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If you could invent 1 necessary unit for your army what would it be? (nothing OP---- 40k or Fantasy)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Raging Ravener





Lufkin, Texas

Something to give EW to tyranids

BeRzErKeR wrote:
MagicJuggler wrote:It's not a matter of grippage. It's a matter of weight ratios. A 500-lb thrust Rokkit, cannot carry a 2-ton Warboss. And don't ask about African Rokkits.









 
   
Made in us
Alluring Mounted Daemonette





Springfield Plaza GW Store

Victimized Tyrant wrote:Something to give EW to tyranids


I think thats a little op there lol

WAR GAMES ON MOTORCYCLES!!!! 
   
Made in us
Bounding Black Templar Assault Marine





scranton pa usa

not really they used to have it

grab some marshmellows and lets watch the world burn

QUOTE (Crovan @ Apr 25 2010, 11:31 AM) *
SM assault termies are a sledgehammer. BT assault termies are a woodchipper. 
   
Made in nz
Dakka Veteran





Midland, TX or Wellington, New Zealand

Since I play Iron Hands, maybe actual rules for an Iron Father, that plays like his fluff, a chaplain/ techmarine. Maybe even a MotF Dread, or even Ven Iron Clads. Even bionic rules would be nice.

See my scratch-build projects here: http://www.dakkadakka.com/dakkaforum/posts/list/267859.page

timd wrote:


All hail Heliodor, Bicontinental Lord of the Old School!
 
   
Made in us
Grisly Ghost Ark Driver






Necrons: Monument- deep strikes onto the field and provides a source that allows squads to teleport to it. The Necron equivalent of a transport. Works in same fashion as Monolith portal

Chaos: Some kind of Land Raider variant dedicated to troop transport akin to the crusader but more massed fire power instead of the multi melta, maybe another set of combi bolters
   
Made in us
Alluring Mounted Daemonette





Springfield Plaza GW Store

Heliodore wrote:Since I play Iron Hands, maybe actual rules for an Iron Father, that plays like his fluff, a chaplain/ techmarine. Maybe even a MotF Dread, or even Ven Iron Clads. Even bionic rules would be nice.



sorry man.... we seriously have enough space marine codexs as it is

WAR GAMES ON MOTORCYCLES!!!! 
   
Made in jp
Regular Dakkanaut




Having a go at Madboyz just quickly

Unit of 5 - 15 Madboyz + 1 slaver - 15pts a model, 10 for slaver Elite Choice
Stats

WS: 4 BS: 2 S: 4 T: 4 I: 2 W: 1 A: 2 Ld: 5 (slaver has 7) Sv: 6+

special rules: furious charge, mob rule, waaagh, Mad.

Equipment: Fingz and gubbinz (count as 2ccW) slaver has a grabba stikk and slugga. He may buy mushrooms for +15pts or brew for +30pts

Mushrooms: Once per game may re-roll the result on the mad table.
Brew: So long as the result on the mad table is a 7 or more the madboyz are fearless in addition to any other benefits.

Mad: Madboyz are utterly bonkers, totally pyschotic and completely squig brained. At the beginning of the ork player's movement phase roll 2D6 on the mad table for each squad of mad boyz and apply the following result. The effects last until the beginning of the next ork player's movement phase.

2 - Oy, e stole me 'at. Rabid infighting ensues as one of the boyz thinks another has stolen his hat and a free for all breaks out. The unit must immediately go to ground but receives no cover bonus (they're not exactly hiding). If mounted in a vehicle the unit may not disembark for any reason this turn. Additionally remove D3 models from the squad as casualties of the brawl.

3 - Bugger dis. Dey is scary. Da ;ladz have seen something scary and fun in terrified fright. The unit immediately breaks and falls back 2D6" as if they have failed a morale check. The unit will still fall back even if it numbers more than 11 models (your mates can't back you up when deyz terrified too). If the unit was under half strength then it may not test to regroup. If mounted in a vehicle the unit must disembark prior to faling back.

4 - Oy, is you lookin' at me funny!? Accusations and reciminations fly as da ladz start to yell at each uvver. The unit cannot move, shoot, run or launch an assault this turn. If charged they will fight normally. If mounted in a vehicle the unit may not disembark for any reason this turn.

5 - int doze clouds pretty. The ladz are distracted by the pretty clouds forming overhead. Roll the scatter dice and move the unit D6 inches in the direction indicated. The unit may not run, shoot or launch an assault this turn. If assaulted they will fight normally. If mounted in a vehicle the unit may not disembark for any reason this turn.

6 - ooooo shiny! The ladz have spotted something shiny and go off to investigate. Roll the scatter dice and move the unit 2D6" in the direction indicated. The unit may not shoot or run this turn but it may launch an assault. If mounted in a vehicle the unit convinces the driver to investigate the shiny thing instead. Move the vehicle 2D6" in the direction indicated and then immediately disembark the madboyz.

