37044
Post by: Ridealgh
If you could change Three things in your codex then what would they be. (not adding anything just tweaking it) Then what would you do.
For my eldar it would be
1. ALL eldar tanks get BS4 (except the vyper)
2. Wraithgard get feel no pain (their ominous shells being conrolled by the dead.)
3. Witchblades become force weapons (singing spears are not)
For my space mareines it would be
1. Flamestorms become TL with Vulkan
2. Land raiders are immune to Shaken and stunned effects (simalar to daemonic possesion but loyal)
3.Termies can charge from Drop Pods (and take them as DT's)
9497
Post by: lordofthedead
With my orks:
Boys squads can take burnas as special weapons
Flash gits become elites
Bring the choppa rule back
13740
Post by: Valkyrie
Marines can take 2 Special Weapons instead of 1 Special/1 Heavy.
Terminators WS5.
Reduce Draigo back to S4 and T4. I actually can find no reason as to why he is probably the only Astartes character with basic S5 and T5.
Some sort of "Stand and Shoot" reaction if you get charged, similar to that of W Fantasy. Not for any specific Codex, just a generic rule.
Automatically Appended Next Post: Also I'd like to see the FW Land Raider variants incorporated into the Codex.
29619
Post by: Jihadnik
For IG:
Transports can take as many seperate squads as can fit. (I'm looking at you special weapon squads and Valkyrie!)
Commissars are Independent Characters.
Sergeants can take Lasgun instead of frakin Laspistol!!!!!
46094
Post by: KingmanHighborn
Chaos Space Marines:
1. Return to specfic daemons
2. Put Obliterators into Elites choice
3. Allow Daemon Princes access to the armory again.
Imperial Guard:
1. Make HKMs and PM Weapons cost 5 points
2. Infantry can shoot a single HW out of the Chimera.
3. Lascannon, ML, and AC turrent options for Chimeras.
24341
Post by: Riddick40k
For Blood Angels
Death Company are base Initiative 5, They are blood crazied marines so even if they get charged they should be swinging faster then normal marines.
Death Company Tycho becomes a squad upgrade for death company.
Death Company Dreadnaughts do not count towards Force Org.
For Space Marines
can take 1-3 Thunderfire cannons for a single heavy support choice.
Vanguard Veterans are WS5
Sternguard are BS5
44292
Post by: Nicholas
All my marines have the plot armor rule giving them a 1++ invulnerable save
All my marines have the awesomeness special rule where all the opponents units take a Ld with a -10 modifier
Space marines are free.
On a serious note
Sanguinary Guard have +1 WS +1 BS they are not very elite for the elite of the chapter
Destroy the story with the Necrons
Vanguard Vets come with Jump Packs
9217
Post by: KingCracker
lordofthedead wrote:With my orks:
Boys squads can take burnas as special weapons
Flash gits become elites
Bring the choppa rule back
Exactly this but with 1 change. Drop the choppa rule, because with all our attacks, making a 4+ save is just WAY over kill. BUT I would bring back the mob up rule.
11610
Post by: Tzeentchling9
1)Pyrovore has two firing modes: a S5 AP4 flamer that it can throw 12" like a Hellhound or a S8 AP1 24" shot
2)Carnifex(and Old One Eye by extension) 50 points cheaper base.
3)Genestealers,, Ymgarls, Tyrants, Raveners, Termagaunts and Hormagaunts all come with flesh-hooks base.
43972
Post by: GreyHamster
Valkyrie wrote:
Reduce Draigo back to S4 and T4. I actually can find no reason as to why he is probably the only Astartes character with basic S5 and T5.
And Mephiston gets a free pass at S6/T6? Canis Wolfborn also has S5/T5.
Grey Knights: I'd change the psilencer to have an Assault 2 option like the psycannon, or give it better AP. As it is the gun is useless.
Give Stormravens the option to carry a missile other than Mindstrikes, perhaps something like the Bloodstrikes the BA variant carries.
Let Terminators and Paladins trade Storm Bolters for Storm Shields at +5 points.
Orks: Let Burna Boyz and Tankbustas take a Trukk DT.
Let Boyz take a Battlewagon DT that can't have a killkannon.
Give Tankbustas 36" range.
11610
Post by: Tzeentchling9
GreyHamster wrote:Valkyrie wrote:
Reduce Draigo back to S4 and T4. I actually can find no reason as to why he is probably the only Astartes character with basic S5 and T5.
And Mephiston gets a free pass at S6/T6? Canis Wolfborn also has S5/T5.
Well, Mephiston is a Daemon Prince and Canis is riding his thundersquirrel.
22761
Post by: Kurgash
1. WBB is rolled at the end of the phase and there is no range, no restrictions. 4+ and the model stands up and rejoins it's unit. If said unit is wiped out, unless a tomb spyder is 12" close by, the unit is removed from play. Monoliths may teleport units out but they do not reroll failed WBB as that is done in the movement phase. Instead, it grants them the ability to roll their WBB if the unit is destroyed the enemy turn. Said models reform their unit, not a new one but you count as already gaining the killpoint. 2. Gauss inflicts glancing hits at -1, not -2. Any to wound rolls of 6 count as ap 2. 3. Phase out is removed. Plain and simple.
