Switch Theme:

Share on facebook Share on Twitter Submit to Reddit  [RSS] 

Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/13 23:23:55


Post by: Slayer-Fan123


So I obviously make lots of suggestions in different threads on how to fix stuff, but don't really keep everything together in one neat package. This kinda alleviates that I guess. People expecting consistent updates are to be disappointed, because I work most days of the week on top of additional schooling. That's the price I pay, I guess. One thing to note is that all initial fixes are made without considering Formations. I want to make things work enough that you'll want to take a couple of CADs because variety is the spice of life and all that jazz. So anybody playtesting these rules (if you really want to do that for whatever reason) needs to really keep that in mind. Also I'll listen to any criticisms you have, but if your reasoning is "It doesn't feel right" I'll ignore it because that's not based off math or fluff.

Also if you got cool, fluffy ass names for new rules I make up send them my way.

I - THE MAIN RULEBOOK
I know lots of people have tons of issues with it, but I personally don't have too many. However, there's definitely improvements to be made, which are of course as follows. They really aren't organized by section as that would take even more time, but if anyone wants to point out what order they SHOULD be in per how the book is laid out, that'd be great for any outside readers that actually end up being inspired by my fixes for whatever reason. Nobody will playtest with me after all haha! Vehicle reworkings to come soon.
Spoiler:

LIST CONSTRUCTION:
You get access to one Combined Arms Detachment and Formation at 1000 points, up to two of each at 1001-2000 points, three of each at 2001-3000 points, etc. One Combined Arms Detachment must be present per Formation used.
Also note you can take as many relics on a character you can so long as they got room. If you wanna throw all your eggs in one basket, who am I to judge?

1. If a Transport Vehicle has remained still and not moved, any contents inside are allowed to move out and charge per their normal restrictions (so ya know, no Rapid Firing and then charging unless you're Relentless etc). Assault Vehicles get their full movement to do that.
2. Skyfire allows targeting of Jetbike units with normal Ballistic Skill.
3. Swarms have Eternal Warrior. When hit by a Blast or Template Weapon, each model suffers D6 wounds instead of the normal 1 wound. This applies to Stomp attacks and anything else that might use any of those markers in the Assault Phase for whatever reason.
4. Any weapon mounted on a bike can be fired in addition to any range weapon the model might be using. However, if this is done, one of the weapons is used at half the model's BS.
5. ATSKNF doesn't Ignore Fear. For Fear tests for these models, roll 3D6 and pick the lowest two results.
6. Blast Weapons do not have to be centered over a model when initially placed.
7. Soulfire is resolved on a D6 rather than a D3.
8. Ordnance attacks make any models hit by them suffer I1 after resolving saves, in a similar manner as Concussive. In addition, all Ordnance attacks have Strikedown.
9. Sniper weapons get Pinning
10. Half the models in a unit (rounding up) are required to activate Hit And Run.
11. When attacking with grenades in melee, half the models, rounding up, in a unit may use them.
12. Any weapon attached to a Bike can be fired in addition to any weapon the user is actually carrying. However, if this is done, one of the weapons must fire at half the model's Ballistic Skill.
13. PYROMANCY: Inferno is WC1. Molten Beam has a range of 18". I'm open to more suggestions but I think this makes it a more well-rounded table.
14. TELEKINESIS: Crush is AP2. I haven't any other ideas how to fix the table as it is pretty hard to look at and nobody likes it.
15. TELEPATHY: Invisibility makes Ballistic Skill 1 rather than the Snap-Firing clause.


II - CODEX Adeptus Astartes: Space Marines (Note that Dark Angels and Blood Angels are rolled up into here as there simply aren't enough unique items to justify extra codices). Unit specific codices will get their own fixes soon, as well as Chapters that don't have any getting their own one or two special snowflakes, and my better fixes for FW stuff come later.
Spoiler:

Chapter Tactics Fixes:
1. Vehicles gain access to Chapter Tactics
2. If Black Templar Dreadnoughts lose any HP, they gain Rage and Counter-Attack for that turn. In addition, Black Templar Characters in a challenge gain Rending and Instant Death.
3. Blood Angels get rolled into here. The Descent Of Angels is now part of the Chapter Tactic. Pt. 2 is The Red Thirst, which gives +1 S/I on the charge, even if disorganized.
4. Dark Angels get rolled into here. Ravenwing, Deathwing, and Grim Resolve are the Chapter Tactics, with Grim Resolve being Overwatch at full BS and allowing rerolls of Wall of Death as well.
5. Imperial Fists have Stubborn standard, and can reroll all misses for Bolter weapons of any type.
6. Raven Guard detachments may roll for reserves starting Turn 1, succeeding on a 4+.
7. Salamanders have Shred on all Melta weapons, in addition to being Fearless if they didn't move in the Movement Phase.
8. All Ultramarines non-vehicles and Dreadnoughts have Objective Secured.
9. White Scars gain a bonus D6" to Flat-Out moves and Turbo Boosts.
10. Iron Hands Independent Characters grant +1 to Feel No Pain values for all friendly Iron Hands within 12" of them.

Weapon and Equipment Fixes, plus Relics:
1. Storm Bolters are S5
2. Heavy Bolters are now Salvo 2/4.
3. Inferno Pistols, Heavy Flamers, and Hand Flamers are part of the standard codex.
4. Pistol variants and Combi-Weapons are now 5 points
5. Chainswords have rerolls of 1 to wound
6. Relic Blades are now 20 points
6. Grav Weapons wound Swarms on a 6, regular Infantry on a 5+, anything Bulky on a 4+, anything Very Bulky on a 3+, and anything bigger on a 2+. Vehicles suffer a HP stripped on a 6, and Super Heavy Vehicles are treated as Immobilized until the opponent's next turn.
7. Missile Launchers have Flakk Missiles in their profile standard.
8. Any vehicle has the option to buy the Fast vehicle type for 10 points
9. The Armor Indominitus confers Relentless and is now 50 points. The Standard Of The Emperor Ascendant is now 50 points
10. The Glaive of Vengeance is now 35 points. The Hunter's Eye is now 30 points,
11. The Eye Of Hypnoth is now cumulative with an Auspex. The Spartean is AP4.
12. Betrayers Bane is now 20 points.
13. Vulkan's Sigil is now 15 points.
14. Raven's Fury is now 20 points.
15. Angel's Wing is now 20 points. Fury Of Baal is now 15 points.
16. Eye Of The Unseen is now 25 points. Monster Slayer Of Caliban is now 20 points.

HQ Fixes:
1. HQ's with a Jump Pack unlock Assault Marines as Troops. Techmarines can now buy Jump Packs for 15 points
2. Khan is now 150 points without his Bike
3. Tigurius is now 175 points
4. Shrike is now 170 points
5. Helbrecht now has Orbital Bombardment
6. Azrael has Blind on his Combi-Plasma again, has Orbital Bombardment, and is now 230 points. He may choose his Warlord trait from the basic Space Marine table or the Dark Angels table.
7. Belial is now 185 points.
8. Asmodai loses Specialist Weapon on his Blades Of Reason, and to be honest I don't know what other fixes would be fitting for him at the moment; I'm open to suggestions for this one. Seriously.
9. Astorath inflicts D3 additional wounds (which must be saved separately) or rolling for penetration if he rolls a 6 to wound or penetrate
10. The Sanguinor's sword now has Rending.
11. Tycho has Fleshbane on all his melee attacks.
12. Gabriel Seth gets moved to the HQ slot, gains Orbital Bombardment, Artificer Armor, and has Rampage standard instead of it being his Warlord trait, and is now 175 points; his new Warlord trait is Heroic Bearing as described in the current Codex: Blood Angels.
13. Commander Dante has Orbital Bombardment and is now 225 points; his new Warlord trait is Angel Of Death.

Troop Fixes:
1. Tactical Marines can buy another two Special Weapons or Heavy Weapons at 10 man squads.
. Veteran Sergeants now have 2 Wounds, and Power Weapons/Lightning Claws are 5 points, and Power Fists are 15 points.
2. Scout Heavy Bolters are now 10 points.
. Veteran Sergeants now have 2 Wounds, and Power Weapons/Lightning Claws are 5 points, and Power Fists are 15 points.

Fast Attack Fixes:
1. Assault Marines have access to all Pistol Types, and can buy two at 5 man squads, and an additional one at 10 men. Eviscerators are now 20 points.
. Veteren Sergeants now have 2 Wounds, and Power Weapons/Lightning Claws are 5 points, and Power Fists are 15 points
2. Biker Veteran Sergeants now have 2 Wounds, and Power Weapons/Lightning Claws are 5 points, and Power Fists are 15 points
3. Scout Biker Veteran Sergeants now have 2 Wounds, and Power Weapons/Lightning Claws are 5 points, and Power Fists are 15 points

Elite Fixes:
1. Tactical Terminators can buy two Heavy Weapons at 5 men, and additional two Heavy Weapons at 10 men. Assault Cannons are 15 points each, and squads start at 185 points
. Terminator Sergeants have 2 Wounds
2. Assault Terminators with Lightning Claws are 30 points now, and to upgrade to the TH/SS is 5 points, and squads start at 160 points
. Terminator Sergeants have 2 Wounds
3. Any Storm Bolter that Sternguard buy is compatible with Special Ammo; simply use the Assault 2 Profile instead of Rapid Fire. Sternguard can also buy up to four Special/Heavy Weapons in a squad, and squads start at 120 points.
. The Sergeant has 2 Wounds, and Power Weapons/Lightning Claws are 5 points and Power Fists are 15 points
4. Vanguard have access to Eviscerators, and those are 20 points each, and squads start at 105 points
. The Sergeant has 2 Wounds, and Power Weapons/Lightning Claws are 5 points, Relic Blades are 10 points, and Power Fists are 15 points
5. Command Squads have access to Jump Packs for 20 points per squad.
. Company Champions have 2 Wounds
. This unit does not use an Elite Slot per Techmarine, Librarian, Chaplain, or Captain present.
6. Honour Guard Chapter Champions have 2 Wounds
. This unit does not use an Elite Slot per Chapter Master present in your army

Heavy Support Fixes:
1. All Land Raider variants are 190 points now
2. Devastator Centurions pay 35 points for their Grav Cannon and Amp
3. Whirlwinds are 60 points now
4. Devastator Marines are 19 points per model outside the Sergeant, and everyone besides the Sergeant has a Heavy Bolter standard. Upgrades for weapons are now 5 points less due to everyone having a Heavy Bolter standard.
. Veteran Sergeants now have 2 Wounds, and Power Weapons/Lightning Claws are 5 points and Power Fists are 15 points
5. The Stalker's Icarus Stormcannon is now Heavy 4
6. The Hunter's Skyspear Missile Launcher has Strength 8 and Severing Cut.

FORMATIONS:
The following formations are allowed in this ruleset, with any modifications being shown.
1. Stormwing
2. Skyhammer Annihilation Force
3. Anti-Air Defense Force
4. Raptor Wing
5. Firespear Strike Force
6. Suppression Force
7. Centurion Siegebreaker Cohort
8. 1st Company Strike Force, which may not include more than 2 of each kind of unit.
9. 10th Company Task Force, which must include at minimum 2 units of Scout Bikers.


III - CODEX Chaos Space Marines
Spoiler:

Legion Fixes:
1. All Veterans Of The Long War in an Iron Warriors Detachment have the Intractable Brotherhood rule standard, and all CADs have access to 1-3 Fortifications.
2. All Veterans Of The Long War in a Word Bearers Detachment have Crusader standard, and all Characters in a Word Bearers Detachment benefit from The Eight Fold Path.
3. All Veterans Of The Long War in an Alpha Legion Detachment have Interceptor and Move Through Cover, and Bikers have Skilled Rider.
4. All Veterans Of The Long War in a Thousand Sons Detachment have Fearless and reroll any failed Deny The Witch tests, and benefit from Masters Of Arcane Knowledge.
5. All Veterans Of The Long War in a Black Legion Detachment have Thirst For Glory standard, and all Black Legion Detachments have Tip Of The Spear.
6. All Veterans Of The Long War in a Night Lords Detachment have Strike First, Strike Hard
7. All Veterans Of The Long War in an Emperor's Children Detachment gain access to Combat Drugs
8. All World Eaters Detachments gain Blood Mad
9. All Death Guard Detachments gain Cloud Of Flies

Weapon Fixes:
1. Combi-Bolters function as two Bolters that fire at the same time.
2. Plasma Pistols and Combi-Weapons are 5 points now.
3. Heavy Bolters are Salvo 2/4
4. Reaper Autocannons are Heavy 3 Twin-Linked.
5. Chainswords have rerolls of 1 to wound.
6. Flakk Missiles are standard on all Missile Launchers

Special Equipment, Icon, and Mark Fixes, along with Relics:
1. Palanquins and Juggernaughts are 30 points now
2. The Aura Of Dark Glory is 10 points now
3. The Mark Of Khorne gives +1 Attack
4. The Icon Of Wrath only has the rerolling charges clause and is now 15 points
5. The Icon Of Excess is now 30 points.
6. The Icon Of Flame gives Soul Blaze to all range weapons in the unit.
7. The Icon Of Vengeance is now 20 points
8. Any unit Deep Striking within 12" of any Icon can reroll the scatter dice if they wish.
9. The Murder Sword activates its current traits when in a challenge. The Scrolls Of Magnus are 25 points now. The Dimmensional Key is now 20 points.
10. The Hand Of Darkness is now 40 points. The Eye Of Night is now 45 points. The Crucible Of Lies doesn't confer a -1T penalty and is now 15 points.
11. The Skull Of Monarchia is now 10 points. The Cursed Crozius confers Preferred Enemy (Everything) to the bearer.
12. The Viper's Bite is Assault 2.
13. The Plague Skull Of Glothila is AP2 and is now 20 points. The Puscleaver has Rending. The Plaguebringer has Shred.
14. The Cranium Malevolus is now 25 points. The Warpbreacher is now 20 points. The Nest Of Mechaserpents is now 15 points
15. The Crimson Killer is now 15 points.

HQ Fixes
1. Warpsmiths are 80 points and Dark Apostles are 95 points each and have access to Special Issue Wargear and Chaos Steeds.
2. Lucius has Fleet. If Lucius is slain in a challenge by a non-Necron or Tyranid character, the character that slayed him must pass a LD test. If the character fails, roll another dice and on a 4+ the character is removed from the table and Lucius is placed in that exact spot. Lucius can also purchase a Steed Of Slaanesh for 20 points.
3. Kharn has Decapitating Blow on Gorechild and has Eternal Warrior. Kharn is now 190 points and may purchase a Juggernaught Of Khorne for 30 points.
4. Ahriman has AP3 on his Staff and is 220 points now.
5. Typhus has It Will Not Die and is now Toughness 6. Typhus may purchase a Palanquin Of Nurgle for 30 points.
6. Huron loses Specialist Weapon on his Claw and gains Feel No Pain. Huron is now 170 points.
7. In addition to the default Warlord Trait he has, Abigail can roll for a second trait from any of the BRB tables, Codex: Chaos Space Marines table, and Black Legion table (rerolling Black Crusader obviously).

Troop Fixes:
1. Chaos Space Marines have an extra CCW standard.
. Can take Land Raiders as a Dedicated Transport
. For every additional 5 Marines in the squad, another Special or Heavy Weapon can be purchased.
. The Aspiring Champion has 2 Wounds, Power Weapons/Lightning Claws are 5 points and Power Fists are 15 points
2. Cultists are 3 points each, and the Champion is 13 points
. The Aspiring Champion has 2 Wounds

Elites Fixes:
1. All Terminators are 28 points each, and the Sergeant is 38 points.
. Lightning Claws are 3 points each
. Power Fists are 5 points each
. Chainfists are 10 points each
. Up to two models in the unit may purchase Reaper Autocannons for 20 points each or Heavy Flamers for 10 each
. The Champion pays the same points for all upgrades as regular members, and has 2 Wounds.
2. Plague Marines are 23 points each, and the Champion is 33 points
. Everyone has Poison (2+) on all range and melee weapons and grenades, including upgrades. Any improvements to this value instead add Shred.
. Can take Land Raiders as a Dedicated Transport
. The Aspiring Champion has 2 Wounds, Power Weapons/Lighting Claws are 5 points and Power Fists are 15 points.
3. Noise Marines are 19 points each, and the Champion is 29 points
. All models in the squad have Sonic Blasters, which are now Assault 2, as well as the extra CCW's and all models have Fleet
. Blastmasters are 25 points each
. Can take Land Raiders as a Dedicated Transport
. The Aspiring Champion has 2 Wounds, Power Weapons/Lightning Claws are 5 points and Power Fists are 15 points.
4. Berserker Marines are 20 points each, and the Champion is 30 points
. Everyone in the squad has Chainaxes which are now S+1 and AP4
. Up to two models can buy Eviscerators for 20 points each
. Can take Land Raiders as a Dedicated Transport
. The Aspiring Champion has 2 Wounds, Power Weapons/Lightning Claws are 5 points and Power Fists are 15 points.
5. Rubric Marines are now 22 points each, and the Champion being 57 points
. Up to two models can buy a Heavy Bolter or Autocannon with Inferno Bolts for 10 points, and one in every ten may purchase a Soulreaper Cannon for 20 points
. As long as the Champion is alive, you can select the following benefits until the beginning of the next turn:
a. The squad has Relentless, 2 Attacks base, and fires Overwatch at full BS, and may reroll any Wall Of Death that might be present.
b. The squad has BS5, Rending, and the unit fired at must reroll all successful invulnerable saves
c. The squad has Shred, Ignores Cover, and gain Soul Blaze. If Soul Blaze is already present, you can reroll the result, picking the highest value.
. Can take Land Raiders as a Dedicated Transport
. The Aspiring Sorcerer has 2 Wounds
6. Possessed Marines are 30 points each, and the Champion is 40 points
. Can take Land Raiders as a Dedicated Transport
. Each model has 2 Wounds, and the Aspiring Champion has 3 Wounds
7. Chosen are 21 points each, and the Champion is 31 points
. Power Weapons and Lightning Claws are 5 points, and Power Fists are 10 points. You are not limited to how many melee weapons you buy.
. You can get up to three Heavy Weapons in the squad, not including the Special Weapons
. You can take one of the following USR's for the squad at list construction: Tank Hunters, Monster Hunters, Infiltrate, Shrouded, Hit And Run, or Daemon
. The Aspiring Champion has 2 Wounds, Power Weapons/Lightning Claws are 5 points and Power Fists are 15 points
8. Mutilators are 50 points each and may be taken at 5 in a squad.
9. Helbrutes have It Will Not Die!

Fast Attack Fixes:
1. Spawn have Furious Charge instead of Rage and can be taken up to 10 in a squad
2. Raptors are 16 points each, and the Champion is 26 points
. They are treated as having Chainswords standard
. The Aspiring Champion has 2 Wounds, Power Weapons/Lightning Claws are 5 points and Power Fists are 15 points.
3. Heldrakes have a 180 degree firing arc for their weapon of choice
. Heldrakes start at 150 points with the Hades Autocannon, and pay 20 to upgrade to the Baleflamer
4. Warp Talons are 27 points each, and the Champion is 37 points.
. The Aspiring Champion has 2 Wounds

Heavy Support Fixes:
1. Obliterators are 65 points each and can be taken in squads up to 5
2. Maulerfiends have 3 attacks base
3. Forgefiends have 3 attacks base and are 155 points each
4. Land Raiders are 170 points each, and may buy Power Of The Machine Spirit for 20 points.
5. Havocs start at 18 points, and the Champion is 23 points, everyone outside the Champion coming with a Heavy Bolter standard. All Heavy Weapons upgrades are at 5 points less because of this
. The Aspiring Champion has 2 Wounds, Power Weapons/Lightning Claws are 5 points and Power Fists are 15 points.
6. The Defiler has an addition HP, becomes a Super Heavy Vehicle, and is now 265 points

FORMATIONS:
The following formations are allowed in this ruleset, with any modifiers being shown.
1. Raptor Talon, which must include at least one unit of Warp Talons with 2 mandatory squads of Raptors.
2. Terminator Annihilation Force
3. Favoured Of Chaos
4. Lost And The Damned
5. Mayhem Pack, which must include one Sorcerer or Warpsmith. While that HQ unit is alive, you may choose the result of the mandatory Crazed test.
6. Helforged Warpack
7. Fist Of The Gods
8. Cult Of Destruction
9. Wrathborn
10. Helfist Murder Pack
11. Helcult


IV - CODEX Necrons
Spoiler:

Special Rules Fixes:
1. All models have Relentless and Move Through Cover standard
2. On a roll to wound with a 6, Gauss weapons force rerolls of any successful save that might have been taken against that wound, on top of the normal benefits from Gauss.
3. Tesla weapons only don't gain the bonus shots if the unit using them is jinking.

Weapon Fixes, Special Equipment Fixes and Relics:
1. Tesla Carbines are now Assault 2
2. Tesla Cannons are now Heavy 3
3. Mindshackle Scarabs impose a LD test in a challenge done on 3D6. If it is failed, the challenger may only hit the Necron character on a 6.
4. Tesseract Labyrinths are added back for any character to purchase for 25 points.
5. Dispersion Shields regain the reflect rule from the 5th edition codex
6. The Orb Of Eternity is now 35 points.
7. The Gauntlet Of The Conflagrator is now 25 points.
7. All Mephrit Artifacts are rolled into here.
. The Edge Of Eternity is now errata'd to grant Precision Strikes on any successful hit and is now 25 points

HQ Fixes:
1. Overlords can buy a Jump Pack for 15 points. They can purchase a Hyperphase Sword + Dispersion Shield for 10 points or Voidblade + Particle Caster for 5 points
. Lords can be bought in groups of 1-3 for a single HQ slot and are 45 points.
2. Command Barges get the sweep attack they lost from the 5th edition codex
3. Destroyer Lords have a Warscythe by default and are now 120 points.
4. Crypteks can be bought in groups of 1-3 for a single HQ slot, and Crypteks can upgrade to the following rules. These upgrades are only once per detachment. In addition to their Staff Of Light:
. Harbingers Of Destruction carry the same weapon that Illuminor has, their unit has defensive grenades, and gains the Solar Pulse ability from the Solar Staff for a total of 30 points
. Harbingers Of Despair gain a S8 AP2 Assault 1 Flamer that rolls against LD to wound, their unit gains Deep Strike, and once per turn can force a Morale Check on an enemy unit for a total of 30 points
. Harbingers Of Storm gain a 12" S4 AP- Assault 4 Haywire Weapon, enemy units cannot Deep Strike within 8" of their unit, and enemies charging them suffer D6 AP- wounds for a total of 25 points
. Harbingers Of Eternity gain a S:User AP2 Melee weapon, a 3++ save, and can reroll one dice for their unit per phase for a total of 20 points
. Harbingers Of Transmorgification gain a 30" S5 AP6 Assault 1 Blast Weapon that forces the unit hit to move as though it were in difficult terrain, their unit has Move Through Cover, and enemies charging at their unit suffer a 3" penalty to their charge for a total of 25 points
5. Anrakyr has a Master-Crafted Warscythe, and may choose which weapon to fire with his Mind In The Machine ability.
6. Trazyn has the Objective Secured rule, and his Surrogate Hosts rule includes Lychguard models. Trazyn is now 155 points.
7. Obyron has WS7, and Cleaving Counterblow activates in any initiative step when an opponent's model attacks in a challenge and misses; these additional attacks of course roll to hit as normal.
8. Szeras has It Will Not Die!
9. Zandrekh's Counter Tactics is instead a once-per-turn ability, and he chooses a squad within 12" to benefit from one of those listed Special Rules. Nemesor is now 170 points.

