yes thats right
Discussion ongoing somewhere else, about cultists in CSM. General consensus being: they are useless. Main issue is that they're easy to take down, and make you bottle test faster than if they dont exist. So, here's a proposal for an added CSM rule "Fodder- Chaos Cultists are completey beneath the notice of their Astartes counterparts. Chaos Cultists are not counted when calculating bottle tests, nor do they cause Chaos Space Marines to take break tests when they go down or out of action." Same as grots from the special operatives, they should not allow for tests for unpinning, except for other cultists.
Cultist and marine problem could be easily solved if say, a chaos space marine counted as 2 or even 3 models for maximum squad size, route test etc. This way if you might have a bunch of cultists with a single marine, lose that marine and cultists might run. Also cultists should not cause nerve tests to chaos marines - they don't really give a damn about them.I think you are right on this one. Astartes lead Kill Teams should follow the Grot rule for bottle tests. On that same note, you should be able to build an "all cultists" Kill Team with a few Beastmen auxiliaries for good measure. The fact that there is no opportunity for a Cult Leader really irks me. Space Marine centerd 40K is always a problem. I would like to see a special designation for a Chaos Space Marine called a "Coward". That would be a marine of questionable courage that participates in a cultist led Kill Team.
Finally I've always been a fan of straight Grot recruitment without Runt Herds. Small scale Ork warbands would be swarming with Grots that would be taking an active combat roll and constantly scavenging resources.
Eh, my local IG played used to have three specialists with plasma guns, kitted to the teeth, and it was all but underpowered ;p
My orks pretty much kicked everyone's ass in our small campaign (yes, even harlies, twice in a row). So I guess there's something about meta for balance.
To me, SWA is a different game to necomunda, and we should not try too much to have them merge.
I like SWAs specificities, eg:
- simple and super quick campaign system
- the rock paper scisor feeling of various teams, that are each much more different to the others gamewise than gangs could ever be.
- the almost deck/combo building aspect I found in recruitment planning: it is much more about planning a trajectory toward an end goal than the rpg/random/story based XP system that existed in Necromunda. Both are cool, IMO, and should be clearly kept separated.
One idea would be to boardgame-ify SWA even more:
- make it quicker/easier to setup and play
- cards suck in necromunda IMO, theyd be great in SWA if properly ported
- smaller boards so that non-tabketop miniaturegamers can still be lured into it
- more zonemortalis, or even spacehulk/deathwatch overkill super defined scenarios
- absolutely keep the concept of 1 base box and you're set, one fun box later if you want SO. To me this is a key point: good excuse to paint a different thing, where it is a huge thing to commit to even a basic 40k force
All in all it could be a super fun entry game for 40k, like killteam seems to have been, or even just a great boardgame / tabletop hybrid. It could also provide a great complement to 8th rules and gameplay for campaigns.
This all would be a pretty big evolution for a CE, and probably just integrating faq and better editting should be considered. Who knows, maybe someone in the Studio is working on a 8th killteam revival?
We made it so normal fighters gets a free advancement every 3 games where they didn't go OOA. So newbies want to stay alive to turn into fighters and fighters want to stay alive to get free level ups.-Experience/Progression
Aren't Underdog bonuses enough? Like a free operative for every, say 300 point difference and extra advancements whether you lost or didn't. Speaking about operatives - they badly need balancing too, as some are no-brainers and clearly outshine others while all operatives cost 1 prometheum (Terminator for scouts, Painboy for orks, Ogryn for IG)Ruse - that can be used to glean an advantage, such as ambushing or digging in – used to counter a higher power rating;
Core rules are mostly fine, but some things really tick me off. For example, in Necromunda you don't need Initiative to charge something out of line of sight. Or you can't easily kite, because once visible enemy is at charge distance you can't run, just make a regular move. (your fighter is afraid to turn his back on such close threat and backpedals instead). None of these are in SW:A for whatever reason.For the most part we have a working (somewhat) ruleset so we're not totally in a terrible position.
I love that idea! Makes the game more multifaceted and means less powerful team members can become more than just bolt-fodder.We made it so normal fighters gets a free advancement every 3 games where they didn't go OOA. So newbies want to stay alive to turn into fighters and fighters want to stay alive to get free level ups.
Yeah you're right, but it was largely just an example. Overall I think that a randomised mission system would mean that we could have more dynamic and unique campaigns without having to include a huge mass of missions and scenarios. But instead providing a framework for people to add their own narrative.Aren't Underdog bonuses enough? Like a free operative for every, say 300 point difference and extra advancements whether you lost or didn't. Speaking about operatives - they badly need balancing too, as some are no-brainers and clearly outshine others while all operatives cost 1 prometheum (Terminator for scouts, Painboy for orks, Ogryn for IG)
The more I think about it, the more I have the impression that boardgamification (what it exactly means remains to be defined... but see my previous post) would be really cool for SWACE. Not to the shadespire or spacehulk (or deathwatch overkill) point, but it is surely something worth considering.
One more point about it: I envision a system where the campaign is mostly:
- progression like @JawRippa said earlier
- you can buy one time card bonus or equipment (ala N17), for credits/promethium, or when specific events happen (eg victory on a scenario gives you a boost for a later game in the campaign, or allows you to unlock an awesome SO for a following game).
- more scenarized games, eg more advanced scenarios.
I will need to write down a draft of this sometime soon I guess