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What would you change in your Codex? @ 2009/12/29 19:57:18


Post by: Eldar Own


Ok, this is a big thread for all the other, 'what do you want in the new 'x' codex?' threads. If a new codex was to be released for your army(ies) waht change(s) would you make?? Share.

And please, necron and DE players, no having a go at SM players for wanting another codex, keep insults at minimun level.


What would you change in your Codex? @ 2009/12/29 20:03:46


Post by: Nurglitch


I would have the Daemon Prince in the Chaos Space Marine Codex have the Army List entry of the Daemon Prince in the Chaos Daemons Codex. Codex appropriate Psychic powers instead of Daemonic Gifts though.

I would also have the Chaos Space Marines have the Daemons in the Chaos Codex replacing the Greater Summoned Daemons and Lesser Summoned Daemons, following the same rules for summoning, but have them integrated into the Force Organization chart, so you could take a summoned Bloodthirster, but he'd take up an HQ slot and have to possess a character. Ditto for having psychic powers rather than Daemonic Gifts, as above.

Finally, I'd include some secondary characters, like the W2 characters in the Space Marine and Space Wolf Codexes: Call them Chaos Lieutenants.


What would you change in your Codex? @ 2009/12/29 20:22:47


Post by: Gorechild


Chaos:

I'd sort out the Dreadnought, so it can actually be used reliably.

Make a deamon prince special character

Change Abaddon's deamon weapon so rolling a 1 wont make him suffer a wound

Make possessed marines reliable instead of the stupid rolling to see what rules they get

Allow DP's to have Deamon Weapons

bring back proper greater and lesser deamons (basically make codex: CSM and codex: Chaos Deamons into one)

Eldar:

improve the BS of guardians to 4

make dark reapers point cost slightly lower

increase vehicles to BS4

make harlequins either cheaper or better, and give them a roll that cant be done just as easily by other units

allow phoenix lords to transfer all their abilities to the unit of their aspect

make avatars immune to instant death

give seer's a more 'killy' power, so they arnt useless if the things around them get destroyed

allow squadrons of falcons and/or fire prisms


What would you change in your Codex? @ 2009/12/29 20:32:57


Post by: Cryonicleech


S7 Necron Destroyers, or something that is better at Anti-Tank.

Cheaper Immortals, Pariahs, and Warriors.


What would you change in your Codex? @ 2009/12/29 20:38:30


Post by: ZacktheChaosChild


Everything that Gorechild said+remaking Possessed. I don't mind the random special abilities but I would mkae it to where they have a few options such as maybe having some slightly shooty Possessed. I would also make them less expensive so people don't dump so many points into something that's arguably unreliable.

I would also want to give spawns Fleet, andpossibly the ability to deepstrike.

The last thing I would adjust is the Noise Marines. They are really expensive and only worth taking if you take the Sonic weaponry, which is opverpriced for what you get, to say the least. I would probably knock down the prices for tham a little.



What would you change in your Codex? @ 2009/12/29 20:40:35


Post by: Mekboy


I'd make flash gits 20pts basic, with one upgrade for free and the others costing 5pts each.


What would you change in your Codex? @ 2009/12/29 20:45:45


Post by: Demogerg


Space Wolves:
Give Bjorn the option for a drop pod.
Give blood claws the option for multiple cheap powerfists.

New Tyranids
Broodlords as HQ option
Broodlords as HQ option
Broodlords as HQ option
Broodlords as HQ option
~ad nauseam


What would you change in your Codex? @ 2009/12/29 21:19:28


Post by: 40kenthusiast


@Nurglitch:

Prince Change: What precisely would change? A CD Prince w/Iron Hide, Unholy Might and Wings is just like a CSM Prince, but more expensive and with access to stuff you are proposing to change out for the CSM's stuff. It seems like the only result of this would be to make the Daemon Prince more expensive. Not criticizing, just honestly curious what builds you are imagining/wanting?

Daemon Merge: This strikes me as an awful idea. The mitigating factor on Chaos Daemons awesome statlines is the fact that they have a Daemonic Assault rule, and have to stand around for a round before they get stuck in (and can't pop transports, but that's a sidelight, not an explicit design factor). Merging them with a Chaos Space Marine army would fix all of these flaws, while simultaneously destroying the Chaos Daemons codex. Putting them not just in a normal army, but in an army with twin lash and good anti-vehicle would be insanity. I drive my rhinos up, smoke. You shoot at them, maybe pop a few, still plenty of icons. Now Bloodletters appear, Oblits fire, you are out of your transports, lash, lash, you are charged by bloodletters. Game.

Secondary Characters: I really like this idea.

@Gorechild:

With you on the Dreadnaught. I don't mind him shooting my guys so long as he can charge something other than what he shoots and still move on the round he goes nuts. I don't mind him costing a bit more, whatever. Just no "on a roll of one or six you don't get to have fun because the game takes your models out of your control" rules. Those were proven lame in Orcs and Goblins.

DP Special Character: Sounds cool. I'd be on board for that. Really any Chaos HQ falls into the "Not As Good As A Second Lash" hole, but it's worth a shot.

Abaddon: I dunno, Abby's pretty boss, I use him a lot, and I think if he didn't occasionally roll a 1 and get messed up he'd have to cost more. Compare with Lysander. I'll take a 5/6 shot any day.

DP's w/Daemon Weapons: I guess they could have them...not sure why they'd want them though. My only balance concern is that with a Daemon Weapon and Warptime a Daemon Prince would obliterate anything it touched 5/6 of the time (rerolled three's followed by rerolled 2's? Yikes!) They'd be fire magnets though, so maybe that'd be ok. (It'd continue the aggravating trend of Khornate DP's being wretched though)

Chaos Merge: I don't think this a good idea, unless you mean that the Daemons are still operating Chaos Daemon style (deep striking rather than possessing, no assaulting on round they arrive) and even then the Icons on the ground make it questionable. I don't see the win in it, other than letting mono-god lists have larger choice options.

Guardians: Sure, why not? Should they cost a bit more? I think they'd actually still be fine at current cost.

Dark Reapers: All right, I can see where in the world of Mech guys who are made to kill footslogging SM's are in need of a little boost.

Vehicles: Not a fan of this idea. Eldar vehicles shoot about right, for their durability and speed, and especially the fact that they are transports. Their only MBT (the prism) is already a 4, right?

Harlequins: Make them better? Huh? Did you mistype? They are already so much better than striking scorpions and banshees that those two are never seen. The army's called the Flying Circus for a reason, it's planes full of clowns. If Harlequins got any better the guys who own the banshees and scorpions would storm GW.

Phoenix Lords: I haven't read these guys recently enough to agree or disagree. I'll agree to the general principle that I'd like to see more of them, and the idea of them making their squad out of tough guys seems a good one.

Avatar: Sure, it's a Daemon, right?

Seers: I think that's covered by the Seer council, right? Seers in other units can't really get a shooting power, because they would have to shoot at what their unit is shooting at.

Squadrons: Not a fan of this rule. Last thing we need are more holo tanks. I want to see more of the unused parts of the codex, not even more of what I already see.

@Cryonicleech:

I'd prefer to have a change to the Gauss rule before I saw the Destroyer's strength increase. How about Gauss is +1 on the vehicle damage chart like AP 1? That brings the crons back up to their previous deadliness as the game's premier anti-vehiclists.

Cheaper: Maybe...I think I'd rather see different unit size rules rather than a blanket price lowering. The Crons are really hard to adjust, due to their list's balance of awesome and awful choices. I'd focus on strengthening the awful choices, rather than making the awesome ones better.

@my ideas:

Necrons

Get rid of Phase Out as it currently stands. Replace with rule that Necrons who Fall Back simply disappear, they Phase Out. It's no longer a lose condition, now it's just a defect in Necrons.

WBB becomes FNP and Slow and Purposeful, Gauss becomes +1 on vehicle damage chart as well as glance on 6.

Warriors are 5-20 instead of 10-20.

Flayed Ones and Wraiths become credible combatants. In my mind Flayed Ones more like Genestealers with some sort of fear rule and a much higher price cost, Wraiths are the sort of melee powerhouses that other races get for 40 points.

Pariahs have a wholesale redesign. Back to the drawing board and they come back as some sort of middle ground between humanity/Necron, like in the fluff. I think they end up as cheap shooty guys with counter psyker abilities.

Tomb Spyders stop spawning Scarabs (fun, but OP, and leads to rules issues), get plastic kit, slight rules redesign.

Monolith...I think it spawns Necrons like the Tervigon, loses the big gun, gains some sort of WBB buff, and keeps the living metal rule. I see it as a Must Kill for the enemy, Monoliths in the middle of the Necron phalanx should be the equivalent of Fexes in the Nid

Overall, I want the Necrons like the Terminators in Terminator Salvation, war machines run amuck, not so much Space Undead.

Chaos Daemons:

Give Slaaenshi guys the Harlequin shroud, they have a lot of trouble with getting shot up, more than they should to hold a candle to Khornate Daemons

Give Beasts of Nurgle SOMETHING, They are wretchedly bad, in a dex that actually doesn't have many bad choices. Maybe give them Rage + Beast movent like Chaos Spawn? Maybe t 6? armor save? I don't know, but they need SOMETHING.

Khornate Deamons need protections from psyker powers beyond the 2+ invul save. All the good psyker powers (jaws, lash, doom, Null zone) don't cause wounds. Settle for the equivalent of a psychic hood or something.

Give the Nurgler a chariot that's on par with the other Heralds. He's just embarassing right now.

Bloodcrushers probably shouldn't be able to come in 8's. Fluffy, but I've done it to folks, and it feels bad. Also Kairos and Crushers should be expressly forbidden (maybe he hates Khornate Daemons? He's Tzeentchy.)

I think Daemons should always count as rolling a 5-6 on the mishap table, or at least a 3-4. It's lame not to get to use the models you want to play with because you rolled a 12 and an arrow.

Whew, big post.


Automatically Appended Next Post:
@Zack:

I'm down with fixing Possessed. I suggest some sort of wargear for the champ that lets the unit reroll it's possessed ability if you don't like it, as well as rolling for the ability pre-game.

Spawns: I think they've got it. They move like Beasts, right? d6 fleet and 12" charge?

Noise Marines: You might have something there. It's a hard balance because they are such a skitzo unit. Anti-infantry shooting specialists that have a bonus to..initiative! How about keeping the same price, but the MoS makes them bs5 instead of i5?

@Demo:

Bjorn: Yeah, he should have whatever he wants. He's sort of a big deal.

Blood claws: Dunno about that. They can already have 2 (one for sarge, one for wolf guard). More seems a bit much. How cheap were you thinking?

Broodlord: I can see why you'd want that for a theme army. How about some sort of Alpha Broodlord (Patriarch), and his retinue of super stealers? Then you could have sarge Broolords for the normal stealer units, and a boss who was distinct, and not break the theme.


What would you change in your Codex? @ 2009/12/29 21:28:23


Post by: agnosto


While we're making our armies indestructable...

Ok, Chaos gets tons of multi-wound, high-armor units, their dreds don't go ballistic, and everybody's got the godly daemonic weapons.

I want railguns to do d6 wounds per hit on and rail rifles to do d3. Excess wounds go into the unit.

Railguns can reroll penetration rolls. rail rifles always glance on a 6.

Pulse rifles are strength 5, ap 2.

Firewarriors are fearless and drones can assault and explode with a large blast template @ strength 10, ap 1.

All tau units are immune to warp powers.

Gets pretty ridiculous doesn't it? Game balance means that your beloved army can't auto-win every game; I'm sorry but you'll actually have to roll some dice.


What would you change in your Codex? @ 2009/12/29 21:28:36


Post by: Nurglitch


40kenthusiast:

Basically what I want is a Daemon Prince with the same set of options as the one in the Chaos Daemons codex, in particular more options for the Khorne Daemon Prince. Replacing the Daemonics Gifts with their equivalent Psychic Powers makes said Gifts better suited to a Chaos Space Marine army, although naturally the Khornate Daemon Prince should stick with its Daemonic Gifts. They'd lose Warptime, but gain some variety, and more variety is always good.

It might also be something to generalize the Chaos Daemon special characters' special rules as psychic powers for Sorcerers, specifically Kairos' Oracle of Fate as a Tzeentch-specific power, and that thing that Skarbrand does to have everyone within an area to re-roll to hit as a non-psychic power for Sorcerers with the Mark of Khorne (basically the Sorcerer can have the Mark of Khorne and cause this effect automatically as a psychic broadcast, and automatically suffers Perils of the Warp if he attempts to use a psychic power).

Oh, and a psychic power for summoning Daemons would be cool too.


What would you change in your Codex? @ 2009/12/29 21:43:51


Post by: 40kenthusiast


@Agnosto: I don't think anyone is worried about the Chaos Dread, even if it, ya know, didn't bite so hard you couldn't play it. There's a difference between wanting to strengthen the weak parts of a list to get more variety and wanting it never to lose.

There are pretty much tiers of dexes. Unhappy, but true. Within those dexes there's lists that are strong and lists that are weak. The target of threads like this are the weak parts of strong dexes and the strong parts of weak dexes. You'll notice no one has mentioned how storm shields need to be 2+ invul saves, or Bloodcrushers need to get better, or Lash needs to improve.

or whatever, probably a mistake to respond to a post saying a thread is pointless in the selfsame thread, but I've got a bit of time on my hands.

I think the Tau need some love though. Got any ideas for how to make them better without making them guard clones?

@Nurglitch: I can get behind the Khornate DP needing to improve. He's one of the worst options in the book.

I continue to be skeptical about mixing the books, psyker powers or no. Lash + Crushers? Kairos + Plague Marines? It just seems a bit much.

I concur, a psyker power for generating units of Daemons would be cool.


What would you change in your Codex? @ 2009/12/29 21:48:31


Post by: agnosto


@40kenthusiast:
I guess I came off a bit harsh but there seems to be quite a few of these threads around; I've even been guilty of participating in a couple of Tau whinefests.

I guess I'm just bitter as I play a friend's nurgle army quite a bit and have yet to figure out a way for my poor tau to do well against him. It's the warp powers and the monstrous creatures that always get me.

Coming from that, I really don't feel that chaos needs a bump.


What would you change in your Codex? @ 2009/12/29 21:50:58


Post by: Dracos


C:SM

All dreadnought variants would be a single entry, and you could buy any upgrades (including dual DCCW). Ironclad and Venerable would also be options, that were not mutually exclusive. Update chainfist to work @ I.

Landspeeder Storms would be in squads 1-3.

Add in heavy support land speeders a la Tempest from IA, with a couple different weapon options.

Change assault squads to just being marines with BP+ chainsword, options for jump packs and transports. Move Assault squads to troops and change scouts to fast attack.

Cheapen Vanguard squads.


What would you change in your Codex? @ 2009/12/29 21:58:31


Post by: Nurglitch


40kenthusiast:

That would be Kairos' psychic power, and cast rather than automatic.

The Lash of Submission plus Bloodcrushers would be fine since the Bloodcrushers would have to enter the table via the Deep Strike rules and would be lost without an Icon. I think they'd take up a Fast Attack slot as well.

I'd also like a rule that psyckers who gets a Perils of the Warp on a psychic test would automatically be engaged in close combat by a Daemon unit from the Chaos player's reserve, going Fast Attack, Troops, Elites, HQ, Heavy Support if there's more than one.

Maybe reintroduce a Rivalry of Chaos rule, so that only non-aligned and similarly-aligned units can be taken depending on who the HQs are aligned with, and that units cannot use antithetical icons as teleport homers. No bringing Terminators with an Icon of Khorne down on an Icon of Nurgle, for example. Abbadon would, of course, then allow you to take a combined-powers army thanks to his Mark.


What would you change in your Codex? @ 2009/12/29 22:11:36


Post by: 40kenthusiast


@Dracos: I like the dread idea.

Storms: I'd rather they were still 1 per slot, but instead of being FA they were dedicated transports for scouts. They certainly need some sort of work, the idea of using an FA slot for one is not working out. Maybe squadrons could work, I hadn't thought about it.

Assault guys as troops: Not sure I like this, as that's sort of the BA's thing. Maybe Tac guys can swap bolter for chainsword? I like scouts scoring, I tend to sit em on objectives and shoot, with camo cloaks.

How about one of the HQ's lets you take a unit of assault guys as troops? Say chaplain?

Vanguard: Seriously...currently they are pretty wretched. I'd also like them to be ws 5, but that might be asking too much. Maybe cheapen OR make them ws 5.

@Nurglitch: I don't think we'll reach agreement on the merging of the books. I'm pretty new school, and I'm a fan of both dexes, wouldn't like to see em mingled.

If they were though, I think the Rivalry of Chaos re-introduction would help curb the craziness.


What would you change in your Codex? @ 2009/12/30 00:26:47


Post by: MunkyX


Make Blood Angels, BLOOD ANGELS again. We're a HTH themed army that sucks at HTH. Assault Toops... yay... thanks GW. We're no better than regular Marines at it and it's OUR schtick.

- Give Corbulo a Power Weapon.

- Give BA Assault Marines 'Heroic Intervention'. It only makes sense. We're already paying more for our squads for the OPTION of taking Death Company. Make it worth it if we don't or can't.

- Death Company should be able to have Power Weapons or Power Fists again. Giving them 'Rending' does no good if 'Rending' gets nerfed... as is the case.

- I agree on cheaper SM Vanguard. Just too expensive.



What would you change in your Codex? @ 2009/12/30 00:52:30


Post by: NuggzTheNinja


Space Marines:

Tactical Marines come with bolter, bolt pistol, AND close combat weapon.

Chaos Space Marines:

Change Kharn's rule. Rather than "take casualties from your own side for each roll of a 1", write, "For each wound done to the enemy, which can be neither saved nor accounted for, the controlling player takes one casualty from his own side". To represent Kharn running out of enemies and deciding to butcher his own squad out of frustration. He's not clumsy with the axe, just insane.

This may sound like it's better but it's really not. If Kharn's unit goes to second turn of combat, or third turn, and he wipes out the enemy singlehandedly with 3 wounds left over, you're removing 3 casualties instead of the usual 1 per roll of a 1.


What would you change in your Codex? @ 2009/12/30 09:21:28


Post by: orchewer


Chaos
- Spawn attacks count as power weapon attacks
- Roll for Possessed ability before deployment
- Reduced points for Bikes

Dark Eldar
- Splinter Rifles changed from rapid fire to assault 1
- Mandrakes gain poisoned blades
- Reduced points for Scourges, Reaver Jetbikes, and Hellions

Tau
- Remove mandatory Devilfish from Pathfinders
- Ethereal's inspiring presence does not require line of sight to Ethereal
- Higher cost for Disruption Pods and Bonding Knives


What would you change in your Codex? @ 2009/12/30 09:40:44


Post by: Farseer Prometheus


Eldar:

Guardian Defenders have a BS of 4 with defensive grenades while Storm Guardians have WS of 4 with offensive grenades.

All shooty aspect warriors get +1 to BS and all melee aspect warriors get +1 to WS.

All eldar vehicles have BS of 4.

Have Phoenix lords make their aspect a troop choice.

Have whatever squad the Autarch is a part of count as a scoring unit.

Drop Wraithguard cost by 5 points and allow 5 of them and warlock/spiritseer to count as a troop choice.

When a Wraithlord takes 2 of the same weapon let them count as two weapons instead of twin linked.

Change Guide to reroll failed to hit shots and attacks in close combat.



What would you change in your Codex? @ 2009/12/30 09:50:38


Post by: Fifty


Gorechild wrote:Eldar:

improve the BS of guardians to 4


Thing is, I am an Eldar player, and even I disagree. They are civilians, and still just as good as well-trained Imperial Guard humans. Seems reasonable. What they should be is cheaper.

make dark reapers point cost slightly lower


No opinion

increase vehicles to BS4


Now here I agree. Build mega-awesome weapons, but don't build in targetting systems... riiiight. And the crew of your average tank must surely be at least weekend-warriors, rather than civvies, right?

make harlequins either cheaper or better, and give them a roll that cant be done just as easily by other units


Better?!?! Better?! Nah, you are crazy! But, you've got to let them have jetbikes, so I can use all of my old ones, and let Death Jesters be bought as independent characters - one per squad of regulars, and they don't count towards the FoC.

allow phoenix lords to transfer all their abilities to the unit of their aspect


This would make them far too good. They should have invulnerable saves though.

make avatars immune to instant death


Is he not?!?! Yeah, he should be.

give seer's a more 'killy' power, so they arnt useless if the things around them get destroyed


But they are supposed to be useless with nothing else around them.

allow squadrons of falcons and/or fire prisms


Fire Prisms, maybe. Falcons... probably not - they have transport capacity, after all.


What would you change in your Codex? @ 2009/12/30 09:52:03


Post by: wuestenfux


Farseer Prometheus wrote:Eldar:

Guardian Defenders have a BS of 4 with defensive grenades while Storm Guardians have WS of 4 with offensive grenades.

All shooty aspect warriors get +1 to BS and all melee aspect warriors get +1 to WS.

All eldar vehicles have BS of 4.

Have Phoenix lords make their aspect a troop choice.

Have whatever squad the Autarch is a part of count as a scoring unit.

Drop Wraithguard cost by 5 points and allow 5 of them and warlock/spiritseer to count as a troop choice.

When a Wraithlord takes 2 of the same weapon let them count as two weapons instead of twin linked.

Change Guide to reroll failed to hit shots and attacks in close combat.


Improving the Guardians' BS is a wish. After all, they are poets and philosophers not trained for war.

Guide would definitely get a pt increase.

My concerns are different.
For instance, random game length is an issue whenever you field a mech Eldar list.
A Farseer could foresee the end of battle so that the battle ends on a 4+ rolling a D6.


What would you change in your Codex? @ 2009/12/30 09:55:48


Post by: nyyman


Space Marines:
Make Vanguard Veterans useful. Maybe have jump packs included in their costs and have option to remove them to have free Drop Pod or Rhino or Razorback. And make the options cheaper for them.
Less point cost for Tigrius. Who uses him when he is so expensive?
Raise points for Cassius. I haven't used him, but I can say that 25 points for all he gets is pretty much nothing!
Maybe make Vulkan a bit less poweful in means of Chapter Tactics.

Orks:
Flashgits. Lower the cost and give them one free upgrade (as already said).
Make Looted Wagons useful, get rid of the "Don't press dat!" rule.


What would you change in your Codex? @ 2009/12/30 10:03:08


Post by: StarGate


I want the Termie command squad back again.


What would you change in your Codex? @ 2009/12/30 10:08:51


Post by: Fifty


Farseer Prometheus wrote:Eldar:

Guardian Defenders have a BS of 4 with defensive grenades while Storm Guardians have WS of 4 with offensive grenades.
See previous, re: Defenders. For Storm Guardians, why not give them Ferocious Charge instead?
All shooty aspect warriors get +1 to BS and all melee aspect warriors get +1 to WS.
This would make them too good.
All eldar vehicles have BS of 4.
Agreed.
Have Phoenix lords make their aspect a troop choice.
Reapers as troops? Nah, bad idea.
Have whatever squad the Autarch is a part of count as a scoring unit.
Maybe...
Drop Wraithguard cost by 5 points and allow 5 of them and warlock/spiritseer to count as a troop choice.
Drop cost, yes, not certain about making them so easily into troops. Feels a bit like wish-fulfilment (for me too), not realistic balancing.
When a Wraithlord takes 2 of the same weapon let them count as two weapons instead of twin linked.
Yes!!!
Change Guide to reroll failed to hit shots and attacks in close combat.
No!

For me:

Choose an ability that your Autarch can, for a cost, confer on various troops:
-Ferocious Charge for Gurdians (to represent Ulthwe Storm Guardians)
-Ferocious Charge for Guardian Jetbikers (to represent Saim Hann)
-Upgrade Rangers to Pathfinders (to represent Alaitoc)
-Use Wraithguard as troops (to represent Iyanden)
-Up to two Aspect Warrior units to count as Troops (to represent Biel-Tann)
-Stubborn/Fearless Guardians (to represent Altansar)

Have Exarch Lords (2 wounds, so halfway between exarchs and phoenix lords) who confer abilities on the army as a whole
-Avenger Lord - Ultimate Tactician - Add +1/-1 to rolls for end of game.
-Dragon Lord -
-Scorpion Lord - Lead the Way - Add +1/-1 to own reinforcement rolls as long as he too is deployed from reserve
-Banshee Lord -
-Hawk Lord - Harrier of the foe - Apply -1 to enemy reinforcement rolls as long as he is deployed from reserve
-Spear Lord -
-Spider Lord -
-Reaper Lord - Add +1 to Cover saves for all units until their first move as long as he is deployed at start of game



What would you change in your Codex? @ 2009/12/30 11:42:17


Post by: Eldar Own


@Fifty.

I agree with you there, storm guardians are too low Strength, but 4 is too high, furious charge is perfect. Vehicles should be BS4 and i have said this before i think, but the autarch upgrading thing is a good idea, my idea is slightly different, and we've argued about this at my FLGS, most eldar players agree, even some non-eldar do. The autarch can choose an ability from a chart, each one is a bit of knowlwdge from a path, ive made some up as well:

Path of the Warrior: +1WS
Path of Khaine: +1S
Path of Seeing: -1 to hit the Autarch
Path of the Warlock: In combat the Autarch can let of a pychic blast, after all attacks have been made, the unit takes D6 S3 AP- hits.
Path of the Warp: The Autarch has extensive knowledge of the warp and can unleash its power briefly, for one phase only the autarch attack's attacks (CC and Ranged) have thier strength doubled, to max of 10, but after he has done this the autarch suffers a wound
Path of Hatred: Gets the preffered enemy rule on all enemy HQs
Path of ????: Havent thought of a nae but he gets furious charge.

All of theese have a points increase of course.

MY CHANGES TO ELDAR:

A couple of things need a points decrease:

Wraithguard, Shining Spears, Dark Reapers, Vypers.

I would also give farseers better powers, because at the moment theyre not very good for the most pshycic race in the universe. A few ideas here, i understand they may be for a points increase, but id be glad ot pay that:

Eldritch storm to S5
Fury of Khaine: One enemy unit within 12" gets +1 attack and +1S until the end of the turn.
Bolt of Death: PSA, Range 18" S8 AP3 assualt 2

Also both wraithguard and wraithlords should have +1 attack.

Wow thats a lot of changes.


What would you change in your Codex? @ 2009/12/30 14:26:29


Post by: Demogerg


40kenthusiast wrote:
@Demo:

Bjorn: Yeah, he should have whatever he wants. He's sort of a big deal.

