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![[Post New]](/s/i/i.gif) 2009/12/29 19:58:13
Subject: What changes would you make to your army's book?
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Never-Miss Nightwing Pilot
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Ok, this is a big thread for all the other, 'what do you want in the new 'x' army book?' threads. If a new army book was to be released for your army(ies) waht change(s) would you make?? Share.
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"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
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![[Post New]](/s/i/i.gif) 2009/12/29 21:50:52
Subject: What changes would you make to your army's book?
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Longtime Dakkanaut
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O&G: Black Orcs quell animosity as they once did. Units within 6" must re-roll any 1's for an animosity result. I'm thinking maybe also give the choice to re-roll a 6, but the second result stands. First bit resembles the usual BOrc keeping the Boyz in line, while the latter could represent a unit double-thinking their plan to rush forward that leads to them bickering amongst themselves what to do. Makes BOrcs less destructive to the unit they're attached to / are within range of.
Boar Boyz are slightly reduced in price. They're good models, yes (T4 Cavalry, S5 steeds on the charge, can be upgraded to potentially have 5 S5 attacks each once-per-game when taking Savage Orcs). However, they're not quite worth the in-game price they have right now. I mean, a unit of five Savage Orc Boar Boy Big 'Unz w/ Shields & Spears is 165pts with no command, no magic items, and "only" a 4+ / 6+ save.
BOrc Big Bosses are back to S5 for their heroes. Unit champions are back to S5. Normally, I wouldn't ask for better statlines. However, their prices went up between this edition and last, while their statlines went down. Furthermore, it supports the "Bigger is da boss" philosophy of Orcs.
Return of the old Orc & Goblin magic rules. O&G miscasts are still deadly, but no more is the best result you can get your wizard "only" becoming Stupid & Neverending-Frenzied. Similarly, while your Shamans have to be within range of the units in combat, you can get multiple dice both for power and dispel pools.
Some of the O&G magic items to return. This isn't for returning competitiveness to the army or anything like that. I just liked the flavor of some of the items: Sizzla's Shiny Baubles for instance were one of my favorite magic items.
All-Goblin lists are allowed the extra Goblin Big Boss / 1000pts again. A goblin big boss isn't something impressive: They're Ld 7 (if that!), WS4, I3, can only wear light armor & shield (best possible save of 3+ using magic armor, mundane hand weapon or magic armor & steed). In addition to this, Goblins lack the good anti-magic stuff Orcs have (Such as the Spirit Totem) meaning you are usually either focusing on keeping your army from routing or limiting damage by maxing out on Shamans. With this, you can take a couple Shamans and still have your Goblin army in line.
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![[Post New]](/s/i/i.gif) 2009/12/29 22:20:55
Subject: What changes would you make to your army's book?
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Twisted Trueborn with Blaster
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Lizardmen:
- Kroxigors changed excatly like they used to be in 6th edition
- Skinks are changed into excatly same as in 6th edition
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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 |
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![[Post New]](/s/i/i.gif) 2009/12/30 18:44:59
Subject: What changes would you make to your army's book?
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Joined the Military for Authentic Experience
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For O&G, biggest change needs to be to animosity. Change it to D3 or D6 causulties instead of messing with movement.
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![[Post New]](/s/i/i.gif) 2009/12/30 19:29:59
Subject: What changes would you make to your army's book?
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Longtime Dakkanaut
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I'm with the others on Animosity. The "No charging on a 1" rule has to GO! It's Phase Out levels of stupid.
Ogres need SOMETHING. They've just got serious, serious problems taking on any modern army. They can't hold, and they can't get the charge vs. cav.
My idea for them is army wide stubborn. A monumental buff, but I think they are bad enough to warrant it. With stubborn they could actually take charges and hold the enemy long enough to let flank chargers in, while still being able to flee for their usual flee and flank. They could hold and fight if their initial charge didn't break the foe. It'd be great.
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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
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New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. |
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![[Post New]](/s/i/i.gif) 2009/12/30 19:58:40
Subject: What changes would you make to your army's book?
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Joined the Military for Authentic Experience
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The only problem with D3 or D6 causulties of course is that it makes boar boyz and small units of fast cav suck bigtime.
