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![[Post New]](/s/i/i.gif) 2009/12/30 15:30:00
Subject: Re:What would you change in your Codex?
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Longtime Dakkanaut
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@Munky:
Corbulo can have a power weapon, I guess. I mean, he's already a phenomenal guy without one. I'd actually prefer keeping him non power weapon armed to adding points to him. All he does is sit in the land raider and grant furious charge anyway.
I'm not convinced on giving Assault Marines Heroic Intervention. That's a really expensive ability to put on troops. I could see it as a 10/model ability for the Vets, optional of course.
Death Company are fine, in my opinion. They hit like bricks. Giving them more effective CC seems unecessary.
Got to remember when buffing BA that they usually have Dante and Corbulo around, so they are preferred enemy furious charge marines. It's easy to get out of hand with that.
@Nuggz: I kind of like the balance between CSM, Grey Hunters, and Space Marines. I think giving them all 3 weapons would break that a bit. I like the idea of them picking any 2, if they need a buff at all.
I'm not sure Kharne needs to get weakened. You think he's that OP? He doesn't have a lash, after all.
@Orchewer: I concur with you on the bikes/possessed, not entirely sure about the Spawn. I guess it'd be ok, seeing as they have Mindless, but Rending might suit them better. That'd also let them hurt vehicles on occasion.
DE, I don't know enough about them to know how those changes would work. Sound good, I guess. I think DE need a wholesale rewrite.
Tau: I can see all of those changes. I'd like to see the removal of the 1+ from the FW unit. If I want an all Kroot/Vespid force, let me do it. It's not like most folks don't have FW to get fish anyway.
Prometheus:
I'm ok with the increased bs on the Guardians, the rest I think would need a point increase.
I don't think we can justify giving +1 ws and +1 bs to all aspect warriors. Maybe +1 ws could be ok, as no one uses melee aspect warriors, but I don't think anyone thinks that Dire Avengers/Dark Reapers/Fire Dragons need help with their shots, particularly as they can be Guided.
I continue to dislike the bs 4 for Eldar vehicles. They are twin linked in a bunch of places. Twin linked bs 3 is better than a SM vehicle. The vehicles that are bs 3 are transports anyway.
Phoenix Lords making their aspect a troop choice...I dunno. I can't see anything wrong with that, but it's always worth being careful with those rules.
Autarch conferring scoring status I don't like. Him jumping around making things scoring strikes me as aggravating for the opponent. If we want that effect why not just make him a troop choice, only available as such if you take a unit of whatever, Tervigon style.
I think Wraithguard are fine. I do think we could use a plastic kit for them.
Total agreement on the Wraithlord, who I think could use a 5+ invul save. Just saying.
I disagree about Guide change. I don't think Eldar need preferred enemy. They hit about has hard as they are supposed to.
@wuestenfux:
I think messing with the game length is very Eldar...but I don't think it'd be fun for the other player, and there's all sorts of tourney scenarios that wouldn't work with that. I don't like this idea.
@nyyman:
Vanguard, I totally agree. SOMETHING!
Tigurius: I'm with you once again. He needs a point cost drop. The only ability SM usually cast is null zone.
Cassius: I don't think he needs a point increase. If he got one I'd want him to get some sort of offensive ability. Remember, he's a chappy with no jetpack, who doesn't buff his troops any more than the next guy or hit harder. You are just buying toughness instead of mobility.
Vulkan: I'd remove the thunderhammer silliness (1 reroll each, so that squad of 10 Termies has to be rolled one at a time. Joy!), but keep his twin linked stuff. I've kind of gotten used to dealing with the bs awesome greenies.
Flashgits: They need a boss pole so hard. Also transports. Those two would be better for them than a free upgrade.
Looted Wagons: I like that. Just like with the Chaos Dread I don't like the "roll a one and you are humped" upgrades for anything but Daemon Weapons.
Fifty: Not loving the craftworld specific powers, too much for enemy to memorize. Maybe he could just let the unit he's with use his BS? I don't mind him buffing a unit, just needs to be simple and self evident.
Exarch lords, I think the Phoenix Lords kind of cover that. If we improve them, I don't think we need other guys.
Eldar Own: I can get behind furious charge for storm Guardians. It's not like they are going to be broken.
Paths too long. If we want to buff the Autarch, which is a fairly worthwhile goal, it needs to be some simple buff.
Farseers: I think their powers are fine. Doom and Fortune may be the best non lash psyker powers in the game. I'd put them well above Jaws in most scenarios.
I don't agree with a points drop on Wraithguard, but Shining spears, Dark Reapers and Vypers I could see.
@Demo: On the other hand, that's 25 points for 3 Pfist attacks on the charge, or 2 when you get charged, and you might be s 9 from Ragnar, or preferred enemy from Grimnar. Then there's the attacks from the Wolf Guard. I think of it like the Wolf Guard is the same as the sarge for Marines, the Blood Claws can just have an extra fist on a joe for 25 points, because they are fisty like that.
My sympathy goes out to you on the Broodlord thing. That bites.
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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 15:37:19
Subject: Re:What would you change in your Codex?
