Hi all
I just wanted to ask if anyone has any input on how over powered Cawdor can be and even more so with the Path of the Doomed
Couple of highlights
A standard thing for Cawdor, if you have a standard Ganger in your starting crew, you can take one extra Ganger (just one, not one for each), if you have a standard Juve, you can take D3 extra Juves (again, just once, not per Juve)
Because of when this is done, I have said that it needs to be added to their Gang Rating which may trigger an underdog bonus
So straight away they have between 2 and 4 extra fighters on the board
Then we move into the articles of faith
With the path of the doomed there are 3 nasty ones
First, blinding light, the fighter invokes a bubble of light that surrounds all fighters within 8" and any one inside, can not target outside of this bubble (ranged attacks) or be targeted by enemy fighters (ranged attacks) that are not within 3"
The next, they have a article of faith which allows them to bring on D3 extra fighters (any Cawdor fighter) on the table edge closest to the fighter invoking the article of faith and not within 9" from an enemy fighter, they come on with a ready marker
This is so OP, in turn 2 two extra fighters came on, one with a grenade launcher, and of course, two extra fighter to generate faith dice, so turn 3, two more come on
And the final one, this article of faith makes the enemy gang include any seriously injured or out of action Cawdor fighters in the number of total fighters used for their bottle check
The amount of games the Cawdor gang has won by this article of faith alone is just crazy
I have read the rules so many times as it seems way to over powered but this is the way it is meant to be played
Now of course I can nerf this, but its something I don't think is fair for me to stop rules being used because of how OP they are as there are many OP rules in Necromunda
Any input would be awesome
I just wanted to ask if anyone has any input on how over powered Cawdor can be and even more so with the Path of the Doomed
Couple of highlights
A standard thing for Cawdor, if you have a standard Ganger in your starting crew, you can take one extra Ganger (just one, not one for each), if you have a standard Juve, you can take D3 extra Juves (again, just once, not per Juve)
Because of when this is done, I have said that it needs to be added to their Gang Rating which may trigger an underdog bonus
So straight away they have between 2 and 4 extra fighters on the board
Then we move into the articles of faith
With the path of the doomed there are 3 nasty ones
First, blinding light, the fighter invokes a bubble of light that surrounds all fighters within 8" and any one inside, can not target outside of this bubble (ranged attacks) or be targeted by enemy fighters (ranged attacks) that are not within 3"
The next, they have a article of faith which allows them to bring on D3 extra fighters (any Cawdor fighter) on the table edge closest to the fighter invoking the article of faith and not within 9" from an enemy fighter, they come on with a ready marker
This is so OP, in turn 2 two extra fighters came on, one with a grenade launcher, and of course, two extra fighter to generate faith dice, so turn 3, two more come on
And the final one, this article of faith makes the enemy gang include any seriously injured or out of action Cawdor fighters in the number of total fighters used for their bottle check
The amount of games the Cawdor gang has won by this article of faith alone is just crazy
I have read the rules so many times as it seems way to over powered but this is the way it is meant to be played
Now of course I can nerf this, but its something I don't think is fair for me to stop rules being used because of how OP they are as there are many OP rules in Necromunda
Any input would be awesome