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Made in us
Dark Angels Librarian with Book of Secrets






Martel732 wrote:
 STG wrote:
Martel732 wrote:
"We get wasted by anything even vaguely competitive."

And yet you are more efficient against the best weapon in the game: the scatterlaser.

I negated your statement in 10 seconds.

And a guardsmen with any kind of cover is far more efficient than a marine against all kinds of weapon systems.


Have you ever witnessed a guard vs eldar battle?
Theyre painful to watch...


They go a lot better than BA vs Eldar. Or CSM vs Eldar. Or Ork vs Eldar. You have way more wounds to give and way more firepower being thrown down field.

"Martel, really? The Scatterlaser? Of all the even vaguely useful things you had to pick from you chose: The other Heavy Bolter. "

I don't think you really have a grasp of how this game works at all. The scatterlaser is a huge reason the Eldar are what they are. Arguably the single biggest reason. It's a troop weapon that kills IK on the side at 36".

And FRFSRF/misfortune combo is better than anything in the BA, Ork, or CSM codices.


Martel, I'm sorry, but no. HECK NO. Guard are hands down worse than CSM, BA, or DE. Guard gets crushed pretty hard. Sure, they have some nifty tricks, but they run into the typical problems of vehicles dying in droves. Really the only competitive options Guard have are FW, and even those are iffy.

That's why there's all those Guard players winning the BAO and LVO. Oh wait.

~1.5k
Successful Trades: Ashrog (1), Iron35 (1), Rathryan (3), Leth (1), Eshm (1), Zeke48 (1), Gorkamorka12345 (1),
Melevolence (2), Ascalam (1), Swanny318, (1) ScootyPuffJunior, (1) LValx (1), Jim Solo (1), xSoulgrinderx (1), Reese (1), Pretre (1) 
   
Made in us
Locked in the Tower of Amareo




Guard are substantially better than BA, CSM, and Orks. It's still a shooting edition and guard to it better than any of those lists.

None of these lists are winning BAO and LVO, so that was meaningless to bring up.

As I said, FRFSRF with misfortune is more effective than anything those other lists can even dream of. It gets better with prescience/misfortune.

This message was edited 2 times. Last update was at 2016/05/19 19:15:20


 
   
Made in us
Dark Angels Librarian with Book of Secrets






Martel732 wrote:
Guard are substantially better than BA, CSM, and Orks. It's still a shooting edition and guard to it better than any of those lists.

None of these lists are winning BAO and LVO, so that was meaningless to bring up.

As I said, FRFSRF with misfortune is more effective than anything those other lists can even dream of. It gets better with prescience/misfortune.


Not really. I've played several Guard players and never had to worry about their shooting. About the most dangerous things they have are the Wyverns and Basilisks and Pask with the Punisher. Even then, they're so damn weak to the hullpoints you always bring up that it's not even funny. Tac marines with krak grenades destroy 99% of their vehicles, or one guy with a Powerfist can crack most Leman Russes.

~1.5k
Successful Trades: Ashrog (1), Iron35 (1), Rathryan (3), Leth (1), Eshm (1), Zeke48 (1), Gorkamorka12345 (1),
Melevolence (2), Ascalam (1), Swanny318, (1) ScootyPuffJunior, (1) LValx (1), Jim Solo (1), xSoulgrinderx (1), Reese (1), Pretre (1) 
   
Made in us
Locked in the Tower of Amareo




 jreilly89 wrote:
Martel732 wrote:
Guard are substantially better than BA, CSM, and Orks. It's still a shooting edition and guard to it better than any of those lists.

None of these lists are winning BAO and LVO, so that was meaningless to bring up.

As I said, FRFSRF with misfortune is more effective than anything those other lists can even dream of. It gets better with prescience/misfortune.


Not really. I've played several Guard players and never had to worry about their shooting. About the most dangerous things they have are the Wyverns and Basilisks and Pask with the Punisher. Even then, they're so damn weak to the hullpoints you always bring up that it's not even funny. Tac marines with krak grenades destroy 99% of their vehicles, or one guy with a Powerfist can crack most Leman Russes.


You aren't destroying anything with krak grenades anymore. Maybe you are playing the wrong guard players, because they can table me a turn or two after Eldar.
   
Made in us
Boosting Space Marine Biker





Independence MO

Okay, Here's my go, I know Marines aren't really popular with non marine players, but they're the Army i know best and play most.. So That's my choice.

