Torvak Kyre Posted December 21, 2016 Share Posted December 21, 2016 Hi guys, I've been creating some custom units for the HH recently and thought of creating a custom RoW. What do you think? Too good? Not good enough? EDIT: Photo removed. See new one below: Link to comment https://bolterandchainsword.com/topic/329017-custom-sons-of-horus-rules/ Share on other sites More sharing options...
Marshal Loss Posted December 21, 2016 Share Posted December 21, 2016 Image does not work for me. Link to comment https://bolterandchainsword.com/topic/329017-custom-sons-of-horus-rules/#findComment-4600012 Share on other sites More sharing options...
Olis Posted December 21, 2016 Share Posted December 21, 2016 Hmm. Me neither. Link to comment https://bolterandchainsword.com/topic/329017-custom-sons-of-horus-rules/#findComment-4600014 Share on other sites More sharing options...
Torvak Kyre Posted December 21, 2016 Author Share Posted December 21, 2016 Sorry about that. Should be fixed now. Link to comment https://bolterandchainsword.com/topic/329017-custom-sons-of-horus-rules/#findComment-4600036 Share on other sites More sharing options...
Marshal Loss Posted December 22, 2016 Share Posted December 22, 2016 This is designed for ZM, right? Also if you care, boarded not borded. Honestly, it probably needs a few more bonuses. If it is ZM based, deep striking is incredibly risky. I think giving them reduced scatter or a re-roll to that would be far more useful than re-rolling their reserve roll, as Sons of Horus already get a re-roll on a roll of 1 anyway. This means that blindsided is barely going to ever happen, which is the only real benefit that the RoW gives. If it isn't ZM based, it's a little bland - it's just an army that is forced to take Breachers and can Deep Strike some Terminators, which Sons of Horus/Luna Wolves can already do in a variety of ways (Abaddon, Horus, The Black Reaving) and the Zone Mortalis force RoW does virtually the same thing. And how does blindsided work? It lasts till the start of the oppositions next turn, so does this mean that (e.g.) your Justaerin deep strike on turn 2, blindside an enemy Breacher squad and kill a few with shooting. Then it's your opponents turn, and they have no negative modifier? Maybe change the wording to 'until the end of their next turn,' so your opponents are actually affected. Most importantly, how do you get the +1 initiative bonus if it only lasts for one turn? e.g. Justaerin deep strike in your turn, opponents shoot in their turn, and then it's your turn again but they aren't blindsided so you won't get the +1 initiative...unless you have another unit already ready to assault in the same turn as you deep strike a unit within 6 inches of them? A bit hard to pull off for relatively little benefit. The rule might need some change. Maybe a pinning check on any units have a Luna Wolf unit deep striking within 12 inches of them, something like that. You're not going to have many units deep striking anyway so you need to make it worth it. I do love the idea of the RoW though, just think it needs a little work and fiddling with some wording. :) Link to comment https://bolterandchainsword.com/topic/329017-custom-sons-of-horus-rules/#findComment-4600130 Share on other sites More sharing options...
Torvak Kyre Posted December 22, 2016 Author Share Posted December 22, 2016 Ok cheers for the detailed reply. With the whole blindsided thing I had it until the end of the Sons of Horus next turn in the draft but changed it for some reason in the final.I like the idea of reduced scatter as oppposed to the reserve roll.And yeah it is intended for Zone Mortalis games.Cheers EDIT: Had a look. What do you think? Link to comment https://bolterandchainsword.com/topic/329017-custom-sons-of-horus-rules/#findComment-4600319 Share on other sites More sharing options...
Marshal Loss Posted December 22, 2016 Share Posted December 22, 2016 That's cool, works a lot better now - and I think having the bonuses nice and balanced like that work better for small points games like ZM. Nicely done! Link to comment https://bolterandchainsword.com/topic/329017-custom-sons-of-horus-rules/#findComment-4600384 Share on other sites More sharing options...
Torvak Kyre Posted December 22, 2016 Author Share Posted December 22, 2016 While I'm here, I thought that I may as well upload some of the units I've been creating to test how those are felt about within the community. Ignore tainted. Changed sword but forgot to remove rule. Link to comment https://bolterandchainsword.com/topic/329017-custom-sons-of-horus-rules/#findComment-4600479 Share on other sites More sharing options...
norngahl Posted December 22, 2016 Share Posted December 22, 2016 Torgaddon is nice. 7 S6 attacks on the charge is a lot of pain, but the Ini loss makes up for it I think. No big deal vs other chars. Unit chopper, fair price. Tormageddon is too expensive for my taste. Give him that 2nd CCW and make him 230 points, he is still fine with that I think, especially because you have to take another HQ as well. Luperci are fair. S6 AP4 rending with 5 attacks each is brutal, but they are far from invulnerable. Non scoring. Seems balanced to me. Maybe even reduce the wound loss to 1 instead 1 or 2. The Assault Squad is way to expensive. Would never field them tbh. Link to comment https://bolterandchainsword.com/topic/329017-custom-sons-of-horus-rules/#findComment-4600599 Share on other sites More sharing options...
Torvak Kyre Posted December 22, 2016 Author Share Posted December 22, 2016 Thanks.TBH I made the assault squad based off the normal one before the update. How many point would you suggest? EDIT: I also just realised it was 175 points for 10, not 5. Maybe 105 points for 5? Link to comment https://bolterandchainsword.com/topic/329017-custom-sons-of-horus-rules/#findComment-4600601 Share on other sites More sharing options...
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