List are that : lists. you can get a very different game play and quite some rebalancing favouring one kind of tactics over others just by modifying formation sizes, allowed upgrades, army list construction rules. THAT is the beauty of E:A. One space marine chapter = one army list is quite 40K actually. That's why half the 40K codexes are marines. Choosing "imperial fist" as a name for a Siege marine list, or Iron hand for a tank themed marine army, etc, is fine by me. What bothers me is that right now, lists are used more to introduce a bunch of statlines than to actually play with the construction of the list.
For example, siege marines might pay less for infantry, but have transports as upgrade, dread formations, 6 strong WW formations, whatever. Some of those are or were in the imperial fist list, and that's good IMHO. Changing the tactical marines statline in the DA list isn't.
If the Ravenwing really can't be represented satisfactorily with just larger or mixed formations of bikes and speeders, maybe ONE statline could be sneacked in, but I don't even think that should be needed. One could probably make a flavourful space wolves list without even a "new" statline. A single rule or statline or 2 at most should be able to take care of most space marine chapters, eldar craftworld, chaos chapter or guard regiment in my humble opinion.
But anyway, I've derailed the thread enough as it is. It's been a long time since I've planned to make a thread about such concerns, and the design principles behind the work being done for this great game here. I guess it just finally came out of itself in a inappropriate thread. Anyway, I don't have any issues with lots of lits, I don't have any issues with lots of different models, I am all for it in both case. I just think we should concentrate more on the army building aspect than on the statlines you're able to choose from.
About the air rules, I don't like the mechanics that allow AA umbrella and the Airborne AA castle, neither do I like the flak rushes. I would rather have the alternative air rules as they were written. Now, what I think would work best would be those alternative rules (disengage as part of the action effectively prevent these two bugs in the current rules), with amendment to allow for some measure of air recycling : evac'd troops being able to come back, and possibly allowing transport aircraft to land, with the reserves i voiced a few pages back : no objective contesting, and no landing-assaulting-evac'ing in the same turn.
I'm sure such a ruling wouldn't be too hard to write, wouldn't be any more complicated than the current version, and would actually probably play faster since everyone stop trying to build aircastle. Now, sure, the current rules are workable, they just allow 2 "bugs" that look quite silly compared to the rest of the ruleset.
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