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post #31 of 43 (permalink) Old 10-15-14, 08:29 AM
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The Reason I had included Adamant Will is because the item you tied Eternal Warrior to had Adamant Will. You replaced Fear with Eternal Warrior on the item, but kept the same points cost.
Anyone who thinks Fear is worth the same as Eternal Warrior is quiet mad .
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post #32 of 43 (permalink) Old 10-15-14, 09:51 AM Thread Starter
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Stubborn is bad because every unit who has it is shitty in combat and wants to be fleeing (since ATSKNF means fleeing has no disadvantages) - I could count on one hand the number of times you'd want your Tacticals or Ravenwing or anything other than Terminators to stick around in combat, and for those very few occasions, Dark Angels can hand out Fearless and leadership re-rolls like nothing else.

Grim Resolve would be fine if Dark Angels were combat-competent with their Power-Armoured units, but since they're not, it actively prolongs being tied up in combat. For Marines, that's really shitty (there's a reason that 5th ed Combat Tactics was REALLY strong).

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Originally Posted by mayegelt View Post
The Reason I had included Adamant Will is because the item you tied Eternal Warrior to had Adamant Will. You replaced Fear with Eternal Warrior on the item, but kept the same points cost.
Anyone who thinks Fear is worth the same as Eternal Warrior is quiet mad .
And anyone who thinks that Fear is worth points is also mad.

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post #33 of 43 (permalink) Old 10-15-14, 02:08 PM
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Stubborn itself doesn't mean you can't opt to fail Ld test. Grim Resolve stipulates that units have Stubborn, and in addition to that rule can never opt to fail Ld tests.

I get why Grim Resolve is a bitch and a half, my buddy's DA Captain once got stuck in with one of my Furiosos and he just stood there until he failed enough ++ saves to die. Stubborn as a rule to itself is great, but if you can have Fearless go that way obviously.

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post #34 of 43 (permalink) Old 10-15-14, 02:28 PM Thread Starter
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Stubborn itself doesn't mean you can't opt to fail Ld test. Grim Resolve stipulates that units have Stubborn, and in addition to that rule can never opt to fail Ld tests.
I'm not talking about opting to fail a Leadership test - I'm on about simply failing a Leadership test through dice and modifiers. Your DA Tacticals get charged by Termagants, lose three dudes, kill one back, they take Ld8 Ld and probably make it. You're stuck in combat with a bunch of Termagants. Your SM Tacticals in the same situation take Ld6 Ld and probably fail it, reasonable odds of getting away, then ATSKNF means you can rapid fire/charge them next turn or move away and do something else entirely instead of getting locked up in combat.

Being able to opt to fail a Leadership test is hugely powerful, as I said, but since that's not really a thing in the game anymore barring combat with an AV13+ Walker, simply being able/more likely to fail Leadership on a unit that's crappy in combat is a strong, flexible option (at least, for ATSKNF, where running from combat can only ever be a positive result).

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post #35 of 43 (permalink) Old 10-15-14, 02:46 PM
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See, now that makes sense! I really wasn't getting the whole 'fail a Ld test naturally' part. Guess I'm just way too used to having it on a Guard blob where Sweeping Advance is a thing. Wouldn't you also have to win an Initiative test to get out of combat? In all honesty I've been playing BA for years (who don't have this rule, nor way of getting it from the 'dex) and they have broken from a fight and actually gotten away after the Initiative test maybe a handful of times. Even in your example, that really works if they break during your opponent's turn but totally strings you up if it happens in your turn leaving you out in the open as opposed to tied up in combat. I dunno, maybe it's that I play units that do better in combat than out (like TH/SS DW squads) but I am still a fan of Stubborn even now understanding why you dislike it.

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post #36 of 43 (permalink) Old 10-15-14, 03:17 PM Thread Starter
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Yeah, you still have to break away, but Stubborn just makes it more unlikely you'll get to that stage. I4 isn't bad either - falling back from a charge by Ork Boyz or Necrons isn't too difficult if you're testing on Ld 4/5.

It's also the fact that as a shooting army, you don't want to engage enemy melee units - if a squad of Terminators with Lightning Claws charges your Tactical Squad and kills 9 of them, that one dude is going to hang on with Grim Resolve, die horribly in your turn, leaving the Terminators free to do what they like next turn. There is a minor plus that if you charge someone and the rolls go horribly, you stay in combat during the enemy turn, but it'd need to be a pretty wacky roll to go that badly for you, and you'd need to be charging with Tacticals in the first place (which means the enemy is either very weak in combat or you're on the win anyway).

In short; I don't like Grim Resolve because Dark Angels really like breaking from combat.

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Last edited by MidnightSun; 10-15-14 at 03:20 PM.
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post #37 of 43 (permalink) Old 02-09-15, 06:29 PM
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@MidnightSun
Will go reading through all the 3 pages of comments (aaaand done) but got to mention this
DW Command Squad pays 25 points for CML while DWT pays 20 points
Flail of the Unforgiven doesnt have +2 strength modifier is that intentional?

Conversion field and Displacer Field were fine , the blind and teleport were very fluffy and provided a nice touch to the items.

Loving the "fix" for Terminators another way to make them worth the price is T5 and remove Unwieldy from Power Fists, they were developed for Terminator armor after all.
Also you should create BattleScribe file for your homebrew, I would definitely give it a try with my friends, you dont even need to start from scratch can just outright modify the current DA file.

Also Fear is not worth the point but it is fun I made a Daemon Prince run away from my Interrogator Chaplin once (we forgot he is fearless).

Last edited by Stormxlr; 02-09-15 at 06:54 PM.
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post #38 of 43 (permalink) Old 02-10-15, 12:06 PM Thread Starter
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Quote:
Originally Posted by Stormxlr View Post
DW Command Squad pays 25 points for CML while DWT pays 20 points
Flail of the Unforgiven doesnt have +2 strength modifier is that intentional?
Thanks for picking up on those, I've edited them.

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Conversion field and Displacer Field were fine , the blind and teleport were very fluffy and provided a nice touch to the items.
I think there's a thin line between 'fluffy' and 'obnoxious' and while the Blind effect was rare enough that I didn't really mind, the Displacement effect was simply annoying.

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Loving the "fix" for Terminators another way to make them worth the price is T5 and remove Unwieldy from Power Fists, they were developed for Terminator armor after all.
T5 could certainly be an option, but bear in mind the suggestions here that edit 'baseline' units would edit the SW/BA/SM/CSM/GK versions too if/when I did all the codexes; hence the Auto-Targetter being part of Terminator Armour, to stop it giving Strike Squads and such an undue boost. T5 Terminators could be T6 with Mark of Nurgle, which would be pretty crazy. The other, internal balance issue is that there's basically nothing wrong with Deathwing Knights or Hammernators other than a slight overcosting. Making them T5 as well as the shooting Terminators does nothing to address the current internal balance issue in basically every book that Hammernators are strictly better than the others as shooting Terminators are damned inefficient. Removing Unwieldy from the Fists is a no-go; Terminators already crush the things they're supposed to in melee, fightiness isn't their problem; it's that they suck at shooting and have costing issues.

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post #39 of 43 (permalink) Old 02-10-15, 04:40 PM
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T5 Terminators could be T6 with Mark of Nurgle, which would be pretty crazy.


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post #40 of 43 (permalink) Old 02-10-15, 04:50 PM Thread Starter
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Homebrew sees your Nurgle Bikers, and raises you Terminators...

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