidy that up a bit, but I think that covers all of the bases ruleswise.





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 Post subject: World Eaters v1.01
PostPosted: Wed Jan 21, 2009 10:04 pm 
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How's this Lord I?

The followers of the Blood God live to slay in his name, and there are few as bloodthirsty, favoured and homicidal as the World Eaters. Consequently, this rage makes these units somewhat difficult to control in combat. Any formation in a World Eaters army (excluding Chaos Navy or spacecraft) that fails its Action Test (see 1.6.2 of the Epic: Armageddon rulebook) must perform an Engage action, rather than the usual Hold action. If any unit in the formation cannot end that single engage move within 15cms of any enemy formations, then the formation must make a single move at maximum speed towards the nearest enemy formation. The formation must remain in unit coherency and still receives a Blast Marker for failing its action test as normal - applied before any Assault takes place.


Does anyone have an opinion on the Frenzy rule?


Regarding the removal of the Armoured company, I'm trying to decide how to implement the predators into the list.

This is what I've thought of off the cuff so far

Armoured Support  note not called a Transport option now

Add up to 4 World Eaters Rhinos and/or World Eater Land Raiders and/or World Eaters Predators to the formation. 10 Per Rhino, 50 per Predator,75 per Land Raider

I worded it this way because it seems silly to have the transport option with rhinos and land raiders then have another option for predators and land raiders as well. Given a retinue will only be able to take a max of 3 upgrades....





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