In the GW book: Shield of Baal - Leviathan
there are new rules for Fighter Aces which I have summarized for review.
Any objections to them being introduced ?
Any changes you wish to make ?
Saturday, 27 December 2014
Sunday, 21 December 2014
Trial Rules Change - Psychic Powers - Warp Charge Pool
This proposed change will reduce the number of psychic dice available.
Current Rule:
Psykers get their mastery level in both player turns
plus 1D6 per player turn
Proposed Rule:
Psykers get their mastery level per Game turn
plus 1D6 per Game turn.
to share between attack and defense
plus 1 free die to deny a power cast on one of your units.
Note.
If a player is facing a null psychic army the only difference to the current rules is that the null psychics get one extra dice to deny if targeted by a power.
Eg.
In a battle where Eldar have four mastery levels and Orks have two. In turn one a '4' is rolled for addition warp charge points. The Eldar try to reduce the armour save on an Orc unit. They use three dice and get the power, by harnessing one of these three warp charges. To deny, the Orcs get one dice (free) plus as many out of their game turn warp charge pool as they want to take. They roll five dice and get a '6', denying the power. Eldar do not try to activate any more powers. They have five warp charges left to deny in the Ork psychic phase (plus one per power they are targeted with). The Orks have three warp charges in their turn to try to activate powers.
Reason:
1) With reduce dice available it should speed up the psychic phase.
2) Make psykers more powerful as there will be less denying.
Current Rule:
Psykers get their mastery level in both player turns
plus 1D6 per player turn
Proposed Rule:
Psykers get their mastery level per Game turn
plus 1D6 per Game turn.
to share between attack and defense
plus 1 free die to deny a power cast on one of your units.
Note.
If a player is facing a null psychic army the only difference to the current rules is that the null psychics get one extra dice to deny if targeted by a power.
In a battle where Eldar have four mastery levels and Orks have two. In turn one a '4' is rolled for addition warp charge points. The Eldar try to reduce the armour save on an Orc unit. They use three dice and get the power, by harnessing one of these three warp charges. To deny, the Orcs get one dice (free) plus as many out of their game turn warp charge pool as they want to take. They roll five dice and get a '6', denying the power. Eldar do not try to activate any more powers. They have five warp charges left to deny in the Ork psychic phase (plus one per power they are targeted with). The Orks have three warp charges in their turn to try to activate powers.
Reason:
1) With reduce dice available it should speed up the psychic phase.
2) Make psykers more powerful as there will be less denying.
Sunday, 14 December 2014
Surrounded - the Delta Tao Counter
Points: 1500 Eldar (+175) vs Tyranids (+300)
Mission: Surrounded
Planet: Delta Tao
Deployment: Hammer and Anvil
Mission: Surrounded
Planet: Delta Tao
Deployment: Hammer and Anvil
Saturday, 13 December 2014
Delayed Mission Report: Dark Angels secure close fought victory over Eldar at the Moons of Ra'pson
Mission: Purge the Alien
Deployment: Vanguard Strike
First Move: Eldar
Deployment: Vanguard Strike
First Move: Eldar
Monday, 8 December 2014
Apocalypse December 2014
Eldar
vs
Tyranids and the Forces of the Imperium
Subscribe to:
Comments (Atom)