Let's talk: Overlords!
So what is happening with the war balloon everyone loves to hate?So version 1.6 of the army list has dropped, and there has been some significant changes with the rules for the Overlord Armoured Airship. We though it would be worth a discussion about what was the design ideas behind the changes and where the rules might still go.
Note: I'm 90% convinced that of all the units in 1.6 that the Overlord rules will be the most likely to change in the preparation for 1.7What were the issues with the 1.5 Overlord?1. It had great firepower.There is a spreadsheet that we posted up some months back that showed that the Overlord was putting out significantly more damage than Warhound and the Shadowsword (the two most highly-rated 3DC War Engines seen on the battlefield today.) Not only that, but the Overlord was the #1 damage dealer against nearly all possible opponents, from no-save infantry right up to shielded titans.
2. It has long range and is highly maneuverable.Which means it's popping up from turn one shooting the most vulnerable targets, and it's rarely missing a single turn out of a 4-turn game due to cover
3. It synergises well with being spammed with more OverlordsWhich only compounds the problems.
4. It's great in turn 3 and 4 at both blasting enemies off of objectives, and of marching 60cm to claim an objective itself.Forget firepower. This wins games.
5. It's doesn't really behave like a war balloon.It's great as a sneaky, lone sniper, and is really only vulnerable to be taken down in hand-to-hand combat.
What is the new design role?We played around a lot with tweaking the stats over and over again, but none of the tweaks really 'solved' all the above issues. So we have decided to recast the role of the Overlord completely, and try to make rules that fit.
The new design aim is this:
The Overlord is no longer a long ranged sniper, it's true firepower is close ranger bombardment. Any enemies caught with the overlord overheads are quickly pulverised by its heavy bombs. It is also good at firefights, but needs to be supported with blocks of squat infantry. We foresee Squat armies fielding 1-2 of these war machines and keeping them close to the infantry for firefight Have we achieved our design goals with the current rules?Probably not.
The current 1.6 rules are probably a touch too weak.
There is a lot more to making a unit good at FF other than just bumping up the FF score. My current leaning is that the addition of
Fearless (like other 3DC WE's) and quite possibly the rule
Commander (representing the co-ordination of the ground troops below, allowing for easy mass engagements). But this might mean a further reduction in the existing firepower.
Feedback1. What do you think of the design goal of remaking the Overlord a short-range fire-fight monster?
2. Do the current rules reflect that goal? What changes would you suggest?