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Unplayable Races

Discussion in 'General Discussion' started by Asclepius, Jan 5, 2014.

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What race do you not want to be playable?

  1. Imperial Guard

    69 vote(s)
    24.6%
  2. Necrons

    125 vote(s)
    44.6%
  3. Sisters Of Battle

    47 vote(s)
    16.8%
  4. Tau Empire

    27 vote(s)
    9.6%
  5. Tyranids

    193 vote(s)
    68.9%
  6. Other (Please Elaborate)

    14 vote(s)
    5.0%
Multiple votes are allowed.
  1. Beriorn Beriorn Subordinate

    Immortals are intelligent enough to fight battles on their own and devising strategies and optimal approaches and such. Says so in the Codex.

    Star Wars: Battlefront (a game similar to this one) is one of my favorite games, and I'm pretty good at it. On a good day (and the right map/faction) I can go through a round without dying once. But can I carry the entire team? Oh no. Most of the time this turns into running between healing droids and capturing points, quickly dashing out to grab healing items so I can stay alive. And even then, without my team mates to draw enemy fire, making charges on enemy points, dealing with vehicles and massed infantry and defending our points I would not come even close to winning on my own. Because remember:

    Zzulu, Mngwa and Chaos Lord Aadil like this.
  2. Murderella Satan Subordinate

    Yeah, the impression I got from the new Necron lore is that only the warriors are effectively zombies. I.e, all the civilians of the ancient Necrontyr race. They can not speak and have low cognitive functions


    Compare that to the Immortals;

    So yeah, only the basic warrior is a zombie nowadays. Every other humanoid necron is intelligent to some degree. This is why they'd work as a playable faction quite easily. They have lots of unit variety now and the lore supports it
    zin-deimon and Zzulu like this.
  3. Fireeye Fireeye Well-Known Member

    Immortals are intelligent to some degree, yes. They can recall and use millenia of battle experience, but they are unable to adapt to new situations (however rare these new situations may be for someone that has spent the better part of eternity with fighting) and while they now supposedly can talk, they do little more than relying commands to Necron Warriors - not exactly a prime model of independent thought. You might as well replace them with robots....oh...wait.
  4. Murderella Satan Subordinate

    Yeah and Orks are supposed to be half-retarded morons who don't care for tactics but that won't apply in EC either. You'll get highly organized ork guilds using very non-orky tactics, because this is a game.

    The Immortals would be easy to use in EC and everything else on the Necron side as well. The lore clearly states they can talk, they can think and they can assess combat-situations and apply strategies. You don't need more for a game like this

    They'd probably be easier to implement than the IG... they even have a jump pack unit!
  5. Beriorn Beriorn Subordinate

    Like I said earlier, Necrons can work with Immortals, Lychguard, Triarch Praetorians and Wraiths, with Cryptek and Lords as the hero units.
  6. Beriorn Beriorn Subordinate

    Doublepost, but I've been thinking on how the Tau could work. I came up with the following.

    Two classes that can be in either way are:
    - Fire Warriors: can use either Pulse Rifles or Pulse Carbines.
    - Pathfinders: can use Pulse Carbines, Ion Rifles and Rail Rifles.

    Now, by taking just a bit of freedom with the lore gets you the following unit:
    - Drone Sniper Team: a Pathfinder with a number of drones like Sniper Drones, Gun Drones, Missile Drones, Shield Drones and so on. Character level determines amount and variations of usable drones.

    The final is more difficult. Battlesuits are a special unit, so that's not going to work. Kroot could be an option, but that'd be less in line with the main Tau army. So I came up with this:
    - Stealth Suits. Can use Burst Cannons and Fusion Blasters.

    This results in Fire Warriors being the main infantry unit, Pathfinders being scouts and anti-armor, Sniper Teams proving long-range support and Stealth Suits being short-range fire support, raiding and stealth tactics.
  7. I love the idea of the Guard and Tau as playable factions, I think they can be done fairly easily. The only problem I have with the Necrons is in their lore their weapons are utterly devastating and all of them are hard to put down ('We'll be back!') so I'm not sure how to balance those issues but still keep to the fluff.

    I think you're missing a jet pack unit, so I would say keep the Battlesuits as a base class (they're as durable as Space Marines anyway so I don't see a problem), but if you really, really think they should stick to special units, then I would put in Vespid. They've integrated fairly well with the Tau war machine.
  8. Henribar Henribar First Blood!

    Imperial Guard can be play, but there soldiers are too weak (i don t speak about Orgyns and shock Troopers), but a Guardman can t fight against the 4 race of this game. Space Marines, Chaos, orks and Eldars are too strong for the infantery of the IG. But they can have some Tanks,but IG Will be the best race of this game. So i think Imperial Guard can t be play, if you have only infantery, they always lose. And if you have tanks, they always win because IG have the best Tanks. Or infantery of IG can be play for free like the Boyz orks. And you buy the game to have tanks and élite troopers (like orks).
  9. Beriorn Beriorn Subordinate

    Stealth Teams have jet packs.

    As for Vespid, I believe that as a core class they damage the feel of an integrated force too much. Maybe as NPCs, but not core class. Plus, they're not really diverse.

  10. I completely forgot stealth teams have jet packs. Shows how much I've read the Tau codex.

    Though honestly isn't one of the whole appeals of the Tau their racial diversity? A fully Tau force would kinda hurt their feel in the end. And I don't see why Vespid are less diverse then the Firewarriors.

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