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Made in gb
Never-Miss Nightwing Pilot





In the Webway.

Ok, this is a big thread for all the other, 'what do you want in the new 'x' codex?' threads. If a new codex was to be released for your army(ies) waht change(s) would you make?? Share.

And please, necron and DE players, no having a go at SM players for wanting another codex, keep insults at minimun level.

"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann

Armies at 'The Stand-still Point':

Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3

Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.

Eldar armies of various sizes W-D-L 26-6-3

 
   
Made in ca
Decrepit Dakkanaut





I would have the Daemon Prince in the Chaos Space Marine Codex have the Army List entry of the Daemon Prince in the Chaos Daemons Codex. Codex appropriate Psychic powers instead of Daemonic Gifts though.

I would also have the Chaos Space Marines have the Daemons in the Chaos Codex replacing the Greater Summoned Daemons and Lesser Summoned Daemons, following the same rules for summoning, but have them integrated into the Force Organization chart, so you could take a summoned Bloodthirster, but he'd take up an HQ slot and have to possess a character. Ditto for having psychic powers rather than Daemonic Gifts, as above.

Finally, I'd include some secondary characters, like the W2 characters in the Space Marine and Space Wolf Codexes: Call them Chaos Lieutenants.
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

Chaos:

I'd sort out the Dreadnought, so it can actually be used reliably.

Make a deamon prince special character

Change Abaddon's deamon weapon so rolling a 1 wont make him suffer a wound

Make possessed marines reliable instead of the stupid rolling to see what rules they get

Allow DP's to have Deamon Weapons

bring back proper greater and lesser deamons (basically make codex: CSM and codex: Chaos Deamons into one)

Eldar:

improve the BS of guardians to 4

make dark reapers point cost slightly lower

increase vehicles to BS4

make harlequins either cheaper or better, and give them a roll that cant be done just as easily by other units

allow phoenix lords to transfer all their abilities to the unit of their aspect

make avatars immune to instant death

give seer's a more 'killy' power, so they arnt useless if the things around them get destroyed

allow squadrons of falcons and/or fire prisms

   
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Chino Hills, CA

S7 Necron Destroyers, or something that is better at Anti-Tank.

Cheaper Immortals, Pariahs, and Warriors.

Some people play to win, some people play for fun. Me? I play to kill toy soldiers.
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Automated Rubric Marine of Tzeentch






VA Beach

Everything that Gorechild said+remaking Possessed. I don't mind the random special abilities but I would mkae it to where they have a few options such as maybe having some slightly shooty Possessed. I would also make them less expensive so people don't dump so many points into something that's arguably unreliable.

I would also want to give spawns Fleet, andpossibly the ability to deepstrike.

The last thing I would adjust is the Noise Marines. They are really expensive and only worth taking if you take the Sonic weaponry, which is opverpriced for what you get, to say the least. I would probably knock down the prices for tham a little.

This message was edited 1 time. Last update was at 2009/12/29 20:38:58



Let the galaxy burn.

 
   
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Mekboy Hammerin' Somethin'





Spreading the word of the Turtle Pie

I'd make flash gits 20pts basic, with one upgrade for free and the others costing 5pts each.

   
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Space Wolves:
Give Bjorn the option for a drop pod.
Give blood claws the option for multiple cheap powerfists.

New Tyranids
Broodlords as HQ option
Broodlords as HQ option
Broodlords as HQ option
Broodlords as HQ option
~ad nauseam

