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Emperor's Children v4.0

 Post subject: Re: Emperor's Children v4.0
PostPosted: Mon Apr 20, 2015 1:27 pm 
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You're right, I have not played this list yet and therefore don't get an opinion. But I have played the Red Corsair list and have never encountered an issue with it's noise marine formation that is both cheaper and contains a lord. I was merely commenting that its odd that the list that should contain the most noise from a fluff perspective has the less cost effective version.

No one in my group own a thunderhawk and therefore Ive not experienced the air assault with fearless transport issue. (To be honest I don't think Emperors Children would be sane enough to pull off an air assault!) However, I feel its odd to penalize an armies signature unit because of one of its transport options. Surely it is the transport that should be changed rather than the unit?


No one is begrudging your opinion, but as strongly implied throughout the thread (if not stated directly), the more you help out with play testing, the greater the weight your opinion will have. What goes on with the Red Corsair list is all well and good, but it has little to do with this one. So quasi-sane space marines from all traitor legions can coordinate a drop from space but EC cannot use a t-hawk? I don't buy that line of argument and I think sanity (or lack thereof) is abstracted out of E:A in general.

On the knights, I forgot about Kyuss's game when I made the "underwhelming" comment and have yet to try maxing out on the castigator cannon one. I think I'll try that sometime and see how it goes.

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 Post subject: Re: Emperor's Children v4.0
PostPosted: Mon Apr 20, 2015 2:50 pm 
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Rug wrote:
And there is not an appetite for encouraging or incentivising use of the sacred number 6 as player should be able to use all their models, unless those models are Knights?


I didn't quite follow this line of thought.

I don't believe lists should enforce certain numbers, as it limits what people can field. If knights had to come in 6 strong formations, someone with 3-5 of them would be SoL. Keeping the list open and flexible with regards to formation contents means more people can play it with what they have. I could see an argument for incentivising 6-strong formations (maybe a free leader for one of the knights) but I don't think lists should be built around it given the OOP status.

What would you see as more differentiation from the other Legions?

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 Post subject: Re: Emperor's Children v4.0
PostPosted: Mon Apr 20, 2015 3:25 pm 
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More than likely the individuals squads would be in 6 man groups, not the formations. needless in the abstraction level of epic AND based on old Slaves era fluff.

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 Post subject: Re: Emperor's Children v4.0
PostPosted: Mon Apr 20, 2015 4:04 pm 
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The tricky part with a free 6-strong benefit would be balancing it in formations that can be upgraded past 6-strong.

Let's say 6 Noise Marines with a free Icon Bearer are worth 250 points. Given that, 7 with the IB would be about 285 while without the IB they'd be 265. That's hard to write for and to balance.

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 Post subject: Re: Emperor's Children v4.0
PostPosted: Mon Apr 20, 2015 4:09 pm 
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Rug wrote:
This is fair comment, but apart from the option of a few noise marines (they are optional!), what makes this and Emperor's Children list? We could call it a Slaanesh list, but almost all the other features in the list which make it Slaaneshi or different are crammed into the support 1/3 and in the case of Knights limited to 0-1 too.


Dreads, Land Raiders and Preds are all Blast-mastered out. Beyond that though, it plays differently than Black Legion with the smaller customizable formations, THawks and Knights. For me, that's enough reason for a list. More-so than say a list that just adds unit options to an existing lists but plays pretty much the same.

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 Post subject: Re: Emperor's Children v4.0
PostPosted: Mon May 11, 2015 4:49 am 
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I've played my first game with the new Emperor's Children list.

The list didn't perform too well, though I'm happy with the choices I was able to make (Except for BTC being illegal as I hadn't counted Rhino's as one of their 4 upgrades allowed - Supreme Cmd, Stalker, Noise Marine, Daemonic Pact, Rhino).

My concern for the list however is that I feel I can make a more effective list out of the Black Legion list, without too great a loss to the EC themed composition - the only thing I'd lose out on are the knights, but I'd gain Death Wheels in their place.

Additionally - Subjugator Titan has only 1 Extra Attack, rather than 2?
Also I think the Noise Marines should have a lord to make up their 300points to offset their high points value.


I'll write some reports and more constructive feedback in the next few weeks

- Kendall


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 Post subject: Re: Emperor's Children v4.0
PostPosted: Mon May 11, 2015 7:49 am 
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Subjugators should have +2 EA total, each claw should have an extra attack

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 Post subject: Re: Emperor's Children v4.0
PostPosted: Mon May 11, 2015 12:28 pm 
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JumpingJehovah wrote:
My concern for the list however is that I feel I can make a more effective list out of the Black Legion list, without too great a loss to the EC themed composition - the only thing I'd lose out on are the knights, but I'd gain Death Wheels in their place.


With the exception of the Death Wheel, Defilers and Havocs you should be able to replicate most formations in the BL list, so I definitely don't follow you. The EC gives you access to smaller, customizable formations that can be air-dropped in the place of the big WEs.

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 Post subject: Re: Emperor's Children v4.0
PostPosted: Tue May 12, 2015 3:45 am 
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Dave wrote:
JumpingJehovah wrote:
My concern for the list however is that I feel I can make a more effective list out of the Black Legion list, without too great a loss to the EC themed composition - the only thing I'd lose out on are the knights, but I'd gain Death Wheels in their place.


With the exception of the Death Wheel, Defilers and Havocs you should be able to replicate most formations in the BL list, so I definitely don't follow you. The EC gives you access to smaller, customizable formations that can be air-dropped in the place of the big WEs.



Apologies, my feedback wasn't well constructed due to little sleep.

I need to play more to really form a view. Plus I've never played a marine-centric list before so it was a steep learning curve.

- Kendall


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 Post subject: Re: Emperor's Children v4.0
PostPosted: Tue May 12, 2015 1:16 pm 
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Are the WE hell knights that much of a powerhouse to warrant a 0-1 restriction? I haven't playtested the list (yet) but would love to use more of my knights on the table.

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 Post subject: Re: Emperor's Children v4.0
PostPosted: Tue May 12, 2015 3:10 pm 
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they're limited for theme reasons, they aren't emperor's children units but rather allies from house Devine (which I suspect the subjugators and questors are too) nobody is stopping you taking more in a friendly game however, opponent's consent and all that....

and yes, the castigator cannon variant is an utter beast of a unit ;D

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