Difficulty of opponents

By Neisseria, in Deathwatch

Hi all,

I was wondering if people with experience of the enemies presented in the core book would give me some advice. I'm planning a one-off session to introduce two friends to the game next weekend. The game will mostly centre around the recovery of an Imperial artefact caught in the middle of a Tau/Tyranid conflict and defending it against assaults from both enemies.

So my question is this: Of all the enemies in the book (not including hordes, which I can adjust as we go), which do you think are suitable adversaries for two Marines (most likely a Librarian and Techmarine, but potentially supported by gun emplacements to compensate for the lack of heavy weapons)? For example a lone Crisis Suit as a "boss fight"... How would it work out; too tough for newbies, too easy or about right?

I haven't seen the book but I don't think a lone Crisis suit would be that challenging...

The reason I ask is that the Crisis Suit commander is presented as the "master-level" opponent of the Tau, in the same way that a Hive Tyrant and Daemon Prince are for their respective races - and those are presumably pretty **** scary. Admittedly not all race "masters" need be created equal. That's why I'm asking for people's experiences rather than trying to gauge the stats for myself :)

The crisis suit as written in the corebook has 90 wounds, AP9, Unnatural Toughness (x2) and is armed with a plasma rifle and missile pod. Its one tough SOB. Especially when supported by a firewarrior or kroot horde. It really depends on your party makeup and how much damage they've taken beofre the boss fight. A firepower heavy team will probably struggle because of the weight of return fire and the about of armour the battlesuit has. A close combat heavy group will have an easier time if they can close the distance.

Either way I recommend you find at least one more player before running the game at all, preferably two. A two player party is really to small for this game as its all about teamwork and combining different strengths and weaknesses and I don't think that throwing in a couple of NPCs would work like it does in DH or RT.

Wargamer said:

The crisis suit as written in the corebook has 90 wounds, AP9, Unnatural Toughness (x2) and is armed with a plasma rifle and missile pod. Its one tough SOB. Especially when supported by a firewarrior or kroot horde. It really depends on your party makeup and how much damage they've taken beofre the boss fight. A firepower heavy team will probably struggle because of the weight of return fire and the about of armour the battlesuit has. A close combat heavy group will have an easier time if they can close the distance.

Either way I recommend you find at least one more player before running the game at all, preferably two. A two player party is really to small for this game as its all about teamwork and combining different strengths and weaknesses and I don't think that throwing in a couple of NPCs would work like it does in DH or RT.

Thanks. Unfortunately finding extra players is not something that is at all possible in this case (nor would I particularly want to, but that's another debate). In any game system you'll find people who refuse to run a game with less than a certain number of players, and the opposite (i.e. people who won't run a game with more). Depends on your GM style and what you want from the game, I guess (in this case, we want to roleplay in the setting, not just kill things in the most efficient way possible by having a well-rounded team). Difficulty is something we may just have to deal with via system tweaks or something else - if we decide that more players are required after this "test session" than I'll recruit them to run a proper campaign.

Cheers for your advice re: the Crisis Suit. That's helped put it into perspective.

Yea the "Crisis Suit" is a Tau commander in suit, not just a normal one. You could pretty easily make less-tough crisis suits if you wanted though by mixing the Stealth Suit and Tau Commander profiles I'd think.

As far as the 2 person group, I'd highly suggest having some NPC battle-brothers, as per the fluff a kill-team is anywhere between 3 and roughly 12 marines. Since the players have picked 2 of the most unique classes I'd add something like an assault marine and a devastator or something. There is no reason you can't play with 2 people, though IMHO to get the right "feel" they need a few extra dudes to make the team feel more like a team. Just my $.02.