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Made in gb
Killer Klaivex




The dark behind the eyes.

 TheCustomLime wrote:
@Ond Angel

Guard Grenade Launchers. They are a cool piece of wargear at first glance. Cool, cheap blast weapons for my guardsmen that can glance light vehicles and can put wounds on a high T model in a pinch! Yay! They even come on the basic guardsmen sprue!

However, they suffer from two problema: Being small blast weapons and being S:3. I am ignoring the Krak Grenade ability since it is not what you are buying the gun for. A Plasma gun does the same thing except better.

With small blast weapons and an opponent that knows his stuff you will only get one hit. Maybe two if you are lucky. A Lasgun does the same thing except it is not as expensive as the guy wielding it. In fact, you will probably get more hits with the Lasgun with orders. I mean, that is what the Grenade Launcher boils down to: A blast lasgun that costs as much as the guy carrying it. If it was free it wouldnt be so bad because you are giving up a lasgun for a lasgun that can fire S:6.


This also brings up another problem - opportunity cost.

Even if 5pts was a fair price for grenade launchers, I doubt they'd be taken simply because it prevents the squad from taking a more useful/versatile weapon (e.g. a melta or plasma).

Possibly this is a problem with how weapons are split - with squads typically being allowed one 'Heavy' weapon and one 'special' weapon (so, people just take the more versatile weapons from one or both of those categories). Possibly it would be better if weapons were instead split by 'role' - so most squads can choose one 'anti-armour' (plasmagun, meltagun, lascannon etc.) weapon, and one 'anti-infantry weapon (flamer, heavy bolter, heavy flamer etc.).

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Slashing Veteran Sword Bretheren






Drop pods = undercosted, by far. For what these things do, their point value is a steal.


DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in us
Ultramarine Librarian with Freaky Familiar





Southern California, USA

 Icculus wrote:
Drop pods = undercosted, by far. For what these things do, their point value is a steal.



I disagree. A lot of the cost of the Drop Pod is eaten up by the Tactical Squad/Sternguard it carries.

Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
Bolt Action Germans: ~1200 pts
AOS Stormcast: Just starting.
The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far!  
   
Made in gb
Land Raider Pilot on Cruise Control





Englandia

So many replies! I'll have to start spoiler tagging some/all of these, methinks...
Also, apologies for not getting back last night. I came home and I was exhausted.

@Vaktathi (Your first post. Your second post is further down)
Spoiler:

Vaktathi wrote:Other people have touched on some very good points. Ignoring Vehicles for time being per OP's post, I'd like to look at some IG units, as most anything infantry related in the IG codex is pretty bad, though I'll confine myself to just three units for now however.

Lets start with Scions/Stormtroopers. They cost almost as much as Space Marines do, but have a statline almost identical to that of basic Guardsmen. If we look at a Carapace Veteran as a baseline (giving a truly identical statline), as basic Scion/Stormtrooper is paying ~5ppm for Deep Strike and AP3. While one's initial reaction might be to think that's super awesome, there's some problems. First, they still retain that crappy statline, including Leadership, so they die and break like far cheaper infantry. Second, their gun remains S3, while simultaneously having a shorter range (especially critical for rapid fire double-tap), resulting in a dire inability to actually hurt anything to put that AP3 to use, and a range component that requires them to be put right in the range where they're easiest to kill to be most effective, and lack the 3rd special weapon that basic Veterans get at half the basic unit price.

Really, somewhat sadly, the Skitarii Vanguard are almost identical, in nearly every detail, to what I've been advocating IG Stormtroopers (now "Scions") to be since 4th edition, only even better. S3 Assault 3 18" guns, sub-10ppm cost, increased Ld, and some nifty special rules.


The only problem is that if we reduce the price of a Scion/Stormtrooper, then AM basic troop will become overcosted.
Then we reduce them, and we have the issue of X is now overcosted. And on it goes.
Where can I find Scions/Stormtroopers? If it's outside of AM codex, I'll see if someone has the dataslate/other that I can look at.

