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World Eaters v1.01

 Post subject: World Eaters v1.01
PostPosted: Wed Jan 21, 2009 10:39 pm 
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I think you should change "single move" for "one move" to avoid confussion.


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 Post subject: World Eaters v1.01
PostPosted: Wed Jan 21, 2009 10:44 pm 
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Removing one or both reaper autocannons from the terminators might be a good idea.


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 Post subject: World Eaters v1.01
PostPosted: Wed Jan 21, 2009 10:56 pm 
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Quote: (Dobbsy @ 21 Jan. 2009, 21:04 )

How's this Lord I?

........ 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. .......


Has anyone ever thought that the bloodthirsty rule should only apply to Fearless units? It would make sense IMO that only the bloodcrazed 'fearless' units should be effected by this rule.


Quote: (Dobbsy @ 21 Jan. 2009, 21:04 )

Regarding the removal of the Armoured company, ..........    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....



In regards to predators, my thoughts are in line with either of the following:

i. Predators should be a seperate upgrade apart from the 'transports' as it is a seperate tactical option that is available to the World Eaters.

ii. Predators form their own support formation of 4 predators a unit (200 points). Seeing you can only take as many support formations as you have core units, you have the choice (dilemna) of taking this in place of some of the other awesome options on the list. I do not see it as then being an 'armoured core' as such (no land raiders) which people have issues with. Also their low number would almost make them a liability if one is not careful.

Open to all thoughts. Going to try and get that playtest game in today

Cheers...




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 Post subject: World Eaters v1.01
PostPosted: Thu Jan 22, 2009 12:18 am 
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Quote: (frogbear @ 21 Jan. 2009, 16:56 )

Has anyone ever thought that the bloodthirsty rule should only apply to Fearless units? It would make sense IMO that only the bloodcrazed 'fearless' units should be effected by this rule.

This has come up before, and the big problem is that the Bloodrage rule applies to formations, not units.


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 Post subject: World Eaters v1.01
PostPosted: Thu Jan 22, 2009 11:45 am 
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Played the game today. I will report on it over the next few days.

From an initial glance list appeared ok. More in depth when I get some time. here is the force that was taken:

Core
WE Retinue #1
3 x Land Raiders

WE Retinue #2
3 x Rhino

WE Chosen
Champion
Icon Bearer
Daemonic Pact
Bloodlord (supreme Commander)

Bloodthirster
Bloodletters x7 (8 after I rolled a 6 for the initiative - thank you Khorne!)


Support

WE Bike Squad
Daemonic Pact
Icon Bearer

Lord of Battles x1

Khorne Demon Assault Engines x7



They went up against a trial squat list. I had to end it early but it was clear the squats had the upper hand. More in a few days....

Side note: IMO fearless is an over-rated skill. Once you are broken, you still have to rally. If you are within 30cm of an enemy unit, it is still 4+ to get that rally. Having those extra guys there is a good thing - if you manage to rally. My opponent disagrees, yet we have agreed to disagree...    :blues:




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 Post subject: World Eaters v1.01
PostPosted: Thu Jan 22, 2009 12:44 pm 
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Quote: (frogbear @ 22 Jan. 2009, 10:45 )

They went up against a trial squat list. I had to end it early but it was clear the squats had the upper hand. More in a few days....

Side note: IMO fearless is an over-rated skill. Once you are broken, you still have to rally. If you are within 30cm of an enemy unit, it is still 4+ to get that rally. Having those extra guys there is a good thing - if you manage to rally. My opponent disagrees, yet we have agreed to disagree...    :blues:

I disagree we agreed to disagree!

The opposing force were, for the most part, Thurgrim Squats. I'm tweaking this for a more personally stylized list. It's still in the prototype stage, and may change significantly before I put it out there for proper critique.

12 Warriors + Warlord
12 Berserkers + Living Ancestor + 3 Gorgons.
9 Bikers + Warlord
9 Mole Mortars + Thunderfire
4 Thunderers
6 Hearthguard
6 Automatons
6 Iron Eagles
Colossus

Had several fights go to a tie, one (the Hearth and Thunderers intermingled against a Retinue w Land Raiders) tie twice, and managed to win a fair portion of assaults, only to be disheartened by the inability to hack my opponents down. Boo! Given his propensity for making armour saves (hit 5 times, makes 5 saves. Consistantly. With needing just one fail to break the unit), the least I could hope for was a couple of free hacks. Still, all in all, a good game. I mean, I won.  :agree:


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 Post subject: World Eaters v1.01
PostPosted: Tue Jan 27, 2009 10:34 pm 
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Removing one or both reaper autocannons from the terminators might be a good idea

Any reasoning behind this Shermo?

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 Post subject: World Eaters v1.01
PostPosted: Sat Jan 31, 2009 5:11 am 
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Hi All

Sorry, been pretty lazy in replying to this one. Re-capping on what I took up against a squat force was the following:

****************************************
Core
WE Retinue #1
3 x Land Raiders

WE Retinue #2
3 x Rhino

WE Chosen
Champion
Icon Bearer
Daemonic Pact
Bloodlord (supreme Commander)

Bloodthirster
Bloodletters x7 (8 after I rolled a 6 for the initiative - thank you Khorne!)


Support

WE Bike Squad
Daemonic Pact
Icon Bearer

Lord of Battles x1

Khorne Demon Assault Engines x7
*****************************************

Side note: I am unsure why I only have 3 LR and 3 Rhinos listed above. I must have had 4 on each...