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![[Post New]](/s/i/i.gif) 2009/12/30 19:59:20
Subject: What changes would you make to your army's book?
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Hoary Long Fang with Lascannon
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For the Lizards:
Krox to go back to S5, or get a points cost reduction. If they are the same stats as all other 3W GW wielding units, the price should be the same as those units.
Skink heros to get their own, discounted magic items.
More realistic prices for special characters. A 2W hero should not cost more then a chaos lord.
Chameleon skinks and swarms get a points cost reduction.
Horned one fast cav return. Horned ones available as mounts instead of a magic item.
Skink priests have the option of riding a feathered serpent.
Slann Geomancy lore.
Fix Razordons charge reaction misfire.
Giant Blowpipes can stand and shoot.
horn of Kygor = 25 pts
curse charm, rod of the storm no longer one use only
New unit: Thunderlizards
A cross between a stegodon and a giant, with a random attack table and a horde of skinks on a giant howda.
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![[Post New]](/s/i/i.gif) 2009/12/30 20:26:27
Subject: What changes would you make to your army's book?
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Longtime Dakkanaut
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Da Boss wrote:The only problem with D3 or D6 causulties of course is that it makes boar boyz and small units of fast cav suck bigtime.
Plus it means you could lose a significant amount of your army by doing nothing.
All I can suggest besides what I've already said is:
1) Return to earlier edition's animosity chart & negation methods. Declaring a "WAAAGH!" would have to go, but it does at least reduce the odds of messing up your battle plans. The loss of Animosity 6 / Waaagh! would be a minor blow to Orc's competitiveness, however.
2) Animosity does the D-whatever casualties (maybe a chart for how big the unit is, to represent how bad the in-fighting could get), but Black Orcs count you as one unit rank lower (Ex: D6 hits turns into D3, if you'd cause D3 you take none, D6+whatever is modified to D6, etcetera).
3) Animosity remains the same, but may be ignored if the 1-rolling unit could plausibly declare a successful charge on a unit (sorta similar to the Effigy of Gork rules from Storm of Chaos).
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![[Post New]](/s/i/i.gif) 2009/12/31 04:18:09
Subject: Re:What changes would you make to your army's book?
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Charing Cold One Knight
Lafayette, IN
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Change the cost on the dark elf magic items. Ring of hotek is too cheap at its current cost, and can be taken on several champions. Some of the other options probably need a points increase, like the hydra is a bit too good for its points. I would say 200 is good number, that way it is actually a fair competition between it and bolt throwers.
As for ogres, I think giving them rhinox riders would be a good addition. It could give them a genuine heavy hitting unit that has the speed of cavalry. Also the command options just cost way too much, and it would be helpful if ogres would be able to rank up in 3-4, so a rank bonus or two would be an option. Change the rules on leadbelchers. A short range volley gun that has to be reloaded by spending a turn doing nothing is just bad. Maneaters cost just a tad too much, and hunters are just not good enough. (though concept is great, and the model is good too)
Daemons need a major nerf, I don't get to play them too often because people just don't like facing them. Spammable magic items? Powers that just happen without any chance to respond? Units that have too many features for their low cost? Just too many things to really concentrate on. Daemons should be good and all, but the current book is just too much for most armies to deal with.
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![[Post New]](/s/i/i.gif) 2009/12/31 07:13:12
Subject: What changes would you make to your army's book?
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Twisted Trueborn with Blaster
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Durandal wrote:For the Lizards:
Krox to go back to S5, or get a points cost reduction. If they are the same stats as all other 3W GW wielding units, the price should be the same as those units.
Skink heros to get their own, discounted magic items.
More realistic prices for special characters. A 2W hero should not cost more then a chaos lord.
Chameleon skinks and swarms get a points cost reduction.
Horned one fast cav return. Horned ones available as mounts instead of a magic item.
Skink priests have the option of riding a feathered serpent.
Slann Geomancy lore.
Fix Razordons charge reaction misfire.
Giant Blowpipes can stand and shoot.
horn of Kygor = 25 pts
curse charm, rod of the storm no longer one use only
New unit: Thunderlizards
A cross between a stegodon and a giant, with a random attack table and a horde of skinks on a giant howda.
