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Post by Rolling Thunder on Apr 29, 2008 13:06:32 GMT -5
And mine. Drang. (Normally used as an eversor assassin, but in friendlies I give him a few extra rules and tweaks to be a bit more fluffy)
Kamenev Drang. Cost: 150pts
Profile: WS: 5, BS: 5, S:4, T:4 ,W:4 I:3 A:4 Sv 4+
Weapons:
Infantry Stubber (Heavy stubber that may move an fire, assault 3, 18" range)
Demolition Charge.
Trophies: Drang's actual choice of weaponery varies from battle to battle, but before the game must be determined by a D6 roll 1: Blessed Weapon: (+2 to S, ignores armour saves) 2: Duelling sword (attacks become rending) 3: Eviscerator 4: C'Tan phase sword. (ignores armour and invulerable saves) 5. Power weapon 6. Daemon weapon (roll D6 again) (mastery rules as well) 1. Worthless junk- the weapon has no useable power, and such counts as a close combat weapon 2-3: Dark Blade (+2 to strength, ignore's armour) 4-5: Plague sword 6: Bezerker Glaive. (doubles no. of attacks, ignores armour svaes, feel no pain)
Special Rules: Invulnerable: Drang's save is invulnerable.
Vicious bastard: Drang is incredibly adept at using any, and every available weapon to hand in an extremely effective manner. As such, all of Drang's attacks wound on no less than a 4+.
Combat Drugs: 12" charge range, fleet, and D6 attacks on the charge.
Terrible: Drang is very, very scary, and psychotic to a point almost beyond human reference. All units (friends or foe) within 12" are at Ld 7, and any enemy unit wishing to charge Drang must take an leadership test or fail the charge.
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Post by Mabus on Apr 29, 2008 14:53:04 GMT -5
Cough,
Cheese
Cough,
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Post by Deleted on Apr 29, 2008 18:39:47 GMT -5
Hmm ... I love the smell of moldy gorgonzola in the morning!
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Post by Deleted on Apr 29, 2008 21:40:23 GMT -5
I'll assume you're referring to the post after mine >_> <_< <_>
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Post by Ymmot (M.I.A) on Apr 30, 2008 1:27:17 GMT -5
I'll stick with my method of taking the special character models and stripping away their gear and inproved stats to make them just like the other commanders, you dont need crazy rules to be awesome!
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Post by acolyte on Apr 30, 2008 1:52:27 GMT -5
my SC is a stormie sarge that got hon imp, with str 4 and a power fist (no two combat weapons thou) i think its quite balanced, and can kick ass
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Post by Rolling Thunder on Apr 30, 2008 10:32:18 GMT -5
Okay, will the welshman please cease the war of forum attrtition against me, lest I be forced to actually defend myself. Actaully, this is not in the slightest cheesy BECAUSE THE CHARECTER ALREADY EXISTED ON THE FORUM BEFORE HE EVEN GOT FIELDED!
Okay, maybe I'm overreacting. Wait, no I'm not. All I try to do is post a charecter I developed and I get shot at for being 'cheesy'. By Mabus, who, if I am not mistaken, plays Tau, the single cheesiest army outside of the necron hordes.
Also, the wargames club I attend agree that my charecter, while over-powerful for IG was play-balanced AND deserved to be so due to the excellent fluff, which can be found on this very forum.
*Calms down.*
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Post by Deleted on Apr 30, 2008 17:07:45 GMT -5
Chill RT ... don't sweat it. I like the idea of Krang - but the stats and the points just don't add up - hence the cheese comment. You put him out there, you'll get comment. Additionally, the whole "masters of the universe" approach is very un IG. I think it's only Yarrick who comes alone - even Gaunt should come with the tannith. How about downgrading his stats a bit, but giving his a funky retinue to watch his back. After all he's a merc leader - so where's his mercs?
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Post by Ymmot (M.I.A) on Apr 30, 2008 17:32:51 GMT -5
all that for 4 points more than commissar yarrick you could buy 2 drangs and have some points left over for the price of 1 Abaddon(if such thing were possible.)
infact most of the special characters in the six codex books I happen to have near by at the moment(not counting IG) are well over 150 points
I'd say 200 points is probably more like it.(roughly)
my Chaos Sorcerer in Terminator armor with a familar and 2 psychic powers costs more than 150 points.
We could even look at it this way: say I started with an Eversor Assassin then gave him the following gear agoniser+20(hits on 4+ reguardless of toughness) mask of the damned+15(moral check to assault) heavy stubber+12 demo charge+10 iron halo+25 (4+ invulnerable save) total 177
and that does not take into account the stubber being an assault weapon and the negative LD modifier, not to mention the crazy random weapon options.
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Post by Deleted on May 1, 2008 8:46:11 GMT -5
I like your points breakdown ymmot. I'd hangfire on the leadership thing points wise, as it actually could be as much a deficit as benefit, as it effects your own troops too unless you run Drang exposed out front on his tod. As for the super random weapon or sword of random doom, it's randomness aside it only has a couple of downsides, so would scored highly (although not quite as highly as a simple death weapon). Stubber conversions gotta add 10pts at least. I'd say +25-30 for the deathweapon, or price the rolls accordingly... just a thought.