All Rules here are additions to Current rules unless stated to replace rules.

First Things First: CHAPTER TACTICS APPLY TO ALL MODELS IN A DETACHMENT THAT HAS CHOSEN TO CHOOSE A CHAPTER TACTIC!
To be clear, To Gain Chapter Tactics Benefits, You must have at least Unit in the army that Has the Chapter Tactics Special Rule. However, Once Chosen the Chapter Tactics Special Rules Apply Freely to the whole Detachment where Relevant.
This is to say a Detachment made up entirely of Vehicles may not choose a Chapter Tactics Choice as no model has the Chapter Tactics Special Rule, However a Detachment containing a Techmarine (which Has Chapter Tractics) and two Predators (That do not) May Choose a Set of Chapter Tactics and The Entire Detachment will gain the CT special rules.

Weapons:
Bolt pistol- S4AP5 for being a smaller bolt shell, Gains Rapid fire, Range increased to 18 inches (Because it is still a Bolt shell!), Gains the Close Combat Weapon Special Rule, May be fired in close combat, Model forefits all attack bonuses to fire a single shot at the Pistols Stats. (Units with the Gunslinger Special Rule may fire one shot per pistol)
Bolt Gun- Changed from Rapid Fire to Assault Salvo 2/3 with no range reduction if moving. s4 ap4
Heavy Bolter- S5 AP4 heavy 4. Gains the "Brace for Fire" Special rule.

"Brace for Fire" - Any model carrying a heavy Bolter. (Walkers, Vehicles, and monstrous creatures of every type included) can choose to Brace for Fire, This allows for a steadier firing platform. Brace for Fire confers +1 BS and +1 attack until the end of the turn. The Model must have not moved in any way in the Movement or Psychic phases of the turn in which it is declared, and may not be voluntarily moved after Brace for Fire is declared. This includes Declaring Go to Ground, any friendly psychic powers, or Running/charging even if the unit did not fire its heavy weapon. (Example: the Heavy Bolter on a model in a tactical squad has declared Brace for Fire, but does not fire its heavy bolter, instead firing a pistol. This model must remain stationary and may not run or charge for any reason.) Brace for Fire's Restrictions expand to all Space Marine vehicles, including Super Heavy Vehicles and GMCs. and may not be declared by Flyers unless they began the turn in hover mode and have not moved. Relentless, Slow and Purposeful, and ANY other rule that allows movement and shooting are overridden by Brace for Fire.

Plasma Pistol: No stat change may not be used as an Extra Close Combat weapon, but May be fired in close combat, Model forefits all attack bonuses to fire a single shot at the Pistols Stats. (Units with the Gunslinger Special Rule may fire one shot per pistol) if a model firing a Plasma Pistol in Close Combat suffers a gets hot result, All models (Friendly and Enemy) in base to base contact with the firing model must make a Gets Hot! Save.
Plasma Gun: Dual Firing Modes. Mode 1, Standard no change to current weapon stats. Mode 2: Safety Disengage: Plasma Gun gains +1 shot, gains Detonate (See below)
Plasma Canon: 3 firing modes. Mode 1: Standard, s7ap2 heavy 1 concentrated shot. Minimum range 12 inches. Mode 2 "Normal" S7ap2 heavy 1 blast. Mode 3 Defused blast: S5ap3 heavy 1 large blast Detonate.

Detonate Special Rule: Infantry, MCs, GMCs: Any plasma weapon with this special rule in place Get's Hot now gets hot on the roll of a 1 or 2. a detonation roll of a 2 confers the standard saves for gets hot and the shot still happens. On the Detonation roll of a 1, Model must pass an initiative check to "Disgard the weapon" if passed the weapon is disgarded for the rest of the game and standard "gets hot" save may be taken. If the Test is failed, the weapon explodes in the users hands dealing a single s2ap3 hit to the model carrying the weapon.
Vehicles/Walkers and Super heavies of all types: These machines contain the necessary cooling systems to prevent a catastrophic failure of the weapon resulting in the complete loss of the unit. On the Detonation roll of a 2 Standard gets hot rules apply. on the roll of a 1 roll a d6 on a 4+ the Weapon is still functional but may not fire a round with the "Detonation" Special rule, if this roll is failed on a 1 2 or 3, the vehicle suffers the Standard gets hot consequences and the firing weapon suffers a Weapon Destroyed result.

