Switch Theme:

Patching 40k - A proposal  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in se
Dakka Veteran





Time and time again I've seen people lament the lack of GW updates for their rules, yet this is not likely to change anytime soon.
So, why not take matters in our own hands and try to solve some of the more obvious problems in the various codices?

Of course, such rule changes are not going to be official but at least they can be used for friendly games, perhaps even a DakkaDakka Vassal 40k league - and if it really takes off, who knows?

I think we might need to have 1 thread per codex eventually, but perhaps we can start off with identifying what the problems of the various lists are, and use that as the framework of individual threads down the line. You will notice that a lot of the sections will be empty, that is because personally I'm only familiar with a few of the 'dexes, and as such I'll be relying on other peoples contribution to complete this list.

I'll try to include some of the common issues I've seen below - feel free to add to it/mention anything you feel is incorrect.

Black Templars
-

Blood Angels
-

Chaos Space Marines
- One-dimensional?

Daemons
- Lack reliable anti-tank.

Daemonhunters
- Many outdated rules
- Overpriced transports/units
- Lack of transport upgrades for GKs
- Bring Ally Rules up to date with current IG and SM dexes.
- Some anti-tank issues.

Dark Angels
-

Dark Eldar
- One-dimensional list
- Some hopeless units (scourges, hellions.. probably others - I am not very familiar with the list)

Eldar
- Mostly fine, but some units need adjustments (shining spears, swooping hawks, warp spiders come to mind, maybe banshees and Scorpions as well).

Imperial Guard
- Mostly fine, but some trouble units (Ogryns, Nork, Roughriders, Sentinels, Ratlings, Enginseers probably others but I am not that familiar with IG)

Necrons
- Anti-tank lacking.
- VERY one-dimensional.

Orks (Ork thread: http://www.dakkadakka.com/dakkaforum/posts/list/0/247477.page)
- Ranged Anti-Tank sorely lacking.
- Some units require adjustment (Major: Weirdboyz, Tankbustas, Flashgitz. Minor changes: Zzap Gunz, Deffkoptas, Burnaboyz, Warbikers?)

Space Marines
- Mostly fine, but some units require adjustment (Vanguard, Thunderfire Cannon, Honourguard? Not terribly familiar with SM)

Space Wolves
- Maybe not worth the effort seeing as how they are getting a new codex within a few months.

Tau
- Some underachieving units (Vespid Stingwings, Ethereals, krotox, stealth suits, firewarriors)
- Vehicle drones not meshing well with 5th ed KP rules.


Tyranids
- Ranged anti-tank more or less non-existant.

Witchhunters
- A lot of problematic units on the non-SoB side (Penitent Engines, Arco Flagellants, Repentia, Death Cult Assassins, Assassins in general) and at least one among the SoBs: The Seraphim (suffers from LoS problems in 5E due to model being very tall).
- Need to clean up ally rules to work with the new IG and SM codices.

As you can see, the list is fairly frugal at this point - which is where I hope the rest of you will come in.

In this topic, it'd be great if we could mainly stick to identifying the issues each 'dex has, and then decide which one we want to cover. I think covering all codices in one thread might be a bit much, so I'm going to start off with an Ork topic in addition to this one, as I feel their issues have been reasonably well established in the above mentioned thread ("orks back to 3rd tier).
The Ork topic is located, here: http://www.dakkadakka.com/dakkaforum/posts/list/0/247477.page

This message was edited 10 times. Last update was at 2009/07/11 17:30:41


 
   
Made in us
Devestating Grey Knight Dreadknight





Overland Park, KS

A few quick ones on DH -
1. Special Rules are terribly out of date with current game
2. Many units are priced far too high (50pt sergeant(justicar)) / or / make them MORE expensive, but much more powerful units full of killing mayhem that you would only ever induct into an existing army
3. Lack of anti-tank besides TLLC Landraider and Dread
4. Lack of transport options, as in you cannot use a transport upgrade on ANY Grey Knights. The only units eligible for transport upgrades are inquisitors/retinue and Imperial stormtroopers
5. Maybe loosen the induction/ally rules so its easier to make up for what DH lack

most of these are suggestions from http://www.dakkadakka.com/dakkaforum/posts/list/246190.page

   
Made in se
Dakka Veteran





Great, precisely what I was after! Are the anti-tank issues mostly if you play pure GKs or even if you take Inq stormies with Meltaguns?
   