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Longtime Dakkanaut
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*Makes grabby hands at your modified gunz and steals.*
I am.... firmly in agreeance with nurgle's changes.
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"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push
My Current army lineup |
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![[Post New]](/s/i/i.gif) 2009/12/30 15:59:04
Subject: Re:What would you change in your Codex?
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[ARTICLE MOD]
Fixture of Dakka
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For me, focus is on units that no one wants to take - make them worth taking, with very minor tweaks: Chaos Daemons: Screamers get to move&assault when they arrive. Tzeentch chariots, pulled by screamers) count as having meltabombs too. (just makes sense) Furies price lowered 2pts Daemonettes price lowered 1 pt Beast of Nurgle given +1T Chaos Marines: Possessed can pick an ability pre-deployment, like stormtroopers in the guard codex Chaos Dread: only fires at your own models if it cannot see any enemy models. Probably tweak the malfunction chart, so that it only malfunctions on a '1', and then you determine how it malfunctioned. Even orks get their stuff to work on a 6. Identical choices as SMs given identical point costs (preds, vindicators, etc) Witchhunters/Daemonhunters: All wording & costs updated to modern standards (TH/SS, Machine Spirits, rhinos, chimeras, etc) Repentia dropped to 12ppm Arcos dropped to 30 ppm Penitent Engines dropped to 50ppm All assassins & death cult assassins given lone-wolf treatment for KPs Eldar and Tau: Devilfish, Wave Serpents & Falcons dropped 20 points, like every other army's transports Orks: Tankbustas get Tankhunter special rule again, lost single-minded Trukks can be dedicated transport for any type of mob (lootas, burnas, etc) Flashgitz can have a nob, lowered cost for both the unit and the upgrades. AP of guns made reliable. Models on Bikes/Koptas become fearless, like in the old codex. Zzap guns get ap1, melta Looted Wagons can take other upgrades (for appropriate points), so that your 70 point gun isn't sitting on a AV11 frame. Upgrades should be planned with the idea of being able to replicate stats of various imperial vehicles i.e. Russ Hull, Artillery Tank, etc.
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This message was edited 1 time. Last update was at 2009/12/30 15:59:21
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![[Post New]](/s/i/i.gif) 2009/12/30 16:05:44
Subject: What would you change in your Codex?
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Decrepit Dakkanaut
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Redbeard - something worth pointing out about the Chaos Dreadnought is that the lines of sight of Walkers are defined from their weapons, and the weapons of Walkers are all 90 degree arcs to the front. Therefore when a 1 is rolled, the Dreadnought is turned to face whatever unit is closest in that front arc: it doesn't turn around!
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![[Post New]](/s/i/i.gif) 2009/12/30 16:06:00
Subject: Re:What would you change in your Codex?
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Sword-Bearing Inquisitorial Crusader
Northern Virginia
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Dark Eldar: not even bothering
Eldar:
1) Make vypers 2 wounds with toughnes 4 instead of an armor value!!
2) Warp spiders suprize assault = heroic intervention
3) Dark Reapers exarch should have power to give relentless to the squad.
4) Clarift that banshees auto go first in first round of combat
5) Give shining spears an extra attack
Imperial guard:
1) Punisher gatling gun ap of 6 or some nifty rule that for every glancing hit beyond the first it causes add +1 todamage charge so it can actually be usefull against rhinos.
2) reduce cost of storm trooper or make their gun str 4
3) make ogryns actually useful
4) Penal legionares have reduced cost with extra added cost for choice of special abilities
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"Paranoia is a very reassuring state of mind. If you think they are after you, you think you matter" |
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![[Post New]](/s/i/i.gif) 2009/12/30 16:13:44
Subject: What would you change in your Codex?
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[ARTICLE MOD]
Fixture of Dakka
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Nurglitch wrote:Redbeard - something worth pointing out about the Chaos Dreadnought is that the lines of sight of Walkers are defined from their weapons, and the weapons of Walkers are all 90 degree arcs to the front. Therefore when a 1 is rolled, the Dreadnought is turned to face whatever unit is closest in that front arc: it doesn't turn around!
Really? I've always thought you had to pivot to fire. Is this backed up anywhere? Because I can see this causing serious issues if announced to an unsuspecting opponent. Even still, malfunctioning 1/3rd of the time makes this unit fairly useless on the tabletop. Failing on a '1 and then determining the nature of the mistake would make the unit more worthwhile.
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![[Post New]](/s/i/i.gif) 2009/12/30 16:32:13
Subject: What would you change in your Codex?
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Decrepit Dakkanaut
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I'm at work at the moment so I don't have my books on me, but the parts to check are the Line of Sight rules and the Walker rules.
I'll see if I can dig up one of the threads on the subject for you. Found it here
It's definitely something to bring up before the game, particularly since some people will vehemently dispute it, but that's something you should do with eveything that's disputed in this game.
As for myself I don't see the Crazed! rule as a Dreadnought malfunctioning: It's supposed to be shooting and charging the enemy. I find that so long as I use it as the tip of a spearhead rather than a second-line unit, Crazed! is actually positive (particularly since my opponent can't predict what it'll do).
