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So glad the jump pack chaos lord has returned! Not unexpected, but I would also have preferred they just gave the Chaos Lords their weapon options back. So annoying that they still can't carry bolt pistols or combi-weapons, or even have a pistol to go with their power fist.
Matrindur wrote: New CSM combat patrol posted on twitter. Probably a mistake since it was posted instead of the second battleforce but revealed now anyway:
I like the concept of CP being a small, kinda balanced mode for new players.
James12345 wrote: It will never happen, but I think the best way to do it would be three generic troop options:
Light (acoyltes, stormtroopers, arbites etc)
Medium(sisters, death watch, grey knights)
Heavy(terminators)
All fully customisable and able to be fitted out in any way.
Add one inquisitior + henchmen to lead them.
Then you choose an ordo to add special rules.
Yeah that's more or less what my dream Codex would look like. Create an Inquisition Only version of the 3 Chambers Militant (Grey Knights Daemon Hunter Expeditionary Force or something) so you don't have to reprint the whole codex. And then:
Chopstick wrote: They sculpted the foot Lord to grip the weapon that misaligned with the edge/striking part and it looks pretty dumb.
Its at rest in a loose grip, he's clearly just surveying the battlefield.
There're literally no reason to grip a weapon like that, other than a better look at the weapon when taking a frontal photoshot, in that case he can just rotate his arm to reveal the weapon. It's actually much harder for these guy to grip the weapon wrong since their instinct is to always line up the edge correctly, especially for cylindrical hilt.
mortar_crew wrote: I dislike with a passion the design of the jumpack.
Stupid rack inherited from the one of a previous character but still.
And the pose is well, off?
Lord on foot is a nice redo of a classic.
I think he'll look better if the head is turned the other way for a more aggressive silhouette.
Kid_Kyoto wrote: Ordo Xenos
Death Watch OR Xeno warband (no idea how these rules would work, but darn wouldn't an Inquisitor with an Ork, Eldar and Kroot be fun?)
Allow the following: Any kroot, Eldar Rangers, Corsair Voidreavers/scarred, Votann Pioneers, and a range of basic ork Freebooters.
Speaking of mixing things from other armies, does anyone else feel they missed a trick with the T'au codex by not giving them the option to take a number of units from the Guard/Votann lists similar to how Imp Agents work, to represent Auxiliaries other than Kroot or Vespid?
warl0rdb0b wrote: Speaking of mixing things from other armies, does anyone else feel they missed a trick with the T'au codex by not giving them the option to take a number of units from the Guard/Votann lists similar to how Imp Agents work, to represent Auxiliaries other than Kroot or Vespid?
Maybe they don't want to do that without GSC-style upgrade kits, and don't want to bother doing that right now?
This message was edited 1 time. Last update was at 2024/03/30 20:04:39
She/Her
"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln
Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.
I doubt that it ever actually occurred to GW, but Gue'vesa don't really bring anything to the T'au list. They're just cheaper(er) bodies to dump on objectives instead of actual Tau.
Lord Damocles wrote: They're just cheaper(er) bodies to dump on objectives instead of actual Tau.
Which is their fluff role BTW - meat shields for their Tau masters. That aside I think more aliens variety (and updated Vespids) would be preferable to humans.
This message was edited 1 time. Last update was at 2024/03/31 09:37:42
I agree with that. I would much rather see more varieties of alien in the Tau armies and more human options in the Imperial Guard and the Agents of the Imperium.
I am always shocked GW doesn't invest in that since it allows them to produce almost endless new sets that would encourage new purchases versus re-doing existing kits.
Lord Damocles wrote: I doubt that it ever actually occurred to GW, but Gue'vesa don't really bring anything to the T'au list. They're just cheaper(er) bodies to dump on objectives instead of actual Tau.
That really depends on how they set them up as a unit. A guevesa squad structured like an Astra militarum infantry squad would be an invaluable source of infantry based Heavy/special weapons that Tau don't really have access to otherwise outside of pathfinder squads.
CoALabaer wrote: Wargamers hate two things: the state of the game and change.
Lord Damocles wrote: I doubt that it ever actually occurred to GW, but Gue'vesa don't really bring anything to the T'au list. They're just cheaper(er) bodies to dump on objectives instead of actual Tau.
That really depends on how they set them up as a unit. A guevesa squad structured like an Astra militarum infantry squad would be an invaluable source of infantry based Heavy/special weapons that Tau don't really have access to otherwise outside of pathfinder squads.
Fire Warrior Squads get a heavy weapons team equivalent simply for standing still now.
Lord Damocles wrote: Just adding units to remove what were once deliberate gaps in an army's roster is terrible game design.
I get the sentiment here, but when you've got a game that's been running this long you do eventually have to fill those gaps just for balancing reasons. Otherwise you'll end up with entire editions at a time where factions just can't interact with the game.