Blood claws: Dunno about that. They can already have 2 (one for sarge, one for wolf guard). More seems a bit much. How cheap were you thinking?

Broodlord: I can see why you'd want that for a theme army. How about some sort of Alpha Broodlord (Patriarch), and his retinue of super stealers? Then you could have sarge Broolords for the normal stealer units, and a boss who was distinct, and not break the theme.


With the blood claws its 25 points for a powerfist, the fist swings with a single attack at WS3, thats terribad for the points. 25 points for 1 S8 attack, it needs repeating how bad it is. if it was 20 points and you could take 3 of them in a full unit of 15, then ok, it makes more sense, you can load up on high strength attacks to make a good crushing unit on the charge for a lot of points.

with the Broodlord I would be satisfied with anything. for Adepticon 2010 I have spent all year making a Genestealer cult themed team army, building and painting 4000 points from scratch. now I have to break the entire theme and include some other crappy non-themed HQ choice to fill FOC requirements. Talk about shiety. I think I have it worked out how I'm going to do it, but it still sucks.


What would you change in your Codex? @ 2009/12/30 14:29:06


Post by: wuestenfux


I agree with you there, storm guardians are too low Strength, but 4 is too high, furious charge is perfect.

Guardians are like Guardsmen not like furious warriors.
Oh, and BS 3 is fine as they are not very skilled.


What would you change in your Codex? @ 2009/12/30 15:14:06


Post by: Nurglitch


Some Necron stuff I'd like to see:

Immortals given the option of Warscythes or Gauss Blasters.

"Overseer" models, two per HQ like Space Wolves and Chaos Daemons, that provide bonuses for units that they join.

A re-built "We'll Be Back" rule similar to the Without Number rule in the 4th edition Tyranid Codex. Have Ressurection Orbs acts like Teleport Homers or Icons.

Give Wraiths Power Weapons and more wounds.

Make Pariahs Necrons and make them like Warlocks and Wolfguard.

Give them more interesting wargear effects, like have the Chronometron freeze an engaged unit so that the Necrons can escape without fear of Sweeping Advance, or like having the Chonometron "freeze" a unit, or allow it to shoot twice or something.


What would you change in your Codex? @ 2009/12/30 15:20:46


Post by: the_ferrett


Zapp guns - either higher %age to get a 10 or harder to destroy instantly.


What would you change in your Codex? @ 2009/12/30 15:25:35


Post by: Nurglitch


Ork-wise I was disappointed when Kannons were reduced from ordnance and kept as dual-firing, and then the Killkannon was introduced as an underpowered over-priced substitute. I would have had:

Kannons
R24" S8 AP3 Heavy Blast

Lobbas
R48" S5 AP4 Heavy Barrage

Zzap Guns
R36" S4+D6 AP1 Heavy Melta (Rolls of 1 misfire)


What would you change in your Codex? @ 2009/12/30 15:30:00


Post by: 40kenthusiast


@Munky:

Corbulo can have a power weapon, I guess. I mean, he's already a phenomenal guy without one. I'd actually prefer keeping him non power weapon armed to adding points to him. All he does is sit in the land raider and grant furious charge anyway.

I'm not convinced on giving Assault Marines Heroic Intervention. That's a really expensive ability to put on troops. I could see it as a 10/model ability for the Vets, optional of course.

Death Company are fine, in my opinion. They hit like bricks. Giving them more effective CC seems unecessary.

Got to remember when buffing BA that they usually have Dante and Corbulo around, so they are preferred enemy furious charge marines. It's easy to get out of hand with that.

@Nuggz: I kind of like the balance between CSM, Grey Hunters, and Space Marines. I think giving them all 3 weapons would break that a bit. I like the idea of them picking any 2, if they need a buff at all.

I'm not sure Kharne needs to get weakened. You think he's that OP? He doesn't have a lash, after all.

@Orchewer: I concur with you on the bikes/possessed, not entirely sure about the Spawn. I guess it'd be ok, seeing as they have Mindless, but Rending might suit them better. That'd also let them hurt vehicles on occasion.

DE, I don't know enough about them to know how those changes would work. Sound good, I guess. I think DE need a wholesale rewrite.

Tau: I can see all of those changes. I'd like to see the removal of the 1+ from the FW unit. If I want an all Kroot/Vespid force, let me do it. It's not like most folks don't have FW to get fish anyway.

Prometheus:

I'm ok with the increased bs on the Guardians, the rest I think would need a point increase.

I don't think we can justify giving +1 ws and +1 bs to all aspect warriors. Maybe +1 ws could be ok, as no one uses melee aspect warriors, but I don't think anyone thinks that Dire Avengers/Dark Reapers/Fire Dragons need help with their shots, particularly as they can be Guided.

I continue to dislike the bs 4 for Eldar vehicles. They are twin linked in a bunch of places. Twin linked bs 3 is better than a SM vehicle. The vehicles that are bs 3 are transports anyway.

Phoenix Lords making their aspect a troop choice...I dunno. I can't see anything wrong with that, but it's always worth being careful with those rules.

Autarch conferring scoring status I don't like. Him jumping around making things scoring strikes me as aggravating for the opponent. If we want that effect why not just make him a troop choice, only available as such if you take a unit of whatever, Tervigon style.

I think Wraithguard are fine. I do think we could use a plastic kit for them.

Total agreement on the Wraithlord, who I think could use a 5+ invul save. Just saying.

I disagree about Guide change. I don't think Eldar need preferred enemy. They hit about has hard as they are supposed to.

@wuestenfux:

I think messing with the game length is very Eldar...but I don't think it'd be fun for the other player, and there's all sorts of tourney scenarios that wouldn't work with that. I don't like this idea.

@nyyman:

Vanguard, I totally agree. SOMETHING!

Tigurius: I'm with you once again. He needs a point cost drop. The only ability SM usually cast is null zone.

Cassius: I don't think he needs a point increase. If he got one I'd want him to get some sort of offensive ability. Remember, he's a chappy with no jetpack, who doesn't buff his troops any more than the next guy or hit harder. You are just buying toughness instead of mobility.

Vulkan: I'd remove the thunderhammer silliness (1 reroll each, so that squad of 10 Termies has to be rolled one at a time. Joy!), but keep his twin linked stuff. I've kind of gotten used to dealing with the bs awesome greenies.

Flashgits: They need a boss pole so hard. Also transports. Those two would be better for them than a free upgrade.
Looted Wagons: I like that. Just like with the Chaos Dread I don't like the "roll a one and you are humped" upgrades for anything but Daemon Weapons.

Fifty: Not loving the craftworld specific powers, too much for enemy to memorize. Maybe he could just let the unit he's with use his BS? I don't mind him buffing a unit, just needs to be simple and self evident.

Exarch lords, I think the Phoenix Lords kind of cover that. If we improve them, I don't think we need other guys.

Eldar Own: I can get behind furious charge for storm Guardians. It's not like they are going to be broken.

Paths too long. If we want to buff the Autarch, which is a fairly worthwhile goal, it needs to be some simple buff.

Farseers: I think their powers are fine. Doom and Fortune may be the best non lash psyker powers in the game. I'd put them well above Jaws in most scenarios.

I don't agree with a points drop on Wraithguard, but Shining spears, Dark Reapers and Vypers I could see.

@Demo: On the other hand, that's 25 points for 3 Pfist attacks on the charge, or 2 when you get charged, and you might be s 9 from Ragnar, or preferred enemy from Grimnar. Then there's the attacks from the Wolf Guard. I think of it like the Wolf Guard is the same as the sarge for Marines, the Blood Claws can just have an extra fist on a joe for 25 points, because they are fisty like that.

My sympathy goes out to you on the Broodlord thing. That bites.





What would you change in your Codex? @ 2009/12/30 15:37:19


Post by: the_ferrett


*Makes grabby hands at your modified gunz and steals.*

I am.... firmly in agreeance with nurgle's changes.


What would you change in your Codex? @ 2009/12/30 15:59:04


Post by: Redbeard


For me, focus is on units that no one wants to take - make them worth taking, with very minor tweaks:

Chaos Daemons:
Screamers get to move&assault when they arrive.
Tzeentch chariots, pulled by screamers) count as having meltabombs too. (just makes sense)
Furies price lowered 2pts
Daemonettes price lowered 1 pt
Beast of Nurgle given +1T

Chaos Marines:
Possessed can pick an ability pre-deployment, like stormtroopers in the guard codex
Chaos Dread: only fires at your own models if it cannot see any enemy models. Probably tweak the malfunction chart, so that it only malfunctions on a '1', and then you determine how it malfunctioned. Even orks get their stuff to work on a 6.
Identical choices as SMs given identical point costs (preds, vindicators, etc)

Witchhunters/Daemonhunters:
All wording & costs updated to modern standards (TH/SS, Machine Spirits, rhinos, chimeras, etc)
Repentia dropped to 12ppm
Arcos dropped to 30 ppm
Penitent Engines dropped to 50ppm
All assassins & death cult assassins given lone-wolf treatment for KPs

Eldar and Tau:
Devilfish, Wave Serpents & Falcons dropped 20 points, like every other army's transports

Orks:
Tankbustas get Tankhunter special rule again, lost single-minded
Trukks can be dedicated transport for any type of mob (lootas, burnas, etc)
Flashgitz can have a nob, lowered cost for both the unit and the upgrades. AP of guns made reliable.
Models on Bikes/Koptas become fearless, like in the old codex.
Zzap guns get ap1, melta
Looted Wagons can take other upgrades (for appropriate points), so that your 70 point gun isn't sitting on a AV11 frame. Upgrades should be planned with the idea of being able to replicate stats of various imperial vehicles i.e. Russ Hull, Artillery Tank, etc.


What would you change in your Codex? @ 2009/12/30 16:05:44


Post by: Nurglitch


Redbeard - something worth pointing out about the Chaos Dreadnought is that the lines of sight of Walkers are defined from their weapons, and the weapons of Walkers are all 90 degree arcs to the front. Therefore when a 1 is rolled, the Dreadnought is turned to face whatever unit is closest in that front arc: it doesn't turn around!


What would you change in your Codex? @ 2009/12/30 16:06:00


Post by: dumplingman


Dark Eldar: not even bothering

Eldar:

1) Make vypers 2 wounds with toughnes 4 instead of an armor value!!
2) Warp spiders suprize assault = heroic intervention
3) Dark Reapers exarch should have power to give relentless to the squad.
4) Clarift that banshees auto go first in first round of combat
5) Give shining spears an extra attack

Imperial guard:

1) Punisher gatling gun ap of 6 or some nifty rule that for every glancing hit beyond the first it causes add +1 todamage charge so it can actually be usefull against rhinos.
2) reduce cost of storm trooper or make their gun str 4
3) make ogryns actually useful
4) Penal legionares have reduced cost with extra added cost for choice of special abilities


What would you change in your Codex? @ 2009/12/30 16:13:44


Post by: Redbeard


Nurglitch wrote:Redbeard - something worth pointing out about the Chaos Dreadnought is that the lines of sight of Walkers are defined from their weapons, and the weapons of Walkers are all 90 degree arcs to the front. Therefore when a 1 is rolled, the Dreadnought is turned to face whatever unit is closest in that front arc: it doesn't turn around!


Really? I've always thought you had to pivot to fire. Is this backed up anywhere? Because I can see this causing serious issues if announced to an unsuspecting opponent. Even still, malfunctioning 1/3rd of the time makes this unit fairly useless on the tabletop. Failing on a '1 and then determining the nature of the mistake would make the unit more worthwhile.


What would you change in your Codex? @ 2009/12/30 16:32:13


Post by: Nurglitch


I'm at work at the moment so I don't have my books on me, but the parts to check are the Line of Sight rules and the Walker rules.

I'll see if I can dig up one of the threads on the subject for you. Found it here

It's definitely something to bring up before the game, particularly since some people will vehemently dispute it, but that's something you should do with eveything that's disputed in this game.

As for myself I don't see the Crazed! rule as a Dreadnought malfunctioning: It's supposed to be shooting and charging the enemy. I find that so long as I use it as the tip of a spearhead rather than a second-line unit, Crazed! is actually positive (particularly since my opponent can't predict what it'll do).

Anyhow, back to wish-listing:

I'd like to see Mandrakes have a Iv5+ and Poisoned Weapons (2+). They're an assassin unit, let them assassinate stuff. Since they're partially daemonic, some sort of Deep Strike instead of their current mechanic would be more convenient. Or whatever the Lictors have this season.


What would you change in your Codex? @ 2009/12/30 18:30:16


Post by: Culler


Redbeard wrote:

Orks:
Tankbustas get Tankhunter special rule again, lost single-minded
Trukks can be dedicated transport for any type of mob (lootas, burnas, etc)
Flashgitz can have a nob, lowered cost for both the unit and the upgrades. AP of guns made reliable.
Models on Bikes/Koptas become fearless, like in the old codex.
Zzap guns get ap1, melta
Looted Wagons can take other upgrades (for appropriate points), so that your 70 point gun isn't sitting on a AV11 frame. Upgrades should be planned with the idea of being able to replicate stats of various imperial vehicles i.e. Russ Hull, Artillery Tank, etc.


All of this, especially looted wagons being able to better imitate what they were taken from and bikers being fearless.
In addition:
-Weirdboyz roll for their power at the start of the game and make warphead cheaper. 'ead banger would be removed and instead the effect would occur when the weirdboy rolls a 1 on either die for his psychic test. Or some other change to weirdboy to make his powers more stable and the unit therefore usable.
-Allow grot squads to take big gunz, 1 per 10 grots.
-Let flashgitz take a nob with powerklaw and snazzgun, the model would look awesome and help them a lot as a unit.


What would you change in your Codex? @ 2009/12/30 19:52:57


Post by: ArtfcllyFlvrd


I’d make everything cheaper and better!


What would you change in your Codex? @ 2009/12/30 20:01:33


Post by: Asherian Command


Space marines
Stern Guard:NEED ASSUALT CANNONS AND SNIPER RIFLES!
Vanguard: Need WS of 5 and also they cost too much UGH! 405 pts for 10 powerfists HOLY EMPEROR!
Tactical Squads: What happened to upgrading them into bad ass sgts and having 2 assualt weapons.
Assualt Squads:we don't want too have guys with jump packs and cost so much. We want to have guys who are less expensive. Also if they did not have jump packs they still work!
Devastors squads: we want to be able to wield Conversion beams or something a little less power like not spending so much on a squad just to have it die the first turn.
Chapter Masters: Need to be upgraded cause they suck right now. Ohh they have orbital bombarment which always fails!
Captains:need to be able to choice which traits for entire company.
Libriaians: need to be able to have everything a captain has. Like Power weapons!
Chaplains:Need power weapons!
Techmarines and Forge Master:L33T!
Dreadnoughts: good managed!
Bikes:COST TOO MUCH $$$$$$$$$$!
Land speeders: need more variants!
Predators: MANAGED!
Razorback:MAANGED!
Rhino:MANAGED!
Land Raider:MANAGED!
Whirlwind: needs to have one different type of rocket.
Vindicator:MANAGED!
Scout squad:GOOD!
Eldar
Need better armor saves and vechiles blow up too easily. need a weapon that is mean't too target Necrons. So its your ancient enemy and you have nothing to kill them with. WOW you have been perparing for 20,000 years for that fail.
Also need more history!
And Eldard Ulthuan is over used! make it like the space marines.


What would you change in your Codex? @ 2009/12/30 20:21:44


Post by: Durandal


Tau would improve with more access to markerlights and more varied weapons to use with them.


What would you change in your Codex? @ 2009/12/30 20:26:27


Post by: LordofHats


Make Vanguard Veterans jump infantry. Having to pay for the jump pack separately when the unit is already more expensive than standard assault marines is ludicrous. It defeats the purpose. I don't see Sternguard paying 10 points each for their boltguns. I can live without them being WS5. The awesome thing for them is if you stack them with power weapons and bolt pistols you get 40 non-armor savable attacks. That's some serious hurt. Its just too damn expensive to make the unit viable. Foot slogging them across the map is asking for your 200 point+ unit to get gunned down before they've even done anything.

Tacticals should be able to pay points to get weapons if they don't have 10 marine squads.

Devestators are wayyyyy too expensive.

Captains:need to be able to choice which traits for entire company.


We have these. They're names are Lysander, Kantor, Shrike etc.

Chaplains:Need power weapons!


Chaplains have a power weapon.


What would you change in your Codex? @ 2009/12/30 20:40:53


Post by: dayve110


Eldar.

Lets start at the top.
HQ

Autarch - Ability to take an Exarch power and convert it to an aspect he joins (could get some nice mix's going)
Avatar - Eternal warrior would be nice. I'd imagine him with a higher S and a lower I

ELITE

Fire Dragons - ability to swap meltas for flamers would be great (the Exarch can...)
Wraithguard - Fine as is (10 wraithguard with a spirit seer as troops? objective holding ftw) more of a complaint at real life, £8 a model!!! grrr!!!!
Banshees - S3 power weapons fail and warshout hardly ever works, but... they do scare people, when they work they really do work well
Harlequins - +4 points for rending?

TROOPS

Dire Avengers - how about a diresword AND shimmershield combo at +20 points?
Rangers/Pathfinders - bit expensive for a unit that can be beaten in combat by a guardsman with a foam bat.
Guardian - just don't like them, Dire avengers are so much more better for only 4 points each, maybe if they had a warlock power live enhance but for shooting (+1 BS instead of WS)
Storm guardians - an assault unit that is S3, T3... pass. Lots of cheap attacks but id prefer normal guardians for the lots of cheap shots
Guardian jetbikes - a bit of variety on the weapon upgrade

FAST ATTACK

Warp spiders - Replace surprise assault with something more useful. Exarch Death spinner variant S6 AP- flame template at +10 points
Swooping hawks - look good on paper, fail in practice. lower the cost or improve them somehow.
Vyper - +35 points for holo-fields? on a VYPER?

HEAVY SUPPORT

Support weapon battery - Drop base cost by 10, then you might see them being used more than once in a blue moon
Dark reapers - over priced, drop points to 30
Wraithlord - may taken a d-cannon at ??? points, may not take a second heavy weapon. Eternal warrior just in case?
Falcon - overpriced just a little, most people take the fire prism anyway

GENERAL

Vehicle upgrade - Targeting array (+1BS but not on a fire prism its already BS4) +15 points

Can't think of more right now...


What would you change in your Codex? @ 2009/12/30 21:52:15


Post by: Farmer


Dark Eldar:
Give us a f3cking codex!


What would you change in your Codex? @ 2009/12/30 21:54:36


Post by: 4M2A


Tau-

I think marker lights should become a more special feature of the tau (I've always thought of them as carefully targetting their enemies then firing on them).
I would prefer if at the start of the Tau shooting phase each Markerlight fires as then all the Tau units fire as normal but any unit can use the marker lights.

This would allow you to focus fire better and would allow the tau player to decide how the marker light tokens are distributed.

It just doesn't make much sense to fire a marker light at the same time as your normal weapons so you can't use it yourself. It makes a lot more sense for the marker lights to highlight targets then the Tau open fire.

Tacticaly I'm never very happy when I have to waste a unit of FWs shots because I need to marker light a heavy tank that the Pulse guns can't damage. Although if this happened Markerlights would probably need to increase in points cost and units of Marker Drons become fast attack or troop options (not counting as compulsory slots and unable to hold objectives)


What would you change in your Codex? @ 2009/12/31 00:18:45


Post by: PanzerLeader


Asherian Command wrote:Space marines
Stern Guard:NEED ASSUALT CANNONS AND SNIPER RIFLES!
Vanguard: Need WS of 5 and also they cost too much UGH! 405 pts for 10 powerfists HOLY EMPEROR!
Tactical Squads: What happened to upgrading them into bad ass sgts and having 2 assualt weapons.
Assualt Squads:we don't want too have guys with jump packs and cost so much. We want to have guys who are less expensive. Also if they did not have jump packs they still work!
Devastors squads: we want to be able to wield Conversion beams or something a little less power like not spending so much on a squad just to have it die the first turn.
Chapter Masters: Need to be upgraded cause they suck right now. Ohh they have orbital bombarment which always fails!
Captains:need to be able to choice which traits for entire company.
Libriaians: need to be able to have everything a captain has. Like Power weapons!
Chaplains:Need power weapons!
Techmarines and Forge Master:L33T!
Dreadnoughts: good managed!
Bikes:COST TOO MUCH $$$$$$$$$$!
Land speeders: need more variants!
Predators: MANAGED!
Razorback:MAANGED!
Rhino:MANAGED!
Land Raider:MANAGED!
Whirlwind: needs to have one different type of rocket.
Vindicator:MANAGED!
Scout squad:GOOD!
Eldar
Need better armor saves and vechiles blow up too easily. need a weapon that is mean't too target Necrons. So its your ancient enemy and you have nothing to kill them with. WOW you have been perparing for 20,000 years for that fail.
Also need more history!
And Eldard Ulthuan is over used! make it like the space marines.


Good news Asherian, GW already gave you alot of the stuff you want! Assault squads can already drop their jumppacks and take a free Rhino instead. Librarians and Chaplains already have powerweapons they get for free as part of the base cost (Force Weapon and Crozius). Landspeeders are already customizable into 15 different weapon combinations! Tac squads still get pretty good Sergeants. Why would you want sniper rifles on Sternguard when they already have wound on 2+ rapid fire weapons?


What would you change in your Codex? @ 2009/12/31 12:35:59


Post by: Raxmei


Change the hotshot lasgun to S3 Ap- Assault2 24", like a stormbolter but for lasguns. Reduce price of stormtroopers accordingly. The current stormtroopers are far too silly.

Make the pintle mounted stormbolter cheaper than the pintle mounted heavy stubber, if only by one or two points. At present it's a stupid option.

Allow sergeants to be armed with lasguns.

Allow rough rider sergeants to exchange their laspistols for bolt pistols at the usual points cost. Allow stormtrooper sergeants to be equipped with meltabombs at the usual points cost.

Make the vox caster extend order radius instead of providing a reroll.


What would you change in your Codex? @ 2009/12/31 13:28:39


Post by: Captain Solon


Librarians, HQ to elite

Epistolaries is 50+ and is an HQ.



What would you change in your Codex? @ 2009/12/31 14:51:48


Post by: Mr. Burning


IG:

Maybe add some option for a CCW for Sentinels.
Add a higher level tech priest/ad mech as a HQ option or take it as an upgrade to the current CCS (add servo harness servo skulls adjutants. skitarri body guard etc).



What would you change in your Codex? @ 2009/12/31 15:08:26


Post by: liquidjoshi


'crons: make pariahs un-sucky, resistance to pie plates and SAs, eternal warrior on lords+ c'tan.

power weapons on wraiths, rending on flayed ones, fnp rather than wbb, take out phase out, lower points on warriors (by 1ppm), make them ap 1 against vehicles for cumulative glancing/ penetrating hits, the suggestions befroe mine are also included.


Automatically Appended Next Post:
^by "them" I mean gauss (is it pronounced "gowse" or "gorse"


What would you change in your Codex? @ 2009/12/31 17:04:01


Post by: LordofHats


Captain Solon wrote:Librarians, HQ to elite

Epistolaries is 50+ and is an HQ.



No. The Master of the Forge is the one that needs to be an Elite. Librarians are fine where they are. I've never heard of Techmarines leading battles, while Librarians often do depending on the chapter.

And, yeah. Epistolary its fifty points. A Gate of Infinity follow by any of his shooting attacks, Null Zone, or Force Dome is a pretty harsh combo on he poor guy your playing. But then again, as powerful as it is its sort of a waste of 50 points, so I don't see how that's a reason the Librarian should be Elite instead of HQ. Ridiculously overpowered IC's are the stuff HQ's are made of.


What would you change in your Codex? @ 2009/12/31 17:10:41


Post by: wuestenfux


Librarians should stay in the HQ section.
My SM army is usually led by a Codicier.


What would you change in your Codex? @ 2009/12/31 17:38:25


Post by: Blarglord


Eternal Warrior for Typhus. I hate paying that many points for someone to keel over from a krak rocket as soon as he hits the board. You would think the "Herald of Nurgle" would be alot more resiliant. ...feh.


What would you change in your Codex? @ 2009/12/31 17:52:41


Post by: Cannerus_The_Unbearable


Blarglord wrote:Eternal Warrior for Typhus. I hate paying that many points for someone to keel over from a krak rocket as soon as he hits the board. You would think the "Herald of Nurgle" would be alot more resiliant. ...feh.


True 'dat. How about the CSM dex should have more Eternal Warrior than most of the other dexes since they've fought for 10,000 years blah, blah, blah. You can kill most of them with a missile even though they've all allegedly destroyed an entire marine chapter single-handedly while blind-folded.


What would you change in your Codex? @ 2009/12/31 17:56:27


Post by: Mastershake


In general a wish list for a codex should consist of tweaks to make a variety of builds viable by buffing weaker units or weakening strong ones. Personally I wouldn’t mind it in the least if any unit from any codex were playable/competitive. A suprising number of units in the game could be made playable with simple point tweaks. With that in mind, I’ll run through some various changes I think are needed:

Space Marines
In general the codex works, several units could use some minor point tweaks, but when you have a codex where there are real choices for what your HQ is going to be which fundamentally changes how your list functions and you routinely see most of the book in a given tournament, I think you actually have a good book. That being said:

-Vanguards need Furious Charge or WS5. Something to make them more than just assault marines with 1 more attack and justify their points. If not a buff, then a heavy point reduction.

-Land Speeder Storms as dedicated transports (maybe a limit on how many per army, but as they only carry 5 scouts, an entire troops section of these wouldn’t be OP). Taking them in squadrons won’t solve a lot of what’s wrong with the unit.

Chaos Space Marines
-Eliminate Lash entirely or apply limitations to it i.e. units stay in original formation, only move 1D6, 0-1, etc. It would be so easy that it staggers the imagination how they failed to keep this balanced. Reduced effectiveness/ability to use Lash opens the door for the good, but rarely used HQs.

-Dreadnoughts not having to roll Animosity (REF: Orcs and Goblins in WFB). “I lose control of my model” universally makes it unusable especially when there is another comparable unit in the list (Defiler)

-Fearless terminators, or a way to be fearless. They have so much potential with all the weapon options and marks, but in an environment where your leadership can be reduced by 9, that just isn’t enough.

-Possessed need to roll for ability BEFORE deployment. Giving them some sort of re-roll on the chart would also help, but knowing what the hell the unit will be good at prior to setting them out would go a long way. Also some sort of character option with a PF.

