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New Rites of War


Caillum

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It is a little OTT. You've essentially taken the best of Coils and made it better with less restriction.

 

I'd go for something Totally different.

 

The cut off one head is a great rule though!

Removed the reserve manipulation and added a limitation to taking Alpharius. Was thinking this RoW may be more applicable post eskador.

Eskrandor wasn't Alpharius. It was a lie. Hunt of Voldorius, I think confirm this.

 

God-Potato, perhaps something snaps within the Legion post death of Vulkan, and they unleash Phosphex. Medusa do not need a Siege Breaker to take Phosphex Ammunition. Artillery Squadrons containing at least 3 Medusa with Phosphex Ammunition do not count towards the unit limit.

Eskrandor wasn't Alpharius. It was a lie. Hunt of Voldorius, I think confirm this.

 

God-Potato, perhaps something snaps within the Legion post death of Vulkan, and they unleash Phosphex. Medusa do not need a Siege Breaker to take Phosphex Ammunition. Artillery Squadrons containing at least 3 Medusa with Phosphex Ammunition do not count towards the unit limit.

You could couple that with Possibly, mostly for flavor, Pyromancy Libbies being the HQ Selections (even though pyro isn't the best) to emphasize a possibly Darker Version of the Promethean Cult coming to the Fore after Istvaan V and the Absence of Vulkan.

Ok guys how about this:

 

Iron Hands Forsaken Sons right of war

 

1. Medusan immortals become troops and gain some sort of defensive furious charge

 

2. Terminators, veteran squads, and immortals have access to a weaker servo arm that has like S7 AP3 In1

 

3. Can exchange the ability to run for zealot

 

4. Could put restrictions on single use things like drop pods to show that they are on their back foot with little supplies after istvaan.

 

So they are still slow as hell but also incredibly angry and a little more close combat oriented. I think this may be a cool modeling opportunity with all the possible servo arms too

Perhaps one which actually benefits Death Guard styles of play rather than giving the benefits to units which don't really have a place in a Death Guard army.

 

Why take destroyers when you have Assault Squads or with Power Weapons and Rad Nades? Move through Cover Bikers/Jetbikers? (Nothing against Turbo Boost). Scoring Heavy Weapon Squads? Give the Rad Nades, and Shred Heavy Flamers. Same for Veterans. Scout them with a Vigilator or Telekinesis Levitate Librarian.

 

Best way to play death guard is not to play death guard.

This post makes no sense in any way, shape or form.

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