Combat Knife: S user AP - Equiped as standard Wargear for all Infantry not wearing Centurion Warsuits or Terminator Armor of Any Kind.
Chainsword S user AP 4
Heavy Chainsword: S user AP4 (Shred)
Eviscerator: S +1, AP 2, Fleshbane, Armorbane, Shred, 2 handed, Unwieldy.

Power Weapons:
No Change

Marines: Basic Stats.
Scouts: S4 T3 W1 Sv 4+
Marines: S5 T4 W1 Sv 3+ (Base Stat line for All Marine infantry units)
Assault Marines: Gain Single Minded Focus.
Veteran Sergeant Upgrade: S5 T4 W1 Sv 3+ BS +1 WS+1 May Exchange Power Armor for Artificer Armor
Vanguard Veterans Gain Single Minded Focus +1WS
Sternguard Veterans: +1BS
Captain S5 T4 W1 Sv 3+ BS +1 WS+1 I +1
Chapter Master S5 T4 W1 Sv 3+ BS +1 WS+1 I+1
Librarian S5 T4 W1 Sv 3+ WS+1
Chaplain S5 T4 W1 Sv 3+ WS+1
Terminators: S5 T5 W2 Sv 3+ BS5 WS5
Tactical Terminators: BS +1 May Fire non Heavy Weapons at full BS during Overwatch
Assault Terminators: WS +1


Single Minded Focus: Any Unit containing at least One model with Single Minded Focus does not suffer the effects of Disordered Charges for Multi Assaulting, Moving Through Terrain/Cover, or those Imposed by Drop Pod Assault.


Scout Armor: Confers a 4+ Save, the Infiltrate special rule, models equipped with Scout armor are t3
Power Armor Confers a 3+ Save,
Artificer Armor: Confers a 2+ Save and +1 toughness
Terminator Armor: confers a 2+ Save, +1 Toughness, +1 wound, the Brace for Fire(All Weapons)
Cataphractii Terminator Armor: Confers a 2+ Save, 4+ invulnerable +1 Toughness, +1 wound, the Brace for Fire(All Weapons)
Centurion Warsuit: Minus 1 Initiative, Confers a 2+ Save, +1 Toughness, +1 wound, as well as Feel No Pain (6+), May not be used with a Space Marine Bike, Jump Pack, and may not be equiped by any Librarian or unit with the Psyker, Sorcerer, or Brotherhood of Psykers special rules.
( all of the above changes are made in addition to the armor's basic rules)

All units with these armor choices in their standard Wargear Lists have the modifiers built into their standard profile. (Stats added to invidual armor, for HQs/Characters that can choose their armor )

New Units:
Elite 1-3 models per Elites Slot (Unique
Infantry (Independent Character With Restrictions)
Must be Attached to a Squad at Deployment, Becomes a member of that unit for the purposes of all special rules, May not Voluntarily leave the unit it is assigned unless all models other than the apothecary in that unit are destroyed. At this point the apothecary may join any valid unit not already containing an apothecary. For the purposes of kill points where they are a victory condition for the game, Each apothecary counts as a separate kill point. And are treated as an Independant character for the purposes of kill points, regardless of the status as part of the unit they have joined.
Squad Joining Restrictions:
May Join Any of the following.
Tactical Squads
Devastator Squads
Assault Squads
Sternguard Veteran Squads
Vanguard Veteran Squads
All Terminator Squads
If Joining a Bike Squad, a Bike must be purchased for the Apothecary
If Joining an Assault Squad, if said Squad as Jump Packs, a jump pack must be purchased separately for the Apothecary.
May not Join Independent Characters who are not themselves attached to a Listed Unit.
Apothecary: Base Marine Stats.
Wargear
Power Armor (May upgrade to Artificer Armor, May take Terminator Armor only if Attached to a terminator Squad, May never Equip a Centurion Warsuit)
Bolt Pistol
Chainsword
Narthicum
Combat Shield
May choose from the Space Marine Melee and Special Weapons list. (May not Equip 2 handed weapons)

Drop Pods: Gain Death from Orbit, Orbital Assault.
Death from Orbit: The Drop Pod may forfeit the use of the Inertial Guidance System and attempt to make a Targeted drop on an enemy unit. On the Turn in which the Drop Pod arrives Place a Large Blast template on the board and roll for Scatter, if there are any enemy Units under the Blast Template after the scatter a Death from Orbit attack occurs. For Infantry an Initiative Check is Forced for each model under the template, If it is failed the Model is hit with a Str 8 ap 4 hit with the Barrage special rule. If a Vehicle is hit under this template, a Tank Shock is performed with the Ordinance and Barrage special rules.