43972
Post by: GreyHamster
Tzeentchling9 wrote:GreyHamster wrote:Valkyrie wrote:
Reduce Draigo back to S4 and T4. I actually can find no reason as to why he is probably the only Astartes character with basic S5 and T5.
And Mephiston gets a free pass at S6/T6? Canis Wolfborn also has S5/T5.
Well, Mephiston is a Daemon Prince and Canis is riding his thundersquirrel.
You're sure about that first one? That the entire Blood Angels chapter missed their Chief Librarian being a Daemon?
32955
Post by: Coolyo294
GreyHamster wrote:Tzeentchling9 wrote:GreyHamster wrote:Valkyrie wrote: Reduce Draigo back to S4 and T4. I actually can find no reason as to why he is probably the only Astartes character with basic S5 and T5. And Mephiston gets a free pass at S6/T6? Canis Wolfborn also has S5/T5.
Well, Mephiston is a Daemon Prince and Canis is riding his thundersquirrel. You're sure about that first one? That the entire Blood Angels chapter missed their Chief Librarian being a Daemon?
He's a Demon Prince of Tzeentch. They're sneaky like that.
26031
Post by: shealyr
Orks:
1. Lootas were base 10 points per model and came with Big Shootas, and the entire squad could upgrade to Kustom Mega Blastas for +3 ppm, or Deffguns for +5 ppm. Also, add the ability to take a Nob, as well as a dedicated transport (either a Trukk or Looted Wagon).
2. Squig-Beast squads. WS3, BS0, S3, T3, I3, A2, W1, Ld4, Beast-types with Fearless, Furious Charge, Move Through Cover, and Rage. 7 points per model, Fast Attack FOC option, mobs of 5-15. Squad upgrade: Grot riding an extra large squig, +20 points, removes Rage as long as it's alive.
3. Red Paint and Boarding Plank come standard on all Ork vehicles, and are included in the price. You only get the benefit to the RPJ if the vehicle actually has red paint on it.
37912
Post by: black templar
1) Black templars get a new codex
2) Terminators can assault from drop pods
28680
Post by: Charles Rampant
Orks
1) Mega-armoured nobs get normal nob upgrade options (cybork, painboy, etc)
2) Stormboys were more survivable, and worthwhile buying the cool models for.
3) In the spirit of some of the Blood Angel replies above: I’d like my battlewagons to be able to fly and tank shock.
The biggest non-codex change would be a plastic multi-part and multi-vehicle kit for the buggies. Something like three buggies for £35, with loads of options and crazy extras, would be great. I’d love to have buggies in my force, to back up koptas and warbikers whilst the boyz trudge around the place, but the current models make my eyes bleed.
13740
Post by: Valkyrie
GreyHamster wrote:
Let Terminators and Paladins trade Storm Bolters for Storm Shields at +5 points.
Probably the only way that would be viable would be if they had to trade both their Nemesis Weapon and their Storm Bolters for a Daemonhammer and a Storm Shield, as Nemesis Sword and Storm Shields make for 2++ Invulnerable saves in CC, making the Warding Staff completly obsolete.
47184
Post by: Abstract Catalyst
- Harlequins can take a Venom as dedicated transport (they were the original users of the Venom, after all).
- For Kabalite Warriors, Shredders and Blasters are based on a 'one per five' upgrade basis, not one per squad.
- Clawed Fiend cheaper.
- Mandrakes able to Deep Strike, or having an increased save.
- Scourges cheaper.
- Khymera slightly more expensive
- Succubus given more wargear options.
- Duke Sliscus slightly more expensive.
- Models for all units.
- All units in Court of the Archon optional.
- Wracks slightly more expensive.
37044
Post by: Ridealgh
Abstract Catalyst wrote:- Harlequins can take a Venom as dedicated transport (they were the original users of the Venom, after all).
- For Kabalite Warriors, Shredders and Blasters are based on a 'one per five' upgrade basis, not one per squad.
- Clawed Fiend cheaper.
- Mandrakes able to Deep Strike, or having an increased save.
- Scourges cheaper.
- Khymera slightly more expensive
- Succubus given more wargear options.
- Duke Sliscus slightly more expensive.
- Models for all units.
- All units in Court of the Archon optional.
- Wracks slightly more expensive.
Thats a bit more than three things but i like the harlequins idea.
13705
Post by: the_ferrett
Ork Big guns with inverse artillery to hit rules. I can buy up to 12 helpers for 3 guns but I still have the 3 guns hit on a 1-4?
42592
Post by: JamesMclaren123
Guard +1 for segents lasgun las-gun/pistol AP6 some sort of feild artillery that isnt a tank
11610
Post by: Tzeentchling9
GreyHamster wrote:
You're sure about that first one? That the entire Blood Angels chapter missed their Chief Librarian being a Daemon?