You sir, are awesome. How could I have forgotten about the sucky Chameleon Skinks and Swarms and Horn of Kygor and Rod of Storm?
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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 |
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![[Post New]](/s/i/i.gif) 2009/12/31 14:05:43
Subject: What changes would you make to your army's book?
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Never-Miss Nightwing Pilot
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Da Boss wrote:For O&G, biggest change needs to be to animosity. Change it to D3 or D6 causulties instead of messing with movement.
I prefer the current animosity rules. I would like O&G shamans to be able to choose spells from some lores from the rulebook.
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"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
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![[Post New]](/s/i/i.gif) 2009/12/31 15:46:16
Subject: What changes would you make to your army's book?
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Longtime Dakkanaut
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Eldar Own wrote:I prefer the current animosity rules.
Current animosity is, for the most part, decent. The only problems I have with it are:
1) Why, why can't my bickering Orcs charge when there's an enemy two inches in front of them? I can understand it with goblins - they're bickering whether to flee, hold, or charge. But Orcs? They're Orcs, in fluff there's only one proper response to such a situation: WAAAGH! Hell, to combine multiple rules from earlier for a proposed rule: Goblins keep the "1 = Squabble" result for all times. Orcs have "1 = Squabble", as it is right now, for if there's no enemies plausibly within charge range. If there is an enemy in charge range, they may ignore the squabble and charge forward... but suffer D3+1 hits per rank (or some other number) to represent some of the slower / more confused Boyz getting trampled in the frenzy to reach combat.
2) Why can Black Orc Characters be the only things to quell animosity now? And they have to cause hits on the unit to stop such? It wouldn't be as bad if you rolled less hits against different units, but right now Boar Boyz are almost completely worthless to take because they have a 1-in-6 chance of not charging when you want them to just because, and if you put a Black Orc character in there with them to negate this then he may wind up killing more than he costs of the unit, or possibly even the entire thing. Because you were unlucky enough to roll a 1 then 6 on the first turn of the game.
I would like O&G shamans to be able to choose spells from some lores from the rulebook.
I can't really think of any lores that're appropriate for Orcs to use. Beasts, maybe, for Savage Orcs, but that's about it.
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![[Post New]](/s/i/i.gif) 2009/12/31 17:54:23
Subject: What changes would you make to your army's book?
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Never-Miss Nightwing Pilot
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Minsc wrote: 1) Why, why can't my bickering Orcs charge when there's an enemy two inches in front of them? I can understand it with goblins - they're bickering whether to flee, hold, or charge. But Orcs? They're Orcs, in fluff there's only one proper response to such a situation: WAAAGH! Hell, to combine multiple rules from earlier for a proposed rule: Goblins keep the "1 = Squabble" result for all times. Orcs have "1 = Squabble", as it is right now, for if there's no enemies plausibly within charge range. If there is an enemy in charge range, they may ignore the squabble and charge forward... but suffer D3+1 hits per rank (or some other number) to represent some of the slower / more confused Boyz getting trampled in the frenzy to reach combat.
I agree, maybe say that animosity does not apply when there is an enemy model in line of sight within say...4" and shorten it for gobbos, gobbos are stupid enough to bicker while theyre charged by an enemy. I dont agree with the hits though, it would be deadly on smaller units like wolf riders and boar boyz, with D3+1 its possible to get 4 dead, and thats not good on expensive boar boyz, especially when the unit is 5 models.
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"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
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![[Post New]](/s/i/i.gif) 2009/12/31 17:56:04
Subject: What changes would you make to your army's book?
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Lustful Cultist of Slaanesh
San Antonio
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That's an easy one, I'd give my CSM access to some sort of fast attack that doesn't blow goats, the lack of mobility in this army is flat out crippling in my limited experience.
Oops sorry, wrong game, please remove if a moderator sees this.
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This message was edited 1 time. Last update was at 2009/12/31 18:04:28
Some people get it, most don't. How bout you, do you get it? |
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![[Post New]](/s/i/i.gif) 2009/12/31 18:23:08
Subject: What changes would you make to your army's book?
