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Zelc
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« on: November 10, 2011, 02:24:14 am » |
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The Swarm
Some background: I keep seeing people talk about swarm armies. Usually, they refer to the Undead and the Umenzi. But I don’t feel like they’re true swarm armies. OK, the Umenzi can have a wide line, but usually they’ll only have some Shamans and maybe a couple of Atlatlmen in the back row. That's not surprising; back-up units usually aren't that good in this game. Two 150-point units fighting one at a time will lose to a 300-point unit.
But screw that, I want a real swarm army! 9 wide, 2 deep!
Fluff: Insects. Insects as far as the eye can see. They cover the green fields in a wave of brown and black chitin. They mostly range from the size of small cats to large dogs, with a few giant ones standing as tall as humans dotting the sea.
The defenders fought bravely with all their resources. They cut down wave after wave, but yet the swarm kept coming. Eventually, they faltered, and the city was breached. Brief screams punctuated the air, then all voices fell silent. The carpet of creeping doom continued spreading across the landscape, leaving only bones behind.
Crunch: I’m trying to capture the swarm fluff in several ways. First, I want an average point cost of ~143. In a 2000-point game, that’s enough for a 9-wide line with 5 backup units. Of course, people can modify this setup as they wish and go for more cheap units or a shorter line with more backup units and higher quality units.
Since backup units are normally penalized, these backup units will have to grant bonuses to units they’re backing up. I also slightly increased the back-up radius to 2.5”, so it’s easier for each unit to back up two other units, and so it’s possible to have one unit backed up by 3 units. The fluff here is the swarms of different types of insects aren’t distinct. They mingle amongst each other in one big swarm, which grants the different types of bonuses.
I still want them to rout. Even though they’re under the influence of the Hive Mother, their flight instincts still occasionally kick in.
Unit Abilities:
Swarm: Units with the Swarm ability are called Swarm units. While unengaged, Swarm units backs up other Swarm units whose rear center point is within 2.5” of this unit’s front center point (this range is reduced by terrain modifiers), and whose rear center point is closer than its front center point to this unit’s front center point.
Swarm units get A(+1) +0/+0 on Engaged attacks and C +1 for each unit with the Swarm ability backing it up.
Swarm units have the Relentless Swarm ability.
Note: this allows each Swarm unit to be backed up by a maximum of 3 Swarm units, although the third one has to be placed exactly right. Each Swarm unit can back up a max of 2 Swarm units.
Relentless Swarm: If a Swarm unit is invoking the back-up rule or using the Relentless Swarm ability, one Swarm unit backing up this unit may simultaneously move to where this unit was before it invoked the back-up rule or used the Relentless Swarm ability.
Unique Swarm Bonus: Swarm units may grant an additional bonus to themselves and to other Swarm units it’s backing up. This is indicated on the card. Multiple instances of the same Unique Swarm Bonus do not stack.
Faction Abilities: Hive Mind: When you spend a Command Action to take Direct Control of a unit or change a unit’s Standing Orders, you may instead take Direct Control or change the Standing Orders of two Swarm units.
I don’t consider this to be a true faction ability since this just reduces the disadvantage of having twice the number of units to control, especially since they usually need to be in pretty specific places to grant the backup bonuses.
Swarm Tactics: During your Movement and Command phase, you may spend one Command Action to mark the Swarm Tactics box.
Swarm Replacement: At the end of any Movement and Command phase, you may erase the Swarm Tactics box on a Swarm unit. If that unit is alive and not routing at the end of combat, you may swap the positions of this unit and either a Swarm unit it's backing up or a Swarm unit backing this unit up.
Swarm Resilience: When Swarm unit takes damage, you may erase the Swarm Tactics box on that unit. If you do, you may split the damage between that unit and any Swarm units backing it up in any way. Alternatively, you may erase the Swarm Tactics box on a unit backing up the Swarm unit which took damage. If you do, you may split the damage between those two units in any way.
Command Cards
Commitment Pheromones Choose one: Play after one of your units fails a rout check. Reduce the result of the Courage check by 1, and further reduce it by 1 for each unit backing this unit up. OR: Play during any Courage phase. All of your units gain +1 Courage, and an additional +1 Courage per unit backing this unit up.
Aggregation Pheromones Play during any Movement and Command phase or during an attack. This unit gains A (+1) +0/+0 and C +1 until the end of the turn. If this unit is a Swarm unit and has at least one Swarm unit backing it up, it instead gains A (+1) +0/+0 and C +1 for each swarm unit backing it up until the end of the turn.
Alarm Pheromones Choose one: Play during any Movement and Command phase, and choose one of your Swarm units that hasn't benefited from any Command Cards this turn. Double the unique swarm bonuses on this unit (including any unique swarm bonus it grants to itself). This unit can't benefit from other Command Cards this turn. OR: Play during any Movement and Command phase, and choose one of your Swarm units. This unit and all Swarm units it's backing up gain +1 MC.
Propaganda Pheromones (aka Insects are jerks) Choose one: Play at the beginning of your opponent's movement and command phase. Choose an enemy unit. That unit can't be direct controlled or have its standing orders changed this turn. OR: Play during an enemy unit's attack. The enemy unit gets (-2) -0/-0.
Signal Pheromones Choose one: Gain two Command Actions. These may only be used for the Swarm Tactics ability. OR: Draw a Command Card.
Units: The first three units don’t grant unique swarm bonuses. Their baseline stats will probably be something like A (4) 4/4, D 1/1, C 10, H 3/2/2, M 3.5”.
A really cheap swarm speed bump: ~55 points, but it automatically invokes the backup rule and forces backing up units to automatically invoke the backup rule on it. Might need to be impulsive as well. A decent way to get an extra (+1) +0/+0, and can tank in a pinch, but isn’t that good at tanking since it doesn’t stall for the even turns.
A swarm speed bump: ~80 points, but without that annoying bit forcing the backup rule to be invoked. Much better for stalling, but you pay for it.
An acid spitter (swarm unit), sort of like Atlatlmen: Probably around 110 points. (4) 5/5 ranged attack, 7” range.
For the next several units, their baseline stat is probably something like A (4) 5/5, D 1/2, C 11, H 3/3/2, M 3.5”
4x combat stat booster units: these guys have unique swarm bonuses. One grants +1 dice, one grants +1 skill, one grants +1 power, and one grants +1 tough. To keep the somewhat fragile and swarmy nature of this army, I don’t think I want a unit that grants +1 evade. These guys will get a +1 to whatever stat it boosts, but of course they don’t get the benefit of the swarm bonus they grant a second time if they’re backed up by the same type of unit.
Impact Hit unit: grants 1 impact hit as its unique swarm bonus. Probably still 3.5” move. Might be on the spear unit. Might also need to grant a power boost on the charge.
1x Move speed unit: +1 MC, base 5” move. They’re the size of medium-large dogs, and the other insects can hitch a ride on these (that’s how it grants the speed bonus).
1x Courage boosting unit: 13 courage, and grants a +2 courage as its unique swarm bonus.
Maybe include another vanilla swarm unit with the baseline stats, and no unique swarm bonuses.
2x bigger insects. These guys aren’t swarm units and are similar to standard units from other factions. Maybe one has 5 total defense and a (5) 6/6 attack, and maybe one is a fast cavalry-type unit. Because they aren’t swarm units, they don’t get the benefits from other Swarm units.
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