"Born to Fight" (Warrior-Born might sound cooler) This looks good. ?I like it.
I like how it came out a lot too. The idea being that they spring back easier then others, but still suffer battlefield deterioration the same way. I wanted to avoid the free-leaders, because I didn't feel that was right. They're not really better then others at regrouping, they just do so more seamlessly and without the outside influence to lead them. SR 3 would probably be better. The idea behind SR 4 was that they'd usually be lead by a Mage-Priest and thus would have some fore-warning of enemy movements.
This should also help avoid alot of the backlash the Eldar have seen. When purchasing the Slann Mage-Priest, can he come with a +1 SR increase?
Slanni Mage-Priest.
Looks good, will there be a skimmer and non skimmer version, or should they actual have diff. stats?
Well... I had considered that. But in Epic the stand represents the ENTIRE unit, not just one guy on it. Originally I had considered adding 'Skimmer' to his line... But that didn't feel right. Ideally you'll have a stand with one Slann on his hover-dias and a set of Saurus Guards standing around him protecting him. The idea was that he'd only be able to be added to the Pyramid or the Saurus Guards.
Yeah, your right, he SHOULD have some of the skimmer abilities (pop up attack), but not others (ignore terrain). ?Prob. have to leave it out.
Skinks
I'd really like to see that 20cm move on the Skink (but not the Chameleon). ? These are our FF troops. ?Is FF 5+ good enough? ?I'm asking because I really don't know.
Originally I had Scouts on the normal guys as well. As for these guys: I'm picturing them as your 'Rank and File' troops. You'll get lots of them, they're cheap, and they win by outnumbering the enemy with ranged attacks. They probably should be FF 4+ instead of FF 5+ but I didn't want to make them too good in an assault. They win by numbers, rather then individual power.
Put that way, FF 5+ makes alot more sense. ?They aren't really the warriors afte all. ?
I just thought of something. ?If you have large numbers and scouts, this will give them HUGE frontage. ?I know this will never go over. ?Scout fits their background, as does the large numbers. ?What to do?
Actually I was thinking the Saurus Guards would be the CC troops. The normal Saurus being more long-range. They carry heavier ranged weapons then the Skinks do, on average. While I realize in WHF that the Saurus are traditionally the 'Close hitters' for the Lizardmen, I just thought ?it'd be more appropriate to see them shooting at range under a more modern military style. They're stronger then Skinks and can carry heavier ranged weapons, after all. If others feel strongly on this I'll change it, but I like the idea that their non-walkers are largely shooty instead of smashy.
GW Fluff wise, the Guard could only be assigned to a Slann or possibly a Temple (Temple Guardians). ?So we are looking at SEVERLY limited numbers. ?
Maybe the Saurus could be shooty and kind of smashy. ?Or maybe, like marines, a tactical version (smashy) and a heavy weapon version(shooty) ?Krox (again fluff wise, limited numbers) might work as the trully smashy ones.
Kroxigor
Using the model you suggested is fine, but even though these guys will be carrying BIG guns, they won't be good shots. ?FF should be closer to 6+ or at least 5+
They should be even better than Saurus at CC. ?If we switch Saurus to 4+, could these guys be 3+ or is that just too much (fluff wise, there aren't that many of them)? ?If not, then stick with the 4+. ?Any other way to represent good CC without actually lowering CC?
We could add an extra attack to them and leave them at worse CC. That'd allow them more 'average' hits and more 'potential' hits while remaining relatively un-responsive. Are these guys really that much worse then IG at shooting though? IG Fire Support Teams have 2 Autocannons and FF 4+, these guys have two multiple-rocket-launchers and FF 4+. Plus these guys also have several Sun Guns, so it seems like it'd even out. Weight-of-fire over accuracy!
They prob. are, just have to keep in mind, they are pretty savage and mentally slow. ?In FB they have to chain their weapons to their hands to keep them from dropping it & attacking with tooth and claw. ?Ours won't be quite this bad.
Voran
I HATE slow firing, but this may be a necesary evil. ?Otherwise, great!
Well... I was trying to figure out how to make these things feel right. They've got 9 huge gun-barrels on them, plus a machine gun. How do I convey that kind of fire-power without it being too good? I made it Slow Firing because I felt it'd work right. They put out lots of fire but they lose lots too.
Could an option be added to switch and do fewer BP damage and fire every turn? ?Since they have so many guns, not all of them have to fire each turn. ?Just a suggestions. ?I can live with it as is.
The Kray light grav vehicles.
While I like the idea of the OO vehicles being WE, these things are small. ?Mine came in the mail yesterday and they are closer to Eldar Falcons than Eldar Wave Serpents. ?Heavier construction and design might justify DC2, but I don't know how DC3 will be accepted. ?
The larger Arkalesh should be fine with a much higher DC, though I don't have it, so some outside input might help. ?If we need another hefty WE, I'd suggest the Vertex.
Consider if these guys were 'Titan Scale' as almost every other war-engine in the game except the SHTs of the Eldar and IG are. Comparatively Knights Paladin are not much larger then Voraces as far as model-size go. And they're actually not that big compared to Land Raiders either, but they're War Engines. Warhounds are quite small, being only maybe 30mm high. Ask yourself: Would it feel right if all these models were actually half the size the fluff says they are, the way that all the other heavy WEs in the game are? I like them being DC 3, personally. But if you really want to drop back to DC 2 that's fine.
Since they are so limited in availability, I don't have a problem, I just don't know how an opponent might feel.
I'm trying to play devils advocate for the general gaming community on this one (and prob on alot of the other ones too). ?We need to look at it from the Xlan/Slann side of the table AND the opponants side too.
Temple
Looks good
Thanks. You'll notice that this is the ONLY transport they get currently. It's intentional. The idea is that they use the Garas instead. Rather then trucking around in unreliable transports which might plow into a tree or get shot down, they use warp-teleporters of Old One origin. And a huge temple with grav-systems. Cus it's just awesome to picture a ten-story building set down and an army pour out of it onto your doorstep!
That is an awesome concept indeed! ?It makes me giddy with anticipation! ?
I don't quite want to dump the Terradon skimmer with jump pack troops coming out of it just yet, though. ?Maybe just limit the numbers of the Terradon? ?I don't know. ?the Garresh is an OO vehicle, so there won't be that many available.
Overall, great work. ?Remember, to take my comments in stride. ?I'm no rules lawyer.
Thanks for your efforts
Glad to hear you like them! These took... I dunno, maybe 2 hours last night. It was actually a lot of fun. They still need a few aircraft, I think. But that can wait. No comments on the Vorace's fire-capacity or the Arka's BP abilities?[
Glad you're having fun, that's the whole purpose behind games.
Again, no rules lawyer, but the Vorace and Arka look like their a good place to start as is.
_________________ Understand this: that skag and his floozy...they're gonna die
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