Anyhow, back to wish-listing:
I'd like to see Mandrakes have a Iv5+ and Poisoned Weapons (2+). They're an assassin unit, let them assassinate stuff. Since they're partially daemonic, some sort of Deep Strike instead of their current mechanic would be more convenient. Or whatever the Lictors have this season.
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This message was edited 1 time. Last update was at 2009/12/30 16:46:06
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![[Post New]](/s/i/i.gif) 2009/12/30 18:30:16
Subject: Re:What would you change in your Codex?
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Stabbin' Skarboy
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Redbeard wrote:
Orks:
Tankbustas get Tankhunter special rule again, lost single-minded
Trukks can be dedicated transport for any type of mob (lootas, burnas, etc)
Flashgitz can have a nob, lowered cost for both the unit and the upgrades. AP of guns made reliable.
Models on Bikes/Koptas become fearless, like in the old codex.
Zzap guns get ap1, melta
Looted Wagons can take other upgrades (for appropriate points), so that your 70 point gun isn't sitting on a AV11 frame. Upgrades should be planned with the idea of being able to replicate stats of various imperial vehicles i.e. Russ Hull, Artillery Tank, etc.
All of this, especially looted wagons being able to better imitate what they were taken from and bikers being fearless.
In addition:
-Weirdboyz roll for their power at the start of the game and make warphead cheaper. 'ead banger would be removed and instead the effect would occur when the weirdboy rolls a 1 on either die for his psychic test. Or some other change to weirdboy to make his powers more stable and the unit therefore usable.
-Allow grot squads to take big gunz, 1 per 10 grots.
-Let flashgitz take a nob with powerklaw and snazzgun, the model would look awesome and help them a lot as a unit.
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![[Post New]](/s/i/i.gif) 2009/12/30 19:52:57
Subject: What would you change in your Codex?
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Hoary Long Fang with Lascannon
Central MO
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I’d make everything cheaper and better!
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Lifetime Record of Awesomeness
1000000W/ 0L/ 1D (against myself)
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![[Post New]](/s/i/i.gif) 2009/12/30 20:01:33
Subject: What would you change in your Codex?
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Legendary Master of the Chapter
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Space marines
Stern Guard:NEED ASSUALT CANNONS AND SNIPER RIFLES!
Vanguard: Need WS of 5 and also they cost too much UGH! 405 pts for 10 powerfists HOLY EMPEROR!
Tactical Squads: What happened to upgrading them into bad ass sgts and having 2 assualt weapons.
Assualt Squads:we don't want too have guys with jump packs and cost so much. We want to have guys who are less expensive. Also if they did not have jump packs they still work!
Devastors squads: we want to be able to wield Conversion beams or something a little less power like not spending so much on a squad just to have it die the first turn.
Chapter Masters: Need to be upgraded cause they suck right now. Ohh they have orbital bombarment which always fails!
Captains:need to be able to choice which traits for entire company.
Libriaians: need to be able to have everything a captain has. Like Power weapons!
Chaplains:Need power weapons!
Techmarines and Forge Master:L33T!
Dreadnoughts: good managed!
Bikes:COST TOO MUCH $$$$$$$$$$!
Land speeders: need more variants!
Predators: MANAGED!
Razorback:MAANGED!
Rhino:MANAGED!
Land Raider:MANAGED!
Whirlwind: needs to have one different type of rocket.
Vindicator:MANAGED!
Scout squad:GOOD!
Eldar
Need better armor saves and vechiles blow up too easily. need a weapon that is mean't too target Necrons. So its your ancient enemy and you have nothing to kill them with. WOW you have been perparing for 20,000 years for that fail.
Also need more history!
And Eldard Ulthuan is over used! make it like the space marines.
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From whom are unforgiven we bring the mercy of war. |
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![[Post New]](/s/i/i.gif) 2009/12/30 20:21:44
Subject: What would you change in your Codex?
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Hoary Long Fang with Lascannon
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Tau would improve with more access to markerlights and more varied weapons to use with them.
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![[Post New]](/s/i/i.gif) 2009/12/30 20:26:27
Subject: Re:What would you change in your Codex?
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Secret Force Behind the Rise of the Tau
USA
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Make Vanguard Veterans jump infantry. Having to pay for the jump pack separately when the unit is already more expensive than standard assault marines is ludicrous. It defeats the purpose. I don't see Sternguard paying 10 points each for their boltguns. I can live without them being WS5. The awesome thing for them is if you stack them with power weapons and bolt pistols you get 40 non-armor savable attacks. That's some serious hurt. Its just too damn expensive to make the unit viable. Foot slogging them across the map is asking for your 200 point+ unit to get gunned down before they've even done anything.
Tacticals should be able to pay points to get weapons if they don't have 10 marine squads.
Devestators are wayyyyy too expensive.
Captains:need to be able to choice which traits for entire company.
We have these. They're names are Lysander, Kantor, Shrike etc.
Chaplains:Need power weapons!
Chaplains have a power weapon.
