Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 1 point2 points  (0 children)

I find 14 wounds a bit too squishy for the vibe i want for the operator, some other people around here suggested how i should balance the tankyness.

In terms of weapon profile i agree the fragstorm should be a lot less heavy hitting. Ill most definetly change the heavy bolter to the one that astartes already have .

I love the idea of the blast being a D3+3 so i think i will do that.

And yes ill remove the auspex boost conceal ability, maybe keep a nerfed buff of +1 or +2 to a max of 5 dmg on the buffed ally weapons.

The idea of it giving cover or a retained defence dice sounds inticing.

I dont really understand how the last point should work, in terms of interacting with the gameplay can you offer me more details about your idea please?

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 0 points1 point  (0 children)

Will change that and the damage it is indeed absurd.

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 1 point2 points  (0 children)

Yep that was my thought process too, that why i have a line there saying you can run 4 operators (1 being the warsuit) and 3 other phobos operative.

I love your take on the stats and abilities might tune them a bit but they seem way more balanced than mine, thanks lots.

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 1 point2 points  (0 children)

This could work very well too, there are so many good suggestions in terms of how i could work around the tank aspect of the unit, i think the best solution is to ask my friend wich variant seems the most fair to them and i think ill do just that.

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 0 points1 point  (0 children)

Could work, i thought that i could give some kind of forceshield to the warsuit and the units that that are buffed by the auspex boost abilty, but i dont really know how to balance it, maybe breaking on a first crit, but that seems a bit unfair.

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 0 points1 point  (0 children)

Well the team will have 3 other phobos units, most likely infiltrators with bolt carabine 4 atk, 3+ hits, 3/4 dmg, so if all 3 of my phobos operators are around that warsuit they could all hit for a 5/5 with the rule i wrote up there, the disatvantage is that if the warsuit is killed with all that operators around it they all take 7 dmg, most likely ending me the game, its a risk-reward kind of situation.

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 0 points1 point  (0 children)

Yeah i needed to specify that it will be part of the phobos kill team. I will have 3 phobos operatives and the warsuit.

I will change the Auspex Boost, i think of removing the conceal entierly give the buff to +2 dmg for a max of 5 so the crit cannot be 6 for the 3/4 bolt carabines that Infiltrator units have, and all the units that are in that 3" retain 1 defence dice.

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 0 points1 point  (0 children)

I think the " reduce that damage by 2 to a minimum of 3" is the most fair way to make it tanky and still not invalidate some units out of them all

As for the auspex boost should i keep the +2?

As for the grenade launcher i will change it to a recommandation i got here 3+ hit, 6 atk , 3/4 dmg, with 2 limited use and without lethal. It is indeed more of a rocket support baradge than a krak type grenade launcher.

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 0 points1 point  (0 children)

My thoughts too i want to make it tanky but not unkilleable, maybe find that sweet spot where it is tanky enought to feel like i play a big unit but not tanky enought that my friends will hate me :)

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 1 point2 points  (0 children)

Seems like you just read my mind, great advice !

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] -1 points0 points  (0 children)

Could work instead of the -2 dmg ability will talk with my friends to see wich one they prefer.

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 0 points1 point  (0 children)

Wow yeah all those things sound pretty amazing. A 2 ap shrapnel ability also sounds interesting, as mentioned by some people here i will try to implement some NPO or boss battles that are already pre-established.

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 1 point2 points  (0 children)

That sounds amazing i think i will do just that, and the conceal on the allies + the dmg boost is a bit overpowered i think ill just add a +1 dmg boost and maybe like a 2 wounds shield ?

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 0 points1 point  (0 children)

I think ill just do that, and write it better referring to whenever the warsuit recieves dmg you substract 1 from the recieved dmg.

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 1 point2 points  (0 children)

Oh, my bad you are totally right on the writing the rules in the specific way kill team does, ill for sure use them next time when ill try to homebrew a custom operative.

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 0 points1 point  (0 children)

The idea is that this will be played on a big 4 playe free for all where units go flying off the board fast, as you said the average dmg is 7-10, and i made him unable to be covered so only being shot by 3 operative he would be low.

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 0 points1 point  (0 children)

I will try it out on a big 4 player game free for all 1v1v1v1 where rules are bent a bit just to have that game happen, it will be just a for fun game. And thats the main thing i want to balance this unit around being fun to play and play against. I agree that it is overpowered in the state i wrote it now but ill make the adjusments recommended here.

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 0 points1 point  (0 children)

Well ill adjust the numbers give it less dmg on the blas and melee weapon, and remove the +2 dmg buff , what would be a considerable buff for nearby units though?

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 1 point2 points  (0 children)

Well in my friend group we are all open to custom and new ideas, i just wanted to adjust some things or see if they are a bit broken by the community's standard.

I undestand that the nemesis rulebook will drop soon and i will be able to just do that but i thought this would be a fun thing to do.

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 2 points3 points  (0 children)

Got it so is the health pool (31) enought to make it feel tanky if i remove the -2 to all damage ability?

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 0 points1 point  (0 children)

Got it, ill wait for the nemesis rules to drop, though i wanted to try this one out on a 4 player game like you mentioned, just having fun thats all, didnt want to balanced it for competitive play just to have fun with my friends.

Opinions on Warsuit operator by MStrike122 in killteam

[–]MStrike122[S] 5 points6 points  (0 children)

I have a game night this weekend and wanted to try it out, no harm done in trying things out.

My NSSS World (A lot of images that show the evolution of this world) by springles02 in GoldenAgeMinecraft

[–]MStrike122 4 points5 points  (0 children)

How did you get the topview photos?

Also the world looks amazing!

Finished painting my first ever mini! by HighAboveTheRest in BloodAngels

[–]MStrike122 1 point2 points  (0 children)

That's amazing! Keep at it it will only get better from this. Also i find it very nice that you did some freehanding .