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Longtime Dakkanaut
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Eldar Own wrote:I agree, maybe say that animosity does not apply when there is an enemy model in line of sight within say...4" and shorten it for gobbos, gobbos are stupid enough to bicker while theyre charged by an enemy. I dont agree with the hits though, it would be deadly on smaller units like wolf riders and boar boyz, with D3+1 its possible to get 4 dead, and thats not good on expensive boar boyz, especially when the unit is 5 models.
The thing is, D3+ranks is still better than a Black Orc in most units: At most, you're taking 6 hits from the Black Orc. Cavalry is likely only going to take 3 tops, and average at two. But right now, a Black Orc quelling animosity in Boar Boyz is an average of 2-to-3 kills, not hits.
I don't think Animosity should be a five second fix that never pesters the army again: it'd kill some of the flavor. However, we shouldn't be stuck with this edition's "If you're going to negate animosity, prepare to be killing 100+ of your points for your enemy".
Also: For some reason, I can really, really imagine GW making a unit of Black Orc Boar Boyz in the next army book. They'll be just as expensive money and point-wise as Blood Knights, and probably just as cheesy too (ALL OF THEM RIDE IRONBACK BOARS!).
Beyond fixing animosity, that's the only thing I can think of to fit with GW's pendulum-swing. Black Orcs aren't going to become WS5-or-better, Orc Boyz aren't going to be getting better stats, Goblins going back to 2pts base / getting half-point upgrades wouldn't really increase the effectiveness of the army by all that much (Night Goblins w/ Netters, a character, and Fanatics seems to be the only reliable way to keep Goblins holding: More numbers won't fix that), allowing two wolf chariots for one / extra goblin characters again doesn't seem likely, and so on. All I can think of for GW to add to make Orcs & Goblins nasty is Fanatics return to "No Armor Save" with Madcaps as they once were (Because a unit of Night Goblins causing 6D6 S5 no-save hits would sound about right with a pendulum swing), and BOrc cavalry (No testing for animosity, a 2+ save, S4 base, and so on).
The above is a "What changes do I expect" statement, not a "What changes would I make". For changes I'd make, look at what I've been saying: Animosity is not as crippling as it once was, but still exists. Points go down for some units, making them viable for a change. Units that have been going up in cost while dropping in stats stop: Either the costs go down, stats go back up, or values remain static. Magic for O&G no longer has the "OH GOD I MISCAST" horror effect that it does right now (Seriously, there's maybe three results on the O&G miscast that can be described as "Well, I can fix this."). Goblins have extra characters so they don't rely on special characters for a viable army anymore. All of what I'm describing are changes I don't think anyone would complain about: Show of hands, who would horrified if their opponent had an extra goblin Big Boss in a 1,500pt game?
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![[Post New]](/s/i/i.gif) 2010/01/01 11:29:30
Subject: What changes would you make to your army's book?
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Never-Miss Nightwing Pilot
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Minsc wrote:Eldar Own wrote:I agree, maybe say that animosity does not apply when there is an enemy model in line of sight within say...4" and shorten it for gobbos, gobbos are stupid enough to bicker while theyre charged by an enemy. I dont agree with the hits though, it would be deadly on smaller units like wolf riders and boar boyz, with D3+1 its possible to get 4 dead, and thats not good on expensive boar boyz, especially when the unit is 5 models.
The thing is, D3+ranks is still better than a Black Orc in most units: At most, you're taking 6 hits from the Black Orc. Cavalry is likely only going to take 3 tops, and average at two. But right now, a Black Orc quelling animosity in Boar Boyz is an average of 2-to-3 kills, not hits.
Yeah, this is avoided by not putting a black orc into a unit of boar boyz.
I'd like black orc cavalry though....
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"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
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![[Post New]](/s/i/i.gif) 2010/01/02 23:44:45
Subject: What changes would you make to your army's book?
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Deadly Tomb Guard
Payson Utah, USA
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High Elves. Please let us shoot in two ranks again. Give the Sea Guard Longbows and shields as basic equipment (not upgrade) and keep them the same (or even cheaper) points. Please, oh Please give Teclis a ward save. i don't care if it is just a 6+, just give him something. Make Silver Helms CORE again. As special they never get used, EVER. If you want to stay away from the All-Cav army, then you can limit them to 1 unit per unit of spearmen/archers/Sea Guard.