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This message was edited 4 times. Last update was at 2009/12/30 20:44:47
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![[Post New]](/s/i/i.gif) 2009/12/30 20:40:53
Subject: Re:What would you change in your Codex?
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Swift Swooping Hawk
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Eldar.
Lets start at the top.
HQ
Autarch - Ability to take an Exarch power and convert it to an aspect he joins (could get some nice mix's going)
Avatar - Eternal warrior would be nice. I'd imagine him with a higher S and a lower I
ELITE
Fire Dragons - ability to swap meltas for flamers would be great (the Exarch can...)
Wraithguard - Fine as is (10 wraithguard with a spirit seer as troops? objective holding ftw) more of a complaint at real life, £8 a model!!! grrr!!!!
Banshees - S3 power weapons fail and warshout hardly ever works, but... they do scare people, when they work they really do work well
Harlequins - +4 points for rending?
TROOPS
Dire Avengers - how about a diresword AND shimmershield combo at +20 points?
Rangers/Pathfinders - bit expensive for a unit that can be beaten in combat by a guardsman with a foam bat.
Guardian - just don't like them, Dire avengers are so much more better for only 4 points each, maybe if they had a warlock power live enhance but for shooting (+1 BS instead of WS)
Storm guardians - an assault unit that is S3, T3... pass. Lots of cheap attacks but id prefer normal guardians for the lots of cheap shots
Guardian jetbikes - a bit of variety on the weapon upgrade
FAST ATTACK
Warp spiders - Replace surprise assault with something more useful. Exarch Death spinner variant S6 AP- flame template at +10 points
Swooping hawks - look good on paper, fail in practice. lower the cost or improve them somehow.
Vyper - +35 points for holo-fields? on a VYPER?
HEAVY SUPPORT
Support weapon battery - Drop base cost by 10, then you might see them being used more than once in a blue moon
Dark reapers - over priced, drop points to 30
Wraithlord - may taken a d-cannon at ??? points, may not take a second heavy weapon. Eternal warrior just in case?
Falcon - overpriced just a little, most people take the fire prism anyway
GENERAL
Vehicle upgrade - Targeting array (+1BS but not on a fire prism its already BS4) +15 points
Can't think of more right now...
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WLD: 221 / 6 / 5
5 Dragons 2011: 2nd Overall
DT:80+S++G++M+B+I+Pw40k96++D++A++/mR+++T(T)DM+
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![[Post New]](/s/i/i.gif) 2009/12/30 21:52:15
Subject: Re:What would you change in your Codex?
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Twisted Trueborn with Blaster
Webway
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Dark Eldar:
Give us a f3cking codex!
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![[Post New]](/s/i/i.gif) 2009/12/30 21:54:36
Subject: Re:What would you change in your Codex?
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Monstrously Massive Big Mutant
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Tau-
I think marker lights should become a more special feature of the tau (I've always thought of them as carefully targetting their enemies then firing on them).
I would prefer if at the start of the Tau shooting phase each Markerlight fires as then all the Tau units fire as normal but any unit can use the marker lights.
This would allow you to focus fire better and would allow the tau player to decide how the marker light tokens are distributed.
It just doesn't make much sense to fire a marker light at the same time as your normal weapons so you can't use it yourself. It makes a lot more sense for the marker lights to highlight targets then the Tau open fire.
Tacticaly I'm never very happy when I have to waste a unit of FWs shots because I need to marker light a heavy tank that the Pulse guns can't damage. Although if this happened Markerlights would probably need to increase in points cost and units of Marker Drons become fast attack or troop options (not counting as compulsory slots and unable to hold objectives)
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![[Post New]](/s/i/i.gif) 2009/12/31 00:18:45
Subject: What would you change in your Codex?
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Preacher of the Emperor
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Asherian Command wrote:Space marines
Stern Guard:NEED ASSUALT CANNONS AND SNIPER RIFLES!
Vanguard: Need WS of 5 and also they cost too much UGH! 405 pts for 10 powerfists HOLY EMPEROR!
Tactical Squads: What happened to upgrading them into bad ass sgts and having 2 assualt weapons.
Assualt Squads:we don't want too have guys with jump packs and cost so much. We want to have guys who are less expensive. Also if they did not have jump packs they still work!
Devastors squads: we want to be able to wield Conversion beams or something a little less power like not spending so much on a squad just to have it die the first turn.
Chapter Masters: Need to be upgraded cause they suck right now. Ohh they have orbital bombarment which always fails!
Captains:need to be able to choice which traits for entire company.
Libriaians: need to be able to have everything a captain has. Like Power weapons!
Chaplains:Need power weapons!
Techmarines and Forge Master:L33T!
Dreadnoughts: good managed!
Bikes:COST TOO MUCH $$$$$$$$$$!
Land speeders: need more variants!
Predators: MANAGED!
Razorback:MAANGED!
Rhino:MANAGED!
Land Raider:MANAGED!
Whirlwind: needs to have one different type of rocket.
Vindicator:MANAGED!
Scout squad:GOOD!