THE HORUS HERESY: Emprah: Hours, go reconquer the galaxy so there can be a new golden age. Horus: But I should be Emprah, bawwwwww! Emprah: Magnus, stop it with the sorcery. Magnus: But I know what's best, bawwwwww! Emprah: Horus, tell Russ to bring Magnus to me because I said so. Horus: Emprah wants you to kill Magnus because he said so. Russ: Fine. Emprah's always right. Plus Ole Red has already been denounced as a traitor and I never liked him anyway. Russ: You're about to die, cyclops! Magnus: O noes! Tzeentch, I choose you! Bawwwww! Russ: Ah well. Now to go kill Horus. Russ: Rowboat, how have you not been doing anything? Guilliman: . . . I've been writing a book. Russ: Sigh. Let's go. Guilliman: And I fought the Word Bearers! Horus: Oh shi--Spess Puppies a'comin? Abbadon: And the Ultramarines, sir. Horus: Who? Anyway, this looks bad. *enter Sanguinis* What are you doing here? Come to join me? Sanguinius: *throws self on Horus's power claws* Alas, I am undone! When you play Castlevania, remember me! *enter Emprah* Emprah: Horus! So my favorite son killed my favorite daughter! Horus: What about the Lion? Emprah: Never liked her. Horus: No one does. Now prepare to die! *mortally wounds Emprah*Emprah: Au contraire, you dick. *kills Horus* Dorn: Okay, now I just plug this into this and . . . okay, it works! Emprah? Hellooooo? Jonson: I did nothing! Guilliman: I did more nothing that you! Jonson: Nuh-uh. I was the most worthless! Guilliman: Have you read my book? Dorn: No one likes that book. Khan: C'mon guys. It's not that bad. Dorn: I guess not. Russ: You all suck. Ima go bring the Emprah back to life.
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Made in us
Longtime Dakkanaut





@Nurglitch:

Prince Change: What precisely would change? A CD Prince w/Iron Hide, Unholy Might and Wings is just like a CSM Prince, but more expensive and with access to stuff you are proposing to change out for the CSM's stuff. It seems like the only result of this would be to make the Daemon Prince more expensive. Not criticizing, just honestly curious what builds you are imagining/wanting?

Daemon Merge: This strikes me as an awful idea. The mitigating factor on Chaos Daemons awesome statlines is the fact that they have a Daemonic Assault rule, and have to stand around for a round before they get stuck in (and can't pop transports, but that's a sidelight, not an explicit design factor). Merging them with a Chaos Space Marine army would fix all of these flaws, while simultaneously destroying the Chaos Daemons codex. Putting them not just in a normal army, but in an army with twin lash and good anti-vehicle would be insanity. I drive my rhinos up, smoke. You shoot at them, maybe pop a few, still plenty of icons. Now Bloodletters appear, Oblits fire, you are out of your transports, lash, lash, you are charged by bloodletters. Game.

Secondary Characters: I really like this idea.

@Gorechild:

With you on the Dreadnaught. I don't mind him shooting my guys so long as he can charge something other than what he shoots and still move on the round he goes nuts. I don't mind him costing a bit more, whatever. Just no "on a roll of one or six you don't get to have fun because the game takes your models out of your control" rules. Those were proven lame in Orcs and Goblins.

DP Special Character: Sounds cool. I'd be on board for that. Really any Chaos HQ falls into the "Not As Good As A Second Lash" hole, but it's worth a shot.

Abaddon: I dunno, Abby's pretty boss, I use him a lot, and I think if he didn't occasionally roll a 1 and get messed up he'd have to cost more. Compare with Lysander. I'll take a 5/6 shot any day.

DP's w/Daemon Weapons: I guess they could have them...not sure why they'd want them though. My only balance concern is that with a Daemon Weapon and Warptime a Daemon Prince would obliterate anything it touched 5/6 of the time (rerolled three's followed by rerolled 2's? Yikes!) They'd be fire magnets though, so maybe that'd be ok. (It'd continue the aggravating trend of Khornate DP's being wretched though)

Chaos Merge: I don't think this a good idea, unless you mean that the Daemons are still operating Chaos Daemon style (deep striking rather than possessing, no assaulting on round they arrive) and even then the Icons on the ground make it questionable. I don't see the win in it, other than letting mono-god lists have larger choice options.

Guardians: Sure, why not? Should they cost a bit more? I think they'd actually still be fine at current cost.

Dark Reapers: All right, I can see where in the world of Mech guys who are made to kill footslogging SM's are in need of a little boost.

Vehicles: Not a fan of this idea. Eldar vehicles shoot about right, for their durability and speed, and especially the fact that they are transports. Their only MBT (the prism) is already a 4, right?

Harlequins: Make them better? Huh? Did you mistype? They are already so much better than striking scorpions and banshees that those two are never seen. The army's called the Flying Circus for a reason, it's planes full of clowns. If Harlequins got any better the guys who own the banshees and scorpions would storm GW.