Fast Attack Fixes:
1. Destroyers have 2 attacks in their profile
2. Tomb Blades pay 5 points for Shield Vanes and 3 points for Nebulascopes, and are now 19 points
3. Ghost Arks have no limitation on being only able to carry Warriors.
4. Night Scythes are now 125 points.

Elite Fixes:
1. Deathmarks select their target for Hunters From Hyperspace when they deploy
2. Triarch Stalkers have AP2 melee attacks.
3. Triarch Praetorians are now 27 points each
4. Lychguard can individually select whether to equip a Warscythe or Hyperphase Sword + Dispersion Shield
5. All C'Tan variants are moved here. In the shooting phase, the C'Tan may make 3 separate shooting attacks, each of which can be fired at a different target.

Heavy Support Fixes:
1. Annihilation Barges are now 110 points
2. Monoliths lose Ordnance on their Particle Whip. Portal Of Exile is given back from the 5th edition codex.

Lord Of War Fixes:
1. Obelisks have a 270 degree firing arc for their Tesla Spheres, and that goes for the Tesla Spheres on the Tesseract Vault as well. Anything that it affected currently by its Gravity Pulse is clarified as needing to take the test, even if it would normally succeed automatically.
2. Tesseract Vaults make 5 separate shooting attacks when using C'Tan shooting attacks.
3. The Stormlord has a S+1 AP2 melee profile for his Staff Of The Destroyer, and continues rolling for the Lord Of The Storm attack so long as Night Fighting is active. The Stormlord is now 210 points.

FORMATIONS:
The following formations are allowed in this ruleset, with any modifiers being shown:
1. Judicator Battalion
2. Annihilation Nexus
3. Living Tomb, which must have 1 Monolith minimum
4. Destroyer Cult, which must include 1 full unit of Heavy Destroyers, and allows up to two more units
5. Canoptek Harvest, with Reanimation Protocols being removed, and Tank Hunters being added along with Hit And Run and Precision Shots/Precision Hits
6. Conclave Of The Burning One, which can use any C'Tan Shard type of your choice.
7. Retribution Phalanx
8. Resurgence Decurion
9. Deathbringer Flight, which must have 1 Night Scythe.


V - CODEX Tyranids
Spoiler:

Equipment Fixes, Powers, and Relics:
1. Scything Talons allow rerolls of 1 to wound
2. The Norn Crown is now 25 points
3. The Reaper Of Obliterax is AP2 and is now 40 points
4. The Miasma Cannon has Large Blast on its profile
5. The Ymgarl Factor is now 25 points
6. Thorax Biomorphs can be fired in addition to any other weapons the model might be carrying.
7. Catalyst adds 1 to Feel No Pain scores, or gives Feel No Pain (6+) if the unit doesn't have FNP present.
8. Warp Blast is WC1

HQ Fixes:
1. The Hive Tyrant may purchased an Enhanced Exoskeleton which gives a 2+ for 20 points if the Tyrant did not already purchase wings.
. Twinlinked Devourers are 20 points each.
. Wings are 40 points
. Any unit within Synapse range of a Hive Tyrant gains Rage and Counter Attack.
2. The Tyranid Prime is now 90 points and may select to buy Master Level 1 for 25 points. It may buy a Jump Pack for 15 points
. Any unit within Synapse range of the Prime adds +1 to its WS and BS scores
3. The Tervigon is now 175 points.
. Any unit within Synapse range of the Tervigon may add 3" to all charge distances.
4. The Swarmlord is now 265 points.
. Any unit within Synapse range of the Swarmlord has Hatred and Crusader

Troop Fixes:
1. Genestealers have a 5++ save.
2. Any unit within Synapse range of a Warrior gains Feel No Pain.
3. Termagaunts and Hormagaunts are considered Beasts.

Elite Fixes:
1. Any unit within Synapse range of a Zoanthrope gains Adamantium Will
2. Hive Guard are now 45 points each.
3. Lictors are 40 points each.
. The Deathleaper is a 90 point upgrade to a single Lictor brood per army and cannot be the Warlord. Any unit that charges his unit suffers D6 Strength 6 attacks at I10, in addition to his unit benefiting from "Where is it?"
4. Pyrovores gain an additional profile to their gun, which is Heavy 1, Torrent
5. Any wound that the Haruspex inflicts regenerates any lost wounds the model had.
6. Any unit within Synapse range of the Maleceptor rerolls any failed Overwatch results, and the Maleceptor is now 180 points.
. Psychic Overload is WC1

Fast Attack Fixes:
1. Units cannot perform Overwatch on Ravenors
. The Red Terror is now 80 points, and only needs to land 3 attacks for the Swallow Whole ability, which ignores all saves.
2. Any unit within Synapse range of Shrikes has Hit And Run.

Heavy Support Fixes:
1. The Carnifex has It Will Not Die! and is now 100 points.
. Old One Eye is a single 150 point upgrade to any Carnifex brood per army and may never be the Warlord. He has It Will Not Die and Feel No Pain standard.
2. The Trygon is now 180 points, and isn't restricted to what unit type may come from its Subterranean Tunnel.
. Any unit within Synapse range of a Trygon Prime counts as having Assault Grenades. If the unit already counted as having Assault Grenades, it gains +1I when charging.
3. The Tyrannofex's Acid Spray is now AP3. Switching to the Fleshborer Hive is AP4 and is a free exchange. The Tyrannofex may be taken in broods of up to three models.
. The Rupture Cannon is now AP2 and has 3 shots.

FORMATIONS:
The following formations are allowed in this ruleset, with any modifiers being shown.
1. Hive Vanguard
2. Skyblight Swarm
3. Living Artillery Node
4. Bioblast Node
5. Incubator Node
6. Wrecker Node
7. Subterranean Swarm
8. Tyrant Node
9. Endless Swarm


VI - CODEX Orks
Spoiler:

Special Rules and Equipment Fixes, and Relics:
1. Mob Rule's results can be rerolled if the unit has 10 or more models in the unit.
2. All Ork vehicles have the Ramshackle rule standard, and all walkers have 'Ere We Go!
3. Big Choppas are now AP3 and 20 points
4. Cybork Bodies add +1 to any Feel No Pain score, or confer a Feel No Pain 6+ if one isn't present
5. Da Dead Shiny Shoota is now Assault 10
6. Da Finkin' Kap is now 20 points
7. Da Lukky Stikk is now 35 points
8. Headwoppa's Killchoppa is now AP3 and 30 points
9. Characters of any kind attached to a squad count as 2 models for determining what benefits a squad might get (See below)
10. Nobz pay 10 points for Big Choppas and 15 for Power Klaws

HQ:
1. Warbosses can buy Rokkit Packs for 15 points
2. Big Meks can buy Rokkit Packs for 15 points, and all vehicles within 12" of the Mek can reroll any failed It Will Not Die rolls.
3. Weird Boys can buy Rokkit Packs for 15 points or Warbikes for 25 points, have access to Runts, Squigs, and Wat-Nots, and his Staff is now Concussive, and can once per game can make all models gain Adamantium Will.
. For every 5 models in the unit a Weird Boy has joined, they gain +1BS and +1WS
4. Pain Boys can buy Rokkit Packs for 15 points
. Once per game, a Pain Boy's squad can increase their Feel No Pain score by 1. However, at the beginning of your next turn, all models in the unit take a S4 AP2 wound.

Troops:
1. Boyz' Heavy Armor upgrade is instead 3 points per model
Boyz have the following benefits, depending on the number of models in the unit
5-14: Add +1 to any Feel No Pain score, or gain Feel No Pain (6+) if the former can't happen
15-24: The entire unit is treated as having +1 Strength
25+: Make a Leadership test. If passed, the entire unit gains an additional 6" of movement when moving for the turn.
2. Gretchin are 2 points each, can buy Autoguns for 1 point each, and gain the following benefits, depending on how many models are in the unit
5-14: The unit is now Stubborn
15-24: The unit can make an extra attack at Initiative 1 for each model in the unit
25+: Make a Leadership test. If passed, any Objective the unit is holding cannot be contested, even if the contesting unit has Objective Secured.

Elites:
1. Kommandos have the following benefits, depending on the number of models in the unit
5-9: The unit has Shrouded
10-14: When charging, the unit gains a Hammer Of Wrath attack conducted at S4
15+: Make a Leadership test. If passed, the unit gains Rending on all range and melee attacks for the turn.
. Snikkrot is now a 50 point upgrade to a single Kommando squad per army. If he is in the unit, the unit may charge when coming from Reserves, instead of gaining Shrouded from his Ambush rule.
2. Tank Bustaz have the following benefits, depending on the number of models in the unit
5-9: All Range Attacks made by the unit have Shred
10-14: The unit has Twin-Linked on all weapons.
15+: Make a Leadership test. If passed, all range weapons in the unit have Armorbane for the turn.
3. Burna Boyz have a 5+, and have the following benefits, depending on the number of models in the unit
5-9: All attacks conducted by the unit have Soul Blaze
10-14: All the Burnas in the unit can use both the range and melee profiles, even if the unit shot with them.
15+: Make a Leadership test. If passed, the unit gains Torrent on their Burnas and may reroll results of Wall of Death until the end of the turn.
4. Meganobz have the following benefits, depending on the number of models in the unit
3-5: The unit is treated as Relentless instead of Slow And Purposeful
6-9: The unit adds +1 to any Feel No Pain score they have
10+: Make a Leadership test. If passed, the entire unit has +1WS and +1BS until the end of the turn.
5. Nobz only pay 3 points per model for Heavy Armor, and 18 points per model per bike. The unit has the following benefits, depending on how many models are in the unit
3-5: The unit has a natural Leadership of 9
6-9: Any unit within 12" of this unit have Leadership of 9
10+: Make a Leadership test. If passed, the unit and all units within 12" of it have Crusader

Fast Attack:
1. Stormboyz gain the following benefits, depending on how many models are in the unit
5-14: The unit conducts all Hammer Of Wrath attacks at Strength 5
15-24: The unit gains the Jink special rule
25+: Make a Leadership test. If passed, the unit can run and charge in the same turn. If a Waaagh! was called, it can reroll all run results for the turn.
. Zagstruck is now a 70 point upgrade to a single Stormboy squad per army. He counts as having a single handed Big Choppa now.
2. Warbikers are 20 points per model, and have the following benefits, depending on the number of models in the unit
5-9: Hammer Of Wrath attacks have Shred
10-14: Hammer Of Wrath attacks have AP3
15+: Make a Leadership test. If passed, all units actively within 9" of the unit gain +1 to any Cover Save they have, or a 6+ Cover Save if they didn't have one.
3. Deffcoptas have a unit size limit of up to 6 models now, and gain the following benefits, depending on the number of models in the unit
2-3: All Deffcoptas in the unit may move an extra 3" in the movement phase
4-5: The unit has a 5+ Invulnerable Save
6+: Make a Leadership test. If passed, all Deffcoptas in the unit are treated as an Eldar Jetbike until the end of the turn
4. Warbuggies are 20 points each. Upgrading the TL Big Shoota to a TL Rokkit Launcha or Skorcha is 5 points for either weapon.
5. The Burna Bomma has 6 Skorcha Missiles standard in its profile
6. The Blitza Bomma is now 115 points
7. The Dakkajet has 3 Supa Shootas standard

Heavy Support:
1. Lootas have a 5+, and have the following benefits, depending on the number of models in the unit
5-9: Deffguns are Assault D3 instead of Heavy D3
10-14: All range attacks made by the unit have Ignores Cover
15+: Make a Leadership test. If passed, Deffguns roll on a D6 instead of a D3 for that turn
. In addition to the Trukk and Battlewagon, Lootas can use the following transports from the appropriate codices and count them as dedicated. The only change is that BS2 will be the default for all vehicles, pay the appropriate costs for upgrades listed in those codices, and that only Lootas and any Independent Characters that joined them may ride them: Land Raider (Godhammer, Redeemer, and Crusader), Chimera, Taurox, Wave Serpent, Raider, Ghost Ark, Immolator, and Valkyrie.
2. Flash Gitz have a 4+, and have the following benefits, depending on the number of models in the unit
3-5: The AP of Snazzguns is rolled on a D3 rather than a D6
6-9: All Range attacks from the unit gain Pinning
10+: Make a Leadership test. If passed, all the unit's range weapons increase Strength by 1 until the end of the turn.
. Badrukk is an 80 point upgrade to a single Flashgitz squad per army. Da Rippa is now Assault 5
3. Bubblechuckas are now 25 points and have Ignores Cover
4. Killa Kans no longer have the Cowardly Grotz! rule.
5. Deff Dreads can be taken in squads of 1-3, and have Rampage as a special rule.
6. The Battlewagon counts as an Assault Vehicle, even when it has the 'Ard Case
. Killkannons are 25 points now
. Grabbin' Klaws can target Monstrous Creatures
. Wreckin' Balls now hit any model within 3" (including friendly models) on a 4+ and now costs 20 points.
7. The Gorkanaut and Morkanaut have a Front Armor Value of 14

Lords Of War:
1. The Effigy radius for the Stompa is 12" and is now 570 points
2. Ghazghkull has Fearless, Relentless, a 4+ Invulnerable Save, a TL Bigshoota, an extra attack, and all Orks in his army may use his Leadership value. He is now 235 points.

FORMATIONS:
The following formations are allowed in this ruleset, with any any modifications being shown.
1. Dreadmob
2. Bullyboyz, which must include at least 1 Warboss and can include up to 2 more
3. Green Tide
4. Air Armada
5. Pain Mob


I'll take any suggestions for which codex to try and tackle next. I've got ideas for all of them, but obviously I can only do one at a time.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/14 02:47:27


Post by: Wyldhunt


I like a lot of these! Commenting as I go through...

Main Rulebook:
* The "half grenades" rule seems like an odd compromise. I think it works mechanically, but I'm not sure it's really an improvement over "1 grenade per squad" or "everyone gets a grenade." I feel like either of these latter options might be cleaner and easier to both work with and to balance model rules and wargear prices around.

*Your psychic power proposals don't seem unresonable. I don't think there's anything wrong with most of the telekinesis or even pyromancy powers themselves. It's just that they tend to be overshadowed by more powerful or generally useful powers from other disciplines. So your porposals seem fine, but I feel it might be better to overhaul some core assumptions regarding the psychic system if we want to see major improvement.

MARINES
* Chainswords getting half of preferred enemy is redundant if you take any other rule that provides a similar benefit. I kind of like the idea of giving chainswords rending, +1 to the user's strength, or -1 to enemy armor saves. But that's its own conversation.

*Grav. I love your suggestions in general here. I'm not wild about rolling "d2" to determine how many hull points I take off of a big thing though. Maybe keep it at -1 HP, but replace the d2 part with "counts as being immobilized until the start of the next marine turn?" That way, you're still damaging them consistently without becoming D-strength, and you can set up other units to damage the super heavies more reliably.

CHAOS MARINES
* See marine-related stuff.
* The points costs I can't really comment on. I don't have my CSM book in front of me right now. I will say that I feel chaos is actually in a pretty good spot right now thanks to the Legions book.

NECRONS
*Tesla needs the snapfiring clause. Otherwise you end up in the 6th edition codex's situation where tesla is weirdly effective when snapfiring at flyers, etc.

*The C'tan getting d3 attacks is meant to off-set the randomness of their attacks, I assume? Or just to make them more powerful? I feel the latter might be too big an improvement, and the former is more easily done by simply letting them declare their target after generating the power. Or by having them generate the power at the start of the game like psychic powers.

TYRANIDS
*Scything talons. Not sure what you mean here. Is it a single reroll on your to-wounds per model like digital weapons? Is it rerolling all to-wound rolls of 1? If the latter, why to-wound rolls instead of to-hit like it used to be? Also, would this be a rule that only applied to attacks made with talons, or are talons treated as wargear that benefits other weapons? Sort of like harlequin weapons?

* Is the change to catalyst specifically to benefit GMCs? I can't think of any other FNP bugs. Oops. I see it now. The warrior buff.

*While I like the changes to the prime, I don't feel that his primary issue, that being his insane cost, is really addressed. While I like the options you've given him, I'd much rather have him simply start at a much lower cost with less expensive upgrades. Tyranids need a cheapish HQ option, and you've taken away Death Leaper as that option.

*Shrikes granting hit & run to all units in range seems extremely good. Especially when coupled with 'nids ability to tarpit extremely effectively. You could easily tarpit a knight, for instance, and then hit & run out to blast him with electroshock grubs before tying him up again. Or simply engage the entire enemy army, and then tear them apart unit by unit at your leisure. I'd take another look at this one and consider toning it down. Shrikes are already more desirable in your proposed rules set because they can keep up with beast gaunts while warriors can't.

*Hammer of wrath doesn't make a lot of sense on the trygon and seems like a bit of a pain logistically. It's one thing to resolve hammer of wraths with a marine bike army that often doesn't really want to charge you and generally has a relatively small model count. Imagine slowing the game down to position 50+ gaunts in such a way as to maximize your number of hammer of wraths. Also, I'm not clear on why the trygon grants that particular synapse buff. Would +1 initiative or +1 attack on the charge be more appropriate? Maybe even counting as having assault grenades as the trygon passes on information about the terrain using its "tremor sense."

*I'm not sure making the rupture cannon AP2 and cheaper really fixes its issues. You're still averaging a single glance and a single pen against most targets (that don't have some sort of save agains the attack). Making it AP2 just means that you'll average one exploded vehicle once a game if make one pen stick per turn.


Anything I didn't comment on is either awesome or something I didn't feel strongly about one way or the other.




Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/14 03:07:00


Post by: JNAProductions


A few things:

Why are Warpsmiths and Dark Apostles so much more expensive than Space Marine equivalents?

Why does Kharne-and ONLY Kharne-get Eternal Warrior? When Typhus, the champion of the god of NEVER F-ING DYING, doesn't?



Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/14 03:13:06


Post by: Matt.Kingsley


I'm not going to tackle the army specific changes yet (need more time to look and process them), but here's my thoughts on the BRB changes.

I - THE MAIN RULEBOOK
1. If a Transport Vehicle has remained still and not moved, any contents inside are allowed to move out and charge per their normal restrictions (so ya know, no Rapid Firing and then charging unless you're Relentless etc). Assault Vehicles get their full movement to do that. A rule that rightfully should never have been removed. 100% agree about returning it.
2. Interceptor allows targeting at ground units with normal Ballistic Skill again. Skyfire allows targeting of Jetbike units with normal Ballistic Skill. No complaints here, makes sense to me.
3. Swarms have Eternal Warrior. When hit by a Blast or Template Weapon, each model suffers D6 wounds instead of the normal 1 wound. This applies to Stomp attacks and anything else that might use any of those markers in the Assault Phase for whatever reason. Yes to Eternal Warrior, but I'm unsure about the D6 wounds. That's a lot of extra dice rolling. If you thinks it need to change from doubling I'd make it triple instead rather than be random.
4. ATSKNF doesn't Ignore Fear. For Fear tests for these models, roll 3D6 and pick the lowest two results. Oh god yes. I personally also think it could do with no giving them a normal turn after regrouping (auto regrouping is good enough) but that could just be my disdain for this rule showing.
5. Blast Weapons do not have to be centered over a model when initially placed. Again, makes sense to me.
6. Soulfire is resolved on a D6 rather than a D3. Honestly I'd much rather have Soul Blaze deal the extra damage imediately and not linger. So each successful hit (of a 6 perhaps) deals an automatic Str 4 AP5 hit. That's just me though and this is still fine.
7. Ordnance attacks make any models hit by them suffer I1 after resolving saves, in a similar manner as Concussive I mean yeah, why not.
8. When attacking with grenades in melee, half the models, rounding up, in a unit may use them. Again, no complaints here.
9. PYROMANCY: Inferno is WC1. Molten Beam has a range of 18". I'm open to more suggestions but I think this makes it a more well-rounded table. Personally I feel Firey Form and Flame Breath should be switched, and Firey Form should also allow the psyker to re-roll failed Armour Pens when casting Pyro powers.
10. TELEKINESIS: Crush is AP2. I haven't any other ideas how to fix the table as it is pretty hard to look at and nobody likes it. Telekinesis's main problem is that it's so unfocused. Objuration Mechanicum could do with being replaced by something else and Telekine Dome could do with becoming WC1. Unsure as to whether Levitation should be changed or replaced. It's a cool power but as written mostly useless. Also Assail could do with having an AP value, even if it's only AP4.
11. TELEPATHY: Invisibility makes Ballistic Skill 1 rather than the Snap-Firing clause. I also feel that Invis should be at the very least WC3. It is way to good to be WC2.




Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/14 12:21:57


Post by: AnomanderRake


I like the core-rules tweaks overall, most of my disagreements are minor/stylistic.

Space Marines:
I'm skeptical of giving vehicles Chapter Tactics; it does almost nothing for most Chapters (given that Dreadnaughts already have Chapter Tactics). Running down the list the Chapters it does affect:
Imperial Fists: All benefits would apply fully to vehicles. Minor buffs, to be sure, but still buffs when almost no other Chapter is getting anything.
Black Templars: Non-Dreadnaught vehicles are getting Adamantium Will. A negligible benefit.
Salamanders: Land Speeders are getting twin-linked flamers. Significant, yes, but as Salamanders fluffwise don't have any Land Speeders it's an odd choice for a thing to buff.

And from Forge World:
Raptors: Depending on whether you apply the interpretation that a twin-linked weapon is a distinct weapon and not affected by things that would affect a non-twin-linked version (I know the weapon swaps in the 30k Salamanders and Blood Angels rules work this way) the hurricane bolters on your Land Raider Crusaders and Stormravens could choose to fire three Rending shots if the vehicle didn't move.
Angels Revenant: If you're fighting Necrons your vehicles get Preferred Enemy (Necrons). If you aren't the rule that comes into play instead doesn't do anything for them.
Red Hunters: The Mnemonic Redaction Protocols temporary USR could actually be relevant when applied to vehicles. Like, significantly relevant. Not just a random tiny situational buff the way most of this is.
Star Phantoms: The 1/game twin-linked on all non-Ordnance/Pistol weapons is nice. Unfluffy, but nice.
Fire Hawks: S6 heavy flamers on Land Speeders arriving from Deep Strike. Situational, impractical, but sort of cool.

So by giving vehicles Chapter Tactics you hand out a small set of wonky, unfluffy, or impractical buffs to most people, and an actually cool one to the Red Hunters. It seems more trouble than it's worth, honestly.

On weapons I'm skeptical of 5pts for upgrade pistols given the Gunslinger rule; every sergeant in your army could be spending 10pts for a plasma gun that can't fire single-shot-at-24" mode, or 10pts for two S8 shots. If you're going to keep the pistols at 5pts I'd say reduce the hitting power a bit the way the hand flamer is lower strength than the normal flamer (you're still spending 5pts for a S6/AP2 shot), but otherwise keep the plasma/inferno pistols at 10pts.

As for the Marine unit fixes they mostly make sense; I'd like to request that Vulkan and Lysander get Eternal Warrior back on profile instead of having to burn their Warlord Trait to do it.

And Tactical Terminators really ought to be 30pts with power weapons, and the option to upgrade to power fists. Even with cheaper assault cannons, more heavy weapons, and S5 storm bolters the problem of paying for powerfists on a unit you may not want anywhere near combat persists.

Not sure about porting Legion heavy support squads directly into the Devastator squad slot; I get that you're trying to distinguish Devastators from Tactical Marines after handing Tacticals the option to have three heavy weapons at ten models but I'd rather keep the option to have ablative wounds rather than being forced to pay for guns on everyone. Let everyone buy a heavy weapon, don't force them to start with it (this would also avoid needing to have multiple pricings on the armoury table).