Vaktathi wrote:
Lets look at Ogryn/Bullgryn now. Neither of these units are going to match anything near their price in their same role for combat capability, they just aren't. Wraiths, TWC's, etc, even Tyranid Warriors, are going to utterly smash them on a point for point and model for model basis. Add to that the critical Ld dump stat which requires them to have a Character attached to prevent them from running off and they just come off as a unit that cannot do its job effectively.

For these guys, there's no reason they need terrible Ld. It really feels that's being used to reflect their poor intelligence instead of their ability to press forward under fire, and in previous editions they always had above-average Ld (being base Ld8 instead of a normal Guardsmen's Ld7, and up to Ld9 with a Bone'ead). Really, these things should be Ld9, and about 15ppm cheaper to get anywhere.


If anything, lower intelligence could lead to greater leadership in the sense of how likely you are to run from danger.

I take it this "Bone'ead" got removed?

I'll take the point modification into consideration and see how it looks when I get around to them.

Vaktathi wrote:
Then we get IG Heavy Weapons units. They're amongst the least effective in an absolute sense, least cost effective, and easiest to destroy heavy weapons units in the game. Being T3 W2 Ld7 means that not only are they very easy to destroy, but that even just a single S6 shot getting through forces a fallback test on Ld7. Add to that they cost as much as SM Devastators or CSM Havocs (the closest equivalents you can really compare) on a per model basis despite being less accurate and resilient and with far fewer unit uptions. Given that a basic guardsmen is ~4ppm, with a unit of 10 coming to 50ppm (with Ld8 Serg adding 10pts to the cost), these units really should start at ~25ppm, not 45. At 25ppm+weapons, you'd have a far more viable unit. Alternatively, if reducing their cost is not seen as favorable, they could use some enhanced resiliency, perhaps a "quasi-artillery" unit type to represent a heavy gun with gun shield and multiple crewman and make the HWT models T5 as long as they didn't move or something?


I quite like the sound of T5 when stationary, which they'll probably want to be anyway, given they're heavy weapons teams.
What I'll do is, when I get round to IG/AM (most likely next, or the one after next), I'll throw some polls up on what people think between points redux, T5 while stationary, or any other ideas suggested by then.

I was planning on doing them in the order I could get the codice... (I'll make a start like that), but so far, my to-do/suggestion list is longest for IG/AM and DEldar...

I'll throw the list up in the first post later.




@Desubot
Spoiler:

Desubot wrote:Oh man i didnt even see the non vehicle stipulations :/

I ditto what vaktathi stated

Would really like HWT to be more viable
Cheaper and possibly starting with like a mortar for free.
Possibly giving them Camo netting as an upgrade (since if they are a small team on the move they would probably set up with those)

All right. I've added the camo netting to the list of things, and I'll consider it.
Although, honestly, since it's going to be more like Lythrandire's VDR (but for non-vehicles), a few IG/AM units will get the option to take camo-netting.



@geargutz & @OrkaMorka (both Ork related, so I'll knock those out together)
Spoiler:

geargutz wrote:for orks i always thought nobz were a little overpriced. at 18pts its difficult to justify fielding them. for example, a nob with pk, tl shoota and 4up armour is 50pts. while a meaganob is 40 pts, gets 2up armour, pk and tl shoota.
gorkanuats and morkanauts. though i love fielding these units i and most others feel it is pretty pricy to just to run one. at 230-245 its difficult to bring something that can be popped at cc with just melta bombs.
mekguns seem like they are under priced. we orkz got lucky with the evolution of the big guns and it now seems like everyone prefers them as their hs choice (though the points dont match at all with the models actual $ cost. 45$ for one model with an average cost of 30pts is ludicrous).


OrkaMorka wrote:Orks
Nobs - Overpriced. I can't find them a use outside boys squads.

Battlewagons - Over priced for having absolutely 0 weapons. I try hard to find a reason for them. At base cost is what I think they should be after some upgrades. Considering its our heaviest 'tank'.