Phoenix Lords: I haven't read these guys recently enough to agree or disagree. I'll agree to the general principle that I'd like to see more of them, and the idea of them making their squad out of tough guys seems a good one.

Avatar: Sure, it's a Daemon, right?

Seers: I think that's covered by the Seer council, right? Seers in other units can't really get a shooting power, because they would have to shoot at what their unit is shooting at.

Squadrons: Not a fan of this rule. Last thing we need are more holo tanks. I want to see more of the unused parts of the codex, not even more of what I already see.

@Cryonicleech:

I'd prefer to have a change to the Gauss rule before I saw the Destroyer's strength increase. How about Gauss is +1 on the vehicle damage chart like AP 1? That brings the crons back up to their previous deadliness as the game's premier anti-vehiclists.

Cheaper: Maybe...I think I'd rather see different unit size rules rather than a blanket price lowering. The Crons are really hard to adjust, due to their list's balance of awesome and awful choices. I'd focus on strengthening the awful choices, rather than making the awesome ones better.

@my ideas:

Necrons

Get rid of Phase Out as it currently stands. Replace with rule that Necrons who Fall Back simply disappear, they Phase Out. It's no longer a lose condition, now it's just a defect in Necrons.

WBB becomes FNP and Slow and Purposeful, Gauss becomes +1 on vehicle damage chart as well as glance on 6.

Warriors are 5-20 instead of 10-20.

Flayed Ones and Wraiths become credible combatants. In my mind Flayed Ones more like Genestealers with some sort of fear rule and a much higher price cost, Wraiths are the sort of melee powerhouses that other races get for 40 points.

Pariahs have a wholesale redesign. Back to the drawing board and they come back as some sort of middle ground between humanity/Necron, like in the fluff. I think they end up as cheap shooty guys with counter psyker abilities.

Tomb Spyders stop spawning Scarabs (fun, but OP, and leads to rules issues), get plastic kit, slight rules redesign.

Monolith...I think it spawns Necrons like the Tervigon, loses the big gun, gains some sort of WBB buff, and keeps the living metal rule. I see it as a Must Kill for the enemy, Monoliths in the middle of the Necron phalanx should be the equivalent of Fexes in the Nid

Overall, I want the Necrons like the Terminators in Terminator Salvation, war machines run amuck, not so much Space Undead.

Chaos Daemons:

Give Slaaenshi guys the Harlequin shroud, they have a lot of trouble with getting shot up, more than they should to hold a candle to Khornate Daemons

Give Beasts of Nurgle SOMETHING, They are wretchedly bad, in a dex that actually doesn't have many bad choices. Maybe give them Rage + Beast movent like Chaos Spawn? Maybe t 6? armor save? I don't know, but they need SOMETHING.

Khornate Deamons need protections from psyker powers beyond the 2+ invul save. All the good psyker powers (jaws, lash, doom, Null zone) don't cause wounds. Settle for the equivalent of a psychic hood or something.

Give the Nurgler a chariot that's on par with the other Heralds. He's just embarassing right now.

Bloodcrushers probably shouldn't be able to come in 8's. Fluffy, but I've done it to folks, and it feels bad. Also Kairos and Crushers should be expressly forbidden (maybe he hates Khornate Daemons? He's Tzeentchy.)

I think Daemons should always count as rolling a 5-6 on the mishap table, or at least a 3-4. It's lame not to get to use the models you want to play with because you rolled a 12 and an arrow.

Whew, big post.


Automatically Appended Next Post:
@Zack:

I'm down with fixing Possessed. I suggest some sort of wargear for the champ that lets the unit reroll it's possessed ability if you don't like it, as well as rolling for the ability pre-game.

Spawns: I think they've got it. They move like Beasts, right? d6 fleet and 12" charge?

Noise Marines: You might have something there. It's a hard balance because they are such a skitzo unit. Anti-infantry shooting specialists that have a bonus to..initiative! How about keeping the same price, but the MoS makes them bs5 instead of i5?

@Demo:

Bjorn: Yeah, he should have whatever he wants. He's sort of a big deal.

Blood claws: Dunno about that. They can already have 2 (one for sarge, one for wolf guard). More seems a bit much. How cheap were you thinking?