Poison (2+) on all attacks for Plague Marines seems a bit excessive. I'm aware that the Deathwatch have Posioned (2+) bolt rounds, but they don't get Poison (2+) on grenades, flamers, or attacks with any AP value, and they're also not T5/FNP. I'm also aware you're trying to distinguish Plague Marines from Nurgle-marked Marines. I'd rather see Poison (3+) on bolt weapons and melee attacks only, leave the grenades/special weapons using their base profile.

Land Raider prices seem like they're starting to stretch past reasonable to me. I'd keep the base variants at 200pts and give CSM PotMS (given both that they had it in the 31st milennium and that they're more likely to be experimenting with AI in the interim than the Mechanicum), the Land Raider may be too squishy if you've got the D-weapons to one-shot it but it's also way too tough if you bring it to a game where the other guy wasn't expecting it and doesn't have the specific tools to deal with it (maybe he's Martel and has decided that S7 is the answer to everything, and refused to bring anything else).

Defiler as a 4-HP Superheavy: *bleep* no. It's a well-established fact that 'superheavy' starts at 6HP, if you haven't broken that barrier (Minotaur, Spartan, Lynx) you're still an ordinary vehicle. And the Defiler isn't really big enough to justify it. Look at the height and bulk of anything in the existing rules with Stomp, then look at the Defiler.

If you want to give the Defiler a pseudo-Stomp rule I'd say write up a pseudo-Stomp rule rather than making it a superheavy and giving it multiple chances per turn for a 6-to-RFP template at a bizarre pricepoint and model-size bracket.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/14 12:36:19


Post by: RFHolloway


My big one would be only one independent character can join a unit - this could be another independent character so you would have a single unit of 2 models. This would avoid a lot of the rules stacking.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/14 13:12:06


Post by: jade_angel


With the exception of a few minor cavils that others have mentioned, I mostly like these. However, I do have a question about one odd interaction with Gauss weapons - on a 6, you get a -1 penalty to saves. Does this affect AP? Suppose a Tomb Blade shoots at a Battle Sister with a gauss blaster and gets a 6 to wound - does she make an armor save that passes on a 4+, or does the gauss blaster's AP4 punch through that? (Obviously, her 6++ is neutralized).


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/14 14:27:48


Post by: AnomanderRake


 RFHolloway wrote:
My big one would be only one independent character can join a unit - this could be another independent character so you would have a single unit of 2 models. This would avoid a lot of the rules stacking.


The problem here is that most of the problems with putting multiple ICs in one unit are actually problems with how Blessings work. If you nerf Blessings most of the use-one-unit-to-tank-for-many-characters potential is gone and multi-character units just become overpriced exercises in putting too many eggs in one basket, and you don't accidentally hand IG or the Inquisition weird nerfs they don't really need.

(The major exceptions are using Veil of Darkness or Gate of Infinity to teleport many ICs with one power, but you could add a keyword to the game describing effects that only work if the character is the only IC attached to a unit (and use that to clear up redundant wording in Deep Strike and Infiltrate along the way) to catch out those.)


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/14 15:45:34


Post by: BunkhouseBuster


There are some neat ideas in here, and I wish you luck in your endeavors. However, as I read through this, the more I am convinced that 40K needs a ground-up rebuild, rather than further patchwork and updates. To use an analogy, 40K is an old car that has been driven for many years on the road. You have 3 options:
1 - trade it in for a new one (which a lot of use do NOT want to do)
2 - patch up all the problems as the appear with what is quick and easy to apply (which is what FAQs and Errata do)
3 - full restoration: take it apart, clean off the rust and gunk from the years, and put it back together again (which I personally feel needs to be done)

What you are doing here is in between 2 and 3, and I applaud you for it! If I had the inclination, I would probably start doing something like this myself. But until I sit down and do so, let me give you my thoughts on some of these proposed changes:

Slayer-Fan123 wrote:

I - THE MAIN RULEBOOK

Spoiler:
1. If a Transport Vehicle has remained still and not moved, any contents inside are allowed to move out and charge per their normal restrictions (so ya know, no Rapid Firing and then charging unless you're Relentless etc). Assault Vehicles get their full movement to do that. - I like this. It is straight out of the 5th edition rules, but considering that this change hurt many assault units in books without access to cheap assault transports.
2. Interceptor allows targeting at ground units with normal Ballistic Skill again. Skyfire allows targeting of Jetbike units with normal Ballistic Skill. - This is okay. It would probably get more people bringing Fortifications with guns again, and I always thought that Jetbikes were flying high enough to get hit by Skyfire.
3. Swarms have Eternal Warrior. When hit by a Blast or Template Weapon, each model suffers D6 wounds instead of the normal 1 wound. This applies to Stomp attacks and anything else that might use any of those markers in the Assault Phase for whatever reason. - I feel like this is a step in the right direction. It is a call back to 5th edition again, but a proper SWARM should be kinda hard to deal with.
4. ATSKNF doesn't Ignore Fear. For Fear tests for these models, roll 3D6 and pick the lowest two results. - This could work really well, though I would word it as "roll an additional die" than 3d6, so as to avoid confusion on Leadership tests (like your later mentioned Necron Mindshackle Scarabs update).
5. Blast Weapons do not have to be centered over a model when initially placed. - Did they? I will have to check my rulebook next chance I get...
6. Soulfire is resolved on a D6 rather than a D3. - I haven't dealt with this in many years, and can't fairly comment.
7. Ordnance attacks make any models hit by them suffer I1 after resolving saves, in a similar manner as Concussive - So just make them concussive?
8. When attacking with grenades in melee, half the models, rounding up, in a unit may use them. - A fair fix and in between for what was done before and the ruling now, but could be cumbersome to count out the models. It's a start though!
9. PYROMANCY: Inferno is WC1. Molten Beam has a range of 18". I'm open to more suggestions but I think this makes it a more well-rounded table. - I haven't really used Psykers in 7th edition. The new phase just made it too cumbersome for me.
10. TELEKINESIS: Crush is AP2. I haven't any other ideas how to fix the table as it is pretty hard to look at and nobody likes it. - See previous.
11. TELEPATHY: Invisibility makes Ballistic Skill 1 rather than the Snap-Firing clause. - See previous.


II - CODEX Adeptus Astartes: Space Marines (Note that Dark Angels and Blood Angels are rolled up into here as there simply aren't enough unique items to justify extra codices). Unit specific codices will get their own fixes soon, as well as Chapters that don't have any getting their own one or two special snowflakes, and my better fixes for FW stuff come later. - I've always kinda figured that Space Marines ought to be rolled into a single Codex before, but I'm never happy with that thought in the long run. Maybe it could work? But if that's the case, can Space Wolves be thrown in? I love Space Wolves, but are Grey Hunters really any different from Tactical Marines? How about Chapter Specific Wargear? Gah, it's messy. I'm staying out of this one...
Spoiler:

Chapter Tactics Fixes:
1. Vehicles gain access to Chapter Tactics - I think this is fine. As other have said, it would be quirky for some Chapters, and useless for others. But it would help Dreadnoughts, and I love Dreadnoughts!
2. If Black Templar Dreadnoughts lose any HP, they gain Rage and Counter-Attack for that turn. - Is that how it works for infantry? If so, works for me.
3. Blood Angels get rolled into here. The Descent Of Angels is now part of the Chapter Tactic. Pt. 2 is The Red Thirst, which gives +1 S/I on the charge. - Sounds fine to me
4. Dark Angels get rolled into here. Ravenwing, Deathwing, and Grim Resolve are the Chapter Tactics, with Grim Resolve allowing rerolls of Wall of Death. - Sounds fine to me.

Weapon and Equipment Fixes, plus Relics: - This needs to be tread carefully. Modifying weapons profiles can be tricky, because it is affecting the weapon across all the Codices (Codexes?) and should be handled with care. And points costs are also messy, since you can't look at them in a vacuum, as Psychic powers and Formations may give unintended bonuses. I will give my thoughts below...
1. Storm Bolters are S5 - It's something, but I don't know if this is what the Storm Bolter needs. It's a start though.
2. Heavy Bolters are now Salvo 2/4 or Heavy 4. - I would go with Salvo 2/4.
3. Inferno Pistols, Heavy Flamers, and Hand Flamers are part of the standard codex. - Yes, please!
4. Pistol variants and Combi-Weapons are now 5 points - Eh, I'd rather them be costed out based on their abilities rather than a blanket cost. Plus, I'd rather make Combi-weapons usable more than once somehow.
5. Chainswords have rerolls of 1 to wound - What about my models I gave Combat Blades to instead of Chainswords? I'm not sure about this one.
6. Grav Weapons wound Swarms on a 6, regular Infantry on a 5+, anything Bulky on a 4+, anything Very Bulky on a 3+, and anything bigger on a 2+. Vehicles suffer a HP stripped on a 6, and Super Heavy Vehicles lose D2 instead. - This sounds like it could work better to me, except for Super Heavies, which I would make just as susceptible as regular vehicles.
7. Missile Launchers have Flakk Missiles in their profile standard. - Works for me!
8. The Armor Indominitus confers Relentless and is now 50 points. The Standard Of The Emperor Ascendant is now 50 points - I have never seen these used, nor used them, so I can't fairly comment.
9. The Glaive of Vengeance is now 35 points. The Hunter's Eye is now 30 points, - See previous comment.
10. The Eye Of Hypnoth is now cumulative with an Auspex. The Spartean is AP4. - See previous comment.
11. Betrayers Bane is now 20 points. - See previous comment.
12. Vulkan's Sigil is now 15 points. - See previous comment.
13. Raven's Fury is now 20 points. - See previous comment.
14. Angel's Wing is now 20 points. Fury Of Baal is now 15 points. - See previous comment.
15. Eye Of The Unseen is now 25 points. Monster Slayer Of Caliban is now 20 points. - See previous comment.

HQ Fixes: - I don't have anything to say here. I'm not interested on taking name characters, as I prefer to make my own Chapter stories and characters based on my games and tabletop experiences.
1. HQ's with a Jump Pack unlock Assault Marines as Troops. - Works for me!
2. Khan is now 150 points without his Bike
3. Tigurius is now 175 points
4. Shrike is now 170 points
5. Helbrecht now has Orbital Bombardment - Works for me. He is basically a Chapter Master, right?
6. Azrael has Blind on his Combi-Plasma again, has Orbital Bombardment, and is now 230 points.
7. Belial is now 185 points.
8. Asmodai loses Specialist Weapon on his Blades Of Reason, and to be honest I don't know what other fixes would be fitting for him at the moment; I'm open to suggestions for this one. Seriously.
9. Astorath inflicts D3 additional wounds (which must be saved separately) or rolling for penetration if he rolls a 6 to wound or penetrate
10. The Sanguinor's sword now has Rending.
11. Tycho has Fleshbane on all his melee attacks.
12. Gabriel Seth gets moved to the HQ slot, gains Orbital Bombardment, Artificer Armor, and has Rampage standard instead of it being his Warlord trait, and is now 175 points; his new Warlord trait is Heroic Bearing as described in the current Codex: Blood Angels.
13. Commander Dante has Orbital Bombardment and is now 225 points; his new Warlord trait is Angel Of Death.

Troop Fixes:
1. Tactical Marines can buy another two Special Weapons or Heavy Weapons at 10 man squads. - I would just let the Squad take two of 2 Special Weapons, 2 Heavy Weapons, or one of each. Giving them that much fire power moves away from the Troops role to me.
2. Scout Heavy Bolters are now 10 points. - Since they are now BS4 standard, this works.

Fast Attack Fixes:
1. Assault Marines have access to all Pistol Types, and can buy two at 5 man squads, and an additional one at 10 men. Eviscerators are now 20 points. - This is fine with me. I would also give them an option for models in the unit to take Power Weapons/Lightning Claws/PowerFists instead of the Pistol types, since they are a melee unit.

Elite Fixes:
1. Tactical Terminators can buy two Heavy Weapons at 5 men, and additional Heavy Weapon at 10 men. Assault Cannons are 15 points each - Hm... This might work. Improving Storm Bolters would lessen the need for Heavy Weapons though. It's a start.
2. Assault Terminators with Lightning Claws are 30 points now, and to upgrade to the TH/SS is 10 points still. - Works for me!
3. Any Storm Bolter that Sternguard buy is compatible with Special Ammo; simply use the Assault 2 Profile instead of Rapid Fire. Sternguard can also buy up to four Special/Heavy Weapons in a squad. - If they can swap out their Bolt guns for Special/Heavy Weapons, I would give it to them at a points discount so as to off-set the points of their Special ammo (or make the Special ammo have a points cost).
4. Vanguard have access to Eviscerators, and are 20 points each. - Makes sense to me!

Heavy Support Fixes:
1. All Land Raider variants are 190 points now - Eh, seems a bit much in discount, but it's a start.
2. Devastator Centurions pay 35 points for their Grav Cannon and Amp - I never use them, nor do I see them fielded often. I guess it's okay. But if Grav weapons are less effective, shouldn't their points reflect this? Make changes all together, not detached from each other.
3. Whirlwinds are 60 points now - Is the 5 points going to make a difference? Otherwise it's okay.
4. Devastator Marines are 19 points per model outside the Sergeant, and everyone besides the Sergeant has a Heavy Bolter standard. Upgrades for weapons are now 5 points less due to everyone having a Heavy Bolter standard. - I like this one!


III - CODEX Chaos Space Marines - I don't play Chaos Marines, so I don't have much to say about them. Just be sure to make their equivalent items from their loyalist brothers get equal treatment. Let's see what I can find...
Spoiler:

Legion Fixes:
1. All Veterans Of The Long War in an Iron Warriors Detachment have the Intractable Brotherhood rule standard.
2. All Veterans Of The Long War in a Word Bearers Detachment have Crusader standard.
3. All Veterans Of The Long War in an Alpha Legion Detachment have Move Through Cover.
4. All Veterans Of The Long War in a Thousand Sons Detachment have Fearless and reroll any failed Deny The Witch tests.

Weapon Fixes:
1. Combi-Bolters function as two Bolters that fire at the same time. - Seems fun to me.
2. Plasma Pistols and Combi-Weapons are 5 points now.
3. Heavy Bolters are Salvo 2/4 or Heavy 4
4. Reaper Autocannons are Heavy 3 Twin-Linked.
5. Chainswords have rerolls of 1 to wound.
6. Flakk Missiles are standard on all Missile Launchers

Special Equipment, Icon, and Mark Fixes, along with Relics:
1. Palanquins and Juggernaughts are 30 points now
2. The Aura Of Dark Glory is 10 points now
3. The Mark Of Khorne gives +1 Attack
4. The Icon Of Wrath only has the rerolling charges clause and is now 15 points
5. The Icon Of Excess is now 30 points.
6. The Icon Of Flame gives Soul Blaze to all range weapons in the unit.
7. The Murder Sword activates its current traits when in a challenge. The Scrolls Of Magnus are 25 points now. The Dimmensional Key is now 20 points.
8. The Hand Of Darkness is now 40 points. The Eye Of Night is now 45 points. The Crucible Of Lies doesn't confer a -1T penalty and is now 15 points.
9. The Skull Of Monarchia is now 10 points. The Cursed Crozius confers Preferred Enemy (Everything) to the bearer.
10. The Viper's Bite is Assault 2.
11. The Plague Skull Of Glothila is AP2 and is now 20 points. The Puscleaver has Rending. The Plaguebringer has Shred.
12. The Cranium Malevolus is now 25 points. The Warpbreacher is now 20 points. The Nest Of Mechaserpents is now 15 points
13. The Crimson Killer is now 15 points.

HQ Fixes
1. Warpsmiths and Dark Apostles are 100 points each and have access to Special Issue Wargear and Chaos Steeds. - Shouldn't they cost the same as their Loyalist counterparts?
2. Lucius has Fleet. If Lucius is slain in a challenge by a non-Necron or Tyranid character, the character that slayed him must pass a LD test. If the character fails, roll another dice and on a 4+ the character is removed from the table and Lucius is placed in that exact spot. Lucius can also purchase a Steed Of Slaanesh for 20 points. - Lucius's ability seems wonky to me. I'm not familiar with the character, but this seems like it needs a full reworking.
3. Kharn has Decapitating Blow on Gorechild and has Eternal Warrior. Kharn is now 190 points and may purchase a Juggernaught Of Khorne for 30 points.
4. Ahriman has AP3 on his Staff and is 220 points now.
5. Typhus has It Will Not Die and is 225 points now. Typhus may purchase a Palanquin Of Nurgle for 30 points.
6. Huron loses Specialist Weapon on his Claw and gains Feel No Pain. Huron is now 170 points.
7. In addition to the default Warlord Trait he has, Abigail can roll for a second trait from any of the BRB tables, Codex: Chaos Space Marines table, and Black Legion table (rerolling Black Crusader obviously).

Troop Fixes:
1. Chaos Space Marines have an extra CCW standard. - I would make them the exact same as Tactical Marines, but give them something that would work in place of and equivalent to your new ATSKNF. And then give Tactical Marines the option to take additional CCWs.
. Can take Land Raiders as a Dedicated Transport - Maybe in certain formations or Legions? Seems a bit much.
. For every additional 5 Marines in the squad, another Special or Heavy Weapon can be purchased. - Hm... seems okay to me.
2. Cultists are 3 points each, and the Champion is 13 points

Elites Fixes: - This seems mostly okay to me. I like the access to Land Raiders for Cult Marines. Comments below.
1. All Terminators are 28 points each - I would knock them down to 25, since they aren't coming with a Power Fist.
. Lightning Claws are 3 points each - Maybe 5 points each?
. Power Fists are 5 points each
. Chainfists are 10 points each
. Up to two models in the unit may purchase Reaper Autocannons for 20 points each or Heavy Flamers for 10 each - However many Heavy Weapons Loyalists can take, I feel that Chaos should get the option for just as many.
. The Champion pays the same points for all upgrades as regular members
2. Plague Marines are 23 points each, and the Champion is 33 points
. Everyone has Poison (2+) on all range and melee weapons and grenades, including upgrades
. Can take Land Raiders as a Dedicated Transport
3. Noise Marines are 19 points each, and the Champion is 29 points
. All models in the squad have Sonic Blasters, which are now Assault 2, as well as the extra CCW's and all models have Fleet
. Blastmasters are 25 points each
. Can take Land Raiders as a Dedicated Transport
4. Berserker Marines are 20 points each, and the Champion is 30 points
. Everyone in the squad has Chainaxes which are now S+1 and AP4, and now have Rending for the first round of combat
. Up to two models can buy Eviscerators for 20 points each
. Can take Land Raiders as a Dedicated Transport
5. Rubric Marines are now 22 points each, and the Champion being 57 points
. Up to two models can buy a Heavy Bolter or Autocannon with Inferno Bolts for 10 points, and one in every ten may purchase a Soulreaper Cannon for 20 points
. As long as the Champion is alive, you can select the following benefits until the beginning of the next turn:
a. The squad has Relentless, 2 Attacks base, and fires Overwatch at full BS
b. The squad has BS5, Rending, and the unit fired at must reroll all successful invulnerable saves
c. The squad has Shred, Ignores Cover, and gain Soul Blaze. If Soul Blaze is already present, you can reroll the result, picking the highest value.
. Can take Land Raiders as a Dedicated Transport
6. Possessed Marines are 30 points each, and the Champion is 30 points
. Can take Land Raiders as a Dedicated Transport
. Each model has 2 Wounds
7. Chosen are 21 points each, and the Champion is 21 points
. Power Weapons and Lightning Claws are 5 points, and Power Fists are 10 points
. You can get up to three Heavy Weapons in the squad, not including the Special Weapons
. You can take one of the following USR's for the squad before deployment: Tank Hunters, Monster Hunters, Infiltrate, Shrouded, Hit And Run, or Daemon
8. Mutilators are 50 points each and may be taken at 5 in a squad.

Fast Attack Fixes:
1. Spawn have Furious Charge instead of Rage and can be taken up to 10 in a squad
2. Raptors are 16 points each, and the Champion is 26 points
. They are treated as having Chainswords standard
3. Heldrakes have a 180 degree firing arc for their weapon of choice
. Heldrakes start at 150 points with the Hades Autocannon, and pay 20 to upgrade to the Baleflamer
4. Warp Talons are 27 points each, and the Champion is 37 points.

Heavy Support Fixes:
1. Obliterators are 65 points each and can be taken in squads up to 5
2. Maulerfiends have 3 attacks base
3. Forgefiends have 3 attacks base and are 155 points each
4. Land Raiders are 170 points each
5. Havocs start at 17 points, and the Champion is 22 points, everyone outside the Champion coming with a Heavy Bolter standard. All Heavy Weapons upgrades are at 5 points less because of this
6. The Defiler has an addition HP, becomes a Super Heavy Vehicle, and is now 265 points - This seems like overkill to me.


IV - CODEX Necrons
Spoiler:

Special Rules Fixes:
1. All models have Relentless standard - Considering Necron shooting units don't really want to get into Melee, this is harmless.
2. On a roll to wound with a 6, Gauss weapons impose a -1 penalty to any save the unit might have gotten. This can obviously get rid of a 6++ or a 6+ cover save. - Interesting, but seems strange. It could be neat.
3. Tesla weapons lose the Snap Firing clause. - Rather, I would rework Snap Firing as a rule.

Special Equipment Fixes and Relics:
1. Mindshackle Scarabs impose a LD test in a challenge done on 3D6. If it is failed, the challenger may only hit the Necron character on a 6. - Or maybe a penalty to WS? I like the thinking here.
2. Tesseract Labyrinths are added back for any character to purchase for 25 points.
3. Dispersion Shields regain the reflect rule from the 5th edition codex - Eh, seems like another rule to remember. Maybe the unit gains Blind when a successful Invuln save is passed? Or the assaulter counts as a disordered charge against them when they pass their save?
4. The Orb Of Eternity is now 35 points.

HQ Fixes:
1. Overlords can buy a Jump Pack for 15 points. They can purchase a Hyperphase Sword + Dispersion Shield for 10 points or Voidblade + Particle Caster for 5 points - One of the things I both like and dislike about Necrons Codex is the lack of options for the models. I do like the Jump Pack option though.
2. Command Barges get the sweep attack they lost from the 5th edition codex
3. Destroyer Lords have a Warscythe by default and are now 120 points. - I think giving them options works out fine. I would rather they be WS and BS 5 like standard Overlords.
4. Crypteks can upgrade to the following rules. These upgrades are only once per detachment. In addition to their Staff Of Light:
. Harbingers Of Destruction carry the same weapon that Illuminor has, their unit has defensive grenades, and gains the Solar Pulse ability from the Solar Staff for a total of 30 points
. Harbingers Of Despair gain a S8 AP2 Assault 1 Flamer that rolls against LD to wound, their unit gains Deep Strike, and once per turn can force a Morale Check on an enemy unit for a total of 30 points
. Harbingers Of Storm gain a 12" S4 AP- Assault 4 Haywire Weapon, enemy units cannot Deep Strike within 8" of their unit, and enemies charging them suffer D6 AP- wounds for a total of 25 points
. Harbingers Of Eternity gain a S:User AP2 Melee weapon, a 3++ save, and can reroll one dice for their unit per phase for a total of 20 points
. Harbingers Of Transmorgification gain a 30" S5 AP6 Assault 1 Blast Weapon that forces the unit hit to move as though it were in difficult terrain, their unit has Move Through Cover, and enemies charging at their unit suffer a 3" penalty to their charge for a total of 25 points
5. Anrakyr has a Master-Crafted Warscythe, and may choose which weapon to fire with his Mind In The Machine ability.
6. Trazyn has the Objective Secured rule, and his Surrogate Hosts rule includes Lychguard models. Trazyn is now 155 points.
7. Obyron has WS7, and Cleaving Counterblow activates in any initiative step when an opponent's model attacks in a challenge and misses; these additional attacks of course roll to hit as normal.
8. Szeras has It Will Not Die!
9. Zandrekh's Counter Tactics is instead a once-per-turn ability, and he chooses a squad within 12" to benefit from one of those listed Special Rules. Nemesor is now 170 points.

