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Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

ductvader wrote:Pretty sure everyone thinks that it's going to turn out like Anpu describes...


It make me feel all fuzzy inside when you think my idea was a good one, but it just might be breakfast.

The problem with my idea is that it would make logical sense, but we are talking about GW
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Space Wolf Player Since 1989
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Made in us
Heroic Senior Officer





Woodbridge, VA

Grey Templar wrote:i agree inquisitors are annoying.

i only take an elite one so i can get an assassin.


You do mean in your DH/WH army, right?

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
Made in us
Veteran Inquisitor with Xenos Alliances






Grey Templar wrote:the biggest thing GKs need is transport options. rhinos and drop pods at the minimum....
all GKs should be able to teliport in for a nominal points cost.
I think if the too have Land Raiders as transports and have Storm Ravens, they won't really need Rhino's. Realistically the whole power armor squad that teleports as a Fast Attack choice will probably just get removed, and made an upgrade for any squad. I think this eliviates the need for transports in general.

My biggest worry is that GK will become too much like standard marines. In most ways they should be more distinctive from Codex Space Marines than Codex BA or Codex SW. At the same time I think its too easy to go too over the top and solve all their short comings. For example, I think GK should be out numbered by most armies and I would scoff at a new infantry option that gave them desposable masses of troops.

Grey Templar wrote:
Melta weapons need to be added to PAGK options.

I think there are a couple ways this could be incorporated. I think something in the vein of a "thermal lance" if I remember its name. Its in either the Inquisitor Rule book (54mm) or the Dark Heresy Rule Books, but its effectively a limited use slightly longer range melta. That would be appropriate and easily justified as being used to kill Daemon Engines.

The other option would be to make a psyker power that is available to their Justicars, that functions as a melta weapon either directly or effectively by specail rules.
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Indeed aka_mythos...I don't want my Knights to get too Marine-y.

Adding the StormRaven alone will solve most problems Grey Knights have.

Giving Grey Knights the mystic's ability...oh...I like the idea...makes sense as they can in fact sense tears in the warp...and would do a great deal towards getting other armies to stop abusing our inquisitors.

I don't want to lose my awesome super force weapon or psychic hood...

Justicars and pyschic powers...I doubt it...but anything's possible.

Melta as a GK option...hm...too marine-y for me...maybe some sort of at-initiative thunder hammer...basically a daemonhammer for all comers.

I prefer the low model count over filling a board with grey knights which makes no sense. Just want T5!

Let's keep Orbital Strikes in there for fun...gives the GK a "yeah we can exterminatus this if need be" kind of feel and I love the melta torpedo

Grenades anyone?...those might be nice.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Psygrenades(may be taken by any GK unit at 3 points each)

a Grey Knight with Psygrenades may elect to use them instead of firing a normal weapon.

they are used at the following profile

Range 6" Str6 Ap5, Special: Blast, ignores invuln, psychic attack*

*psygrenades roll to wound vs the targeted models leadership rather then toughness. Psykers suffer a -2 to their leadership when targeted by psygrenades




Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Veteran Inquisitor with Xenos Alliances






ductvader wrote:
Melta as a GK option...hm...too marine-y for me...maybe some sort of at-initiative thunder hammer...basically a daemonhammer for all comers.
...
Let's keep Orbital Strikes in there for fun...gives the GK a "yeah we can exterminatus this if need be" kind of feel and I love the melta torpedo

I think one thing missing from GK, is some method or equipment to fight daemonengines, they need a weapon similar to a meltagun to do so. I don't think it has to be a melta but there needs to be some ranged attack means on a troop squad level.

I like the concept of Orbital strike, but I believe it will end up similar to the Chapter Masters ability in the codex:SM.



   
Made in ca
Dakka Veteran





Anpu42 wrote:The problem with my idea is that it would make logical sense, but we are talking about GW


There's just as much logic to making separate codices as there is to making a big one. Both have arguments for and against.

I think it's more interesting to see what everyone has to say, instead of calling the other side illogical

8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.

8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.

Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)

Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser
 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

aka_mythos wrote:I like the concept of Orbital strike, but I believe it will end up similar to the Chapter Masters ability in the codex:SM.


Maybe you can call it down once per turn as long as a certain HQ is alive and he can target any terrain he has line of sight to each turn...still taken as a heavy choice though...not going to happen...but I like cool ideas.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Vhalyar wrote:
Anpu42 wrote:The problem with my idea is that it would make logical sense, but we are talking about GW

There's just as much logic to making separate codices as there is to making a big one. Both have arguments for and against.

I think it's more interesting to see what everyone has to say, instead of calling the other side illogical

QFT.

If you want to reduce the total Codex count, either to marginally speed the Codex cycle time, or to make space for a pet project (LatD, AdMech, PanFo), then you want a combined Codex.

If you want GW to do proper justice to Sisters and the Inquisition, then you want separate Codices for each.

Claiming that there's only one way to resolve what is fundamentally an highly-biased opinion, and then to say that anything else is illogical is unfair and unreasonable.