Lizards:
Let Skinks scout again, and let them upgrade from blowpipes to shortbows. Make a lore for the Slann. <ake the Salamander attack a breath attack and make "burning alignment" a flaming attack.>
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I am a Utah man sir, I live across the green, our gang is the jolliest that you have ever seen, Our co-eds are the fairest, ans each one's a shining star, our yell you'l hear it ringing through the mountains near and far.
Who am I sir? a UTAH MAN am I. A UTAH MAN sir, I will be till I die.
KI-YI
Were up to snuff, we never bluff were game for any fuss, no other gang of college men dare meet us in the MUSS. So fill your lungs and sing it out and shout it to the sky, we'll fight for dear old Crimson for a UTAH MAN AM I!!
GO UTES!!!! |
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![[Post New]](/s/i/i.gif) 2010/01/03 02:45:06
Subject: Re:What changes would you make to your army's book?
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Master of the Hunt
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Dwarfs need more guns  sorry had to say it. I know none of this will happen, but I would like to see a mechanical bull or something for a master engineer to ride. I would laugh if I saw a dwarven cowboy (brace of pistols) charging on a mechanical bull. Or a master engineer in an iron golem or something else to give the models some variety.
Woodelves; would like to see more beasts in their lists, to offset the tree hugging.
Bretonnians seem weak to me IMHO compared to other armies, but I haven't played them or seen them played.
Lizardmen; I like the scouting with shortbows for skinks. Or skinks with wings would be cool.
I should really think about this stuff more before posting. Anyway those are some of my ideas and they deal with more variety of models than changing rules in their army books.
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dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar |
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![[Post New]](/s/i/i.gif) 2010/01/03 13:07:49
Subject: Re:What changes would you make to your army's book?
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Never-Miss Nightwing Pilot
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I think they have enough guns, but i suppose an elite shooty unit (in special units) maybe good. I wouldnt like a dwarf engineer to ride a mechanical bull, it would look stupid and is too similar to a Juggernaut. I think it would be good if a master engineer could take a Gyrocopter as a mount. I wouild also make changes ot the Gyrocopter and more gun options:
Gyrocopter: 115pts
Must take one weapon from the following list.
Steam Gun 25pts
Range:Template, Strength:4, -2 armour save (for a total of -3 armor)
Mini Cannon 40pts
Is a cannon in all respects but with a Strength of 6.
Mini Bolt Thrower 20pts
Is a bolt thrower in all respects but with a base Strength of 4
Hailstorm Gun 25pts
Range:24", Strength:4, Rules: Armour Piercing. The Hailstorm Gun fires D6+2 shots.
Probably needs to be a few tweaking in the form of points cost though.
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"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
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![[Post New]](/s/i/i.gif) 2010/01/04 17:10:42
Subject: What changes would you make to your army's book?
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Guardsman with Flashlight
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Empire - all i want is my d6 extra range the first time a hand gun fires lol
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I am the Hammer of the Emperor!! |
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![[Post New]](/s/i/i.gif) 2010/01/04 22:50:09
Subject: What changes would you make to your army's book?
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Longtime Dakkanaut
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I'd really like to see the Tank be more than just an oversized chariot. Maybe not get as complicated as the 6th edition rules, but something.
And rolling to hit with a Helblaster? I'd think it's kind of hard to aim that thing. But if you're going to go that route:
IMPERIAL GUNNERY SCHOOL
Engineers
Imperial Engineers often join the field of battle to oversee the operation of the Empire’s artillery, especially the massive Great Cannons.
Great Cannons, Mortars, and Volley Guns (but not Rocket Batteries!) may be upgraded with an Engineer for 20 points. The Engineer is treated as a unit champion.
.....................M WS BS S T W I A Ld
Engineer.........4 3 4 3 3 1 3 1 7
Equipment: Pistol
An Engineer may replace his pistol with a brace of pistols (+10 points), a repeater pistol (+10 points), a repeater handgun (+15 points), or a Hochland long rifle (+20 points).