-Noise marines are one of a handful of 40K units that just needs to redone. Their current role in the army is horribly disjointed and the unit has some serious point cost problems.'

-I can't stress enough how bad it would be to codex deamons to CSM. Daemons are pointed out with a few assumptions 1. Daemonic assault and reserve rolls give you a chance of not seeing it for a while 2. You can't charge when you drop 3. You'll lose models or they'll fall into inconvienient position due to bad DSing. Only 1 of these assumptions will hold true if you port them so even if this did happen it would involve ludacris point increases.

Chaos Daemons
-While I'd like to see a Herald of Nurgle on a chariot, I would like to know what GW wants him to do. He's a fighty character with trash for attacks that aren't power weapons and at most a flamer template for a ranged weapon. If he's supposed to fight either give him alot more attacks or a way to ignore armor, if he's supposed to shoot give his more than 1 ranged attack. He just seems like the most useless option for an HQ

-Beasts of nurgle. Something, I don't even know what, but something. You do universally better with 2 Plaguebearers.

-The entire daemon FA section. How do you do a FA section in an army that deepstrikes? The answer apparently is badly especially when 2/4 elite choices are either jump infantry or beasts. Maybe give the FA the ability to charge on the drop. None of them are fierce enough to break the ability and you might actually see them used.

Imperial Guard
I know they just came out, but there are some glaring problems. Admittedly as a guard player myself I abuse it, but it does need to be fixed.

-Vendettas. Do something, just something I mean seriously. Remove transport capacity, un-twin-link the lascannons, make the heavy bolters more expensive, take off the free extra armor, or at least adjust the points. The rest of the IG FA section is good enough that given the opportunity to excel it can, but currently the only question is “do I use 2 vendettas or all 3?”

-Veterans should not be unconditional troops. Requiring the player to purchase some sort of HQ or other overhead unit to use them as troops would go a long to making the infantry platoon at least make casual appearances, but as it stands, they’re just more skilled, have more weapons, and other goodies for a marginal point increase.

-Ogryns and Ratlings fall into the same category as Noise Marines. GW needs to go back to drawing board and decide A-Do we really want it in the list, and B-If we do, how are we going to make it offer a distinct capability to the army.

Eldar
I’m generally torn on a wish list for eldar. The biggest problem with their aspect warriors is that they’re universally savant with very narrow roles in the list. Fluff-wise though you can’t get away from this, it’s what they’re supposed to be. Simply adjusting points won’t really solve this it’ll just make your army amazing against certain opponents and utter trash against others. I’m not sure you could buff certain units in the army without resolving this component of their fluff

-Guardians are hard to upgrade in any fashion without putting them in direct competition with the role of an aspect warrior. Make them BS4 and they’re less armored dire avengers that can have a heavy weapon for 4 less points. You keep hitting the same fluff wall that aspect warriors repeatedly run into.

-Altering BS won’t change much about Eldar vehicles. A falcon or Prsim would still find a slot at BS2 because you’re really just buying a tank that won’t die. War Walkers or Vypers still won’t find slots because they’re open-topped AV10 vehicles in a melta-heavy edition. They’re just kill points waiting to happen.

-That being said my wish list for Eldar is for them to completely re-examine how they envision the aspect warriors, guardians and eldar vehicles fitting into the list from a gameplay standpoint. GW has kinda backed themselves into a corner with this army.

Dark Eldar
The army is so ancient that it needs complete overhauling. With that in mind my only wish list is a 5th edition codex (realistically it’ll probably be a 6th edition dex, but I can hope)

Necrons
Same as DE really, making a wish list when the bulk of the army needs to be overhauling is far too complicated as you’re almost writing the new codex yourself.

Tau
Tau don’t need a new book, they need a fundamental revisiting. 5th edition is absolutely packed with melee units with blistering degrees of speed (fleeting TH/SS termies in a land raider, Thunderwolf cav, Orks in a red paint job trukk with gazghull waaaghing, Nob bikers, lashing into flying princes and zerkers etc.). Tau simply aren’t fast enough to get away from combat and if you just make them shoot really hard they’re just repackaged IG. The wish list is for GW to rethink the entire army concept and come up with a way for them to dodge combat or give them something that fights fiercer than T3 saveless marines.

Orks
-Wierdboyz should probably be moved to elites, 1-3 per slot similar to Zoies. Also, not being forced to use a power every damn turn would go a long way. They could also resolve the love of Orky randomness and an ability to be useful by having you roll 2D6 on the chart to select your powers at the beginning of the game and choose which one to use each turn similar to spell selection in WFB. If they stay in HQ it has to be able to do something for the army like the rest of the HQs instead of forcing units to deepstrike or putting small blasts on them at inopportune times.

-Meganobz need a few options like a Bosspole, a Waaagh Banner, a Bosspole, a painboy, a Bosspole, you could even say the Doks tools can’t work on mega armor just to give them a Cybork option, did I mention a Bosspole?

-Flash Gitz should be 25/model. They have the same statline and points as a Nob in ‘eavy armor. That being said, dropping the points for the weapon upgrades to 3pts per upgrade per model would go a long way. They also need a bosspole, an option for 1 to have a PK, and a transport.

-Looted wagons is really another unit that just needs to go back to the drawing board. What role is it really designed to fill in the army that can’t be filled by the half-dozen other assorted vehicles available is the question GW needs to ask. It looks like a trukk that isn’t fast, a Battlewagon without armor and a more expensive buggy. None of these even border on the appealing.


The bugs are getting a shiny new book and the inquisition is just such a cluster at this point that a wish-list would involve writng a full combined Hereticus/Malleus codex. Black Templars, Dark Angels and blood angels just need books to bring them into line with marines.














What would you change in your Codex? @ 2009/12/31 18:37:24


Post by: Illeix


Witch Hunters/Daemon Hunters need an organic, in the book Inducted Guard option. The new IG dex was obviously written without any thought as to what it would do to the Inquisitorial forces.
Allied SM should, IMO, simply be cut. There's not much point in allying SM to your Grey Knights if you're not allowed to use the Grey Knights by doing so.
Also, I think that the "Using **** Hunters as allies" rule should stay as they are, but add a 0-1 choice to Heavy Support.
Lastly, I second all of Redbeard's WH ideas


What would you change in your Codex? @ 2009/12/31 18:41:11


Post by: Redbeard


Mastershake wrote:
Chaos Space Marines
-Eliminate Lash entirely or apply limitations to it i.e. units stay in original formation, only move 1D6, 0-1, etc. It would be so easy that it staggers the imagination how they failed to keep this balanced. Reduced effectiveness/ability to use Lash opens the door for the good, but rarely used HQs.


Lash is good, but in the current mech-heavy environment, it loses something. I see more warptime than lash these days.


-Noise marines are one of a handful of 40K units that just needs to redone. Their current role in the army is horribly disjointed and the unit has some serious point cost problems.'


Noise marines are fine as they are. You just have to decide what you want them to be when you buy their weapons. If you buy a bunch of sonic blasters, a doom siren and a blastmaster, you're going to have a schizophrenic unit. Make a plan and stick to it.


Chaos Daemons
-While I'd like to see a Herald of Nurgle on a chariot, I would like to know what GW wants him to do. He's a fighty character with trash for attacks that aren't power weapons and at most a flamer template for a ranged weapon. If he's supposed to fight either give him alot more attacks or a way to ignore armor, if he's supposed to shoot give his more than 1 ranged attack. He just seems like the most useless option for an HQ


I use a herald of nurgle fairly frequently when playing mono-nurgle. You give him the flamer attack and use it to buff up your epidimeus count.


-The entire daemon FA section. How do you do a FA section in an army that deepstrikes? The answer apparently is badly especially when 2/4 elite choices are either jump infantry or beasts. Maybe give the FA the ability to charge on the drop. None of them are fierce enough to break the ability and you might actually see them used.


Seekers are worth the points, and math out quite comparatively with fiends. The issue with seekers isn't the unit, it's that you cannot get models for them anywhere. I dunno what GW was thinking (except, perhaps, that boobies scare parents) releasing two new books that feature a unit that they had a model for, and simultaneously discontinuing that model.


Eldar
-Guardians are hard to upgrade in any fashion without putting them in direct competition with the role of an aspect warrior. Make them BS4 and they’re less armored dire avengers that can have a heavy weapon for 4 less points. You keep hitting the same fluff wall that aspect warriors repeatedly run into.


Guardians just need a point-reduction to bring them in-line with ork boyz and guardsmen.


What would you change in your Codex? @ 2009/12/31 19:00:19


Post by: agnosto


Cannerus_The_Unbearable wrote:
Blarglord wrote:Eternal Warrior for Typhus. I hate paying that many points for someone to keel over from a krak rocket as soon as he hits the board. You would think the "Herald of Nurgle" would be alot more resiliant. ...feh.


True 'dat. How about the CSM dex should have more Eternal Warrior than most of the other dexes since they've fought for 10,000 years blah, blah, blah. You can kill most of them with a missile even though they've all allegedly destroyed an entire marine chapter single-handedly while blind-folded.


I think eternal warrior's not a big deal because anything strong enough to insta-kill is going to be really low AP too resulting in no save being possible and the model dying anyway; however, combine that with an invulnerable save and you've got pure cheese.


What would you change in your Codex? @ 2009/12/31 19:07:47


Post by: Cannerus_The_Unbearable


agnosto wrote:
Cannerus_The_Unbearable wrote:
Blarglord wrote:Eternal Warrior for Typhus. I hate paying that many points for someone to keel over from a krak rocket as soon as he hits the board. You would think the "Herald of Nurgle" would be alot more resiliant. ...feh.


True 'dat. How about the CSM dex should have more Eternal Warrior than most of the other dexes since they've fought for 10,000 years blah, blah, blah. You can kill most of them with a missile even though they've all allegedly destroyed an entire marine chapter single-handedly while blind-folded.


I think eternal warrior's not a big deal because anything strong enough to insta-kill is going to be really low AP too resulting in no save being possible and the model dying anyway; however, combine that with an invulnerable save and you've got pure cheese.


Nice edit. Your first comment was very, very flamebaitish. The CSM dex seemed to set a trend for these ridiculous special characters that bring little more to the table than killyness, but they themselves die far too quickly, or can hurt themselves and not attack for the turn. I just think a little more survivability on the ICs would have been nice, and given a decent reason to not take daemon Princes instead.


What would you change in your Codex? @ 2009/12/31 19:28:22


Post by: agnosto


Cannerus_The_Unbearable wrote:
agnosto wrote:
Cannerus_The_Unbearable wrote:
Blarglord wrote:Eternal Warrior for Typhus. I hate paying that many points for someone to keel over from a krak rocket as soon as he hits the board. You would think the "Herald of Nurgle" would be alot more resiliant. ...feh.


True 'dat. How about the CSM dex should have more Eternal Warrior than most of the other dexes since they've fought for 10,000 years blah, blah, blah. You can kill most of them with a missile even though they've all allegedly destroyed an entire marine chapter single-handedly while blind-folded.


I think eternal warrior's not a big deal because anything strong enough to insta-kill is going to be really low AP too resulting in no save being possible and the model dying anyway; however, combine that with an invulnerable save and you've got pure cheese.


Nice edit. Your first comment was very, very flamebaitish. The CSM dex seemed to set a trend for these ridiculous special characters that bring little more to the table than killyness, but they themselves die far too quickly, or can hurt themselves and not attack for the turn. I just think a little more survivability on the ICs would have been nice, and given a decent reason to not take daemon Princes instead.


Yeah, I read it after I hit submit and was thinking, "WTF. can I sound like any bigger of a D?"
So changed it.

Seriously though; have you looked at the Tau special characters? Do that and then tell me about being useless.


What would you change in your Codex? @ 2009/12/31 19:28:34


Post by: Jacksonhighlander


I want my Choppas to reduce armor to 4+ like they used to .

For my DE, just update some of the rules and make the obsolete stuff something worthwhile again. And make slave rolls a 3+. I love making my enemy slaves.


What would you change in your Codex? @ 2009/12/31 20:15:32


Post by: JaYkeH


Id change the fact mega nobs are really expensive for what you get moneywise and pointwise. So make them cheaper in points (and make them plastic) or, preferbly, make them real ooobbbaaaa lol


What would you change in your Codex? @ 2009/12/31 21:06:52


Post by: Mastershake


Redbeard wrote:

Lash is good, but in the current mech-heavy environment, it loses something. I see more warptime than lash these days.


It loses something if you're unable to pop vehicles. CSM doesn't have enough problems getting rid of rhinos/chimeras for mech to be a serious hinderance to lash.

Redbeard wrote:
Noise marines are fine as they are. You just have to decide what you want them to be when you buy their weapons. If you buy a bunch of sonic blasters, a doom siren and a blastmaster, you're going to have a schizophrenic unit. Make a plan and stick to it.


Which is kinda the point. If you don't buy sonic weapons you have I5 melee fighters that are fearless, I believe zerkers can do that on the charge in addition to better S and WS. If you buy sonic weapons the unit is proposterously expensive and disjointed. GW needs to decide if this unit wants to fight or shoot, or give them the ability to do both without absurd point investments.

Redbeard wrote:I use a herald of nurgle fairly frequently when playing mono-nurgle. You give him the flamer attack and use it to buff up your epidimeus count.


I have a hard time looking at that entry next to the tzeentch herald on chariot who flies around being a jetbike while blowing away marines/popping rhinos and his buddy the Khorne herald on chariot who is murder incarnate. If he had a way to pop a vehicle or actually contributed something in the assault phase, I'd be all for it, but he half-***es shooting and melee for comparable points to his counterparts. Equal weight in Plaguebearers will get you further (and yes I play mono-nurgle in 40K and fantasy)

Redbeard wrote:Seekers are worth the points, and math out quite comparatively with fiends. The issue with seekers isn't the unit, it's that you cannot get models for them anywhere. I dunno what GW was thinking (except, perhaps, that boobies scare parents) releasing two new books that feature a unit that they had a model for, and simultaneously discontinuing that model.


Two words, Thunderwolf Cav, I only say that because if a unit is solid, lack of models won't stop people. Seekers are more expensive daemonettes (lets be serious, nobody uses them for a reason)and the fact that this is your example of the solid daemon FA section just says how completely inadequate the entire affair is.

Redbeard wrote:Guardians just need a point-reduction to bring them in-line with ork boyz and guardsmen.


Short of a ridiculous reduction, as long as guardians keep a minimum 10xman squad they'll never see the table. If their squad sizes go down they'll just replace dire avengers as the mandatory "my falcon is scoring" unit. Getting the models to a point where they would actually be useful for something other than sitting in a transport making it scoring would take alot more than a simple point reduction.


What would you change in your Codex? @ 2009/12/31 21:24:34


Post by: Dal'yth Dude


Eldar:
BS4 for Falcons, but not the Serpents. Perhaps a points reduction.

Give Banshee and Scorpion Exarchs the option to buy a power to enable assaults from transports.

Give the swooping hawks some role. They've been changed every edition, but I haven't found them attractive since 2nd edition. I don't think a simple points reduction is an answer.

Make Wraithcannons AP1. This would make them more effective as vehicle destroyers. AP1/2 doesn't make much difference to infantry.

Make support batteries more attractive. I actually wish these were wraithlord options like back in the old days, but I don't see that happening. Again, I don't think lowering point costs is an answer.

I think for Eldar Mastershake is pretty spot on. The Eldar need to be revisited as a whole every edition as their super specialized nature is more reliant on USRs and core rules than most other armies.

Tau:
Vespids: I'd rather see these as 'assault' troops rather than the infantry piranha they tend to be. They currently are 'marine killers' that die when looked at with a scowl. Perhaps making their gun more like a SAW is one idea, but then they aren't much different than fire warriors or kroot.

Make ethereal's power not require LoS.

Drop distinction between network and non-network markerlights.

I'm tempted to make Tau vehicles fast as this would allow them to actually keep some distance from the much faster units 5th edition has enabled. This wouldn't help infantry lists though so I'm ambivalent about it.

I think Mastershake's idea about some means of having the army be more mobile is spot on.


What would you change in your Codex? @ 2010/01/01 11:21:02


Post by: Eldar Own


Dal'yth Dude wrote: BS4 for Falcons, but not the Serpents. Perhaps a points reduction.
Thats an OK idea, it would give something to make people buy falcons over WS, but i want a BS on all vehicles.

Dal'yth Dude wrote:Give Banshee and Scorpion Exarchs the option to buy a power to enable assaults from transports.
Perhaps an open-topped transport? That would be quite cool.

Dal'yth Dude wrote:Give the swooping hawks some role. They've been changed every edition, but I haven't found them attractive since 2nd edition. I don't think a simple points reduction is an answer.
I want a points reduction as well but i agree. Or I would give theier guns an AP of 3, and give the exarch better CC prowess. Perhaps a special item that gives +1S and ignores armour saves or something like that, a power weapon isnt enough.

Dal'yth Dude wrote:Make Wraithcannons AP1. This would make them more effective as vehicle destroyers. AP1/2 doesn't make much difference to infantry.
Would that make them too deadly? I dont agree here.

Dal'yth Dude wrote:Make support batteries more attractive. I actually wish these were wraithlord options like back in the old days, but I don't see that happening. Again, I don't think lowering point costs is an answer.
Again im fine with them. What would you change, im interested? I agree that IMO the only weapon worth having is the D-cannon, would you add more weapons?


What would you change in your Codex? @ 2010/01/01 13:03:59


Post by: Terje-Tubby


More fluff to CSM! Please!

Also, more on Charadon in Ork codex. Then i would be happy


What would you change in your Codex? @ 2010/01/01 13:09:16


Post by: the_ferrett


Yes Charadon!


What would you change in your Codex? @ 2010/01/01 13:46:30


Post by: Eldar Own


Who's Charadon?? I'm not that attuned with fluff.


What would you change in your Codex? @ 2010/01/01 13:55:31


Post by: the_ferrett


Charadon is a place. The Arch Arsonist is the legend


What would you change in your Codex? @ 2010/01/01 17:27:35


Post by: Asherian Command


We need More ways to customize our chapter!!!!!!!!!!
Fluff is not enough and neither are the commanders abilities help if your chapter doesn't follow anything like that!
Ugh i wish there were more characters because not a single one comes close to my chapters personneliality.


What would you change in your Codex? @ 2010/01/01 17:55:24


Post by: Commander Endova


I think it's bs that rapid fire weapons prevent assaults, so I'd make all Bolterguns in the SM codex able to fire as Rapid Fire weapons or as 12", 4, 5, Assault 1.


What would you change in your Codex? @ 2010/01/01 17:57:38


Post by: Quintinus


Chaos: Everything

Eldar: Make the Exarchs cool, not just squad sergeants. Fix Swooping Hawks. Change some points values here and there. Otherwise, it's fine. Maybe have more weapons and wargear options since the Eldar codex was hit by Jervis.


What would you change in your Codex? @ 2010/01/02 03:35:32


Post by: Dal'yth Dude


Eldar Own wrote:
Dal'yth Dude wrote: BS4 for Falcons, but not the Serpents. Perhaps a points reduction.
Thats an OK idea, it would give something to make people buy falcons over WS, but i want a BS on all vehicles.

Dal'yth Dude wrote:Give Banshee and Scorpion Exarchs the option to buy a power to enable assaults from transports.
Perhaps an open-topped transport? That would be quite cool.

> I'm not sure an open topped transport is the answer. It doesn't seem very Eldar and I don't want just anybody to use it. I think giving it as an option for the assault aspects helps them survive to get into HTH while emphasizing the HTH oriented nature of the aspects.

Dal'yth Dude wrote:Give the swooping hawks some role. They've been changed every edition, but I haven't found them attractive since 2nd edition. I don't think a simple points reduction is an answer.
I want a points reduction as well but i agree. Or I would give theier guns an AP of 3, and give the exarch better CC prowess. Perhaps a special item that gives +1S and ignores armour saves or something like that, a power weapon isnt enough.

> I'm just not sure what role they fulfill so I don't have any concrete suggestion. It almost sounds like your proposing something akin to stormtroopers.

Dal'yth Dude wrote:Make Wraithcannons AP1. This would make them more effective as vehicle destroyers. AP1/2 doesn't make much difference to infantry.
Would that make them too deadly? I dont agree here.

> I think it works for the current points value. For a weapon that causes pen hits 33% of the time, they don't score as well on the result table as meltas or railguns. I play with units of 5 though so having 10 of them may be overkill, but then so are 10 fire dragons.

Dal'yth Dude wrote:Make support batteries more attractive. I actually wish these were wraithlord options like back in the old days, but I don't see that happening. Again, I don't think lowering point costs is an answer.
Again im fine with them. What would you change, im interested? I agree that IMO the only weapon worth having is the D-cannon, would you add more weapons?


> I think D-Cannons are the best option as well. T3 infantry just gets mowed down so quickly in the game, I'm not sure how anybody can expect to have a battery survive unless it is surrounded by even more Guardians. My play style emphasizes mech and aspects.

I'm a Biel Tan player since 1st edition so my perspective is geared towards that and not some of the other Eldar play styles.


What would you change in your Codex? @ 2010/01/02 15:02:41


Post by: PanzerLeader


Commander Endova wrote:I think it's bs that rapid fire weapons prevent assaults, so I'd make all Bolterguns in the SM codex able to fire as Rapid Fire weapons or as 12", 4, 5, Assault 1.


You can do the same thing right now by firing the bolt pistol instead of the bolter.


What would you change in your Codex? @ 2010/01/02 15:10:59


Post by: Karon


Give Flash Gitz the "More Dakka" and "Shootier" upgrades for free, just put the stats in the profile. Forget about "Blastas". Give them the option of a Looted Wagon and Battlewagon dedicated transport.

Make the "Boomgun" upgrade for the looted wagon 48" range, up its front armour to 12 (like a reinforced chimera). Replace "Dont Press Dat" with this.

"Kaboom!: If your Looted Wagon has the Boomgun upgrade, before you fire the Boomgun, roll a dice, if it ends up a 1, your opponent get to place the shot, following normal rules for scatter, has to be within range, etc. Roll for scatter as normal.



What would you change in your Codex? @ 2010/01/02 15:40:42


Post by: Eldar Own


I like your changes Karon. The 'kaboom' rule would certianly make for a few laughs. I think the flash gits should be 5pts cheaper. Then they would be able to choose one upgrade for free then they can buy the other(s) for an extra 5pts. (I think someone else has posted this change earlier on as well). Also i think that the upgrade that lets them makes thier AP D6-1 rather than D6 should not make it 'get hot'.


What would you change in your Codex? @ 2010/01/02 17:48:42


Post by: doubled


Alright as has been said, Inquisistion, DE, and Crons, are a whole new codex of changes, Crons needing it the worst. (DE still work in 5th, not ideal but they can do very well.)

Tau) A. The special characters all blow goats, Farsight is the only one I ever think about, only because he lets me take a power weapon in the army finally.

B. The Fire Warriors need something to stop the "I was assualted and now I lose the game" problem. My two ideas are,
1* sacrafice d3 fire warriors to withdraw from combat, they give themselves to the greater good and die so that their brothers may live.
2* Give them stand and shoot like in fantasy, and all shooting causalties count in that assualt phase as CC caulaties when decideing the winner. Lets Tau use shooting to stay out of combat which is supposed to be their MO I believe. They win first round thats great, but the rest of combat they will still lose if the oppenent stays.


What would you change in your Codex? @ 2010/01/02 18:39:49


Post by: Kurgash


give the Necrons some better ap weapons and upgrade the wraiths and flayed ones to maybe have rending or something, an assault unit without a power weapon now a days isn't too great from what I've seen. Change WBB to just FnP but modifiable thanks to tomb spyders and res orbs, swap the H. Destroyer gun to maybe twin linked or something, just to rationale that stupid targeting thing on his shoulder and the fact you are throwing 65 points for a living lascannon, maybe up the squad number too. MAKE PARIAHS USEFUL! Some kind of psyker protection other than 'ohhh you are now LD 7'


What would you change in your Codex? @ 2010/01/02 18:41:00


Post by: EzeKK


Space Wolves

1. Give Ragnar Blackmane a 3+ invulnerable save and/or a 2+ armor save.

- This is warranted by the fact that Ragnar is a 240 point special character without Immortal Warrior, and specializes in close combat, so he has to be able to survive. He has a 3+/4+ save right now (the equivalent of a wolf priest) so it's shaky why to take him without a stronger chance of survival. (Njal --> Termy armor + 4+ save, Logan, termy armor + Immortal Warrior).

He is also the "master" of drop pod assault, maybe, instead of increasing his survivability, he can receive the ability to give drop pods in his army assault ramps.

2. Let skyclaws (and all assault marines) assault the turn they deep strike.

3. Let whirlwinds be more effective. Maybe fire barrage 2x ordanance, something to make them worthwhile.

4. Drop Pods.

While a pure Drop Pod army COULD be good, it is just an foot army that deploys closer to the enemy. This is really not the strongest of armies (and I know some will disagree, but this is my opinion) and the only really effective drop pod armies that I consider competitive have to be Sternguard and MotF Dreadnought armies. I think that allowing some or specific units to upgrade their drop pods with assault ramps or more heavy weapons, would really help these armies. Something really.

Orks and Daemons

Give them what you are giving Tyranids. Tyranids use to be an Ork / Daemonesk army, they had a hard time bringing down heavy armor (yeah MC's CAN but what if they can't get near it? Uh oh, you can't take it out!).

For those who have heard / seen what tyranids are getting, this will make more sense, they are receiving a TON of high strength weapons and some lance weapons and GOOD fast attack.

P.S. On a side note I think that GW is doing an EXCELLENT job with their new codexes. Tyranids and Space Wolves should reinforce the fact that armies like Tau and Necrons and Inquisition will be getting meaningful updates / upgrades in the next couple of years.


What would you change in your Codex? @ 2010/01/02 19:28:54


Post by: Kurgash


EzeKK wrote:P.S. On a side note I think that GW is doing an EXCELLENT job with their new codexes. Tyranids and Space Wolves should reinforce the fact that armies like Tau and Necrons and Inquisition will be getting meaningful updates / upgrades in the next couple of years.


yes let me suffer from an outdated codex of 8+ years for only a few years more...it's not like I haven't raged at the beginning of each year hearing 'ok we are going to do another marine update and maybe squeeze in an army not really needing an update'


What would you change in your Codex? @ 2010/01/02 19:50:26


Post by: Eldar Own


Kurgash wrote:
EzeKK wrote:P.S. On a side note I think that GW is doing an EXCELLENT job with their new codexes. Tyranids and Space Wolves should reinforce the fact that armies like Tau and Necrons and Inquisition will be getting meaningful updates / upgrades in the next couple of years.


yes let me suffer from an outdated codex of 8+ years for only a few years more...it's not like I haven't raged at the beginning of each year hearing 'ok we are going to do another marine update and maybe squeeze in an army not really needing an update'

Read the OP, lol.