Troop Fixes:
1. Warriors are now 14 points per model
2. Immortals are now 18 points per model

Fast Attack Fixes:
1. Destroyers have 2 attacks in their profile
2. Tomb Blades pay 5 points for Shield Vanes and 3 points for Nebulascopes, and are now 19 points
3. Ghost Arks have no limitation on being only able to carry Warriors. - I like it!
4. Night Scythes are now 125 points.

Elite Fixes:
1. Deathmarks select their target for Hunters From Hyperspace when they deploy
2. Triarch Stalkers have AP2 melee attacks. - I like it! How about just Smash standard for all Walkers thought?
3. All C'Tan variants are moved here. In the shooting phase, roll a D3 to determine how many shooting attacks the C'Tan can perform. Each attack, if more than two can be targeted at different units.

Heavy Support Fixes:
1. Annihilation Barges are now 110 points
2. Monoliths lose Ordnance on their Particle Whip. Portal Of Exile is given back from the 5th edition codex. - I do believe that Ordnance needs to be changed overall.

Lord Of War Fixes:
1. Obelisks have a 270 degree firing arc for their Tesla Spheres, and that goes for the Tesla Spheres on the Tesseract Vault as well.
2. Tesseract Vaults roll 2D3, picking the highest value, when determining how many C'Tan shooting attacks it may make.
3. The Stormlord has a S+1 AP2 melee profile for his Staff Of The Destroyer, and continues rolling for the Lord Of The Storm attack so long as Night Fighting is active. The Stormlord is now 210 points.


V - CODEX Tyranids - I don't play Tyranids, so I can't comment on these ideas. However, I would give Warriors Eternal Warrior so they see some use again, and make Geanstealers the same across the Tyranids and Geanstealer Cult books.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/14 15:55:37


Post by: JNAProductions


Also, can you fix the WS chart? It's really dumb right now.

If you'd like, I can write up a WS chart fix.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/14 16:32:31


Post by: Slayer-Fan123


Wyldhunt wrote:
I like a lot of these! Commenting as I go through...

Main Rulebook:
* The "half grenades" rule seems like an odd compromise. I think it works mechanically, but I'm not sure it's really an improvement over "1 grenade per squad" or "everyone gets a grenade." I feel like either of these latter options might be cleaner and easier to both work with and to balance model rules and wargear prices around.

*Your psychic power proposals don't seem unresonable. I don't think there's anything wrong with most of the telekinesis or even pyromancy powers themselves. It's just that they tend to be overshadowed by more powerful or generally useful powers from other disciplines. So your porposals seem fine, but I feel it might be better to overhaul some core assumptions regarding the psychic system if we want to see major improvement.

MARINES
* Chainswords getting half of preferred enemy is redundant if you take any other rule that provides a similar benefit. I kind of like the idea of giving chainswords rending, +1 to the user's strength, or -1 to enemy armor saves. But that's its own conversation.

*Grav. I love your suggestions in general here. I'm not wild about rolling "d2" to determine how many hull points I take off of a big thing though. Maybe keep it at -1 HP, but replace the d2 part with "counts as being immobilized until the start of the next marine turn?" That way, you're still damaging them consistently without becoming D-strength, and you can set up other units to damage the super heavies more reliably.

CHAOS MARINES
* See marine-related stuff.
* The points costs I can't really comment on. I don't have my CSM book in front of me right now. I will say that I feel chaos is actually in a pretty good spot right now thanks to the Legions book.

NECRONS
*Tesla needs the snapfiring clause. Otherwise you end up in the 6th edition codex's situation where tesla is weirdly effective when snapfiring at flyers, etc.

*The C'tan getting d3 attacks is meant to off-set the randomness of their attacks, I assume? Or just to make them more powerful? I feel the latter might be too big an improvement, and the former is more easily done by simply letting them declare their target after generating the power. Or by having them generate the power at the start of the game like psychic powers.

TYRANIDS
*Scything talons. Not sure what you mean here. Is it a single reroll on your to-wounds per model like digital weapons? Is it rerolling all to-wound rolls of 1? If the latter, why to-wound rolls instead of to-hit like it used to be? Also, would this be a rule that only applied to attacks made with talons, or are talons treated as wargear that benefits other weapons? Sort of like harlequin weapons?

* Is the change to catalyst specifically to benefit GMCs? I can't think of any other FNP bugs. Oops. I see it now. The warrior buff.

*While I like the changes to the prime, I don't feel that his primary issue, that being his insane cost, is really addressed. While I like the options you've given him, I'd much rather have him simply start at a much lower cost with less expensive upgrades. Tyranids need a cheapish HQ option, and you've taken away Death Leaper as that option.

*Shrikes granting hit & run to all units in range seems extremely good. Especially when coupled with 'nids ability to tarpit extremely effectively. You could easily tarpit a knight, for instance, and then hit & run out to blast him with electroshock grubs before tying him up again. Or simply engage the entire enemy army, and then tear them apart unit by unit at your leisure. I'd take another look at this one and consider toning it down. Shrikes are already more desirable in your proposed rules set because they can keep up with beast gaunts while warriors can't.

*Hammer of wrath doesn't make a lot of sense on the trygon and seems like a bit of a pain logistically. It's one thing to resolve hammer of wraths with a marine bike army that often doesn't really want to charge you and generally has a relatively small model count. Imagine slowing the game down to position 50+ gaunts in such a way as to maximize your number of hammer of wraths. Also, I'm not clear on why the trygon grants that particular synapse buff. Would +1 initiative or +1 attack on the charge be more appropriate? Maybe even counting as having assault grenades as the trygon passes on information about the terrain using its "tremor sense."

*I'm not sure making the rupture cannon AP2 and cheaper really fixes its issues. You're still averaging a single glance and a single pen against most targets (that don't have some sort of save agains the attack). Making it AP2 just means that you'll average one exploded vehicle once a game if make one pen stick per turn.


Anything I didn't comment on is either awesome or something I didn't feel strongly about one way or the other.



1. You're right on powers. Pyromancy really only needs the tweaks I suggested, but I think Telekinesis needs a whole reworking simply because it is super unfocused.
2. I'll definitely take the Super Heavy suggestion on Grav.
3. Chainswords will probably keep the rerolling of 1 to wound. When you look at various powers and specific chapter abilities, you can plausibly ID a T4 critter with just a Chain sword.
4. On Necrons I'll compromise. How about no extra shots if the shooter is Jinking?
5. CTAN are supposed to be powerful but they're still slaves and don't like it (assuming they can think it). I was thinking a flat three chances to shoot, but I felt people would complain about it. So it was a combination of both. They should probably have FNP built in for whatever point cost. Maybe an extra 10 points to compromise the extra shooting they get?
6. Scything Talons get flat rerolls of any 1 to wound so it would be like their chainswords for comparison. They're meant to be their own thing, like pairs of Boneswords and Rending Claws and Lash Whips.
7. How about knock off 25 points from the Prime and they can buy the Mastery Level I suggested for them?
8. Shrikes aren't close to durable, which is why I have them giving the ability. I'm open to another suggestion for them though and the Trygon. I do like the +1I for them.
9. We can keep the Rupture cannon at its old point cost if we add another shot to them as well. What else can you really do to it though?


Automatically Appended Next Post:
 JNAProductions wrote:
A few things:

Why are Warpsmiths and Dark Apostles so much more expensive than Space Marine equivalents?

Why does Kharne-and ONLY Kharne-get Eternal Warrior? When Typhus, the champion of the god of NEVER F-ING DYING, doesn't?


Kharn gets it as he's the true warrior Khorne blessed and wouldn't let him be knocked out by simple weapons. Typhus gaining EW is just plain overkill on top of his already okay durability. Having IWND makes him more durable to anything not S10 and don't forget he can increase his own durability from the new Nurgle table presented in the TL book on top of him being able to grab a Palanquin thanks to me. That would be T5 6 Wounds EW. Nah I think we're good.
The justification for Warpsmiths and Apostles is that they give a couple more bonuses than their Corpse Worshipping counterparts.


Automatically Appended Next Post:
jade_angel wrote:
With the exception of a few minor cavils that others have mentioned, I mostly like these. However, I do have a question about one odd interaction with Gauss weapons - on a 6, you get a -1 penalty to saves. Does this affect AP? Suppose a Tomb Blade shoots at a Battle Sister with a gauss blaster and gets a 6 to wound - does she make an armor save that passes on a 4+, or does the gauss blaster's AP4 punch through that? (Obviously, her 6++ is neutralized).

I worded it so that it wouldn't be an issue (I think). It is a -1 penalty on the roll. So unless the weapon was negating the save already, they merely suffer a penalty unless it was the 6 save I made mention of. It is meant to make up for their lack of specialized weapons while not being terribly over the top.


Automatically Appended Next Post:
 JNAProductions wrote:
Also, can you fix the WS chart? It's really dumb right now.

If you'd like, I can write up a WS chart fix.

That's save me the work. Send me what you got and you get all the credit once we negotiate, assuming there's issues with it.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/14 17:07:16


Post by: Slayer-Fan123


 AnomanderRake wrote:
I like the core-rules tweaks overall, most of my disagreements are minor/stylistic.

Space Marines:
I'm skeptical of giving vehicles Chapter Tactics; it does almost nothing for most Chapters (given that Dreadnaughts already have Chapter Tactics). Running down the list the Chapters it does affect:
Imperial Fists: All benefits would apply fully to vehicles. Minor buffs, to be sure, but still buffs when almost no other Chapter is getting anything.
Black Templars: Non-Dreadnaught vehicles are getting Adamantium Will. A negligible benefit.
Salamanders: Land Speeders are getting twin-linked flamers. Significant, yes, but as Salamanders fluffwise don't have any Land Speeders it's an odd choice for a thing to buff.

And from Forge World:
Raptors: Depending on whether you apply the interpretation that a twin-linked weapon is a distinct weapon and not affected by things that would affect a non-twin-linked version (I know the weapon swaps in the 30k Salamanders and Blood Angels rules work this way) the hurricane bolters on your Land Raider Crusaders and Stormravens could choose to fire three Rending shots if the vehicle didn't move.
Angels Revenant: If you're fighting Necrons your vehicles get Preferred Enemy (Necrons). If you aren't the rule that comes into play instead doesn't do anything for them.
Red Hunters: The Mnemonic Redaction Protocols temporary USR could actually be relevant when applied to vehicles. Like, significantly relevant. Not just a random tiny situational buff the way most of this is.
Star Phantoms: The 1/game twin-linked on all non-Ordnance/Pistol weapons is nice. Unfluffy, but nice.
Fire Hawks: S6 heavy flamers on Land Speeders arriving from Deep Strike. Situational, impractical, but sort of cool.

So by giving vehicles Chapter Tactics you hand out a small set of wonky, unfluffy, or impractical buffs to most people, and an actually cool one to the Red Hunters. It seems more trouble than it's worth, honestly.

On weapons I'm skeptical of 5pts for upgrade pistols given the Gunslinger rule; every sergeant in your army could be spending 10pts for a plasma gun that can't fire single-shot-at-24" mode, or 10pts for two S8 shots. If you're going to keep the pistols at 5pts I'd say reduce the hitting power a bit the way the hand flamer is lower strength than the normal flamer (you're still spending 5pts for a S6/AP2 shot), but otherwise keep the plasma/inferno pistols at 10pts.

As for the Marine unit fixes they mostly make sense; I'd like to request that Vulkan and Lysander get Eternal Warrior back on profile instead of having to burn their Warlord Trait to do it.

And Tactical Terminators really ought to be 30pts with power weapons, and the option to upgrade to power fists. Even with cheaper assault cannons, more heavy weapons, and S5 storm bolters the problem of paying for powerfists on a unit you may not want anywhere near combat persists.

Not sure about porting Legion heavy support squads directly into the Devastator squad slot; I get that you're trying to distinguish Devastators from Tactical Marines after handing Tacticals the option to have three heavy weapons at ten models but I'd rather keep the option to have ablative wounds rather than being forced to pay for guns on everyone. Let everyone buy a heavy weapon, don't force them to start with it (this would also avoid needing to have multiple pricings on the armoury table).

Poison (2+) on all attacks for Plague Marines seems a bit excessive. I'm aware that the Deathwatch have Posioned (2+) bolt rounds, but they don't get Poison (2+) on grenades, flamers, or attacks with any AP value, and they're also not T5/FNP. I'm also aware you're trying to distinguish Plague Marines from Nurgle-marked Marines. I'd rather see Poison (3+) on bolt weapons and melee attacks only, leave the grenades/special weapons using their base profile.

Land Raider prices seem like they're starting to stretch past reasonable to me. I'd keep the base variants at 200pts and give CSM PotMS (given both that they had it in the 31st milennium and that they're more likely to be experimenting with AI in the interim than the Mechanicum), the Land Raider may be too squishy if you've got the D-weapons to one-shot it but it's also way too tough if you bring it to a game where the other guy wasn't expecting it and doesn't have the specific tools to deal with it (maybe he's Martel and has decided that S7 is the answer to everything, and refused to bring anything else).

Defiler as a 4-HP Superheavy: *bleep* no. It's a well-established fact that 'superheavy' starts at 6HP, if you haven't broken that barrier (Minotaur, Spartan, Lynx) you're still an ordinary vehicle. And the Defiler isn't really big enough to justify it. Look at the height and bulk of anything in the existing rules with Stomp, then look at the Defiler.

If you want to give the Defiler a pseudo-Stomp rule I'd say write up a pseudo-Stomp rule rather than making it a superheavy and giving it multiple chances per turn for a 6-to-RFP template at a bizarre pricepoint and model-size bracket.

1. Being in a vehicle shouldn't suddenly make the Imperial Fists less good at shooting Bolter weapons or for whatever reason not give the Flamestorm benefits when used by Salamanders. It simply makes more sense. I haven't done the FW stuff for any codex yet. I want to focus on the codex stuff first and then start tackling the FW stuff.
2. Pistols have too short of range to really be that expensive. The balance between them and Combi-Weapons is that the Combi gets more range anyway, plus any sergeant is likely going to die anyway after firing those shots. Rule of cool applies here I suppose. Plasma Pistols are also only S7 and hand flamers are already significantly weaker than a regular flamer. Lysander already has EW standard and his/Vulkan traits are the FNP one.
3. Tactical Terminators will keep their Power Fists. This is a legacy issue on top of a way to differentiate them from Grey Knights, Space Wolves, and Chaos Marines.
4. Deathwatch and Sternguard have multiple ammo options and more weapon choices compared to Plague Marines. It doesn't terribly break them and gives them a more offensive punch to make up for their smaller numbers compared to other options. Plus it really isn't that bad mathematically. The furthest I'll compromise is making everything Poison (3+) but that's about it.
5. You don't pay for a lot with a Land Raider outside the AV14 and transport capacity. If you've played with a 170 point Chaos Land Raider you'll see it isn't that big a deal. This makes them something reasonable that might pop up and ergo you need to dedicate more to less, so to speak.
6. I swear I gave the Defiler another HP. I think it's large enough to qualify but I suppose we need everyone else to chime in.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/14 17:27:39


Post by: JNAProductions


Except there's a LOT of Strength 10, to which his wounds, IWND, and Feel No Pain mean absolutely nothing. He should either be Eternal Warrior or Toughness 6-especially since CHAPLAIN F-ING CASSIUS IS T6! That pisses me off to no end. A Space Marine with some robo parts is T6, but Typhus, champion of Nurgle, isn't?

WS Chart

If WS is equal, hit on a 4+.
If WS is greater, hit on a 3+.
If WS is double plus one, hit on a 2+.
If WS is lesser, hit on a 5+.
If WS is lesser by 3 or more, hit on a 6+.

Edit: Also, Warpsmiths are pretty much a complete wash. They should be the exact same price as Loyalist Tech Marines. (Shatter Defenses isn't as good as Bolster Defenses, but they also get Weapon Curse, so a wash.)

Dark Apostles could be maybe 5 points more than a Chaplain, but not much more than that.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/14 19:07:16


Post by: AnomanderRake


Does it ever strike anyone else as odd that I, the Eldar player in the room, am the one trying to argue that a sane response to the OPness of some of the Eldar book is to nerf the problem units instead of buffing the rest of the game to compensate, while it's the Space Marine players claiming that the Eldar players will never accept a nerf and they have to rewrite their Codexes to fight D-weapon spam and scatterbikes?


1. Being in a vehicle shouldn't suddenly make the Imperial Fists less good at shooting Bolter weapons or for whatever reason not give the Flamestorm benefits when used by Salamanders. It simply makes more sense. I haven't done the FW stuff for any codex yet. I want to focus on the codex stuff first and then start tackling the FW stuff.


I'm not saying being in a vehicle should make Imperial Fist suddenly less good at shooting bolters. I'm saying that Chapter Tactics generally deserve a rethink if you want to apply this change rather than making a one-sentence change that doesn't make a lot of sense anywhere else.

2. Pistols have too short of range to really be that expensive. The balance between them and Combi-Weapons is that the Combi gets more range anyway, plus any sergeant is likely going to die anyway after firing those shots. Rule of cool applies here I suppose. Plasma Pistols are also only S7 and hand flamers are already significantly weaker than a regular flamer...


Why would you ever take a meltagun again, if you could get two shots for the same price on a unit that's already busy getting to point-blank range of its targets? Combined with Drop Pods you're going to functionally double the effectiveness of suicide-melta for free because...rule of cool?

(EDIT): Suggest giving the Eldar drop pods and give Fire Dragons dual fusion pistols and I promise I'll take the whole pistol suggestion seriously.

3. Tactical Terminators will keep their Power Fists. This is a legacy issue on top of a way to differentiate them from Grey Knights, Space Wolves, and Chaos Marines.


I'm sorry, but this is a stupid argument. 40pts/model for Terminators was a legacy issue. Trying to claim a single autocannon is a useful main gun for a tank is a legacy issue. Legacy issues are a terrible reason for doing anything.

If you're so insistent on differentiating units from the six Legions in the vanilla book from Space Wolf Terminators why aren't you arguing that Blood Angels and Deathwing need different basic armaments? Why aren't you trying to replace the bolter on Tactical Squads? Why do Terminators deserve to be stuck with stupid expensive toys they never get to make use of? Why do Salamanders Terminators and Imperial Fists Terminators have the same armament if neither one ought to have the same armament as Space Wolf Terminators? Why aren't you trying to differentiate Space Wolf Terminators from Chaos Terminators? Why are GK even in this argument, they've got force weapons, not power weapons?

4. Deathwatch and Sternguard have multiple ammo options and more weapon choices compared to Plague Marines. It doesn't terribly break them and gives them a more offensive punch to make up for their smaller numbers compared to other options. Plus it really isn't that bad mathematically. The furthest I'll compromise is making everything Poison (3+) but that's about it.


...

...

...

...No, seriously, when did wounds everything short of a Wraithknight on 2+ become not that bad mathematically?

5. You don't pay for a lot with a Land Raider outside the AV14 and transport capacity. If you've played with a 170 point Chaos Land Raider you'll see it isn't that big a deal. This makes them something reasonable that might pop up and ergo you need to dedicate more to less, so to speak.


And if you'd ever tried to play GK, or Orks, or a 30k list with no superheavies, you'd recognize that AV14 all-round is a huge deal.

6. I swear I gave the Defiler another HP. I think it's large enough to qualify but I suppose we need everyone else to chime in.


...You need everyone else to chime in to tell you that the Defiler is only 5-6" tall and the next-smallest model with Stomp is over a foot tall?


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/14 20:50:13


Post by: Slayer-Fan123


 AnomanderRake wrote:
Does it ever strike anyone else as odd that I, the Eldar player in the room, am the one trying to argue that a sane response to the OPness of some of the Eldar book is to nerf the problem units instead of buffing the rest of the game to compensate, while it's the Space Marine players claiming that the Eldar players will never accept a nerf and they have to rewrite their Codexes to fight D-weapon spam and scatterbikes?


1. Being in a vehicle shouldn't suddenly make the Imperial Fists less good at shooting Bolter weapons or for whatever reason not give the Flamestorm benefits when used by Salamanders. It simply makes more sense. I haven't done the FW stuff for any codex yet. I want to focus on the codex stuff first and then start tackling the FW stuff.


I'm not saying being in a vehicle should make Imperial Fist suddenly less good at shooting bolters. I'm saying that Chapter Tactics generally deserve a rethink if you want to apply this change rather than making a one-sentence change that doesn't make a lot of sense anywhere else.

2. Pistols have too short of range to really be that expensive. The balance between them and Combi-Weapons is that the Combi gets more range anyway, plus any sergeant is likely going to die anyway after firing those shots. Rule of cool applies here I suppose. Plasma Pistols are also only S7 and hand flamers are already significantly weaker than a regular flamer...


Why would you ever take a meltagun again, if you could get two shots for the same price on a unit that's already busy getting to point-blank range of its targets? Combined with Drop Pods you're going to functionally double the effectiveness of suicide-melta for free because...rule of cool?

(EDIT): Suggest giving the Eldar drop pods and give Fire Dragons dual fusion pistols and I promise I'll take the whole pistol suggestion seriously.

3. Tactical Terminators will keep their Power Fists. This is a legacy issue on top of a way to differentiate them from Grey Knights, Space Wolves, and Chaos Marines.


I'm sorry, but this is a stupid argument. 40pts/model for Terminators was a legacy issue. Trying to claim a single autocannon is a useful main gun for a tank is a legacy issue. Legacy issues are a terrible reason for doing anything.

If you're so insistent on differentiating units from the six Legions in the vanilla book from Space Wolf Terminators why aren't you arguing that Blood Angels and Deathwing need different basic armaments? Why aren't you trying to replace the bolter on Tactical Squads? Why do Terminators deserve to be stuck with stupid expensive toys they never get to make use of? Why do Salamanders Terminators and Imperial Fists Terminators have the same armament if neither one ought to have the same armament as Space Wolf Terminators? Why aren't you trying to differentiate Space Wolf Terminators from Chaos Terminators? Why are GK even in this argument, they've got force weapons, not power weapons?

4. Deathwatch and Sternguard have multiple ammo options and more weapon choices compared to Plague Marines. It doesn't terribly break them and gives them a more offensive punch to make up for their smaller numbers compared to other options. Plus it really isn't that bad mathematically. The furthest I'll compromise is making everything Poison (3+) but that's about it.


...

...

...

...No, seriously, when did wounds everything short of a Wraithknight on 2+ become not that bad mathematically?

5. You don't pay for a lot with a Land Raider outside the AV14 and transport capacity. If you've played with a 170 point Chaos Land Raider you'll see it isn't that big a deal. This makes them something reasonable that might pop up and ergo you need to dedicate more to less, so to speak.


And if you'd ever tried to play GK, or Orks, or a 30k list with no superheavies, you'd recognize that AV14 all-round is a huge deal.

6. I swear I gave the Defiler another HP. I think it's large enough to qualify but I suppose we need everyone else to chime in.


...You need everyone else to chime in to tell you that the Defiler is only 5-6" tall and the next-smallest model with Stomp is over a foot tall?