Killa Kans - 50pts a pop with two big shootas. Bit pricey considering how easily walkers die.

Loota's - Not by much. But its hard to put them in as much as you want to when the range can be a PITA sometimes.

I hear you both with the Nobz being over-priced... My brother and I weren't too pleased at that. I might make it so they're 16pts/each and see how that works out.
Gork/Morkanauts, Battlewagons, Kans, and just vehicles in general aren't my thing. Check out Lythrandire's VDR for vehicle stuff. Sorry.
Although I do dislike the newer price of a Battlewagon...

I've not played as Orks in this edition (their new 'dex killed them for me, sadly), so I don't really know how well Mekguns play. I'll have a look at them in comparison to other units though.

Lootas: Aren't they 48" range, or am I misremembering? (my brother's codex appears to have gone missing between last night and this afternoon... stand by)


@Ashiraya
Spoiler:

Ashiraya wrote:My Khorne Chosen just feel... I dunno. They hit somewhat hard if they get to melee but they are very expensive, slow, and fragile.

They cost 30ish ppm when upgraded with marks, VotLW, weapons etc., and it feels like other units in the game get so much more for that price. The new jetbikes are obviously a glaring example of that, but it's by no means isolated to things that broken.

I have only had them reach melee when held back as counter-assault units against armies even heavier on melee than mine is.

I love them, I have spent a long time upscaling them and converting them, but they just don't seem to perform up to par.


Khorne Chosen: Are we talking CSM or Khorne Daemonkin?
I've not looked at Khorne Daemonkin yet, but plan on getting a copy to peek through in a week or two.

If they're CSM, I've heard that Chosen(?) as a whole are quite pricey for what they are. I may be thinking of Possessed...



Toofast wrote:Eldar jetbikes with scatter lasers anyone?

I've heard a little about that...
Is that a new thing?

@TheCustomLime & @Vaktathi
Spoiler:

TheCustomLime wrote:@Ond Angel

Guard Grenade Launchers. They are a cool piece of wargear at first glance. Cool, cheap blast weapons for my guardsmen that can glance light vehicles and can put wounds on a high T model in a pinch! Yay! They even come on the basic guardsmen sprue!

However, they suffer from two problema: Being small blast weapons and being S:3. I am ignoring the Krak Grenade ability since it is not what you are buying the gun for. A Plasma gun does the same thing except better.

With small blast weapons and an opponent that knows his stuff you will only get one hit. Maybe two if you are lucky. A Lasgun does the same thing except it is not as expensive as the guy wielding it. In fact, you will probably get more hits with the Lasgun with orders. I mean, that is what the Grenade Launcher boils down to: A blast lasgun that costs as much as the guy carrying it. If it was free it wouldnt be so bad because you are giving up a lasgun for a lasgun that can fire S:6.


Vaktathi wrote:Oh man I forgot about Grenade Launchers.

Yeah, those things have been bad for...ever.

Given that SM's have Rapid Fire iterations, at least making the IG ones Rapid Fire might actually mean someone takes them once in a while at least in small games.


So either free/incredibly cheap grenade launchers, or give them the Space Marine's grenade launcher?
Is this across the codex (to all who can take them), or just some squads?
If only one unit can take them, then don't worry about answering it.



SQRT(-2) wrote:Combi-Flamers are expensive. A flamer it's self is 5 points, a bolter 1, so put them together and it's 10 points?

Toofast wrote:Yea, you pay twice as much for a 1 shot flamer as you do for a flamer that can flame things to death all game long. That's GW rules for you.


Have you ever seen a squad of 10 combi-flamers overwatch?

Things get real warm.

The thing to consider with a perma flamer vs a combi is that one can be used all game, the other can be used as a bolter until you want to use the flamer part. Also, it lets you get an additional flamer in some cases (tacticals, LotD)
I get that the math doesn't particularly add up, but I've never personally found any combi-weapon to be mis-priced. (I am in no way saying you're wrong, just adding my two cents)


koooaei wrote:I think that naughts, kanz and ghazzy are overpriced. Lobbas and tankbustas are a bit underpriced.

