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Alternate Legion Rules!


Kais Klip

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I'm not complaining, it's funny how Sigismund turns into a little bitch when a squad of night lords can just shiv him.

 

Someone must be doing it wrong then... IF are actually one of the strongest in melee.

 

 

I don't see how that's the case, their legion rules only help in melee unless you've got a character in a challenge, which siggy probably wasn't when a whole squad of Night Lords was ganging up on him. Sure templars are nice, but they lose to terminators, though storm shields certainly do make IF terminators solid. However IF don't really match up to the top tier assault oriented legions like SoH, NL, BA, etc. 

If Sigs is soloing an enemy traitor term squad something went wrong.

 

Yeah, the Crusade. 

 

By hardcounters, SkiHawk, I rather meant that the XVII and XVIII virtues of morale bonuses would let them hold the line in the face of serious crumping at the hands of the Night Lords, until reinforcements arrive. Remember a force majority at a particular point means a force minority elsewhere, so at-least in theory you should be aiming to tie up the majority of the night lords with your almost-fearless blobs, leaving you to wipe up the rest and come to their aid. 

 

Anyway, my point was that there must be legion bonuses/drawbacks for the other legion that are on par, creatively speaking, with the night lords. I mean we had what, 16 different rules for codex chapters a couple editions ago, with both major and minor bonuses/drawbacks, and now we have "your guys get +1BS/+1T/+1S, have fun". 

 

Case in point; the world eaters got a fun, though not by any means crunchy (despite my opinion of it), active ability of making a test when enough of them die, the only "problem" being it's not activated in the combat that they tested it for. Why didn't we get something like that for the other legions? They're all creatively juicy enough. 

A lot of the chapter rules in fourth were just basic usrs. Fleet, Infiltrate, counter charge, acute senses, etc... Other than that, it was extra ccw, two special weapons/5 man, apothecary seargents. As for the holding for reinforcements, you don't want to. You want the unit to die in their turn so you can gun them down. You absolutely don't want to hold and feed more people into the meat grinder where luck can swing against you and have your new unit swept. The best assault units are ones that do enough damage to win in two rounds of combat

The Crusade huh ? Lol... didn't know you're an expert on this subject matter.

 

I've never had any problems versus other more assault oriented legions like Night Lords. It's not an auto win by any means and there is thing called tactics.

Iron Hands are turning generic legion without a special rule as FW keeps bringing out Fleshbane and poisoned weapons or just weapons that make the -1S irrelevant. -1 to wound for poison and fleshbane would bring that flavour back. I mean, where's the flesh to poison !?! And DG would still have a better version of it. That or vehicules get extram armour for free. Or something inconsequential like that just to show we pimp our rides. Autosimulacrae for 10 points is murder.

give em the same rule as the mechanicus automita. forcing rerolls for successful poison wounds

 

 

Iron Hands are turning generic legion without a special rule as FW keeps bringing out Fleshbane and poisoned weapons or just weapons that make the -1S irrelevant. -1 to wound for poison and fleshbane would bring that flavour back. I mean, where's the flesh to poison !?! And DG would still have a better version of it. That or vehicules get extram armour for free. Or something inconsequential like that just to show we pimp our rides. Autosimulacrae for 10 points is murder.

give em the same rule as the mechanicus automita. forcing rerolls for successful poison wounds

That would be glorious.

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