What would you change in your Codex? @ 2010/01/02 23:40:49


Post by: Fafnir


Daemonhunters:

-Deep Strike: Any grey knights may deep strike in missions that allow it, following the deep strike rules from the 40k rulebook. In addition, because of the Grey Knights adept use of teleportation, after choosing their deployment location, but before rolling for scatter, they can choose to either have the option to reroll the scatter dice, or have the option to assualt.
-The Shrouding: units shooting at Grey Knights shoot as if they were following nightfight rules.
-True Grit: Grey Knights(in powered armour and terminator armour) equipped with storm bolters count as having an extra close combat weapon.

-complete overhaul of every psychic power other then Holocaust and Hammerhand

-update all wargear to modern rules
-add melta/multi melta to wargear selection

-Nemesis Force Weapon: 1 handed weapon
PAGK - S5, power weapon
Justicar - S6, power weapon
Terminator - S6, power weapon
Brother Captain - S6, power weapon
Grand Master - S6, power weapon. Take a leadership test for each model wounded by this weapon. If the test is passed, the wounded model is removed from play. Effects like Eternal Warrior do not apply.

-Inquisitor Lord:
-Increase to S4(a la Coteaz)

-Grey Knight Grand Master:
-increase to WS6 or 7
-Brother Captain:
-increase to W2

-Daemonhost:
-rework completely

-Grey Knight Terminators:
-Reduce cost of psycannon to 15 points, incinerator to 5 points

-Death-Cult Assassin:
-gain furious charge
-cost lowered by 10 points

-Vindicare Assassin:
-Reduce cost by 20-30 points
-Give unlimited special ammunition
-Gain "Stealth" universal special rule

-Culexus Assassin:
-Requires complete reworking

-Powered Armour Grey Knights:
-Strength of Nemesis Force Weapons reduced to S5, power weapons
-cost of psycannon reduced to 15 points, incinerator to 5 points
-Justicar:
-optional, reduced to 25 points
-psyker, may use psychic powers

-Update all transports to match newer codex costs

-Grey Knights Dreadnought
-Change to BS5
-Allow option for Venerable
-Allow option for Ironclad
-Make selectable as an elites option


What would you change in your Codex? @ 2010/01/12 22:02:04


Post by: Bartholomew001


Chaos Space Marines

Change all TL Bolters to Storm bolters having them like they are seriously limits terminators, and chaos lord whom have one.

Give back all the cool daemon options for the Daemon prince, and all the upgrades for the Chaos Lord.

Allow a Chaos Lord to have a Mechandrite (servo-arm) again :(


What would you change in your Codex? @ 2010/01/12 23:10:41


Post by: Straightjacket


... Huh? mess around with my dear bellowed marine codex?

well, I do miss the old Traits system like most, mah iron hands used to be special but now its them puppies whos got termies leading their power armoured bros into battle, bah
... But in a way I like the uniformity of the new codex anyway, plain and simple... and I can finally field squads of asstermies!
Them special characters with divergent chapter tactics offer enough Id say (Im using a count-as-vulkan, with higher quality equipment and all I thought it fitting... eventho flamers/melta could be something less flammy and more... iron handy, but meh

What I DO want to change on the other hand is simply adding a venerable ironclad by simply adding 60 points to its cost (the points difference between a normal dread and a venerable yes we all know that)

hmh... and giving Vanguards WS5... not furious charge as has also been proposed, not without adding to their price atleast (... have been mucking about with giving sternguards BS5 too for synchronosity or however thats spelled... but ill just keep that to myself so I wont get murdered)

... And let captains/chapter masters mastercraft their weaponry dammit! it was just sooooo... iconic!

other than that; awesome dex !


What would you change in your Codex? @ 2010/01/16 03:14:34


Post by: Zarake


C:SM

Extend the range on a demolisher cannon, 24 inches is just too close.

Scouts with BS4, I don't under stand why they don't have it they are space marines, and have the training.

Bolters have an Assault 1 option (As stated above)

Assault squads being able to ride in Razorbacks if they don't have jump packs.

Command Squads being able to be taken without a Captain.


What would you change in your Codex? @ 2010/01/17 07:58:01


Post by: Hjoey75


IG
Make Guardsmen 6 pts a guy but let them shoot a other kind of shot range 24 str 3.Range 12 they can shoot 1 str 4 shot or 2 str 3 shots.


What would you change in your Codex? @ 2010/01/17 10:32:59


Post by: Raxmei


Hjoey75 wrote:IG
Make Guardsmen 6 pts a guy but let them shoot a other kind of shot range 24 str 3.Range 12 they can shoot 1 str 4 shot or 2 str 3 shots.
What for? That's only advantageous against T7 and AV10. What makes this rule worth the line of text required to describe it, much less a point per model?


What would you change in your Codex? @ 2010/01/17 15:58:03


Post by: Rinkydink



SM codex -

Make chronus' ability to allow independent targeting of sponsons and main gun. - I might just take him then!

Give Vanguard jump-packs as standard kit.

Give a more varied weapon load out to assault marines, or just make them more assaulty!

Provide some background to other fething chapters!! The Imperial Fists/Salamaders/Iron Hands/White Scars/Raven Guard have all been doing what, precisely, over the past 10,000 years....?


What would you change in your Codex? @ 2010/01/17 20:33:11


Post by: Eldar Own


Bombard me with abuse, but i think that Eldrad should have an extra attack on his profile. He sort of ended up as a Hive Tyrants lunch and i really think that the greatest psyker ever should be able to take one of those down, his pshycic powers couldnt do it.


What would you change in your Codex? @ 2010/01/17 20:45:58


Post by: nintendoeats


Orks:

Boyz should be S4 purely for fluff reasons. Balance it how you like.

Lobbas should have stayed guess weapons with Large blast. They were so much fun to use!

RPJ should become something else, simply to resolve the serious problem that almost all Vehicles have to be painted red.

Deff Dreads should be cheaper or at least less easily wiped off the board.

Vehicles should have some kind of add-on along the lines of "several 500 watt amplifiers". I don't know what it would do, but it would be totally awesome, especially since loud music is mentioned in the codex entry for Trukks.


What would you change in your Codex? @ 2010/01/17 21:00:31


Post by: Eldar Own


nintendoeats wrote:Vehicles should have some kind of add-on along the lines of "several 500 watt amplifiers". I don't know what it would do, but it would be totally awesome, especially since loud music is mentioned in the codex entry for Trukks.
Maybe:
Boom Boom Speakers.

When an ork unit charges out of a trukk with boom boom speakers the unit it has charged may not counter attacks or use defensive grenades.

Sorry for the awful name.


What would you change in your Codex? @ 2010/01/17 21:45:35


Post by: Aftersong


Tau

General Rules - all marker lights fire at the end of the movement phase before that start of the shooting phase, any model firing a markerlight is considered to have a target lock (only when firing the markerlight) units/models firing markerlights incur no restrictions in the shooting phase for doing so.

Marker light changed to assault 1

Photon grenades- any unit declaring an assault on a unit equipped with photon grenades rolls a D6 and uses the result for their assault range rather than the normal 6"

Seeker missiles - reduced to 5 points, vehicles may have up to 4 per vehicle but each vehicle may only fire 2 per turn.



Ethereal- remove line of sight requirement for moral re-rolls

Crisis Suits- flamers count as power weapons in close combat price increased to 10 points

Vespids- given a 4+ armor save, in assault any roll of a 6 to wound counts as having been inflicted by a power weapon.

Drones- No kill points are awarded for destroyed gun drone squads

Kroot - given a 5+ invul save for superior reflexes, possibly given upgrades options from kroot mercenaries list.

Shaper - access to power weapons

Firewarriors- when squad numbers 12 models given free Shas'ui, bonding knife, and markerlight

Skyray - carries 10 seekers instead of 6, no limits on how many can be launched per turn

Pathfinders - Remove compulsory transport, grant stealth usr, may not fire weapons if they fired markerlights, 18 points instead of 12

Shadowsun - Her Fusion blasters are changed to 18" range (9" for melta) and she makes stealth suits count as scoring units.

Farsight - Crisis teams count as scoring units

Aun'va - no line of sight for moral tests re-rolls confers stubborn USR to all tau models not kroot or vespids reduced to 190 points


What would you change in your Codex? @ 2010/01/18 00:30:04


Post by: nintendoeats


Eldar Own wrote:When an ork unit charges out of a trukk with boom boom speakers the unit it has charged may not counter attacks or use defensive grenades.


That sounds alot like a magic card. Not that this is necesarily bad...

It would be cool if they did something other than help charging orks though. Like say, enemy units within 2 inches must make a roll to see if they have to cover their ears or something like that.

I don't know. Just bouncing things around.


What would you change in your Codex? @ 2010/01/18 00:34:23


Post by: Commander Endova


I wish Scouts could take the Land Speeder Storm as a Dedicated Transport.


What would you change in your Codex? @ 2010/01/18 00:56:52


Post by: number9dream


Eldar:
- A light transport a la the old Harlequin Vyper-esque 6 man transport (or however many it could carry).

- A more interesting ruleset for the Autarch... Not sure what exactly. Maybe Eldrad's re-positioning power could be moved here to represent his strategic ability.

- AP6 for the Spiders I guess, AP- is a bit of a let down :(

Orks:
Gonna c/p some things I've posted previously, with some edits:
Tankbustas
- Re-write Glory Hogs to something like this: If the unit wishes to fire at a non-vehicle, it must take a leadership test. If the test is failed, the unit may not shoot that turn (not sure if they should still be allowed to run or not).
- Transport: Mobs of 12 or fewer models may take a Trukk as a dedicated transport. I think this is by far the most annoying thing in the entire Ork dex - no transport options for most of the Elite units.
- Tank hunters USR perhaps?

Burnaboyz
- Transport: Mobs of 12 or fewer models may take a Trukk as a dedicated transport.

Deffkoptas
- Fearless so that you can run units of more than 1.
- Buzzaw from 25 to 15 pts (paying 25 pts for a S6(7) PK is weird. There is some precedent set for this with the 15 pt tankbusta PK)
- Bigbomm - not sure what needs to be changed, but probably something since I never see anyone take it? Seems a wee bit useless in todays mech environment, but it's such a fun ability I'm sad it doesn't get any use.

Weirdboyz
I love the weirdboy, from a fluff perspective, but it seems just about impossible to justify using up your HQs on them.. From a fluff standpoint, Ork psychic powers get stronger the more Orks they are surrounded by, so taking this and combining it with an idea I saw posted by Orkeosaurus (Weirdboyz as a squad upgrade):
- The Green Collective (eh, just needed a name): Weirdboyz draw their power from the collective psychic power of the Orkish race. If a Weirdboy is attached to a squad of 10 or more boyz, he may roll a second dice on his Psychic Power table. For every 10 Orks in the mob beyond the first 10, an additional dice may be rolled.
Ex. If a Weirdboy is in a 30 strong Ork Boyz mob, 3 extra dice may be rolled. This ability does not apply to Gretchin.

Whether this should allow him to use more than 1 spell, or if he can just pick and choose which of the 3 he wants to cast.. is another story. It would make for an interesting russian roulette type dynamic if he could cast more and more spells "Hmm, do I roll 3 dice and risk him frying my unit...".
The Warphead re-roll I suppose would still function the same way, allowing you to re-roll one dice?

Alternatively, vary their power dependant on how many Orks are nearby/in their squad.

Flash Gitz
One of my - and many with me I'm sure - favorite units fluffwise, but sadly completely and utterly overpriced for what they do (which.. isn't much).
One of the first problems when fixing them is that you can't really give them long range, high strength weaponry without making them into Nob stat Lootas.. which is kinda pointless.
To quote Nurglitch:
Nurglitch wrote:Actually, there's plenty of people that find Weirdboyz and Flashgitz to be useful. I think they're best in combination, with a Warphead accompanying a unit of Flashgitz. You have to think of them as uber-Shootas, despite also having the close combat abilities of Nobz.


Ok, Flash Gitz = Uber-Shootas, that's good. They are also, fluffwise, supposed to be filthy rich mercenaries - so what I would propose is a highly customizable squad of "souped up shootas".
The ideas below are just what I've come up with, I don't neccessarily mean for ALL of these to be implemented together.

First the basics:
- Snazzguns - Assault 2
- Transport: May take a Battlewagon as a dedicated transport. (Not that weird, Retributors are HS in WH armies and can still take HS Immolators as transports)
- Painboy
- Mek (more on this later)

Some more experimental ideas:
- Red button: If a Mek is taken, he may "augment" the Gitz Snazzguns with a shiny red button. The red button makes Snazzguns Assault 4 for the turn they are fired. Unfortunately, this also causes them to frequently overheat - the weapon has the Gets Hot! rule. In addition, the temptation to press the red button is extremely high. If you wish to fire your weapon normally, you must take and pass a LD test.

- Gitfindas: If a mek (or maybe painboy since it's bionics?) is taken, the unit may be equipped with Gitfindas. Their weapons are now twinlinked. In addition, they may fire from a vehicle even if it moved above 6" - however, in this case the weapons do not count as twinlinked, and they require 6s to hit.

- Battlewagon upgrades: No self-respecting Git would be caught dead in a non-modified battlewagon if it can be helped. If a Battlewagon is taken as a dedicated transport, they may upgrade it with one of the following:
* Souped up Engines: Battlewagon now counts as a fast vehicle.
* Mini-Forcefield: Like the old KoS force field: vehicle counts as open topped for the purposes of assaulting/disembarking, but closed top for the purposes of damage rolls.

- Tellyporta: May enter battle via deepstrike.
- Kombi-upgrades: Up to 1 Git per 5 members of the mob may upgrade their snazzgun to either a:
* Kombi-Lance - Looted Eldar Brightlance, now with louder boom.. And sadly not quite the same range. S8, 12" Assault 1, Lance
* Kombi-Skorcha/fusion/rokkit/etc
.. Eh, you get the point, the exact weapons they can kombi are to be determined, but I think the idea fits them well.

Note: I want to stress that I don't mean for them to have ALL of the above, I'm just throwing out ideas. Basically I want Flash Gitz to be TRULY customizable, and the same concept could apply to Looted vehicles.

Eldar Own wrote:
nintendoeats wrote:Vehicles should have some kind of add-on along the lines of "several 500 watt amplifiers". I don't know what it would do, but it would be totally awesome, especially since loud music is mentioned in the codex entry for Trukks.
Maybe:
Boom Boom Speakers.

When an ork unit charges out of a trukk with boom boom speakers the unit it has charged may not counter attacks or use defensive grenades.

Sorry for the awful name.

Boom box ?

Oh I'd also like to see the old "Fall back to your vehicle" rule added to Trukk boy squads, that way they wouldn't be so terribly afflicted by getting shot down to below Fearless status.

Also, almost forgot:
Clan "Marks" for your Warboss! I.E

- Goff mark gives you +1 WS, I, S, lets you take a Nob body guard or nobz as troops or something.
- Bad Moon mark gives you +1 BS, let's you take X Big Gunz batteries for every FoC slot.
... ETC. Obviously not those exact things but that type of stuff. FoC changing without resorting to special characters that cost an arm and a leg.


What would you change in your Codex? @ 2010/01/18 03:09:17


Post by: Kanluwen


1) "Grenadier" Veterans gain access to Hellguns. Both Stormtroopers AND Grenadiers are able to upgrade their Hellguns to have an auxiliary Grenade Launcher.
2) HELLGUNS AND LASGUNS ARE AVAILABLE TO SERGEANTS AT NO CHARGE. Seriously, why wasn't this done in the first place?
3) 'Ratling' snipers are an upgrade to a platoon's Special Weapons Squad. Ratling sniper squads are replaced by an actual team of Guard snipers, which breaks into 5x Sniper/Spotter teams.
4) Sentinels are bought in a Sentinel 'Platoon'.
5) Stormtrooper's "Special Operations" rules revamped to have more...tangible effects.
6) Valkyries are only available as transport options for Veterans or Stormtroopers with the "Airborne Training" upgrade. Airborne Training grants Carapace, Hellguns, and access to Valkyries--but forces the requirement of upgrading one Veteran/Stormtrooper to "Forward Air Controller" and maintaining constant contact with the AAC.


What would you change in your Codex? @ 2010/01/18 03:12:15


Post by: nintendoeats


OT

Kanluwen: I obviously would be outside my rights to complain that you used a picture from Street Fighter, nor do I feel any compulsion to do so...but why?


What would you change in your Codex? @ 2010/01/18 03:13:23


Post by: Kanluwen


Because it's a classic example of an American Patriot!

...who's from Belgium.


What would you change in your Codex? @ 2010/01/18 03:24:17


Post by: nintendoeats


Kanluwen wins the thread.


What would you change in your Codex? @ 2010/01/18 03:28:41


Post by: Kanluwen


What can I say. Jean Claude and his dreamboat eyes carry me to victory.


What would you change in your Codex? @ 2010/01/18 14:40:04


Post by: jp400


Off the top of my head:

Guard:
* Bring back cheaper LR Upgrades/tanks
* Buy tanks/deploy in squads, but be able to act/shoot independently
* Make ratling stats not suck (see above post)
* Make Ogryn worth their points for once!!
* Lasguns for Sgts (Seriously GW wtf)
* Make HW squads 2 models, not 1 t3 W2 model
* Decrease Stormtrooper costs (They are NOT equal to a Space Marine)
* Make any Ord weapon re-rollable on the scatter if it lands withing clear LOS of a command squad Vox
* Make IG GL's equal in str to the space marine ones


What would you change in your Codex? @ 2010/01/18 16:07:15


Post by: Edorian


Imperial Guard
I know they just came out, but there are some glaring problems. Admittedly as a guard player myself I abuse it, but it does need to be fixed.

-Vendettas. Do something, just something I mean seriously. Remove transport capacity, un-twin-link the lascannons, make the heavy bolters more expensive, take off the free extra armor, or at least adjust the points. The rest of the IG FA section is good enough that given the opportunity to excel it can, but currently the only question is “do I use 2 vendettas or all 3?”

-Veterans should not be unconditional troops. Requiring the player to purchase some sort of HQ or other overhead unit to use them as troops would go a long to making the infantry platoon at least make casual appearances, but as it stands, they’re just more skilled, have more weapons, and other goodies for a marginal point increase.

-Ogryns and Ratlings fall into the same category as Noise Marines. GW needs to go back to drawing board and decide A-Do we really want it in the list, and B-If we do, how are we going to make it offer a distinct capability to the army.

@ Vendetta: I could live without the transportation, but don't take away the twin-linked! I finally have some twin-linked after all these years and I'm willing to keep it! Extra armor is no problem: aircrafts need some protection so why not? As for the heavy bolters... who takes these voluntarily anyway?!?! So, well okay... make them more expensive, I couldn't care less. By the way I think you underestimate the valkyrie somehow. It's a fine alternative imo.
@ Veterans are fine (as far as I could hardly believe they got troops). Even if they were put back into the elite section, for heaven's sake!!! Please, no special character! Oh, and if you really absolutely must take them somewhere else, give us some unit to compensate for it! -> Conclusion: leave it the way it is.
@ Ogryns suck for so many reasons I fail to name every single of them right now due to frustration. Ratlings are just too fragile to use. Don't know, just make them better someway...

Okay, now my personal opinions/ wishlisting :
- Give frags to the penal legions! How could that be forgotten?!... Arby, I think... Or plain, good old miswriting/ failure at copy/ paste. Really, who needs cc-units without frags?! Oh, and randomness ain't cool.
- Same for special weapon crews: frags!
- I want my lasgun toting sergeants back, at least I want to choose.
- Why can't the priest work with ogryns again?! We want synergy!
- Make bolters/ pistols 1 point again. They're not worth it for two. And where did all our stormbolters go, by the way?
- Squadbased commissars should be able to get fists -> no disrimination.
- Stormtroopers... *sigh* Assaulting StormTroopers, who didn't get assaultweapons? Great idea, Arby!
S4, 18" range, assault2 and I would be a very happy little guardsman...
- Cheapen the exterminator, as his usefulness went down the drainage with the "lumbering behemoth" rule. Maybe around 130 again?
- Make the heavy weapon crews two models again, noone likes one W2 T3 Sv 5+ models and they suck for removing casualties.

That's a short summary of my complains about the new IG codex.


What would you change in your Codex? @ 2010/01/18 16:35:46


Post by: Happygrunt


C:SM:

Bring back chapter Tactics, and redo them to fit the current game. It was a GREAT idea that they tossed for the stupid special character-gives you special rules thing.

Bring back Terminator command squads. It was great, and you could almost have death-wing in a normal SM list.

Make it easier to NOT play Ultramarines. Its hard to make a custom chapter with the FLOOD of Smurf Special Characters. Limit it to maybe 1-3 special characters per-chapter, and make Special Characters for each founding chapter that dosen't have its own codex.

That is all.


What would you change in your Codex? @ 2010/01/18 16:47:26


Post by: Captain Solon


hmmmmm... Space marines... hmmm.

Strong leader-types
+1 to strength/toughness
- It's stupid that someone as important as a CM can be killed by a S8 weapon I think they'd be that battle hardened.
Librarians:
5+ invulnerable save, without the armour.
This is just... wrong. they shouldn't need to worry.
Honour guard:
More weapons choices
Company champ should be better then a captain, because he's basically a 1st company captain. (they're champions, don't argue.)
Predators:
1-3 squads
they need to be more powerful.
specialist squads. (elites?)
Troops should be cheaper. (1-2 points.)
Dreadnoughts should come in squads of 1-3 (with MOTF makes up to 18 dreadnoughts.)

Changes in the rule books:

NEED ELITES TO BE TROOP-LIKE


What would you change in your Codex? @ 2010/01/18 17:50:40


Post by: phantommaster


Gorechild wrote:
make avatars immune to instant death

They are, T6


Give Wraiths 2 or 3 wounds
Make Flayed Ones Rending
Update DH and WH transport costs
Make GK less points
Make GK Termies 40pts
Make GK Grand Masters and Bro Caps ws7, better than a SM Captain
Make Necron Pariahs 30pts
Up the points margin between Bro Cap Stern and a Grand Master from 4pts, because for that 4pts you get an extra wound and other stuff I can't remember


What would you change in your Codex? @ 2010/01/18 17:59:10


Post by: Eldar Own


phantommaster wrote:
Gorechild wrote:
make avatars immune to instant death

They are, T6

Some weapons, powers, CC atacks have a special ability or rule that 'causes instant death regardless of toughness' so its not quite immune.


What would you change in your Codex? @ 2010/01/18 18:09:08


Post by: phantommaster


Damn, it's all in the quote. Sorry


What would you change in your Codex? @ 2010/01/18 18:22:30


Post by: Eldar Own


Oh, just noticed. Number9dream, Boom Box is a better name.


What would you change in your Codex? @ 2010/01/18 18:39:10


Post by: Lanrak


Hi all.
I would convert them to be used with Stargrunt II, and enjoy actualy playing the game , rather than writing endless lists!


What would you change in your Codex? @ 2010/01/19 02:18:20


Post by: nintendoeats


how about "Da Front Fender!"

I guess that would break the fourth wall a bit huh?


What would you change in your Codex? @ 2010/01/19 05:54:36


Post by: Owain


IG:
-Make Ogryns worth my points.
-Cheapen Stormtroopers a little. I know they can wipe the floor with Space Marines if they surprise them, but they're still too pricey to be super competitive.
-Let me take stubbers on my Valkryie, make them cheap and give me a rule that lets me use them without slowing down.
-Give me Sniper Squads that ain't Ratlings. I'd take a Special Weapon Squad where you have the option to purchase Camo Cloaks and +1WS with sniper rifles. Veterans let you do that too, but at the cost of dragging along a sergeant and 6 more men with lasguns.
-Sell more Servitor minis to go with my techpriest.
-Sell expansion packs for the lovely modular Demolisher kit.


What would you change in your Codex? @ 2010/01/19 15:58:09


Post by: number9dream


Eldar Own wrote:Oh, just noticed. Number9dream, Boom Box is a better name.

It would open up a lot of funny conversion opportunities for fitting speakers on your vehicles


What would you change in your Codex? @ 2010/01/19 16:27:48


Post by: nintendoeats


number9dream wrote:It would open up a lot of funny conversion opportunities for fitting speakers on your vehicles

I just got a trukk and Iv'e ordered some Goff Rockers to put on it a-la Rock Band. Big SPeakers are a must.

On a side note, what did the Goff Rockers do and why were they taken out?


What would you change in your Codex? @ 2010/01/19 21:30:39


Post by: Commander Endova


Edorian wrote:
Imperial Guard
I know they just came out, but there are some glaring problems. Admittedly as a guard player myself I abuse it, but it does need to be fixed.

-Vendettas. Do something, just something I mean seriously. Remove transport capacity, un-twin-link the lascannons, make the heavy bolters more expensive, take off the free extra armor, or at least adjust the points. The rest of the IG FA section is good enough that given the opportunity to excel it can, but currently the only question is “do I use 2 vendettas or all 3?”


@ Vendetta: I could live without the transportation, but don't take away the twin-linked! I finally have some twin-linked after all these years and I'm willing to keep it! Extra armor is no problem: aircrafts need some protection so why not? As for the heavy bolters... who takes these voluntarily anyway?!?! So, well okay... make them more expensive, I couldn't care less. By the way I think you underestimate the valkyrie somehow. It's a fine alternative imo.


I agree about removing transport. Infact, they should never have invented the Vendetta and just given us Vulture gunships instead.


What would you change in your Codex? @ 2010/01/19 22:19:13


Post by: Mattlov


With my new Tyranid codex, I'm still wishing for the same thing:

A ranged weapon that has an AP of 3 or better. I think we have a whopping 2 of them. And one is a Psychic power.

Seriously? Strength 10, AP 4?

I would also love to see Carnifexes in a brood be able to be equipped differently, but that would probably be a bit overpowered.


What would you change in your Codex? @ 2010/01/19 23:22:49


Post by: number9dream


Farseer Prometheus:
Have whatever squad the Autarch is a part of count as a scoring unit.


