After some more though I realized how bad Dreads have it. Hive Tyrants get cover saves from having a toe in a crater but dreads don't. They can be one-shot so easily, I could go on but that thread covers it.
SO now for a fix. This MC Fever is negatively affecting Spirit of the Game IMHO so I shall see if a few like-minded individuals would like to collaborate in this thread for some fixes. I'm short-handing some of these, but you get the point.
Heres what I came up with so far:
All Dreads:
Monstrous Creature
Rampage
Ancient Might: 6” Stubborn bubble to friendlies
Machination of War: Haywire wounds on a 2+ and ignores armor on a 6. Armourbane and Melta weapons
wounds on a 3+. Immune to poison/fleshbane. d6" S4 explosion when last wound is suffered.
wounds on a 3+. Immune to poison/fleshbane. d6" S4 explosion when last wound is suffered.
+25pts for Venerable: re-roll failed saves. Counts as a VP when killed.
Contemptors (cost unchanged)
WS BS S T I W A Ld Sv
5 4 6 9 4 4 3 10 2+
(Normal rules/cost for gear apply)
Ironclads (cost unchanged)
WS BS S T I W A Ld Sv
5 4 6 9 4 3 3 10 2+
(Normal rules/cost for gear apply)
"Regular" Dreads (cost unchanged)
WS BS S T I W A Ld Sv
5 4 6 8 4 4 3 10 2+
These proposed changes, in my opinion,
keeps the feel of a stompy robot but stops Dreads from getting
short-changed when you compare them to things like Castallax, Riptides
and so-on. They still aren't the nigh-unkillable war machines we would
like them to be but are at least better.
Thoughts?
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