7 - relatively sane. The unit behaves normally this turn as the madboyz don't have to deal with anything more than their usual level of psychosis.

8. Gunz can't hurt me. I iz invincible. The madboyz have become termporarily convinced they they're invincible. In their minds eye bullets will just bounce off they're iron skin. The unit has the fearless and rage USR's.

9. Ey dat looks tasty. The Madboyz are hallucinating and think the enemy is composed entirely of tasty squig steaks and squig drumsticks. In their amd hungry rush at the delicious food nothing can get in their way. The madboyz have the fleet USR however all difficult terrain counts as difficult and dangerous terrain this turn as they stumble madly through it.

10. Hang on a minute it was dem wot stole me at. The madboyz are suffering paranois delusions that it was the enemy that stole their hat. This has made them very, very angry indeed. The madboyz have +1 attack this turn.

11. Youz look like snotz. The madboyz are undergpoing a hallucination that makes them think they are giants compared to eeryone else on the field. Because ork psychic energy is based on belief the madboyz do actually begin to swell with power when this happens. The madboyz have +1 str and +1 attack this turn and the fearless USR.

12. Waaaaaaaaaaaaagh! The madboyz are overcome with uncontrollable psychotic rage that turns them in leaping rabid frothing berserkers. The madboyz have +2 attacks and the fearless, rage and Feel no Pain USR's.
   
Made in us
Regular Dakkanaut




Old looted vehicle rules for orks.
   
Made in us
Alluring Mounted Daemonette





Springfield Plaza GW Store

Jacksonhighlander wrote:Old looted vehicle rules for orks.


how did that work again?

WAR GAMES ON MOTORCYCLES!!!! 
   
Made in jp
Regular Dakkanaut




Generalian wrote:
Jacksonhighlander wrote:Old looted vehicle rules for orks.


how did that work again?


You could take a Basilisk, Land Raider, Predator, Leman Russ (all the variants at the time I believe) at the same pts value as the parent codex. It had the vehicle wargear options from the ork codex, don't press dat and Bs2. Or you could take up to 3 Chimeras or Rhinos in one slot and partion them out as transports.
   
Made in ca
Courageous Silver Helm





Vancouver

Any one of the dozen or so old units that no longer exist and must sit on my shelf. Like War Wagons for the Empire, Maiden Guard for High Elves.

But seeing as nothing OP, Hive Gangsters of variable sizes for my IG. SOmething like 5-20 men with lots of crazy weapon combinations that are more fun to convert then are game applicable, like having bolters and heavy stubbers.

40k: - Cadian 231st, Death Guard, Sisters, Dark Eldar Iyanden, Scythes of the Emperor

WHFB Armies: High Elves, Empire, WoC, Beastmen, Lizardmen, Dark Elves, Vampires
 
   
Made in us
Alluring Mounted Daemonette





Springfield Plaza GW Store

Turalon wrote:Any one of the dozen or so old units that no longer exist and must sit on my shelf. Like War Wagons for the Empire, Maiden Guard for High Elves.

But seeing as nothing OP, Hive Gangsters of variable sizes for my IG. SOmething like 5-20 men with lots of crazy weapon combinations that are more fun to convert then are game applicable, like having bolters and heavy stubbers.


it would be nice to see old units revisited... especially with the new price hike

WAR GAMES ON MOTORCYCLES!!!! 
   
Made in us
Napoleonics Obsesser






Plauge,khornate and tzeentch raptors for the CSM....At that point, I would find a reason to use their awesomeness..

I'm not talking about icons,I'm talking about a full plauge marine effect. Oh and give them T-L bolters


If only ZUN!bar were here... 
   
Made in us
Alluring Mounted Daemonette





Springfield Plaza GW Store

Samus_aran115 wrote:Plauge,khornate and tzeentch raptors for the CSM....At that point, I would find a reason to use their awesomeness..

I'm not talking about icons,I'm talking about a full plauge marine effect. Oh and give them T-L bolters


that would mean a seperate codex per chaos god.... hmmmmmmmmmmmmmmmmmmm

WAR GAMES ON MOTORCYCLES!!!! 
   
Made in us
Sister Vastly Superior





Japan

A spotter/forward observer for my Whirwind tanks.

Not that it wouldn't keep them from missing anyway.


"...I hit him so hard he saw the curvature of the Earth."
 
