|
Post by P'tit Nico on Jan 30, 2019 15:19:30 GMT
What was the MKII version? I don't think they started burrowed, but the movement was much faster and you burrowed as a star action. Then the burrow token would move so many inches and you could pop up a decent distance away from the token. You had to come up every round or you removed the pieces from the game. That was especially bad if I forgot to surface a helldiver.
The new one lets you stay burrowed, but you have to start burrowed and can only move 3" I believe. That has barely any board presence. At least in my opinion.
Back in mk2, Pyg Burrowers and Helldivers didn't have the same rule. Helldiver could surface, move, and then burrow again. The Pyg Burrowers could not burrow back the turn they surfaced. But more importantly, now in mk3 they have to forfeit their movement or action the turn they surface.
|
|
|
Post by davycannonhound on Jan 30, 2019 18:49:34 GMT
What was the MKII version? I don't think they started burrowed, but the movement was much faster and you burrowed as a star action. Then the burrow token would move so many inches and you could pop up a decent distance away from the token. You had to come up every round or you removed the pieces from the game. That was especially bad if I forgot to surface a helldiver.
The new one lets you stay burrowed, but you have to start burrowed and can only move 3" I believe. That has barely any board presence. At least in my opinion.
So, maybe a hybrid of the two? Keep the 3" of movement and the start of burrow, but let things dive back down as a star action?
|
|
|
Post by tiberius on Jan 30, 2019 18:56:03 GMT
Yeah, if you could reburrow, I think it would allow a turn of running to get into position, and then burrow to move past enemy lines or be able to pop up and hit a key target somewhere. But...its hard to balance because while you are burrowed, you are untouchable by anything as you are removed from the board.
|
|
cuberic
Junior Strategist
Posts: 129
|
Post by cuberic on Jan 30, 2019 23:27:38 GMT
I would say just go with the old mk2 burrowers rules, but don't allow charges on the turn they pop up.
|
|
|
Post by onijet01 on Jan 31, 2019 3:46:39 GMT
Burrow fix:
Burrow token can begin in play up to 10" past the owners base deployment line.
Durring maintenance phase: you can chose to. 1. Move the burrow token at the models base spd. 2. Deploy burrowed models in an area of 5" from the token. Deployed models can not recieve orderes the turn they un burrow.
Activation (same as any unit but can not get orders)
Burrow units have special order (*) burrow: remove remaining models from the table and place a burrow token over the unit commander.
For warjacks with burrow, can not charge the turn they crop up.
Burrowing (*) : this model cannuse burrowing on a turn it did not unburrow. This model spends a focus to become burrowed.
The having to be up for a turn is based of incoporial to keep from popping up attacking then reburrowing in one turn
|
|
|
Post by davycannonhound on Jan 31, 2019 6:10:29 GMT
Burrow fix: Burrow token can begin in play up to 10" past the owners base deployment line. Durring maintenance phase: you can chose to. 1. Move the burrow token at the models base spd. 2. Deploy burrowed models in an area of 5" from the token. Deployed models can not recieve orderes the turn they un burrow. Activation (same as any unit but can not get orders) Burrow units have special order (*) burrow: remove remaining models from the table and place a burrow token over the unit commander. For warjacks with burrow, can not charge the turn they crop up. Burrowing (*) : this model cannuse burrowing on a turn it did not unburrow. This model spends a focus to become burrowed. The having to be up for a turn is based of incoporial to keep from popping up attacking then reburrowing in one turn That is overly complex and honestly probably a bit powerful. I'm still thinking on a fix at the moment.
|
|
|
Post by onijet01 on Feb 14, 2019 9:41:04 GMT
Burrow effect update.
Burrowed Models/Units can remain Burrowed, and the Marker can be placed a number of inches equal to the Model/Units SPD -1.
Maitnence phase: Burrow model/Unit can be placed within 5" of the Burrow Marker. Models/Units that Unburrow must forfeit their movement this turn.
Burrow (Star) action/Order: if the model/unit did not begin the turn burrowed. It may move its SPD. Then remove the affected models from the table and place a Burrow Marker.
Concept ideas. Burrowed models may move faster.
Unburrowing (burrowed dueing maitnence phase) models can not move but may attack.
Burrowing (unborrowed at begining of turn) models may move but can not attack.
Similar idea to incoporial when attacking
|
|
|
Post by davycannonhound on Feb 14, 2019 19:28:24 GMT
Burrow effect update. Burrowed Models/Units can remain Burrowed, and the Marker can be placed a number of inches equal to the Model/Units SPD -1. Maitnence phase: Burrow model/Unit can be placed within 5" of the Burrow Marker. Models/Units that Unburrow must forfeit their movement this turn. Burrow (Star) action/Order: if the model/unit did not begin the turn burrowed. It may move its SPD. Then remove the affected models from the table and place a Burrow Marker. Concept ideas. Burrowed models may move faster. Unburrowing (burrowed dueing maitnence phase) models can not move but may attack. Burrowing (unborrowed at begining of turn) models may move but can not attack. Similar idea to incoporial when attacking Had we talked about the maintenance phase portion? I don't recall us discussing that. I feel like it creates too much speed, and kinda defeats the purpose of the -1 SPD.
|
|
|
Post by onijet01 on Feb 15, 2019 6:27:42 GMT
We can make it normal i just went with the normal burrow interaction.
As it is a model currently burrowed unburrows dueing its maitnence phase and must forfeit either its combat action or movement.
I just thought it would keep the same feel. Because if you stay burrowed under current rules you move the marker 3 inches.
|
|
Zaku
Junior Strategist
Posts: 224
|
Post by Zaku on Feb 15, 2019 9:34:49 GMT
Kossites just need to become Mat6 Rat6. Then they would actually be a credible threat. I would even be happy with MAT 6 RAT 5 at this point.
|
|
|
Post by davycannonhound on Feb 21, 2019 8:03:54 GMT
Zealots from Protectorate. Haven't seen them on the table, way too squishy and not enough output. Did you ever see the PM I sent you regarding a fix for the Zealots?
|
|
|
Post by davycannonhound on Feb 26, 2019 1:11:45 GMT
Grymkin's witchwood. Awesome model, disappointing rulesset. I really liked it's original inception during CID back when, but there's other things that would befit this model. I'd like to see it get a way to get additional movement for instance. Maybe it could gather corpse tokens to extend it's placement by X inches per token spend, or get an extra teleport after it wolfs down a siren target. I sent you a PM
|
|