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A few new ideas

Posted: Wed 25 Dec, 2013 1:31 pm
by DarkGod
Hey everyone

I want to start off by saying I am in no way a pro at this game. I only have 190 hours of gameplay and my army ranks are not that high. As a result I dont know as much as others when it comes to minor details such as damage etc. But I have been thinking and I wondered if this was at all possible:

For Chaos

Heretic worship is improved every level? For example level 2 nurgle heretics increase health regen 0.5 more than level 1 heretics. And level 3 tics increase health regen 0.5 more than level 2 tics and so on. Khorne tics increase speed by 0.2 each level on top of standard buff. Tzeentch tics reduce damage received when infiltrated by 2% ever level on top of regular buff?
Is it out of the question to get mark of nurgle csm? Maybe damage over time with killed units staying alive similar to plague champion plague sword?

Leaders

Would it be possible to make the csm raptor aspiring champion the justicars and seargeants in sm squads to be die last members? I am getting sick of my leaders being the first to die.

Grey Knights

What is the point in nemesis focus strike squads with justicars? They barely mange to kill normals sm but against asm or fc with wargear they get owned.

Just some ideas. Dont be too harsh please. Merry Christmas

Re: A few new ideas

Posted: Wed 25 Dec, 2013 9:03 pm
by Nurland
Nurgle worship at least could use some buffs that would make it scale better.


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Re: A few new ideas

Posted: Thu 26 Dec, 2013 3:03 am
by ThongSong
I personally wouldn't use nemesis focus on a strike squad all that much, but it can be pretty handy when a melee squad rushes them expecting a cakewalk and they put up a much tougher fight than expected. they wont win vs dedicated melee units but if they have support they can chop things up quite nicely

Re: A few new ideas

Posted: Thu 26 Dec, 2013 4:43 am
by Sub_Zero
they wont win vs dedicated melee units but if they have support they can chop things up quite nicely

I remember the video from Indrid where strike squad owned banshees. http://www.youtube.com/watch?v=VIql32SL ... jEtHJl8Kip

Re: A few new ideas

Posted: Thu 26 Dec, 2013 7:27 am
by ThongSong
that's without the banshees scream, which is pretty much a guarantee for the banshee's amazingly powerful special.

for a SS vs banshees, the squad that pulls off the specials is pretty much going to be the one that wins it.

Re: A few new ideas

Posted: Thu 26 Dec, 2013 12:56 pm
by Torpid
ThongSong wrote:that's without the banshees scream, which is pretty much a guarantee for the banshee's amazingly powerful special.

for a SS vs banshees, the squad that pulls off the specials is pretty much going to be the one that wins it.


I don't follow? How does a scream lead to specials? IT may lead to better specials by forcing the SS to blob, but they're only 4 models anyway, besides in this scenario the SS didn't shoot the shees on approach whihc they could have, that said SS have had their specials nerfed since.

They're still a really strong melee unit, just use them alongside the GK libby to counter-initiate. It works really well.

Re: A few new ideas

Posted: Thu 26 Dec, 2013 2:18 pm
by Lulgrim
By making the enemy squad spend lots of time walking around slowly to find a target, so that they have the movement penalty to melee skill up constantly?

Re: A few new ideas

Posted: Thu 26 Dec, 2013 2:35 pm
by Sub_Zero
Wanted to say what Lulgrim had said.

Re: A few new ideas

Posted: Thu 26 Dec, 2013 6:27 pm
by Torpid
Lulgrim wrote:By making the enemy squad spend lots of time walking around slowly to find a target, so that they have the movement penalty to melee skill up constantly?


Yes, the scream affects melee combat because it allows the banshees to get in more attacks than their foe would proportionally, but the way he originally posited it it was as if the scream buffed melee skill - leading to more specials per strike.

Regardless, you're not meant to charge an SS squad forward into banshees like that anyway, you would not only the SS focus firing the shees on approach but also some IST. You can afford to do that since SS do still contribute at ranged and you have other units to linebreak, namely GKI and purifiers.

Re: A few new ideas

Posted: Fri 27 Dec, 2013 12:52 am
by DarkGod
The fight club video was a really cool idea but the guys are right. The surpression gives the banshees an instant advantage.

Also we need to look at this realistically: by the time you get nemesis focus and justicar most players will be well into tier 2. So the SS is up against fully upgraded banshees AND at least one dire avenger squad etc. Sure the bro captain will help and the stormies but in all honest eldar will dps GK down in any serious t2 engagement

Re: A few new ideas

Posted: Fri 27 Dec, 2013 1:45 am
by Asmon
DarkGod wrote:The fight club video was a really cool idea but the guys are right. The surpression gives the banshees an instant advantage.


Only if the enemy squad is spread out, with a lot of models and the enemy has not micro'ed his squad properly. But whatever.

Re: A few new ideas

Posted: Fri 27 Dec, 2013 2:24 am
by Nuclear Arbitor
assuming the GK models target the closest banshee models it won't give banshees an advantage because they have the same melee range and therefore stop moving and engage at the same time. if the SS is trying to move past then yes, it will give the banshees an advantage but otherwise it shouldn't.

am i missing something here? i've never paid close attention to such a situation before.

Re: A few new ideas

Posted: Fri 27 Dec, 2013 6:33 am
by Sub_Zero
Also we need to look at this realistically: by the time you get nemesis focus and justicar most players will be well into tier 2. So the SS is up against fully upgraded banshees AND at least one dire avenger squad etc. Sure the bro captain will help and the stormies but in all honest eldar will dps GK down in any serious t2 engagement

Stike squad members wear heavy armor. Banshees wear light armor. If both units got support from units with equal piercing damage then strike squad will always win since they will receive very little damage (heavy armor + melee resistance aura). Banshees will benefit only from melee resistance aura. That is the advantage of all heavy armored melee squads. If there is a fight between light armored unit and heavy armored unit and both got support from units with piercing damage then this battle favours for heavy armored unit.

Re: A few new ideas

Posted: Fri 27 Dec, 2013 11:54 am
by Torpid
Not to mention the strike squad is like tactical marines, so you're gonna have ASM nearby too (interceptors). There will only be one banshee squad and we can ignore any support those shees get from heroes because ultimately the BC and GK libby can support them just as well as the farseer, albeit a bit more expensive to do so, in this MU cost isn't too important since gk have the better eco.

Re: A few new ideas

Posted: Fri 27 Dec, 2013 12:21 pm
by DarkGod
Sub_Zero wrote:
Also we need to look at this realistically: by the time you get nemesis focus and justicar most players will be well into tier 2. So the SS is up against fully upgraded banshees AND at least one dire avenger squad etc. Sure the bro captain will help and the stormies but in all honest eldar will dps GK down in any serious t2 engagement

Stike squad members wear heavy armor. Banshees wear light armor. If both units got support from units with equal piercing damage then strike squad will always win since they will receive very little damage (heavy armor + melee resistance aura). Banshees will benefit only from melee resistance aura. That is the advantage of all heavy armored melee squads. If there is a fight between light armored unit and heavy armored unit and both got support from units with piercing damage then this battle favours for heavy armored unit.


Yeah I suppose. I do not think there is a way to solve this debate as there are too many variables to consider