1. Which Chapter Tactics really cause an issue though with that single wording? If it is too many I'll do everyone individually.
2. You'd take a Melta Gun because it isn't an option for anyone not a character and has twice the range, which makes Melta easier to do? You do know that the range of an inferno pistol is 6"? It seems you're unfamiliar with some of the stats of the weapons here.
Also that Fire Dragon comment makes less sense because on top of everyone getting Melta Guns standard they get bonuses to blowing things up? The only way to do what you want is 5 Vanguard all with Pistols in a Pod. Vanguard are 19 a piece and the Drop Pod is 35 with everyone being 10 points more each (so 29). That's really not bad. Pretty sure your Dragons aren't near that price.
3. They're supposed to make use of Power Fists. The issue comes from variants being too expensive and paying for a small amount of heavy weapons and Storm Bolters. I fixed this issue. At 30 points with Power weapons you can compare to Vanguard and Honour Guard.
Also I plan to differentiate Space Wolf Terminators from the other guys. Grey Knights only need a couple of tweaks. However, Tactical Terminators have always had Power Fists and Chainfists. That's their thing. I'm simply making them more worth the cost. If you want hidden power fists I listed units to help you out.
4. Sternguard aren't broken, are they? It is the same offensive output except Sternguard are cheaper. These are Bolters and special weapons we are talking about. This isn't like Windriders where everyone is throwing out 3-4 shots for 27 points. These guys throw out 1-2 each for 22-23 points. Now you can do the math instead of just saying it is ridiculous.
5. Defilers might be 6" tall (though I believe they're 8"), they also occupy a lot of space.
I can compromise by simply giving them the Stomp rule and figuring out a different way to make them appealing. Maybe they just gain 3" to their movement...


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/14 21:24:16


Post by: AnomanderRake


Slayer-Fan123 wrote:

1. Which Chapter Tactics really cause an issue though with that single wording? If it is too many I'll do everyone individually.


The issue is that you're giving out oddly-placed free buffs to a fraction of Space Marine armies that didn't need the help for no readily-apparent reason.


2. You'd take a Melta Gun because it isn't an option for anyone not a character and has twice the range, which makes Melta easier to do? You do know that the range of an inferno pistol is 6"? It seems you're unfamiliar with some of the stats of the weapons here.
Also that Fire Dragon comment makes less sense because on top of everyone getting Melta Guns standard they get bonuses to blowing things up? The only way to do what you want is 5 Vanguard all with Pistols in a Pod. Vanguard are 19 a piece and the Drop Pod is 35 with everyone being 10 points more each (so 29). That's really not bad. Pretty sure your Dragons aren't near that price.


Two shots. 3" longer melta range. Two shots. 3" longer melta range. One is vastly better than the other. I wonder if you can tell me which.

The Fire Dragons comment was there in an attempt to gauge whether you seriously think two inferno pistols are worth the same as a meltagun or whether this is a moment of provincialist buff-my-Codex. (Fire Dragons are 22pts/model. Your proposed Vanguard Veterans would be paying 7pts/model for S4, T4, 2A, ATSKNF, Chapter Tactics, and the opportunity cost of having access to different loadouts, over I5, Fleet, Battle Focus, and a +1 on the vehicle damage table.)


3. They're supposed to make use of Power Fists. The issue comes from variants being too expensive and paying for a small amount of heavy weapons and Storm Bolters. I fixed this issue. At 30 points with Power weapons you can compare to Vanguard and Honour Guard.
Also I plan to differentiate Space Wolf Terminators from the other guys. Grey Knights only need a couple of tweaks. However, Tactical Terminators have always had Power Fists and Chainfists. That's their thing. I'm simply making them more worth the cost. If you want hidden power fists I listed units to help you out.


So scrap Tactical Terminators and make a new unit that isn't forced to buy power fists. I don't care if powerfists are "their thing", the biggest and most fundamental problem with that unit is that it's trying to pay points to be generalist and it's really bad at it.


4. Sternguard aren't broken, are they? It is the same offensive output except Sternguard are cheaper. These are Bolters and special weapons we are talking about. This isn't like Windriders where everyone is throwing out 3-4 shots for 27 points. These guys throw out 1-2 each for 22-23 points. Now you can do the math instead of just saying it is ridiculous.


Sternguard aren't broken, no. They're also not T5, don't have FNP, don't have 2+ poison in melee, aren't Fearless, and can't get 2+ poison on AP2 or AoE weapons.

I'd really like you to get it out of your head that nothing can be ridiculous if it's worse than a scatterbike unit. Believe it or not if you were actually trying to fix anything you'd be changing the problem units instead of buffing everything else to compete with them.

I have the power to do the math, true. I can tell you they're worse than Windriders against the vast majority of things. I can also tell you they're better than any infantry unit, even at that pricepoint, has any right to be. Perhaps you might stop undervaluing T5 if you started designing units under the assumption that Strength values below 6 exist.

5. Defilers might be 6" tall (though I believe they're 8"), they also occupy a lot of space.
I can compromise by simply giving them the Stomp rule and figuring out a different way to make them appealing. Maybe they just gain 3" to their movement...


...So can you tell me what was wrong with them that you think you need to put more RFP-on-6 effects in the game?

I'm going to tell you a brief story about why giving anything Stomp is a stupid idea. Once upon a time I went to a standard, ordinary, 1,850pt 7e 40k tournament. Being the naiive young fellow I was I brought my Wraithknight along. On the second turn of the game I moved it up and charged the edge of a Thunderwolf deathstar that was sitting in the middle of the table. We fought a round of combat, my opponent's big scary people were too far away to pile in far enough to attack the Wraithknight, but they duitifully moved in closer. I then made my Stomp attacks, and managed to roll a 6.

That 6 RFPed 600pts of Space Wolf characters, and quite directly won me the game (as well it might, when I'm playing 600pts up).

Do you think that was a positive experience for my opponent? Do you think that was a positive experience for me?

If you choose to put "Roll a 6: win the game" effects in the game why should anyone choose to play the game rather than just rolling dice to see who gets a 6 first?

Stomp shouldn't exist in the first place, let alone be given to more things.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/14 23:51:17


Post by: Slayer-Fan123


1. So you're telling me you don't want blanket Chapter Tactics for vehicles because you don't want buffs? And what exactly is oddly placed about it? You need to actually defend these positions that I made mention of. You know, the ones you do the like "because". It is bad reasoning and I won't bother having a conversation with someone that doesn't like changes (and ones that make sense) because. Now if you can think of a balance and fluff reason that makes this change not make any sense, feel free to say so.
2. Like I said, you pay for safer range. You say it is only a 3" difference, but that's 6" to 3", and a total range of 12" to 6". You can buy an extra Combi-Melta if you think the squad will last any longer than a turn and have a range greater than 6" with the bought Bolter.
And no, Inferno Pistols are nowhere near worth the price of 15 points or a Melta Gun. They're worth 5 points, just like a Combi-Weapon, which you didn't compare it to in order to fit your narrative. This isn't a matter of "Buff my codex". If you read the Tyranids fixes I made as a sign of good faith (I dont play the codex but I know how they should operate) you would see that, but once again that doesn't fit your narrative.
You point comparisons of Dragons vs Vanguard also makes little sense due to you making comparisons with rules that'll never be used (oh boy Chapter Tactics! But which one really benefits Vanguard dropping out of a Pod? Oh, and that super powerful ATSKNF!) You're looking at quantity of rules, not quality.
3. That's why I made Tactical Terminators better at being a generalist unit and made the Assault variant cheaper to go into. They're now TAC Shock Troopers or pure melee Shock Troopers. I'm pretty happy with the changes and I bet if you play tested them you'd have fun.
4. Plague Marines also don't have access to Ignores Cover outside the flamer, decent range of pure AP3 without special weapons, and can't spam Special weapons on top of the ammo that Sternguard have. You also forgot to mention Chapter Tactics like some people like to do for justifications but I think I'll let it slide for now.
Like I said, I'll go halvsies and make them a universal Poison 3+, but that's about it.
I also didn't bring any issues into the game with the proposed changes. I'd say those four codices I updated are on pretty even standing now. You buff what needs to be buffed and nerf what needs to be nerfed. I listened to other people that posted here and will change things accordingly in the OP; you just want everything down across the board because.
5. Your opponent was stupid to charge that expensive a unit into a unit that can Stomp. Wraithknights can keep their rules; they just need to be appropriately costed (around 350-365 seems correct, though I lean towards 350).


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/15 00:21:19


Post by: AnomanderRake


Okay. I don't know if you're intentionally refusing to understand me or understanding and choosing to ignore it, but I'm not going to reiterate the broader points a third time while you continue to get bogged down in details.

I'm done here.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/15 02:43:52


Post by: JNAProductions


ATSKNF is an insanely good rule.

And I'd consider giving the Defiler everything a Superheavy gets BUT Stomp-that might make it good. Stomp is too good, though.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/15 04:16:29


Post by: Slayer-Fan123


 JNAProductions wrote:
ATSKNF is an insanely good rule.

And I'd consider giving the Defiler everything a Superheavy gets BUT Stomp-that might make it good. Stomp is too good, though.

How about a singular Stomp attack? After all, with all those legs it should be able to do gak.
Giving it Rampage makes sense too. It is hard to give the Defiler a specific role...


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/15 04:24:05


Post by: Charistoph


Slayer-Fan123 wrote:
 JNAProductions wrote:
ATSKNF is an insanely good rule.

And I'd consider giving the Defiler everything a Superheavy gets BUT Stomp-that might make it good. Stomp is too good, though.

How about a singular Stomp attack? After all, with all those legs it should be able to do gak.
Giving it Rampage makes sense too. It is hard to give the Defiler a specific role...

And maybe set it up like the Eldar Wraith Troops D-Weapons so that its ability to RFP be curtailed? It's big, but it's not Knight big.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/15 04:33:22


Post by: Slayer-Fan123


 Charistoph wrote:
Slayer-Fan123 wrote:
 JNAProductions wrote:
ATSKNF is an insanely good rule.

And I'd consider giving the Defiler everything a Superheavy gets BUT Stomp-that might make it good. Stomp is too good, though.

How about a singular Stomp attack? After all, with all those legs it should be able to do gak.
Giving it Rampage makes sense too. It is hard to give the Defiler a specific role...

And maybe set it up like the Eldar Wraith Troops D-Weapons so that its ability to RFP be curtailed? It's big, but it's not Knight big.

Wraithguard need a whole reworking. I know I'd like the Scythes to be S4 AP2 Fleshbane and glances vehicles on a 4+. However I haven't really finalized anything with them. Right now after finishing the Tyranids codex I'd like people here to decide which codex I really focus on.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/15 05:37:46


Post by: Jbz`


 Charistoph wrote:
Slayer-Fan123 wrote:
 JNAProductions wrote:
ATSKNF is an insanely good rule.

And I'd consider giving the Defiler everything a Superheavy gets BUT Stomp-that might make it good. Stomp is too good, though.

How about a singular Stomp attack? After all, with all those legs it should be able to do gak.
Giving it Rampage makes sense too. It is hard to give the Defiler a specific role...

And maybe set it up like the Eldar Wraith Troops D-Weapons so that its ability to RFP be curtailed? It's big, but it's not Knight big.


Stomp should be curtailed by changes to how stomp works.
It's way too inconsistent in power.
Anything in 3+ armour or better is pretty much safe.
Vehicles are pretty much always going to suffer a penetrating hit

Does that really make sense to anyone?

I'd suggest changing stomp to all models under the marker take an Initiative test, any that fail take a hit at the Stomping model's strength (no weapon/furious charge bonuses, but blessing and malediction modifiers still apply) and Ap2.-Vehicles would take the hit on their side armour value.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/15 06:41:56


Post by: Charistoph


Slayer-Fan123 wrote:Wraithguard need a whole reworking. I know I'd like the Scythes to be S4 AP2 Fleshbane and glances vehicles on a 4+. However I haven't really finalized anything with them. Right now after finishing the Tyranids codex I'd like people here to decide which codex I really focus on.

Well, true, Str D should not exist on anything less then a Super-Heavy. Str D was invented BECAUSE of Super-Heavies.

But my point was more to take advantage of that unique little thing the Wraithguard have in which they do not have access to the 6 result of Str D Weapons, and even increases the chances that it does nothing, and apply it to a Defiler Stomp.

Jbz` wrote:Stomp should be curtailed by changes to how stomp works.
It's way too inconsistent in power.
Anything in 3+ armour or better is pretty much safe.
Vehicles are pretty much always going to suffer a penetrating hit

Does that really make sense to anyone?

I'd suggest changing stomp to all models under the marker take an Initiative test, any that fail take a hit at the Stomping model's strength (no weapon/furious charge bonuses, but blessing and malediction modifiers still apply) and Ap2.-Vehicles would take the hit on their side armour value.

It makes sense, but how would that affect a Defiler's Stomp? Having a Stomp would be helpful, and rather characterful, but if it does have a Stomp, it should not be as powerful as what an Imperial Knight so have an reduced affect.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/15 06:57:35


Post by: koooaei


No soul-swap suggestions?


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/15 07:30:14


Post by: techsoldaten


Slayer-Fan123 wrote:
So I obviously make lots of suggestions in different threads on how to fix stuff, but don't really keep everything together in one neat package. This kinda alleviates that I guess. People expecting consistent updates are to be disappointed, because I work most days of the week on top of additional schooling. That's the price I pay, I guess. One thing to note is that all initial fixes are made without considering Formations. I want to make things work enough that you'll want to take a couple of CADs because variety is the spice of life and all that jazz. So anybody playtesting these rules (if you really want to do that for whatever reason) needs to really keep that in mind. Also I'll listen to any criticisms you have, but if your reasoning is "It doesn't feel right" I'll ignore it because that's not based off math or fluff.


I would almost be happy to adopt these fixes as is. They address the majority of complaints I have with 40k right now and I have thought about many of them myself.

The one area I see opportunities to improve is with CSMs. The fixes proposed don't go far enough - or maybe I am reading them wrong. This is what I would add, and why:

Special Equipment, Icon, and Mark Fixes, along with Relics:

1) Deep Striking units never scatter if they arrive within 12 inches of an Icon.

Because CSMs are a cc oriented army and lack dedicated transport options other than the Rhino and Land Raider. Being able to deep strike with precision is important.

HQ Fixes

1) Warpsmiths and Dark Apostles can be mounted on bikes.

Because they are generic HQs and would be a lot more useful if they had synergy with bikers and spawn.

Elites Fixes:

1) Noise Marines: Sonic Blasters do not have the salvo special rule.

Because it's basically a bolter, and it's not worth the points otherwise.

2) Noise Marines: Icon of Excess makes them Relentless.

Because being able to shoot Blastmasters while moving is more in line with their nature.

3) Possessed Marines: have shred.

Because they are expensive at 30 points a piece and need more offense to justify the cost.

Fast Attack Fixes:

1) Spawn: have Endless Rage (from Black Legion) instead of Furious Charge.

Because they should be at least as fiercesome as Chosen troops in a Black Legion force.

Heavy Support Fixes:

1) Defiler: can fire ordinance weapons along with other weapons without a reduction in BS.

Because the Defiler is not as useful as Forgefiends without this enhancement.




Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/15 10:57:31


Post by: Jbz`


 Charistoph wrote:

It makes sense, but how would that affect a Defiler's Stomp? Having a Stomp would be helpful, and rather characterful, but if it does have a Stomp, it should not be as powerful as what an Imperial Knight so have a reduced effect.

Well Defilers are Strength 8 not 10 like a Knight.

On another note would similar rules for Tank shock work out?
Initiative test, fail = Vehicle's ram Strength hit at Ap 2

Would at least make trying to assault vehicles a bit more dangerous...


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/16 14:42:17


Post by: Slayer-Fan123


I'll take the time when I get home from work to update the OP and respond to other posters. As well, I'd like to know what codex I should focus on next.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/17 06:18:05


Post by: koooaei


orks of course


Automatically Appended Next Post:
Also, for 30 pts possessed should have rending, 2 ccw and charge after run as base option - like wuffen. Cause 2 wounds are not enough to justify their mediocricy for such an enormous price. Or just make them significantly cheaper.


Automatically Appended Next Post:
Also, there's nothing about mutilators other than a 5 pt drop - i assume they're great as is


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/17 10:38:17


Post by: kirotheavenger


As a Blood Angels player I object to you squatting all of our unique units, otherwise known as half th codex

I don't think storm bolters should be S5, they're bolters.They should either function like 2 bolters fired as a single weapon, or have rending. The first one at least makes the Sternguard issue instantly moot.

5pts for a pistol is incredibly cheap. They sacrifice a small (yes small) amount of range for double the RoF and a CCW. Don't forget you can assault after firing plasma pistols.

Personally I'd like Devastators to be able to take special weapons as well. But they'd be insane in Drop Pods.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/17 13:04:48


Post by: Slayer-Fan123


 koooaei wrote:
orks of course


Automatically Appended Next Post:
Also, for 30 pts possessed should have rending, 2 ccw and charge after run as base option - like wuffen. Cause 2 wounds are not enough to justify their mediocricy for such an enormous price. Or just make them significantly cheaper.


Automatically Appended Next Post:
Also, there's nothing about mutilators other than a 5 pt drop - i assume they're great as is

Free Legion rules helped them. Once you consider those and a 5 point drop, they should be safe. Without them, I'd have dropped them by 10-15 points.

Regarding other points: Wulfen are more the problem and need a price increase. With easily accessible Land Raiders and Fleet and 2 wounds, Possessed should be okay, especially as Word Bearers!

Also I guess I'll do Orks next as nobody else threw anything else out.


Automatically Appended Next Post:
 kirotheavenger wrote:
As a Blood Angels player I object to you squatting all of our unique units, otherwise known as half th codex

I don't think storm bolters should be S5, they're bolters.They should either function like 2 bolters fired as a single weapon, or have rending. The first one at least makes the Sternguard issue instantly moot.

5pts for a pistol is incredibly cheap. They sacrifice a small (yes small) amount of range for double the RoF and a CCW. Don't forget you can assault after firing plasma pistols.

Personally I'd like Devastators to be able to take special weapons as well. But they'd be insane in Drop Pods.

All the unique units?
Like I said, codex specific units are to be tackled later, on top of some of them needing a drastic fixing. Death Company really just need Vanguard weapon pricing, but Sanguine Guard for example have no niche and are super garbage. It definitely isn't half the codex though.

Regarding Storm Bolters, your proposed change is what was given to Combi-Bolters. This makes the Storm Bolter more dangerous at a further range to potentially tougher targets and vehicles, whereas ridiculous amounts of bullets is more a Chaos thing.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/18 03:17:53


Post by: Slayer-Fan123


Made some edits after the suggestions in this thread so let me get some feedback on that. I'm considering not letting Interceptor not letting Skyfire target ground units with full BS again after letting Skyfire target Jetbikes fine. Thoughts on that?

Also since only one person suggested the next codex, the next codex I will work on is: Orks! My plan overall is comparable to Tyranids, but while they gain their main bonuses from Synapse Creatures, Orks will gain additional bonuses depending on how many models are in the unit to show how Ork belief works.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/18 14:57:34


Post by: kirotheavenger


Yes all our unique units.
Death Company are not Vanguard Vets, they have FNP and rage as standard, and are turned into super saiyan blenders when accompanied by a Death Company Chaplain.
Sanguinary Guard do have a niche, they're marine slaughters.
We also have Furioso Dreadnoughts, these are quite different to Ironclads.
And Death Company Dreadnoughts, also quite different to Ironclads.
And Baal Predators, very different to regular Predators.
Oh and every vehicle having fast. That's a big thing about Blood Angels.
You can say codex specific units are to be tackled later, but you've just rolled BA into the basic codex, therefore there ceases to be any codex specific units.

A Storm Bolter is supposed to be an improved combi-bolter, I see combi-bolters being twin-linked and storm bolters being 2 shots is fine.
But a storm bolter is two regular bolters, where do they get this +1 strength from?
Giving them rending is always an option as well.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/18 17:20:57


Post by: Slayer-Fan123


Fast Vehicles can easily be covered as a general upgrade. What was it, like 10 points on all their vehicles? Martel would know off the top of his head.
Furiosos were Ironclad Dreads for all intents and purposes outside the fact they had access to Frag Cannons, which was the only reason they were used. Ergo that would just go under unique wargear for them after I get a couple more codices tackled.
Sanguine Guard were not Marine killers. Sanguine Guard were worse than Death Company in pretty much every aspect outside tanking AP3 weapons.

I did forget about adding the option for Command Squads to buy Jump Packs though so I'll amend that later today.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/19 00:44:19


Post by: Martel732


Typically 10, yes for overcharge.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/19 07:15:42


Post by: kirotheavenger


Slayer-Fan123 wrote:
Fast Vehicles can easily be covered as a general upgrade. What was it, like 10 points on all their vehicles? Martel would know off the top of his head.
Furiosos were Ironclad Dreads for all intents and purposes outside the fact they had access to Frag Cannons, which was the only reason they were used. Ergo that would just go under unique wargear for them after I get a couple more codices tackled.
Sanguine Guard were not Marine killers. Sanguine Guard were worse than Death Company in pretty much every aspect outside tanking AP3 weapons.

I did forget about adding the option for Command Squads to buy Jump Packs though so I'll amend that later today.

Furiosos are half Ironclads and half Venerables. They also got magna grapples, blood talons and WS5. Plus Librarians.
Sanguinary Guard all have master crafted power weapons and unique bolt weapons. Also, regardless of if they're good or not (is that not the point of fixes) they're unique, cool and fluffy. You have no need to reject them just because Death Company (which btw you've also squatted so surely it's a mute point) are more points efficient in most cases. Sanguinary Guard are tougher, especially when you add in a Sanguinary Priest so they also get FNP.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/19 15:12:53


Post by: Slayer-Fan123


 kirotheavenger wrote:
Slayer-Fan123 wrote:
Fast Vehicles can easily be covered as a general upgrade. What was it, like 10 points on all their vehicles? Martel would know off the top of his head.
Furiosos were Ironclad Dreads for all intents and purposes outside the fact they had access to Frag Cannons, which was the only reason they were used. Ergo that would just go under unique wargear for them after I get a couple more codices tackled.
Sanguine Guard were not Marine killers. Sanguine Guard were worse than Death Company in pretty much every aspect outside tanking AP3 weapons.

I did forget about adding the option for Command Squads to buy Jump Packs though so I'll amend that later today.

Furiosos are half Ironclads and half Venerables. They also got magna grapples, blood talons and WS5. Plus Librarians.
Sanguinary Guard all have master crafted power weapons and unique bolt weapons. Also, regardless of if they're good or not (is that not the point of fixes) they're unique, cool and fluffy. You have no need to reject them just because Death Company (which btw you've also squatted so surely it's a mute point) are more points efficient in most cases. Sanguinary Guard are tougher, especially when you add in a Sanguinary Priest so they also get FNP.

Except nothing is squatted. The unique Blood Angels units simply aren't important enough to be present at the moment, compared to being combined in the main Space Marine codex.

If that's really your complaint, just wait until they get added. People get tired with lots of Space Marine focus, so if you're trying to play with these homebrew rules just be patient and use the models as stand-ins for something else.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/19 17:14:29


Post by: Charistoph


 kirotheavenger wrote:
Furiosos are half Ironclads and half Venerables. They also got magna grapples, blood talons and WS5. Plus Librarians.

Easy enough to consider most of those upgrades as being options for either Ironclad or base Dreadnought. It would also give good reason to revive the Durandel. As for Librarian Dreadnoughts, aside from the anti-witch Chapters like the Black Templars, why would Blood Angels be the only ones entombing their Librarians? That never made sense to me.

 kirotheavenger wrote:
Sanguinary Guard all have master crafted power weapons and unique bolt weapons. Also, regardless of if they're good or not (is that not the point of fixes) they're unique, cool and fluffy. You have no need to reject them just because Death Company (which btw you've also squatted so surely it's a mute point) are more points efficient in most cases. Sanguinary Guard are tougher, especially when you add in a Sanguinary Priest so they also get FNP.

1) Unique Weapons can be placed in the appropriate spot and tied to Chapter Tactics.
2) Other than that, Sanguinary Guard are Honor Guard with Jump Packs. Just include the Apothecary as an option for the unit, and you're good (rather surprising that it isn't already).


