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Made in us
Unrelenting Rubric Terminator of Tzeentch





Akron, Ohio

Grim.Badger wrote:
Personally I think the non-codex marines could all be lumped into one PDF; don't bother with tactical squads etc as they will be the same as the codex marines, but put in the special characters, Furioso, Deathwing etc.

I like this idea, but GW would never give out that much info for free.

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Made in us
Anointed Dark Priest of Chaos






JohnHwangDD wrote:I'd be good with Zealots and Frateris Militia coming back to the Sisters book, tho I'd like to see them tied to HQ Priests, as retinue options.


I could live with that.

Have an 0-1 Priest option that allows you to buy 1-5 priests like currently. make it a requirement to always attach a priest to any such zealot or fraternis militia unit unless you have a Confessor or Missionary HQ in your force.

Also continue to limit arcos and penitent engines to only being present if same is present (must have minimum of one priest, Missionary or Confessor in force to have any of either).

Bring back The Uriah Jacobson special Character (love that model) and have him boost or accentuate ecclesiarchy units in some way, whatever, just give me the crazy guy with the shotgun back!!!

I could see them developing a couple varient loadouts/configurations for Penitent engines as well and maybe same for arcos.

Throw in Some expanded/revised acts of faith and or holy themed wargear.

Yes please...


Automatically Appended Next Post:
Emperors Faithful wrote:

Zealots and Frateris Militia are just nowhere near as dependable as Sistas, or even inducted guard for that matter.


Dependable? This is about theme and fluff and playing with style. The Ecclesiarchy and the zealou side of the Imperial faithful are a major part of the aesthetic of the Imperium and the dark, brooding gothic setting of the 40k universe.

The fact that they are insanely zealous rabble looking to burninate you and charge to their deaths In the name of the Emperor is the whole point...

IF you want "dependable" go build one of the typical cookie cutter tourney armies for various other armies and be done with it. Playing sisters should be about playing with style and representing the fanatical coolness that is the Ecclessiarchy.

The fact that such a bedrock part of Imperial fluff doesnt get it's own codex is a crime and a travesty...

This message was edited 4 times. Last update was at 2009/07/07 01:47:57


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Made in au
Gore-Soaked Lunatic Witchhunter






Australia (Recently ravaged by the Hive Fleet Ginger Overlord)

The army should probably be slightly playable as well though. Zealots aren't going to help much...are they?

Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.

"Good game guys, now lets hit the showers"
 
   
Made in us
Anointed Dark Priest of Chaos






Emperors Faithful wrote:The army should probably be slightly playable as well though. Zealots aren't going to help much...are they?


Really?!? I have three twenty strong units of them and they tear $h!t up (nothing like a mob w/ five or so Str 6 power weapons, rerolling hits with a priest on the charge packing a couple of meltas or flamers to boot and a ton of wounds and an aversion to ever breaking)!!! Some of my regular opponents have nightmares about them. Even when they don't rock face themselves they are useful as fodder to keep enemy units occupied, screens for important sisters units, etc. ,etc.

Such a unit has a variety of uses and is ultra fluffy, AND fun as hell to convert and model.

Also since you already claimed that a stand alone force is already playable what would it hurt to add these options for those who want to field them? Those that don't see the playability of them can stick to all sisters same as now. Variety and options is not a bad thing especially when GW had no problem taking peoples money that invested in such units before...

What am I missing?

This message was edited 5 times. Last update was at 2009/07/07 01:55:53


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Made in gb
Hanging Out with Russ until Wolftime







TBFH, Sisters do not need their own codex. What they need to do is A SINGLE Inquisition Codex, that is modified depending on your HQ.
For Example:

HQ:
A Inquisitor Option
A Grey Knights Option
A SoB Option

Elites:
All 0-1 Unless appropriate HQ is selected
Grey Knight Termies
SoB Elites
Assassins (Does NOT need an =][= to use and always 0-1)
Storm Troopers (Can be taken as Troops if HQ Inquisitor is taken)