Started a new thread to not derail this one: http://www.dakkadakka.com/dakkaforum/posts/list/388975.page#3177622
33891
Post by: Grakmar
Eldar:
1) All shurikan catapults have range of 18".
2) Remove "fleet" from most of the army (everything but Banshees), and give those units a run+shoot rule.
3) Move War Walkers to Fast Attack or Elite.
46376
Post by: darkPrince010
Tau:
1) Drones don't count towards the 25% morale check from shooting as well as for the "If under 50%..." for regrouping.
2) Pulse Rifle is Heavy 2, and Carbine is Rending.
3) Crisis Suits are squad size 1-5 instead of 1-3
Runner-ups
---Hammerhead Railgun counts as Lance
---Vespid Point cost change, or their weapon is Template
---Rail Rifles have 48" range
---Ethereals have a Pulse Pistol and cost ~35 pts instead.
---Devilfish cost ~50pts OR can Deepstrike
---Skyrays have some sort of missile Reload rule.
Tyranids:
What tzeenchling9 said, all except for Termagaunts/hormagaunts and flesh hooks. Termagaunts shouldn't be able to get fleshhooks, and hormagaunts should have it as an upgrade option, not by default.
18080
Post by: Anpu42
Space Wolves
1] Lone Wolves with Close Combat/Power Weapons only: Fleet
2] Wolf Guard with Jump Pack be able to Join Skyclaws
I think that is about it.
43718
Post by: Nuclear_Bomb
Tyranids:
1.Swarmlord had ET.
2.A spod could move as normal.
3.Take the Pyrovore out of the codex.
41554
Post by: Your Friend Doctor Robert
Marines:
Give Chapter Masters +1 W and A
Allow Chapter Masters to grant special rules via Chapter Tactics
Switch "Slow And Purposeful" for "Relentless" on the Legion of The Damned
43033
Post by: James100
Space marines dex:
One big one - An iron hands special character. Done i'm happy
46751
Post by: Akroma06
Ooh...Dis I like.
Dark Eldar
1. Flickerfield rules that are more descriptive of how the invuls work to avoid arguments.
2. Wyches that are atleast WS 5. I mean you go from 4 to freaking 8 in one step.
3. Vect is Eternal Warrior not Drazhar.
Black Templar...uh I only have 3?
1. Inniates come with freaking frag and krak (I mean come on that couldn't have been updated in the last FAQ as an Errata?)
2. Razorbacks with TL LC that don't cost 90 thats right 90 points a pop.
3. Relic Blades...just give me relic blades.
4...I know breaking the rules. Remove the 100 pts of wargear limit on charachters
IG
1. Immobilised Basilisks (or equivilent) don't get wrecked until you try and move.
2. More than one squad in a transport...ie special weapons.
3. Higher Ogryn Ld or atleast a power weapon for them.
SM
1. A squad that split into combat squads can get in a Rhino or LR together.
2. Bring back the old Drop Pod Assault
3. Less Ultrasmurf charachters as they have half and this is Codex: Space Marines not Codex: Ultrasmurfs with others.
34802
Post by: nidsrule
For tyranids:
1. Give Hive Tyrant the chance to get an invulnerable save.
2. Make carnifex cheaper.
3. Give synapse creatures eternal warrior.
For necrons:
1. make everything cheaper.
2. no phase out
3. change we'll be back to something else.
37044
Post by: Ridealgh
But surely We'll be back is one of he defining things about the necrons though. Why would you want to change it?
32330
Post by: PrometheusZero
For tyranids:
1. Give tyranid warriors either eternal warrior OR and inv. save (4/5++)
2. Have ymgarl 'stealers as a unique upgrade to regular genestealers (still 1 per army, but troops rather than elites)
3. Give Caarnifexs a bonus to hit vehicles (maybe 5+ and 3+ for crusing/combat respectively)
For Blood Angels
1. Give the plain captain some sort of strategy bonus. Anything. Like +1/-1 to your/opp's reserve rolls, or a free barrage, or give any 1 unit infiltrate, or a scoring unit. Just something!
2. Ummm, that's it! I dont think the BA codex needs to be any better!
3. Actually, make the rhino/razorback assualt vehicles BUT the disembarking unit counts as being in difficult terrain that turn (so d6 move and assault, int = 1)
40824
Post by: MarbosMiyagi
For IG:
1. Allow Ogryns to take commisars
2. Make Priests not IC
3. Field artillery (i.e. not bolted to a chimera chassis)
42404
Post by: Stormcallers
For Space Marines:
1.Give option to upgrade vehicles to fast, like tau.
2. Sternguard BS5
3. Make basic space marine wargear Bolter/boltpistol/chainsword instead of bolter/boltpistol
4977
Post by: jp400
IG:
1: lower tanks costs on specialty tanks. No reason on earth some of those should cost more then a bloody land raider when upgraded even slightly.
