Enhanced Black Storm Guardians, large Kroot masses, and high Guardsmen numbers make us very sad.
which are very rare. black guardians are ulthwe only, kroot hordes are rare as tau suits are better, and troop heavy guard tend to be used less than tanks and vehicles.
we cant be good against all armies, no army can be but we need to ensure that we don't seem overpowered against some armies as GW, supposedly likes balance.
I don't quite understand your argument. World Eaters don't win many games against good generals for a reason--their overpoweredness in close combat is overshadowed by Blood Frenzy.
They don't win many games becuase they are a flavoured army with no real heavy support and a defined technique,which cannot handle a decent balanced army, not because they are used by bad generals, or face good generals, But this is why people play them, because they are flavoured and have their difficulties.
It not the winning, its the taking part.
my arguement is that you want to pay +3 points or +5 points according to rasmus to give them HCC when world eaters get it for 1 point with str 4.
orks do have there problems but are one of the best armies and the HCC is one of the reasons for this.
Ok, why didn't GW give the orks reroll misses when they get the waaagh? maybe because its overpowered?
Should we make Harlequins like that, and remove strategy from one of the most tactical armies in the game?
Our troops are fragile to shooting and with low toughness. and with such low numbers we have to be tactical at all times, unlike the run at them tactic world eaters tend to use. They have T4 and power armour, and backed up by demons.
the lack of power armour for us is covered by open topped fast vehicles which we can assualt out of. this balances out any losses we would suffer from shooting and also nullifies speed bump units as we can from assault behind them.
I understand your point--but I disagree with the basis of it. Just because many people play Marines doesn't mean we should be geared to beat them. If anything we should have anti-Daemon rules.
I am not saying that should be geared towards marines, but against the softer foes we are too good, the hit and fade rules make this.
instead of discussing the problem i am facing (the overpoweredness of the hit and fade reroll) you are trying to discount something that you have already partially added into the army.
as the list stands i think it is a one trick, assault army that suffers from limited flexibility, as our whole thing is based around getting into hand to hand.
i don't want to bring my quins to games only to have people sigh and mutter under their breath, because a list has been written to make them invincible in hand to hand and we can get there with ease.
look at the kit we have for hand to hand. power weapons, flip belts, kisses, plasma, hallicinogen grenades, high WS, I, A, all the masks, halving WS of oppenents. do we really need to add more to this area. i think not.
Instead giving choices to add a few extra shots here and there, make the vehicles tricky to hit (crystal targeting matrix), a nice walker, with a nasty guns (D-cannon/Vibrocannon).
i have never envisaged the quins as a rush in and kill before getting shot up army, which is what the are now, more as a few guys bouncing around the field picking off enemy at leisure with the enemy unable to fight back or target them.
maybe rather than the hit and fade, perhaps give them the hit and run base run.
I think it would be a good for every quins player to post on a thread exactly what they want from a army, and how they see the army, in their mind.