Troops:
All 0-1 Unless appropriate HQ is selected
SoB Battle Squad
Grey Knights Squad
Tactical Squad (always 0-1)
Scout Squad (always 0-1)
Infantry Platoon (=][= Option)

Fast Attack
All 0-1 Unless appropriate HQ is selected
SoB Seraphim
Grey Knights Option
Valkaries/Vendettas (=][= Option)
SM Assault Squad (always 0-1)

HS:
All 0-1 Unless appropriate HQ is selected
SoB Dominions
Pentnant Engine
Exorcist

Grey Knights Dreadnought
Grey Knights Purgitation Squad
Land Raider (and Variants)(Needs GK for no 0-1)
Orbital Strike (always 0-1 and needs and =][=)

0-1 from following list:
Whirlwind, Vindicator, Devastator Squad

Any thoughts? Yes it is a Huge list, it is basically 3 Codexes in 1

This message was edited 4 times. Last update was at 2009/07/07 02:08:04


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Gore-Soaked Lunatic Witchhunter






Australia (Recently ravaged by the Hive Fleet Ginger Overlord)

@CT Gamer: S6 power weapons?!? Wat are these things?!? Certainly not human or fair, that's for sure.

Anyway, I think the codexs are fine as is. Sure they need to be revamped. But not drastically.

DeamonHunters have Grey Knights.
WitchHUnters have Sistas.

If you are argueing for a Sista codex, then you must be arguning for a Grey Knight codex also.

Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.

"Good game guys, now lets hit the showers"
 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Emperors Faithful wrote:@JohnHwangDD: Sorry, my mistake.

General: I don't think anyone will HAVE zelots and frateris militia. They seem like grot-fodder. It is a good idea though, what units have they canned from the sista force?

Zealots and Frateris Militia are just nowhere near as dependable as Sistas, or even inducted guard for that matter.

Don't sweat it - maybe I was probably a bit unclear above?

Anyhow, traditionally, Frateris Militia serve a very useful function of giving stats to absolute bottom-line untrained humans. That is, they exist to make Guardsmen (and even Concripts) look good. 40k is a far poorer place for not having them anymore. Not from a competitive or modeling standpoint, but from a coolness and theme standpoint.

   
Made in us
Da Head Honcho Boss Grot





Minnesota

Gwar! wrote:TBFH, Sisters do not need their own codex. What they need to do is A SINGLE Inquisition Codex, that is modified depending on your HQ.
For Example:

HQ:
A Inquisitor Option
A Grey Knights Option
A SoB Option

Elites:
All 0-1 Unless appropriate HQ is selected
Grey Knight Termies
SoB Elites
Assassins (Does NOT need an =][= to use and always 0-1)
Storm Troopers (Can be taken as Troops if HQ Inquisitor is taken)

Troops:
All 0-1 Unless appropriate HQ is selected
SoB Battle Squad
Grey Knights Squad
Tactical Squad (always 0-1)
Scout Squad (always 0-1)
Infantry Platoon (=][= Option)

Fast Attack
All 0-1 Unless appropriate HQ is selected
SoB Seraphim
Grey Knights Option
Valkaries/Vendettas (=][= Option)
SM Assault Squad (always 0-1)

HS:
All 0-1 Unless appropriate HQ is selected
SoB Dominions
Pentnant Engine
Exorcist

Grey Knights Dreadnought
Grey Knights Purgitation Squad
Land Raider (and Variants)(Needs GK for no 0-1)
Orbital Strike (always 0-1 and needs and =][=)

0-1 from following list:
Whirlwind, Vindicator, Devastator Squad

Any thoughts? Yes it is a Huge list, it is basically 3 Codexes in 1
Looks good. However, I'd use the chance of a new codex to finally finish Ordo Xenos.

Then I'd replace the inducted Space Marines with Deathwatch. I think they'd be a welcome middle ground between the powerful but expensive gray knights and the weaker but cheaper sisters of battle.