   
Made in au
Iron Fang




Sydney , Australia

Warlordron'swaagh wrote:Orkish Drop Pod. 40 pts. Destroys itself on deployment, Strength 3 hits on all orcs inside as it collapses from the force of the crash. At landing point, place crater. Drop pod can only carry Infantry units, up to 20 models. Does not "Mishap", but scatters 3d6 with no reduction of any sort. If it lands in difficult terrain, the orcs inside are considered pinned for this turn and take dangerous Terrain tests, and may begin acting as normal on your next turn. If it lands on any model, friend or foe, it is considered a strength 10 blast ap2 hit as the huge screaming chunk of metal lands amongst the crowd. If it would go off the board, reroll for drift. Drop pod cannot get a bullseye, it MUST drift.


Awesome idea .

If there was one unit I'd add to 40k it would be Squig Herds with a Herder . Its not like GW doesn't have the models (just use the WH ones) and just use a Slaver for the Herder . It could be another troop choice or maybe a fast attack with the fleet rule .
   
Made in us
Alluring Mounted Daemonette





Springfield Plaza GW Store

Lork Skystompa wrote:
Warlordron'swaagh wrote:Orkish Drop Pod. 40 pts. Destroys itself on deployment, Strength 3 hits on all orcs inside as it collapses from the force of the crash. At landing point, place crater. Drop pod can only carry Infantry units, up to 20 models. Does not "Mishap", but scatters 3d6 with no reduction of any sort. If it lands in difficult terrain, the orcs inside are considered pinned for this turn and take dangerous Terrain tests, and may begin acting as normal on your next turn. If it lands on any model, friend or foe, it is considered a strength 10 blast ap2 hit as the huge screaming chunk of metal lands amongst the crowd. If it would go off the board, reroll for drift. Drop pod cannot get a bullseye, it MUST drift.


Awesome idea .

If there was one unit I'd add to 40k it would be Squig Herds with a Herder . Its not like GW doesn't have the models (just use the WH ones) and just use a Slaver for the Herder . It could be another troop choice or maybe a fast attack with the fleet rule .


interesting...

WAR GAMES ON MOTORCYCLES!!!! 
   
Made in gb
Hardened Veteran Guardsman




Spalding, UK

IG_urban wrote:a Commander Shadowsun/Crysis battlesuit type mech squad for cadians IG. armed with autocannons and hot point las CANNONS.


Go "Robogear", especially from e-bay. I just got a "starter pack" for a fiver. It turned out to contain 2 skimmers, 2 tanks, 2 walkers (that make Sentinels look weedy), 2 sider-tank thingys (good for Chaos?) and 20 troops. The troops are a bit taller than GW figures but I'm claiming them as a Guard unit anyway.

 
   
Made in my
Bounding Ultramarine Assault Trooper





Just moved to Australia.

Spacemarine Tryanid cult. With geanstealer arms with power armour around it amazing.

"Straight Fething Silver" Tanith first and only

I have a reputation, Modile, a reputation as a fair, honest man who treats his soldiers well and supports them in the face of darkness. Potentially, that reputation makes me soft. It seems I understand failure and forgive it. Some, like Kowle, believe me to be a weak commissar, not prepared to take the action my rank demands. Not prepared to enforce field discipline where I see it failing. I am an Imperial commissar. I will enflame the weak, support the wavering, guide the lost. I will be all things to all men who need me. But I will also punish without hesitation the weak, the incompetent, and the treasonous.
I am a Commissar. I am empowered to deliver justice wherever I see it lacking. I am empowered to punish cowardice. I am granted the gift of total authority to judge, in the name of the Emperor, on the field of combat.
— Colonel-Commissar Ibram Gaunt, prior to the field execution of his uncle General Aldo Dercius  
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

Necron Obelisk, functions as a drop pod, equipted with a power matrix, and a piece of wargear for the lord that networks all the power matrix equipped models allowing you to teleport a squad from one matrix to any other.

11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
Made in nz
Dakka Veteran





Midland, TX or Wellington, New Zealand

Generalian wrote:
Heliodore wrote:Since I play Iron Hands, maybe actual rules for an Iron Father, that plays like his fluff, a chaplain/ techmarine. Maybe even a MotF Dread, or even Ven Iron Clads. Even bionic rules would be nice.



sorry man.... we seriously have enough space marine codexs as it is


True enough, I honestly wouldn't want another SM codex in 5th edition either, but who knows what the future holds, maybe FW has something up their sleeves. I figured this was a dreamer's thread.

See my scratch-build projects here: http://www.dakkadakka.com/dakkaforum/posts/list/267859.page

timd wrote:


All hail Heliodor, Bicontinental Lord of the Old School!
 
   
Made in us
Alluring Mounted Daemonette





Springfield Plaza GW Store

Heliodore wrote:
Generalian wrote:
Heliodore wrote:Since I play Iron Hands, maybe actual rules for an Iron Father, that plays like his fluff, a chaplain/ techmarine. Maybe even a MotF Dread, or even Ven Iron Clads. Even bionic rules would be nice.



sorry man.... we seriously have enough space marine codexs as it is


True enough, I honestly wouldn't want another SM codex in 5th edition either, but who knows what the future holds, maybe FW has something up their sleeves. I figured this was a dreamer's thread.


thats fine... It would not hurt just to have space marine characters for specific chapters... just not an entire codex like the blood angels, just Dante or mephisto would have been nice.