Broodlord: I can see why you'd want that for a theme army. How about some sort of Alpha Broodlord (Patriarch), and his retinue of super stealers? Then you could have sarge Broolords for the normal stealer units, and a boss who was distinct, and not break the theme.

This message was edited 1 time. Last update was at 2009/12/29 21:25:07


All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Fixture of Dakka





Runnin up on ya.

While we're making our armies indestructable...

Ok, Chaos gets tons of multi-wound, high-armor units, their dreds don't go ballistic, and everybody's got the godly daemonic weapons.

I want railguns to do d6 wounds per hit on and rail rifles to do d3. Excess wounds go into the unit.

Railguns can reroll penetration rolls. rail rifles always glance on a 6.

Pulse rifles are strength 5, ap 2.

Firewarriors are fearless and drones can assault and explode with a large blast template @ strength 10, ap 1.

All tau units are immune to warp powers.

Gets pretty ridiculous doesn't it? Game balance means that your beloved army can't auto-win every game; I'm sorry but you'll actually have to roll some dice.

This message was edited 1 time. Last update was at 2009/12/29 21:29:37


Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do 
   
Made in ca
Decrepit Dakkanaut





40kenthusiast:

Basically what I want is a Daemon Prince with the same set of options as the one in the Chaos Daemons codex, in particular more options for the Khorne Daemon Prince. Replacing the Daemonics Gifts with their equivalent Psychic Powers makes said Gifts better suited to a Chaos Space Marine army, although naturally the Khornate Daemon Prince should stick with its Daemonic Gifts. They'd lose Warptime, but gain some variety, and more variety is always good.

It might also be something to generalize the Chaos Daemon special characters' special rules as psychic powers for Sorcerers, specifically Kairos' Oracle of Fate as a Tzeentch-specific power, and that thing that Skarbrand does to have everyone within an area to re-roll to hit as a non-psychic power for Sorcerers with the Mark of Khorne (basically the Sorcerer can have the Mark of Khorne and cause this effect automatically as a psychic broadcast, and automatically suffers Perils of the Warp if he attempts to use a psychic power).

Oh, and a psychic power for summoning Daemons would be cool too.
   
Made in us
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@Agnosto: I don't think anyone is worried about the Chaos Dread, even if it, ya know, didn't bite so hard you couldn't play it. There's a difference between wanting to strengthen the weak parts of a list to get more variety and wanting it never to lose.

There are pretty much tiers of dexes. Unhappy, but true. Within those dexes there's lists that are strong and lists that are weak. The target of threads like this are the weak parts of strong dexes and the strong parts of weak dexes. You'll notice no one has mentioned how storm shields need to be 2+ invul saves, or Bloodcrushers need to get better, or Lash needs to improve.

or whatever, probably a mistake to respond to a post saying a thread is pointless in the selfsame thread, but I've got a bit of time on my hands.

I think the Tau need some love though. Got any ideas for how to make them better without making them guard clones?

@Nurglitch: I can get behind the Khornate DP needing to improve. He's one of the worst options in the book.

I continue to be skeptical about mixing the books, psyker powers or no. Lash + Crushers? Kairos + Plague Marines? It just seems a bit much.

I concur, a psyker power for generating units of Daemons would be cool.

This message was edited 1 time. Last update was at 2009/12/29 21:45:19


All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Fixture of Dakka





Runnin up on ya.

@40kenthusiast:
I guess I came off a bit harsh but there seems to be quite a few of these threads around; I've even been guilty of participating in a couple of Tau whinefests.

I guess I'm just bitter as I play a friend's nurgle army quite a bit and have yet to figure out a way for my poor tau to do well against him. It's the warp powers and the monstrous creatures that always get me.

Coming from that, I really don't feel that chaos needs a bump.

Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do 
   
Made in ca
Angered Reaver Arena Champion






C:SM

All dreadnought variants would be a single entry, and you could buy any upgrades (including dual DCCW). Ironclad and Venerable would also be options, that were not mutually exclusive. Update chainfist to work @ I.

Landspeeder Storms would be in squads 1-3.

Add in heavy support land speeders a la Tempest from IA, with a couple different weapon options.

Change assault squads to just being marines with BP+ chainsword, options for jump packs and transports. Move Assault squads to troops and change scouts to fast attack.

Cheapen Vanguard squads.

Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in ca
Decrepit Dakkanaut





40kenthusiast:

That would be Kairos' psychic power, and cast rather than automatic.

The Lash of Submission plus Bloodcrushers would be fine since the Bloodcrushers would have to enter the table via the Deep Strike rules and would be lost without an Icon. I think they'd take up a Fast Attack slot as well.

I'd also like a rule that psyckers who gets a Perils of the Warp on a psychic test would automatically be engaged in close combat by a Daemon unit from the Chaos player's reserve, going Fast Attack, Troops, Elites, HQ, Heavy Support if there's more than one.

Maybe reintroduce a Rivalry of Chaos rule, so that only non-aligned and similarly-aligned units can be taken depending on who the HQs are aligned with, and that units cannot use antithetical icons as teleport homers. No bringing Terminators with an Icon of Khorne down on an Icon of Nurgle, for example. Abbadon would, of course, then allow you to take a combined-powers army thanks to his Mark.
   
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@Dracos: I like the dread idea.

Storms: I'd rather they were still 1 per slot, but instead of being FA they were dedicated transports for scouts. They certainly need some sort of work, the idea of using an FA slot for one is not working out. Maybe squadrons could work, I hadn't thought about it.

Assault guys as troops: Not sure I like this, as that's sort of the BA's thing. Maybe Tac guys can swap bolter for chainsword? I like scouts scoring, I tend to sit em on objectives and shoot, with camo cloaks.

How about one of the HQ's lets you take a unit of assault guys as troops? Say chaplain?

Vanguard: Seriously...currently they are pretty wretched. I'd also like them to be ws 5, but that might be asking too much. Maybe cheapen OR make them ws 5.

@Nurglitch: I don't think we'll reach agreement on the merging of the books. I'm pretty new school, and I'm a fan of both dexes, wouldn't like to see em mingled.

If they were though, I think the Rivalry of Chaos re-introduction would help curb the craziness.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
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Make Blood Angels, BLOOD ANGELS again. We're a HTH themed army that sucks at HTH. Assault Toops... yay... thanks GW. We're no better than regular Marines at it and it's OUR schtick.

- Give Corbulo a Power Weapon.

- Give BA Assault Marines 'Heroic Intervention'. It only makes sense. We're already paying more for our squads for the OPTION of taking Death Company. Make it worth it if we don't or can't.

- Death Company should be able to have Power Weapons or Power Fists again. Giving them 'Rending' does no good if 'Rending' gets nerfed... as is the case.

- I agree on cheaper SM Vanguard. Just too expensive.

   
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Space Marines:

Tactical Marines come with bolter, bolt pistol, AND close combat weapon.

Chaos Space Marines:

Change Kharn's rule. Rather than "take casualties from your own side for each roll of a 1", write, "For each wound done to the enemy, which can be neither saved nor accounted for, the controlling player takes one casualty from his own side". To represent Kharn running out of enemies and deciding to butcher his own squad out of frustration. He's not clumsy with the axe, just insane.

This may sound like it's better but it's really not. If Kharn's unit goes to second turn of combat, or third turn, and he wipes out the enemy singlehandedly with 3 wounds left over, you're removing 3 casualties instead of the usual 1 per roll of a 1.

Tier 1 is the new Tactical.

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Vancouver, BC, Canada

Chaos
- Spawn attacks count as power weapon attacks
- Roll for Possessed ability before deployment
- Reduced points for Bikes

Dark Eldar
- Splinter Rifles changed from rapid fire to assault 1
- Mandrakes gain poisoned blades
- Reduced points for Scourges, Reaver Jetbikes, and Hellions

Tau
- Remove mandatory Devilfish from Pathfinders
- Ethereal's inspiring presence does not require line of sight to Ethereal
- Higher cost for Disruption Pods and Bonding Knives

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Salt Lake City

Eldar:

Guardian Defenders have a BS of 4 with defensive grenades while Storm Guardians have WS of 4 with offensive grenades.

All shooty aspect warriors get +1 to BS and all melee aspect warriors get +1 to WS.

All eldar vehicles have BS of 4.

Have Phoenix lords make their aspect a troop choice.

Have whatever squad the Autarch is a part of count as a scoring unit.

Drop Wraithguard cost by 5 points and allow 5 of them and warlock/spiritseer to count as a troop choice.