Also, I think some daemonhosts and daemonweapons would be a cool addition for a Radical Inquisition force. The trick would be to disallow it to mingle with some of the more Puritan options, though. (Or maybe just say screw it, and mix them up like Tzeentch and Nurgle.)

This message was edited 1 time. Last update was at 2009/07/07 02:10:00


The Emperor doesn't seem to do much for you but you sure are expected to be mutilated, suffer, and die to make him happy. And is he dead or what? If he's entombed that would mean he's dead as a doornail, right? So, how can he be happy about anything you do, or even give orders to anyone? Are you worshipping the dead now? Is that something you'd really want to do? Because it sounds freaking creepy to me.
 
   
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SoCal, USA!

Emperors Faithful wrote:@CT Gamer: S6 power weapons?!? Wat are these things?!? Certainly not human or fair, that's for sure.

If you are argueing for a Sista codex, then you must be arguning for a Grey Knight codex also.

Eviscerators. Look them up. They're *very* fair.

Not so much. GK shouldn't appear in normal games in any quantity or frequency, so I'm NOT arguing for a GK Codex. GK are an Inquisitional unit, like Assassins. They can be unrestricted (i.e. no 0-1 limit), but they shouldn't ever be fielded as a whole, standalone army except in Apocaypse or scenarios. GW's DH Codex really screwed things up big time.

I would be arguing for an Inquisition Codex including Inquisitors, GK, Assassins, and Deathwatch. No Sisters, and sharply-curtailed Allies rules.

   
Made in gb
Hanging Out with Russ until Wolftime







Orkeosaurus wrote:Looks good. However, I'd use the chance of a new codex to finally finish Ordo Xenos.

Then I'd replace the inducted Space Marines with Deathwatch. I think they'd be a welcome middle ground between the powerful but expensive gray knights and the weaker but cheaper sisters of battle.

Also, I think some daemonhosts and daemonweapons would be a cool addition for a Radical Inquisition force. The trick would be to disallow it to mingle with some of the more Puritan options, though. (Or maybe just say screw it, and mix them up like Tzeentch and Nurgle.)
Aye, I'd like to see Deathwatch as a 0-1 unit perhaps.

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Member of the Malleus





San Francisco Bay, CA, Ancient Terra, Sol System

Orkeosaurus wrote:
Gwar! wrote:TBFH, Sisters do not need their own codex. What they need to do is A SINGLE Inquisition Codex, that is modified depending on your HQ.
For Example:

HQ:
A Inquisitor Option
A Grey Knights Option
A SoB Option

Elites:
All 0-1 Unless appropriate HQ is selected
Grey Knight Termies
SoB Elites
Assassins (Does NOT need an =][= to use and always 0-1)
Storm Troopers (Can be taken as Troops if HQ Inquisitor is taken)

Troops:
All 0-1 Unless appropriate HQ is selected
SoB Battle Squad
Grey Knights Squad
Tactical Squad (always 0-1)
Scout Squad (always 0-1)
Infantry Platoon (=][= Option)

Fast Attack
All 0-1 Unless appropriate HQ is selected
SoB Seraphim
Grey Knights Option
Valkaries/Vendettas (=][= Option)
SM Assault Squad (always 0-1)

HS:
All 0-1 Unless appropriate HQ is selected
SoB Dominions
Pentnant Engine
Exorcist

Grey Knights Dreadnought
Grey Knights Purgitation Squad
Land Raider (and Variants)(Needs GK for no 0-1)
Orbital Strike (always 0-1 and needs and =][=)

0-1 from following list:
Whirlwind, Vindicator, Devastator Squad

Any thoughts? Yes it is a Huge list, it is basically 3 Codexes in 1
Looks good. However, I'd use the chance of a new codex to finally finish Ordo Xenos.

Then I'd replace the inducted Space Marines with Deathwatch. I think they'd be a welcome middle ground between the powerful but expensive gray knights and the weaker but cheaper sisters of battle.