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/20 02:55:26


Post by: Slayer-Fan123


Plus I'm toying with Honour Guard being able to access Bikes or Jump Packs. Not sure how bonkers that'd be though.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/20 11:21:23


Post by: kirotheavenger


If you plan to adf in DA/BA units later, I apologise.I thought you were removing them completely and that by unique codexs you meant the Wolves whom you haven't enrolled.
I don't think you could represent BA units with upgrades to existing ones. At least not without it being more complex than seperate units.
Sure making all vehicles fast is fine, but would you do Death Company?
Any Vanguard Veteran Squad with the BA chapter tactics may exchange their heroic intervention special rule for the rage and FNP special rules, gain the ability to exchange thier CCW or bolt pistol for a boltgun and may no longer cap and formations/characters referring to 'death company' are referring to Vanguard Veterans with this upgrade. Furthermore, the veteran sergeant is replaced by a standard veteran. 2pts/model
Not exactly a simple ruling, and it's even more complex with the Dreadnoughts.

I could see BA being a supplement, but is it really fair to be SMs + fancy toys?
Also, a Sanguinary Priest is not a squad apothecary upgrade. They are a HQ independant character HQ in the same way as a librarian or chaplain. They are not unique to Sanguinary Guard in any way, they merely happen to share a name.

Beyond the unique bits is everything not just X?
Are devastators not just Tacticals with more heavy weapons? Are Sternguard not just Vanguards with unique bolters?
You could plant the entire SM codex into like 2 entries if you want to put everything different as an upgrade.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/20 15:40:07


Post by: Martel732


Why not have 3 or 4 pages for the unique units instead of an entire codex?


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/20 16:16:21


Post by: Slayer-Fan123


Martel732 wrote:
Why not have 3 or 4 pages for the unique units instead of an entire codex?

Exactly. Space Wolves and Grey Knights (and to an extent, Deathwatch) are entirely different monsters that need reworking (Deathwatch definitely less so), but the unique units for Dark and Blood Angels really aren't all different from the Vanilla Codex by much. Furiosos are just Ironclads with access to Frag Cannons and Power Fists with Shred. Yeah they have WS5, but does that really matter?


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/20 17:04:48


Post by: kirotheavenger


WS5 does matter. That's hitting on a 3+ instead of a 4+.
They also lack the seismic hammer, and only have 12 on the sides (I think Ironclads are 13 on the sides).
And don't forget Death Company Dreadnoughts (that's even if you take the liberty of giving all chapters Furioso Librarian Dreadnoughts)
And compare this, if I recall the Black Templars have 3 unique entries in the codex, BA would need 20 unique entries if you include the 3 unique units I know of outside our codex (btw they share 26 entries, so our codex is roughly 45% unique).
That'd be a hell of a squeeze to get into 3-4 pages. What would you cut?
Now, is it really fair if BAs get everything space marines get plus 20 more?

How much more unique are space wolves compared to the BA?
Could that just be perception bias because it just so happens SW unique units are top tier atm and BA units aren't?


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/20 17:27:02


Post by: Jbz`


 kirotheavenger wrote:

Now, is it really fair if BAs get everything space marines get plus 20 more?

More than 1/2 of BA only things are unique characters. Almost all chapters have a bunch (Some have more than others, UM/BA/SW etc having more than most)

As for the rest:
Dreadnoughts only really need one page if you make everything an upgrade option. (Just like Land Raiders- there is no need for 3 near identical units that can be made with options)
Sanguinary Guard are basically just honour guard with jump packs.
Baal Predator- I see no reason why other chapters wouldn't have copied their armament (simply have Overcharged engines tacked onto Blood Angel/successor vehicles via Chapter tactics or something)
And the Sanguinary Priest- Again I see no reason to disallow Hq Apothecaries for other chapters (Blood Chalice can be an upgrade for BA)

As for the "Death Company Chaplain" why they felt the need to add this guy I don't know, a standard chaplain is far more flexible to use.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/20 17:55:10


Post by: Slayer-Fan123


 kirotheavenger wrote:
WS5 does matter. That's hitting on a 3+ instead of a 4+.
They also lack the seismic hammer, and only have 12 on the sides (I think Ironclads are 13 on the sides).
And don't forget Death Company Dreadnoughts (that's even if you take the liberty of giving all chapters Furioso Librarian Dreadnoughts)
And compare this, if I recall the Black Templars have 3 unique entries in the codex, BA would need 20 unique entries if you include the 3 unique units I know of outside our codex (btw they share 26 entries, so our codex is roughly 45% unique).
That'd be a hell of a squeeze to get into 3-4 pages. What would you cut?
Now, is it really fair if BAs get everything space marines get plus 20 more?

How much more unique are space wolves compared to the BA?
Could that just be perception bias because it just so happens SW unique units are top tier atm and BA units aren't?

1. WS5 doesn't matter. Almost everyone agrees the WS Chart needs to be reworked (which someone presented but I didn't have time to look at thoroughly). Hitting on 3 instead of 4? That's still less than three attacks landing per turn.
2. Everyone should have access to Librarian Dreads. Chaplain Dreads are a FW thing so I I'd have to find the stats and rules for them. With that said, what's the main difference between a regular Dread and the Death Company one? Rage? Access to the shredding power Fists? That's not enough justification for a unit entry.
3. Black Templar only had one real unique unit in their own Codex. That was the Crusader squad. Everything else was able to be covered in the main codex (Sword Brethren? That's just Vanguard without Jump Packs). The rest of the "unqiue" Blood Angels units can be basically covered outside Death Company. Seriously, Sanguine Guard are just worse Honour Guard. Give the Honour Guard a Jump Pack upgrade and problem solved. Price is to be determined later.


Automatically Appended Next Post:
Regarding Space Wolves, they use completely different organization. The only real difference between Blood Angels and vanilla Marines is that they have Death Company in the fluff.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/20 20:18:00


Post by: kirotheavenger


Jbz` wrote:
 kirotheavenger wrote:

Now, is it really fair if BAs get everything space marines get plus 20 more?

More than 1/2 of BA only things are unique characters. Almost all chapters have a bunch (Some have more than others, UM/BA/SW etc having more than most)
Ultramarines have what, 5 characters? BA have a lot more. They don't have to share. If you think they should share, which ones do you propose to squat? Tycho is the only obvious choice, the rest are like squatting Him, Cato Sicarius.

As for the rest:
Dreadnoughts only really need one page if you make everything an upgrade option. (Just like Land Raiders- there is no need for 3 near identical units that can be made with options)
I disagree, Raiders change their transport capacity and weapons. Although it's doable.
Dreadnoughts however change weapons, armour, special rules and base stats. Frankly the only thing that remains a constant is that they have 'Dreadnought' somewhere in the name.

Sanguinary Guard are basically just honour guard with jump packs.
Eh, and the bolters and fancy swords and death masks. Plus Honour Guard don't have jump packs.
Baal Predator- I see no reason why other chapters wouldn't have copied their armament (simply have Overcharged engines tacked onto Blood Angel/successor vehicles via Chapter tactics or something)
[b]If you give Baal Predators to all you're completely retconning all the fluff surrounding the vehicle, you're retconning why the BA have such tenuous relations with the Mechanicum, and for what? Because you want the toy too.

And the Sanguinary Priest- Again I see no reason to disallow Hq Apothecaries for other chapters (Blood Chalice can be an upgrade for BA)
[i]Sanguinary Priests are a big part of Blood Angels. It's part of what makes them unique. Blood Angels deviate from the codex in that their apothecaries hold equal rank to Chaplains, and above Librarians. That is not normal, that is why other chapters don't have apothecary HQs.


As for the "Death Company Chaplain" why they felt the need to add this guy I don't know, a standard chaplain is far more flexible to use.
[b][b]But a DC Chaplain turns Death Company into one hell of a beat stick. Personally why Lemartes isn't one I don't know though.
[/b][/i]



Automatically Appended Next Post:
Slayer-Fan123 wrote:
 kirotheavenger wrote:
WS5 does matter. That's hitting on a 3+ instead of a 4+.
They also lack the seismic hammer, and only have 12 on the sides (I think Ironclads are 13 on the sides).
And don't forget Death Company Dreadnoughts (that's even if you take the liberty of giving all chapters Furioso Librarian Dreadnoughts)
And compare this, if I recall the Black Templars have 3 unique entries in the codex, BA would need 20 unique entries if you include the 3 unique units I know of outside our codex (btw they share 26 entries, so our codex is roughly 45% unique).
That'd be a hell of a squeeze to get into 3-4 pages. What would you cut?
Now, is it really fair if BAs get everything space marines get plus 20 more?

How much more unique are space wolves compared to the BA?
Could that just be perception bias because it just so happens SW unique units are top tier atm and BA units aren't?

1. WS5 doesn't matter. Almost everyone agrees the WS Chart needs to be reworked (which someone presented but I didn't have time to look at thoroughly). Hitting on 3 instead of 4? That's still less than three attacks landing per turn.
WS5 does matter. First it represents a difference, and second it's 2.5 hits vs 3.3 hits of 5 attacks. Reworking the chart so it's not so gakked would surely only extend the difference between WS4 and 5?
2. Everyone should have access to Librarian Dreads. Chaplain Dreads are a FW thing so I I'd have to find the stats and rules for them. With that said, what's the main difference between a regular Dread and the Death Company one? Rage? Access to the shredding power Fists? That's not enough justification for a unit entry.
But FURIOSO Librarian Dreads? The difference between a Death Company Dread and a regular is rage, and double melee weapons. Saying that's not an important difference is stupid because that's like the difference between Vanguard Veterans and Sternguard veterans, or Death Company and Tactical Marines (yet you seem fine with Death Company existing).
3. Black Templar only had one real unique unit in their own Codex. That was the Crusader squad. Everything else was able to be covered in the main codex (Sword Brethren? That's just Vanguard without Jump Packs). The rest of the "unqiue" Blood Angels units can be basically covered outside Death Company. Seriously, Sanguine Guard are just worse Honour Guard. Give the Honour Guard a Jump Pack upgrade and problem solved. Price is to be determined later.
Worse is irrelevant, I thought that's what balancing is for. You talk like jump packs are a small deal, or that giving Honour Guard them wouldn't make a difference. That changes everything, Sanguinary Guard is one of those things that set BA apart from the norm. Not to mention their encarmine blades, death masks and angelus bolters.



Automatically Appended Next Post:
Regarding Space Wolves, they use completely different organization. The only real difference between Blood Angels and vanilla Marines is that they have Death Company in the fluff.
And Apothecarys with equivalent rank to Chaplain, and unique relic Dreadnoughts, and a Predator STC they withheld from the Mechanicus, and Honour Guard with Jump packs.
Does naming everything wolf blank really make that big of a difference?
[i]


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/21 02:03:50


Post by: Amishprn86


Slayer-Fan123 wrote:

V - CODEX Tyranids
Spoiler:

Equipment Fixes, Powers, and Relics:
1. Scything Talons allow rerolls of 1 to wound
2. The Norn Crown is now 25 points
3. The Reaper Of Obliterax is AP2 and is now 40 points
4. The Miasma Cannon has Large Blast on its profile
5. The Ymgarl Factor is now 25 points
6. Thorax Biomorphs can be fired in addition to any other weapons the model might be carrying.
7. Catalyst adds 1 to Feel No Pain scores, or gives Feel No Pain (6+) if the unit doesn't have FNP present.
8. Warp Blast is WC1

HQ Fixes:
1. The Hive Tyrant may purchased an Enhanced Exoskeleton which gives a 2+ for 20 points if the Tyrant did not already purchase wings.
. Twinlinked Devourers are 20 points each.
. Wings are 40 points
. Any unit within Synapse range of a Hive Tyrant gains Rage and Counter Attack.
2. The Tyranid Prime is now 90 points and may select to buy Master Level 1 for 25 points. It may buy a Jump Pack for 15 points
. Any unit within Synapse range of the Prime adds +1 to its WS and BS scores
3. The Tervigon is now 175 points.
. Any unit within Synapse range of the Tervigon may add 3" to all charge distances.
4. The Swarmlord is now 265 points.
. Any unit within Synapse range of the Swarmlord has Hatred and Crusader

Troop Fixes:
1. Genestealers have a 5++ save.
2. Any unit within Synapse range of a Warrior gains Feel No Pain.
3. Termagaunts and Hormagaunts are considered Beasts.

Elite Fixes:
1. Any unit within Synapse range of a Zoanthrope gains Adamantium Will
2. Hive Guard are now 45 points each.
3. Lictors are 40 points each.
. The Deathleaper is a 90 point upgrade to a single Lictor brood per army and cannot be the Warlord. Any unit that charges his unit suffers D6 Strength 6 attacks at I10, in addition to his unit benefiting from "Where is it?"
4. Pyrovores gain an additional profile to their gun, which is Heavy 1, Torrent
5. Any wound that the Haruspex inflicts regenerates any lost wounds the model had.
6. Any unit within Synapse range of the Maleceptor rerolls any failed Overwatch results, and the Maleceptor is now 180 points.
. Psychic Overload is WC1

Fast Attack Fixes:
1. Units cannot perform Overwatch on Ravenors
. The Red Terror is now 80 points, and only needs to land 3 attacks for the Swallow Whole ability, which ignores all saves.
2. Any unit within Synapse range of Shrikes has Hit And Run.

Heavy Support Fixes:
1. The Carnifex has It Will Not Die! and is now 110 points.
. Old One Eye is a single 180 point upgrade to any Carnifex brood per army and may never be the Warlord. He has It Will Not Die and Feel No Pain standard.
2. The Trygon is now 180 points, and isn't restricted to what unit type may come from its Subterranean Tunnel.
. Any unit within Synapse range of a Trygon Prime counts as having Assault Grenades. If the unit already counted as having Assault Grenades, it gains +1I when charging.
3. The Tyrannofex's Acid Spray is now AP3. Switching to the Fleshborer Hive is AP4 and is a free exchange. The Tyrannofex may be taken in broods of up to three models.
. The Rupture Cannon is now AP2 and has 3 shots.


I'll take any suggestions for which codex to try and tackle next. I've got ideas for all of them, but obviously I can only do one at a time.


ST should be like 5th, Re-roll 1's to hit, have 2 sets re-rol all to hits
I HATE your Prime idea...... its couple off of what it is meant to be.

Warrior Prime is fine the way it is but should be 65pt like Chaos Lords etc...
OR Make it 40pts can take up to 3 and they can "Join" Any Units that isnt a MC
Either way tho I agree with 1 thing, it does need Wings Option and maybe a couple other options.

All MC in the book needs to be 30-50% cheaper (depending on the MC) and given the postion to upgrade it better.
Also all upgrades neesd to be cheaper, all gants- H-gant, Goyles types upgrade or 1 pt not 2-3, Genestelaers 2pts, Warrior types 3-5pts. MC 5-15pts max: These are for Poison, AS's, FnP etc.. etc...
Trygon Prime stats/points the same but is 2+ and GMC

All gant style units 1pts cheaper

NO IB!!!!!!

Synapse is: Counts all LD as LD10 and grants FnP 6+ (this can stack with FnP) the Model with Synapse rule has IWND
Shadow in the Warp: Either: Enemies within range needs +1 warp charge or a +1 tot he dice when casting powers.


Taking out IB, synapse becomes a buff, make the codex over all cheaper and fix a few units and the book is fine.


Edit: Spelling, english is hard for me sorry.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/28 04:30:31


Post by: Slayer-Fan123


Uh I made Synapse into buffs. Honestly I'm unsure of how much you read of my proposed Tyranid fixes when you made that post. I like the idea of multiple sets of arms stacking effects though. I'm gonna keep that in mind when I make the next edit.

Just letting you guys know that Orks are almost done. It has been hard trying to familiarize myself with the codex and how I see them really functioning as an army.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/29 12:18:40


Post by: Blackie


With SM I don't see the only two issues that must be solved:

- No free transports but a formation that grants free upgrades on transports instead.
- Grav weapons allowed only on devastators and centurions.

No more lists with 40 grav shots and lists that cost over 300 points than the opponents' ones.


Automatically Appended Next Post:
Slayer-Fan123 wrote:


Wulfen are more the problem and need a price increase.


Great unit indeed but still 5 dudes on foot with T4. They die pretty easily against any sort of firepower. If you maneuver a shooting unit in order to target the models that don't have the shield (typically only 2 shields in a unit of wulfen) you can overkill them pretty easily. With the current wulfen SW are mid tiers, at their best, they don't need a nerf. Any SW list that placed in a tournament had very powerful allies, there's not a single SW list that is among the overpowered ones.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/29 14:07:42


Post by: Slayer-Fan123


Well Space Wolves are in need of a dire rebalancing so there's no need to worry about that.

However, Wulfen are pretty darn durable and fast for the points. If anything I'd prefer to kinda leave them alone for the most part, but their upgrades definitely need to be repointed.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/29 18:21:25


Post by: Martel732


"They die pretty easily against any sort of firepower."

Not with stormshields, they don't. My opponents don't fall into your trap and give them to all of them.

I think Wulfen need a pretty severe nerf, or other assault units need to be made comparable.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/29 19:00:02


Post by: Slayer-Fan123


Martel732 wrote:
"They die pretty easily against any sort of firepower."

Not with stormshields, they don't. My opponents don't fall into your trap and give them to all of them.

I think Wulfen need a pretty severe nerf, or other assault units need to be made comparable.

Exactly. They pay how much for a hammer and shield? 20? Utterly ridiculous.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/29 19:13:30


Post by: Jbz`


Slayer-Fan123 wrote:

Exactly. They pay how much for a hammer and shield? 20? Utterly ridiculous.

Considering that everyone else pays more for just the thunder hammer that is ridiculous.
Though to me TH/SS Wulfen are a lot less scary than Claw Wulfen.
A tonne of Str 6 attacks, Ap2, shred.
AND with I 5 they're likely to get to attack twice instead of just once if you kill them in melee.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/29 19:27:58


Post by: Slayer-Fan123


Jbz` wrote:
Slayer-Fan123 wrote:

Exactly. They pay how much for a hammer and shield? 20? Utterly ridiculous.

Considering that everyone else pays more for just the thunder hammer that is ridiculous.
Though to me TH/SS Wulfen are a lot less scary than Claw Wulfen.
A tonne of Str 6 attacks, Ap2, shred.
AND with I 5 they're likely to get to attack twice instead of just once if you kill them in melee.

Like I said, ridiculous.

I have come to terms with the vanilla Wulfen but those upgrades...

I can tackle Space Wolves next but I'm sure my adoring fans want me to do something different after I get reviews of my Ork fixes. Which will be later tonight hopefully.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/29 19:44:22


Post by: Martel732


Jbz` wrote:
Slayer-Fan123 wrote:

Exactly. They pay how much for a hammer and shield? 20? Utterly ridiculous.

Considering that everyone else pays more for just the thunder hammer that is ridiculous.
Though to me TH/SS Wulfen are a lot less scary than Claw Wulfen.
A tonne of Str 6 attacks, Ap2, shred.
AND with I 5 they're likely to get to attack twice instead of just once if you kill them in melee.


How so? You can't kill the TH/SS variety.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/29 20:36:02


Post by: Jbz`


Martel732 wrote:
Jbz` wrote:
Slayer-Fan123 wrote:

Exactly. They pay how much for a hammer and shield? 20? Utterly ridiculous.

Considering that everyone else pays more for just the thunder hammer that is ridiculous.
Though to me TH/SS Wulfen are a lot less scary than Claw Wulfen.
A tonne of Str 6 attacks, Ap2, shred.
AND with I 5 they're likely to get to attack twice instead of just once if you kill them in melee.


How so? You can't kill the TH/SS variety.


They're tough, not invincible.
I kill them the same way I kill Thunderwolves.

Bolters/Lasguns etc.
No point firing anything heavy duty at them, go for fire-rate.
The SW player in my group doesn't put storm shields on his guys for that exact reason, they get killed by small arms not Ap 1-3 weapons


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/29 22:06:54


Post by: Waaaghpower


Jbz` wrote:
Martel732 wrote:
Jbz` wrote:
Slayer-Fan123 wrote:

Exactly. They pay how much for a hammer and shield? 20? Utterly ridiculous.

Considering that everyone else pays more for just the thunder hammer that is ridiculous.
Though to me TH/SS Wulfen are a lot less scary than Claw Wulfen.
A tonne of Str 6 attacks, Ap2, shred.
AND with I 5 they're likely to get to attack twice instead of just once if you kill them in melee.


How so? You can't kill the TH/SS variety.


They're tough, not invincible.
I kill them the same way I kill Thunderwolves.

Bolters/Lasguns etc.
No point firing anything heavy duty at them, go for fire-rate.
The SW player in my group doesn't put storm shields on his guys for that exact reason, they get killed by small arms not Ap 1-3 weapons

TH/SS is still good to have around purely due to the S10. If you get stuck in with a Dreadnought, or if you need to kill a vehicle, or if you're going up against Nurgle or Chapter Master Smashfather and you need to take out their FNP, or if you need to kill a Daemon Prince, then you're going to want that S10. I usually go two TH/SS and either three claws or two claws and an axe. (The axe is just for fun.)

But yeah, for their cost, they are weakest on their durability, but they are fast enough and hit so hard in H2H that it doesn't matter. And just because durability is a weak point doesn't make it an outright bad thing - They're still pretty durable, they just aren't as durable as they are fast or deadly.
Honestly, if you took away their ability to hit after being killed, or even just nerfed it so that they only got the attacks if they hadn't already attacked in that phase, then they would be much, MUCH more reasonable. Getting to either hit after being killed, or double-tap and hit twice, is the #1 reason why they are so OP.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/30 09:46:22


Post by: Blackie


You typically have 2 max 3 models with the shield in a unit of 5 wulfen, as you don't want them to attack at I1.

A 3+ inv in a 2W, T4, 4+ save and FNP isn't that invincible, they're still dudes of foot. Any decent round of S5-6 shooting will decimate them before reaching combat, if you deep strike or maneuver in order to target models without the shield first you can kill them very easily. Killing 2 models with shields is very easy with a good saturation and then your S8 or better weapons can instant kill the remaining ones.

They can also be tarpitted quite easily by blobs as they have many attacks but a ws4 you should waste half of them. I've seen termagants that locked them in combat for three turns and eventually killed the wulfen.

If you put them in a transport they won't reach close combat till turn 3 or even 4, unless you put them in a land raider, and we all know that would mean 250 points wasted.

They're not overpowered I think, their formation is overpowered, as you gain some free bonus and just need two units of them, which you want to take anyway.

I mean wulfen are an amazing unit and they may be a little undercosted but without their current stats, SW would be at the same level of BA if not worse.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/30 16:15:07


Post by: Martel732


 Blackie wrote:
You typically have 2 max 3 models with the shield in a unit of 5 wulfen, as you don't want them to attack at I1.

A 3+ inv in a 2W, T4, 4+ save and FNP isn't that invincible, they're still dudes of foot. Any decent round of S5-6 shooting will decimate them before reaching combat, if you deep strike or maneuver in order to target models without the shield first you can kill them very easily. Killing 2 models with shields is very easy with a good saturation and then your S8 or better weapons can instant kill the remaining ones.

They can also be tarpitted quite easily by blobs as they have many attacks but a ws4 you should waste half of them. I've seen termagants that locked them in combat for three turns and eventually killed the wulfen.

If you put them in a transport they won't reach close combat till turn 3 or even 4, unless you put them in a land raider, and we all know that would mean 250 points wasted.

They're not overpowered I think, their formation is overpowered, as you gain some free bonus and just need two units of them, which you want to take anyway.

I mean wulfen are an amazing unit and they may be a little undercosted but without their current stats, SW would be at the same level of BA if not worse.


What's wrong with init 1 when your units basically can't die? they have two wounds and the dreaded layered saves. Wulfen are very undecosted given their CC ability relative to other units. I don't think these things should have storm shields, period.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/30 16:54:54


Post by: Slayer-Fan123


I say they can have them but they need to actually pay for them instead of just 20 for a better Thunder Hammer.