I like this idea a lot - I was going to post the same thing but decided to see if it'd already been posted (I might actually have seen it before while skimming this thread) - and what do you know, it has

It'd be very nice and dynamic, especially if you have a very mobile autarch (WSJ, Bike).


What would you change in your Codex? @ 2010/01/20 00:45:12


Post by: crazypsyko666


I'd give Grey Knights more psychic powers. I'm not talking big fancy things, I mean like, a RENDING psychic power. A 2D6 AP psychic power. A whole-squad Fleet psychic power. A whole squad Power Weapon upgrade psychic power (all of these until end of turn, of course,) etc, etc, etc. I'd give them a 5+ invulnerable save. I'd make the simple psychic powers 'lesser' psychic powers, and let the Justicars take a few, and the BCs to take a few and one of the 'greater' psychic powers, (i.e. the ones on par with holocaust) and then the GM take two 'greater' psychic powers, and a few of the lesser ones. I'd let them all teleport in and make the Deep Strike FA squads come in on a pre-determined turn decided before deployment. I'd give them all Psycannon Bolts standard, and with a bit of play testing, that may very well be a valid fix.


What would you change in your Codex? @ 2010/01/20 00:46:02


Post by: bd1085


CSM:

Legion Specific Upgrades and altered Force Organization Chart (Iron Warriors, Word Bearers, Thousand Sons, Emperor's Children, World Eaters, Death Guard, Black Legion, Alpha Legion, Night Lords) for select units...mostly toward Vanilla Marines, HQ's, Termie's, and Dreadnought. (Seriously, if Loyalist b 's like Dark Angels and Black Templar get their own...don't get me started)

Better, more diverse Psyker Powers (Psyker powers have become more and more powerful with each updated codex since 5th. Ed. SM)

Upgrades for Summoned Daemons (more expensive but make them EXACTLY like their brothers/sisters in the Chaos Daemons 'dex)

Drop Plague Marines to 20 pts, Noise Marines to 18, Berzerkers to 20, 1k Sons to 21 pts

and lastly ...CSM DREAD CLAWS!!! (if you don't know what this is, ask your local 40k vet)


What would you change in your Codex? @ 2010/01/20 11:55:59


Post by: shas'o vera


make the rules more lol-ish its far too grimdark for me, so i chose the one thats the least grimdark, tau


What would you change in your Codex? @ 2010/01/20 20:09:17


Post by: Eldar Own


number9dream wrote:Farseer Prometheus:
Have whatever squad the Autarch is a part of count as a scoring unit.


I like this idea a lot - I was going to post the same thing but decided to see if it'd already been posted (I might actually have seen it before while skimming this thread) - and what do you know, it has

It'd be very nice and dynamic, especially if you have a very mobile autarch (WSJ, Bike).

I think its a good idea. I suppose it gets across the fact that's it's a 'Master Strategist', and would open some nice tactics and very effective unit combinations.


What would you change in your Codex? @ 2010/01/20 21:56:00


Post by: Boss Salvage


Good things have been said about chaos already, but at the risk of repeating things here are some from me, a longtime and disgruntled chaos marine:

C:CSM

Lords > eternal warrior, A4 base, page of options ala space wolf lords
Dreads > access to dreadclaws, crazed! result 1 = fire double at closest enemy if possible before closest friend (ala 4th edition)
Possessed > roll before the game begins
Power Armor Infantry > access to dreadclaws (as drop pod but does damage to enemy units that it lands on, before deviating to safely)
Cultists > new troops choice, fodder stats and points, led by chaos marine AC, infiltrates (ala DoW)
Bikers > +1A (ala 4th edition), cheaper
Raptors > cheaper
Defilers > AV13, small price hike acceptable

Sure I'd love oodles of options and more weird troops, but that short list would do it for me. If I only got three choices, it would be: 1) dreadclaws everywhere, 2) uber-ize lords, 3) cultists. The dreadclaw option for dreads would actually mitigate crazed! rolls of 1, as they'd either be stepping out of a dreadclaw, in combat or deep in the enemy's heart.

- Salvage


What would you change in your Codex? @ 2010/01/21 03:05:01


Post by: Dedrith


I would make boyz strength 4 and remove furious charge.


What would you change in your Codex? @ 2010/01/21 18:14:27


Post by: EDCO Hunt


Necrons:

I played necrons before and I didn't like there was only one troop choice so I think that Flayed Ones would become troop choices


What would you change in your Codex? @ 2010/01/21 18:45:05


Post by: Eldar Own


Dedrith wrote:I would make boyz strength 4 and remove furious charge.

Seems to be a very wanted change, GW hear our pleas!

EDCO Hunt wrote:Necrons:

I played necrons before and I didn't like there was only one troop choice so I think that Flayed Ones would become troop choices

Don't play necrons but i think it's a bit pants that there's only one troop chioce. Flayed ones are the fleshy ones with claws right? Good idea. Another thing that I'd think would be cool for necrons is a necron CC squad, with a gauss pistol (if it exists ATM) and a gauss CC weapon or something, perhaps it re-rolls to hit or has a -1 armour save modifier?


What would you change in your Codex? @ 2010/01/21 19:01:02


Post by: kronk


Black Templars:

High Marshal Hilbrandt should have Eternal Warrior.

Dreadnoughts should have the option for Plasma Cannons.

Troops/Elites should come with frags and kraks like the Codex: Space Marines.

Drop Pod Assault Rules (1/2 on turn one, rest on subsequent turns) like the Codex: Space Marines.

Reduced cost on Chaplains.

I'd LOVE to get sternguard with the different amunition.


What would you change in your Codex? @ 2010/01/22 02:00:25


Post by: tacooo


Here is what i would like to see.
Basic Rule book
Eternal warrior activates on a 4+

Daemons
Perhaps allow the second half of the army to come in on turn 2, or some sorta ability that allows you to give +1 to reserve rolls

Eldar
More devastating psy powers(there the master of the warps, but the warp fearful space wolves out class them in warp power!???)

also giving back template weapons to warp spiders please

cheaper guardians, +1 bs to most everything else. From what i understand, shouldnt eldar be a super elite hit and run force? i beleive that eldar should be able to hit extremely hard but die to a stiff wind if they get caught.

Necrons
The Best anti psyker abilities in the game (this race is out to zap the warp from reality, but has 1 anti psyker option, and it sucks in every way)

as i constantly mentioned, rewording of the WBB rule that is not just slappin in FnP. The way i would like to see it is that it activates a the end of phase, before morale test are taking, and after that you calculate casualties for morale. this takes care of needing some sorta fearless/stubborn thing and keeps them unique.

New Nids
wings cheaper all around, and give a option for wings on the Alpha warrior and at least option for nades on a couple units.

Orks
A option for flash gits to get a upgrade to increase BS
More random weapons and vehicles
somehow incorporate Tellyportas

all i can thik of at the moment



What would you change in your Codex? @ 2010/01/22 17:41:34


Post by: Eldar Own


tacooo wrote:
Eldar
More devastating psy powers(there the master of the warps, but the warp fearful space wolves out class them in warp power!???)

Yeah, that's what I'm saying too! Best psykers in the 40K universe and thier powers are not very good!? Most needed change for eldar, IMO.


What would you change in your Codex? @ 2010/01/22 21:26:37


Post by: crazypsyko666


Eldar Own wrote:
tacooo wrote:
Eldar
More devastating psy powers(there the master of the warps, but the warp fearful space wolves out class them in warp power!???)

Yeah, that's what I'm saying too! Best psykers in the 40K universe and thier powers are not very good!? Most needed change for eldar, IMO.


Well, another army who has incredibly weak psychic powers and isn't at all like that in the fluff are the GK, do you think the logic could work for both? Also, I agree with Tacooo. SW are way too OP in psychic powers.

On eldar, though: I'd make them more tricky, but less powerful with weapons. I'd even consider giving them AP3 S3 catapults instead of 12" assault bolters.


What would you change in your Codex? @ 2010/01/22 21:47:04


Post by: Eldar Own


crazypsyko666 wrote:
On eldar, though: I'd make them more tricky, but less powerful with weapons. I'd even consider giving them AP3 S3 catapults instead of 12" assault bolters.

I wouldn't mind sacrificing the strength for less AP, but i think getting AP3 is unlikely.


What would you change in your Codex? @ 2010/01/22 22:00:12


Post by: Aya


Drop pod assault/ I really wish that it said may drop half instead having to drop half. Would make the drop pod a much better option I think so you're not dropping a bunch of pods onto an empty board.


What would you change in your Codex? @ 2010/01/22 23:32:42


Post by: DiscoVader


These aren't exactly what I'd call necessary changes, but they are things that I think would make Orks a little more colorful.

If there were an option for Squiggoths to be used, possibly as a Monstrous Creature or the like, that would be pretty neat, as the only Squigs you see now are the Tankbusta Bomb-squigs. It's a bit of a shame, seeing as how Squigs and Squiggoths are described as being an ever-present part of the Ork ekosystem.

Possible Squiggoth Statline:
65 points
Elite, 1 Monstrous Creature (uses MC rules in 40K rulebook)
Special Rules: Furious Charge, Fleet of Foot
WS 5 BS 0 S 6 T 5 W 4 I 1 A3

Gains an additional +2 attacks on the charge rather than +1
Roll a D6 at the beginning of every turn; on a 1 the Squiggoth has gone beserk and rampages through the nearest unit, friend or foe. Automatically move the Squiggoth to the closest unit; treat the unit as it it has been Tank Shocked, but inflict 1d6 wounds (no armor saves, cover and invuln. saves apply) automatically at the Squiggoth's strength. If the unit fails the morale check, inflict another 1d6 wounds.

Increase the Armor on the Looted Wagon to F12 S12 B10. Keep everything else the same.

Standard changes to Flash Gits, like everyone else (Less points or More Dakka for free)

And just for fun, I'd like to see some rules for the Clans. If individual Space Marine chapters can get their own codex, then the Clans should have some kind of special rules attached. Here are my ideas.

Goffs: Have the ability to swap Fast Attack or Heavy Support slots for additional Troop slots on the FOC (i.e. no Fast Attack but 9 Troops options on the FOC). +1A.

Evil Sunz: May switch out 2 Troop slots for either 2 additional Fast Attack or 1 Heavy Support slot on the FOC. Embarked models may move and assault as normal after disembarking, but are at -1A and -1I in Assault if they do.

Bad Moons: Any Ork or vehicle with a Big Shoota may replace it with a Kustom Mega Blasta for no additional cost. Additionally, Ork Boy mobs may include 2 additional Big Shootas, Rokkit Launchas, Burnas (in the case of Kommandos), or KMBs for +10 points a model; this allows up to 4 heavy weapons per squad of Boyz.

Snakebites
: +1 Toughness. May exchange up to 2 Fast Attack, Troops, or Heavy Support slots for 2 additional Elites slots on the FOC; may field Squiggoths in herds of 3 as a single Elite choice

Blood Axes: All units gain the Preferred Enemy special rule if playing against Space Marines, Imperial Guard, or Inquisitorial armies; may take up to 2 Kommandos as a Troops choice. All units gain the Move Through Cover and Counter Attack special rules.

Deathskulls: May choose to copy any 1 rule from any of the other Clans. If the army includes a Looted Wagon, you may use the rules for the vehicle that the Looted Wagon was made from instead of the standard Looted Wagon rules (i.e. a Looted Chimera may count as a Chimera rather than a Looted Wagon.) If done so, however, the looted vehicle's BS is reduced to 2 for all weapons.

Freebooters
: Any Ork army that is a custom clan may choose 1 of the rules from another clan to count for their army. Additionally, they may choose from two of the following Freebooter-only rules (one if they have chosen a rule from another Clan):
- May exchange up to 2 Troops slots for 2 additional slots of Elites or Fast Attack, or 1 Heavy Support.
- May take Killa Kans or Dreadnoughts as Elites Choices as well as Heavy Support.
- May take Flash Gits as a Troops choice; additionally, may take Kaptin Badrukk as an HQ choice instead of an upgrade(treat as an IC)


What would you change in your Codex? @ 2010/01/23 03:59:23


Post by: crazypsyko666


Eldar Own wrote:
crazypsyko666 wrote:
On eldar, though: I'd make them more tricky, but less powerful with weapons. I'd even consider giving them AP3 S3 catapults instead of 12" assault bolters.

I wouldn't mind sacrificing the strength for less AP, but i think getting AP3 is unlikely.


Well then why not AP4 S3?


What would you change in your Codex? @ 2010/01/23 11:11:26


Post by: Eldar Own


crazypsyko666 wrote:
Eldar Own wrote:
crazypsyko666 wrote:
On eldar, though: I'd make them more tricky, but less powerful with weapons. I'd even consider giving them AP3 S3 catapults instead of 12" assault bolters.

I wouldn't mind sacrificing the strength for less AP, but i think getting AP3 is unlikely.


Well then why not AP4 S3?

I wouldn't mind this, as long as they kept assault. Maybe guardians could choose between the ones they have now and ones with S3 AP4?


What would you change in your Codex? @ 2010/01/23 20:24:53


Post by: crazypsyko666


Eldar Own wrote:
crazypsyko666 wrote:
Eldar Own wrote:
crazypsyko666 wrote:
On eldar, though: I'd make them more tricky, but less powerful with weapons. I'd even consider giving them AP3 S3 catapults instead of 12" assault bolters.

I wouldn't mind sacrificing the strength for less AP, but i think getting AP3 is unlikely.


Well then why not AP4 S3?

I wouldn't mind this, as long as they kept assault. Maybe guardians could choose between the ones they have now and ones with S3 AP4?


I dunno, S4 seems a bit OP'd for a race that's supposed to be fairly weak in their S/T. I even think the Avatar is underpriced to an extent. (Just compare it to a Bloodthirster. You'll see what I mean.)


What would you change in your Codex? @ 2010/01/23 21:55:33


Post by: dayve110


crazypsyko666 wrote:
Eldar Own wrote:
crazypsyko666 wrote:
Eldar Own wrote:
crazypsyko666 wrote:
On eldar, though: I'd make them more tricky, but less powerful with weapons. I'd even consider giving them AP3 S3 catapults instead of 12" assault bolters.

I wouldn't mind sacrificing the strength for less AP, but i think getting AP3 is unlikely.


Well then why not AP4 S3?

I wouldn't mind this, as long as they kept assault. Maybe guardians could choose between the ones they have now and ones with S3 AP4?


I dunno, S4 seems a bit OP'd for a race that's supposed to be fairly weak in their S/T. I even think the Avatar is underpriced to an extent. (Just compare it to a Bloodthirster. You'll see what I mean.)


Racial S/T has nothing to do with weapon S. i'd like to see shuriken catapults become S3 with rending personally.
And an Avatar gets shot alot more before charging, Bloodthirsters can appear from nowhere within spitting distance of an enemy, maybe thats what your paying points for hmm?


What would you change in your Codex? @ 2010/01/23 22:03:17


Post by: taylorton147


i would give sternguard BS 5 and vanguard WS 5. i know this would be unfair but considering their storylines they really should have it.


What would you change in your Codex? @ 2010/01/23 22:26:04


Post by: Eldar Own


taylorton147 wrote:i would give sternguard BS 5 and vanguard WS 5. i know this would be unfair but considering their storylines they really should have it.

Yeah but then you'd have to increase the BS and WS of the captians and then off the higher BS and WS army's leaders and basically everything.


What would you change in your Codex? @ 2010/01/24 02:18:39


Post by: crazypsyko666


dayve110 wrote:
crazypsyko666 wrote:
Eldar Own wrote:
crazypsyko666 wrote:
Eldar Own wrote:
crazypsyko666 wrote:
On eldar, though: I'd make them more tricky, but less powerful with weapons. I'd even consider giving them AP3 S3 catapults instead of 12" assault bolters.

I wouldn't mind sacrificing the strength for less AP, but i think getting AP3 is unlikely.


Well then why not AP4 S3?

I wouldn't mind this, as long as they kept assault. Maybe guardians could choose between the ones they have now and ones with S3 AP4?


I dunno, S4 seems a bit OP'd for a race that's supposed to be fairly weak in their S/T. I even think the Avatar is underpriced to an extent. (Just compare it to a Bloodthirster. You'll see what I mean.)


Racial S/T has nothing to do with weapon S. i'd like to see shuriken catapults become S3 with rending personally.
And an Avatar gets shot alot more before charging, Bloodthirsters can appear from nowhere within spitting distance of an enemy, maybe thats what your paying points for hmm?

Hold on, lemme get my box



Yes, but the Avatar of Khaine outclasses the Bloodthirster in so many ways.
WS: Even,
BS: Avatar by +1,
S: Bloodthirster by+1,
T: Even,
W: Even,
I: Avatar by +1,
A: Bloodthirster by +1,
Ld: Even
Sv: Even
With ranged attacks, for a lesser power, (S7 AP2 on a BS4 IC) add +20 points to the Bloodthirster (which could buy me another Bloodletter) is lesser by 1 stat value in both ways to an ability the Avatar gets for free. Did I mention the Avatar gets the highest chance to attack first, given that the Bloodthirster can't charge when he warps in? However, the biggest problem I have with the Avatar (and the whole reason for this rant) Is that the Avatar costs 155 points. A blood thirster with the appropriate upgrades to put him on-par (deathstrike) with the Avatar's other abilities makes him 270 points. that's 115 points in the Eldar's favor, which is almost enough to buy another Avatar of Khaine.

Unfair? I think so.

Okay, now that I'm done with my rant, I'd like to mention that the only place where the bloodthirster really shines (and Khornezilla in general) is when you give it wings. Khornezilla can be one of the most mobile Daemon force in existence.


What would you change in your Codex? @ 2010/01/24 02:39:46


Post by: Shrike78


Forgive me if someone has already said this: I wish that they would say explicitly that Shrike gives whatever unit he is with the infiltrate USR so the ing rules lawyers would shut up and leave me alone


What would you change in your Codex? @ 2010/01/24 03:01:16


Post by: crazypsyko666


I think we all can agree the #1 thing to change in all codexes is official clarification of rules.


What would you change in your Codex? @ 2010/01/24 12:03:22


Post by: Eldar Own


crazypsyko666 wrote:I think we all can agree the #1 thing to change in all codexes is official clarification of rules.

Yup.


What would you change in your Codex? @ 2010/01/24 12:26:43


Post by: dayve110


crazypsyko666 wrote:
Yes, but the Avatar of Khaine outclasses the Bloodthirster in so many ways.
WS: Even,
BS: Avatar by +1,
S: Bloodthirster by+1,
T: Even,
W: Even,
I: Avatar by +1,
A: Bloodthirster by +1,
Ld: Even
Sv: Even
With ranged attacks, for a lesser power, (S7 AP2 on a BS4 IC) add +20 points to the Bloodthirster (which could buy me another Bloodletter) is lesser by 1 stat value in both ways to an ability the Avatar gets for free. Did I mention the Avatar gets the highest chance to attack first, given that the Bloodthirster can't charge when he warps in? However, the biggest problem I have with the Avatar (and the whole reason for this rant) Is that the Avatar costs 155 points. A blood thirster with the appropriate upgrades to put him on-par (deathstrike) with the Avatar's other abilities makes him 270 points. that's 115 points in the Eldar's favor, which is almost enough to buy another Avatar of Khaine.

Unfair? I think so.


So i have +2 on your stats and you have +2 on mine, pretty equal if you ask me so there is no outclassing there.
If you play a Bloodthirster appropriately you can warp in behind cover and still get to charge with a full compliment of wounds.
Where as the Avatar must slog it across the board taking lascannons to the face.
Not to mention that you can get into combat much faster than i can so get to kill more units.
These facts alone are IMO worth the points increase, if i had an avatar with wings that could DS then i'd expect them to be the same cost. As it is the Avatar is incredibly slow and usually gets shot to pieces if the opponent knows what's good for them.


What would you change in your Codex? @ 2010/01/24 18:11:22


Post by: phantommaster


Does the Bloodthirster have a 3+ armour sv and a 4+ invulnerable? As I'm 70% sure that the avatar does.


What would you change in your Codex? @ 2010/01/24 18:32:43


Post by: crazypsyko666


dayve110 wrote:
crazypsyko666 wrote:
Yes, but the Avatar of Khaine outclasses the Bloodthirster in so many ways.
WS: Even,
BS: Avatar by +1,
S: Bloodthirster by+1,
T: Even,
W: Even,
I: Avatar by +1,
A: Bloodthirster by +1,
Ld: Even
Sv: Even
With ranged attacks, for a lesser power, (S7 AP2 on a BS4 IC) add +20 points to the Bloodthirster (which could buy me another Bloodletter) is lesser by 1 stat value in both ways to an ability the Avatar gets for free. Did I mention the Avatar gets the highest chance to attack first, given that the Bloodthirster can't charge when he warps in? However, the biggest problem I have with the Avatar (and the whole reason for this rant) Is that the Avatar costs 155 points. A blood thirster with the appropriate upgrades to put him on-par (deathstrike) with the Avatar's other abilities makes him 270 points. that's 115 points in the Eldar's favor, which is almost enough to buy another Avatar of Khaine.

Unfair? I think so.


So i have +2 on your stats and you have +2 on mine, pretty equal if you ask me so there is no outclassing there.
If you play a Bloodthirster appropriately you can warp in behind cover and still get to charge with a full compliment of wounds.
Where as the Avatar must slog it across the board taking lascannons to the face.
Not to mention that you can get into combat much faster than i can so get to kill more units.
These facts alone are IMO worth the points increase, if i had an avatar with wings that could DS then i'd expect them to be the same cost. As it is the Avatar is incredibly slow and usually gets shot to pieces if the opponent knows what's good for them.


I do tend to believe that initiative is the most important stat in the game, however (In a CC unit) and given an Eldar army, with Eldrad I've seen a guardian squad take out a bloodthirster in a single round of shooting. I don't think they should have that kind of CC power if they can just SHOOT IT to the ground. Also, putting it behind cover isn't always an option, give that it's an MC that's larger than most structures. Have you ever played with Demons? It's really not as simple as you try to make it sound. The difference that I've given that really pisses me off is the points. Oh, and Bloodthirster is one of the largest gun-magnets available in the game. Given that it's not a tank, it's a magnet for EVERY gun in the game. It looks and sounds far more imposing than an Avatar of Khaine, let me tell you, and given its size, not that hard to shoot at.

This is just my opinion, take it however you want. Actually, the only thing I'd change in the Bloodthirster is to give it hellblades. The Avatar just needs about a +30 points increase, IMO.


Automatically Appended Next Post:
phantommaster wrote:Does the Bloodthirster have a 3+ armour sv and a 4+ invulnerable? As I'm 70% sure that the avatar does.

They both do. Bloodthirster has Iron Hide and the standard Daemon inv. save. Avatar comes with the same thing.


What would you change in your Codex? @ 2010/01/24 21:17:26


Post by: Eldar Own


Maybe not 30pts, a little less.


What would you change in your Codex? @ 2010/01/24 21:47:46


Post by: crazypsyko666


Eldar Own wrote:Maybe not 30pts, a little less.

25?


What would you change in your Codex? @ 2010/01/25 02:55:11


Post by: dayve110


crazypsyko666 wrote:
I do tend to believe that initiative is the most important stat in the game, however (In a CC unit) and given an Eldar army, with Eldrad I've seen a guardian squad take out a bloodthirster in a single round of shooting. I don't think they should have that kind of CC power if they can just SHOOT IT to the ground. Also, putting it behind cover isn't always an option, give that it's an MC that's larger than most structures. Have you ever played with Demons? It's really not as simple as you try to make it sound. The difference that I've given that really pisses me off is the points. Oh, and Bloodthirster is one of the largest gun-magnets available in the game. Given that it's not a tank, it's a magnet for EVERY gun in the game. It looks and sounds far more imposing than an Avatar of Khaine, let me tell you, and given its size, not that hard to shoot at.

This is just my opinion, take it however you want. Actually, the only thing I'd change in the Bloodthirster is to give it hellblades. The Avatar just needs about a +30 points increase, IMO.


Eldrad is 210 points, guardian squad is 80 minimum +support weapon cost (which you must take) so at 290 minimum points, i'd expect them to kill a bloodthirster. If you can't hide something behind a building you need better terrain, at the FLGS there are several multi-story buildings and ruins able to conceal a bloodthirster. BTW i have played with deamons, and if the opponent wasted a turn of shooting taking out one thing it only means my troops will be ripping them to shreds in my turn.


What would you change in your Codex? @ 2010/01/25 04:12:34


Post by: iamthecougar


Orks
Change don't press that! to either the vehicle can't move or shoot that turn; 1-3 cannot move, 4-6 cannot shoot
Give the option for a bosspole on both flashgitz and meganobz
Lower the price of flashgitz, or keep the price the same but include some of the bonuses in their profile or have snazzguns count as twin linked, thanks to the sheer amount of firepower spewing forth, jsut something
Change Glory Hogs to must shoot, or assault the nearest vehicle IF IN RANGE, and give them tank hunter back
Give the option to put snotlings in grot herdz, WS2 BS0 S2 T2 W1 I1 Ld4 no wargear, changing the name to runt herdz and change runtherdz back to slavers
Update the wording of WAAAGH!!!! and prophet of the WAAAGH!!! to make them less ambiguous(sp?) in the 5th edition
Put burnas as a heavy weapon choice in boy mobs, 15 points seems reasonable, but not allowing a mix and match of heavy weapons
The choice to give a Big Mek a deffkopta for 25-35 points
Not all of these things, just a few would be cool.
EDIT: Drop pods in the form of roks with 3D6 scatter 2D6 casualties per drop and the special rule of 2D6 S7 ap- hits on any unit or vehicle they hit as a dedicated troop choice for boyz mobs, also no guns on them as i doubt they would survive entering the atmosphere

Tau
Give kroot Stealth, and change Kroot guns to Assault 1 weapons or give them fleet, their meant to be stealthy cc troops, not shoot or run or assault troops
Update all the target priority test garbage out of the codex
lower the cost of fire warriors, or give an upgrade for +1 bs, or give them defensive grenades standard
Make vespid not suck, i'm not sure how to do this but they need a major overhaul
Make the gun drones off of vehicles not count as another killpoint once the vehicle is popped
Give the option to replace a gun drone on a vehicle with a shield drone to give the vehicle an obscured save one turn a game like a smoke launcher
Lower the cost of stealth suits 5 points mabye

Only two armies i play reasonably often but i know necrons and DE just plain need new codexes, and the inquisition could use new ones as well, so i don't expect my armies to get new codexes anytime soon.