When a Wraithlord takes 2 of the same weapon let them count as two weapons instead of twin linked.

Change Guide to reroll failed to hit shots and attacks in close combat.


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The ruins of the Palace of Thorns

Gorechild wrote:Eldar:

improve the BS of guardians to 4


Thing is, I am an Eldar player, and even I disagree. They are civilians, and still just as good as well-trained Imperial Guard humans. Seems reasonable. What they should be is cheaper.

make dark reapers point cost slightly lower


No opinion

increase vehicles to BS4


Now here I agree. Build mega-awesome weapons, but don't build in targetting systems... riiiight. And the crew of your average tank must surely be at least weekend-warriors, rather than civvies, right?

make harlequins either cheaper or better, and give them a roll that cant be done just as easily by other units


Better?!?! Better?! Nah, you are crazy! But, you've got to let them have jetbikes, so I can use all of my old ones, and let Death Jesters be bought as independent characters - one per squad of regulars, and they don't count towards the FoC.

allow phoenix lords to transfer all their abilities to the unit of their aspect


This would make them far too good. They should have invulnerable saves though.

make avatars immune to instant death


Is he not?!?! Yeah, he should be.

give seer's a more 'killy' power, so they arnt useless if the things around them get destroyed


But they are supposed to be useless with nothing else around them.

allow squadrons of falcons and/or fire prisms


Fire Prisms, maybe. Falcons... probably not - they have transport capacity, after all.

This message was edited 1 time. Last update was at 2009/12/30 10:20:06


Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

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Ladies Love the Vibro-Cannon Operator






Hamburg

Farseer Prometheus wrote:Eldar:

Guardian Defenders have a BS of 4 with defensive grenades while Storm Guardians have WS of 4 with offensive grenades.

All shooty aspect warriors get +1 to BS and all melee aspect warriors get +1 to WS.

All eldar vehicles have BS of 4.

Have Phoenix lords make their aspect a troop choice.

Have whatever squad the Autarch is a part of count as a scoring unit.

Drop Wraithguard cost by 5 points and allow 5 of them and warlock/spiritseer to count as a troop choice.

When a Wraithlord takes 2 of the same weapon let them count as two weapons instead of twin linked.

Change Guide to reroll failed to hit shots and attacks in close combat.


Improving the Guardians' BS is a wish. After all, they are poets and philosophers not trained for war.

Guide would definitely get a pt increase.

My concerns are different.
For instance, random game length is an issue whenever you field a mech Eldar list.
A Farseer could foresee the end of battle so that the battle ends on a 4+ rolling a D6.

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Space Marines:
Make Vanguard Veterans useful. Maybe have jump packs included in their costs and have option to remove them to have free Drop Pod or Rhino or Razorback. And make the options cheaper for them.
Less point cost for Tigrius. Who uses him when he is so expensive?
Raise points for Cassius. I haven't used him, but I can say that 25 points for all he gets is pretty much nothing!
Maybe make Vulkan a bit less poweful in means of Chapter Tactics.

Orks:
Flashgits. Lower the cost and give them one free upgrade (as already said).
Make Looted Wagons useful, get rid of the "Don't press dat!" rule.

Win/Draw/Lost statics
Space Orks: 11/1/1
Space Marines: 10/2/5
Lizardmen: 8/2/3
High Elves: 13/2/2 and one tournament victory!
Dark Eldar: 1/0/0 
   
Made in us
Tough Tyrant Guard





Sacramento, ca

I want the Termie command squad back again.
   
Made in gb
Longtime Dakkanaut






The ruins of the Palace of Thorns

Farseer Prometheus wrote:Eldar:

Guardian Defenders have a BS of 4 with defensive grenades while Storm Guardians have WS of 4 with offensive grenades.
See previous, re: Defenders. For Storm Guardians, why not give them Ferocious Charge instead?
All shooty aspect warriors get +1 to BS and all melee aspect warriors get +1 to WS.
This would make them too good.
All eldar vehicles have BS of 4.
Agreed.
Have Phoenix lords make their aspect a troop choice.
Reapers as troops? Nah, bad idea.
Have whatever squad the Autarch is a part of count as a scoring unit.
Maybe...
Drop Wraithguard cost by 5 points and allow 5 of them and warlock/spiritseer to count as a troop choice.
Drop cost, yes, not certain about making them so easily into troops. Feels a bit like wish-fulfilment (for me too), not realistic balancing.
When a Wraithlord takes 2 of the same weapon let them count as two weapons instead of twin linked.
Yes!!!
Change Guide to reroll failed to hit shots and attacks in close combat.
No!