Also I'm getting off work early today so hopefully Orks will be done instead of more fake promises.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 07:18:53


Post by: Blackie


Martel732 wrote:


What's wrong with init 1 when your units basically can't die? they have two wounds and the dreaded layered saves. Wulfen are very undecosted given their CC ability relative to other units. I don't think these things should have storm shields, period.


They die pretty easily against almost everything, wulfen are very good only against units that have high armor and toughness values. Without the shields a mid sized unit of lootas, tankbustas or devastators can wipe out them in a single round of fire. In close combat they can't handle blobs very well. I always take max 2 models with shields as I want at least 3 models that strike at I4, otherwise if they are massacred. Sure they have their special rule that allow them to attack again but the unit would be screwed for the remaining part of the game. The shields only serve the purpose of minimizing the casualties in the shooting phase.

I'm not saying they're average, they're very good indeed, but they are part of a balanced codex and space wolves can't be top tiers no matter what list you take, that's why I wouldn't like nerfing the wulfen, not only because I typically field a bunch of them Nerfs should only come to those units that belong to top tiers armies, that's my opinion, I don't mind using or facing good or very good units if they are part of a list that is not overpowered at all.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 13:45:23


Post by: Martel732


 Blackie wrote:
Martel732 wrote:


What's wrong with init 1 when your units basically can't die? they have two wounds and the dreaded layered saves. Wulfen are very undecosted given their CC ability relative to other units. I don't think these things should have storm shields, period.


They die pretty easily against almost everything, wulfen are very good only against units that have high armor and toughness values. Without the shields a mid sized unit of lootas, tankbustas or devastators can wipe out them in a single round of fire. In close combat they can't handle blobs very well. I always take max 2 models with shields as I want at least 3 models that strike at I4, otherwise if they are massacred. Sure they have their special rule that allow them to attack again but the unit would be screwed for the remaining part of the game. The shields only serve the purpose of minimizing the casualties in the shooting phase.

I'm not saying they're average, they're very good indeed, but they are part of a balanced codex and space wolves can't be top tiers no matter what list you take, that's why I wouldn't like nerfing the wulfen, not only because I typically field a bunch of them Nerfs should only come to those units that belong to top tiers armies, that's my opinion, I don't mind using or facing good or very good units if they are part of a list that is not overpowered at all.


Unless you are playing Eldar, your statements just aren't true. Layered saves are never that easy to get through.

"Without the shields a mid sized unit of lootas, tankbustas or devastators can wipe out them in a single round of fire"

That's why you buy the shields. Duh.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 14:06:04


Post by: Blackie


Yes but you typically buy just a couple of shields in each unit, removing them by shooting is not that difficult. Dark eldars with tons of poisoned shots can do it very well, orks with tons of S5 (lobbas and bikes) are effective too. IG has a ton of shooting too, not to mention tau.

They are just T4, 4+ save with 2W and FNP which means any ap4 can bypass their armor and any s8 would instant kill them, and still dudes on foot that move 6''.

Deep striking units can target the models without the shield and kill them very easily.

And a unit of wulfen with 5TH/SS is not very effective, too expensive, without a character that can kill a nasty enemy character in a challenge and they have to suffer the enemy close combat attacks, while having some I4 wulfen would kill a lot of stuff before they strike.

If I go second my wulfen can be wiped out before reaching close combat, or at least crippled quite badly. They typically suffer 2 and sometimes even 3 (if I go second) rounds of shooting before reaching combat.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 14:16:26


Post by: Martel732


"Yes but you typically buy just a couple of shields in each unit"

That's not the case in my experience. They are very effective, since they are all Str 10, and don't care if they die first. Not that there's a good way to do that through a stormshield and FNP.

They usually come in via pod, and so only suffer one round of shooting.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 17:49:54


Post by: Blackie


5 man with TH/SS that come via drop pod are not the most common way to field them.

One of the greatest qualties wulfen have is to buff thunderwolves movement, if you reserve them the thunderwolves get no benefit from the wulfen table.

About their loadout it depends on the opponent, if they face a mob of 30 boyz with their 120 attacks on the charge they can cripple the wulfen, but if the wulfen have 2-3 models with I4 they can wipe out 15+ orks including the nob that can instant kill the wulfen with his power klaw.

Against 5 meganobz 5 TH/SS wulfen would suffer some casualties, 2-3 models with I4 means 5 dead meganobz and no casualties in return.

Things like the canoptek harvest are certainly more broken.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 21:02:49


Post by: Martel732


I disagree. They are both beyond the pale, imo.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 21:41:44


Post by: Slayer-Fan123


Sorry but there is no manner that Canoptek Harvest is any better than even plain CAD Wulfen.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 21:46:09


Post by: JNAProductions


S6 vs S10-Wulfen win.
T5 vs T4-Wraiths win.
I2 vs I1-Wraiths win.
4+ Reanimate vs 5+ FNP-Wraiths win.
40 Points vs. 50 Points-Wraiths win.
12" move, ignoring terrain, vs 6" move plus d6" run-Wraiths win.
AP-, with Rending, vs AP2-Wulfen win.

So what was that "In no manner" again?


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 22:09:09


Post by: Slayer-Fan123


You operate under the assumption Wraiths will have the RP.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 22:10:03


Post by: Martel732


Wulfen in pods is sufficiently brutal to justify losing the possible TWC speed buff. Wraiths can't get pods.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 22:14:43


Post by: JNAProductions


Slayer-Fan123 wrote:
You operate under the assumption Wraiths will have the RP.


Okay. They're still faster, have a higher toughness, better initiative (Wulfen CAN get better, at the cost of survivaibility) and are cheaper.

To say Wulfen are unequivocally better is wrong.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 22:31:16


Post by: Slayer-Fan123


 JNAProductions wrote:
Slayer-Fan123 wrote:
You operate under the assumption Wraiths will have the RP.


Okay. They're still faster, have a higher toughness, better initiative (Wulfen CAN get better, at the cost of survivaibility) and are cheaper.

To say Wulfen are unequivocally better is wrong.

Except you don't need the Thunder Hammer on every dude...

You'd think that people would've already come to their senses about Canoptek harvest but oh well.

Besides right now I'm balancing under a CAD. From there, I will work on either fixing formations or eliminating some.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 22:32:29


Post by: Martel732


My group goes all storm shields, because otherwise, you can outmaneuver the shields.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 22:56:41


Post by: JNAProductions


Slayer-Fan123 wrote:
 JNAProductions wrote:
Slayer-Fan123 wrote:
You operate under the assumption Wraiths will have the RP.


Okay. They're still faster, have a higher toughness, better initiative (Wulfen CAN get better, at the cost of survivaibility) and are cheaper.

To say Wulfen are unequivocally better is wrong.

Except you don't need the Thunder Hammer on every dude...

You'd think that people would've already come to their senses about Canoptek harvest but oh well.

Besides right now I'm balancing under a CAD. From there, I will work on either fixing formations or eliminating some.


Faster, higher toughness are ways they are better without a shadow of a doubt.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 23:06:02


Post by: Martel732


I'm not directly comparing them. But I can hold up the wraiths a lot longer. The Wulfen murder everything they touch instantly.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 23:08:08


Post by: JNAProductions


Yeah, Wulfen are killier, if you buy them upgrades. Without any upgrades, Wraiths hit harder (S6 compared to S5, and Rending) but unupgraded Wulfen just don't really happen on the tabletop.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 23:16:55


Post by: Martel732


The Wulfen upgrades are too cheap. That's the whole problem. They are more durable than a TH/SS terminator against most things and should be priced accordingly. Of course, Wraiths should be 60 ppm base as well.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/03/31 23:59:46


Post by: JNAProductions


They're also pricier. Unless you consider a 4+ armor, with FNP, equal to a 2+/3++?


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/01 00:13:29


Post by: Slayer-Fan123


Martel732 wrote:
The Wulfen upgrades are too cheap. That's the whole problem. They are more durable than a TH/SS terminator against most things and should be priced accordingly. Of course, Wraiths should be 60 ppm base as well.

LOL nobody is gonna use a 60 point Wraith. Come on dude...


Automatically Appended Next Post:
 JNAProductions wrote:
They're also pricier. Unless you consider a 4+ armor, with FNP, equal to a 2+/3++?

2 wounds with 4+/5+++.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/01 00:14:26


Post by: JNAProductions


Yeah, agreed. Wraiths might be too cheap-maybe (they're not especially killy, for their points)-but a 50% increase would be RIDICULOUS.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/01 00:48:21


Post by: Slayer-Fan123


 JNAProductions wrote:
Yeah, agreed. Wraiths might be too cheap-maybe (they're not especially killy, for their points)-but a 50% increase would be RIDICULOUS.

Nobody complains about the CAD ones. People simply go nuts when they are in a Decurion and they can potentially get a 4+++. That's pretty damn tough but is it really worth complaining about when you only have to kill a Spyder? I don't think so. Remove that part of the potential benefits and suddenly nobody cares.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/01 00:52:33


Post by: Martel732


 JNAProductions wrote:
They're also pricier. Unless you consider a 4+ armor, with FNP, equal to a 2+/3++?


With two wounds, a 3++/5+++ and true S10, I think they should be considerably more expensive.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/01 06:58:58


Post by: Blackie


Slayer-Fan123 wrote:


Nobody complains about the CAD ones.



Nobody should complain about cad wulfen too. Wraiths are way faster and tougher, they don't punch as harder as wulfen but they typically strike first too, thanks to I5. And they are a unit that belongs to a quite good codex, the SW one is certainly less competitive. Every competitive necron list relies on the decurion and the canoptek harvest is typically an autoinclude, I often saw even two harvests in the same list.

The murderpack is broken because you typically want two units of wulfen anyway so you're basically receiving some cool bonus for free when using that formation.

Against competitive tau I usually have better results with orks and dark eldar rather than using SW, as the wolves can't really work with MSU, unless they bring the Blackmanes formation which doesn't have synergy with wulfen though. Even with 10 thunderwolves and 10-15 wulfen, tau typically cripple them from distance.


Automatically Appended Next Post:
Martel732 wrote:
I'm not directly comparing them. But I can hold up the wraiths a lot longer. The Wulfen murder everything they touch instantly.


That's because of the different armies we play, I can kill wulfen at distance quite easily while wraiths simply refuse to go down, in close combat the same story, wraiths can soak too many hits and reach combat sooner. Wulfen punch very hard but against some low armor units with a lot of models or against WS5 they struggle a lot.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/01 16:21:42


Post by: Slayer-Fan123


I'm sorry but how are Wulfen struggling with hordes? They've got 3+ attacks and can attack when they die too.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/01 17:11:17


Post by: JNAProductions


Slayer-Fan123 wrote:
I'm sorry but how are Wulfen struggling with hordes? They've got 3+ attacks and can attack when they die too.


Conscripts are, what, 3 points a pop?

So a single Wulfen would have to kill 10 to make their points back, unupgraded. We'll assume they took Claws, for maximum horde duty, making them need to kill 14.

6 attacks on the charge, 4 every turn thereafter. Hitting on 3s, wounding on 2s, rerolling.

They need a total of 21.6 attacks to make their points back on horde duty, or five rounds of combat.

Or, to put it this way, my 210 point squad of Wulfen will take 77 attacks, or four rounds of combat to clear their way out of the 150 (well, 175-Priest) point horde.

Now, that number does go down as Wulfen die, since they will strike twice. But then you're also losing Wulfen.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/01 17:17:51


Post by: Slayer-Fan123


Based off that rate it'll be killed the Wulfen will easily get its points back.

Either way this isn't the correct thread.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/01 18:06:34


Post by: Blackie


Slayer-Fan123 wrote:
I'm sorry but how are Wulfen struggling with hordes? They've got 3+ attacks and can attack when they die too.


They've got 3 attacks each, +2 if charging +1 if charged. Typically 25-27 attacks at ws4, which means 12-14 hits, 11-12 wounds. Against units with 20-30 wounds they're not that effective, they can be punched by regular ork boyz, and without their leader they can't even challenge out the nob, which has the capacity of instant kill the wulfen the power klaw, or other killy characters. You may also face some ws5 guys (orks boyz usually are a an horde of 10 men units in trukks or 17-18 in a BW with the warboss which makes them ws5 thanks to the lucky stikk), which means even less hits. Against an horde wulfen could win or at least cripple the horde, but at an harsh cost, they are super effective against units that don't have more than 12-15 wounds and against high armors. Wulfen are not a suicide squad, they should murder the enemy unit and then chase another target. Otherwise 1-2 round of average shooting and a simple but effective horde can make them almost useless, but 1-2 rounds of good shooting should make them almost useless, wraiths are way more tough to kill.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/02 08:12:11


Post by: Slayer-Fan123


I've now included Orks in the OP, so that's a total of 5 Codices I've done. I read the codex a lot to make sure I didn't make any redundant rules but if I did let me know PLEASE! Also note that some of the benefits are bizarre and I'd be open to new ideas for some of them (Gretchin were the hardest to do anything for to be honest).

Outside of that, should I work on a different codex, tackle FW stuff for each codex I've done, or start removing/rebalancing formations for each codex I've done?


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/02 11:24:33


Post by: Blackie


Great job man, I've tried to give you a response about your work, basically "ok" means a change that makes sense but not a concrete improvement, "nice" means a real effective and approriate bonus.

Orks

Special Rules and Equipment Fixes, and Relics:
1. Mob Rule's results can be rerolled if the unit has 10 or more models in the unit. ok
2. All Ork vehicles have the Ramshackle rule standard. nice
3. Big Choppas are now AP4 ok
4. Cybork Bodies add +1 to any Feel No Pain score, or confer a Feel No Pain 6+ if one isn't present nice
5. Da Dead Shiny Shoota is now Assault 10 nice
6. Da Finkin' Kap is now 20 points fair
7. Da Lukky Stikk is now 35 points fair
8. Headwoppa's Killchoppa is now AP4 ok
9. Characters of any kind attached to a squad count as 2 models for determining what benefits a squad might get (See below) ok

HQ:
1. Warbosses can buy Jump Packs for 15 points useless, even in th BG we don't have stormbosses
2. Big Meks can buy Jump Packs for 15 points same as above
3. Weird Boys have access to Runts, Squigs, and Wat-Nots, and his Staff is now Concussive ok

Troops:
1. Boyz' Heavy Armor upgrade is instead 3 points per model ok
Boyz have the following benefits, depending on the number of models in the unit
5-14: Add +1 to any Feel No Pain score, or gain Feel No Pain (6+) if the former can't happen ok
15-24: The entire unit is treated as having +1 Strength ok
25+: Make a Leadership test. If passed, the entire unit gains an additional 6" of movement when moving for the turn. ok, maybe gaining fearless could be more appropriate though
2. Gretchin can buy Autoguns for 1 point each, and gain the following benefits, depending on how many models are in the unit ok
5-14: The unit is now Stubborn ok
15-24: The unit can make an extra attack at Initiative 1 for each model in the unit ok
25+: Make a Leadership test. If passed, any Objective the unit is holding cannot be contested, even if the contesting unit has Objective Secured. ok

Elites:
1. Kommandos have the following benefits, depending on the number of models in the unit
5-9: The unit has Shrouded nice
10-14: When charging, the unit gains a Hammer Of Wrath attack conducted at S4 ok
15+: Make a Leadership test. If passed, the unit gains Rending on all range and melee attacks for the turn.
. Snikkrot is now a 50 point upgrade to a single Kommando squad per army. If he is in the unit, the unit may charge when coming from Reserves, instead of gaining Shrouded from his Ambush rule. very nice
2. Tank Bustaz have a 4+, and have the following benefits, depending on the number of models in the unit they's t-shirt boyz, keep the 6+
5-9: All Range Attacks made by the unit have Shred ok
10-14: The unit has Twin-Linked on all weapons. ok
15+: Make a Leadership test. If passed, all range weapons in the unit have Armorbane for the turn. nice, maybe a new weapon upgrade which gives the tankbustas a melta gun equivalent?
3. Burna Boyz have a 5+, and have the following benefits, depending on the number of models in the unit they's basically meks, the 5+ has more sense than the tankbustas' 4+
5-9: All attacks conducted by the unit have Soul Blaze nice
10-14: All the Burnas in the unit can use both the range and melee profiles, even if the unit shot with them. very nice
15+: Make a Leadership test. If passed, the unit gains Torrent on their Burnas and may reroll results of Wall of Death until the end of the turn. super cool!
4. Meganobz have the following benefits, depending on the number of models in the unit
3-5: The unit is treated as Relentless instead of Slow And Purposeful ok
6-9: The unit adds +1 to any Feel No Pain score they have ok
10+: Make a Leadership test. If passed, the entire unit has +1WS and +1BS until the end of the turn. ok
5. Nobz only pay 3 points per model for Heavy Armor, and 18 points per model per bike. The unit has the following benefits, depending on how many models are in the unit nice
3-5: The unit has a natural Leadership of 10 I'd keep the ld10 only for the warboss, make them ld9 instead
6-9: Any unit within 12" of this unit have Leadership of 10 ok, but with ld9 is the warboss is not part of the unit
10+: Make a Leadership test. If passed, the unit and all units within 12" of it have Crusader ok

Fast Attack:
1. Stormboyz gain the following benefits, depending on how many models are in the unit
5-14: The unit conducts all Hammer Of Wrath attacks at Strength 5 nice
15-24: The unit gains the Jink special rule nice
25+: Make a Leadership test. If passed, the unit can run and charge in the same turn. If a Waaagh! was called, it can reroll all run results for the turn.
. Zagstruck is now a 70 point upgrade to a single Stormboy squad per army. He counts as having a single handed Big Choppa now. nice
2. Warbikers are 20 points per model, and have the following benefits, depending on the number of models in the unit fair
5-9: Hammer Of Wrath attacks have Shred mmmh, I think it would be more appropriate a S5 HoW like the stormboyz
10-14: Hammer Of Wrath attacks have AP3 no, it's too much, just standard S5 HoW would be powerful
15+: Make a Leadership test. If passed, all units actively within 9" of the unit gain +1 to any Cover Save they have, or a 6+ Cover Save if they didn't have one. ok
3. Deffcoptas have a unit size limit of up to 6 models now, and gain the following benefits, depending on the number of models in the unit nice
2-3: All Deffcoptas in the unit may move an extra 3" in the movement phase nice
4-5: The unit has a 5+ Invulnerable Save no invulns, it doesn't make any sense
6+: Make a Leadership test. If passed, all Deffcoptas in the unit are treated as an Eldar Jetbike until the end of the turn same as above, make them skilled riders instead
4. Warbuggies are 20 points each. Upgrading the TL Big Shoota to a TL Rokkit Launcha or Skorcha is 5 points for either weapon. nice, skorcha buggies can be more viable
5. The Burna Bomma has 6 Skorcha Missiles standard in its profile i never played planes, i hate the models and i wouldn't play them anyway so not sure about this
6. The Blitza Bomma is now 115 points same as above
7. The Dakkajet has 3 Supa Shootas standard same as above

Heavy Support:
1. Lootas have a 5+, and have the following benefits, depending on the number of models in the unit ok
5-9: Deffguns are Assault D3 instead of Heavy D3 no, they don't want to move anyway, add 1 to their ap instead
10-14: All range attacks made by the unit have Ignores Cover nice
15+: Make a Leadership test. If passed, Deffguns roll on a D6 instead of a D3 for that turn
. In addition to the Trukk and Battlewagon, Lootas can use the following transports from the appropriate codices and count them as dedicated. The only change is that BS2 will be the default for all vehicles, pay the appropriate costs for upgrades listed in those codices, and that only Lootas and any Independent Characters that joined them may ride them: Land Raider (Godhammer, Redeemer, and Crusader), Chimera, Taurox, Wave Serpent, Raider, Ghost Ark, Immolator, and Valkyrie. very cool
2. Flash Gitz have a 4+, and have the following benefits, depending on the number of models in the unit nice
3-5: The AP of Snazzguns is rolled on a D3 rather than a D6 very nice, that's how they should be
6-9: All Range attacks from the unit gain Pinning nice
10+: Make a Leadership test. If passed, all the unit's range weapons increase Strength by 1 until the end of the turn. nice
. Badrukk is an 80 point upgrade to a single Flashgitz squad per army. Da Rippa is now Assault 5 ok
3. Bubblechuckas are now 25 points and have Ignores Cover ok
4. Killa Kans no longer have the Cowardly Grotz! rule. nice
5. Deff Dreads can be taken in squads of 1-3, and have Rampage as a special rule. nice
6. The Battlewagon counts as an Assault Vehicle, even when it has the 'Ard Case ok
. Killkannons are 25 points now ok
. Grabbin' Klaws can target Monstrous Creatures ok
. Wreckin' Balls now hit any model within 3" (including friendly models) on a 4+ and now costs 20 points. ok
7. The Gorkanaut and Morkanaut have a Front Armor Value of 14 no, they should be av13 like knights, reduce their cost instead

Lords Of War:
1. The Effigy radius for the Stompa is 12" and is now 570 points nice
2. Ghazghkull has a 4+ Invulnerable Save, an Power Klaw that no longer confers Unwieldy, and all Orks in his army may use his Leadership value. He is now 235 points. nice, but when he calls the waaagh his 2+ invuln should remain


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/02 17:14:00


Post by: Slayer-Fan123


Well my main fluff justification for the 5++ for Coptas was that they're producing a large enough electrical field in their numbers that it can stop attacks.

Maybe too far I guess?


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/02 20:06:02


Post by: Unusual Suspect


I really like that approach to Orks (making larger Mobs grant a boost to their effectiveness), but it seems on its face to involve a lot more tracking of specific numbers than seems prudent for a reasonably fast game (something that can already be an issue, given the sheer number of models that many Ork players bring to the table).

Each and every turn, you're counting models in a unit to see if they reach the threshold needed for the leadership test. Each and every combat phase, you're counting models to see if they qualify for the extra boosts.

IF you're going to take this approach (and again, I like the approach intellectually), I strongly suggest you simplify it significantly.

Either make it a binary situation (If Unit has 1/2 Max models or more, it gains X benefit) with a slightly boosted baseline (because Orks deserve it)

OR

Make the per-N-Model boosts uniform and consistent (Boyz: For every 15 models, give +1 to the model's FnP, or 6+ FnP if they don't have it yet, to a maximum of 4+++).


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/03 01:03:44


Post by: Slayer-Fan123


See, I thought about blanket bonuses for Orks as a whole, but I really wanted to differentiate the different types of Orks based off the fact that they have different interests.

I also didn't think it was too much book keeping for the amount of models but I can always trim down the bonuses so that there's less levels. I really like my levels though...


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/03 11:39:57


Post by: koooaei


Looks fun but tracking the exact number of models is a pain in the bum.
Not sure about the bigchoppa's ap4 cause it ends up as a two-handed power maul for 5 pts. And orks don't exactly need power mauls - even for 5 pts. The thing is that 4+ save is quite rare. s4 models benefit from +2 str more than nobs - that are s5 on the charge. And an extra attack from 2 ccw that's lost almost compensates the damage difference against t4 enemies. And it's still not good enough for a tankhunter job other than beginning to threaten dreads a bit. And 'eadwompa killchoppa still won't be used with it's ap4. It needs ap3 to even start competing with a power klaw. And still, most people would just take s10 ap2 over it any day. I honestly don't know what to do with a big choppa. Maybe make it some sort of an ork's power weapon.

Kommandoes with +3 to cover, rending and snikrot's charge from reserves would be op. They do need to charge from reserves but rending is probably too much with 4 attacks a pop for 10 ppm.

There are no benefits for shoota boyz. Large mobs could get extra shot or +1 to gun's str benefit or something like that. They really need a helping hand - they allready pay an extra point for a meh weapon - especially for footsloggas that severely lag behind in 6-7 edition.