This message was edited 1 time. Last update was at 2010/05/16 17:25:15


WAR GAMES ON MOTORCYCLES!!!! 
   
Made in us
Fighter Ace





Tau and Necron troops that can take something other than their basic loadout. Tau Firewarriors with Rail rifles, Fusion Blasters, Plasma Rifles, etc. Kroot with anti-vehicle explosives like demo packs. Necron warriors that can take Heavy Gauss Weapony, or a anti infantry weapon with templates or more volume of shots.

Basically, bring the old codexes up to the new ones in number of options.

Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
Made in us
Alluring Mounted Daemonette





Springfield Plaza GW Store

Pvt. Jet wrote:Tau and Necron troops that can take something other than their basic loadout. Tau Firewarriors with Rail rifles, Fusion Blasters, Plasma Rifles, etc. Kroot with anti-vehicle explosives like demo packs. Necron warriors that can take Heavy Gauss Weapony, or a anti infantry weapon with templates or more volume of shots.

Basically, bring the old codexes up to the new ones in number of options.


then you just become space marines with a different skin... its the limited load that make them unique

WAR GAMES ON MOTORCYCLES!!!! 
   
Made in us
Fighter Ace





It doesn't have to be space marine ripoff weapons. Look at IG, at Tyranids. Gads of options and different armies using just a few units in several different ways. Tau and Necrons have all their variations based on which units you take rather than how you outfit them, and that's very limiting.

(Tau aren't so bad in their other choices, but their troops are limited, is what I'm saying. I dislike the fact that the troops are a disliked necessity rather than something useful.)

This message was edited 2 times. Last update was at 2010/05/25 05:20:37


Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
Made in ca
Decrepit Dakkanaut





Pipboy101 wrote:Plague Zombies for a CSM. For every infantry or cav model killed on both sides are replaced with a zombie.

I'll second this, because firstly it's not ridiculously over-powered like most of the other suggestions on this thread, and secondly zombies.
   
Made in us
Hurr! Ogryn Bone 'Ead!





I'd want a Walker for Necrons. Something like:

WS--BS--S--I----A------- AV
4 4 6 3 2+1 12-11-11

150 points

Wargear: 2 Gauss Blades. Gauss blades are power weapons that also ignore invulnerable saves, and for each one taken beyond the first the Walker gets +1 attack.

Living Metal: In the Necron player's movement phase, roll a d6 for each result the walker sustained on the vehicle damage chart in the previous turn. On a 4+ that result is ignored as the Necron Walker repairs itself. This cannot be used to repair a wrecked or exploded result.

Must select two of the following:
Gauss Blade +5 points each
Gauss Blasters +5 pts each
Gauss Cannon +10 pts each
Heavy Gauss Cannon +10 pts each
Heavy Gauss Blaster +10 pts

Can replace their two original Gauss Blades with the following
Gauss Blasters +5 pts each
Gauss Cannon +10 pts each

Heavy Gauss Blasters: Str 6 Ap 4 Assault 2 Blast, Rending/Gauss

The names are nothing special, but that's what I came up with on the spot.

This message was edited 2 times. Last update was at 2010/05/25 05:47:21


 
   
Made in us
Fighter Ace





Wouldn't stand a chance against a Dreadnought in CC. Ranged, maybe.

Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
Made in us
Hurr! Ogryn Bone 'Ead!





Pvt. Jet wrote:Wouldn't stand a chance against a Dreadnought in CC. Ranged, maybe.


True, but that's obviously not this role. Destroyers, Warriors, and Immortals could handle that, although like you said he could be tooled to be an AT platform. His main purpose is to serve as a much need Counter Assault unit with some survivability. He's wicked against anything the relies on invulnerable saves (Eldar Farseers, Warlocks, Daemons, Zoanthropes, etc) in CC. He would also work wonders against Terminators, if geared with 4 Gauss Swords he's got 5 attacks hitting on 4's, wounding on 2's, with no saves allowed. Not to mention he will strike before the TH or PF terminators get a chance to.

This message was edited 2 times. Last update was at 2010/05/25 05:52:38


 
   
Made in us
Fighter Ace





Interesting. Like a Deff Dread, but actually useful. Maybe.

I'd just like to see the Necrons take up MORE than 2-3 pages in the citadel catalogue. I mean, really.

Started wargaming with heroscape. Who says kids can't be generals?

Tournament Results:
Space Marines 2-1-0

In Soviet Russia.... you go to Gulag.
 
   
 
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