Drop Pod Assault: Add the following. Once the Drop pod Arrives, Any Occupants may now Disembark and move and shoot as normal, all models count as moved for the purposes of shooting. On the Turn that the Drop Pod arrives all units inside may Assault on the, Ignoring the restrictions of Assaulting from Reserves. Assault distance is halved on the turn they arrive and any successful charge is counted as disorderly.


All Heavy Weapons may be Fired at BS3 at half range and Snapshots at full range after moving. (This does not negate or remove the restrictions from overwatch, or the Hard to Hit rule for Flyers)



So.. uh Yeah thats my suggestions for now (They really need to be fleshed out m ore, but my hands hurt Maaaybe ill work on this and flesh it out for Proposed rules for Marines.

PS: These rules are intended for any and all Marines that use these same basic entries (or their Codex Equiviants) IE Codex: Space Marines, Blood Angels, Dark Angels, Space Wolves and CSM


Armies:
32,000 points (Blood Ravens) 2500 (and growing) 1850
 drunken0elf wrote:

PPl who optimise their list as if they're heading to a tournament when in reality you're just gonna play a game for fun at your FLGS are bascially the Kanye West equivalent or 40K.
 
   
Made in us
Hellacious Havoc





Are we back to the "who's worse?" slapfight?
   
Made in us
Dark Angels Librarian with Book of Secrets






Martel732 wrote:
 jreilly89 wrote:
Martel732 wrote:
Guard are substantially better than BA, CSM, and Orks. It's still a shooting edition and guard to it better than any of those lists.

None of these lists are winning BAO and LVO, so that was meaningless to bring up.

As I said, FRFSRF with misfortune is more effective than anything those other lists can even dream of. It gets better with prescience/misfortune.


Not really. I've played several Guard players and never had to worry about their shooting. About the most dangerous things they have are the Wyverns and Basilisks and Pask with the Punisher. Even then, they're so damn weak to the hullpoints you always bring up that it's not even funny. Tac marines with krak grenades destroy 99% of their vehicles, or one guy with a Powerfist can crack most Leman Russes.


You aren't destroying anything with krak grenades anymore. Maybe you are playing the wrong guard players, because they can table me a turn or two after Eldar.


I know, the krak grenades FAQ makes me both happy and sad. And what Guard players are you playing? At least with Guard you can kill them efficiently, either glancing their vehicles to death easily or sweeping advance. Eldar have rerolling saves, doom, plenty of other BS compared to Guard.

~1.5k
Successful Trades: Ashrog (1), Iron35 (1), Rathryan (3), Leth (1), Eshm (1), Zeke48 (1), Gorkamorka12345 (1),
Melevolence (2), Ascalam (1), Swanny318, (1) ScootyPuffJunior, (1) LValx (1), Jim Solo (1), xSoulgrinderx (1), Reese (1), Pretre (1) 
   
Made in us
Locked in the Tower of Amareo




The original thread comes down to one's interpretation of the fluff.


Automatically Appended Next Post:
 jreilly89 wrote:
Martel732 wrote:
 jreilly89 wrote:
Martel732 wrote:
Guard are substantially better than BA, CSM, and Orks. It's still a shooting edition and guard to it better than any of those lists.

None of these lists are winning BAO and LVO, so that was meaningless to bring up.

As I said, FRFSRF with misfortune is more effective than anything those other lists can even dream of. It gets better with prescience/misfortune.


Not really. I've played several Guard players and never had to worry about their shooting. About the most dangerous things they have are the Wyverns and Basilisks and Pask with the Punisher. Even then, they're so damn weak to the hullpoints you always bring up that it's not even funny. Tac marines with krak grenades destroy 99% of their vehicles, or one guy with a Powerfist can crack most Leman Russes.


You aren't destroying anything with krak grenades anymore. Maybe you are playing the wrong guard players, because they can table me a turn or two after Eldar.