Also, I think some daemonhosts and daemonweapons would be a cool addition for a Radical Inquisition force. The trick would be to disallow it to mingle with some of the more Puritan options, though. (Or maybe just say screw it, and mix them up like Tzeentch and Nurgle.)


wasn't the ordo xenos (who ran the deatwatch) part of the inquisition? and if that happened, add in a deathwatch heavy weapons squad. make the purgation squad a super anti-infantry GK squad, and the deathwatch heavy weapons squad a pretty-good-at-killing-anything-but-not-great-at-killing-everything squad, to make combat against vehicles viable. then, add in an HQ for them, and similar rules for the deathwatch to replace them. i'd also say keep the IG option in, just for flavor, but remove the stormtroopers.

What i'd do:

HQ:
Inquisitor Option (i haven't come up with specifics, but perhaps letting them get a somewhat limited amount of anything?)
Grey Knights Option
SoB Option
Deathwatch Captain Option

Elites:
All 0-1 Unless appropriate HQ is selected
Grey Knight Termies
SoB Elites
Assassins (Does NOT need an =][= to use and always 0-1)
Deathwatch Termies

Troops:
All 0-1 Unless appropriate HQ is selected
SoB Battle Squad
Grey Knights Squad
DeathWatch Kill Team Squad
Deathwatch Scout Squad
Infantry Platoon (=][= Option)

Fast Attack
All 0-1 Unless appropriate HQ is selected
SoB Seraphim
Grey Knights Option
Valkaries/Vendettas (=][= Option)
Deathwatch Assault Squad (always 0-1)

HS:
All 0-1 Unless appropriate HQ is selected
SoB Dominions
Pentnant Engine
Exorcist

Grey Knights Dreadnought
Grey Knights Purgitation Squad
Land Raider (and Variants)(Needs GK for no 0-1)
Orbital Strike (always 0-1 and needs and =][=)

0-1 from following list:
Whirlwind, Vindicator

Deathwatch Heavy Weapons Squad (options for Plasma Cannon, Lascannon, Missile Launcher and Heavy Bolters)
Deathwatch Landspeeder

This message was edited 1 time. Last update was at 2009/07/07 03:04:37


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21-2-1 total.
Black Templars with GK allies WIP
Chaos Daemons: 2220 points, under construction.
:  
   
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Deathwatch do not use Termies IIRC

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San Francisco Bay, CA, Ancient Terra, Sol System

okay, scratch that. (Deathwatch Termies that is)

Do they have ANYTHING besides a troops option by default?

Automatically Appended Next Post:
I still beleive that a large aspect of the Deathwatch should be put in, added to, etc.

This message was edited 3 times. Last update was at 2009/07/07 04:57:59


DQ:90-S++G+M----B--I+Pw40k+D+A++/cWD-R+++T(S)DM+
21-2-1 total.
Black Templars with GK allies WIP
Chaos Daemons: 2220 points, under construction.
:  
   
Made in us
Da Head Honcho Boss Grot





Minnesota

What Deathwatch have fluff-wise could potentially be expanded pending a new codex. That's pretty standard procedure for GW.

Also, I think storm troopers definitely need to be in it. They're the standard troops fluff-wise, and they're already present in too many inquisition armies. I think they definitely shouldn't get Hot Shots standard though (it makes them too much of a specialty unit).

The Emperor doesn't seem to do much for you but you sure are expected to be mutilated, suffer, and die to make him happy. And is he dead or what? If he's entombed that would mean he's dead as a doornail, right? So, how can he be happy about anything you do, or even give orders to anyone? Are you worshipping the dead now? Is that something you'd really want to do? Because it sounds freaking creepy to me.
 
   
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San Francisco Bay, CA, Ancient Terra, Sol System

I didn't think about that.... sorry, i'm still new to the hobby. i haven't been around long enough to have any of my peices cut or neutered. it doesn't even cross my mind yet.

DQ:90-S++G+M----B--I+Pw40k+D+A++/cWD-R+++T(S)DM+
21-2-1 total.
Black Templars with GK allies WIP
Chaos Daemons: 2220 points, under construction.
:  
   
Made in us
Da Head Honcho Boss Grot





Minnesota

That's okay. Still, it's something to think about, even if some options do end up cut as a result of the Inquisition being made into one codex.