Eldar
Need better armor saves and vechiles blow up too easily. need a weapon that is mean't too target Necrons. So its your ancient enemy and you have nothing to kill them with. WOW you have been perparing for 20,000 years for that fail.
Also need more history!
And Eldard Ulthuan is over used! make it like the space marines.
Good news Asherian, GW already gave you alot of the stuff you want! Assault squads can already drop their jumppacks and take a free Rhino instead. Librarians and Chaplains already have powerweapons they get for free as part of the base cost (Force Weapon and Crozius). Landspeeders are already customizable into 15 different weapon combinations! Tac squads still get pretty good Sergeants. Why would you want sniper rifles on Sternguard when they already have wound on 2+ rapid fire weapons?
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![[Post New]](/s/i/i.gif) 2009/12/31 12:35:59
Subject: What would you change in your Codex?
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Monstrous Master Moulder
Sacramento, CA
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Change the hotshot lasgun to S3 Ap- Assault2 24", like a stormbolter but for lasguns. Reduce price of stormtroopers accordingly. The current stormtroopers are far too silly.
Make the pintle mounted stormbolter cheaper than the pintle mounted heavy stubber, if only by one or two points. At present it's a stupid option.
Allow sergeants to be armed with lasguns.
Allow rough rider sergeants to exchange their laspistols for bolt pistols at the usual points cost. Allow stormtrooper sergeants to be equipped with meltabombs at the usual points cost.
Make the vox caster extend order radius instead of providing a reroll.
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Agitator noster fulminis percussus est |
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![[Post New]](/s/i/i.gif) 2009/12/31 13:28:39
Subject: What would you change in your Codex?
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Courageous Questing Knight
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Librarians, HQ to elite
Epistolaries is 50+ and is an HQ.
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DR:90S+++G++MB+I+Pw40k096D++A+/areWD360R+++T(P)DM+
3000 pt space marine 72% painted!
W/L/D 24/6/22
2500 pt Bretons 10% painted
W/L/D 1/0/0
http://www.dakkadakka.com/dakkaforum/posts/list/337109.page lekkar diorama, aye? |
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![[Post New]](/s/i/i.gif) 2009/12/31 14:51:48
Subject: What would you change in your Codex?
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Bryan Ansell
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IG:
Maybe add some option for a CCW for Sentinels.
Add a higher level tech priest/ad mech as a HQ option or take it as an upgrade to the current CCS (add servo harness servo skulls adjutants. skitarri body guard etc).
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![[Post New]](/s/i/i.gif) 2009/12/31 15:08:26
Subject: What would you change in your Codex?
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Junior Officer with Laspistol
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'crons: make pariahs un-sucky, resistance to pie plates and SAs, eternal warrior on lords+ c'tan.
power weapons on wraiths, rending on flayed ones, fnp rather than wbb, take out phase out, lower points on warriors (by 1ppm), make them ap 1 against vehicles for cumulative glancing/ penetrating hits, the suggestions befroe mine are also included. Automatically Appended Next Post: ^by "them" I mean gauss (is it pronounced "gowse" or "gorse"
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This message was edited 1 time. Last update was at 2009/12/31 15:14:40
Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. |
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![[Post New]](/s/i/i.gif) 2009/12/31 17:04:01
Subject: What would you change in your Codex?
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Secret Force Behind the Rise of the Tau
USA
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Captain Solon wrote:Librarians, HQ to elite
Epistolaries is 50+ and is an HQ.
No. The Master of the Forge is the one that needs to be an Elite. Librarians are fine where they are. I've never heard of Techmarines leading battles, while Librarians often do depending on the chapter.
And, yeah. Epistolary its fifty points. A Gate of Infinity follow by any of his shooting attacks, Null Zone, or Force Dome is a pretty harsh combo on he poor guy your playing. But then again, as powerful as it is its sort of a waste of 50 points, so I don't see how that's a reason the Librarian should be Elite instead of HQ. Ridiculously overpowered IC's are the stuff HQ's are made of.
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![[Post New]](/s/i/i.gif) 2009/12/31 17:10:41
Subject: What would you change in your Codex?
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Ladies Love the Vibro-Cannon Operator
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Librarians should stay in the HQ section.
My SM army is usually led by a Codicier.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
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 |
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![[Post New]](/s/i/i.gif) 2009/12/31 17:38:25
Subject: What would you change in your Codex?
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Sneaky Kommando
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Eternal Warrior for Typhus. I hate paying that many points for someone to keel over from a krak rocket as soon as he hits the board. You would think the "Herald of Nurgle" would be alot more resiliant. ...feh.
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M: "You are the universe, alpha and omega, the beast with a thousand young, do what thou whilt shall be the whole of the law. NOW GO FORTH AND MUTILATE!!"
"Samus. That's the only name you'll hear. Samus. It means the end and the Death. Samus. I am Samus. Samus is all around you. Samus is the man beside you. Samus will gnaw upon your bones. Look out! Samus is here."
Armies:
:3000 +
Fantasy: Gettin Started |
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![[Post New]](/s/i/i.gif) 2009/12/31 17:52:41
Subject: What would you change in your Codex?
