Jump to content

Unit balances.


Corpse.

Recommended Posts

Bit of a roundabout explanation, bear with it for a bit.

 

A.) Deep strike element, Side 1 or Side 2, equal-ish units, larger squad and smaller squad units may off-balance sides aside from durable less numerous units.

 

B.) Durability factor of what stage the unit arrives.

 

C.) Effective distance also including the mishaps table if the unit requires to be close such as a plague bearer unit and effective unit sizes for such said unit.

 

D.) Added additions such as the run rule and effective use of a unit and how quickly it returns its points.

 

E.) How early the unit and its said unit/size of unit should enter the game and be played conservatively or aggressively depending on turn limit.

 

 

 

'A', deep strike is a baseline factor, two different sets. The slower the unit 'C' the closer the deep strike should effectively be. The larger the unit size in either base coverage such as nurglings, or size of the unit then the further it should deep strike. Regarding 'B' on unit size also with how far the deep strike should be, regarding its effective distance to move to get into assault and its overall durability makes for a slightly clearer view of what each unit should have as a baseline A+B+C+E.

 

'D', has its effective use for all but the shooty units namely the tzeentch daemons. This affects both 'B', 'C', and even 'E' with a lesser extent of 'A'. If you arrive early in the game, with two large units and a few greater daemons then deep striking 12" away from a target is not good, to say to deep strike as far as 14" with a full 15-large size unit of bloodletters is a wise idea. Where a 7 size unit of plague bearers will deep strike as close as 8", utilizing the run rule where possible.

 

Now with the basics tossed out there for reference. I propose we get to work on whats the best effective distance to deep strike with a said unit, and how large the unit is being DS'd further or closer to a target/difficult terrain and so forth. Considering second waves as a potential result for icons to be added in, and even mishaps putting the unit off table to come in another turn.

 

Daemonettes: 16" from the target(s). Run after deep strike, and then fleet the next turn with 6" assault is 1to6+6+6+1to6=14to24 so on the lowest end, deep striking 7" away from a target gives the advantage to still try and get into assault from beyond 12" rapid fire (making them move closer no matter the result) and giving room to run outside 12" if deep strike puts them too close to avoid 12" rapid fire when armies like imperial guard have tempting heavy weapons to fire and may not move closer for 2 shots per lasgun.

 

Bloodletters: 13", having no fleet, the averaging of 7" per two dice rolls (run when they arrive then fleet which is lacking in this unit) its assumed the 3" difference from 16" is made up from the previous roll, having to wade through firepower with a slightly higher toughness of 4.

 

Squad sizes for daemonettes/bloodletters are as such: +1" away for every additional ring put near the enemy, -1" if its a small unit of like 5 or 6. Rings are 7 models total, then 16+ for the next ring.

 

Plaguebearers: 8"+ the modifiers above. Its a standard tough unit so losing a few to being unable to complete a ring by deep striking too close is an acceptible loss considering no other unit takes dakka as well as this unit can for the same cost.

 

(All tzeentch units are not assault oriented to the most part or have wings as an option.)

 

For winged/faster units, and longer bike-base units like flesh hounds its debatable whats better. Soul Grinders and so forth. What units should be first wave, and what units are better second wave. Spome argue that a soul grinder deep striking second wave with an icon to place it just right is the best way to use one. I agree with that one, others might say that a prince deep striking 2" away and using breath of chaos without an assisting icon is alright, I dont agree with that as much.

 

I need a little help figuring out the best distance for hounds/seekers and of course the fliers like winged/disk of tzeentch units/monsters. I assume its 13" to 14" (they can run after deep striking mind you), and treat them similarly to daemonettes.

 

Ideas of all the best ranges to deep strike units? I only placed the base units, and they are debatable. Since deep striking makes and breaks this army, I implore that this is a core topic to discuss.

Link to comment
https://bolterandchainsword.com/topic/176028-unit-balances/
Share on other sites

  • 3 weeks later...

Just a quick comment based on the note left in the When is it viable to use 20 man squads.

 

Easily half the fun of playing a daemon army are the risks and rewards that are gleaned primarily in the first few turns of the game. The guidelines presented here are very viable and can give a player a good sense of what works based on relative unit strength & capabilities.

 

Aside from factors like deployment type & other models on the table, there are lots of other factors that directly influence the deep strike distance & risks that go along with it.

  • Grouping daemonic units that arrive in the same turn
  • Exploiting the enemy’s weak side
  • Playing the high-pressure game
  • The “mission” given to specific unit(s)

So as stated, the distances presented above work & are worthy to consider. At the same time it’s difficult for me to determine an ideal net average though a unit's capabilities will certainly be a factor.

 

-OMG

Link to comment
https://bolterandchainsword.com/topic/176028-unit-balances/#findComment-2096850
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.