Special Rules
Ballistics Specialist: Engineers are far more skilled in the science of ballistics than the gunnery crews, and can lend their experience to the crews. If an Engineer is attached to a Great Cannon or Mortar you may make two guesses when firing these weapons. Measure each guess, and then choose one point to use for firing. A Volley Gun with an attached Engineer may opt to use his BS when rolling to hit its target.
Extra Crew: In a pinch, an Engineer will help pick up the slack if a machine is losing crew. If a war machine would normally fire at a reduce rate due to loss of crew, the presence of an Engineer prevents this. If the Engineer is the last crewman alive, he may still fire the gun every other turn, as normal.
An Engineer may fire his own weapon in the Shooting Phase, but only if he did not use his Ballistics Specialist ability or served as crew that turn. If a war machine with an Engineer is destroyed as a result of a Misfire, the Engineer will be removed as a casualty, as well .
Master Engineers
The most brilliant (or deranged, some say) minds in the Empire, the Master Engineers occasionally take to field to supervise even the Engineers. Their skill and reputations precede them, and the gunnery crews respect them almost as much as the generals.
Master Engineers may be selected as a Hero choice as normal.
Points: 65
.............................M WS BS S T W I A Ld
Master Engineer......4 3 5 3 3 2 3 1 8
Options:
-May wear light armor (+2 points)
-May ride either a Warhorse (+10 points) which may have barding (+4 points) or a mechanical steed (+25 points).
-May have a repeater pistol (+10 points), a Hochland long rifle (+20 points), a grenade-launching blunderbuss (+10 points), a repeater handgun (+15 points), and/or pigeon bombs (+25 points).
Special Rules
Master of Ballistics: A Master Engineer has spent most of his life around these great machines, and as such knows their deepest intricacies. Years of practical experience have taught them much, and their lightest can mean all the difference.
Great Cannons and Mortars (but not Volley Guns or Rocket Batteries – weapons still new for anyone to be an expert yet) that have a Master Engineer attached to them may reroll either one artillery die or one scatter die when firing the weapon. Note that you may not reroll the ‘bounce’ roll for a Great Cannon – Masters are good, but not that good!
A Volley Gun with a Master Engineer attached may use his Ballistic Skill when rolling to hit.
Extra Crewman: A Master Engineer may serve as an additional crewman for a war machine to which he is attached (see ‘Engineers’ above).
Professional Reknown: Engineers and artillery crews greatly admire and respect the Masters. Masters are also great at barking orders, even across the battlefield. War machines within 12” of a Master Engineer may use his Leadership as if he were the General.
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She/Her
"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln
LatheBiosas wrote:I have such a difficult time hitting my opponents... setting them on fire seems so much simpler.
Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.
DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
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![[Post New]](/s/i/i.gif) 2010/01/05 03:17:42
Subject: What changes would you make to your army's book?
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Painlord Titan Princeps of Slaanesh
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Warriors of Chaos: Allow hatred, SOMEHOW. Or re-rolls to hit via some other source.
Allow Slaanesh spells to work on Immune to Psych things. It is possible to tempt a daemon or even a battle-hardened veteran. Undead, maybe not. I'd actually make a rule about certain spells, similar to the Magic Missle classification, called "Mind-affecting", to which undead are immune.
Make Tzeentch sorcerors into chaos lords again.
Make Daemon Princes not suck. Better abilities that cost less for starters.
Bring back the old rules for chaos giants - 5+ armour save and throw themselves on the enemy on a double.
Allow Shaggoths to take marks again.
Make it so hounds never cause panic to anything, and marauders never cause panic for warriors.
Reduce cost of magic items across the board. Chaos pays way too much for what they get.
Daemons of Chaos:
Flames of Tzeentch get only 1 shot when stand-and-shooting.
Reduce flamers' stat lines. Why are they essentially chaos knights in hth?
Get rid of repeatable gifts, and classify some as magic items [so they can be destroyed, etc]
Horrors count as core up through level 2 wizard. Level 3+ horror units take a rare slot.
Make it so Kairos can only use the re-roll on his own turn, OR only for things related to him [his own saves, LD, etc].
Vampire Counts:
Make ghouls M5, but cost more.
