Tuesday, August 10, 2010

Non-Codex Marines in Killzone



I am wondering if the non-Codex chapters of Space Marines should have more freedom to show their unique style in Killzone. I have been really focused on trying to keep the scenarios and teams balanced, that I may be handicapping the flavor of the non-codex chapters.

I have to thank AbusePuppy for bringing this up in the Space Marine Errata comments.

If you look at the Killzone force building guidelines you will see the following restrictions.

A team may contain no more than two models with 2+ armor saves.

A team may contain no more than two models with Jump Packs.

A team may contain no more than two bike, jetbike or cavalry models.

These are the three restrictions I am debating making mutable for the different non-codex Chapters.

Blood Angels may forgo the option to take two bikes; this will allow them to take two more Jump Pack equipped models. Increasing them to a total of four Jump Pack models.

Space Wolves may forgo the option to take two Jump Packs; this will allow them to take one additional Bike/Cavalry models and one additional 2+ armor save model. Giving them a total of three in both categories.

Dark Angels may forgo the option to take two Jump Packs; this will allow them to take either two additional 2+ armor saves or two additional bike models. It will allow the force to feel more Deathwing or Ravenwing like depending on the choice made.

I am open to suggestions on Black Templars should we follow this route to fruition.

So these are my initial ideas, what do you guys think? Good idea or Bad?

5 comments:

  1. What was the purpose of limiting them in the first place? In other words, if you do allow these changes for the different non-codex chapters, what is the potential balance implication?

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  2. That is a very balanced way to approach it Jim. You are making the rules mutable enough to still allow in the flavor of the individual dex's.

    I would say this however: What about White Scars? Snake-Eyes plays a White Scar type army and uses the regular "vanilla" dex. The rules should be mutable for the vanilla dex as well. So you could have a White Scar or Raven Guard style army with Jump Packs (though few run them that way).
    Mags

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  3. I'm inclined to go with the crowd here- what is the purpose of the limitations on bike/jump/cavalry models? I can see it in theory (they're too fast for small tables), but if Killzone is played the way 40K in 40Min and Kill Teams are, the table will be _lousy_ with terrain, which can be very awkward for everyone but cavalry (and they have their own issues with ruins and buildings).

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  4. I have to agree.... But looking at the restrictions of kill team by GW a codex marine player can field 5 terminators but a Dark Angel player can not. Restricting the the unit choices I do understand and by un restricting them we end playing a normal game of 40k but that is not the point of SO kill team but a hand picked team of specialists to do a assigned task. The restrictions are good but the implications and that may be brought on in balance may hurt the game and idea. What about adding a specialist rule set for an army sorta like the last dex...swift as the wind for 5 points (more units may be taken on bikes but points must be paid for the bikes etc. And use these for the vanilla dex to create a fluff based SOG team.

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  5. Thanks for all the comments guys! The feedback is greatly appreciated.

    The limit is a balancing factor, but AbusePuppy is right with tons of terrain the imbalance of speed might not be a huge issue.

    With that said, I think War009 wins the thread with a fantastic idea! My mind is now racing with ideas of how to implement this concept into the force building rules.

    I'll post my ideas in a few hours.

    Thanks again guys!

    -Jim

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