What would you change in your Codex? @ 2010/01/25 05:35:05


Post by: toxic_wisdom


DE Scourges gain Relentless... Splinter Rifles become 18" Assault 2... Hellions have Punishers... Mandrakes equipped with pistols and scissorhands...

And that didn't even require a 10+ year codex to write


What would you change in your Codex? @ 2010/01/26 13:53:22


Post by: Albatross


I would echo the sentiment of DiscoVader/number9dream regarding clan-specific powers for Orks - they would work in a similar way to BT Emperors Champion vows, in that they would each have a points cost. A Freebooterz warband could purchase any two Clan marks.

Just a few ideas for a couple of them:

Evil Sunz:
Faster! FASTER!!!: All vehicles count as having RPJ, including Bikes and Deffkoptas.

Bad Moons:
Wall of Dakka: Each firing unit gets D6(or D3?) extra shots in the Shooting phase. The extra shots are resolved using the profile of the most numerous weapon in the unit.

Goffs:
Smash Dem!: When assaulting, all Ork units gain an extra +1 Attack, in addition to any other normal bonuses.

Deathskulls:
Blue Warpaint: All ork units get an invulnerable save of 6+.

Snakebites:
Savage Orks: Yeah, +1 toughness is cool. Maybe Fearless? Substitutes Biker units for Boar Boyz.

BloodAxes:
Sneaky Gitz: 'Move Through Cover' is a good idea - how about +1 Initiative?

I would also like to see some version of the following Battlewagon upgrade:

Grot Turret: 1 Big Shoota Turret per Battlewagon may take a grot turret - this increases the BS of the Big Shoota in question to BS3. In addition, I would make all Big Gunz upgrades automatically count as 'Grot Turrets', giving them BS3.

In addition, I would like to see Burna Boyz be more effective vs Vehicles in CC. The fluff states that they are used to slice through vehicle hulls, but in practice this is nigh on impossible. How about giving them 2D6 for amour penetration when using the Cutting Flame in CC against a vehicle?


As I said, just a few thoughts.


What would you change in your Codex? @ 2010/01/26 13:57:42


Post by: Hyenajoe


Any "non-codex-codexes" space marines chapters.

-Give the techmarines a bike option

By the way, why are their techmarines the only ones who are not allowed to get a bike? Just think about the poor techmarine running far behind a ravenwing army! Why being so cruel with him? Or is it because they all failed to the bike driving exam? ("OK guys! You all failed to the bike exam, so, as a punishment you'll be sent to the non-codex chapters! And stop whining this way, you've got what you deserved!")


What would you change in your Codex? @ 2010/01/26 17:59:17


Post by: Eldar Own


I think lictors should be able to assualt on the turn they arrive and should have a base cover save, like 5+ or 4+, which can be improved by cover, to account ofr the fact it can melt into thin air and materialise somewhere else.


What would you change in your Codex? @ 2010/01/28 01:04:49


Post by: LeperMessiah


Orks:
List-wide changes:
Basic boy is S4, loses Furious Charge, 8 points.
Nobz are S5, T4. Leadership 8. 25 points, +15 upgrade.
Warboss S6, T5.
Dedicated transports: any ork mob 12 models or less may buy wartrukk as a transport vehicle. A model takes up a # of slots equal to its wounds total.
Mob Rule: count number of WOUNDS in the unit for Leadership, not models. Remove "Fearless" aspect that removes models as casualties.
Waaagh!: once per game, gives fleet and doubles initiative
Allow characters to take tankbusta bombs
Deffrolla: d6 S10 hits against infantry (2d6 on Death or Glory); vehicle counts as S10 when ramming, regardless of distance moved.

Force Org:
HQ
Warboss [same basic stats, but takes a specialty:]
--Warlord: [goff] same as is, may take nob or meganob as troop choice, has better/cheaper melee wargear
--Speed Freek: [evil sunz] may take warbikes as troops; gets special bike/vehicle upgrades
--Gold Toof: [bad moon] WS4, BS3, may take unit of flash gits as troops, has special gun upgrades
--Snakebite Boss: [snakebite] may take unit of weirdboyz as troops; has special poison, grot, and squig upgrades
--Freebooter Kaptin: [deathskulls] may take a loota unit as troops; gets special looted wargear options
--Kommando: [blood axes] may take kommando unit as troops; has scout/infiltrate/move through cover
Big Mek [allows 1-3 deffdreads OR 1 unit of killa kans or burnas to be taken as a single troops choice]
Painboss [allows 1 unit of cyborks to be taken as troops] - same stat line as Big Mek
Special characters

Elite:
Nobz
Meganobz [5+ invulnerable, some upgrade options, Ld. 8]
Weirdboyz [1-3 bought as single choice, added to other units] 35 points ea., upgrade to warphead for +25 ea.
Kommandos [option to take tankbusta bombs]
Burna Boyz [give them the "cutting torch" option for 2d6 armor penetration in melee]
Cyborks [0-1, S4, T5, 5+ invulnerable; painboy option; like 3rd ed.]
Flash Gitz [15 points; basic ork boy stat line, but BS3, WS3; nob upgrade option and lose painboy; gun: S5, AP(d6), Assault 2, 24" range; gun options (5 pts ea per model): +1 S; Assault 3; +12" range. Unit size: 5-15.]
Tankbustas [lose Glory Hog, add Tankhunter]

Troops:
Ork Boyz [slugga or shoota boyz, S4, no furious charge] 8 pts ea
Ork Yoofs [slugga/choppa only, S3/T4, no armor] 6 pts ea
'Ard Boyz [0-1*, 4+ armor save] 12 pts
Skarboyz [0-1*, regular boy w/ 2 wounds each, 5-15 size] 12 pts
Gretchin
*You must have at least one unit of boyz for each unit of 'ard boyz and/or skarboyz in your army.

Fast Attack:
Stormboyz [give tankbusta bombs option]
Deffkoptas [same, but Big Bomm: either 5 pts for what it is now, or S5, AP 4, Pinning for +15)
Warbuggies/Wartrakks/Skorchas
Warbikes
Cyboars [old 2nd Ed calvary; would be a unit that moves 9", charges 9", T4(5), boar has 2 S4 attacks]
Huvacraff [flying troop transport; skimmer, fast, open topped; 12/11/10 armor; 20 model capacity]

Heavy Support:
Lootas
Battlewagons [1-3 bought as single force org chart as dedicated transports w/ limited gun upgrades; 1 per slot otherwise]
Heavy Gunz [improve the guns to make it worth taking; add some mekboyz to the krew; make a "Supa-kannon" or something that high risk, high reward]
Deff Dread
Killa Kans
Looted Tank [loot from list of tanks, like in 3rd ed., but roll a d6 every time you move or shoot: on a 1, crew does something wrong and that action fails]

Just my .02.


What would you change in your Codex? @ 2010/01/28 01:07:39


Post by: mrblacksunshine_1978


I would like for GW to get they act together...........and get they wording correct


What would you change in your Codex? @ 2010/01/28 01:35:19


Post by: Joetaco


Space Marines
I'd love to see Space Marine get the Chapter Traits that we had in the 4th Edition Codex. (crimson fists with prefered enemies: orks and faithful unto death; Boosh!)
Sternguard and Vanguard should be more expensive and get different stats (i don't see how the pro shooters and the pro melee guys have the same exact stats)
Librarians need to have an invul save and if not them at the very least Tigirius needs one.
Chapter Masters should be able to take honour guard or a command squad ( i just think its wierd that the head of a chapter CAN'T be escorted by a command squad)
Dreadnoughts with different heroes inside would be pretty cool, like a librarian dreadnought, chaplain dreadnought or chapter master dreadnought
A mini-codex of important space marine characters would be cool (ultra-smurfs have like 6 special characters while theres only 1 for every other "important" chapter.
Necrons
give us a new codex, end of story


What would you change in your Codex? @ 2010/01/28 01:58:09


Post by: Arheiner


More expensive Vanguard, that's the worst idea ever.


What would you change in your Codex? @ 2010/01/28 02:05:36


Post by: Joetaco


Arheiner wrote:More expensive Vanguard, that's the worst idea ever.


it wouldn't be balanced to just give sternguard and vanguard something to make them better. i say up their prices and increase their ballistic/ weapon skills


What would you change in your Codex? @ 2010/01/28 02:31:44


Post by: Shas'O Dorian


Aftersong wrote:Tau

General Rules - all marker lights fire at the end of the movement phase before that start of the shooting phase, any model firing a markerlight is considered to have a target lock (only when firing the markerlight) units/models firing markerlights incur no restrictions in the shooting phase for doing so.

Marker light changed to assault 1

Photon grenades- any unit declaring an assault on a unit equipped with photon grenades rolls a D6 and uses the result for their assault range rather than the normal 6"

Seeker missiles - reduced to 5 points, vehicles may have up to 4 per vehicle but each vehicle may only fire 2 per turn.



Ethereal- remove line of sight requirement for moral re-rolls

Crisis Suits- flamers count as power weapons in close combat price increased to 10 points

Vespids- given a 4+ armor save, in assault any roll of a 6 to wound counts as having been inflicted by a power weapon.

Drones- No kill points are awarded for destroyed gun drone squads

Kroot - given a 5+ invul save for superior reflexes, possibly given upgrades options from kroot mercenaries list.

Shaper - access to power weapons

Firewarriors- when squad numbers 12 models given free Shas'ui, bonding knife, and markerlight

Skyray - carries 10 seekers instead of 6, no limits on how many can be launched per turn

Pathfinders - Remove compulsory transport, grant stealth usr, may not fire weapons if they fired markerlights, 18 points instead of 12

Shadowsun - Her Fusion blasters are changed to 18" range (9" for melta) and she makes stealth suits count as scoring units.

Farsight - Crisis teams count as scoring units

Aun'va - no line of sight for moral tests re-rolls confers stubborn USR to all tau models not kroot or vespids reduced to 190 points


Please please PLEASE stop trying to give Tau power weapons AT ALL (No kroot, No Suits, No Vespid, no ethereals). We are NOT a melee army. The Tau strategy is shooty shooty, we get in the choppy choppy we lose, use tactics to avoid melee. If you want a good shooty army that can hold it's own in melee with power weapons, roll Space Marines.

Kroot don't need an invulnerable, perhaps only in Melee like the DE wyches.

Vespids- armor, yes - rending, no. Increase gun range to 18" or give them the jump back ability

Make Gun drones count as no kill points? Absolutely not, I'll take 3 units of them and march em at you & oh by the way, you killed em? they dont count haha.

Marker lights are fine as is maybe a slight point drop. You need to coordinate your fire properly to get the best effect out of them.

Free Shas'ui on firewarriors, great, free bonded? no.

Tau are good, but they are fickle. You need to know how to coordinate your fire to get the best effect. They need minor tweaks, what they don't need is a boost to melee or riduculously Overpowered upgrades. I should know I've been playing them since their release as my main army.




What would you change in your Codex? @ 2010/01/28 04:02:03


Post by: mrblacksunshine_1978


For the CSM, I would like to see more fluff and a seperate codex for each different Chaos God, like the 4th edition.


What would you change in your Codex? @ 2010/01/28 04:04:16


Post by: Shas'O Dorian


mrblacksunshine_1978 wrote:For the CSM, I would like to see more fluff and a seperate codex for each different Chaos God, like the 4th edition.


Seperate Codex? Nah, but maybe have that extra area in the back for special rules for each legion if that's what you mean. The way the new codexes look I'd say your best bet is to have "special characters" grant special rules like in the smurfs codex.


What would you change in your Codex? @ 2010/01/28 04:14:48


Post by: jp400


mrblacksunshine_1978 wrote:I would like for GW to get they act together...........and get they wording correct


Oh Irony.


What would you change in your Codex? @ 2010/01/28 06:49:40


Post by: Sternguard_rock


Sternguard troops not scoring


What would you change in your Codex? @ 2010/01/28 15:18:23


Post by: Shas'O Dorian


Sternguard_rock wrote:Sternguard troops not scoring


They aren't scoring, unless your oponent takes Pedro Kantor which gives them that rule at the cost of combat tactics.


What would you change in your Codex? @ 2010/01/28 15:33:26


Post by: Klawz


'Nids should have better BS. Especially a shooty unit like the Tyrannofex or Harpy. Also, the Tergivon's gaunts should join the closest gaunt unit when spawned, and the Tergivon (and other Nid MC) shouldget a cover sv from gaunts.


What would you change in your Codex? @ 2010/01/28 15:42:06


Post by: Shas'O Dorian


Klawz wrote:'Nids should have better BS. Especially a shooty unit like the Tyrannofex or Harpy. Also, the Tergivon's gaunts should join the closest gaunt unit when spawned, and the Tergivon (and other Nid MC) shouldget a cover sv from gaunts.


I must disagree with almost every point you made.

Improved BS - no - Most things are now BS 3 or better. These are creatures that use instinct, not space marines with decades of training. (Disregarding the hive mind as it doesn't exert direct control it exerts its will & influence)

Gaunts joining the closest one - ok maybe

MC's getting a cover same from gaunts? - No way in hell. Look at the picture on page 52 of the new nids codex and imagine an imperial guard conversation:
"Sir! Should we target the 20 foot tall giant bug?"
"Nope, those 3 foot gaunts are going to jump 17 feet into the air & block our shot"

MC's only get cover if 1/2 the model is obscured IIRC and thats from the BGB not just the codex.

I've played several games with my new tyranids & have done just fine.


What would you change in your Codex? @ 2010/01/29 17:24:31


Post by: LeperMessiah


Nids should be an assault-based force. Whatever shooting they have is clearly secondary. More units having "Fleet" would be more appropriate, to charge into tanks to rip them apart.


What would you change in your Codex? @ 2010/01/29 17:31:56


Post by: Eldar Own


LeperMessiah wrote:Nids should be an assault-based force. Whatever shooting they have is clearly secondary. More units having "Fleet" would be more appropriate, to charge into tanks to rip them apart.

Yeah, i think this would be quite a good change too, except only for the ones that feed when reverted to instinctive behaviour.


What would you change in your Codex? @ 2010/02/02 23:47:09


Post by: beethoveN


lower price on dark reaper and wraithgard.


Automatically Appended Next Post:
and phoenix lord


What would you change in your Codex? @ 2010/02/03 07:41:04


Post by: Luke_Prowler


I wish Weirdboyz had a bigger selection of powers that I could chose from. I'd still have to roll for the power to keep that Orky randomness, but if I want to spew psychic vomit on my enemies rather that deep striking into a tree, I should be able to do that.

Plus he really should be knocked down to an elite choice. As awesome as Weirdboyz are, they're not the leading type.


What would you change in your Codex? @ 2010/02/04 02:39:48


Post by: Braden


1st time poster to dakkadakka. thought this was the first forum i felt like responding too.

I would make for SM the assault squads have more of an assault gun option. give them the option of having flamers, plasma guns, meltaguns... even if it was moved to another section such as troops or elites. just a thought.


What would you change in your Codex? @ 2010/02/04 06:04:41


Post by: DiscoVader


Luke_Prowler wrote:I wish Weirdboyz had a bigger selection of powers that I could chose from. I'd still have to roll for the power to keep that Orky randomness, but if I want to spew psychic vomit on my enemies rather that deep striking into a tree, I should be able to do that.

Plus he really should be knocked down to an elite choice. As awesome as Weirdboyz are, they're not the leading type.


Heartily agree. Wierdboyz seem like they'd be a lot of fun to use if they weren't taking up a valuable HQ slot.

Also, the mental image of a Wierdboy warping his way into a tree is hilarious.


What would you change in your Codex? @ 2010/02/04 21:46:25


Post by: Jerjare


Imperial Guard

Independant Characters: Offer more wargear options for ICs. They are very lean on equipment they can take, which stifles customization.

Command Squads: Add new advisors "liasons" that allow you to take elements of the old IG armies and give yours a 'theme', like a Catachan liason that gives some bonus when in forests/cover, Elysian liason that lets units that can scout/infiltrate to deepstrike, etc.

Comissars- Increase squads that can include Comissars beyond just vanilla Platoon Squads. Some units seem made for these guys tagging along (Ogryns, for example). Give the option of taking a powerfist, but price it to make it balanced that a squad totes a hidden powerfist.

Priests- Do the same thing with Priests: Create a new kind of 'High Priest/Confessor/SpacePope' that functions like the one we have now, only with 2W and bit better stats along with a bubble ability (something like units within 6" reroll misses in CC) and if you take the HQ Priest then you can take a priest along with many other kinds of infantry squads who have their 'reroll missed hits on the charge'. Let them continue to take eviscerators.

These two changes make IG characters viable (if you want to invest the points) without having a squishy unit that can easily get singled out in CC.

Ogryns- Re-work their stats, allow them to take a Comissar as a squad upgrade. Make them a feasible assault unit.

Ratlings- As it is now they are the least expensive sniper unit in the game. What hampers them is being T2 and having low Ld. So give them T3 and Ld8, keep the cost the same.

Heavy Weapon Teams- To ease the transition of going from 2 models to one, simply give them Eternal Warrior. Now they essentially function as two models since it forces them to get hit at least twice no matter what.

Special Weapon Teams- Need Frag grenades. Move the 'Demolitions' doctrine from Vets to some upgrade with these guys- 6 guys with meltabombs+satchel charge would make a nice suicide unit.

Scout Sentinel- Increase front armor to 11. This lets them tie up non-powerfisted/meltabombed MEQs.

Vanquisher Leman Russ- Make it a bit more versatile, by allowing it to fire 2 shells: Vanquisher shells (same effect) and Conquerer shells (Heavy 1 Str 7 AP4 Small Blast) so you're not boned after you pop the sole vehicle the opponent had.

Knight Commander Pask- Give him some special rule that benefits the entire tank squadron, ie gives the LRBT tank squadron BS4.

Give vehicle squadrons the CHOICE of staying in coherency of an immobilized vehicle, or scuttling it to be able to move elsewhere. As it is vehicle squadrons have a big liability, and with vehicles that won't move the whole game (like artillery batteries) the immobilized=destryoed is just stupid.


What would you change in your Codex? @ 2010/02/05 16:00:28


Post by: Jadenim


Right, here's my tuppence on the Tau codex (fingers crossed for the new one later this year). I've generally tried to just take the existing codex and make it a more flexible force.

Battlesuit Armoury
Special issue items may now be taken multiple times, but only by HQ choices. I still wanted these items to be restricted, but give more
flexibility for building a tailored force.

Crisis Battlesuits - Replace 3 hardpoints with 2 weapons hard points and 2 support system hardpoints; it is no longer compulsory to
fill all slots I feel this offers slightly more flexibility on suit configuration without being over-powered.
Close combat attacks count as rending. I didn't want to go down the power weapons route, but I
think a bit of a close combat boost is needed, after all these are stonking great power-armour suits!

Stealth Suits - Add the Stealth USR Err… Stealth suits?!
Replace the inbuilt burst cannon with 1 weapon hard point for any battlesuit weapon. Again, greater flexibility.
Add built-in markerlight* These are supposed to be a behind-the-lines unit, it makes sense that they wouldn't attack themselves but
light up a target for the main Tau force (* Note new markelight stats, discussed later).

Broadside Suits - Add the Slow & Purposeful USR Allows the suits to be relentless but limits their movement to a reasonable level. 2 support system hard points. Close combat attacks count as rending.

Advanced stabilisation system - Dropped, no longer necessary as all the suits are relentless.

Airburst Fragmentation Projector - 24" range, Heavy 1 Ordnance (no other weapons may be fired in the same round) May now benefit from markerlights to increase BS to reduce scatter (still won't go above BS5). One of the few large blast weapons in the army and you have to get within charge range to use it?? However I think it stands to reason that if you're firing such a large blast you can't move or fire anything else.

Long-barrelled Burst Cannon *NEW ITEM* - 36" Str 5 AP 5 Heavy 3 As well as a vehicle weapon this will become an option
for Broadside units (see modified unit entry). Note the small suit and larger vehicle burst cannons are now separate weapons.

Command & Control Node - All Tau units (& Vepsid units with a Strain Leader) within 12" may use the owner's leadership value. Makes this item relevant again.

Cyclic Ion Blaster - 24" Range, Rending Replaced the confusing rules with a simple USR, gave it a range boost and kept it special issue.

Failsafe detonator - No longer special issue, but limited to one per force I didn't want to see a proliferation of suicide squads, but likewise I don't think you want to be blowing your HQ's up!

Heavy Fusion Blaster *NEW ITEM* - 24" Str 8 AP 1 Melta Another weapon option for Broadside suits and vehicles (see modified unit entries).

Iridium Armour - No longer special issue. This isn't an over-powered item, so I don’t think it needs to be limited access.

Positional Relay - Now just adds +1 to reserve rolls (10pts? Can't remember current price!). Simplifies the function of this item.

Marker Beacon *NEW(ish) ITEM* - Support System that allows re-roll of deep strike scatter within line of sight (10pts). This item is taken from the Pathfinders Devilfish and will now just be an upgrade option for all suits/vehicles.

Jamming Pod *NEW ITEM* - Support System that puts enemy reserve rolls at -1 (10pts). Unimaginative but necessary piece of suit/vehicle equipment.

Broadside Railgun - Additonal Submunition mode: 72" Str 6 AP 4 Blast to reflect similarity to Hammerhead weapon and provide more options for enaging horde armies.

Broadside Ion Cannon *NEW ITEM* - 60" Str 7 AP 3 Heavy 2 Again, reflects the similarity to the Hammerhead, but slightly less capable, and gives more options for heavy support.

Stealth Field Generator - Now a Support System (10pts), clarify that it doesn't actually use Nightfighting rules, therefore searchlights,
etc have no effect, unless nightfighting rules are actually in operation. (Shining a searchlight in the middle of a bright desert won't help anyone else target the stealth suit you've just spotted. However, in the middle of the night it might give them a clue…)

Stimulant Injector - No longer special issue Again, this isn't an overpowered item so doesn't need to be limited access.

Target Lock - Allows the owner to fire at a different target to the rest of their unit. No reference to target priority, happy now??!

Targetting Array - Now also included as a Hard-wired item on the wargear list, same points and rules. This will allow a bit more of a buff to team leaders, as they aren't generally much better than their ordinary comrades.

Markerlight *NEW(ish) ITEM* - 18" Str - AP - Assault 1 added as either a Battlesuit weapon or Support system (5 pts, only one per model). Normal marker lights are now intended for forward deployed scouting units (Pathfinders, stealth suits, etc) to designate for other units.

Networked Markerlight *NEW(ish) ITEM* - 36" Str - AP - Heavy 1 added as either a Battlesuit weapon or Support system (10 pts, only one per model). Networked markelights are now intended for longer range support of your own squad.

Vectored Retro-Thrusters - No longer special issue; all members of a unit must be equipped with the thrusters This isn't an over-powered item, so I don’t think it needs to be limited access.

Infantry Armoury
Note: unless a points value is given new items cannot be purchased; they will just be specified in the appropriate unit entry.

Hard-wired Targetting Array *NEW ITEM* - As Battlesuit Armoury This will allow a bit more of a buff to team leaders, as hey aren't generally much better than their ordinary comrades.

ALL drones now have the Fearless and Feel No Pain USRs. They're autonomous machines and they don't care!

Gun Drones - Now adopt unit type and any USRs (eg Drones attached to a Broadside team will be Slow & Purposeful). This just simplifies the selection of drones for a squad and their operation on the field.

Marker Drone - Cost dropped to 20pts. These were drastically over-priced IMHO.

Sniper Drone *NEW(ish) ITEM* - Added to Battlesuit/Infantry wargear lists (20pts). Gives more options for tailoring squads.

Command Link Drone *NEW ITEM* - WS 2 BS - S 3 T x W 1 I 4 A 1 LD x Sv x (20pts)
All Tau units (& Vepsid units with a Strain Leader) within 18" of the drone may use the owner's leadership value. Allows the good HQ's to help out the relatively low LD units.

Kroot Rifle - 18" Assault 2 Kroot are supposed to be close combat specialist IMHO, so let's give them a weapon that suits that.

Kroot Grenade *NEW ITEM* - Simple black powder bombs, count as assault grenades in all respects

Markerlight *NEW(ish) ITEM* - See above for new definition; where specified only, not available for purchase as infantry wargear.

Networked Markerlight *NEW(ish) ITEM* - See above for new definition; where specified only, not available for purchase as infantry wargear.

Photon Grenade - Now counts as an assault grenades as well as a defensive grenade. Why could they be used to disorient an enemy when they attack you, but not to disorient the enemy when you attack them??

Pulse Carbine - 15" Assault 2, Pinning This weapon needs more firepower IMHO but I didn't want it treading on the toes of the Pulse Rifle, hence the range drop.

Pulse Rifle - Rapid fire range now 15"/30" You can actually shoot without risk of being assaulted!!

Rail Rifle - Heavy 1, Sniper simplified rules that match the purpose of this weapon

Vespid Neutron Blaster - Same stats, Template weapon. Tell me you won't take them now…

Vehicle Armoury
Note: unless a points value is given new items cannot be purchased; they will just be specified in the appropriate unit entry

Decoy Launchers - Now allows re-roll of damage from all glancing hits. This was justed to limited too be useful before

Disruption Pod - Dropped (!) Now you've picked yourself up off the floor, I suggest replacing it with the items below which are more in keeping with equipment for the rest of the army

Stealth Field Generator *NEW ITEM* - As per Battlesuit item, roll 2d6 x 3 to see the vehicle (10pts)

Shield Generator - As per Battlesuit item, confers a 4+ invulnerable save to the vehicle (20pts)

Positional Relay *NEW(ish) ITEM* - Adds +1 to reserve rolls (10pts) Unimaginative but necessary piece of vehicle equipment

Marker Beacon *NEW ITEM* - Support System that allows re-roll of deep strike scatter within line of sight (10pts). This item is taken from the Pathfinders Devilfish and will now just be an upgrade option for all suits/vehicles.

Jamming Pod *NEW ITEM* - Support System that puts enemy reserve rolls at -1 (10pts). Unimaginative but necessary piece of suit/vehicle equipment

Flechette Dischargers - One shot, Str 4 AP - attack against all assaulting models, before they take their attacks (5pts). Simpifies this item

Gun Drones - Clarification of rules: Count as passengers travelling in an open topped vehicle (at no penalty to the vehicle for damage rolls etc). Once deployed all the drones from a vehicle or squadron of vehicles form a separate, unit following the
rules for a drone squadron, but they do not count towards kill points (Drone squadrons now have some additional limitations, refer to the unit entry, which mean that vehicle drones aren't particularly good once deployed). The drones are carried in a stabilised mounting on the vehicle, allowing them to fire so long as the vehicle would still be allowed to fire one weapon, even if the vehicle has moved faster than would normally allow passengers to fire

Hammerhead Railgun - Now ignores cover in both modes. I wanted this to be noticably different to the Broadside weapon. I considered heavy 2, but that would be too powerful IMHO. Ignoring cover is a useful upgrade and is supported by the fluff (Hammerhead rounds have been known to go straight through a Leman Russ and out the other side!)