Made in us
Nasty Nob on Warbike with Klaw





Buzzard's Knob

The Orks need something that is the equivalent of a power weapon, other than Burnas. Or perhaps some troop type that has big choppas, other than Nobz. And they need to let Warbosses take the Flash Gitz weapons and options.

WAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!!!!!!!!!! 
   
Made in us
Water-Caste Negotiator




Tau, since this has been driving me insane recently:

If I could change just a few minor things, about tau right now...

+Pathfinders no longer need mandatory fish. it's an incredibly strange game design decision, likely done back in 4th to sell more devilfish. All it does is make me not want to use pathfinders, since it makes for incredibly awkward list construction.

+firewarriors should not be mandatory.

+velicles drones were fine when we used VP. but now a 20 point drone team give the same amount of KP as a 175 point railhead. This is even more absurd when consider the only real reason you'd want to detach the drones would be to sacrifice them as a distraction. make them not count as KP (but maybe never count as contesting either or something to balance it out), but please make it so they don't suck so badly. And if we CAN'T fix it, can we at least make it so they aren't mandatory on piranha's?

+ kroot special rules need slight mods. their "jungle only" fieldcraft rule suffers from the same "specific terrain rule" as the "bolster defenses" thing techmarines have (and even then, it's still worse, because at least "ruins" are fairly common or at least you can call a lot of things "ruins". jungles, by contrast, are a crapshoot.) krootox need to be able to benefit form the rest of the squad's USR's to be usable at all.

Imperial Guard:

Ogyrin have broken pricing. Boo. I like the unit, and there is no reason it should be that expensive...

and stormies have the same issue! hiss. I'd LIKE to run outflanking stormies in h-flamer chimeras in lieu of valks, but I can't because the bastards are 16 points each. come on!

fun fact - was reading though a rather old genestealer cult pdf I found somewhere, this thing was amazingly old. I think they could deploy sentinals - you know, that flimsy, easily killed unit that is now completely made obsolete by Valkyries - and the thing had nearly exact same statline as it does today. Come on, would it hurt to drop the price on it? at least give the thing a second weapon slot (anything, anything at all - even a stubber/storm bolter option would be welcomed) so it can actually, you know, benefit from being a walker. Or drop it's price, or something; it's probably the most easily killed vehicle in the game right now.


...Rule 37. There is no 'overkill.' There is only 'open fire' and 'time to reload.'

-From "The 7 Habits of Highly Successful Pirates" 
   
Made in us
Devestating Grey Knight Dreadknight





Overland Park, KS

number9dream wrote:Great, precisely what I was after! Are the anti-tank issues mostly if you play pure GKs or even if you take Inq stormies with Meltaguns?


Mostly pure GK, although Inq Stormtroopers somewhat mitigate their lack of AT, the meltas are still pretty close range. My experience with ISTs not in cover is that they vaporize pretty fast. Mounted in a chimera/rhino to charge enemy armor would be the best idea, but I don't know how long they would be living afterwards. Not to mention the fact that ISTs are pretty overpriced, as are rhinos and chimeras in the DH codex. The DH codex is pretty much just a mess.

With new induction/ally rules, AT likely wouldn't be an issue; which is what I'll be doing for my apoc army, since I can take another force/ally.

   
Made in se
Dakka Veteran





warpcrafter wrote:The Orks need something that is the equivalent of a power weapon, other than Burnas. Or perhaps some troop type that has big choppas, other than Nobz. And they need to let Warbosses take the Flash Gitz weapons and options.

Hm, could you elaborate on why you feel this? As far as I know, the only real weakness the Orks have is an inability to kill tanks outside of CC - what would the Big Choppa and Power Weapons add that they need?
I personally think we should avoid creating whole new unit entries (ie a new big choppa wielding troop type), but maybe you could let regular Boyz take some (ie 1per/10 like with other weapons)?

Milquetoast, I added some of your points. About the Kroot fieldcraft rule tho, it actually says "woods or jungles" - still too specific? Maybe just change it to "woods, jungles, or equivalent". Although it'd make sense that they aren't nearly as home in the ruins of a city.. I don't know, maybe letting fluff get in the way is bad

This message was edited 1 time. Last update was at 2009/07/10 21:23:14


 
   
 
Forum Index » 40K Proposed Rules
Go to: