Mindscrubbed zealots of the Omnissiah wielding archaic weapons from the past. The Shooting is BadĪdmech is a shooting army. The detachment is bad and should feel bad. And what I can tell you is that I don’t like playing with Rad-Cohort. Is this a good rule? Is this a bad rule? Is it even close to balanced? I don’t know, I’m not a game designer, just someone who likes playing games. I even dialed down the mortal wounds to account for the ability affecting more of the battlefield. Your opponent can’t run away from it, because they need those precious, precious objective markers. Now both halves of the detachment ability work together, trigger the same status effect, tie into Battle-shock, and directly benefit the Adeptus Mechanicus player. There’s that Irradiated status again, we’ve come full circle. Additionally, on an unmodified roll of 5+, that unit suffers 1 mortal wound. On a 5+, that unit is Irradiated until the end of the battle round. If that unit is within their own deployment zone, add 2 to the roll, otherwise if that unit is within no man’s land, add 1 to the roll. How would I fix it? I’d consider something like this:įallout++: At the start of the second, third, fourth and fifth battle rounds, roll one D6 for each enemy unit within your opponent’s deployment zone or within range of an objective marker. It’s a detachment ability that sometimes helps your opponent, and lets them make all the decisions on how to resolve it. It’s a detachment ability that doesn’t interact with anything else in the faction. It’s a detachment ability that can be countered by moving 1 inch outside of the deployment zone. Adeptus Mechanicus finally have an answer to the oppressive Hammerfall Bunker meta. A great ability for armies that rely on 0″ movement speed. Except your opponent has to stand in their own deployment zone for literally the entire game. Two mortals and change for free? I’ll take that. Fallout Effects 1/4 of the Boardįallout averages 2.6 mortal wounds over the course of a game. Give Admech units a Charge Bonus (fights first) when fighting them. Or reducing the cost of stratagems used when shooting or fighting by 1. Maybe grant rerolls instead of a modifier. If a BS/WS modifier is too much, change it to a hit roll modifier. And we’ll get back to the “Irradiated” thing in a moment. The opponent is practically glowing with radiation, after all, why shouldn’t they be easier for our targeting computers to hone in on them. A ballistic skill or weapon skill cannot be improved to better than 3+ in this manner.Īn ability like this would help shore up our terrible shooting (which we’ll also get to). Add 1 to the ballistic skill or weapon skill of attacks that target irradiated units. Rad-Cohort – Irradiated: While an enemy unit is Battle-shocked, it is irradiated. We rain down rad-bombs on the opponent and then just sort of ignore it. Boy, it sure would be nice to have one of those. Some factions have abilities that trigger when their opponent is battle-shocked. The Battle-shock wears off before either player’s command phase on battle round 2, so there’s no interaction there. You can’t score primary missions on the first turn, so that’s out. If there is some crucial stratagem they plan on using during the first round, or a key unit for achieving secondary missions, then your opponent can just … choose not to Battle-shock that unit. But in the grand scheme of things, it’s a rounding error. Do you mind?” Battle-Shock Doesn’t Matter First Turn Your opponent walks into the first battle round and sees you slack-jawed and bloodied, index in hand, and asks “What the hell are you doing?” while you look at them, “I’m kicking my own ass. You don’t even have to wait for the their first turn to be at a disadvantage. If you’re going against Dark Angels, you unlock a whole host of buffs with functionally no downside. If you are going against Adepta Sororitas, then they can choose for 2/3 of their army to start with a +1 to hit bonus on all their shooting. If you are going against Necrons, then it does nothing more than granting them a little extra maneuvering with reanimated models. Sometimes this detachment ability will do nothing, but it can be worse than doing nothing. Take your time to figure out how to use my own rules against me. This isn’t even a passive detachment ability, it’s an ability where you gift your opponent the benefit of choice. Your opponent gets to make all the decisions. Where do I even start with this thing? Negative Agency Pictured: A very illegal 10th edition army.
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