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Post by Blargaliscious on Nov 4, 2019 6:57:07 GMT
Ideas:
Make Harkevich a warcaster unit, add 2x Winter Guard Artillery Kapitan to the unit that do not count against FA. (Remember that Artillerist can be used on any model, including warjacks.)
Replace the Field Marshal (Reposition 3") with Field Marshal (Master Jack Marshal) Each warjack in Harkovich's battlegroup that is in his command range can have a Jack Marshal command given to it at any point time during Harkovich's activation. Different warjacks can be given different Jack Marshal commands. (Command range, not control area. This should add a lot of flexibility to the 6 focus caster.)
Replace the spell Bombshell with a warjacks version of Dog Pile.
Add the spell Fire Group to his list of spells.
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Post by MacGuffin on Nov 4, 2019 16:26:21 GMT
Replace the Field Marshal (Reposition 3") with Field Marshal (Master Jack Marshal) Each warjack in Harkovich's battlegroup that is in his command range can have a Jack Marshal command given to it at any point time during Harkovich's activation. Different warjacks can be given different Jack Marshal commands. (Command range, not control area. This should add a lot of flexibility to the 6 focus caster.) This is a clever idea, and reminiscent of Gearheart's (very good) design, insofar as it allows a 6-focus caster to do more with less. My only concern would be that the "different Jack Marshal commands" might be hard to keep track of (and maybe too strong?).
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Post by Blargaliscious on Nov 4, 2019 16:53:45 GMT
Replace the Field Marshal (Reposition 3") with Field Marshal (Master Jack Marshal) Each warjack in Harkovich's battlegroup that is in his command range can have a Jack Marshal command given to it at any point time during Harkovich's activation. Different warjacks can be given different Jack Marshal commands. (Command range, not control area. This should add a lot of flexibility to the 6 focus caster.) This is a clever idea, and reminiscent of Gearheart's (very good) design, insofar as it allows a 6-focus caster to do more with less. My only concern would be that the "different Jack Marshal commands" might be hard to keep track of (and maybe too strong?). Very valid concerns. The reason I removed Bombshell and replaced it with Dog Pile was to reduce his offensive capability to the metal Bambam Club and his gun. Beyond those, he is purely a warjack support caster. I figure the best way to handle the Jack Marshall commands is to put a token or Post-it Note with command details next to each warjack after it has been given a command. I'm not sure if giving those Jack Marshall commands, individually, would make him too powerful. My concern is that those, in combination with the spells, odd focus point, and possibly also the feat, might make him too powerful. It would need to be play tested. I figured making him a warcaster unit with the two Winter Guard Artillery Kaptains would really make him good in WGK and allow him to bring them into other themes.
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Post by michael on Nov 4, 2019 23:43:14 GMT
So, even though this is pure and utter wishlisting and speculation, you’ve gotta play by some ground rules tethered to reality. To whit:
1) No changing base sizes.
2) No changing weapons. If the model has a sword, he has a sword, not a gun sword, or a rocket launcher hidden in his jacket, or anything else.
3) No changing model types or anything that would affect packaging and marketing. That means models like Harkevich can’t become caster units, caster units can’t suddenly become “dude plus some solos!”, you can’t suddenly find yourself with attached models or companions not included in the package, and so forth.
4) Rules need to be somewhat tethered to the model design. Harkevich isn’t picking up Flight, or even a spell that grants Flight, because he doesn’t look like he could fly.
5) You’ve got to stay moderately on-target with the original concept. Harkevich is a tank commander. You can’t suddenly turn him into a troop support caster equivalent to “Irusk2 times Irusk1, but better!”, for example.
So with that in mind...
(Also this is basically that “battle plans but for warjacks” idea I mentioned pages ago.)