Hammerhead Ion Cannon - No changes to stats Name changed to clarify item

Landing Gear - Now always works, providing the vehicle hasn't moved, simplifies operation

Multi-tracker - Rules changed; now allows the vehicle to fire as if it had moved at the next lowest speed category (eg. A fast vehicle moving flat out would still be able to fire one weapon). Makes this equipment effective for more of the Tau vehicles

Seeker Missiles - Rule wording simplified, "hits a markerlighted target on a 2+", rules used to talk about "as if BS5" which just isn't
necessary. Now equipped with a dual-mode warhead, keeps Krak mode as existing, but adds Frag mode: Str 4 AP 6 Blast.

Sensor Spines - Now just allow re-roll of dangerous terrain tests, simplifies operation

Targetting Array - Price changed to 10pts, keeps it consistent with the other armouries

Long-barrelled Burst Cannon *NEW ITEM* - 36" Str 5 AP 5 Heavy 3. Additional vehicle weapon option to improve flexibility

Heavy Fusion Blaster *NEW ITEM* - 24" Str 8 AP 1 Melta. Additional vehicle weapon option to improve flexibility

Broadside Railgun *NEW(ish) ITEM* - Railgun: 72" Str 10 AP 1, Submunitions: 72" Str 6 AP 4 Blast. Additional vehicle weapon option to improve flexibility

Tau Forces
The existing stats don't quite tie up from unit to unit. Battlesuits add S +1 T +2 W +1 (as existing)

Rank WS BS S T W I A LD
Shas'o 4 5 3 3 3 3 4 10
Shas'el 3 4 3 3 2 3 3 9
Shas'vre 3 4 3 3 1 3 2 8
Shas'ui 2 3 3 3 1 2 2 8
Shas'la 2 3 3 3 1 2 1 7

Crisis Commander - No longer 1+ Free choice of HQ? Yay!

Crisis Bodyguard - No access to special issue items

Ethereal - Honour guard now uses the Elite Fire Warrior unit*. Doesn't count as a choice under the Force Organisation Chart (* This is a new unit, see below) Wargear: shield generator, C&C Node. This gives the Ethereal some kind of save and a bigger buff to surrounding units. Inspiring Presence unchanged. Price of Failure modified as follows: If a unit fails the morale check caused by this rule they may not regroup, regardless of unit strength or if they are bonded. If passed the unit gains the Fearless and Preferred Enemy USRs plus the "Take them down!" rule. (Make this rule both better and worse!)
Take Them Down! - All Tau units (not auxiliaries or drones) may re-roll all shooting, including scatter on blast weapons. Represents the fluff of Tau pouring more fire onto the enemy.

Water Caste Envoy *NEW UNIT* - (40pts) WS 2 BS 3 S 3 T 3 W 1 I 4 LD 10 Sv 4+ Wargear: Pulse Pistol, C&C Node
No Fire Warriors may be taken (except honour guard) All auxiliaries count as troops. May take an honour guard as per Ethereal. I wanted to have a HQ that represents the Tau's heavy reliance on auxiliary forces.

Crisis Team - Suits modified as above. No "team-leader" option - Shas'vre only (Team-leaders seem a bit redundant, particularly after
the other modifications I've made)

Stealth Team - Suits modified as above. No "team-leader" option - Shas'vre only. Shas'vre may upgrade standard suit markerlight to a networked markerlight for 5pts

Elite Fire Warriors *NEW UNIT* - Shas'vre stats at 15pts/model +10 points to upgrade one member to Shas'el stats. All options as per normal Fire Warrior squad*. It just seems like a good idea to have an elite unit that isn't a battlesuit. (* Note: the Fire Warrior squad options have been modified, see below).

Fire Warriors - Photon grenades as standard (still 10pts/model) Making them a bit better rather than reducing cost. No "team-leader" option - Shas'ui only. Shas'ui may take a markerlight for 5pts or a networked markerlight for 10pts. 2 Fire Warriors (not the Shas'ui) may exchange their pulse rifles/carbines for Rail Rifles for 10pts (as per Pathfinders), this allows a bit of heavy fire power in the squad without making them Guardsmen.

Devilfish - Fast skimmer, Tank, with 2 gun drones, 1 long-barrelled burst cannon and 12 model transport capacity. Access to all options in the vehicle armoury but no weapon upgrades. Essentially I want to split the Devilfish into two variants a la Rhino/Razorback. One is purely for ferrying troops, the other is basically a light tank.

Warfish - Devilfish variant, skimmer, Tank, with 2 gun drones, 1 long-barrelled burst cannon and 8 model transport capacity. Access to all options in the vehicle armoury and weapon upgrades as follows:
Gun drones may be replaced with a smart missile system for 10pts or 2 independently firing long-barrelled burst cannons for 20pts (as per the existing Hammerhead)
The long-barrelled burst-cannon may be replaced with a Heavy Fusion Blaster for 20pts or a Broadside Railgun for 30pts

Kroot - Shapers are now 1+ for 17pts. All Kroot (not kroot hounds) have a 6+ armour save. The shaper allows kroot grenades to be taken at 1pt/kroot (not including hounds). Krootox are dropped as an option. Kroot gain the Move Through Cover USR. Shapers may take Tau armour for a 4+ save for 5pts

Gue'vesa - Human Auxiliaries 5-10 standard guardsmen 7pts/model. 0-1 Sergeant for 17pts. Sergeant may take pulse carbine/rifle for 5pts and Tau armour for a 4+ save for 3pts

Gun Drone Squadron - Dropped Replaced by Drone Squadron, see below.

Drone Squadron - Fast attack, 1+ Command Link Drone, 2+ Gun Drone, 0- 5 other drones, all as wargear descriptions (including cost). Automatons - When drones are deployed as an independent unit they rely on orders from the Tau commander to be relayed via the drone squadron's Command Link Drone. At the start of the turn the drone squadron must take a leadership test. This can be taken using the leadership value of any HQ with a Command Link Drone or Command and Control node, providing the squadron still has it's own Command Link Drone. If they pass they may act normally, if they fail the squadron reverts to autonomous Sentry Mode.
Sentry Mode - the drone squadron holds their position and will only attempt to shoot the nearest enemy unit within line of sight.
This gives more options to the drone squadrons but also prevents them from being over-powered (remember they are now Fearless and Feel No Pain!)

Pathfinders - Photon grenades as standard as per fire Warriors. No "team-leader" option - Shas'ui only. Shas'ui may upgrade standard markerlight to a networked markerlight for 5pts. Devilfish/Warfish transport now optional. Unit gains the Stealth and Move Through Cover USRs. Combined with shorter range Assault markerlights means they should be upfront, actually pathfinding!

Pirahnas - Now 40pts/model but with a squadron size of 1-3, 2 gun drones and 1 long-barrlled burst cannon as standard armament. Reduced cost, otherwise why would you take these when you can take a devilfish?
Gun drones may be replaced with a smart missile system for 10pts or 2 independently firing long-barrelled burst cannons for 20pts (as per Hammerhead). The long-barrelled burst-cannon may be replaced with a Heavy Fusion Blaster for 20pts or a Broadside Railgun for 30pts. More weapons options to make this a more flexible unit.

Vespid - Neutron blaster upgraded to template waepon, as above. Close combat attacks count as rending (Fluff states that they have diamond hard talons). Gain Hit & Run USR. All changes are to make them a more formidable close combat unit, that you might actually want to spend the points on!

Knarloc Riders *NEW UNIT* - Cavalry, 3-12 unit size, some (0-3?) may be upgraded with Kroot guns. I don't have the Imperial Armour rulebook for these, but it fits with the auxiliaries theme, gives an additional Fast Attack option and cavalry is fairly unusual so adds to the unique feel of a Tau force.

Broadside Team - Suits modified as above. No "team-leader" option - Shas'vre only. May replace the Twin-linked Railgun with either a Twinlinked Long-barrelled Burst Cannon, a Twin-linked Heavy Fusion Blaster or a Twin-linked Broadside Ion Cannon. May replace the Smart Missile System with either a Twin-linked Plasma Rifle or a Twin-linked Missile pod. These really needed a lot more options to provide a useful, flexible, heavy support choice.

Hammerhead - Main weapons unchanged, 2 gun drones as standard support weapon. Gun drones may be replaced with a smart missile system for 10pts or 2 independently firing long-barrelled burst cannons for 20pts (Standardised with other Tau vehicles). Access to all vehicle armoury options.

Skyray Missile Defence - 12 seeker missiles (6 on racks plus automatic reload of 6 from within the hull), the ammunition capacity was too small, limiting usefulness. Heavy Networked Markerlights 48" range, AA mount (ignores cover saves for turbo-boosting bikes/jet bikes and skimmers moving flat out). Again short range limited usefulness and the fluff describes this as an anti-aircraft weapon, much like the Hydra. 2 gun drones as standard support weapon
Gun drones may be replaced with a smart missile system for 10pts or 2 independently firing long-barrelled burst cannons for 20pts. Access to all vehicle armoury options, except additional seeker missiles are not allowed.

Special Characters
Remove the 1500pt force limit for all of them, why shouldn't they be used in a smaller game?!

Aun'va - Update the price of failure as per normal Ethereal, see above. Change the 4+ cover saves to 4+ invulnerable as too many weapons ignore over! Honour Guards have S 3 this appears to be a typo where they've copied the 3(5) from the toughness stat. Aun'va now allows Elite Fire Warriors to be taken as troop choices.

O'Shovah (Farsight) - Allows Crisis suits to be taken as troops. The current rules aren't clear "Crisis teams are1+ the same as Fire Warriors"??? Just call them troops! No auxiliaries allowed (This is an update to cover the new auxiliaries introduced)

O'Shaserra (Shadowsun) - Allows Stealth suits to be taken as troops

I eagerly await the total demolition of my ideas!


What would you change in your Codex? @ 2010/02/06 16:24:12


Post by: dpaul


Well seriously, fricken assault grenades would be a welcome sight for Tyranids. They could evolve to overrun whole civilizations but can't evolve some kind of spore to overcome branches and what not. Also, they didn't have to nerf the stuff that we already have by hiking the points cost so high fielding it would mainly be for fluff. The flyrant and fexes were extremely overpriced.

Unrealistically, something that actually make Space Wolves players sweat and have to think when facing Tyranids for a change. Some kind of awesome psychic power or rule that kicks the crap out of rune priest spammers. Like:

"Stormcaller my foot" - the Hive mind realizes the annoyance of a few ICs having the power to destroy an entire army and uses its awesome mind to lay the smack down on these Phil-Kelly-teacher's pets. Any army that have the letters "ace Wolves" at the end of their name will test on a 3D6 when using psychic powers, ANY double will result to a "Perils of the Warp". And, referring to no specific characters, any model using the powers with the words "... of the world wolf" and "... Hurricane" will test on a 5D6. (Have any of you tested how fast a 30-strong Hormagaunt unit evaporates after being hit by 2 murderous hurricanes?). lol



What would you change in your Codex? @ 2010/02/06 16:46:42


Post by: mrwittwer


I would like to fix some shenanigans with Chaos Daemons and deep striking.

The reason daemons dont take psyker tests is because they are masters of the warp. So by the same fluff why is their deep strike still so random? Shouldnt they have a bit more influence over where they land? Now im not suggesting, that daemon players can pick and choose where they deep strike with no scatter. But perhaps be able to purchase a re-roll ability of some sort?

I feel if there was some little adjustment to daemons deepstriking then daemons would be a perfectly competitive army.


What would you change in your Codex? @ 2010/02/06 17:57:17


Post by: dpaul


mrwittwer wrote:I would like to fix some shenanigans with Chaos Daemons and deep striking.

The reason daemons dont take psyker tests is because they are masters of the warp. So by the same fluff why is their deep strike still so random? Shouldnt they have a bit more influence over where they land? Now im not suggesting, that daemon players can pick and choose where they deep strike with no scatter. But perhaps be able to purchase a re-roll ability of some sort?

I feel if there was some little adjustment to daemons deepstriking then daemons would be a perfectly competitive army.


I'd second that. After a few deepstrikes it gets tougher NOT to hit your own or your enemy's units.


What would you change in your Codex? @ 2010/02/06 20:54:53


Post by: crazypsyko666


dpaul wrote:
mrwittwer wrote:I would like to fix some shenanigans with Chaos Daemons and deep striking.

The reason daemons dont take psyker tests is because they are masters of the warp. So by the same fluff why is their deep strike still so random? Shouldnt they have a bit more influence over where they land? Now im not suggesting, that daemon players can pick and choose where they deep strike with no scatter. But perhaps be able to purchase a re-roll ability of some sort?

I feel if there was some little adjustment to daemons deepstriking then daemons would be a perfectly competitive army.


I'd second that. After a few deepstrikes it gets tougher NOT to hit your own or your enemy's units.


It also tends to be difficult not to be shot to death after a bad scatter with the daemons, especially in a bloodletter-heavy army. People often tell me to get a better formation, but they generally don't realize how difficult that becomes when EVERY GODDAMN UNIT deepstrikes in.

Maybe for some extra points, assault the turn they arrive? It may need a large price tag, but it would certainly help out.


Automatically Appended Next Post:
I would also get rid of all of this space marine supplementary codex nonsense. GW needs to stop making SM (or SW's) and add some creativity to the other races. What about the Tau septs? What about the Eldar Craftworlds? Instead of adding more codexes, make the army codexes larger and more interesting.


What would you change in your Codex? @ 2010/02/06 20:59:55


Post by: mrwittwer


crazypsyko666 wrote:
dpaul wrote:
mrwittwer wrote:I would like to fix some shenanigans with Chaos Daemons and deep striking.

The reason daemons dont take psyker tests is because they are masters of the warp. So by the same fluff why is their deep strike still so random? Shouldnt they have a bit more influence over where they land? Now im not suggesting, that daemon players can pick and choose where they deep strike with no scatter. But perhaps be able to purchase a re-roll ability of some sort?

I feel if there was some little adjustment to daemons deepstriking then daemons would be a perfectly competitive army.


I'd second that. After a few deepstrikes it gets tougher NOT to hit your own or your enemy's units.


It also tends to be difficult not to be shot to death after a bad scatter with the daemons, especially in a bloodletter-heavy army. People often tell me to get a better formation, but they generally don't realize how difficult that becomes when EVERY GODDAMN UNIT deepstrikes in.

Maybe for some extra points, assault the turn they arrive? It may need a large price tag, but it would certainly help out.


It would help out, but it would need to be restricted to weaker units. A bloodthirster deepstriking turn 1 and in combat the same round just wouldnt be fair.

I really just want a re-roll for a bad scatter in some form. For example the game is really not a lot of fun when my 375 point unit of bloodcrushers and skulltaker mounted mishaps and dies. The natural argument is icons, however that doesnt help turn 1. I want for say 25 points i can upgrade a unit to re-roll their scatter. This way expensive or key units dont die before hitting the table.


What would you change in your Codex? @ 2010/02/07 00:09:35


Post by: crazypsyko666


mrwittwer wrote:
crazypsyko666 wrote:
dpaul wrote:
mrwittwer wrote:I would like to fix some shenanigans with Chaos Daemons and deep striking.

The reason daemons dont take psyker tests is because they are masters of the warp. So by the same fluff why is their deep strike still so random? Shouldnt they have a bit more influence over where they land? Now im not suggesting, that daemon players can pick and choose where they deep strike with no scatter. But perhaps be able to purchase a re-roll ability of some sort?

I feel if there was some little adjustment to daemons deepstriking then daemons would be a perfectly competitive army.


I'd second that. After a few deepstrikes it gets tougher NOT to hit your own or your enemy's units.


It also tends to be difficult not to be shot to death after a bad scatter with the daemons, especially in a bloodletter-heavy army. People often tell me to get a better formation, but they generally don't realize how difficult that becomes when EVERY GODDAMN UNIT deepstrikes in.

Maybe for some extra points, assault the turn they arrive? It may need a large price tag, but it would certainly help out.


It would help out, but it would need to be restricted to weaker units. A bloodthirster deepstriking turn 1 and in combat the same round just wouldnt be fair.
Well, that's exactly what I was thinking.

Give it to the weak and fragile with a +20-30 point price tag and you've got a useable ability that's not game-breaking and can do some damn good damage. Besides, a bloodthirster's fast enough to get wherever it needs to go whenever it needs to get there.


What would you change in your Codex? @ 2010/02/07 01:03:32


Post by: Snikkyd


Out of interest, do the Warp Spiders have a Pheonix Lord? If so they should add him.


What would you change in your Codex? @ 2010/02/11 18:44:10


Post by: Eldar Own


Snikkyd wrote:Out of interest, do the Warp Spiders have a Pheonix Lord? If so they should add him.

No they don't. I'd like one too, i think i posted an idea for mine in the 'make a special character' thread, i'll see if i can find it.


What would you change in your Codex? @ 2010/02/11 20:20:37


Post by: Rivkeh


Space Marines

Jump Packs give +1 attack, consequentially an increase in price for HQs to take them (+5 pts?)
Assault Marine price stays the same, move them to troops (bearing in mind the above)
Reduced price for Vangaurd Vets, 1 free power sword or lightning claw for each 5men in the squad, free jump packs
Scouts can purchase an upgrade once for each 5 members of the squad which gives their close combat weapon a poisoned 2+ to wound, for around 5 points, maybe 10.


What would you change in your Codex? @ 2010/02/12 06:12:33


Post by: TopC


I wish i had read every forum/tourny report imaginable before buying a codex and spending about $700 on models/paint only to discover that GW certainly has spoiled races that will always stay top tier armies while others get the short end of the stick if not entirely shafted. but hey, i can always go play chess when i want a truly even match.


What would you change in your Codex? @ 2010/02/12 07:43:39


Post by: Gavo


For Imperial Guard:
-Ogryns, costing maybe like 25 point each instead of 40.
-Stormtroopers not sucking, giving them 3 or 4 special weapons instead of 2.
Can't think of anything else at the moment...Oh, make the Vanquisher BS4.


What would you change in your Codex? @ 2010/02/13 03:39:07


Post by: Luke_Prowler


How about letting Orks take Big Choppas as special weapons like big shootas and rokkits? it would certainly give trukk boyz some extra power.


What would you change in your Codex? @ 2010/02/13 05:10:06


Post by: annabelle


Look at the new space wolf psychic powers, go on, I know you have the codex. Now look at the CSM psychic powers. Why, oh why do my Thousand sons have 1 god specific power ? It's not even that good for the price. Then the Ignorant, beer drinking, unlettered savages who let horus trick them into destroying a loyal, brother legion (because they were psychic) gets all these badass spells. How about hooking 1k sons up with the spells they deserve?


What would you change in your Codex? @ 2010/02/13 05:22:48


Post by: mrwittwer


annabelle wrote:Look at the new space wolf psychic powers, go on, I know you have the codex. Now look at the CSM psychic powers. Why, oh why do my Thousand sons have 1 god specific power ? It's not even that good for the price. Then the Ignorant, beer drinking, unlettered savages who let horus trick them into destroying a loyal, brother legion (because they were psychic) gets all these badass spells. How about hooking 1k sons up with the spells they deserve?


QFT

And it should be noted that Bolt of Change, is crappy as all hell.


What would you change in your Codex? @ 2010/02/13 06:37:49


Post by: Eos Rahh


Orks.

HQs can take rokkit packs.

Werid boy has wargear options and loose the roll on a chart for his power. Give each power its own point cost. Warpheads get 2 powers.

Have lootas become heavys.

Tank bustas become heavys and loose glory hog.

Flash gits elites.


What would you change in your Codex? @ 2010/02/13 06:50:17


Post by: Grambo


Tyranids
Have the trygon be able to assualt when it comes up.
Have guants have a better initiative and armor save.
Have extended carapace make there armor save better.
Have the carnifex have a high initiative and mofre attacks.


What would you change in your Codex? @ 2010/02/13 15:49:05


Post by: TopC


Grambo wrote:Tyranids
Have the trygon be able to assualt when it comes up.

Give shooty armies the ability to shoot from off table

Grambo wrote:Have guants have a better initiative and armor save.

have them eateach other if they fail ldr

Grambo wrote:Have extended carapace make there armor save better.
Have the carnifex have a high initiative and mofre attacks.
increase the toughness of my guys so they cant be instant deathed


What would you change in your Codex? @ 2010/02/13 19:37:43


Post by: Eldar Own


Grambo wrote:Tyranids
Have the trygon be able to assualt when it comes up.
Have guants have a better initiative and armor save.
Have extended carapace make there armor save better.
Have the carnifex have a high initiative and mofre attacks.


TBH, i don't think any of theese changes are nescessary, sorry.

And sorry guys, i can;t find my idea for an eldar warp spider pheonix lord.


What would you change in your Codex? @ 2010/02/13 21:04:32


Post by: mrwittwer


Grambo wrote:Tyranids
Have the trygon be able to assualt when it comes up.
Have guants have a better initiative and armor save.
Have extended carapace make there armor save better.
Have the carnifex have a high initiative and mofre attacks.


They also need death strike missiles that hit on turn 1 with no scatter and unlimited range.


What would you change in your Codex? @ 2010/02/13 21:09:21


Post by: shas'o vera


Grambo wrote:Tyranids
Have the trygon be able to assualt when it comes up.
Have guants have a better initiative and armor save.
Have extended carapace make there armor save better.
Have the carnifex have a high initiative and mofre attacks.


and dont forget about the instant death strength 1 guns.


What would you change in your Codex? @ 2010/02/14 00:31:43


Post by: TopC


shas'o vera wrote:
Grambo wrote:Tyranids
Have the trygon be able to assualt when it comes up.
Have guants have a better initiative and armor save.
Have extended carapace make there armor save better.
Have the carnifex have a high initiative and mofre attacks.


and dont forget about the instant death strength 1 guns.


you forgot to mention assault 100, range 72''


What would you change in your Codex? @ 2010/02/14 00:43:52


Post by: Jackmojo


shas'o vera wrote:
and dont forget about the instant death strength 1 guns.


Actually an instant death Str1 gun might be vaguely interesting, as it would basically always wound on a 6 (and only up to T4) but would ignore the wounds statistic and Feel No Pain...

Jack


What would you change in your Codex? @ 2010/02/14 05:07:44


Post by: CrazyThang


Eldar Own wrote:
Grambo wrote:Tyranids
Have the trygon be able to assualt when it comes up.
Have guants have a better initiative and armor save.
Have extended carapace make there armor save better.
Have the carnifex have a high initiative and mofre attacks.


TBH, i don't think any of theese changes are nescessary, sorry.

And sorry guys, i can;t find my idea for an eldar warp spider pheonix lord.


What a coincidence, I am currently in the process of making my own spider pheonix lord! (just love those cuddly little guys..... I mean what?)

I'll post it and the model pics when I'm done. (should be within the week).


What would you change in your Codex? @ 2010/02/14 20:28:47


Post by: Eldar Own


CrazyThang wrote:
Eldar Own wrote:
Grambo wrote:Tyranids
Have the trygon be able to assualt when it comes up.
Have guants have a better initiative and armor save.
Have extended carapace make there armor save better.
Have the carnifex have a high initiative and mofre attacks.


TBH, i don't think any of theese changes are nescessary, sorry.

And sorry guys, i can;t find my idea for an eldar warp spider pheonix lord.


What a coincidence, I am currently in the process of making my own spider pheonix lord! (just love those cuddly little guys..... I mean what?)

I'll post it and the model pics when I'm done. (should be within the week).

Great! I look forward to seeing it!


What would you change in your Codex? @ 2010/02/14 21:06:57


Post by: jp400




Nuff Said


What would you change in your Codex? @ 2010/02/14 22:49:04


Post by: rocklord2004


Ok I know people get bent out of shape over the whole "Tau need close combat" issue. I think the need a single unit type that is not only capable of performing the assault but also capable of making it there relatively intact. Since most people think the vespid are horrible all around (no personal opinion as I havn't used them yet) they seem to be the most fitting for this upgrade. I'm not great at the changing the rules thing but since they are jump infantry the blaster should stay the same but their stats should be adjusted for surviving close combat. Rather than giving over half the army rending like I saw in a previous post just give the Vespid rending. This gives the Tau a close combat unit that several want and fixes a unit a lot of people hate. The only other change I would like to see is gun drones not counting as a kill point only if they came off of a vehicle. Tau bring enough kill points to the table. I don't see a need for a transport (devilfish) to have the chance to be worth 2 kill points. Especially as easy to kill as 2 drones would be. Yes I know a full Piranha squad would have a 10 drone squad left behind but as many points as youd be paying thats ok with me.

The piranha should no longer be a requirement for the pathfinders; however; it should be switch to if they take one they are allowed to infiltrate. If they don't take it they can't have infiltrate or any other scout like abilities. This makes how you take them determine their role. If you want them to be fire support with the rifles in the distance you can or if you want them close markerlight creators you can do that as well. To push the separate roles further you could increase the rifle cost but lower the individual unit cost (small amounts to maintain balance) and increase the number of rifles you can take. I wouldn't change the rifle profile though since a small squad of them is my ideal monstrous creature killer.


What would you change in your Codex? @ 2010/02/15 00:22:18


Post by: Distortionist


For the chaos codex:

I think lords and sorcerers should be able to have access to 'cultist marine' abilities like feel no pain, inferno bolts, furious charge, etc. They should be able to get things like demon armor (2+) save and an iron halo (maybe just a 1 per army thing)

The chaos land raider needs to get the space marine version of 'power of the machine spirit' since they're supposed to be exactly the same.

Obliterators should be S5 T5 W3 and have access to sonic weaponry (they're obliterators, surely they can do that), chainfists, lightning claws (if they can change their ranged weapons, they should logically be able to do it for close combat special weapons). It would make them super-powerful though and I can see why they would leave them as they are.

Demon princes should get daemon weapons.

Chaos lords should be able to get access to the standard demon weapon regardless of the mark they have (well, I'm still debating this).

Cultists would be cool and kind of funny.

