| Night fighting ideas | |
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FuelDrop Hekatrix

Posts : 1392 Join date : 2015-06-21
 | Subject: Night fighting ideas Thu Mar 15 2018, 04:46 | |
| How should GW handle Night Fighting in the new codex?
Here is my idea:
Night raid (3 CP): use at the start of the game. All non Dark Eldar are at -1 to hit with shooting attacks against targets more than 12" away, and are at -1 leadership. At the end of each game turn, spend 1 CP to maintain this strategem. The effects end when the DE player fails to pay the upkeep. |
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Von Snabel Kabalite Warrior

Posts : 183 Join date : 2017-01-12 Location : Stockholm
 | Subject: Re: Night fighting ideas Thu Mar 15 2018, 09:24 | |
| In the lore there is supposed to be some kind of Darkness Device. Would be baller if we got that as a fortification. Making it Night Fighting until it's destroyed. But dreams aside, sounds like a neat thing. If we don't get a -1 to hit outside 12" I feel like it could be cheaper. Like 2 first then 1 per turn. If we get that Kabal Rule it sounds nice! Vemons at -3 to hir outside 12" might be a bit too much when I come to thinking of it. But I mean, I still want it. |
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FuelDrop Hekatrix

Posts : 1392 Join date : 2015-06-21
 | Subject: Re: Night fighting ideas Thu Mar 15 2018, 09:39 | |
| - @Von Snabel wrote:
- In the lore there is supposed to be some kind of Darkness Device. Would be baller if we got that as a fortification. Making it Night Fighting until it's destroyed. But dreams aside, sounds like a neat thing. If we don't get a -1 to hit outside 12" I feel like it could be cheaper. Like 2 first then 1 per turn. If we get that Kabal Rule it sounds nice!
Vemons at -3 to hir outside 12" might be a bit too much when I come to thinking of it. But I mean, I still want it.
I kinda wanted this to be instead of a -1 to hit Kabal. After all, ANY kabal can raid at night. Or Coven. Or Cult. |
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Von Snabel Kabalite Warrior

Posts : 183 Join date : 2017-01-12 Location : Stockholm
 | Subject: Re: Night fighting ideas Thu Mar 15 2018, 09:52 | |
| Yeah, now that you say it that way it that make alot more sence than a Kabal specific rule. I forfeit all my objections then. EDIT: Still think that fortification would be swell |
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FuelDrop Hekatrix

Posts : 1392 Join date : 2015-06-21
 | Subject: Re: Night fighting ideas Thu Mar 15 2018, 09:58 | |
| - @Von Snabel wrote:
- Yeah, now that you say it that way it that make alot more sence than a Kabal specific rule. I forfeit all my objections then.
EDIT: Still think that fortification would be swell
Either a fortification or a cabal specific strategem: Steal Sun: 6 CP. can only be activated during the morale phase on a turn where Night Raid is not active, at least turn 3. All enemy units must immediately make a leadership check at -4. For the remainder of the game the Night raid rules are in effect with no upkeep and a leadership penalty of -2 instead of -1. |
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Von Snabel Kabalite Warrior

Posts : 183 Join date : 2017-01-12 Location : Stockholm
 | Subject: Re: Night fighting ideas Thu Mar 15 2018, 10:15 | |
| Yeah, it's the Kabal of the Dying Sun that should have that BTW. Being too much into sunsets. I do like it, but that feels much more like a Narrative Gimmicky Strategem. Could fit in a Campain Book if we're ever featured in one. Either that or Steal Sun and another more general strat. 6 Cp is probably >50% of what we have, and DS 2 units and you're most likely not gonna have any more.
Since they're splitting us up in 3 factions. How will that work with specific Kabal/coven/Cult strategems ? Will we allways get 3 specific Strats aslong as we have 1 Kabal, 1 Cult and and Coven unit ? |
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Mppqlmd Incubi

Posts : 1844 Join date : 2017-07-05
 | Subject: Re: Night fighting ideas Thu Mar 15 2018, 13:51 | |
| Here would be how i'd do it :
Night fighting (3) : This stratagem may be activated in the deployment phase, or at the beginning of a Dark Eldar turn that follows a turn affected by Night Fighting. This effect lasts a full turn (2 player turns). Every non Dark Eldar unit on the board is affected. Every range is halved during a Night fighting turn. This affects Auras abilities, weapons ranges, psychic powers. It does not affect movements.
More expensive (you pay 3 per turn, so it would be hard to maintain it for long, and thus hard to abuse), but it could guarantee a safe first turn, and it would have an impact on synergy armies, because it would be harder to keep everyone within range of Auras. Also, it would be a good counter to smite spam. |
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AzraeI Sybarite

Posts : 321 Join date : 2018-03-04 Location : maybe
 | Subject: Re: Night fighting ideas Thu Mar 15 2018, 18:25 | |
| I'm 105% sure that we get one Night vision Stratagem for 2cp for the one mission with night fighting just to screw with us |
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Gorefather Hellion

Posts : 80 Join date : 2017-07-05
 | Subject: Re: Night fighting ideas Sat Mar 24 2018, 01:36 | |
| A "Perpetual Shroud" fortification would actually be such a cool addition to the army. Have it be a shackled webway portal that allows non deepstrike units to go in reserve but they can only come through that portal (like the Monolith/Night Scythe for Necrons) and it provides a field wide buff until it's destroyed.
But in reality it's going to be some stupid strat like "Night Raid: 3cp pick a <Kabal> unit, that unit is -1 to hit until the end of phase." just to add insult to injury. |
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Lord Asvaldir Wych

Posts : 815 Join date : 2015-12-06 Location : Washington DC
 | Subject: Re: Night fighting ideas Sun Mar 25 2018, 20:46 | |
| I like the half range idea, but that seems a bit too powerful since half range across the board is huge. Maybe something like a 25% range reduction would be more balanced. _________________ The Night is Dark and Full of Terrors...
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