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Fixture of Dakka
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Blarglord wrote:Eternal Warrior for Typhus. I hate paying that many points for someone to keel over from a krak rocket as soon as he hits the board. You would think the "Herald of Nurgle" would be alot more resiliant. ...feh.
True 'dat. How about the CSM dex should have more Eternal Warrior than most of the other dexes since they've fought for 10,000 years blah, blah, blah. You can kill most of them with a missile even though they've all allegedly destroyed an entire marine chapter single-handedly while blind-folded.
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Worship me. |
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![[Post New]](/s/i/i.gif) 2009/12/31 17:56:27
Subject: Re:What would you change in your Codex?
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Doc Brown
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In general a wish list for a codex should consist of tweaks to make a variety of builds viable by buffing weaker units or weakening strong ones. Personally I wouldn’t mind it in the least if any unit from any codex were playable/competitive. A suprising number of units in the game could be made playable with simple point tweaks. With that in mind, I’ll run through some various changes I think are needed:
Space Marines
In general the codex works, several units could use some minor point tweaks, but when you have a codex where there are real choices for what your HQ is going to be which fundamentally changes how your list functions and you routinely see most of the book in a given tournament, I think you actually have a good book. That being said:
-Vanguards need Furious Charge or WS5. Something to make them more than just assault marines with 1 more attack and justify their points. If not a buff, then a heavy point reduction.
-Land Speeder Storms as dedicated transports (maybe a limit on how many per army, but as they only carry 5 scouts, an entire troops section of these wouldn’t be OP). Taking them in squadrons won’t solve a lot of what’s wrong with the unit.
Chaos Space Marines
-Eliminate Lash entirely or apply limitations to it i.e. units stay in original formation, only move 1D6, 0-1, etc. It would be so easy that it staggers the imagination how they failed to keep this balanced. Reduced effectiveness/ability to use Lash opens the door for the good, but rarely used HQs.
-Dreadnoughts not having to roll Animosity (REF: Orcs and Goblins in WFB). “I lose control of my model” universally makes it unusable especially when there is another comparable unit in the list (Defiler)
-Fearless terminators, or a way to be fearless. They have so much potential with all the weapon options and marks, but in an environment where your leadership can be reduced by 9, that just isn’t enough.
-Possessed need to roll for ability BEFORE deployment. Giving them some sort of re-roll on the chart would also help, but knowing what the hell the unit will be good at prior to setting them out would go a long way. Also some sort of character option with a PF.
-Noise marines are one of a handful of 40K units that just needs to redone. Their current role in the army is horribly disjointed and the unit has some serious point cost problems.'
-I can't stress enough how bad it would be to codex deamons to CSM. Daemons are pointed out with a few assumptions 1. Daemonic assault and reserve rolls give you a chance of not seeing it for a while 2. You can't charge when you drop 3. You'll lose models or they'll fall into inconvienient position due to bad DSing. Only 1 of these assumptions will hold true if you port them so even if this did happen it would involve ludacris point increases.
Chaos Daemons
-While I'd like to see a Herald of Nurgle on a chariot, I would like to know what GW wants him to do. He's a fighty character with trash for attacks that aren't power weapons and at most a flamer template for a ranged weapon. If he's supposed to fight either give him alot more attacks or a way to ignore armor, if he's supposed to shoot give his more than 1 ranged attack. He just seems like the most useless option for an HQ
-Beasts of nurgle. Something, I don't even know what, but something. You do universally better with 2 Plaguebearers.
-The entire daemon FA section. How do you do a FA section in an army that deepstrikes? The answer apparently is badly especially when 2/4 elite choices are either jump infantry or beasts. Maybe give the FA the ability to charge on the drop. None of them are fierce enough to break the ability and you might actually see them used.
Imperial Guard
I know they just came out, but there are some glaring problems. Admittedly as a guard player myself I abuse it, but it does need to be fixed.
-Vendettas. Do something, just something I mean seriously. Remove transport capacity, un-twin-link the lascannons, make the heavy bolters more expensive, take off the free extra armor, or at least adjust the points. The rest of the IG FA section is good enough that given the opportunity to excel it can, but currently the only question is “do I use 2 vendettas or all 3?”
-Veterans should not be unconditional troops. Requiring the player to purchase some sort of HQ or other overhead unit to use them as troops would go a long to making the infantry platoon at least make casual appearances, but as it stands, they’re just more skilled, have more weapons, and other goodies for a marginal point increase.
-Ogryns and Ratlings fall into the same category as Noise Marines. GW needs to go back to drawing board and decide A-Do we really want it in the list, and B-If we do, how are we going to make it offer a distinct capability to the army.
Eldar
I’m generally torn on a wish list for eldar. The biggest problem with their aspect warriors is that they’re universally savant with very narrow roles in the list. Fluff-wise though you can’t get away from this, it’s what they’re supposed to be. Simply adjusting points won’t really solve this it’ll just make your army amazing against certain opponents and utter trash against others. I’m not sure you could buff certain units in the army without resolving this component of their fluff
-Guardians are hard to upgrade in any fashion without putting them in direct competition with the role of an aspect warrior. Make them BS4 and they’re less armored dire avengers that can have a heavy weapon for 4 less points. You keep hitting the same fluff wall that aspect warriors repeatedly run into.