That brings Drang up to around the 200pt mark.
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Post by Rolling Thunder on May 1, 2008 13:15:57 GMT -5
Ymot, have you even looked at the Eversor assasin unit entry? The unit comes with the agoniser and 4+ invulenrable and the executioner pistol and meltabombs as well as fearless (which Drang does not have)
So: 95 +15 (deathmask) +10 (demo charge) +20 (stubber) +30 (maximum cost of any of the random weapons) 170, which is now the revised cost. His original cost was something around 180, but I showed the fluff to the wargames club and they suggested a downgrade (why, I don't know, but never look a gift-horse in the mouth)
Oh, and another rule is that he cannot hold or contest objectives.
Drang's guards:
Points: 160
Rendegade Alpha-class psyker Emir D'Clemancau.
Profile: Same as a HSO weapons: Force weapon, (master crafted), bolt pistol
Powers: Puppet dance (witch hunters codex,adversaries), Terror (funtctions as divine pronouncement from Witch Hunters codex), Shield (one turn effect, functions as Yarricks force field).
Special rules: Mental conncetion: Drang and Emir are mentally bonded, as befits Drang's role as her guardian and protector. As such, if any wound is suffered by one of the two, the other will instantly add D3 attacks to their profile for that turn.
Psychic Apocalypse: If Drang is killed, roll an immediate leadership test for Emir, for every turn the battle continues. if the test is passed, then Emir controls the greif and hate for the enemy, and fights on as normal. If she fails, she is removed from play and an ordanace blast template is centred over the body. All models under this template take a wound on a 4+, 6 instant death as they are consumed by warp energy.
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Post by Ymmot (M.I.A) on May 1, 2008 13:36:10 GMT -5
I did miss the bit about the power weapon and melta bombs included in the price for the assassin and I admit I just skimmed the part about the executioner pistol and focused manly on the neuro-gauntlet which acts a little diffirently then hitting on 4+
also the way to wrote it up suggests that he wounds on no higher then a +4 so in situations where he would only need to roll a 2 or 3 to wound we would still only need to roll a two or a three and not 4 across the board reguardless of toughness.
still 170 points is a little better and if your friends dont care then that is all that matters.
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Post by Rolling Thunder on May 2, 2008 10:12:40 GMT -5
Thanks ymot, I was basically using the neuro-gauntlet without its ability to ignore armour saves etc....
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Post by Deleted on May 3, 2008 10:39:37 GMT -5
When it comes down to tactics, I find that trying to keep your special character safe isn't a good idea. The reason is because although you may feel they should be protected, they're not going to earn their points sitting behind the lines or something like that. Get them into the fray safely, and then let them loose. Although they do soak up some points that can be used on another unit, most do come with very handy abilities. Gaunt attached to a conscript platoon filled with flamers? That sounds pretty scary to me.
If you do use a special character, just take a close look at the stat line and abilities. This should give you hints as to how they would help your army. There's even a good chance they'll be able to aid benefit another unit in the force with their abilities, like the Gaunt with the conscripts example.
Although they may cause problems for armies fluff wise, I don't have a problem if my opponent fields special characters. The only time I field my own is when it's an Apocalypse Battle, which I play on a frequent basis. My Tank Core finds its home in Apocalypse.
The only special character I've made so far is my own, only used in Apocalypse because the rules let me.
Field Marshall Xavier of the Deutcha Zweite Panzer Regiment (2nd Tank Regiment)
Field Marshall Xavier has become a legend on Deutcha and nearby systems. Even at an early age he was seen playing with toy tanks, making formations and plans for his enjoyment. His tactical and strategic ability soon brought him to become a Panzer Hauptmann (Tank Captain) in the Zweite Panzer Regiment. Fighting through many campaigns, he became a valued friend of the former Field Marshall. On Archan IV, Field Marshall Remmen was severely wounded when an Ork Fighta Bomba destroyed his Baneblade. In his last words, he made Xavier then new Field Marshall.
Taking the reins of the regiment, Xavier has since led the now famous Zweite Panzer Regiment on one successful campaign after another, commanding them from the cupola of his Baneblade, Die Panzerjäger (The Tank Hunter).
Points: 750 (Apocalypse Only)
Field Marshall Xavier is mounted in a Baneblade. When the Baneblade is destroyed, so is the Field Marshall.
Structure Points: 3 (BS: 4) (Front: 14) (Side: 13) (Rear: 12)
Veteran Crew: The crew of Die Panzerjäger are well trained and carry plenty of combat expirience. The Baneblade has ballistic skill 4.
Blitzkrieg Master: Well rehearsed in using the speed of his tanks to his advantage, the owning player gains the Flank March and Careful Planning Strategic Assets at no cost.
Steel Fury Company: Deutcha is a mechanized and armored world, known for its exceptionally high number of tanks. Field Marshall Xavier's Baneblade may join or be accompanied by a Steel Fury Company. His Baneblade must be marked as the command team, and the points of the other Baneblades and the formation must be added to his price.
I've played with this special character in a lot of my games, and my friends like him for his fluff and representation of that in his stat line.
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