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Mppqlmd
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PostSubject: Re: Which unit?   Mon Feb 19 2018, 14:16

It wouldn't be bad as a core rule.
Smart codices writers have understood that 5 and 10 is a stupid number for transport capacity, and the norm is shifting towards 6/12. So a lot of armies already kinda have that rule. Instituting that rule as a global rule would only alleviate the prejudice suffered by the armies whose codex ar written by incompetent writers.

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The Shredder
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PostSubject: Re: Which unit?   Mon Feb 19 2018, 14:24

@Mppqlmd wrote:
It wouldn't be bad as a core rule.
Smart codices writers have understood that 5 and 10 is a stupid number for transport capacity

Well, I don't think 5/10 is inherently bad.

The real issue is when you make 5 the minimum size for virtually all squads and/or only allow certain options per 5 squad members.

@Mppqlmd wrote:
So a lot of armies already kinda have that rule. Instituting that rule as a global rule would only alleviate the prejudice suffered by the armies whose codex ar written by incompetent writers.


That's true.

In that case though, is it worth even having this as special rule in that way? It seems like it would be easier to just up the transport capacity by one for the Venom and Raider.

I'm not opposed to your method, I'm just trying to understand what purpose it would serve over upping the transport capacity by 1. Question
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|Meavar
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PostSubject: Re: Which unit?   Mon Feb 19 2018, 15:04

The advantage of 6/12 is that for units that count as other model numbers it also makes those vehicles an option (like 4 ogryns in vehicle, or 6 heavy weapon teams etc)
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Ikol
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PostSubject: Re: Which unit?   Mon Feb 19 2018, 15:07

@The Shredder wrote:
@Mppqlmd wrote:
It wouldn't be bad as a core rule.
Smart codices writers have understood that 5 and 10 is a stupid number for transport capacity

Well, I don't think 5/10 is inherently bad.

The real issue is when you make 5 the minimum size for virtually all squads and/or only allow certain options per 5 squad members.

@Mppqlmd wrote:
So a lot of armies already kinda have that rule. Instituting that rule as a global rule would only alleviate the prejudice suffered by the armies whose codex ar written by incompetent writers.


That's true.

In that case though, is it worth even having this as special rule in that way? It seems like it would be easier to just up the transport capacity by one for the Venom and Raider.

I'm not opposed to your method, I'm just trying to understand what purpose it would serve over upping the transport capacity by 1. Question

I don't think it would serve a purpose beyond design redundancy, and, as MPQ has said, ensure the problems faced by our army and others under similarly extenuating circumstances are at least diminished.

Another good fix for us exclusively would be to go back to our old Elites slot unit sizes.  That being 3-10 rather than this silly 5-10 nonsense.

Bloodbrides taking 2 Cult weapons for every three in the unit, and one extra if they number 10 models.

Trueborn keeping their current set up special and heavy weapons wise.

Incubi being able to ESCORT THEIR DAMNED CHARGES.

Mandrakes don't really benefit, but it doesn't hurt them.

@|Meavar wrote:


The advantage of 6/12 is that for units that count as other model numbers it also makes those vehicles an option (like 4 ogryns in vehicle, or 6 heavy weapon teams etc)

three Grotesques in a Venom bom

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Mppqlmd
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PostSubject: Re: Which unit?   Mon Feb 19 2018, 15:43

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In that case though, is it worth even having this as special rule in that way? It seems like it would be easier to just up the transport capacity by one for the Venom and Raider.

IMO it's simpler to add a small rule to the basic rules than to make manually a change in EVERY codex and index.
I know this isn't the method GW is using right now, but i think defining the rules in the basic rules, then referencing them in the codices is FAR smarter than having to reexplain what a Deep Strike is in every unit description, in every codex.

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PostSubject: Re: Which unit?   Mon Feb 19 2018, 15:50

@Mppqlmd wrote:

IMO it's simpler to add a small rule to the basic rules than to make manually a change in EVERY codex and index.
I know this isn't the method GW is using right now, but i think defining the rules in the basic rules, then referencing them in the codices is FAR smarter than having to reexplain what a Deep Strike is in every unit description, in every codex.

Oh, I completely agree.

However, what confused me was that you seemed to want this to just be a rule for DE. In which cased it seemed like it would be easier to just increase the transport capacity on Raiders and Venoms by 1, rather than going to the trouble of making a rule that basically does the same thing.
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PostSubject: Re: Which unit?   Mon Feb 19 2018, 15:56

Yep, I agree on that.

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PostSubject: Re: Which unit?   Mon Feb 19 2018, 17:53

@Mppqlmd wrote:
Quote :
In that case though, is it worth even having this as special rule in that way? It seems like it would be easier to just up the transport capacity by one for the Venom and Raider.

IMO it's simpler to add a small rule to the basic rules than to make manually a change in EVERY codex and index.
I know this isn't the method GW is using right now, but i think defining the rules in the basic rules, then referencing them in the codices is FAR smarter than having to reexplain what a Deep Strike is in every unit description, in every codex.

But now they can (and do) have at least 10 different methods of deep strike all nearly but not quite similar. Sometimes because of a small rule difference which influences where they start the game etc which means you cannot change it later like with the tyranids, and sometimes just to get a slightly better variant such as deepstriking before the game. And sometimes just because they prefer to have different wording and no real rule differences XD
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PostSubject: Re: Which unit?   Mon Feb 19 2018, 22:23

That was already the case before, with USR. You could introduce variants, and they were pretty clear "Deep strike. You can move after you deepstrike" is more straightforward than writing a whole bunch of text that everyone must read and wonder "is this the same rule as everyone else, or is there a subtelty ?"

Just my 2c

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PostSubject: Re: Which unit?   Tue Feb 20 2018, 00:49

I agree about transports. I had to break up a group of bloodbrides so I could squeeze my succubus in there, but it was worth it.

As for units I want to see get some love:

1. Hellions
2. Wyches
3. Blood Brides
4. HQ Choices
5. Transport capacity
6. Reavers

I am trying to run a cult army that has a little bit of Kabal supervision. In my fluff the kabal brought a load of crazy drugged up bikers and boarders alongside a wych cult to a raid for rare monsters and trophies for the arenas, etc.


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PostSubject: Re: Which unit?   Tue Feb 20 2018, 02:27

A lot of our power from pain rules deal with Melee a lot more than shooting, as such I feel like our kabal stuff and vehicles are fine as they are, My wish would be that Coven get a major update and that Cults get a minor update.

If I had to choose 1, it would be the Cronos. Allow Taloi to block shots at it, and allow it to heal more than 1 piddly wound, with extremely sub-par weapons.

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