For me:

Choose an ability that your Autarch can, for a cost, confer on various troops:
-Ferocious Charge for Gurdians (to represent Ulthwe Storm Guardians)
-Ferocious Charge for Guardian Jetbikers (to represent Saim Hann)
-Upgrade Rangers to Pathfinders (to represent Alaitoc)
-Use Wraithguard as troops (to represent Iyanden)
-Up to two Aspect Warrior units to count as Troops (to represent Biel-Tann)
-Stubborn/Fearless Guardians (to represent Altansar)

Have Exarch Lords (2 wounds, so halfway between exarchs and phoenix lords) who confer abilities on the army as a whole
-Avenger Lord - Ultimate Tactician - Add +1/-1 to rolls for end of game.
-Dragon Lord -
-Scorpion Lord - Lead the Way - Add +1/-1 to own reinforcement rolls as long as he too is deployed from reserve
-Banshee Lord -
-Hawk Lord - Harrier of the foe - Apply -1 to enemy reinforcement rolls as long as he is deployed from reserve
-Spear Lord -
-Spider Lord -
-Reaper Lord - Add +1 to Cover saves for all units until their first move as long as he is deployed at start of game

This message was edited 2 times. Last update was at 2009/12/30 10:11:33


Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

Posting as Fifty_Painting on Instagram.

My blog - almost 40 pages of Badab War, Eldar, undead and other assorted projects 
   
Made in gb
Never-Miss Nightwing Pilot





In the Webway.

@Fifty.

I agree with you there, storm guardians are too low Strength, but 4 is too high, furious charge is perfect. Vehicles should be BS4 and i have said this before i think, but the autarch upgrading thing is a good idea, my idea is slightly different, and we've argued about this at my FLGS, most eldar players agree, even some non-eldar do. The autarch can choose an ability from a chart, each one is a bit of knowlwdge from a path, ive made some up as well:

Path of the Warrior: +1WS
Path of Khaine: +1S
Path of Seeing: -1 to hit the Autarch
Path of the Warlock: In combat the Autarch can let of a pychic blast, after all attacks have been made, the unit takes D6 S3 AP- hits.
Path of the Warp: The Autarch has extensive knowledge of the warp and can unleash its power briefly, for one phase only the autarch attack's attacks (CC and Ranged) have thier strength doubled, to max of 10, but after he has done this the autarch suffers a wound
Path of Hatred: Gets the preffered enemy rule on all enemy HQs
Path of ????: Havent thought of a nae but he gets furious charge.

All of theese have a points increase of course.

MY CHANGES TO ELDAR:

A couple of things need a points decrease:

Wraithguard, Shining Spears, Dark Reapers, Vypers.

I would also give farseers better powers, because at the moment theyre not very good for the most pshycic race in the universe. A few ideas here, i understand they may be for a points increase, but id be glad ot pay that:

Eldritch storm to S5
Fury of Khaine: One enemy unit within 12" gets +1 attack and +1S until the end of the turn.
Bolt of Death: PSA, Range 18" S8 AP3 assualt 2

Also both wraithguard and wraithlords should have +1 attack.

Wow thats a lot of changes.

"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann

Armies at 'The Stand-still Point':

Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3

Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.

Eldar armies of various sizes W-D-L 26-6-3

 
   
Made in us
Wolf Guard Bodyguard in Terminator Armor







40kenthusiast wrote:
@Demo:

Bjorn: Yeah, he should have whatever he wants. He's sort of a big deal.

Blood claws: Dunno about that. They can already have 2 (one for sarge, one for wolf guard). More seems a bit much. How cheap were you thinking?

Broodlord: I can see why you'd want that for a theme army. How about some sort of Alpha Broodlord (Patriarch), and his retinue of super stealers? Then you could have sarge Broolords for the normal stealer units, and a boss who was distinct, and not break the theme.