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Post by Blargaliscious on Nov 5, 2019 5:46:02 GMT
So, even though this is pure and utter wishlisting and speculation, you’ve gotta play by some ground rules tethered to reality. To whit: 1) No changing base sizes. 2) No changing weapons. If the model has a sword, he has a sword, not a gun sword, or a rocket launcher hidden in his jacket, or anything else. 3) No changing model types or anything that would affect packaging and marketing. That means models like Harkevich can’t become caster units, caster units can’t suddenly become “dude plus some solos!”, you can’t suddenly find yourself with attached models or companions not included in the package, and so forth. 4) Rules need to be somewhat tethered to the model design. Harkevich isn’t picking up Flight, or even a spell that grants Flight, because he doesn’t look like he could fly. 5) You’ve got to stay moderately on-target with the original concept. Harkevich is a tank commander. You can’t suddenly turn him into a troop support caster equivalent to “Irusk2 times Irusk1, but better!”, for example. So with that in mind... (Also this is basically that “battle plans but for warjacks” idea I mentioned pages ago.) 1) No problem - still 30mm. 2) No problem - unchanged. 3) Yeah, you're right... Fiiiiiine... Change Harkevich being a warcaster unit to adding this rule to him: Irregulars [Winter Guard Artillery Kaptain] Winter Guard Artillery Kaptain solos can be included in any army that also includes Kommander Harkevich. In the Winter Guard Kommand theme their field allowance is increased by +2. 4) Harkevich cannot fly, his beard will have none of those shenanigans. 5) No problem - the spell changes and him passing out the multiple Jack Marshal commands turn his battlegroup into something like Calvin after 3 bowls of Chocolate Frosted Sugar Bombs. Troopers would just... get in the way. In a way, Master Jack Marshall is kind of like battle plans, except battle plans can only affect one model/unit per turn. Master Jack Marshal can affect all of his warjacks, on an individual basis, within 8 inches of Harkevich when he begins his activation and those within 8 inches at the end of his movement. It could be a lot of warjacks that get affected, but it also puts him closer to the fighting and in more danger. Is this worth testing?
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Post by MrHaystacks on Dec 2, 2019 14:05:17 GMT
So, even though this is pure and utter wishlisting and speculation, you’ve gotta play by some ground rules tethered to reality. To whit: 1) No changing base sizes. 2) No changing weapons. If the model has a sword, he has a sword, not a gun sword, or a rocket launcher hidden in his jacket, or anything else. 3) No changing model types or anything that would affect packaging and marketing. That means models like Harkevich can’t become caster units, caster units can’t suddenly become “dude plus some solos!”, you can’t suddenly find yourself with attached models or companions not included in the package, and so forth. 4) Rules need to be somewhat tethered to the model design. Harkevich isn’t picking up Flight, or even a spell that grants Flight, because he doesn’t look like he could fly. 5) You’ve got to stay moderately on-target with the original concept. Harkevich is a tank commander. You can’t suddenly turn him into a troop support caster equivalent to “Irusk2 times Irusk1, but better!”, for example. So with that in mind... (Also this is basically that “battle plans but for warjacks” idea I mentioned pages ago.) 1) No problem - still 30mm. 2) No problem - unchanged. 3) Yeah, you're right... Fiiiiiine... Change Harkevich being a warcaster unit to adding this rule to him: Irregulars [Winter Guard Artillery Kaptain] Winter Guard Artillery Kaptain solos can be included in any army that also includes Kommander Harkevich. In the Winter Guard Kommand theme their field allowance is increased by +2. 4) Harkevich cannot fly, his beard will have none of those shenanigans. 5) No problem - the spell changes and him passing out the multiple Jack Marshal commands turn his battlegroup into something like Calvin after 3 bowls of Chocolate Frosted Sugar Bombs. Troopers would just... get in the way. In a way, Master Jack Marshall is kind of like battle plans, except battle plans can only affect one model/unit per turn. Master Jack Marshal can affect all of his warjacks, on an individual basis, within 8 inches of Harkevich when he begins his activation and those within 8 inches at the end of his movement. It could be a lot of warjacks that get affected, but it also puts him closer to the fighting and in more danger. Is this worth testing? What if you had to pick one drive to apply to all? You could then use your focus to get back some flexibility? Would allow more variety in battle groups. Go big with 'Zerkers + Strike true/Hurry, go elite with Juggs, Big B ect with crush or ranged with take aim (only issue is RAW, you MUST aim with the take aim drive). I think there is too much power and book-keeping if you could pick each jack separately. *EDIT* So rules state you pick which drive to use as you activate the jack which makes more sense. Could still be too strong, but this now works in the current rules.
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