I know, the krak grenades FAQ makes me both happy and sad. And what Guard players are you playing? At least with Guard you can kill them efficiently, either glancing their vehicles to death easily or sweeping advance. Eldar have rerolling saves, doom, plenty of other BS compared to Guard.
"

Yes, that's why I last longer against Guard than I do Eldar. But I can't kill enough. Because they have so much on the table and lists like BA, Orks and CSM are terrible at shooting. I'm playing evidently nasty Guard players. Remember that regular grav guns are pretty stinky vs Guard, but I'll have a bunch of them in my list.

This message was edited 4 times. Last update was at 2016/05/19 20:05:33


 
   
Made in ca
Shas'la with Pulse Carbine




Martel732 wrote:
The original thread comes down to one's interpretation of the fluff.


Automatically Appended Next Post:
 jreilly89 wrote:
Martel732 wrote:
 jreilly89 wrote:
Martel732 wrote:
Guard are substantially better than BA, CSM, and Orks. It's still a shooting edition and guard to it better than any of those lists.

None of these lists are winning BAO and LVO, so that was meaningless to bring up.

As I said, FRFSRF with misfortune is more effective than anything those other lists can even dream of. It gets better with prescience/misfortune.


Not really. I've played several Guard players and never had to worry about their shooting. About the most dangerous things they have are the Wyverns and Basilisks and Pask with the Punisher. Even then, they're so damn weak to the hullpoints you always bring up that it's not even funny. Tac marines with krak grenades destroy 99% of their vehicles, or one guy with a Powerfist can crack most Leman Russes.


You aren't destroying anything with krak grenades anymore. Maybe you are playing the wrong guard players, because they can table me a turn or two after Eldar.


I know, the krak grenades FAQ makes me both happy and sad. And what Guard players are you playing? At least with Guard you can kill them efficiently, either glancing their vehicles to death easily or sweeping advance. Eldar have rerolling saves, doom, plenty of other BS compared to Guard.
"

Yes, that's why I last longer against Guard than I do Eldar. But I can't kill enough. Because they have so much on the table and lists like BA, Orks and CSM are terrible at shooting. I'm playing evidently nasty Guard players. Remember that regular grav guns are pretty stinky vs Guard, but I'll have a bunch of them in my list.


Just ignore Martel,

He's the real deal real hardcore BA player. All we know is that he owns some sort of arrangement of BA models, but doesn't tell anyone what he owns. He's stated before that doesn't want to buy more models, change tactics or use any advice given to him. And god forbid he starts collecting a new army.

His meta is essentially one of the 7 depths of hell that Dante himself has to trudge through. Every opponent he plays against are WAAC Tau and sometimes Eldar players.

The devil himself is a Riptide for Martel.

Sometimes when the moon is just right, Martel will espouse some of his good old complainy wisdom about the state of 40k and his beloved Blood Angels. He's gone as far as to say that Guard are better than his poor Angels even...

You'd think his roof in a terrible state of disrepair, there are full cups, vases, pots, and jugs everywhere. But the roof is fine. The sky may be falling but the roof is fine. Those vessels are full of his tears.

Martel is rather ornery. He'll beat a dead horse for days if the mood strikes him right. But he's honest about it. Just beware if he enters your thread.

I have to hand it to him, he's become a master at his craft. Maybe he'll offer lessons in misery wallowing.

9000
8000
Knights / Assassins 800  
   
Made in us
Locked in the Tower of Amareo




Can an IG player be WAAC? Or merely effective?

I'm open to any and all BA tactics advice. It's just usually coming from marine players who aren't used to playing with the BA model selection. Which I basically have everything for. For what that matters, lol.

This message was edited 2 times. Last update was at 2016/05/19 20:40:08


 
   
Made in ca
Shas'la with Pulse Carbine




Martel732 wrote:
Can an IG player be WAAC? Or merely effective?

I'm open to any and all BA tactics advice. It's just usually coming from marine players who aren't used to playing with the BA model selection.


Buddy there's no helping you. No creative criticisms or feedback from you. Just complains and what you think are witty retorts that further act to cement your viewpoint. The lights at your pity party are so fething bright that you've been blinded by them.

I hope this site is where you vent. If this is the attitude you bring to the FLGS then at least do the other gamers the courtesy of supplying them earplugs.

9000
8000
Knights / Assassins 800  
   
Made in us
Locked in the Tower of Amareo




Naaris wrote:
Martel732 wrote:
Can an IG player be WAAC? Or merely effective?

I'm open to any and all BA tactics advice. It's just usually coming from marine players who aren't used to playing with the BA model selection.