And grots are gona be super overpriced for 4ppm with guns. Don't forget, they're s2 t2 with no armor and ld5 (7 with a runtherd). My suggestion would be to either make them s3 t3 or drop them to 2 ppm. s3 t3 is preferable cause they allready cost a small fortune $ per point.

Planes are still extremely underwhelming. Ork planes can't land, so their only use is as gunboats. No real need for that when all the other stuff is so much improved. Also, blitza bombers can't jink and drop bombs which is a death sentence to them. My suggestion would be to either make ork planes shootier + tougher with av11 or drop the price. Also, burna bombers simply have no place. s5 ap4 is very weak for such enormous price tag. Make the bombs s6 ap3 ignore cover soul blaze large blasts and skorcha missiles s6 ap3 ignore cover soulblaze small blasts. Ork-style heldrakes. Still not outstanding for 115 or so pts but they'd at least see some table time.

Av14 doesn't fix naughts at all. They need to be superheavies. Maybe a lighter more limited version of superheavies with 9" movement and nerfed stomps or just plain superheavies. They come very close to a wraithknight's price tag. And yet they are worse than landraiders.

Killa kanz and dreads are still really really bad. Especially kanz. The removal of cowardly grots doesn't justify them costing a hefty 50 points for a slow av11 2 hp walker with a s7 ws2 claw. They should cost 30 pts. No more. 35 with grotzookas. Deff dreads are crap not because they lack attacks but because they can't ever make it to combat and are too expensive to be spammed with good results.

Big meks need a little something cause now there's no real point taking them over superior warbosses. KFF is severely overpriced for a 5++ 6" bauble. It either needs to be meaningful again or cost a portion of what it does now. Like 20 pts. And a SAG is also quite bad with how it punishes the bearer with most special effects. Needs to either be more reliable or much cheaper.

Wierdboyz have a crappy ork magic table - that's why they're underwhelming. We need something to deal with invisibility and to increase mobility/durability of our footsloggers. The waaaghpower table needs to be reworked. I've had an idea of how it should be. The general principles are: stronger effects, harder to deny, more dangerous to the wierdboy himself.

Ghazzy needs to be relentless instead of snp to become viable for footslogging blobs. He also needs his old +1 attack back (that got taken away alongside the 5++ with no point reduction in the codex), and fearless or better effigy. Cause now he only seems to inspire orks once per games outside of ghazcurion where he has to spend time with an overly expensive and unwieldy retinue. As is, he's the only lord of war that can get swept. I don't think he needs unwieldy removed. A lot of LOW's have unwieldy weapons. Yep, he's massive but still. He allready gets 2+ 4++ t5 and +1 to fnp. Good enough for the price tag considering all the other buffs. Oh, and his bigshoota MUST be twin-linked. Come on, it's modelled as 2 bigshootas slapped together.

Also, what else should be reworked is Ghaz detachment "bonuses". That are really penalties and not bonuses. +2 to mob rule. When we usually want 1-3 results. And extra casualties from mob rule are not welcomed either.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/04 16:01:32


Post by: Slayer-Fan123


 koooaei wrote:
Looks fun but tracking the exact number of models is a pain in the bum.
Not sure about the bigchoppa's ap4 cause it ends up as a two-handed power maul for 5 pts. And orks don't exactly need power mauls - even for 5 pts. The thing is that 4+ save is quite rare. s4 models benefit from +2 str more than nobs - that are s5 on the charge. And an extra attack from 2 ccw that's lost almost compensates the damage difference against t4 enemies. And it's still not good enough for a tankhunter job other than beginning to threaten dreads a bit. And 'eadwompa killchoppa still won't be used with it's ap4. It needs ap3 to even start competing with a power klaw. And still, most people would just take s10 ap2 over it any day. I honestly don't know what to do with a big choppa. Maybe make it some sort of an ork's power weapon.

Kommandoes with +3 to cover, rending and snikrot's charge from reserves would be op. They do need to charge from reserves but rending is probably too much with 4 attacks a pop for 10 ppm.

There are no benefits for shoota boyz. Large mobs could get extra shot or +1 to gun's str benefit or something like that. They really need a helping hand - they allready pay an extra point for a meh weapon - especially for footsloggas that severely lag behind in 6-7 edition.

And grots are gona be super overpriced for 4ppm with guns. Don't forget, they're s2 t2 with no armor and ld5 (7 with a runtherd). My suggestion would be to either make them s3 t3 or drop them to 2 ppm. s3 t3 is preferable cause they allready cost a small fortune $ per point.

Planes are still extremely underwhelming. Ork planes can't land, so their only use is as gunboats. No real need for that when all the other stuff is so much improved. Also, blitza bombers can't jink and drop bombs which is a death sentence to them. My suggestion would be to either make ork planes shootier + tougher with av11 or drop the price. Also, burna bombers simply have no place. s5 ap4 is very weak for such enormous price tag. Make the bombs s6 ap3 ignore cover soul blaze large blasts and skorcha missiles s6 ap3 ignore cover soulblaze small blasts. Ork-style heldrakes. Still not outstanding for 115 or so pts but they'd at least see some table time.

Av14 doesn't fix naughts at all. They need to be superheavies. Maybe a lighter more limited version of superheavies with 9" movement and nerfed stomps or just plain superheavies. They come very close to a wraithknight's price tag. And yet they are worse than landraiders.

Killa kanz and dreads are still really really bad. Especially kanz. The removal of cowardly grots doesn't justify them costing a hefty 50 points for a slow av11 2 hp walker with a s7 ws2 claw. They should cost 30 pts. No more. 35 with grotzookas. Deff dreads are crap not because they lack attacks but because they can't ever make it to combat and are too expensive to be spammed with good results.

Big meks need a little something cause now there's no real point taking them over superior warbosses. KFF is severely overpriced for a 5++ 6" bauble. It either needs to be meaningful again or cost a portion of what it does now. Like 20 pts. And a SAG is also quite bad with how it punishes the bearer with most special effects. Needs to either be more reliable or much cheaper.

Wierdboyz have a crappy ork magic table - that's why they're underwhelming. We need something to deal with invisibility and to increase mobility/durability of our footsloggers. The waaaghpower table needs to be reworked. I've had an idea of how it should be. The general principles are: stronger effects, harder to deny, more dangerous to the wierdboy himself.

Ghazzy needs to be relentless instead of snp to become viable for footslogging blobs. He also needs his old +1 attack back (that got taken away alongside the 5++ with no point reduction in the codex), and fearless or better effigy. Cause now he only seems to inspire orks once per games outside of ghazcurion where he has to spend time with an overly expensive and unwieldy retinue. As is, he's the only lord of war that can get swept. I don't think he needs unwieldy removed. A lot of LOW's have unwieldy weapons. Yep, he's massive but still. He allready gets 2+ 4++ t5 and +1 to fnp. Good enough for the price tag considering all the other buffs. Oh, and his bigshoota MUST be twin-linked. Come on, it's modelled as 2 bigshootas slapped together.

Also, what else should be reworked is Ghaz detachment "bonuses". That are really penalties and not bonuses. +2 to mob rule. When we usually want 1-3 results. And extra casualties from mob rule are not welcomed either.

1. Giving the Big Choppa AP3 makes it the equivalent of a Relic Blade, which is usually priced at 15-25 points.AP4 is just easier in order to keep the current price tag. Maybe AP3 at 15 points?
2. It really isn't because Kommandos are Ork Boy stats once they reach combat. Also remember that the Rending only happens in 15+. It's good but you'd have to actually pay for it.
3. Shoota Boys were never going to gain benefits. Even a free exchange for the Shoota is something you won't do because they're shooting at BS2. It's false hope for all intents and purposes.
4. I agree. I will bump Gretchen to 2 points each. They're definitely nowhere near deserving of S3 T3. They're not even close to looking as tough as a human.
5. It's S5 AP4 Ignores Cover. Not everyone needs a Heldrake equivalent but I would be willing to bump some of the AV up.
6. That's the fault of the wraithKnight, which you and I already knows needs a super increase in points. Try and look at the internal balance of the codices I've tackled, not outside ones.
7. I can give the Kans and Dreads equivalent powers when taken in larger groups, so that three or more make them speedier.
8. I did completely forget they had their own table they were supposed to roll on. I can take a look at it.
9. I actually thought Ghaz had Fearless. It will be added. And I can tackle the supplement later as I forgot that actually existed, otherwise I'd have done their relics and stuff too.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/05 06:19:10


Post by: koooaei


Slayer-Fan123 wrote:

1. Giving the Big Choppa AP3 makes it the equivalent of a Relic Blade, which is usually priced at 15-25 points.AP4 is just easier in order to keep the current price tag. Maybe AP3 at 15 points?

Not saying it shouldn't cost more. Might as well be relic blades equivalent. Are they used often? Well, they would be if they could be used as either s+1 ap3 or s+1 ap2 unwieldy or something. But that's the problem with relic blades and no real need for them in sm codex. Orks might really benefit from a wider variety of cc weapons than just a claw.

Slayer-Fan123 wrote:

2. It really isn't because Kommandos are Ork Boy stats once they reach combat. Also remember that the Rending only happens in 15+. It's good but you'd have to actually pay for it.

I still think it'd be an op squad. They'd be more reliable and way tougher gsc for comparable amount of points.

Slayer-Fan123 wrote:

3. Shoota Boys were never going to gain benefits. Even a free exchange for the Shoota is something you won't do because they're shooting at BS2. It's false hope for all intents and purposes.

There SHOULD be shoota boyz. It's fluff and it should be required on the tabletop. It's a wrong decision to just disregard them.

Slayer-Fan123 wrote:

4. I agree. I will bump Gretchen to 2 points each. They're definitely nowhere near deserving of S3 T3. They're not even close to looking as tough as a human.

Well, grots used to be s3 t3. And they are were s3 t3 in FB. Snotlings were s2 t2. 40k grots got a nerf for no good reason. I think it's good either way. Be it s2 t2 for 2ppm or s3 t3 for 3ppm.

Slayer-Fan123 wrote:

5. It's S5 AP4 Ignores Cover. Not everyone needs a Heldrake equivalent but I would be willing to bump some of the AV up.

It is quite underwhelming. Cause it can't really reach everything. You got to fly above the target to be able to bomb it. Than the blast has 2/3 chance to scatter d6. And you can't even bomb if you jink or are forced to snapshoot as a result of the damage table. As is, it really has no place. Either make it useful by increasing it's killiness by a large margin or make it twice as cheap. Cause currently this plane is one of the worst planes of the tabletop. The concept is cool but it doesn't work.

Slayer-Fan123 wrote:

6. That's the fault of the wraithKnight, which you and I already knows needs a super increase in points. Try and look at the internal balance of the codices I've tackled, not outside ones.

Still av14 isn't fixing anything. It's a slow, expensive walker that is afraid of the damage table and lacks damage itself. It's just not frightening. Mages, melta, strong mellee - all counter and outmaneuvre it. It can't deal with tarpits and doesn't contribute anything for half the game if you're playing offensive (and you are - you're an ork after all).

Slayer-Fan123 wrote:

7. I can give the Kans and Dreads equivalent powers when taken in larger groups, so that three or more make them speedier.
8. I did completely forget they had their own table they were supposed to roll on. I can take a look at it.
9. I actually thought Ghaz had Fearless. It will be added. And I can tackle the supplement later as I forgot that actually existed, otherwise I'd have done their relics and stuff too.

Will be eagerly waiting.

All ork walkers should have 'ere we go. And meks, wierdboyz, painboyz should have their equivalent of WAAAGH! For example, mek could grant all vehicles iwnd if he's a warlord or +1 to ramshakkle or something like this. Wierdboy could grant adamantium will or could be more deadly himself. Painboy could make him and his squad more durable or more crazy with granting something like Hatred or rampage for a turn or even the whole game - it's not a big stretch for loosing WAAAGH. Currently, only warbosses buff the army and are a prime choice for being a warlord. And it's right but there should be variation for more rare armies led by non-warbosses. Like dread mobs or crazy boyz.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/05 07:58:32


Post by: Slayer-Fan123


 koooaei wrote:
Slayer-Fan123 wrote:

1. Giving the Big Choppa AP3 makes it the equivalent of a Relic Blade, which is usually priced at 15-25 points.AP4 is just easier in order to keep the current price tag. Maybe AP3 at 15 points?

Not saying it shouldn't cost more. Might as well be relic blades equivalent. Are they used often? Well, they would be if they could be used as either s+1 ap3 or s+1 ap2 unwieldy or something. But that's the problem with relic blades and no real need for them in sm codex. Orks might really benefit from a wider variety of cc weapons than just a claw.

Slayer-Fan123 wrote:

2. It really isn't because Kommandos are Ork Boy stats once they reach combat. Also remember that the Rending only happens in 15+. It's good but you'd have to actually pay for it.

I still think it'd be an op squad. They'd be more reliable and way tougher gsc for comparable amount of points.

Slayer-Fan123 wrote:

3. Shoota Boys were never going to gain benefits. Even a free exchange for the Shoota is something you won't do because they're shooting at BS2. It's false hope for all intents and purposes.

There SHOULD be shoota boyz. It's fluff and it should be required on the tabletop. It's a wrong decision to just disregard them.

Slayer-Fan123 wrote:

4. I agree. I will bump Gretchen to 2 points each. They're definitely nowhere near deserving of S3 T3. They're not even close to looking as tough as a human.

Well, grots used to be s3 t3. And they are were s3 t3 in FB. Snotlings were s2 t2. 40k grots got a nerf for no good reason. I think it's good either way. Be it s2 t2 for 2ppm or s3 t3 for 3ppm.

Slayer-Fan123 wrote:

5. It's S5 AP4 Ignores Cover. Not everyone needs a Heldrake equivalent but I would be willing to bump some of the AV up.

It is quite underwhelming. Cause it can't really reach everything. You got to fly above the target to be able to bomb it. Than the blast has 2/3 chance to scatter d6. And you can't even bomb if you jink or are forced to snapshoot as a result of the damage table. As is, it really has no place. Either make it useful by increasing it's killiness by a large margin or make it twice as cheap. Cause currently this plane is one of the worst planes of the tabletop. The concept is cool but it doesn't work.

Slayer-Fan123 wrote:

6. That's the fault of the wraithKnight, which you and I already knows needs a super increase in points. Try and look at the internal balance of the codices I've tackled, not outside ones.

Still av14 isn't fixing anything. It's a slow, expensive walker that is afraid of the damage table and lacks damage itself. It's just not frightening. Mages, melta, strong mellee - all counter and outmaneuvre it. It can't deal with tarpits and doesn't contribute anything for half the game if you're playing offensive (and you are - you're an ork after all).

Slayer-Fan123 wrote:

7. I can give the Kans and Dreads equivalent powers when taken in larger groups, so that three or more make them speedier.
8. I did completely forget they had their own table they were supposed to roll on. I can take a look at it.
9. I actually thought Ghaz had Fearless. It will be added. And I can tackle the supplement later as I forgot that actually existed, otherwise I'd have done their relics and stuff too.

Will be eagerly waiting.

All ork walkers should have 'ere we go. And meks, wierdboyz, painboyz should have their equivalent of WAAAGH! For example, mek could grant all vehicles iwnd if he's a warlord or +1 to ramshakkle or something like this. Wierdboy could grant adamantium will or could be more deadly himself. Painboy could make him and his squad more durable or more crazy with granting something like Hatred or rampage for a turn or even the whole game - it's not a big stretch for loosing WAAAGH. Currently, only warbosses buff the army and are a prime choice for being a warlord. And it's right but there should be variation for more rare armies led by non-warbosses. Like dread mobs or crazy boyz.

1. I already think Relic Blades are appropriately priced though (You choose between S6 AP3 I5 or S8 AP2 I1, though most people will want the ID of T4 models more than they care about the AP2). Why not I guess?
2. Genestealer Cults also got those advantages from their troops and not a single Elite choice (if we are counting the proposed fixes for Snikrot). It looks comparable until you kill some models (and when you consider they have to pass a LD test to get Rending).
3. It can be a free exchange. That's about the only way you'll see people wanting to use them.
4. How long ago was that, though? I believed they were always S2 T2 partly because when I started the game I never saw them fielded once and see them now because cheaper troop tax and Mek Guns.
5. I already made it cost considerably less by giving it all the extra bombs for free. That's why I'm thinking of the best way to make them more durable but keeping that ramshackle feel.
6. If they're to be super heavy they need a point increase. Probably around the price of Knights I guess. I'll work on that soon.
7. I actually thought all the Ork Walkers had that rule.
And I agree that the other HQ should really buff the army better in some other way. I mostly see them in my fix as a cheaper means to achieve the different Ork levels to really buff up squads.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/05 09:27:45


Post by: koooaei


In general, plazma pistols for 5 ppm is underpriced. 10 is the right cost for them - like it used to be for ig in earlier editions.
Also, i think you should buff blastmasters. They should be deadlier for a limited unique weapon for 25 pts.

Also, do spawns really need to be buffed with s6? They're allready one of the best units in the codex.

And CSM squad champions could benefit from the eldar exarch approach. Like +1 to ws/bs/wound. I know, it could cause some issues like: why do chosen that stick to csm have 2 wounds and regular chosen have 1 but there is a fix to that. They all should have 2 wounds and +1 ws/bs. Yes, all the chosen and termies. For a price increase ofc. But that would be so characterful. They haven't sold their soul for nothing. And it wouldn't be too bad cause chosen and termies are allready quite meh. But a beefier terminator that costs like 45-50 pts or a 22-25 pts chosen could be neat.

>I already think Relic Blades are appropriately priced though (You choose between S6 AP3 I5 or S8 AP2 I1, though most people will want the ID of T4 models more than they care about the AP2)

Where's that coming from? iirc relic blades are s+2 ap3 2-handed. And that's it. There's no power fist part for them. And there sure shouldn't be. They should be power axes at best. Cause they allready are cheaper than fists and with the option of being either ap3 at ini or ap2 at i1 they're quite versatile. Power swords in general could be great if they could either be ap3 or ap2 at i1 - probably with 1 less attack or something. This way you get a weaker but more versatile weapon.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/06 16:37:57


Post by: Slayer-Fan123


 koooaei wrote:
In general, plazma pistols for 5 ppm is underpriced. 10 is the right cost for them - like it used to be for ig in earlier editions.
Also, i think you should buff blastmasters. They should be deadlier for a limited unique weapon for 25 pts.

Also, do spawns really need to be buffed with s6? They're allready one of the best units in the codex.

And CSM squad champions could benefit from the eldar exarch approach. Like +1 to ws/bs/wound. I know, it could cause some issues like: why do chosen that stick to csm have 2 wounds and regular chosen have 1 but there is a fix to that. They all should have 2 wounds and +1 ws/bs. Yes, all the chosen and termies. For a price increase ofc. But that would be so characterful. They haven't sold their soul for nothing. And it wouldn't be too bad cause chosen and termies are allready quite meh. But a beefier terminator that costs like 45-50 pts or a 22-25 pts chosen could be neat.

>I already think Relic Blades are appropriately priced though (You choose between S6 AP3 I5 or S8 AP2 I1, though most people will want the ID of T4 models more than they care about the AP2)

Where's that coming from? iirc relic blades are s+2 ap3 2-handed. And that's it. There's no power fist part for them. And there sure shouldn't be. They should be power axes at best. Cause they allready are cheaper than fists and with the option of being either ap3 at ini or ap2 at i1 they're quite versatile. Power swords in general could be great if they could either be ap3 or ap2 at i1 - probably with 1 less attack or something. This way you get a weaker but more versatile weapon.

Plasma Pistols were overpriced at 10. You get 1-2 shots with them and they do nothing in melee. All the pistol variants can go to 10 points if we do something about using them in melee (I contributed to another thread around here about that).
2. The buff to Blastmasters is the 5 point deduction and the buff to Blast weapons I have given in the Main Rulebook fixes.
3. The S6 is on the charge. Otherwise it was one of the ways to not make rules redundant, and was one of the things I did before deciding on MoK being +1 attack rather than Rage + Counter Attack. I simply never bothered to go back and fix it and figured it wasn't too bad.
4. Not gonna lie I did debate this for all Veteran equivalents. I mean it DOES make sense for it but I'm still on the fence as the reactions were mostly "Why do Eldar get two wounds on THEIR sergeants" rather than "Why don't I get two wounds on MY sergeants". Will consider it.
5. That context was pretty bad, so my bad. I meant that I thought Relic Blades were appropriately costed compared to Power Fists when it came to Space Marine characters.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/07 16:14:17


Post by: Slayer-Fan123


Also I want to know people's thoughts about including some of the primary "Decurion" benefits into armies as a whole. Nobody seemed to care too much about me including Relentless standard for Necrons and Crusader/Brotherhood for Word Beaerers/Iron Warriors, and my main plan is to make it so that armies are sorta similar to 6th.

Basically for for every CAD you take, you get access to one formation, and you can take an extra CAD for every 750 points. Is something like that too complicated?


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/19 07:52:54


Post by: Slayer-Fan123


UPDATES:
1. The suggestion about multiple wounds on Veteran Sergeants has been considered, along with Vanguard pricing on melee weapons for them.
2. I included some of the benefits of the megaformations in the armies standard because people like the benefits but not the megaformations themselves.
3. There are now limitations for army construction. Allowed Formations to come soon.
4. Space Wolves and Eldar rebalance to come soon.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/19 08:09:21


Post by: koooaei


Well, to be honest, i didn't mean ALL sarges - just chaos ones. But it could be ok, i guess.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/19 14:47:51


Post by: Slayer-Fan123


 koooaei wrote:
Well, to be honest, i didn't mean ALL sarges - just chaos ones. But it could be ok, i guess.

Oh. I can go back and rectify it if you think there would be a balance issue.

That said I feel it is a great way to help make less focus on HQ's and kitting them out.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/20 07:52:28


Post by: koooaei


This +1 W is mostly for armies where Tougher characters make sense. Like orks or csm. Orks allready have nobz with +1 w and +1s. I think csm could easilly get away with +1w and +1ws/bs for champs. Maybe for an increased point cost - like 15 pts instead of the usual 10. Cause currently eldar have 0 reason to not take a character - they grant so many bonuses for so cheap. Eldar should have it at 20 pts, really.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/20 13:29:07


Post by: Jbz`


 koooaei wrote:
This +1 W is mostly for armies where Tougher characters make sense. Like orks or csm. Orks allready have nobz with +1 w and +1s. I think csm could easilly get away with +1w and +1ws/bs for champs. Maybe for an increased point cost - like 15 pts instead of the usual 10. Cause currently eldar have 0 reason to not take a character - they grant so many bonuses for so cheap. Eldar should have it at 20 pts, really.


I think rolling out the +1 wound for all Sergeant equivalents would be great.
Not dying to one unlucky saving throw would make investing points into them a lot more viable and not feel like so much of a waste.


Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/04/20 15:53:18


Post by: Breng77


I think if you want to fix the big choppa you should separate it from the idea of AP. The problems it really has is that it gives up an attack for +2 S, which with low ork Initiative means you may as well go for the power claw. So what you need to do to make it compete with a power klaw as an option.


So as a fix I would either look at either:

changing 2 handed to specialist weapon - this makes it possible to get an extra attack, but I think also makes it an upgrade to be taken to give a PK an extra attack if you can take both.

or Giving it 2 attack profiles
2xS, two handed or +2 S (or something like that).

This makes it such that the draw on the PK is the AP on the attacks, not necessarily the S, this might need to cost to rise on the big choppa though.



Fixes I"d make for the game that I think work so far. IN PROGRESS FOREVER @ 2017/05/16 20:44:23


Post by: fwlr


I'd like to see kharn that good haha. That's too far.