   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

aka_mythos wrote:I think one thing missing from GK, is some method or equipment to fight daemonengines, they need a weapon similar to a meltagun to do so. I don't think it has to be a melta but there needs to be some ranged attack means on a troop squad level.


Ranged attack?...I personally think if you add something to Grey Knights then it should fit their nature...which is close combat...Maybe we give the incinerator a melta flame that it can also shoot? Like S6 AP- Melta template...(AP- because otherwise it's ridonculus and it makes sense that a template weapon wouldn't pierce armor so well as a focused melta stream)...now that's fun

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

GKs are not a choppy army.

model count is too low for that.

we are a dakka army that assaults what was unfortunate enough to survive the hail of bolt and psy rounds flying at them.


don't belive me? read the GK tactica here in the article section on Dakka.

has made my GKs the terror of my FLGS

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Veteran Inquisitor with Xenos Alliances






Well the important thing is they need some means of fighting daemon engines.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

perhaps make all grey knights roll 2d6 to penetrate posessed vehicles in CC?

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Grey Templar wrote:perhaps make all grey knights roll 2d6 to penetrate posessed vehicles in CC?


Oh wow...goodnight Soul Grinder...would mean all GKs have annointed weapons then?

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in ca
Dakka Veteran





I imagine that they'll have at least one psy power designed around killing vehicles.

8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.

8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.

Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)

Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser
 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Vhalyar wrote:I imagine that they'll have at least one psy power designed around killing vehicles.


Something besides Hammerhand I presume...Though 6 S8 attacks from a Grand Master can be quite effective.

This message was edited 1 time. Last update was at 2010/04/09 15:24:37


Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Heroic Senior Officer





Woodbridge, VA

MadCowCrazy wrote:
I guess I should ask GW for a written contract from now on for every email they send me,


Nahhhhh, just suggest to them that they post that same statement on their website.

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
Made in ca
Dakka Veteran





ductvader wrote:
Vhalyar wrote:I imagine that they'll have at least one psy power designed around killing vehicles.


Something besides Hammerhand I presume...Though 6 S8 attacks from a Grand Master can be quite effective.


That's melee though. I was thinking of ranged powers, so as to not fall pray to Carnifex syndrome.

8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.

8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.

Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)

Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser
 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Vhalyar wrote:
ductvader wrote:
Vhalyar wrote:I imagine that they'll have at least one psy power designed around killing vehicles.


Something besides Hammerhand I presume...Though 6 S8 attacks from a Grand Master can be quite effective.


That's melee though. I was thinking of ranged powers, so as to not fall pray to Carnifex syndrome.


True...and they might do that for Inquisitors...I hope...but GK have a pure assault feel to them...my opinion once more though

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Veteran Inquisitor with Xenos Alliances






Pure assault? They all have decent ranged weapons too. Its only in the lack of options and the fact the game favors assault that they are surrounded by a slanted perception in that direction.
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Based on who they are and how they fight their battles...it's always hands on and close up.

Yay fluff!


Automatically Appended Next Post:
Yay 100th post!

This message was edited 1 time. Last update was at 2010/04/09 18:49:34


Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
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Tail-spinning Tomb Blade Pilot




Phoenix, Arizona

I would agree with the strong assault aspect, if they are supposed to be fighting daemons then I doubt the daemons try to stay away from assault for long...

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Made in ca
Dakka Veteran





I see them as multidisciplinary. They smash hard, but the also shoot well. Fighting in such little groups I imagine that not being able to do everything isn't an option if they want to survive,

Hence some form of AV would round them out. No reason for Grand Masters or Brother-Captains, who happen to be brilliant psykers, not to be able to smash a tank from range.

8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.

8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.

Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)

Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser
 
   
Made in us
Stealthy Space Wolves Scout





Raleigh, NC

All GKs need is the ability to pick a psi power for each squad, and GK BC and GM able to pick 2 and 3 psi powers respectively; and of course, some good psi powers. Everything else should stay as is. Well, maybe a slight point reduction for the Justicar and termies.
   
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Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

Ironhide wrote:All GKs need is the ability to pick a psi power for each squad, and GK BC and GM able to pick 2 and 3 psi powers respectively; and of course, some good psi powers. Everything else should stay as is. Well, maybe a slight point reduction for the Justicar and termies.


The Culexus assassin would be soooooooooooo broken....

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in ca
Dakka Veteran





That's what people said when the IG codex came out. I still don't see any fielded.

8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.

8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.

Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)

Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser
 
   
Made in us
Veteran Inquisitor with Xenos Alliances






I wouldn't be surprised if Assassins got an update.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

assassins are fine as is.

its the restriction that you HAVE to have an inquisitor to get one thats stupid.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Makes sense to me...who's going to inquisition an assassin besides an Inquisitor?

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Sadistic Inquisitorial Excruciator





Any number of people: The Ecclesiarchy, the High Lords of Terra, filthy rich High Spyrers trying to eliminate opposition, an Inquisitor that doesn't feel he needs to take the field along with his accountant every time a battle takes place, etc.
   
 
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