I'd probably try and go something like:

HQ:
Inquisitor (may be upgraded to Inquisitor Lord)
Grand Master
Canoness
Deathwatch Captain

Elites:
Gray Knight Terminators (One squad may be taken as troops with a Grand Master)
Celestians (One squad may be taken as troops with a Canoness)
Deathwatch Insertion Team (One squad may be taken as troops with a Deathwatch Captain)
Daemonhost (Requires Inquisitor Lord)
Temple Assassin (0-1 Requires Inquisitor)

Troops:
SoB Battle Squad
Grey Knights Squad
DeathWatch Kill Team Squad
Inquisitorial Storm Trooper Squad
Infantry Platoon (Requires Inquisitor)
Zealot Mob (Can represent sisters repentia)

Fast Attack:
SoB Seraphim
Death Cult Assassins (Require Inquisitor)
Storm Trooper Droptroops (with Valkyrie, requires Inquisitor)
Gray Knight Teleportation Squad
Deathwatch Speeder (0-1 without Deathwatch Captain)

HS:
SoB Dominions
Penitant Engine (0-1 without Canoness)
Exorcist
Dreadnought (May be upgraded to Gray Knight Dreadnought with Grand Master)
Grey Knights Purgitation Squad
Land Raider (With variants, 0-1 without Grand Master)
Orbital Strike (0-1 Requires Inquisitor Lord or Deathwatch Captian)
Leman Russ (Single vehicle without variants, 0-1 Requires Inquisitor)

The Emperor doesn't seem to do much for you but you sure are expected to be mutilated, suffer, and die to make him happy. And is he dead or what? If he's entombed that would mean he's dead as a doornail, right? So, how can he be happy about anything you do, or even give orders to anyone? Are you worshipping the dead now? Is that something you'd really want to do? Because it sounds freaking creepy to me.
 
   
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San Francisco Bay, CA, Ancient Terra, Sol System

I may be misunderstanding you, but there should be options (IMHO) to have a pure force, like a pure DW force, GK, and SoB. and what would the point allocation be for the zealot mob?

otherwise, i like that list MUCH more than previous. lol, e-mail it to GW, maybe in 5 years they'll do something with it.

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21-2-1 total.
Black Templars with GK allies WIP
Chaos Daemons: 2220 points, under construction.
:  
   
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Minnesota

Is my list hard to make a pure list with? I tried to keep a pure list capability in mind when I wrote it.

The zealots were a Chapter Approved unit for the Witch Hunters. They were pretty much cheap, human cannon fodder, made from mobs of fanatics. I thought they would be an interesting choice for ecclesiarchal or radical armies.

The Emperor doesn't seem to do much for you but you sure are expected to be mutilated, suffer, and die to make him happy. And is he dead or what? If he's entombed that would mean he's dead as a doornail, right? So, how can he be happy about anything you do, or even give orders to anyone? Are you worshipping the dead now? Is that something you'd really want to do? Because it sounds freaking creepy to me.
 
   
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San Francisco Bay, CA, Ancient Terra, Sol System

i reread it, it's fine. i gave it a once-over. you might want to make orbital strikes available to anyone, and at that, all three kinds.

DQ:90-S++G+M----B--I+Pw40k+D+A++/cWD-R+++T(S)DM+
21-2-1 total.
Black Templars with GK allies WIP
Chaos Daemons: 2220 points, under construction.
:  
   
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Gwar! wrote:TBFH, Sisters do not need their own codex. What they need to do is A SINGLE Inquisition Codex, that is modified depending on your HQ.
For Example:

But see the thing is Most long time sisters players resent them being shoehorned into the WH codex. Sisters had an identity and a codex of their own BEFORE WH. We were the ordo militant of the Eccleesiarchy not the filler for the WH army list. One of the coolest an most thematic Imperial armies given a half-baked treatment as a way to fix another project that needed some filler to balance out the DH codex is not ideal or acceptable to me as a devoted SOb player..