Buddy there's no helping you. No creative criticisms or feedback from you. Just complains and what you think are witty retorts that further act to cement your viewpoint. The lights at your pity party are so fething bright that you've been blinded by them.

I hope this site is where you vent. If this is the attitude you bring to the FLGS then at least do the other gamers the courtesy of supplying them earplugs.


So you don't actually have any suggestions? Okay.

The FLGS guys are trying to table me as fast as they can. They expect some complaining.



Anyhoo, any movement closer to fanfic marines means less on the table and less plastic GW is selling you. Personally, I think that DE use this treatment a lot. I think DE should actually have nastier weapons than regular Eldar. They are dark, after all.

This message was edited 2 times. Last update was at 2016/05/19 20:48:42


 
   
Made in us
Trustworthy Shas'vre





Cobleskill

If there was any justice in the fluff, the moment that Commissar Cain (or another Hero of the Imperium) starts cutting down Chaos Space Marines or Normals, he would be laid low by a sniper's bullet.

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in au
Crushing Black Templar Crusader Pilot





Australia

 carldooley wrote:
If there was any justice in the fluff, the moment that Commissar Cain (or another Hero of the Imperium) starts cutting down Chaos Space Marines or Normals, he would be laid low by a sniper's bullet.


I love the smell fluffy justice in the morning! Smells like head shots!
   
Made in us
Regular Dakkanaut




Naaris wrote:
Martel732 wrote:
The original thread comes down to one's interpretation of the fluff.


Automatically Appended Next Post:
 jreilly89 wrote:
Martel732 wrote:
 jreilly89 wrote:
Martel732 wrote:
Guard are substantially better than BA, CSM, and Orks. It's still a shooting edition and guard to it better than any of those lists.

None of these lists are winning BAO and LVO, so that was meaningless to bring up.

As I said, FRFSRF with misfortune is more effective than anything those other lists can even dream of. It gets better with prescience/misfortune.


Not really. I've played several Guard players and never had to worry about their shooting. About the most dangerous things they have are the Wyverns and Basilisks and Pask with the Punisher. Even then, they're so damn weak to the hullpoints you always bring up that it's not even funny. Tac marines with krak grenades destroy 99% of their vehicles, or one guy with a Powerfist can crack most Leman Russes.


You aren't destroying anything with krak grenades anymore. Maybe you are playing the wrong guard players, because they can table me a turn or two after Eldar.


I know, the krak grenades FAQ makes me both happy and sad. And what Guard players are you playing? At least with Guard you can kill them efficiently, either glancing their vehicles to death easily or sweeping advance. Eldar have rerolling saves, doom, plenty of other BS compared to Guard.
"

Yes, that's why I last longer against Guard than I do Eldar. But I can't kill enough. Because they have so much on the table and lists like BA, Orks and CSM are terrible at shooting. I'm playing evidently nasty Guard players. Remember that regular grav guns are pretty stinky vs Guard, but I'll have a bunch of them in my list.


Just ignore Martel,

He's the real deal real hardcore BA player. All we know is that he owns some sort of arrangement of BA models, but doesn't tell anyone what he owns. He's stated before that doesn't want to buy more models, change tactics or use any advice given to him. And god forbid he starts collecting a new army.

His meta is essentially one of the 7 depths of hell that Dante himself has to trudge through. Every opponent he plays against are WAAC Tau and sometimes Eldar players.

The devil himself is a Riptide for Martel.

Sometimes when the moon is just right, Martel will espouse some of his good old complainy wisdom about the state of 40k and his beloved Blood Angels. He's gone as far as to say that Guard are better than his poor Angels even...

You'd think his roof in a terrible state of disrepair, there are full cups, vases, pots, and jugs everywhere. But the roof is fine. The sky may be falling but the roof is fine. Those vessels are full of his tears.

Martel is rather ornery. He'll beat a dead horse for days if the mood strikes him right. But he's honest about it. Just beware if he enters your thread.

I have to hand it to him, he's become a master at his craft. Maybe he'll offer lessons in misery wallowing.


lols! rofl! lmao!

   
Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

This topic looks like it may have reached the end of its natural life.

Do people want to continue? If so, please stick to the topic and stop sledging at each other.

Otherwise I shall have to lock the thread.

I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
Made in us
Hellish Haemonculus






Boskydell, IL

Dark Eldar would have a much greater speed than they currently do.

