New "Formations" Rules in OW EOI

By Radwraith, in Only War

Just got the new Enemies of the Imperium book. Overall I think it will be very useful to my group. Formations are obviously a slightly "Tweeked" version of the Horde rules in other products. I do miss the ability of a Horde to bring down bigger or more elite opponents.

I was a bit surprised 'horde'-esque rules were not in the rule book. An Imperial Guard game I thought would have been just as appropriate as Deathwatch for such mass combats.

:ph34r:

Formations? Sounds interesting! What exp lvl would you say most of the enemies are? Just started a new game so no need for high end stuff like chaos space marines, terminators, daemons and whatnot.

Now I am slightly confused with their explanation of formations attacking, when you roll your attacks do you roll for each person in the formation? because that would seem to defeat the purpose or is there something that simplifies it?

One BS Test per Formation. Check Commands p.128 in EotI

Formations? Sounds interesting! What exp lvl would you say most of the enemies are? Just started a new game so no need for high end stuff like chaos space marines, terminators, daemons and whatnot.

Formations are organized by picking a profile for an officer, and a profile for the minon/squad member.

There actually aren't any "canned" formations in the book, it just provides the rules on how to run them. Still, building a formation of an enemy type is relatively simple.

It easily can represent a squad of 10 traitor guardsmen that a party could take down from any xp level.

One BS Test per Formation. Check Commands p.128 in EotI

so let me see if I got this correct when using formations,

Formation A is firing at formation B, Formation A passes its BS roll which means that the entire formation can fire at formation B. Formation A then rolls their damage which is the same damage that they get for their basic gun (1 roll for damage), for every point of damage that gets through the armor/TB of Formation B one person dies. This continues until one or the other formation is dead.

is this correct or am I way off?

Edited by Robomummy

I might have missed it but how does Auto Fire and formations work?

@RoboMummy

Read the rules for Formations and Commands fully from p.124-134 as there seems to be few things you seem to my reading missed or interpretated wrong.

Formation A attacks Formation B by using Volley Fire Command.

Formation A has BS 34 but gain +50 from their Unit Strength so they need to roll below 84. (Unit Strength 10)

Formation A scores 14 so they have 7 degree of success. (Initial success and 6 under the needed)

Formation A rolls 7 times for damage of their autoguns. Formation B checks every roll to see how many rolled above their AP+TB in this case total is 7.

4 damage rolls go over this so 4 guys are dead from Formation B

Didn't count range for this but I'm tired as hell and one bloody squeeking door frame seems to have taken its life mission to drive me nuts just now.

So without more good night.

Edited by Routa-maa

Formations? Sounds interesting! What exp lvl would you say most of the enemies are? Just started a new game so no need for high end stuff like chaos space marines, terminators, daemons and whatnot.

Formations are organized by picking a profile for an officer, and a profile for the minon/squad member.

There actually aren't any "canned" formations in the book, it just provides the rules on how to run them. Still, building a formation of an enemy type is relatively simple.

It easily can represent a squad of 10 traitor guardsmen that a party could take down from any xp level.

Thanks for the reply, probably should have expressed myself mroe clearly about the enemy bit. I assume the book has alot of profiles for enemies as well? Have to say the book is very tempting with the formations though.

@Santiago

If your asking about Formation firing weapons on Full Auto then its represented by Command: Volley Fire. They gain additional hit per DoS. Same thing with melee version of this command.

Maximum number of hits is Unit Strength, this is calculated by troop units in the Formation. So Formation, containing Overseer and 10 Troopers, would be 10 hits.

Overseer or Weapon Specialist in the group can make his own Ranged attack action.

Don't have my book around now so can't give more info.

so the way you calculate number of hits is by the unit strength (number of people in the unit) and add the degrees of success? I still don't really understand, if you still have to roll for each weapon in the unit what is the point of a formation? I thought it was supposed to simplify combat between massed forces.

1. So the way you calculate number of hits is by the unit strength (number of people in the unit) and add the degrees of success?

2. I thought it was supposed to simplify combat between massed forces.

1. Make WS/BS test (using example Severan Troopers Stats) and count DoS just like PC had made that roll. Maximum Hits for Formation of 10 Troopers is 10. So if you roll 12 DoS you would still only gain 10 hits as that is the Maximum.

2. Ok there your going wrong. Formations are OW's Hordes. It's not just meant to represent massed forces pounding each other to pulp. They are also meant to be thrown against PC groups.

Also read the Formation Rules fully, it still seems you don't get the catch of them. I read them first thing I got the book and now I'm going to use them to represent the other squads of my PC's Platoon in Campaing I'm running.

Edited by Routa-maa

1. So the way you calculate number of hits is by the unit strength (number of people in the unit) and add the degrees of success?

