There has been a lot of house ruling going on lately, and I just wanted to make sure we all engage responsibly in the fun.
I thought it would be an interesting thought experement to flesh out what really makes each fleet unique, and hold it as sancrosanct beyond single scenario instances and fun goofyness. I'm referring to things that capture the feel of the fleet through its pros and cons, that make up the soul of playing that faction, at least in generalization, like armored prows and torpedoes for Imperials or manouverability for Eldar.
So let us compile and discuss what no game tester or house-ruler should aim for, to give better purpose to future attempts. Who knows, maybe it would make a good warp rift article. Help me if I forget a fleet.
Imperium- Armored prows. Gold standard average firepower. Excellent torpedo options.
Chaos- Above average speed. Long ranged firepower. Above average density of firepower. Good attack craft options.
Orks- Armored prows. Weak rear armor. Low shields. Low leadership. High hull points. Poor maneuverability. Free all ahead full.
Good at boarding. Strongest firepower in prow. Poor long range firepower.
Tau Korvattra- Excellent AC options. Comparatively weak capital ship options. Cheap, capital ship reliant escorts. Port and starboard weapons able to fire from prow. Guided, variable speed torpedoes. Ability to fire more accurately at longer ranges. Poor at boarding.
Tau Kororvesh- Average speed, high maneuverability. Port and starboard weapons able to fire from prow. Powerful prow firepower density.
Good AC and torpedo options. Ability to fire more accurately at longer ranges. Lower hull points than ships of comparable class. Guided, variable speed torpedoes. Cheap, capital ship reliant escorts.
Space Marines- Heavily armored. Strong close range firepower, weak long range. Good at boarding. Gunnery based lance-like weapon.
No dedicated, unlimited cruiser options. Durable, multipurpose attack craft.
Eldar- Star-edge speed dependent. Very fast, excellent maneuverability. Lower hull points than ships of comparable class. Very powerful close range weapons. Holofields make them harder to hit.
Dark Eldar- Torpedoes that reduce target speed. Mimic engines that allow pre-first turn move. See Eldar.
Necrons- Heavily armored. No shields. Extremely fast. Extremely powerful close and medium range weaponry. Few in number.
Tyranids- Very cheap escorts. Powerful close range options, weak at long range. Excellent at boarding. Slow speed. Dependent on hive mind influence of hiveships. Evolution upgrades.
(and I guess)
Adeptus Mechanicus- Many nova cannon options. No battlecruisers. Long ranged dorsal lance on all cruisers. Lots of ship upgrade options.
Rogue Traders- I don't know, average Imperial options and lots of xenos allies?
Demiurg- 360 torpedoes. Hull point based leadership. Short ranged cutting beam lance powered by blast markers.