Raptors should be able to buy special rules like hit and run and demonic visage to represent the super-badass ones that have been around for thousands of years. Or make a chosen version of raptors with such skills.

Chaos marines should be able to get veteran skills again (or at least chosen), unless they can already--I can't remember since I don't use them.

Chaos and marine codex:

Increase the WS and BS of some units, mainly the commanders, who should be getting WS and BS of around 7 and maybe a higher initiative by like 1 point. Veterans should be getting WS and BS of 5, not just marines with extra options. Being incredibly awesome according to the fluff, they should be a lot stronger.



Though, honestly, I would like to see marines match their fluff a bit more than what my changes and the codex would/already does. I'm talking something like WS5 BS5 S5 T5 W2 I5 A3 LD9/10 with assault X bolters (like some people at my store did). But I know that won't happen and maybe it's for the best.


What would you change in your Codex? @ 2010/02/15 05:49:20


Post by: Snikkyd


A harlequin special character would be awesome.

Likely too, but unfortunately new character usualy aren't that great.


What would you change in your Codex? @ 2010/02/15 12:22:17


Post by: Distortionist


You have any proposed rules for that guy Snikkyd? Seems like an interesting character.


What would you change in your Codex? @ 2010/02/15 15:24:32


Post by: Snikkyd


Distortionist wrote:You have any proposed rules for that guy Snikkyd? Seems like an interesting character.


Hmmm, I'm not sure, but I guess I could make some.

I'm sure they would have something that makes Harlequins beter (lol), like they all gain a special ability or something.


What would you change in your Codex? @ 2010/02/15 20:29:19


Post by: Eldar Own


Snikkyd wrote:
Distortionist wrote:You have any proposed rules for that guy Snikkyd? Seems like an interesting character.


Hmmm, I'm not sure, but I guess I could make some.

I'm sure they would have something that makes Harlequins beter (lol), like they all gain a special ability or something.

Hmm.... well harlequins aren't aspect warriors, and i would much prefer a warp spider pheonix lord, i think maybe ther troupe master should give them more benefits, let's make him a bit better instead.


What would you change in your Codex? @ 2010/02/15 21:09:03


Post by: Kanluwen


Hellguns upgraded.
Hellguns upgraded.
HELLGUNS UPGRADED.

As it stands--absolute trash.


Then, Hellguns available to "Grenadier" Veterans as an actual upgrade(wtf were they thinking on that one anyways?)


What would you change in your Codex? @ 2010/02/18 00:32:22


Post by: beethoveN


yes, harlequin solitaire: just picture it.


What would you change in your Codex? @ 2010/02/18 00:48:54


Post by: Mr-_-Flidd


ZacktheChaosChild wrote:
The last thing I would adjust is the Noise Marines. They are really expensive and only worth taking if you take the Sonic weaponry, which is opverpriced for what you get, to say the least. I would probably knock down the prices for tham a little.



Basiically that!



What would you change in your Codex? @ 2010/02/18 12:20:12


Post by: reidy1113


Eldar:
Higher Initiative for Guardians (if Eldar are supposedly quick and agile why do Guardians have an average Initiative of 4 even if they're on Jetbikes as well?)
Allow Fire Prism Squadrons
Reduce the cost of EVERYTHING (only slightly but IMO Guardians are not worth 8 points per model - 6 would be fair considering they are similar to Tyranid Termies which are cheaper)
Have a Warp Spider and Shining Spear Phoenix Lord
Avatar with Feel No Pain and Immune to Instant Death and Higher Initiative
Increase ALL VEHICLES Balistic Skill by 1 (except for Wave Serpents and possibly War Walkers)
Shining Spear Lance weapons with slightly larger range (12" would be nice )
Striking Scorpions with Fleet of Foot
Make Fire Prism armour 13 at front and 11 at back
Wraithlords with Balistic Skill 5 and a 4+ Invunrible Save
Autarch and Exarchs with Higher Strength and Toughness
Warlocks with Leadership 10
Phoenix Lords with more wounds

Yes it's a long but it is what should happen IMO. Obviously none of these will happen to be honest but Eldar need these upgrades. I could have thought of more if I had the time.





What would you change in your Codex? @ 2010/02/18 12:34:54


Post by: Maelstrom808


Let Immortals upgrade to TL Gauss Cannons so I can field a squad of these guys:



What would you change in your Codex? @ 2010/02/18 15:41:03


Post by: mrwittwer


reidy1113 wrote:Eldar:
Allow Fire Prism Squadrons
Reduce the cost of EVERYTHING (only slightly but IMO Guardians are not worth 8 points per model - 6 would be fair considering they are similar to Tyranid Termies which are cheaper)
Avatar with Feel No Pain and Immune to Instant Death and Higher Initiative
Increase ALL VEHICLES Balistic Skill by 1 (except for Wave Serpents and possibly War Walkers)
Shining Spear Lance weapons with slightly larger range (12" would be nice )
Make Fire Prism armour 13 at front and 11 at back
Wraithlords with Balistic Skill 5 and a 4+ Invunrible Save
Autarch and Exarchs with Higher Strength and Toughness
Phoenix Lords with more wounds


All of these changes would make eldar extremely overpowered. BS5 and 4++ on wraithlord would need to make him 200 points base. Making everything better and cheaper never fixes anything. Just makes one army rediculously overpowered.


What would you change in your Codex? @ 2010/02/18 15:48:16


Post by: shas'o vera


mrwittwer wrote:
reidy1113 wrote:Eldar:
Allow Fire Prism Squadrons
Reduce the cost of EVERYTHING (only slightly but IMO Guardians are not worth 8 points per model - 6 would be fair considering they are similar to Tyranid Termies which are cheaper)
Avatar with Feel No Pain and Immune to Instant Death and Higher Initiative
Increase ALL VEHICLES Balistic Skill by 1 (except for Wave Serpents and possibly War Walkers)
Shining Spear Lance weapons with slightly larger range (12" would be nice )
Make Fire Prism armour 13 at front and 11 at back
Wraithlords with Balistic Skill 5 and a 4+ Invunrible Save
Autarch and Exarchs with Higher Strength and Toughness
Phoenix Lords with more wounds


All of these changes would make eldar extremely overpowered. BS5 and 4++ on wraithlord would need to make him 200 points base. Making everything better and cheaper never fixes anything. Just makes one army rediculously overpowered.


unless.........
YOU MAKE ALL THE ARMIES THAT WAY
problem solved


What would you change in your Codex? @ 2010/02/18 16:12:25


Post by: CrazyThang


reidy1113 wrote:Eldar:
Higher Initiative for Guardians (if Eldar are supposedly quick and agile why do Guardians have an average Initiative of 4 even if they're on Jetbikes as well?)
Allow Fire Prism Squadrons
Reduce the cost of EVERYTHING (only slightly but IMO Guardians are not worth 8 points per model - 6 would be fair considering they are similar to Tyranid Termies which are cheaper)
Have a Warp Spider and Shining Spear Phoenix Lord
Avatar with Feel No Pain and Immune to Instant Death and Higher Initiative
Increase ALL VEHICLES Balistic Skill by 1 (except for Wave Serpents and possibly War Walkers)
Shining Spear Lance weapons with slightly larger range (12" would be nice )
Striking Scorpions with Fleet of Foot
Make Fire Prism armour 13 at front and 11 at back
Wraithlords with Balistic Skill 5 and a 4+ Invunrible Save
Autarch and Exarchs with Higher Strength and Toughness
Warlocks with Leadership 10
Phoenix Lords with more wounds

Yes it's a long but it is what should happen IMO. Obviously none of these will happen to be honest but Eldar need these upgrades. I could have thought of more if I had the time.





Just to adress each point specificly.
1. They are still "civilians" in the Eldar sense. Basic troops in the game sense. Now 5 I probably wouldn't make them OP, but is there really a need for it?
2. I'd love to take 9 prisms thanks! (Incredibly OP if they did this without increasing costs exponentially)
3. This seems to come up a lot. I honestly think only some units are overcosted for what they do, not all.
4. Woohoo! Two more units no one would field!
5. FnP: No. Immune to Instant Death: Yes. But with toughness 6 the only things instant deathing him will be weapons that... cause instant death. And isn't his I 6? That's pretty high.
6. The only one I would raise by 1 is actually the war walker. But in a technological sense most vehicles in this game should never miss so...
7. Shining Spears are already too expensive to field without basing an entire army around them.
8. Scorps are in heavy aspect armor. Nothing in it can fleet. (Spiders, reapers, etc.)
9. People always seem to forget that range is a fire prism's best defense. Also why would it be a higher AV if it is on the exact same chassis as a serpent and falcon?
10. BS: eh... fluff wise they are probably not the most accurate things in the universe but I would also enjoy it at 5. 4++: it would be nice to have some kind of ++ save, but as was previously mentioned, do we really want them to be 200 pts base?
11. They are still Eldar.
12. Yes
13. Once again, it would make an already overpriced, underused unit (or group of units rather) even more expensive.

Just my two cents about these as an Eldar player.


What would you change in your Codex? @ 2010/02/18 16:35:51


Post by: mrwittwer


I think we could make Wraithlords BS5 and a 4++ if they are reduced to S6 T6 and cost 175 base. I realized at S10 T8 with a 4++ that this is even more durable than a landraider. At T8 and a 4++ it would take around 8 railgun shots to kill it. at least 250 if not more. Extremely over powered.


What would you change in your Codex? @ 2010/02/18 16:39:03


Post by: n3roman


Imperial Guard:

I'd personally like to see an upgrade to medics. So that if the PCS takes a Medic the whole platoon gets FNP, but increases the cost of a medic to perhaps 50-60pts.
Or give the medic an area of effect of 6"



What would you change in your Codex? @ 2010/02/18 17:42:00


Post by: CrazyThang


mrwittwer wrote:I think we could make Wraithlords BS5 and a 4++ if they are reduced to S6 T6 and cost 175 base. I realized at S10 T8 with a 4++ that this is even more durable than a landraider. At T8 and a 4++ it would take around 8 railgun shots to kill it. at least 250 if not more. Extremely over powered.


I can definitley see it possible if the S/T were dropped some but overall I personally am happy with lords as they are. Though of course all my thoughts about them are largely theory as they have just arrived today.


What would you change in your Codex? @ 2010/02/18 18:39:01


Post by: Eldar Own


CrazyThang wrote:
mrwittwer wrote:I think we could make Wraithlords BS5 and a 4++ if they are reduced to S6 T6 and cost 175 base. I realized at S10 T8 with a 4++ that this is even more durable than a landraider. At T8 and a 4++ it would take around 8 railgun shots to kill it. at least 250 if not more. Extremely over powered.


I can definitley see it possible if the S/T were dropped some but overall I personally am happy with lords as they are. Though of course all my thoughts about them are largely theory as they have just arrived today.

Me too, they have a 3+ save and are T8, that's pretty tough as it is. I don't think they need an inv save. BS5 would be good but i'd prefer WS5. Really though i don't mind, wraithlords are good as they are.


What would you change in your Codex? @ 2010/02/18 19:00:19


Post by: CrazyThang


Eldar Own wrote:
CrazyThang wrote:
mrwittwer wrote:I think we could make Wraithlords BS5 and a 4++ if they are reduced to S6 T6 and cost 175 base. I realized at S10 T8 with a 4++ that this is even more durable than a landraider. At T8 and a 4++ it would take around 8 railgun shots to kill it. at least 250 if not more. Extremely over powered.


I can definitley see it possible if the S/T were dropped some but overall I personally am happy with lords as they are. Though of course all my thoughts about them are largely theory as they have just arrived today.

Me too, they have a 3+ save and are T8, that's pretty tough as it is. I don't think they need an inv save. BS5 would be good but i'd prefer WS5. Really though i don't mind, wraithlords are good as they are.


Bringing up WS... I would love to run swordlords, but the 2 attacks just seem to be a slap in the face... even with rerolls...


What would you change in your Codex? @ 2010/02/19 18:50:58


Post by: Eldar Own


CrazyThang wrote:
Eldar Own wrote:
CrazyThang wrote:
mrwittwer wrote:I think we could make Wraithlords BS5 and a 4++ if they are reduced to S6 T6 and cost 175 base. I realized at S10 T8 with a 4++ that this is even more durable than a landraider. At T8 and a 4++ it would take around 8 railgun shots to kill it. at least 250 if not more. Extremely over powered.


I can definitley see it possible if the S/T were dropped some but overall I personally am happy with lords as they are. Though of course all my thoughts about them are largely theory as they have just arrived today.

Me too, they have a 3+ save and are T8, that's pretty tough as it is. I don't think they need an inv save. BS5 would be good but i'd prefer WS5. Really though i don't mind, wraithlords are good as they are.


Bringing up WS... I would love to run swordlords, but the 2 attacks just seem to be a slap in the face... even with rerolls...

I totally agree!! It's probably my biggest problem with the eldar codex. I think that wraitguard should be brought up to 2 attacks and wraithlords up to at least 3, if not 4.


What would you change in your Codex? @ 2010/02/19 19:08:40


Post by: CrazyThang


Eldar Own wrote:
CrazyThang wrote:
Eldar Own wrote:
CrazyThang wrote:
mrwittwer wrote:I think we could make Wraithlords BS5 and a 4++ if they are reduced to S6 T6 and cost 175 base. I realized at S10 T8 with a 4++ that this is even more durable than a landraider. At T8 and a 4++ it would take around 8 railgun shots to kill it. at least 250 if not more. Extremely over powered.


I can definitley see it possible if the S/T were dropped some but overall I personally am happy with lords as they are. Though of course all my thoughts about them are largely theory as they have just arrived today.

Me too, they have a 3+ save and are T8, that's pretty tough as it is. I don't think they need an inv save. BS5 would be good but i'd prefer WS5. Really though i don't mind, wraithlords are good as they are.


Bringing up WS... I would love to run swordlords, but the 2 attacks just seem to be a slap in the face... even with rerolls...

I totally agree!! It's probably my biggest problem with the eldar codex. I think that wraitguard should be brought up to 2 attacks and wraithlords up to at least 3, if not 4.


I was actually thinking about this yesterday in an interesting way. Considering wraithsight and the (fairly limited) descriptions of 'lords, I am starting to find it hard to imagine them dueling with ballerina-like grace. I kinda just imagine them plodding along, stopping in front of an enemy, swinging in a huge arc with their sword, and moving on. I mean it's cool to imagine them doing cool stuff (such as that oh so awsome "Stalking Wraithlord") but in all reality they are contructs controlled by ghosts that occasionally go dumb. *Sigh* Logic

BUT I don't read any black library or older codices or anything so please tell me I'm wrong


What would you change in your Codex? @ 2010/02/20 01:07:43


Post by: Emmel Eitch


Dark Eldar:

Just looking at existing models and wargear.
Squadrons for Talos and Ravagers
I would like the webway portal to come into play on turn 1 like a drop pod (deep strike, stop at terrain) instead of someone having to carry it and place it.
game size requirements stripped from special characters.
Mandrakes to have the ability to get a sergeant that can buy wargear.
soul seeker ammunition become cheap and available to basic warriors (2-3 point upgrade).
scourges to have a dual fire weapon that allows them a heavy choice and an assault choice.
Hellions to have their hellglaive be an assault weapon instead of a rapid fire, as they're a hit and run unit.
Raiders able to move 12" and still allow units on board to shoot. (they can shoot if they get off, why can't they shoot if they stay on).
CC attacks for raiders and ravagers.

For new stuff, I'd like an expansion on the psychological warfare the DE can already do with horrorfexes and other special equipment.
Weapons along the lines of guns that inflict penalties on ld tests for this shooting turn.
maybe a weapon that doesn't pin, but makes models fall back d6 inches if they fail a ld test, but they regroup after moving.
etc..


What would you change in your Codex? @ 2010/02/20 06:34:33


Post by: pdawg517


Give land raiders either a dozer blade type upgrade, or give them a rule allowing them to reroll failed dangerous terrain tests.


Automatically Appended Next Post:
Tank squads for SM would be kind of fun!


What would you change in your Codex? @ 2010/02/20 13:34:23


Post by: Eldar Own


CrazyThang wrote:I was actually thinking about this yesterday in an interesting way. Considering wraithsight and the (fairly limited) descriptions of 'lords, I am starting to find it hard to imagine them dueling with ballerina-like grace. I kinda just imagine them plodding along, stopping in front of an enemy, swinging in a huge arc with their sword, and moving on. I mean it's cool to imagine them doing cool stuff (such as that oh so awsome "Stalking Wraithlord") but in all reality they are contructs controlled by ghosts that occasionally go dumb. *Sigh* Logic

Well the wraithlords do what they did best when the spirit inside them was alive. So if it was a CC fighter it would do CC stuff, same goes for shooty. I can see what you mean about them not being graceful and acrobatic, im not sure if they are, however a super-cool image popps into my head of a wraitlord dodging lascannon shots matrix style!


What would you change in your Codex? @ 2010/02/20 16:28:13


Post by: Phazit257


To make heavy weapon teams act independantly again instead of in platoons


What would you change in your Codex? @ 2010/02/20 17:46:48


Post by: CrazyThang


Eldar Own wrote:
CrazyThang wrote:I was actually thinking about this yesterday in an interesting way. Considering wraithsight and the (fairly limited) descriptions of 'lords, I am starting to find it hard to imagine them dueling with ballerina-like grace. I kinda just imagine them plodding along, stopping in front of an enemy, swinging in a huge arc with their sword, and moving on. I mean it's cool to imagine them doing cool stuff (such as that oh so awsome "Stalking Wraithlord") but in all reality they are contructs controlled by ghosts that occasionally go dumb. *Sigh* Logic

Well the wraithlords do what they did best when the spirit inside them was alive. So if it was a CC fighter it would do CC stuff, same goes for shooty. I can see what you mean about them not being graceful and acrobatic, im not sure if they are, however a super-cool image popps into my head of a wraitlord dodging lascannon shots matrix style!


Now I want to see said image. Sounds awsome!


What would you change in your Codex? @ 2010/02/20 18:16:57


Post by: Joetaco


Eldar Own wrote:
I totally agree!! It's probably my biggest problem with the eldar codex. I think that wraitguard should be brought up to 2 attacks and wraithlords up to at least 3, if not 4.


Wraithlords with 3 or 4 attacks? What about dreadnoughts they only have 2 attacks and they don't have the luxury of re-rolling missed attacks.
Another change they should do is either change the fluff to match the miniatures or change the miniatures to match the fluff. Dreadnoughts are not nearly tall enough and orks don't seem broad or tall enough


What would you change in your Codex? @ 2010/02/20 23:15:37


Post by: eldarbgamer13


DE- dark lances str. 9

0rks-warboss and mek bs.3

eldar-brigt lances str. 9

tau- them not being commies


What would you change in your Codex? @ 2010/02/21 08:13:56


Post by: shas'o vera


eldarbgamer13 wrote:tau- them not being commies


i resent that remark, they are not commies, they are a:

Despotic Totalitarian Collectivist Imperialistic Utilitarianist Society
ruled by Theocratic Hereditary Oligarchies presiding over Meritocratic Councils


What would you change in your Codex? @ 2010/02/21 08:27:38


Post by: Luke_Prowler


shas'o vera wrote:
eldarbgamer13 wrote:tau- them not being commies


i resent that remark, they are not commies, they are a:

Despotic Totalitarian Collectivist Imperialistic Utilitarianist Society
ruled by Theocratic Hereditary Oligarchies presiding over Meritocratic Councils

You copypaste'd that from somewhere else, didn't you?


What would you change in your Codex? @ 2010/02/21 08:32:56


Post by: shas'o vera


Luke_Prowler wrote:
shas'o vera wrote:
eldarbgamer13 wrote:tau- them not being commies


i resent that remark, they are not commies, they are a:

Despotic Totalitarian Collectivist Imperialistic Utilitarianist Society
ruled by Theocratic Hereditary Oligarchies presiding over Meritocratic Councils

You copypaste'd that from somewhere else, didn't you?


well, yes, but that is besides the point, they are not commies, you ignorant child


What would you change in your Codex? @ 2010/02/22 01:06:18


Post by: eldarbgamer13


yes they are, it says that if an ethereal had the mind he could make another tau kill himself gladly. and there must be some corruption in the ethereal heirarchy


What would you change in your Codex? @ 2010/02/22 06:21:37


Post by: shas'o vera


eldarbgamer13 wrote:yes they are, it says that if an ethereal had the mind he could make another tau kill himself gladly. and there must be some corruption in the ethereal heirarchy


thats not communsium, thats mind control, just like the emporer


What would you change in your Codex? @ 2010/02/22 23:04:00


Post by: eldarbgamer13


well everyone knows that the imp. is full of commies. as are the tau, `cause the other caste members besides the high command just take orders for the 'Greater Good' supposedly


What would you change in your Codex? @ 2010/02/23 10:35:08


Post by: shas'o vera


eldarbgamer13 wrote:well everyone knows that the imp. is full of commies. as are the tau, `cause the other caste members besides the high command just take orders for the 'Greater Good' supposedly


yes, just like other goverments, like democracy for example


What would you change in your Codex? @ 2010/02/24 21:44:27


Post by: Eldar Own


Joetaco wrote:
Eldar Own wrote:
I totally agree!! It's probably my biggest problem with the eldar codex. I think that wraitguard should be brought up to 2 attacks and wraithlords up to at least 3, if not 4.


Wraithlords with 3 or 4 attacks? What about dreadnoughts they only have 2 attacks and they don't have the luxury of re-rolling missed attacks.
Another change they should do is either change the fluff to match the miniatures or change the miniatures to match the fluff. Dreadnoughts are not nearly tall enough and orks don't seem broad or tall enough

Dreads can buy extra CCWs to add attacks on, wraithlords can't. Though i do agree with the fact that some minis do not match their background.


What would you change in your Codex? @ 2010/02/26 22:20:38


Post by: goggari


give cypher the fallen angel OFFICAL rules...


What would you change in your Codex? @ 2010/02/27 05:42:23


Post by: Tyrant Valafar


I would like to see the Witch Hunter's rhino dropped to 35 points and the Immolator dropped to 50 points and Repentia get something like FNP the rest besides the inquisition parts is fine.


What would you change in your Codex? @ 2010/02/27 06:14:39


Post by: thunderingjove


For the Flash Gits to make sense.


What would you change in your Codex? @ 2010/02/27 06:32:08


Post by: CrazyThang


thunderingjove wrote:For the Flash Gits to make sense.


No way that's my favorite part!


What would you change in your Codex? @ 2010/02/27 06:36:20


Post by: Ravenous D


For Eldar make phoenix lords make their aspect troops, because otherwise their point cost is just silly.


What would you change in your Codex? @ 2010/02/27 17:09:46


Post by: liquidjoshi


Did someone say "Necrons?" seriosly, apart from monolith and c'tan, Nothing seems effective. against ANYTHING.


What would you change in your Codex? @ 2010/03/05 13:32:05


Post by: Legion


CSMs:

Cultists
- Give them back, including HQ or special units, not just squads of cannon fodder.

Daemon Weapon
- Change 1 auto self wound to 1 auto self hit, or reduce cost.
- Give them to DPs

Daemon Princes
- See above
- More upgrade options, especially for the currently pointless Khorne DPs - Furious charge/fleet etc.

Abaddon
- Ditch the self wounding on his daemon wep.

Typhus
- Immune to instant death.

Tzeentch/Ahriman
- Seriously, more and better psychic powers.

Lash
- Make it worse or lose it.

Dreadnought
- Ditch the craziness or give more incentive to take the risk - potential ability to shoot twice in a turn (perhaps at reduced BS) for example.

Posessed
- Very very simple fix: roll for the random stuff before deployment.

Chaos Space Marines/Chosen/Raptors/Havocs
- Either remove ability to icon them to the four powers, and give them more fluffy other-traitor-legion based options instead (Night Lords always attack first when they charge, as they're fearsome, for example); or offer a choice of one or the other.

Noise Marines
- Sonic Blasters as baseline.

Daemons
- More fluff.





What would you change in your Codex? @ 2010/03/05 14:38:44


Post by: Victimized Tyrant


Well an invuln on tyrants (not just in cc) would be nice.
Deathspitters maybe loose a point or two in strength and up a point in AP. The HQ choices need point fixes or better T and SV. I am not going to pay 150 for a big T4 gargoyle who doesn't have a decent save.


What would you change in your Codex? @ 2010/03/08 03:38:19


Post by: Insanityphr33k


Dark Eldar

Give Wyches furious charge and/or hit and run

make scourges cheaper and make them a fast attack with a 3-10 squad size and allow them to have blasters or dark lances.

give mandrakes infiltrate and/or outflank and/or scout and take out hidden deployment

give reaver jetbikes outflank

give blasters melta instead of lance. or keep lance. i dont mind having both lol

take out useless crap from 3rd edition such as gruesome talismans

allow shadowfield to be used by more than 1 person, but only an H.Q. choice.

make the crucible of malediction an arcane wargear that jumps to each psyker in the opposing players army whether it kills the psyker or not.

and lastly give warriors a splinter rifle and pistol and ccw. so that when they get assaulted they dont immediatly get wtfpwned


What would you change in your Codex? @ 2010/03/08 19:27:54


Post by: liquidjoshi


Give Dark Eldar: A new codex. Seriously, I was considering them, but the lack of a codex update soon kept me away. It really is a problem that needs fixing. IMHO, new editions shouldn't be released without all races having an up to date codex for the new edition. Forget things like battle missions, we need new codexes!


What would you change in your Codex? @ 2010/03/09 00:50:34


Post by: JSK-Fox


For SM:
I would love to have Tactical Squads able to get weapons in a similar way to assault squads, instead of 'Durr Hurr, you ned 10 guiz 2 haz speshul wepunz', which kinda pisses me off. Also, I want my Dread to be able to have Hunter Killer Missiles. I also believe that some of the point values *coughcoughLegionoftheDamnedcoughcough* should be lowered, if only a bit. Termies need standard power weps too.


What would you change in your Codex? @ 2010/03/09 14:20:51


Post by: jp400


Termies do not need power weapons standard unless you up the points by about 5+ per model for loyalist scum.


What would you change in your Codex? @ 2010/03/09 15:50:42


Post by: Wolftaoist


jp400 wrote:

Nuff Said


QFT


What would you change in your Codex? @ 2010/03/21 04:17:45


Post by: Deff Rider Warboss


Maelstrom808 wrote:Let Immortals upgrade to TL Gauss Cannons so I can field a squad of these guys:



ummm.. Ill take 12!


And for Orks - Cybork armor has a +4 invulnerable save instead of +5