2. I thought it was supposed to simplify combat between massed forces.

1. Make WS/BS test (using example Severan Troopers Stats) and count DoS just like PC had made that roll. Maximum Hits for Formation of 10 Troopers is 10. So if you roll 12 DoS you would still only gain 10 hits as that is the Maximum.

2. Ok there your going wrong. Formations are OW's Hordes. It's not just meant to represent massed forces pounding each other to pulp. They are also meant to be thrown against PC groups.

Also read the Formation Rules fully, it still seems you don't get the catch of them. I read them first thing I got the book and now I'm going to use them to represent the other squads of my PC's Platoon in Campaing I'm running.

ok I get it now, disappointing. I thought they were a way to simplify large formations of soldiers fighting.

1. So the way you calculate number of hits is by the unit strength (number of people in the unit) and add the degrees of success?

2. I thought it was supposed to simplify combat between massed forces.

1. Make WS/BS test (using example Severan Troopers Stats) and count DoS just like PC had made that roll. Maximum Hits for Formation of 10 Troopers is 10. So if you roll 12 DoS you would still only gain 10 hits as that is the Maximum.

2. Ok there your going wrong. Formations are OW's Hordes. It's not just meant to represent massed forces pounding each other to pulp. They are also meant to be thrown against PC groups.

Also read the Formation Rules fully, it still seems you don't get the catch of them. I read them first thing I got the book and now I'm going to use them to represent the other squads of my PC's Platoon in Campaing I'm running.

ok I get it now, disappointing. I thought they were a way to simplify large formations of soldiers fighting.

If by large formations you mean companies and Battalions; Check out Rogue trader: Battlefleet Koronus. It's not perfect (What is?) but it's workable if thats what you want to represent.

Possibly also look at Tome of blood, however those rules are more suited for PC's changing the flow of battle by engaging in climatic engagements.

I'm resurrecting this topic to ask you how do the formations work with you. You might have played plenty of sessions with them and have some experience. I want to use them against 4k exp. 3 or 4 PC squad and I wonder whether a master level adversary with a flock of elite troops isn't too much for them to fight with.

Formations invariably make things easier to fight. My players are more afraid of Orks when they're not in cohesion than when they're a gibbering horde.

I have used everything from traitor guard formations to Necrons. What exactly are you looking for?

We've only used it with humans so far, and it works great. Lasguns become REALLY dangerous when used in squads and with a good commander shouting orders. Which is good, the main weapon of the average soldier SHOULD be dangerous.

I haven't used them with orks, but frankly the way the formation and horde system actually nerfs orks. Maybe let put True Grit Soak as the minimum needed? But still, orks die easier with formations.

Well the squad rules are meant to abstract combat and deliberately make it much faster. Ork resilience is captured in their passive formation rule; The Biggest, The Meanest, The Greenest. Granted they're still very squishy but it makes otherwise tedious combats with massed Orks actually bearable.

Formations invariably make things easier to fight. My players are more afraid of Orks when they're not in cohesion than when they're a gibbering horde.

I have used everything from traitor guard formations to Necrons. What exactly are you looking for?

Im planning to use DE formation against pc squad with veteran sniper. I think imbgonna "mask" the Overseer so that he wont be shot in a round 2. It shouldnt be easy to spot alien commander in the dark thats giving telepathic commands?

Telepathic Dark Eldar what...?

How the hell is he giving orders without hunting it when Dark Eldar have no Psykers?

And yeah they'll die like flies in formation. Much more lethal to use several out of cohesion.

Telepathic Dark Eldar what...?

How the hell is he giving orders without hunting it when Dark Eldar have no Psykers?

And yeah they'll die like flies in formation. Much more lethal to use several out of cohesion.

Every eldar is a psyker by nature. I assume that even the dumbest grunts may develop an ability to understand basic commands received this way. It shouldnt be hard for a skilled overseer to send previously agreed signals to his soldiers that he knows very well and are wiling to receive such signals.

As to quick dying of the underlings thats not a problem for me.

You misunderstand.

It is a central piece of Dark Eldar fluff that they murdered everyone capable of manifesting Psyker powers in Commoragh because they were afraid of drawing the attention of Chaos. They have no one capable of telepathic communication. There is a reason their army list contains no Psyker units.

Would subtle hand gestures work, perhaps? Or subvocalised orders through a microbead such that allies can hear but enemies cannot?

On the whole though, don't you feel that you'd be invalidating the Player Character by nullifying the primary purpose of a Sharpshooter in the first place - to eliminate HVTs, instead of grunts?

If you want a Psychic Eldar that's cruel and excessive, just use Corsairs? Void Dreamer would be a legitimate answer. As is you're meddling with one of the primary traits that distinguishes Dark Eldar from their kin.

Youre right with all things except with sharpshooter. This guy is a power gamer thatd probably kill kabalite trueborn instantly.

I think its logical to prevent him from locating an overseer of a squad of aliens that he sees for a first time in his life, especially if the chiefs so discrete with orders.