So, if you would want to merge the unit with Obsidian Guard, you will basically have to decide, what the "baseline" of the new unit is. Since we most certainly will want to keep the flavour of the Obsidian Guard, it would make little sense to remove the special rules or change the base stats unless background could find an elegant way.
However let's say both a merged into one "Guard Unit" entry and background aligns it. One upgrade is "Obsidian Guard" and one upgrade is "Judicator". If both units retain their special rules you won't magically get another unit, since the complexity of the book stayed exactly the same.
So from my perspective the better way to approach this problem would be to answer the question:
"What changes do the Judicators need to make them a distinguished and relevant entry, less in direct competition with the OG?"
Secondly, it could be a tragedy to merge them with Obsidian Guard. Each has such potential to do different things that I fear this would be lost in a merge, even with the most creative of sub-options.
To try and answer @DarkSky 's question then...
Currently, due to the way the army synergies work (or don't work), Judicators are a bit 'all the eggs in one basket'. From an opponent's POV, they're an obvious target because they're going to want to slay expensive things. The lack of any inherent buff combined with the Pennon being 0-1 exacerbates this greatly as it means that either/both: there's only one Judy unit on the table, so they're gonna be prioritised, or there's more than one but all-but-one of them are an easy kill, with 5+ and little means to get around.
-Leave Judy's stats as they are
-Erase Artistry of Death (if this army tried to win by grinding, somethings gone wrong)
-Force Judies into a synergising role, moving them further away from 'eggs in one basket' (make them depend on other units)
-Apply an inter-unit rule based on the 'punishment' aspect, eg.:
And if anyone points at those damn guidelines and claims that this is giving shooting protection, then Blades of Darag are giving bloomin' Magic Resistance and ranged protection.Swift Retribution:
-If a friendly unit without Insignificant takes at least 25% casualties from enemy ranged attacks in a single phase, a single friendly unit of Judicators within 6" may immediately make a D6" Advance move.
-Such damage can only trigger one instance of Swift Retribution
-Any Judicators unit whose Swift Retribution is triggered by taking sufficient casualties themselves may add 1" to the Dice roll
-No unit may make more than one Swift Retribution move per player turn
The post was edited 2 times, last by Kriegschmidt ().