They would have some capacity to move quicker and still assault.

Going crazy? Passengers could fire full BS after Jinking. Passengers could disembark from a vehicle that moved Cruising Speed and still assault. The webway portal would be an upgrade available to any character, and it would cost less. (Optionally, there would be a formation where every character received a WWP for free...that would make the most sense for representing a WWP assault on the tabletop.)

I don't think that's a realistic list of expectations; just what it would be like if DE on the table looked like DE in the fluff.

This message was edited 1 time. Last update was at 2016/05/20 05:48:06


Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Trustworthy Shas'vre





Cobleskill

Tau are in a pretty good place. If the FSE players wanted to, they could easily play closer to fluff by carrying over the restrictions of the previous supplement and not include Shadowsun or any Ethereals in our lists.

Or Stormsurges, or Ghostkeels, but the breachers are excellent for the FS theory of war.

This message was edited 2 times. Last update was at 2016/05/20 12:48:55


'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in us
Shadowy Grot Kommittee Memba






" NOTE: This thread is NOT for Tau, Eldar, Space Marine, Space Wolf, Necron, etc rules hate, OR for current Chaos Marine, Blood Angel, Ork, Dark Eldar, Sisters of Battle rules hate.

Just trying to be real clear on the topic. I'm not mandating that this thread has to be positive or negative, but there are a whole lot of topics to choose from for the above."

It took 3 pages for a thread with this statement at the top to devolve into the same group of dedicated complainers doing the very thing stated - really explicitly I thought - to be off topic.

I think maybe if "stay on topic" isn't a principle rule of the forum, it ought to be, and if it is, it ought to be a bit more readily enforced than the usual closing of the thread that's gotten off topic.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Trustworthy Shas'vre





Cobleskill

what I said above wasn't rules hate. The FSE specifically says that it is an offshoot of the Tau Empire. It follows therefore that the FSE wouldn't have all the newest toys that are available to the Empire. The logical step is to encourage the players themselves to embrace the limits placed on their faction, even if the supplement itself places no such restrictions if playing in a fluffy manner.

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
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Savage Khorne Berserker Biker





BrianDavion wrote:
There would be a single event in the fluff where the forces of Khorne absolutely DEMOLISH the Grey Knights.


we're talking fluffy rules not "what fluff would you like to see so you could see your codex destroy that codex you dislike"


Yes, we are. Please see the vast majority of my post.
   
Made in ca
Storm Trooper with Maglight




All bolter weapons get to re roll to wounds . I mean, they are giant, exploding bullets after all

123ply: Dataslate- 4/4/3/3/1/3/1/8/6+
Autopistol, Steel Extendo, Puma Hoodie
USRs: "Preferred Enemy: Xenos"
"Hatred: Xenos"
"Racist and Proud of it" - Gains fleshbane, rending, rage, counter-attack, and X2 strength and toughness when locked in combat with units not in the "Imperium of Man" faction.

Collection:
AM/IG - 122nd Terrax Guard: 2094/3000pts
Skitarii/Cult Mech: 1380/2000pts
Khorne Daemonkin - Host of the Nervous Knife: 1701/2000pts
Orks - Rampage Axez: 1753/2000pts 
   
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Hardened Veteran Guardsman





Texas

If every faction got fluffy rules, they'd all be a lot more fun to play. Not to mention more balanced.

"We have lost the element of surprise, and they do not fear us. Perhaps they will appreciate our devotion to the Emperor and our ruthless efficiency." 
   
Made in es
Drop Trooper with Demo Charge





Spain

I think something more realistic for the IG would be having weaker armor, but their infantry units being at a cheaper prize.

Also (now I'm talking about all armies), it would be good having some kind of a boost in leadership when a certain amount of allied units are in X" distance, giving a feeling of "I feel comfortable having so much of my kind aound" or something like that

DR:90S+G++M-B+IPw40k15#+D+A+/cWD-R++T(M)DM+
GF's Workshop  
   
Made in ca
Jealous that Horus is Warmaster





3ed v2 Chaos on crack!
I'd bring back bonus for sacred numbers. Old chain axes.
Skarbrand and kharn would be in my Daemonkin formations.
Daemon Primarch rules and models.
Space wolf type sprues, allowing to build real chosen, as well fabius bile getting an update as well as having his modified Marines
More options for each gods Marines! (Model kits) + terminator conversion bits
For the love of the blood god, some new berserkers!!!
Full list for cypher and an update.
   