I don't want 2/3 of my codex to be crap I have no intention of buying or playing and anyone that wants to be honest in this discussion would feel the same way if suddenly GW announced "your army is now part of this new army and you will no longer get a codex". I can hear the whining and complaining now...

Sisters deserve their own updated, expanded and fleshed out codex out of respect for what they represent and the coolness of their fluff/theme, etc. I don't play Witch Hunters, or Inquisition, I play Sisters off battle...

Besides the Ecclesiarchy is rich in character, fluff, atmosphere, modeling potential, 40K gothic overtones and so forth and offers much fodder for expansion/fleshing out the SOB and their Ecclesiarchal brethren.

All that being said I know I am the grumpy old man nostalgic for the old days on this one. I have no illusions that GW will actually reverse this one. They never really wanted to support sisters all that much to begin with, and they have managed to utilize them in their current incarnation in such as way that removing them from the WH codex would gut it, and I don't see them destroying one codex to make a new one for a minority player group like SOB players.

I'll get by with the current and most likely future option to play SOB being under the banner of WH as much as it irritates me. What I really hope is that the next version of WH doesn't remove the ability to play SOB only forces, because I'd hate to lose yet another army to the fickle GW gods of change...

This message was edited 4 times. Last update was at 2009/07/07 06:52:42


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Gore-Soaked Lunatic Witchhunter






Australia (Recently ravaged by the Hive Fleet Ginger Overlord)

Honestly, I think that the inquisitorial codexs work fine. It would be very interesting to see a Ordo Xenos Codex as well. But apart from deathwatch I don't think there would be much new stuff. Alien hunters mabye? (As in the poachers of Tyranids)

Anyway, Zeolots are fine, but they should not have S6 power weapons. Repentia yes, becuase it is ceremonial. They have the equipment. But for zealots the should simply be a $%£"load of attacks. Nothing else special. And a low armour save.

Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.

"Good game guys, now lets hit the showers"
 
   
Made in gb
Hanging Out with Russ until Wolftime







Emperors Faithful wrote:And a low armour save.
Armour save? Faith is their Shield! No Armour at all!!!!

Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
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Gore-Soaked Lunatic Witchhunter






Australia (Recently ravaged by the Hive Fleet Ginger Overlord)

...With thier kind of faith they won't WANT to survive through armour saves. Mabye a 6+ save as the enemy tries to decide whether or not to even BOTHER shooting them.

Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.

"Good game guys, now lets hit the showers"
 
   
Made in us
Anointed Dark Priest of Chaos






Emperors Faithful wrote:Honestly, I think that the inquisitorial codexs work fine. It would be very interesting to see a Ordo Xenos Codex as well. But apart from deathwatch I don't think there would be much new stuff. Alien hunters mabye? (As in the poachers of Tyranids)

Anyway, Zeolots are fine, but they should not have S6 power weapons. Repentia yes, becuase it is ceremonial. They have the equipment. But for zealots the should simply be a $%£"load of attacks. Nothing else special. And a low armour save.


Repentia are a lame spam unit to be honest. The Chapter approved Zealots unit had far more character and modeling flexibility. You are familiar with that article no?

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Sinister Chaos Marine




paderborn (germany!)

DE don't need new codex.
ok the actual (LOOOOOL) codex is getting 13 years old pretty soon now, but it is IMO one of the best balanced books (LOOOOL) gw ever made for their 40k armies.
you have no units in the list that are a complete waste of points, like you have in pretty much every other codex.
unlike with space marines, the DE are an army that needs finesse, cunning and skill when playing otherwhise you'll just get your ass kicked. most people discard them as a broken army because of that, which is not true. in my gaming group no one wants to play me if i bring DE, only 1 loss in 5th edition.
i only wish there were some new models, just realised a few days ago that there are no longer warriors with special weapons (not heavy weapons, i know you still get dark lances ) Oo
that sucks as hell because i need a few more shredders

most important: a new codex would just be some over-powered screwup like the Orcs and guard ones to get the model sales up... with tons of people starting the new army because it can easily win games... blah... i would reaaaaally hate having to listen to comments like the following: "you just win because your army is better" "you just win because you got this new unit that i can't do anything against" "bla bla bla lame army user bla bla bla"

"Iron within Iron without!"
 