2: Rework Ogryns and Storm Troopers so they actually are useful and not over cost pos.
3: Bring back suicide drop troop options from the last codex.
46982
Post by: MrMerlin
shealyr wrote:Orks:
1. Lootas were base 10 points per model and came with Big Shootas, and the entire squad could upgrade to Kustom Mega Blastas for +3 ppm, or Deffguns for +5 ppm. Also, add the ability to take a Nob, as well as a dedicated transport (either a Trukk or Looted Wagon).
2. Squig-Beast squads. WS3, BS0, S3, T3, I3, A2, W1, Ld4, Beast-types with Fearless, Furious Charge, Move Through Cover, and Rage. 7 points per model, Fast Attack FOC option, mobs of 5-15. Squad upgrade: Grot riding an extra large squig, +20 points, removes Rage as long as it's alive.
3. Red Paint and Boarding Plank come standard on all Ork vehicles, and are included in the price. You only get the benefit to the RPJ if the vehicle actually has red paint on it.
pt2 is a very nice idea, but you might need some ork to drive them into the right direction, like a runtherd.
46376
Post by: darkPrince010
@Stormcaller: To shoot like Fast vehicles, or to actually be Fast? (Tau vehicles can only buy the upgrade that allows them to shoot as if they were Fast, but with no movement changes)
37700
Post by: Ascalam
Orks-
Give Tankbustas Tank-hunter USR
Give the Elite section some dedicated transports so they don't have to keep joyriding the Nobz' battlewagonz
Make ZZZapp guns autohit again
Necrons-
Lose Phase Out.
Give Pariahs more than one attack, and make then Necrons so they don't have to footslog everywhere.
Make Necrons Fearless or Stubborn
42404
Post by: Stormcallers
darkPrince010 wrote:@Stormcaller: To shoot like Fast vehicles, or to actually be Fast? (Tau vehicles can only buy the upgrade that allows them to shoot as if they were Fast, but with no movement changes)
To shoot like fast, essentially the exact same upgrade tau get, Multitracker I think?
26273
Post by: Thatguyoverthere
IG
1. A special rule allowing me to shoot into hand to hand combat. If not for all my troops, at least for conscripts and Penal legion. I don't much care if the rule is unbalanced in the enemy's favor, I just want to be able to do it. Even if I only hit the enemy on a 6 and my guys on anything else, it's more about the principal of the thing.
2. Cheaper Ogryn. IG doesn't really need dedicated combat troops, but if we do get them, it'd be nice to be able to pay less then the price of a terminator for one.
3. Bikes/Jump Packs! Not seriously, but it'd be nice.
47498
Post by: Battle Brother Ambrosius
Imperial Guard:
1. Remove Gets hot! rule from plasma pistols
2. Make Storm Troopers troop units and veterans an elites unit
3. Reduce the cost of Ogryns
32955
Post by: Coolyo294
Storm Troopers are an Elites choice.
47498
Post by: Battle Brother Ambrosius
coolyo294 wrote:Storm Troopers are an Elites choice.
I never said they weren't
32955
Post by: Coolyo294
But you said you would make them an elites choice. They already are.
47498
Post by: Battle Brother Ambrosius
coolyo294 wrote:But you said you would make them an elites choice. They already are.
Actually, I said "Make Storm Troopers a troop unit, and veterans an elites unit".
32955
Post by: Coolyo294
Battle Brother Ambrosius wrote:coolyo294 wrote:But you said you would make them an elites choice. They already are.
Actually, I said "Make Storm Troopers a troop unit, and veterans an elites unit".

Whoops, missed that.
37564
Post by: Galador
Dark Eldar:
1. Let the Dias of Destruction take Raider Upgrades.
2. Give Lelith back her drugs.
3. give Drahzar an Invulnerable save.
47467
Post by: The Mad Tanker
Dark Angels 1. Bring Codex: DA to the same level as Codex: SM/BA/SW 2. Eternal Warrior for at least some of the special characters 3. Deathwing are WS5 and have ten-man squads. They are suppose to be the best terminators out of any chapter's and the DA are known for having more termies then average thanks to their age. Imperial Guard 1. Maybe lower the price for the veteran doctrines
34291
Post by: smudgethekat
For Chaos Marines.
1) Defiler gets front armour of 13, in return for a 10pt cost increase.
2) Chainaxes have a -1 save modifier.
3) Daemon Princes given a 4+ invulnerable save as standard, in return for a 10pt cost increase.
For Black Templars.
1) Marshals, including Helbrecht, get WS6.
2) Sword Brethren get WS5.
3) Iron Halo cost reduced to 10pts. (After all, why take a 4+ for 25 when I can take a storm shield for 15?)
EDIT: Wait I got another one. More Independent Characters.
For Tau. (Even though I don't play them)
1) Disruption pod cost increased to 25 points. Either that or the upgrade removed. Either is good.
37044
Post by: Ridealgh
Daemon prices do have a 4++ save as standard don't they?