Make the corpsecart cheaper.
Make the Varghulf cheaper - have you compared that thing to a hydra?
Give Blood Knights hatred instead of frenzy but just give them 3 attacks, like normal vampires.
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40k Armies I play:
Glory for Slaanesh!
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![[Post New]](/s/i/i.gif) 2010/01/05 04:23:56
Subject: What changes would you make to your army's book?
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Spawn of Chaos
Melbourne, Australia
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One thing that I would like for ogres would be the ability to take butchers or slaughtermasters as the army general.
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Iron Within! Iron Without! |
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![[Post New]](/s/i/i.gif) 2010/01/05 16:54:58
Subject: What changes would you make to your army's book?
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[SWAP SHOP MOD]
Barpharanges
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Arion wrote:High Elves. Please let us shoot in two ranks again. Give the Sea Guard Longbows and shields as basic equipment (not upgrade) and keep them the same (or even cheaper) points. Please, oh Please give Teclis a ward save. i don't care if it is just a 6+, just give him something. Make Silver Helms CORE again. As special they never get used, EVER. If you want to stay away from the All-Cav army, then you can limit them to 1 unit per unit of spearmen/archers/Sea Guard.
This.
It wouldn't be game-breaking to add a line to the Martial Prowess rule like: " High Elves with Spears or Longbows may fight/fire with one more rank than normally allowed."
With that kind of a change and making Sea Guard come basically equipped with Spears, Longbows and Shields, they would be an actually viable choice over Spears or Archers.
Making Silver Helms Core would definitely see a rise in their use once again. Could make a return of "Citizen Levy"-type rule which would require the at least 1 unit of spears/archers/sea guard per Silver Helm as Arion suggested (or just make them like DE Harpies and have them not count toward Min Core). At the very least, make Silver Helms come with Shields standard with the option of getting barding (along with a slight points drop) to make them a light-cav choice to compete with the Dragon Princes.
While I like having Speed of Asuryan, I wouldn't mind giving it up for some other option for extra survivability - ie. better armour or something. But this isn't likely to occur since people seem really keen on making elves lightly armored.
I wouldn't mind seeing a re-introduction of Ithilmar Barding and/or Ithilmar armor.
I'd LOVE to see a reintroduction of the Honours system from 6th Edition - they effectively kept it with new magic items, but it reduces the amount of magic items you can take.
More useful magic items in general - eg. The Nullstone is nice and everything, but 100 points for something that prevents you from taking other magic items anyways (well, doesn't prevent, necessarily, just makes taking anything else nonsensical)?
Fix the Reavers/Shadow Warriors - they don't have to necessarily be as good as their DE counter-parts, but as is, they're not quite useable. Not sure how I would fix.
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![[Post New]](/s/i/i.gif) 2010/01/06 18:29:04
Subject: What changes would you make to your army's book?
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Never-Miss Nightwing Pilot
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I'd quite like dark riders to have a points decrease, and also a plastic boxed set for them.
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"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
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![[Post New]](/s/i/i.gif) 2010/01/06 23:03:50
Subject: What changes would you make to your army's book?
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Fixture of Dakka
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Eldar Own wrote:I'd quite like dark riders to have a points decrease, and also a plastic boxed set for them.
There is one... but for some reason it is labeled as 'wood elf glade riders'...
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CHAOS! PANIC! DISORDER!
My job here is done. |
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![[Post New]](/s/i/i.gif) 2010/01/07 00:12:43
Subject: What changes would you make to your army's book?
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Deadly Tomb Guard
Payson Utah, USA
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Jin wrote:
Fix the Reavers/Shadow Warriors - they don't have to necessarily be as good as their DE counter-parts, but as is, they're not quite useable. Not sure how I would fix.
I know how I would fix them. Give Shadow Warriors WS4 (like a normal elf) and BS 5. Then knock down their long bow to a regular bow. If your trying to crawl through woods and stuff to scout, are you really going to carry around a longbow? Reavers I would give them back the old 5th edition "fire and flee" charge reaction. I loved that thing.
Jin wrote:I wouldn't mind seeing a re-introduction of Ithilmar Barding and/or Ithilmar armor.