Made in us
Savage Khorne Berserker Biker





theQuanz wrote:
3ed v2 Chaos on crack!
I'd bring back bonus for sacred numbers. Old chain axes.
Skarbrand and kharn would be in my Daemonkin formations.
Daemon Primarch rules and models.
Space wolf type sprues, allowing to build real chosen, as well fabius bile getting an update as well as having his modified Marines
More options for each gods Marines! (Model kits) + terminator conversion bits
For the love of the blood god, some new berserkers!!!
Full list for cypher and an update.


Yes yes yes, daemon Angron would be awesoooome.
   
Made in gb
Swift Swooping Hawk





Honestly, the only real changes I can think of for the Harlequins would be buffing the Holo-suit invulnerable save to a 4++ or a 3++ to bring it more in line with the depictions of it's effectiveness in the fluff, and including a couple more units and characters - specifically, the Great Harlequin, Mimes and Master Mime.

Everything else about them is about as fluffy as can be.
   
Made in us
Pewling Menial



Right here, at the moment

SoB:
+1 S for all sisters, due to the power armour
Allow AoF every turn
Grant Exorcists a secondary profile (D6 small blasts, maybe S5 AP4, ignores cover?)
Something similar to chapter tactics to represent the different Orders Militant
Martyrdom variant for all sisters (as the squad loses models, their staying power increases)

AM:
Combat squad-esque fire team rules
Different organisations (PDF, veteran platoons etc)
+1 BS (benefits snap-shots) if in cover / gone to ground
Unlimited range on vox-casters
Purely a selfish one: plastic models of old models (vostroyans et al.)

5285 Carcharadons Astra, 3000 XIX Legion
AM: 3170, ABG: 5045, MT: 755
Skit: 1470, CM: 500, QKCL: 4870
2348
Assassins: 1140
750 
   
Made in gb
Storm Trooper with Maglight





Bath uk

Remmick_005 wrote:


AM:
Combat squad-esque fire team rules
Different organisations (PDF, veteran platoons etc)
+1 BS (benefits snap-shots) if in cover / gone to ground
Unlimited range on vox-casters
Purely a selfish one: plastic models of old models (vostroyans et al.)

can you write the rules for the next codex?
also some benefit for when massed lasguns are fired in a volley or something like that would be appropriate and fluffy.
Marbo?

RIP Colour Sgt Kell. Forever in our hearts.
Click below for plenty guardsmen

Cadian 404th "The Lost Boys" P&M blog

Tutorial:How to make IG packs
 
   
Made in gb
Pewling Menial



Right here, at the moment

 STG wrote:
Remmick_005 wrote:


AM:
Combat squad-esque fire team rules
Different organisations (PDF, veteran platoons etc)
+1 BS (benefits snap-shots) if in cover / gone to ground
Unlimited range on vox-casters
Purely a selfish one: plastic models of old models (vostroyans et al.)

can you write the rules for the next codex?
also some benefit for when massed lasguns are fired in a volley or something like that would be appropriate and fluffy.
Marbo?


IMO the orders may need a revamp, but massed lasguns, as-is, is more than enough, considering that some set-ups can pump out 150 shots in a single shooting phase, or 100 with pinning
maybe stripped-down rending (6s to-wound cause the owning player to roll a further D6, the result of that is the AP, to a minimum of 3) as an order? "Aim, Fire, Readdress".
I'd love to see 3 types of platoons:
PDF: low cost, recyclable, BS2, heavy / special weapons only in dedicated squads, LD5 (6 for sergeant),
Standard: current codex platoon
Veteran Platoon (because the current Vet squad would never be used in the fluff) Vet command squad (CCS Lite (no advisors, Junior Officer instead of Senior), 1-3 veteran squads, HWs and SWs only in vet squads (no dedicated squad for them)

Another thing would be, in addition to the different platoon types, having different play styles for different planets of origin
Catachans gaining Move Through Cover
Mordians gaining a BS boost for being formed into a firing line
etc

This message was edited 1 time. Last update was at 2016/05/24 22:12:12


5285 Carcharadons Astra, 3000 XIX Legion
AM: 3170, ABG: 5045, MT: 755
Skit: 1470, CM: 500, QKCL: 4870
2348
Assassins: 1140
750 
   
 
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