10842
Post by: djphranq
C:SM
1. Bring back all the wargear choices.
2. Combi-weapon choices for the rhinos
3. Plasma Cannon type turret for the Preds
46087
Post by: yamgrenade
darkPrince010 wrote:Tau:
1) Drones don't count towards the 25% morale check from shooting as well as for the "If under 50%..." for regrouping.
2) Pulse Rifle is Heavy 2, and Carbine is Rending.
3) Crisis Suits are squad size 1-5 instead of 1-3
Runner-ups
---Hammerhead Railgun counts as Lance
---Vespid Point cost change, or their weapon is Template
---Rail Rifles have 48" range
---Ethereals have a Pulse Pistol and cost ~35 pts instead.
---Devilfish cost ~50pts OR can Deepstrike
---Skyrays have some sort of missile Reload rule.
Tyranids:
What tzeenchling9 said, all except for Termagaunts/hormagaunts and flesh hooks. Termagaunts shouldn't be able to get fleshhooks, and hormagaunts should have it as an upgrade option, not by default.
Way to say exactly what I'm thinking
34291
Post by: smudgethekat
Ridealgh wrote:Daemon prices do have a 4++ save as standard don't they?
Not as far as I know, it's a 5++.
47521
Post by: Config2
1. WBB is rolled at the end of the phase and there is no range, no restrictions. 4+ and the model stands up and rejoins it's unit. If said unit is wiped out, unless a tomb spyder is 12" close by, the unit is removed from play. Monoliths may teleport units out but they do not reroll failed WBB as that is done in the movement phase. Instead, it grants them the ability to roll their WBB if the unit is destroyed the enemy turn. Said models reform their unit, not a new one but you count as already gaining the killpoint. 2. Gauss inflicts glancing hits at -1, not -2. Any to wound rolls of 6 count as ap 2. 3. Phase out is removed. Plain and simple.
Ya I feel that, but 1. Wraith 40 points (41 pts Really GW?) 2. Gauss works on 4th edition table 3. Heavy Gauss Cannons are upgrades to destroyer squads, at a cost of 10 pts
47236
Post by: chaoslooksgood
Chaos Space Marines-
1. Go back to choosing possessed's abilities
2.Able to take heavy flamers in chosen squads
3.Plasma cannons available
4977
Post by: jp400
Chaos Space Marines:
1: Replace current crap codex with copy of Just Daves Fandex
2: ????
3: Profit!
43032
Post by: King Pariah
jp400 wrote:Chaos Space Marines:
1: Replace current crap codex with copy of Just Daves Fandex
2: ????
3: Profit!
QFT
30006
Post by: Runna
ORKS
1. Make Flash Gitz Elites with BS 3
2. Make KMB's on Deffkoptas TL and auto upgrades with the new option to change the Deffkopta rider to a Mek Boy. Giving that Deffkopta Mek Tools and the TL KMB for +30pnts.
3. Give Mega Nobz a 5++ invulnerable save base and the option for a painboy that has a Mega Sirenge that wounds on a 2+ instead of a 4+ to replace the PK it loses in the mega armor and the TL shoota it looses for the Dok Tools for +30pnts.
12620
Post by: Che-Vito
41155
Post by: reaverX
Lictors/Deathleaper assault on the turn they come in.
Swarmlord has 2+/4++ for his point cost ( or make him cheaper. )
Make Shadows of the Warp affect units in vehicles.
Allow 3 man squad of carnifex to drop pod in together ( each in a seperate pod. )
Make warriors T5 ( or Eternal Warrior ) or drop their points.
45943
Post by: BoTW
Yeah I know it's 3 things but I trade in my other 2 rules to make my 1 better...
I want an additional 13th Company codex for Space Wolves
15288
Post by: Jerjare
Imperial Guard
-Lower the price of Hellhound variants to 100 points, and Leman Russ variants to 130-170 (based on variant) points.
-Make the Valkyrie 150 points and the Vendetta 175 points
-Lower the price of Ogryn, allow a Command Squad to replace guardsmen with Ogryn.
The thing about the guard codex is that there are some things that are GREAT for their point cost, and other things that are way overcosted. I feel like if they tweaked the point values you'd see a lot more variety in guard armylists, but as is I rarely see Hellhounds/Leman Russes in serious army lists and even if present, rarely more than 1 of any particular kind.
10011
Post by: king-newmic
Imperial Guard
-Chimera price bumped up to 65, 3 out of the 5 troops firing must use las guns.
-Vendetta and Valkeryie models get nerfed
-That the proposed rules for ogyns become implemented:
http://www.dakkadakka.com/dakkaforum/posts/list/384836.page
22180
Post by: krato123
Tau
now, I don't ask for or expect much, but...
-honestly, I can work with a FW stats, but paying more for them when all i'm getting is a +1 to armour save than a guardsmen, then I got issues. i say same price, and upgrade BS
-make stealthsuits cheaper by 10 pts.