I started everyone in vehicles where I could and hid behind buildings. No indirect could hit me. I won initiative and tripled all WE Retinuess up and jumped them out. Did the same with the bikes and the Assault Engines. The LOB stayed back to harry anyone who came over my side of the table and shoot things in the distance.

Like most Khorne things, getting into a charge range meant that I was going to take a blast marker or more and a few deaths. The triple moves however placed half the squat army out of range or with negatives to shoot. However getting into combat meant that I was at -2 to combats (no blast markers & opposing has more blast markers). So unless Khorne WE wipe out the opposition or really kill alot of men, they most likely are going to lose the combat. I was also usually outnumbered as the squats are in larger numbers so I was -3 on the dice roll. WE did well in CC as you would expect yet that -3 is really hard to swallow. I was doiing it on kills alone. The house rule below did not help my cause either.

Code Sample: 
House Rule: Squats ignore the first blast marker for any purpose


It is unfair to give a critique on the WE 1.01 after 1 game against another trial list I feel. The assault engines are monstrous as are the WE in HTH. This is to be expected. I think they work well. I will need to play a few more games to see that the Assault Engines are fine and not too overpowered.

As stated previously, I believe that the feerless rule for this force (as I played them) was over-rated. I want to play a few more games with the list with different options to really make further opinions.

In summary: after 1 game the list appears fine as it is for play purposes. The forces are very expensive (not unusual to have each unit over 500 points each) which means less activations.

I am new at the game, and have really only played about 6 games so I would really like others to give it a go and share their thoughts.

Cheers....




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 Post subject: World Eaters v1.01
PostPosted: Sat Jan 31, 2009 12:25 pm 
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On the whole engage when you fail an activation thingy.  It is looking to be quite complex.

What about taking a page out of the Orks book.

World eaters activate on a 3+ and get +2 to engage, double and rally.

The normal 3+ activation makes it harder to be a stand off army and do silly things like sustain, as well as represent them nit being that motivated being some distance from the enemy

The +2 to engage and double represents their blood lust when they get close to their enemy

The +2 to rally represents theirm not wanting to displease Khorne by being cowards

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 Post subject: World Eaters v1.01
PostPosted: Tue Feb 03, 2009 10:25 pm 
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Hmm... I'm starting to wonder if my original thought about leaving the rule out entirely was a better option....
Perhaps Frogbear's idea of a frenzy rule would serve us better??

Any thoughts?


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 Post subject: World Eaters v1.01
PostPosted: Wed Feb 04, 2009 4:11 am 
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I think it's not too much of a problem. If you want it simpler, then you can go to my original proposal (Engage if in range, otherwise Hold as normal).

Really, Engage if poss, otherwise make 1 move towards the closest enemy isn't complicated in practice. It's one of those things that might be a bugger to write the rule for, but in-game I doubt it will cause confusion.


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 Post subject: World Eaters v1.01
PostPosted: Wed Feb 04, 2009 9:29 am 
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Quote: (Dobbsy @ 03 Feb. 2009, 21:25 )

Hmm... I'm starting to wonder if my original thought about leaving the rule out entirely was a better option....

It happened to one of my squads.

Instead of heading for an objective, the blood-mad mongrels made a move (full move) towards the enemy. This of course messed with my whole plan for them, and placed them in a position to get shot up.

Now it depends what people want. If they want fluff, then the rule works. People just have to stop being 'precious' about the rules and not counting the move as a 5mm move towards the enemy...

I cannot fathom WE berzerkers running from a battle. By the stage that they are at, they are not pre-heresy, they are post heresy WE marines. Their bloodlust and following of Khorne would have them die in combat and not run. If the 'Frenzy' rule I advised of took away the fearless, then we are swapping one fluff for another.

I like the idea from ragnorak "World eaters activate on a 3+ and get +2 to engage, double and rally" yet I would add the triple move to this as they go all out to get to the enemy. Seeing you cannot take objectives after a triple move, it would stop the abuse of the rule in a way.

Then again, I will just play the rule as it is now for the next game which hopefully is not too far away.

You playing any games Dobbsy?

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 Post subject: World Eaters v1.01
PostPosted: Wed Feb 04, 2009 9:58 am 
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Quote: (frogbear @ 04 Feb. 2009, 08:29 )

I like the idea from ragnorak "World eaters activate on a 3+ and get +2 to engage, double and rally" yet I would add the triple move to this as they go all out to get to the enemy. Seeing you cannot take objectives after a triple move, it would stop the abuse of the rule in a way.

You can hold objectives after triple (March) moves.


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 Post subject: World Eaters v1.01
PostPosted: Wed Feb 04, 2009 11:09 am 
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Quote: (dptdexys @ 04 Feb. 2009, 08:58 )

You can hold objectives after triple (March) moves.

Hmmph

Now where did I get that rule from?

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 Post subject: World Eaters v1.01
PostPosted: Wed Feb 04, 2009 1:53 pm 
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Quote: (frogbear @ 04 Feb. 2009, 10:09 )

Quote: (dptdexys @ 04 Feb. 2009, 08:58 )

You can hold objectives after triple (March) moves.

Hmmph

Now where did I get that rule from?

I think just about everyone has misread the rule for formations that have marched at some time.

It's similar to formations rallying in the end phase,most usually think having BM's gives them -1 to their rally roll when they first start playing.

I know I did for at least the first 6-9 months of playing.


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