   
Made in us
Anointed Dark Priest of Chaos






sieek wrote:DE don't need new codex.
ok the actual (LOOOOOL) codex is getting 13 years old pretty soon now, but it is IMO one of the best balanced books (LOOOOL) gw ever made for their 40k armies.
you have no units in the list that are a complete waste of points, like you have in pretty much every other codex.
unlike with space marines, the DE are an army that needs finesse, cunning and skill when playing otherwhise you'll just get your ass kicked. most people discard them as a broken army because of that, which is not true. in my gaming group no one wants to play me if i bring DE, only 1 loss in 5th edition.
i only wish there were some new models, just realised a few days ago that there are no longer warriors with special weapons (not heavy weapons, i know you still get dark lances ) Oo
that sucks as hell because i need a few more shredders

most important: a new codex would just be some over-powered screwup like the Orcs and guard ones to get the model sales up... with tons of people starting the new army because it can easily win games... blah... i would reaaaaally hate having to listen to comments like the following: "you just win because your army is better" "you just win because you got this new unit that i can't do anything against" "bla bla bla lame army user bla bla bla"


The DE are gonna get a whole new model line. Gw is gonna wanna recoup that investment in spades. The DE will be nigh unstoppable...

This message was edited 1 time. Last update was at 2009/07/07 16:29:00


++ Death In The Dark++ A Zone Mortalis Hobby Project Log: http://www.dakkadakka.com/dakkaforum/posts/list/0/663090.page#8712701
 
   
Made in au
Gore-Soaked Lunatic Witchhunter






Australia (Recently ravaged by the Hive Fleet Ginger Overlord)

I hate it when a new army comes out becuase they ussually ARE unstoppable. However, I don't like that 2+ invo the Archon can get. Seems a little unfair for such a little guy to be the most unkillable thing ever.

Anyway @CT Gamer: What were the stats of the zeolots? Please tell me they did not get extra strength or power weapons cos that is just cheesy. I have seen the article too (where guard qoutes something to a dying preist right?).

Also just use the Fantasy flagelents (mabye add in a few pistols)

Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.

"Good game guys, now lets hit the showers"
 
   
Made in us
Pragmatic Collabirator



Dayton, OH

Finally read through this thread (troll vs. troll is ever so amusing), and wanted to point out:

Sisters of Battle don't need a new codex because they're unplayable (as people have mentioned, they can be fairly competitive). They don't need a new codex because they're old (the rules, wargear, and statlines have held up rather well with edition changes; the FAQ is manageable and fairly helpful, though the points costs for some things look lame compared to other armies due to points deflation).

They need a new codex because (along with DH), 5th edition and 5th edition codex updates don't take allying into account well anymore.
They need a new codex to push plastics; WH have a single plastic model in the entire army, and that's the Immolator/Rhino, so really it's a single vehicle accessory sprue in plastic for the entire army.
They need a new codex to fix the "trash unit syndrome" that plagues the =I= half and much of the fluffy ecclesiarchy units -- functional Sisters armies are built on 3 vehicles and about 5 units.
They need a new codex to catch up to the Special Character trend. C:SM has, what, like a dozen? IG has about that many, too. And both have a good handful of generic, but force/strategy-transformative HQ options on top of that. WH has 2 characters and 3 other HQs, 2 of which are virtually identical.

In any event, that's not even taking into account the fluffish lack of focus. I'd be content to see a unified Inquisition with an HQ-based unlocking structure (and minor mixing outside this unlock structure) OR an Ecclesiarchy codex with a more direct focus to the fluff and more delicious gothic moody units (ones that we actually feel like fielding, rather than dioramaing this time around, please!).
   
 
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