With the blood claws its 25 points for a powerfist, the fist swings with a single attack at WS3, thats terribad for the points. 25 points for 1 S8 attack, it needs repeating how bad it is. if it was 20 points and you could take 3 of them in a full unit of 15, then ok, it makes more sense, you can load up on high strength attacks to make a good crushing unit on the charge for a lot of points.

with the Broodlord I would be satisfied with anything. for Adepticon 2010 I have spent all year making a Genestealer cult themed team army, building and painting 4000 points from scratch. now I have to break the entire theme and include some other crappy non-themed HQ choice to fill FOC requirements. Talk about shiety. I think I have it worked out how I'm going to do it, but it still sucks.

THE HORUS HERESY: Emprah: Hours, go reconquer the galaxy so there can be a new golden age. Horus: But I should be Emprah, bawwwwww! Emprah: Magnus, stop it with the sorcery. Magnus: But I know what's best, bawwwwww! Emprah: Horus, tell Russ to bring Magnus to me because I said so. Horus: Emprah wants you to kill Magnus because he said so. Russ: Fine. Emprah's always right. Plus Ole Red has already been denounced as a traitor and I never liked him anyway. Russ: You're about to die, cyclops! Magnus: O noes! Tzeentch, I choose you! Bawwwww! Russ: Ah well. Now to go kill Horus. Russ: Rowboat, how have you not been doing anything? Guilliman: . . . I've been writing a book. Russ: Sigh. Let's go. Guilliman: And I fought the Word Bearers! Horus: Oh shi--Spess Puppies a'comin? Abbadon: And the Ultramarines, sir. Horus: Who? Anyway, this looks bad. *enter Sanguinis* What are you doing here? Come to join me? Sanguinius: *throws self on Horus's power claws* Alas, I am undone! When you play Castlevania, remember me! *enter Emprah* Emprah: Horus! So my favorite son killed my favorite daughter! Horus: What about the Lion? Emprah: Never liked her. Horus: No one does. Now prepare to die! *mortally wounds Emprah*Emprah: Au contraire, you dick. *kills Horus* Dorn: Okay, now I just plug this into this and . . . okay, it works! Emprah? Hellooooo? Jonson: I did nothing! Guilliman: I did more nothing that you! Jonson: Nuh-uh. I was the most worthless! Guilliman: Have you read my book? Dorn: No one likes that book. Khan: C'mon guys. It's not that bad. Dorn: I guess not. Russ: You all suck. Ima go bring the Emprah back to life.
DA:80-S+++G+++M++++B++I+Pw40k97#+D++++A++++/fWD199R+++T(S)DM+  
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I agree with you there, storm guardians are too low Strength, but 4 is too high, furious charge is perfect.

Guardians are like Guardsmen not like furious warriors.
Oh, and BS 3 is fine as they are not very skilled.

Former moderator 40kOnline

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Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in ca
Decrepit Dakkanaut





Some Necron stuff I'd like to see:

Immortals given the option of Warscythes or Gauss Blasters.

"Overseer" models, two per HQ like Space Wolves and Chaos Daemons, that provide bonuses for units that they join.

A re-built "We'll Be Back" rule similar to the Without Number rule in the 4th edition Tyranid Codex. Have Ressurection Orbs acts like Teleport Homers or Icons.

Give Wraiths Power Weapons and more wounds.

Make Pariahs Necrons and make them like Warlocks and Wolfguard.

Give them more interesting wargear effects, like have the Chronometron freeze an engaged unit so that the Necrons can escape without fear of Sweeping Advance, or like having the Chonometron "freeze" a unit, or allow it to shoot twice or something.
   
Made in au
Longtime Dakkanaut







Zapp guns - either higher %age to get a 10 or harder to destroy instantly.

"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push

My Current army lineup 
   
Made in ca
Decrepit Dakkanaut





Ork-wise I was disappointed when Kannons were reduced from ordnance and kept as dual-firing, and then the Killkannon was introduced as an underpowered over-priced substitute. I would have had:

Kannons
R24" S8 AP3 Heavy Blast

Lobbas
R48" S5 AP4 Heavy Barrage

Zzap Guns
R36" S4+D6 AP1 Heavy Melta (Rolls of 1 misfire)
   
 
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