Ithilmar Armour has no effect in the current game rules. 5th edition, Heavy Armour reduced movement of foot troops and cavalry, but that rule is no longer in effect. but ithilmar barding would be great for Dragon Princes. Or you could leave the DP's as is, and give Ithilmar Barding to Silver Helms. then you have two choices, Hard hitting, but don't move as far, OR, move farther, but don't hit as hard.
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I am a Utah man sir, I live across the green, our gang is the jolliest that you have ever seen, Our co-eds are the fairest, ans each one's a shining star, our yell you'l hear it ringing through the mountains near and far.
Who am I sir? a UTAH MAN am I. A UTAH MAN sir, I will be till I die.
KI-YI
Were up to snuff, we never bluff were game for any fuss, no other gang of college men dare meet us in the MUSS. So fill your lungs and sing it out and shout it to the sky, we'll fight for dear old Crimson for a UTAH MAN AM I!!
GO UTES!!!! |
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![[Post New]](/s/i/i.gif) 2010/01/07 04:43:45
Subject: What changes would you make to your army's book?
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[SWAP SHOP MOD]
Barpharanges
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@Arion - good points on the Shadow Warriors (probably wouldn't mind additional hand weapons as option or base either).
Having only joined in since 6th, never was aware of the 5th edition quirks of the Elves. That Shoot and Flee reaction seems pretty snazzy. With Ithilmar armor, I was thinking more along the lines of the barding effects from last edition and maybe as a 4+ armor available (as opposed to the conventions from 5th).
Dark Elves - basically just some points adjustments here and there (namely, make some items inaccessible to unit champs/make Lord level) and appropriately cost the Hydra. Otherwise, the book's pretty great.
Overall - less Monster-hammer, more blocks of infantry.
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![[Post New]](/s/i/i.gif) 2010/01/08 00:38:20
Subject: What changes would you make to your army's book?
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Deadly Tomb Guard
Payson Utah, USA
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If I really had my way, I would just go back to 5th edition High Elves. Citizen Levey was perfect(shoot in two ranks and fight with spears in three), Sword masters and White Lion could get shields. Sword Masters also had a nifty 'deflect arrows rule and white lions had three different tyoes of attacks they could do. No ASF though. spearmen could get heavy armour. Lord and hero's were toughness 4 (though I could live with toughness three) Shadowwarriiors could have shields, fire and flee was amazing for the reavers, Dragon princes got a magic banner at half cost(but had to take a standard), and Silver helms could be anything from a 5+ save and Fast Cav, to a 2+ save without the Fast Cav. Automatically Appended Next Post: Oh, and the ever queen and her hand maidens were awesome.
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This message was edited 1 time. Last update was at 2010/01/08 00:39:40
I am a Utah man sir, I live across the green, our gang is the jolliest that you have ever seen, Our co-eds are the fairest, ans each one's a shining star, our yell you'l hear it ringing through the mountains near and far.
Who am I sir? a UTAH MAN am I. A UTAH MAN sir, I will be till I die.
KI-YI
Were up to snuff, we never bluff were game for any fuss, no other gang of college men dare meet us in the MUSS. So fill your lungs and sing it out and shout it to the sky, we'll fight for dear old Crimson for a UTAH MAN AM I!!
GO UTES!!!! |
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![[Post New]](/s/i/i.gif) 2010/01/17 09:21:24
Subject: What changes would you make to your army's book?
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Lone Wolf Sentinel Pilot
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I just have a few suggestions for my old Brits:
1. Make Knights errant Frenzy (They currently have something close to it without the benefit)
2. Allow Damsels to take access to the Lore of heavens (Not just the lord characters, give us a reason to take them other than DSS)
3. Give us a bolt thrower
4. Fix questing Knights, either give them hatred, up their toughness by one or give them an extra attack.
5. Remove the 0-1 restriction on Pegasus knights
6. Make all peasants 1 point cheaper across the board.
7. Give us things that make us better in duels, all Knight Characters should be able to re-roll failed rolls to hit and would in Duels (Not just ones that took the virtue)
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"Ideas are more powerful than guns. We would not let our enemies have guns, why should we let them have ideas."
-Joseph Stalin
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