-make marker drones cheaper
there is a whole lot of changes I could suggest, but with my playstyle, I could make the most out of those three and 1 other:
BRING AUN'SHI BACK!!!! (just update a little bit, and let me throw him and 11 kroot in a devilfish and go rape some orks again!!)
35176
Post by: Eura
Dark eldar
1. Grotesques having higher leadership or starting fearless
2. allowing razorwing jetfighters to get implosion missles
3. give the Dais of destruction a flickerfield
Tyranids
1. synapse creatures having eternal warrior again
2. lictors able to assault after using their deepstrike
3. either make carnifexes faster or cheaper
space marines (in general not the specific codex)
1. give drop pods a rule to crash land on units to damage them
2. give the vindicator a better range for its demolisher cannon.
4977
Post by: jp400
Eura wrote:
space marines (in general not the specific codex)
1. give drop pods a rule to crash land on units to damage them
2. give the vindicator a better range for its demolisher cannon.
1: No. Just, no. This would make drop pods the most broken unit ever to grace the tabletop, and all we would see from MEQ armies is empty drop pod suicide spam.
2: It is a in your face siege gun. The range is fine for it, as it isn't meant to be in the rear lobbing rounds downrange.
Disagree with the first two, as to me it sounds of sour grapes.
The third, while ogryns need a change, I don't personally agree with the ones outlined in the link.
40509
Post by: G00fySmiley
ork 1. lootas base cost down to 10 w/ big shoota with upgrade path. +5 points buys them a deffgun, +15 points(now 25) turns them into a flash git w/ snazzgun can diversify snazzgun options and still can buy them a painboy also the stay elites 2. tank bustas rokkit range extended to 36" keep same rules this makes them less able to be kited around easily 3. nobz can take mega armor as an upgrade for 30 points (ups current cost for a mega nob by 10 points) mga nobz can take any upgrade from the nobz list including a mega armored painboy ( though note if you have a mega armored painboy you give a cybork bodyto you're looking at 95 points... don't think it'd be worth it... but hey the option would be there) maybe 4. to save new players from themselves ghaz can no longer be taken in armies under 1000 points lets face it the supreme ork warlord shouldn't be involved in your scuffle between random guardsman and a small ork trukk squad space marines 1. terminators can take drop pods (still can't assault the turn they drop in so you have to debate placment alot... still an option) 2. legion of the damned gains feel no pain OR loses slow and purposful in favor of relentless (one or the other not both pref FnP to show how tough they are) 3. dreds change to heavy support (how is a big walking machine not heavy support)
42807
Post by: RogalDorn69
Akroma06 wrote:Ooh...Dis I like.
3. Less Ultrasmurf charachters as they have half and this is Codex: Space Marines not Codex: Ultrasmurfs with others.
This +500
42494
Post by: nomotog
I am in no way saying these will be balanced, but.
Tau:
1. Raise the BS of fire warriors.
2. Drones that carry heavy weapons.
3. Simpler markerlights.
46087
Post by: yamgrenade
G00fySmiley wrote:....space marines
1. terminators can take drop pods (still can't assault the turn they drop in so you have to debate placment alot... still an option) ....
Can't Termies already deepstrike?
40668
Post by: Defiler37
necrons:
wraiths have rending
monolith template is ap2
pariahs have 2 base attacks
40509
Post by: G00fySmiley
yamgrenade wrote:G00fySmiley wrote:....space marines
1. terminators can take drop pods (still can't assault the turn they drop in so you have to debate placment alot... still an option) ....
Can't Termies already deepstrike?
they can teleport in yes. but I'd like them to be able to drop pod in. less risky and guarunteed that some drop pods come in turn 1 whereas it could be turn 5 before your termies get to teleport in
10011
Post by: king-newmic
@jp400: Its a wishlist, and thats what i wished for. edit: Also, i have no sour feelings towards the chimeras and valkeryie classes. Its a well known fact that the transports were undercosted to how they perform and a simple ajustment to reflect that wouldn't destroy their performance at all. You would still see mech and valkeryie/vendetta lists that perform at very competitive levels, just not to the maxed out lists you see today.
46931
Post by: Panzerboy26
Eldar:
Base Strength 4 for Striking Scorpions rather than just +1 Str from their chainswords.
Allow Wave Serpents to take Holofields at the same 35pts other vehicles can.
Make Starcannons Heavy 3 again.
44873
Post by: Brother Azul
DARK ANGELS.
1. Bring our Codex in line with the BA/SW/SM codices and for that matter do the same for BT even though i dont play them.
2. Make the Deathwing worthy of their name.
3. Bring back Asmodai. He was all kinds of awesome.
IMPERIAL GUARD.
1. Pretty much what everyone else has said.
2. Pretty much what everyone else has said.
3. Pretty much what everyone else has said.
ELDAR.
1. Move something from the Elites section into the Troops section. Theres just too many Elites.
2. Make Rangers cheaper.
3. Make Exarch powers cheaper.
TAU.