I understand Ghazzy is overpriced. He took a bit of a hit from his last codex.

I'll take a look at lobbas and Tankbustas if I can find the damn codex.

Seems to have grown legs and ran away...
Lobbas are the weapons, right? I can't remember if they are their own unit, or a weapon.


EmpNortonII wrote:Vespid and Devilfish are certainly over-priced.

Co'tor Shas wrote:From tau codex

Devilfish: overcosted
Stealth Suits: overcosted
Riptide: slightly undercosted
Ion Accelerator: undercosted
Vespid: overcosted (and badly designed)
Sun shark/razorshark: overcosted (or just gak, hard to tell)
Broadsides: slightly overcosted
High Yeild Missile Pods: undercosted
Hammerhead: slightly overcosted


Off the top of my head, I think the Devilfish, Broadside Sun/Razorshark and Hammerhead are vehicles, aren't they?

As for the rest of them, I don't know exactly what they are off the top of my head. I'll try and get hold of that codex soon. I've noted them down though (even the ones I think might be vehicles)



vipoid wrote:
 TheCustomLime wrote:
@Ond Angel

Guard Grenade Launchers. They are a cool piece of wargear at first glance. Cool, cheap blast weapons for my guardsmen that can glance light vehicles and can put wounds on a high T model in a pinch! Yay! They even come on the basic guardsmen sprue!

However, they suffer from two problema: Being small blast weapons and being S:3. I am ignoring the Krak Grenade ability since it is not what you are buying the gun for. A Plasma gun does the same thing except better.

With small blast weapons and an opponent that knows his stuff you will only get one hit. Maybe two if you are lucky. A Lasgun does the same thing except it is not as expensive as the guy wielding it. In fact, you will probably get more hits with the Lasgun with orders. I mean, that is what the Grenade Launcher boils down to: A blast lasgun that costs as much as the guy carrying it. If it was free it wouldnt be so bad because you are giving up a lasgun for a lasgun that can fire S:6.


This also brings up another problem - opportunity cost.

Even if 5pts was a fair price for grenade launchers, I doubt they'd be taken simply because it prevents the squad from taking a more useful/versatile weapon (e.g. a melta or plasma).

Possibly this is a problem with how weapons are split - with squads typically being allowed one 'Heavy' weapon and one 'special' weapon (so, people just take the more versatile weapons from one or both of those categories). Possibly it would be better if weapons were instead split by 'role' - so most squads can choose one 'anti-armour' (plasmagun, meltagun, lascannon etc.) weapon, and one 'anti-infantry weapon (flamer, heavy bolter, heavy flamer etc.).


I really like this idea.
I take it some squads (Devs and their equivalents) could take 4 from anti-armour, and others could take their allowed amount from anti-infantry?

The problem is, how would we define what is anti-tank and anti-infantry?
Some are obvious, but what about Grav? That does well at both (to an extent). Autocannons do well at both, too.

If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Ond Angel wrote:

I really like this idea.
I take it some squads (Devs and their equivalents) could take 4 from anti-armour, and others could take their allowed amount from anti-infantry?


Something like that, yeah.

 Ond Angel wrote:

The problem is, how would we define what is anti-tank and anti-infantry?
Some are obvious, but what about Grav? That does well at both (to an extent). Autocannons do well at both, too.


I'd probably lean towards Grav being anti-armour - since it can affect any vehicle, is AP2 and gets stronger the better the target's armour is.

With regard to middle-of-the-road stuff like autocannons, you'd probably have to just set an arbitrary limit - whereby weapons with a certain strength or AP are classed as anti-armour.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Land Raider Pilot on Cruise Control





Englandia

 vipoid wrote:
 Ond Angel wrote:

I really like this idea.
I take it some squads (Devs and their equivalents) could take 4 from anti-armour, and others could take their allowed amount from anti-infantry?


