Braggoth Posted September 30, 2016 Share Posted September 30, 2016 Hi all. With the rumors of an incoming allegiance rules pack overhaul for all the factions without a proper battletome, I find it hard to sit and wait. So I wanted to ask you guys if you have any thoughts on what should the remaining factions of Destruction have as allegiance command traits, spells, artifacts, and any extra bonuses. To start off, I can see the Spiderfang Grots have their Wallcrawler, or poison damage on a 6 to hit being removed from their warscrolls and put as allegiance ability (like the warpaint of Savage Orruks). Please feel free to share any ideas you might have ^^ Cheers. Link to comment Share on other sites More sharing options...
Fastbear Posted September 30, 2016 Share Posted September 30, 2016 3d charges for ironjawz "slow until they can see the battle" also buffing gore gruntas making their charge ability relevant. Link to comment Share on other sites More sharing options...
ADDriot Posted September 30, 2016 Share Posted September 30, 2016 Khorne Bloodbound models get a chance to inflict a wound (not mortal like gorefists) on a 5+/-1 rend for each model that dies in the combat phase. Seems to fit with the theme they have now in that, even if you beat them, you won't get out without some scars. Maybe the rend would be OP? Link to comment Share on other sites More sharing options...
Braggoth Posted October 1, 2016 Author Share Posted October 1, 2016 On 9/30/2016 at 5:39 PM, Fastbear said: 3d charges for ironjawz "slow until they can see the battle" also buffing gore gruntas making their charge ability relevant. Sounds good and fluffy, but is it really different from having an extra D6 movement in the hero phase for being Destruction? Haha On 9/30/2016 at 6:27 PM, ADDriot said: Khorne Bloodbound models get a chance to inflict a wound (not mortal like gorefists) on a 5+/-1 rend for each model that dies in the combat phase. Seems to fit with the theme they have now in that, even if you beat them, you won't get out without some scars. Maybe the rend would be OP? That would be cool, but maybe that'd make the Bloodreavers a bit too OP? Seeing they die like flies. But I do like the concept. An idea for goblins (Gitmob or Moonclan) is that they could setup 6" beyond the deployment zone. I don't how much this could affect the game, but fluff wise it would look they are trying to cheat from the very start of the game, very sneaky of them Link to comment Share on other sites More sharing options...
Lord Biscuit Posted October 2, 2016 Share Posted October 2, 2016 I think Ironjaw alliance needs to be them more being the hardest fellas these pink skins hav' evar seen. Either a army wide +1 to battleline unit saves for the first 2 turns (basically making Ironjaws space marines. So probably not.) or give them a perk based on generating wounds. For every kill a Ironjaw unit scores, roll a D6 and on a 5/6 recover a wound. Would make sense, though it would make mawcrushers stupidly tanky. I'm not a huge fan of how much I have to roll in the heroic phase, so just a static boost to movement or even add a static number to all charges; 6 might be too large, but some kind of static boost that will make charging much more reliable for Ironjaws at greater range (which seems to suit their elementry cunning they exhibit. They are very good at catching people off guard.) and would make irontusk formations much more effective at long range charges. Alternatively a boost to bravery would be a interesting, if rather dull alternative. Link to comment Share on other sites More sharing options...
Fastbear Posted October 2, 2016 Share Posted October 2, 2016 I was thinking d3 charge and other stuff just to make ironjawz a viable and competitive choice get them some strong allegiance abilities to make it worth running pure ironjawz as it's currently not. I really enjoy the current destruction abilities and something similar wouldn't be bad. They are still missing some rules love. They can't win tournaments on great models alone Link to comment Share on other sites More sharing options...
Vasshpit Posted October 2, 2016 Share Posted October 2, 2016 An idea I have for Ironjawz is to allow unit leaders or battalion big bosses access to allegiance specific artifacts or boosts, similar to how all wizards in Sylvaneth get a bonus spell. Link to comment Share on other sites More sharing options...
Lord Biscuit Posted October 2, 2016 Share Posted October 2, 2016 Actually, one cool way of showing their unpredictability is to allow them to deploy up to half of their army in reserve which can be deployed from any table edge, provided that it is beyond 12 inches from an objective or unit. Forcing them to spread out to defend from sharp flank attacks. Link to comment Share on other sites More sharing options...
Lucio Posted October 2, 2016 Share Posted October 2, 2016 Ironjawz to me suggests martial brutality, so a rule that improves their combat effectiveness on the charge would make the most sense, like re-roll to Hit or to Wound after a charge, or after a charge with a dice roll over 8" Link to comment Share on other sites More sharing options...
Lunk Posted October 3, 2016 Share Posted October 3, 2016 Gutbusters ability The Feast battleline Units can heal 1 wound after a combat were they killed a model spell tyrants hunger cast on 8 range 24 if successfully cast unit may charge or pile in if already in combat at the end of the hero phase and attack. Heal d3 wounds if a model was killed item. The Tenderizer add d3 mortal wound after all attacks were made if 1 wound was caused Link to comment Share on other sites More sharing options...
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