1. Give Fire warriors better BS.
2. Vespid need to be cheaper/better.
3. Either make hammerhead cheaper or make them MUUUUUUUUCH better. OR make Broadsides more pricey, but dont do that. I like being able to get 3 broadsides for the price of hammerhead.
10470
Post by: shrike
make space marine 'dex have more fluff on practically every chapter but ultra's.
kill of some of the ultrasmirf characters, the less used ones that don't do much (cantor, telion...)
lower the points of the obscenely overpriced vanguard veterans.
add libby, techmarine and chaplain dreads to the vanilla, or remove all bar ironclad, normal and venerable dreads from the other 'dexes.
45327
Post by: CalgarsPimpHand
Ork Codex:
1. Flash Gitz need some lovin'
2. Boyz need to be able to take burnas as their upgrade weapons
3. I've noticed that most of the time, regular boyz do jack in hand to hand, and one nob with a power klaw does all the work. I don't know if nerfing the Nob or klaw is a good idea, but maybe we could bring back a special rule for the choppas? The 4+ armor save thing was terrible. How about a re-roll of any 1's to wound instead? Orks should be a little bit higher strength in hand to hand than a guardsman...
42592
Post by: JamesMclaren123
Space marines 1 have less smurf fluff 2 make some of the smurf charaters other chapters (eg the smurf libby blood raven, the tank guy iron hands, telion raven guard ect basicly people fit the chapters fluff.) 3 vanguards come base with a jump pack
47398
Post by: ForgottenRealm
Space Marines
1 - Twinlink or heavy 2 dreadnought mounted missile launchers
2 - Get rid of "Gets Hot!" or change price of plasma weapons
3 - Make Rhinos and Razorbacks available as FOC choices instead of just DTs...
47876
Post by: Ghenghis Jon
1. Eldar get an open topped transport to assault and shoot their 12" range guns from.
2. Make it a real psychological danger to fight Daemons and Chaos Marines: for every Daemon Prince and/or Named Daemon on the board (not really sure about their pantheon), their enemy get +1 to all Leadership, Morale, and Psychic test rolls. Yes, that is up to +5 to every psychic roll you decide to make, Grey Knights. That is how the risks should be when using Psychic powers against Daemons.
Edit: Yes, this should include the Avatar as well.
40344
Post by: master of ordinance
IG
sarges CAN take lasguns
make demolisher AP1-its a friggin HUGE mother of a cannon
make plasma and melta guns 10pts each.
47876
Post by: Ghenghis Jon
CalgarsPimpHand wrote:Ork Codex:
1. Flash Gitz need some lovin'
2. Boyz need to be able to take burnas as their upgrade weapons
3. I've noticed that most of the time, regular boyz do jack in hand to hand, and one nob with a power klaw does all the work. I don't know if nerfing the Nob or klaw is a good idea, but maybe we could bring back a special rule for the choppas? The 4+ armor save thing was terrible. How about a re-roll of any 1's to wound instead? Orks should be a little bit higher strength in hand to hand than a guardsman...
1. drop the price, painboy, and 1 wound. make AP fixed to 2. change to elites, or loota option
2. yes
3. You must be running 12 in a Trukk. I find that throwing 80 or more S4 WS 4 attacks on an assault at anybody (even 10 terminators w/ libby) BEFORE my PK swings is usually quite effective.
24102
Post by: unbeliever87
All of the Tau suggestions so far are terrible lol.
1) Devilfish, Hammerheads and Skyrays become Fast, as well as the current Skimmer/Tank.
2) Crisis Suits and Stealth Suits become Bs4 as standard.
3) Fire Warriors, Kroot and Pathfinders come with a Shas'ui/Shaper as standard, without extra points costs.
These are small changes but would help immensely in bringing Tau into line with the more recent codexes.
46087
Post by: yamgrenade
unbeliever87 wrote:All of the Tau suggestions so far are terrible lol.
1) Devilfish, Hammerheads and Skyrays become Fast, as well as the current Skimmer/Tank.
2) Crisis Suits and Stealth Suits become Bs4 as standard.
3) Fire Warriors, Kroot and Pathfinders come with a Shas'ui/Shaper as standard, without extra points costs.
These are small changes but would help immensely in bringing Tau into line with the more recent codexes.
How are they terrible?
40414
Post by: Razorspirit
Necrons
1. Heavy Gauss Cannons are AP1 (Necrons have the most advanced guns but no AP1 other that particle whip "hole", seriously?).
2. Pariah are "Necrons".
3. "Necrons" are stubborn.
47215
Post by: Sattamassagana
IG
1. Veterans should be Elites
2. Squadroned vehicles shouldn't be classed as 'destroyed' if immobilised (this should apply to all races) -"Out of commission, become a pillbox. Out of ammo, become a bunker. Out of time, become heroes."