Something like that, yeah.

 Ond Angel wrote:

The problem is, how would we define what is anti-tank and anti-infantry?
Some are obvious, but what about Grav? That does well at both (to an extent). Autocannons do well at both, too.


I'd probably lean towards Grav being anti-armour - since it can affect any vehicle, is AP2 and gets stronger the better the target's armour is.

With regard to middle-of-the-road stuff like autocannons, you'd probably have to just set an arbitrary limit - whereby weapons with a certain strength or AP are classed as anti-armour.


Ah, I see.
I was thinking of anti-armour to be more of a literal anti-tank.

Hmm. So how does this sound for parameters?
If Strength is 7 <= and the AP is 2 or better, then it's "anti-armour"
If the strength is 8, then it is also anti-armour.
If the strength is 6+, and it has "rending", it can also be anti-armour.
Any weapon with melta/armourbane will also be on this list.
And any AP 1 or AP 2 weapon, regardless of strength, will be on this list.


If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

That seems reasonable.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Trustworthy Shas'vre





Cobleskill

A question; if everything is overcosted, then is everything BALANCED?

are we spoiled for wanting more stuff in our standard lists rather than increasing the points that we play at?

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 carldooley wrote:
A question; if everything is overcosted, then is everything BALANCED?


If everything is overcosted by an equal amount, then yes.

The problem is, many things are not overcosted and many more are actually undercosted.

 carldooley wrote:
are we spoiled for wanting more stuff in our standard lists rather than increasing the points that we play at?


I don't think that's the issue.

I think people just want to feel like they're getting value for their points.

I mean, if I have two units that cost the same points, but one of them is markedly worse, you're going to feel like you're throwing points away if you take the worse option.

A particular bugbear for me is that so much equipment is badly overpriced, so that it's more efficient to leave my characters naked and spend the points elsewhere. I really hate this. For a game that bleats on endlessly about forging the narrative, it certainly does all it can to discourage flavourful list design.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Krazed Killa Kan






State of Jefferson

Overcosted:
Killa Kan
Dakka Jet
Dorkanaut
Battle Wagon

Agree w all of Co'tors Tau


Undercosted
Wave Serpent
tank bustas(maybe just pt effecient)
deffkopta (maybe just pt effecient)



   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

 Ond Angel wrote:
Khorne Chosen: Are we talking CSM or Khorne Daemonkin?
I've not looked at Khorne Daemonkin yet, but plan on getting a copy to peek through in a week or two.

If they're CSM, I've heard that Chosen(?) as a whole are quite pricey for what they are. I may be thinking of Possessed...



CSM.

Chosen are not much better in Khorne Daemonkin as far as I know, though. Possessed are in the same boat - twice the cost of CSM but only slightly more resilient, and only against AP3- weapons.

They just seem to die so easily.

This message was edited 1 time. Last update was at 2015/04/17 14:58:15


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Tyranids  
   
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Norn Queen






For nids, off the top of my head, The Norn Crown is ridiculously over costed. All it does is increase synapse range by 6 inches for 40 points! 40!

IF it also increased the range of Shadow in the Warp AND if SitW actually did anything worth a damn then MAYBE it should cost 20. But 40? JESUS!

Ymergal Factor is also crazy. Another 40 point "bio artifact (such a stupid name)" that has you change features each turn. Boost armor by 1, attacks by 1 or str by 1. You have to choose each turn what it does and it cannot do the same thing twice in a row. 40 is stupid high cost especially because you are likely to be forced to shift out of whatever is most useful at the time.

Regeneration should probably be 15-20 instead of 30 for how much use it actually gets.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
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Loyal Necron Lychguard





Virginia

Undercosted:

Wraithknight (7th Ed.)

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in gb
Killer Klaivex




The dark behind the eyes.

I think regeneration should be like it was in 5th - with different models paying different prices.

There's really no need for this 'one price for all models' system at the best of times, let alone in an army with as much variance as nids.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
 
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