I have been developing the version 4.X Elysian list in another thread. There is definately a desire to develop this list, as it had been complained about for having too much teleport, which was deemed unable to deal with.
I have been working on changing the deployment method, which is now set at planetfall (self-Planetfall was a dismal failure). The army has had a slight restructure with a mortar company added, as well as upgrade options for a spotter character, the Sabre ground based AA unit, and a change to the role of Hardened Veterans to the close combat units in a company.
I added the grey ghosts (formatoin limit of 1) to fill the scout/garrison role supporting the scout sentinel. I added 2 more units to the Taurus/Venator, Drop/ Support/ Scout sentinel Squadrons at +50 points fo the 2.
I dropped the size of the lightning squadron down to 2, and also dropped the price of the drop companies as they had lost the nasty teleport trick, and they still had no armour and a short 30cm ranged weapon for every 2 units. They were about 19 points a unit, and thye are now 22 points a unit, where most other guard armies have their troop units at 20 point or less per unit. Thus they are still cost more than regular imperial guard, just not half as much again.
I also added in an allied (1/3 allocation) line breaker formation in case you though you needed leman russes and chimera mount basic guard troopers, but it is 300 points, and eats into oyur precious 1/3 allotment needed for the spacecraft, and lightnings.
I have also been developing the Paramar air cav/drop regiment as a test bed for any changes to the Elysian 4.x list, testing them before working out what is good, and what will not work. I have been trying to achieve a balanced army that is thematic. One that does not create an OP list that is hard to deal withor have a wierd popcorn effect when creating the army. On average I can build an army with between 12 and 14 formations, with those that have a higher formation count, not having any formations with over 9 units. The ones with 12 formations had some formations with 15 units, but most had between 8 and 11 units for the core companies, and 6 units for the support formations.
The way I see it, the army either has more formations that are easily broken, and then wiped out by BM, or they have slightly larger formations, but has fewer of them.
The army has to be maticulously planned so you can overwhelm an enemy, by planetfall. If planed wrong, the enemy can counter your drop and assault, and then destroy your smaller easily broken formations. Anyone with artillery, especially gargant/titan mounted artillery can wipe your army out, and even the grey ghosts can be wiped out in a single round of shooting from one Supa-Stompa.
As far as I can see the version 4,x version is pretty much close to ready. My version 1.02 version of the Paramar drop degiment is about where I want them, if not that version, the 1.01 version. But the changes are mostly just points cost changes to balance things out. I have not laded the 1.01 and 1,02 versions yet to the website as I am still trying to work out which is the fairest.
_________________ 6mm wargaming is just like 25mm wargaming with more units fitting on the same size table. Thus bigger games to get lost in and avoid the hassles of everyday living, and offerings for the dice gods.
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