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Post by Zxqueb on Mar 8, 2006 22:18:42 GMT -5
Out of curiosity, what kind of nerf would you guys give to the twins to bring their power level down and keep them good enough to still see play (balanced)? Any suggestions?
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Post by baw on Mar 9, 2006 7:39:14 GMT -5
hmm there are couple ways of nerfing them.. They randomize them too much but..
How about like the other Pilots ability.. You get a second action on a 4-6 or something like that. I probably would never play them then.. Because of my bad die rolling but others could handle it. If the die wasn't rolled until the unit was moved would really put the ol' whammy on the twins.. I think they would still be pretty effective. You should get an extra order out of one of them every turn. It just wouldn't be the overwhelming TWINS smashing everything into the ground type of thing.
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Post by tjpandv on Mar 9, 2006 10:49:03 GMT -5
A points increase would go a long way to reduce their effectiveness - esp within a 450 point army. They would retain all their present (post-nerf) abilities but there would be less room to build up decent support around them.
I suppose the cost would have to be for the preferred pilot in their own mech as this is what is making them so effective. Take that away and its 2 decent lights with decent pilots.
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Post by baw on Mar 9, 2006 10:52:22 GMT -5
tjpandv... It would have to be a VERY SIGNIFICANT cost increase.. Maybe a cost increase and a Die roll to see if it takes effect!
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Post by mikeguth on Mar 13, 2006 11:41:42 GMT -5
Get rid of the armor piercing on Glory, or is it Fortune?
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Post by baw on Mar 13, 2006 20:36:14 GMT -5
thats still not enough... just removing Armor Piercing and pulse isn't enough...
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