-Altering BS won’t change much about Eldar vehicles. A falcon or Prsim would still find a slot at BS2 because you’re really just buying a tank that won’t die. War Walkers or Vypers still won’t find slots because they’re open-topped AV10 vehicles in a melta-heavy edition. They’re just kill points waiting to happen.
-That being said my wish list for Eldar is for them to completely re-examine how they envision the aspect warriors, guardians and eldar vehicles fitting into the list from a gameplay standpoint. GW has kinda backed themselves into a corner with this army.
Dark Eldar
The army is so ancient that it needs complete overhauling. With that in mind my only wish list is a 5th edition codex (realistically it’ll probably be a 6th edition dex, but I can hope)
Necrons
Same as DE really, making a wish list when the bulk of the army needs to be overhauling is far too complicated as you’re almost writing the new codex yourself.
Tau
Tau don’t need a new book, they need a fundamental revisiting. 5th edition is absolutely packed with melee units with blistering degrees of speed (fleeting TH/SS termies in a land raider, Thunderwolf cav, Orks in a red paint job trukk with gazghull waaaghing, Nob bikers, lashing into flying princes and zerkers etc.). Tau simply aren’t fast enough to get away from combat and if you just make them shoot really hard they’re just repackaged IG. The wish list is for GW to rethink the entire army concept and come up with a way for them to dodge combat or give them something that fights fiercer than T3 saveless marines.
Orks
-Wierdboyz should probably be moved to elites, 1-3 per slot similar to Zoies. Also, not being forced to use a power every damn turn would go a long way. They could also resolve the love of Orky randomness and an ability to be useful by having you roll 2D6 on the chart to select your powers at the beginning of the game and choose which one to use each turn similar to spell selection in WFB. If they stay in HQ it has to be able to do something for the army like the rest of the HQs instead of forcing units to deepstrike or putting small blasts on them at inopportune times.
-Meganobz need a few options like a Bosspole, a Waaagh Banner, a Bosspole, a painboy, a Bosspole, you could even say the Doks tools can’t work on mega armor just to give them a Cybork option, did I mention a Bosspole?
-Flash Gitz should be 25/model. They have the same statline and points as a Nob in ‘eavy armor. That being said, dropping the points for the weapon upgrades to 3pts per upgrade per model would go a long way. They also need a bosspole, an option for 1 to have a PK, and a transport.
-Looted wagons is really another unit that just needs to go back to the drawing board. What role is it really designed to fill in the army that can’t be filled by the half-dozen other assorted vehicles available is the question GW needs to ask. It looks like a trukk that isn’t fast, a Battlewagon without armor and a more expensive buggy. None of these even border on the appealing.
The bugs are getting a shiny new book and the inquisition is just such a cluster at this point that a wish-list would involve writng a full combined Hereticus/Malleus codex. Black Templars, Dark Angels and blood angels just need books to bring them into line with marines.
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![[Post New]](/s/i/i.gif) 2009/12/31 18:37:24
Subject: What would you change in your Codex?
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Sister Vastly Superior
Gig Harbor, WA
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Witch Hunters/Daemon Hunters need an organic, in the book Inducted Guard option. The new IG dex was obviously written without any thought as to what it would do to the Inquisitorial forces. Allied SM should, IMO, simply be cut. There's not much point in allying SM to your Grey Knights if you're not allowed to use the Grey Knights by doing so. Also, I think that the "Using **** Hunters as allies" rule should stay as they are, but add a 0-1 choice to Heavy Support. Lastly, I second all of Redbeard's WH ideas
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2000 pts SoB.
2000 pts Crimson Fists (WIP)
doomed-to-fight-until-killed-in-battle xenophobic psycho-indoctrinated super soldier warrior monks of an oppressive theocracy stuck in the past and declining while stifling under its own bureacracy and inability to react.
Vaktathi, defining Space Marines
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![[Post New]](/s/i/i.gif) 2009/12/31 18:41:11
Subject: Re:What would you change in your Codex?
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[ARTICLE MOD]
Fixture of Dakka
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Mastershake wrote:
Chaos Space Marines
-Eliminate Lash entirely or apply limitations to it i.e. units stay in original formation, only move 1D6, 0-1, etc. It would be so easy that it staggers the imagination how they failed to keep this balanced. Reduced effectiveness/ability to use Lash opens the door for the good, but rarely used HQs.
Lash is good, but in the current mech-heavy environment, it loses something. I see more warptime than lash these days.
-Noise marines are one of a handful of 40K units that just needs to redone. Their current role in the army is horribly disjointed and the unit has some serious point cost problems.'
Noise marines are fine as they are. You just have to decide what you want them to be when you buy their weapons. If you buy a bunch of sonic blasters, a doom siren and a blastmaster, you're going to have a schizophrenic unit. Make a plan and stick to it.