3. Heavy Weapon teams to be given Vox Casters and thus use Orders
42223
Post by: htj
Sattamassagana wrote:IG
1. Veterans should be Elites.
I don't agree with this. The purpose of having them in a troops choice is to allow you the versatility to represent a force comprised of the survivors of a long campaign, or a regiment that receives more training that the average Guard regiment, or is better equipped, or so forth. Putting them into elites slots would make all Guard regiments exactly the same, creating a themed Vostroyan, Catachan, or Mordian army, for example, would have a lot less flavour.
The other two make sense, and I agree with. The vox casters in HW squads would require them to go back to being two models. In fact:
1) Make HWTs two models instead of one weird monster creature.
2) Allow vox casters in HWS and SWS.
3) Let Sergeants take lasguns. LET SERGEANTS TAKE LASGUNS.
35894
Post by: Son_Of _Deddog
1) Do something with Bloodletters-how about if they could get Iron Hide if a Bloodthirster is HQ?? Or something?
2) Make Furies cheaper and Troops, with a limited choice of upgrades from all gods
3) A character that allows re-rolls for scatter / for wave choice
4) Better saves for Deamonettes
28383
Post by: Mahtamori
There are so many small things with Eldar, but here's a tripplet of the larger ones:
1. Exarchs are free, but mandatory. Warlocks are discounted, but mandatory. Warlock council are an Elite unit, not a slot-less HQ.
2. Completely re-write the following units: Guardians (Storm & Defender), Swooping Hawks, Shining Spears, Dark Reapers, Vyper. Their general concept ought to stay the same, but 3rd and 4th edition's execution of these units have been dismal.
3. Re-write the heavy weapon section. Too many S6 weapons.
20867
Post by: Just Dave
Chaos Space Marines:
King Pariah wrote:jp400 wrote:Chaos Space Marines:
1: Replace current crap codex with copy of Just Daves Fandex
2: ????
3: Profit!
QFT
QFT FT.
Tau
1. Stealth Suits & Battlesuits gain BS4 & Hit and Run
2. Fire Warriors 8pts
3. Devilfish no longer mandatory for Pathfinders.
Space Marines
1. One Veteran Unit in Elites slot, can purchase jump packs (become FA), special ammo etc.
2. Tactical Squads 15pts per man, comes with bolt pistol. (85pts base)
3. Thunder Hammer & Storm shield 5pts extra for assault termies.
Space Wolves
1. Grey Hunters 16pts each, minimum squad size of 6-men.
2. Blood Claws 13pts each.
3. Long Fangs 16pts each & Missile Launcher 15pts.
Tyranids
1. Carnifex and Tyrant 30 and 10pts cheaper respectively.
2. Creatures that grant synapse (Tyrants/Warriors/Zoans etc.) are immune to ID.
3. Lictor/Deathleaper assault on turn of arrival.
Dark Angels
1. Tactical Squads 16pts per man. Plasma Guns 10pts.
2. May re-roll any shooting to hit of 1 instead of combat tactics.
3. Deathwing can be taken in 10-man squads.
Imperial Guard
1. Only Lasguns can be fired from Chimera
2. Vendetta 155pts base.
3. Heavy Weapon Teams may bolster own terrain, affecting only themselves.
Nice thread OP.
24207
Post by: jbunny
Eldar:
1. Bring back the actual Craft Worlds, that changed the FOC.
2. Better Pyschic Powers. They are suppose to be the best in the galaxy, but really they are subpar.
3. Make all Exarch Powers effect the whole squad, and not just some.
33891
Post by: Grakmar
jbunny wrote:3. Make all Exarch Powers effect the whole squad, and not just some.
So, Fast Shot and Crack Shot? Both of those seem a bit OP if applied to the whole squad.
40376
Post by: Commisar Von Humps
Templars:
1) Crusader squads automatically get the Bolter and Bolt pistol and CC weapon(intiates must choose still)
2) Drop pods are assault vehicles for templars
3) Regular terminators have the option of switiching out their power fists for power weapons, and assault terminators can take a single lighting claw and storm shield
24207
Post by: jbunny
Grakmar wrote:jbunny wrote:3. Make all Exarch Powers effect the whole squad, and not just some.
So, Fast Shot and Crack Shot? Both of those seem a bit OP if applied to the whole squad.
um, yeah. The biggest problem with Dark Reapers is they have one job. Kill MEC's. Now with everyone gets a 4+ Cover save, there job is all but nerfed. The 4 extra shots or no cover would still not make the unit better than Walkers/Fire Prisms.
47398
Post by: ForgottenRealm
Just Dave wrote:
Imperial Guard
1. Only Lasguns can be fired from Chimera
2. Vendetta 155pts base.
3. Heavy Weapon Teams may bolster own terrain, affecting only themselves.
If you look at the model of the Chimera, I think it's fair to say that if IG is firing from the open hatch (whichever weapons they prefer), then they may not fire any of the six lasguns (troopers in the way). I think the IG player should have the option to do one or the other. Keeps flexibility for when facing horde or MEQ armies...
20867
Post by: Just Dave
My whole point there was to balance the Chimera and encourage movement away from mech/vet...
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