Chaos Daemons
-While I'd like to see a Herald of Nurgle on a chariot, I would like to know what GW wants him to do. He's a fighty character with trash for attacks that aren't power weapons and at most a flamer template for a ranged weapon. If he's supposed to fight either give him alot more attacks or a way to ignore armor, if he's supposed to shoot give his more than 1 ranged attack. He just seems like the most useless option for an HQ
I use a herald of nurgle fairly frequently when playing mono-nurgle. You give him the flamer attack and use it to buff up your epidimeus count.
-The entire daemon FA section. How do you do a FA section in an army that deepstrikes? The answer apparently is badly especially when 2/4 elite choices are either jump infantry or beasts. Maybe give the FA the ability to charge on the drop. None of them are fierce enough to break the ability and you might actually see them used.
Seekers are worth the points, and math out quite comparatively with fiends. The issue with seekers isn't the unit, it's that you cannot get models for them anywhere. I dunno what GW was thinking (except, perhaps, that boobies scare parents) releasing two new books that feature a unit that they had a model for, and simultaneously discontinuing that model.
Eldar
-Guardians are hard to upgrade in any fashion without putting them in direct competition with the role of an aspect warrior. Make them BS4 and they’re less armored dire avengers that can have a heavy weapon for 4 less points. You keep hitting the same fluff wall that aspect warriors repeatedly run into.
Guardians just need a point-reduction to bring them in-line with ork boyz and guardsmen.
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This message was edited 1 time. Last update was at 2009/12/31 18:41:44
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![[Post New]](/s/i/i.gif) 2009/12/31 19:00:19
Subject: What would you change in your Codex?
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Fixture of Dakka
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Cannerus_The_Unbearable wrote:Blarglord wrote:Eternal Warrior for Typhus. I hate paying that many points for someone to keel over from a krak rocket as soon as he hits the board. You would think the "Herald of Nurgle" would be alot more resiliant. ...feh.
True 'dat. How about the CSM dex should have more Eternal Warrior than most of the other dexes since they've fought for 10,000 years blah, blah, blah. You can kill most of them with a missile even though they've all allegedly destroyed an entire marine chapter single-handedly while blind-folded.
I think eternal warrior's not a big deal because anything strong enough to insta-kill is going to be really low AP too resulting in no save being possible and the model dying anyway; however, combine that with an invulnerable save and you've got pure cheese.
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This message was edited 1 time. Last update was at 2009/12/31 19:02:53
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 |
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![[Post New]](/s/i/i.gif) 2009/12/31 19:07:47
Subject: What would you change in your Codex?
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Fixture of Dakka
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agnosto wrote:Cannerus_The_Unbearable wrote:Blarglord wrote:Eternal Warrior for Typhus. I hate paying that many points for someone to keel over from a krak rocket as soon as he hits the board. You would think the "Herald of Nurgle" would be alot more resiliant. ...feh.
True 'dat. How about the CSM dex should have more Eternal Warrior than most of the other dexes since they've fought for 10,000 years blah, blah, blah. You can kill most of them with a missile even though they've all allegedly destroyed an entire marine chapter single-handedly while blind-folded.
I think eternal warrior's not a big deal because anything strong enough to insta-kill is going to be really low AP too resulting in no save being possible and the model dying anyway; however, combine that with an invulnerable save and you've got pure cheese.
Nice edit. Your first comment was very, very flamebaitish. The CSM dex seemed to set a trend for these ridiculous special characters that bring little more to the table than killyness, but they themselves die far too quickly, or can hurt themselves and not attack for the turn. I just think a little more survivability on the ICs would have been nice, and given a decent reason to not take daemon Princes instead.
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Worship me. |
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![[Post New]](/s/i/i.gif) 2009/12/31 19:28:22
Subject: What would you change in your Codex?
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Fixture of Dakka
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Cannerus_The_Unbearable wrote:agnosto wrote:Cannerus_The_Unbearable wrote:Blarglord wrote:Eternal Warrior for Typhus. I hate paying that many points for someone to keel over from a krak rocket as soon as he hits the board. You would think the "Herald of Nurgle" would be alot more resiliant. ...feh.
True 'dat. How about the CSM dex should have more Eternal Warrior than most of the other dexes since they've fought for 10,000 years blah, blah, blah. You can kill most of them with a missile even though they've all allegedly destroyed an entire marine chapter single-handedly while blind-folded.
I think eternal warrior's not a big deal because anything strong enough to insta-kill is going to be really low AP too resulting in no save being possible and the model dying anyway; however, combine that with an invulnerable save and you've got pure cheese.
Nice edit. Your first comment was very, very flamebaitish. The CSM dex seemed to set a trend for these ridiculous special characters that bring little more to the table than killyness, but they themselves die far too quickly, or can hurt themselves and not attack for the turn. I just think a little more survivability on the ICs would have been nice, and given a decent reason to not take daemon Princes instead.
Yeah, I read it after I hit submit and was thinking, " WTF. can I sound like any bigger of a D?"
So changed it.
Seriously though; have you looked at the Tau special characters? Do that and then tell me about being useless.
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This message was edited 1 time. Last update was at 2009/12/31 19:41:55
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 |
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