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Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Dark Angels:
-Make Asmodai worth taking. As it is, he is the worst character choice in the whole codex.
-Reduce point cost of all Deathwing by 5 ppm, or else make it where they can assault after deep striking (maybe consider it a disorderly charge like Raptor Talon?). Really all Terminators could use this treatment.
-Reduce the warp charge cost of a couple of the Interromancy spells. Trephination shouldn't be WC2; it only affects 1 model (basically Psychic Shriek: feth THAT guy version). It it affected a whole squad I could understand WC2.
-Update the Space Marine Bike wargear entry to confer the Ravenwing special rule to characters that take one. Also allow a Company Master to take a bike.
-Give Azrael AP2 on his weapon and Eternal Warrior; with these changes, increase his cost to 230-240 or so. He should be a badass capable of going toe to toe with the vanilla chapter masters, but he's too easy to kill as it is. He should be good without having to take a huge blob of Fenrisian wolves with him.

Khorne Daemonkin:
-Reduce Berserkers point cost to 15 ppm; make Chainaxes either free built-in upgrades or give them Rending. Otherwise Berserkers are absolutely worthless.
-Fix the Khorne's Bloodstorm formation to allow Raptors and Warp Talons in the formation to make a disorderly charge after deep striking. Might make that formation good instead of just a way to get a Heldrake in a Blood Host detachment.
-Add a unit of Berserkers on Juggernauts to the mix. I'd love a kit like this as long as the rules for them don't suck. They could be like Khorne's version of Thunderwolf Cavalry (just call them Juggernaut Cavalry or something).
-Give Bloodthirsters a built-in FnP or increase their toughness to 7. They are way too fragile for their cost.
-Add a way to take a Chaos Knight of Khorne in a Blood Host detachment, perhaps as a War Engine choice. They did it for the Kytan, after all.
-Give Bloodletters a FnP on the turn they deep strike. They might live long enough to accomplish something then.
-Reduce the point cost of Possessed, Warp Talons, Defilers, and Bloodcrushers. Defilers are worthless, especially when the codex also contains the Soul Grinder, which is better in every way.

Tau Empire:
-Give Vespids either Assault 2 on their guns, or some kind of special abilities in melee. Right now they are a bad joke.
-Reduce the point costs of both of the flyers. They are too expensive considering how fragile they are, and their firepower isn't all that great either.
-Improve Rail Weapons. One way I thought of was to make each gun have the following ability: Hammerhead Railgun: On a 6 to hit, the weapon's strength becomes D. Heavy Rail Rifle: On a 6 to hit, the weapon's strength becomes 10. Rail Rifle: On a 6 to hit, the weapon's strength becomes 8. Otherwise, I'd say just improve the Hammerhead and Broadside's rail weapons to have Armorbane. Longstrike should have some way to get a D shot though, because in the fluff he headshotted a Titan!
-Fix the Coldstar so that if he fails a grounding test he only takes a Strength 7 hit. He's not as big as a true FMC, so he shouldn't land as hard. This way he wouldn't be just dead from a hard landing.
-Find a way to improve Pathfinders, so that there's actually a choice between them and Marker Drones as a markerlight source.

Last but not least, I'm going to chime in on a codex that I don't own and think should be toned down a bit to make the game more fair.
Eldar:
-Increase the cost of Windriders, and/or make them a fast attack option rather than troops. Keep the Windrider Host formation so people can still play a jetbike-heavy list (like a fluffy Saim-Hann force).
-Increase the cost of Warp Spiders, or put a cap on how many can be taken in an army, or else reduce their capabilities somehow. These things really grind my gears more than anything else in the Eldar book.
-Make it so the Aspect Host formation has to be 3 different units rather than spamming one type. Might increase the usage of Aspect Warriors that aren't Warp Spiders or Fire Dragons.
-Increase the cost of the Wraithknight by 30-50 points.
Sorry if this one seems like a big anti-Eldar rant, but I feel like these nerfs would still leave Eldar plenty strong but not overwhelmingly so, and might increase the variety of Eldar lists you see in tournaments. As it is, most Eldar lists I see consist of 3-5 units of Scatbikes, a Wraithknight, one or two Farseers on bikes, either a Warphunter or a Vaul's Wrath D-barrage battery, and as many Warp Spiders as the player can cram into the list via Aspect Host formations or Fast Attack slots. I wouldn't mind playing against Eldar so much if there were more variety.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

If Bloodthirsters get T7 or FNP, GUO better get something.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Space Wolves - models, abilities and statlines don't bother me, they're pretty good actually.
I want to see the naming team replaced along with the Wolfity wolf in the names - more Space Vikings inspiration.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
Regular Dakkanaut




 JNAProductions wrote:
If Bloodthirsters get T7 or FNP, GUO better get something.


All the greater daemons need some love, they're all so fragile for their high points cost.

I mean several characters fieldable from the armies of the Imperium are TOUGHER, HIT HARDER and aren't so hideously exposed to being shot at ( I.e they can join units)
And they cost less than the cheaper greater Daemons

This message was edited 1 time. Last update was at 2017/02/27 07:12:23


 
   
Made in us
Implacable Black Templar Initiate





Oklahoma

***make all codexes free downloads***

Space marines
Remove formations
Make heavy bolters good
Allow tactical squads to take 2 special weapons
Make all tanks (predastors, vindicators, whirlwinds, land raiders) better
Remove gets hot rule
Make terminators good
Allow assault out of all vehicles (penalty for non assault veh)
Give assault marines more weapons options
guaranteed 6"+D6" charge range for assault marines

This message was edited 2 times. Last update was at 2017/02/27 12:26:18


5500 pt 3500 1500 2000 3500 pt 3500pt 1500 pt 1000 2000 
   
Made in gb
Slaanesh Chosen Marine Riding a Fiend





Chaos Spacemarines - put daemons back in the stock codex.

Dark Eldar - as one of the other posters said, revert back to the older codex. Rework power from pain. Make the Voidraven bomber worth a damn, not a one shot waste of points.

Covens - plastic grots and more anti-veicle options.

Just my 2p worth.

Please note, for those of you who play Chaos Daemons as a faction the term "Daemon" is potentially offensive. Instead, please play codex "Chaos: Mortally Challenged". Thank you. 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Craftworld Eldar: This is supposed to be an army of specialized scalpels, not an army of one-gun-kills-everything generalist sledgehammers. Distortion != Destroyer, pump the Wraithknight to 450-ish points, dial back all the S6 spam. The Falcon needs something to make it something other than a worse Wave Serpent; some sort of improvement to the Pulse Laser, or the ability to go 12" and still drop troops off could be interesting. Take away the Seer Council's one-WC-per-model trick so you can drop the price a bit and make them less terrible in melee. Give Wraithblades two Attacks on profile. And Eldar Jetbikes really ought to be Skilled Riders with a 4+ armour save across the board (Windrider/Skyweaver/Reaver), rather than randomly being worse at riding the bikes and having better armour in the Craftworld book.

Harlequins: Price drop for Troupes; make the basic Harlequin 13pts instead of 15pts (compare the model to a Howling Banshee to see why) and make the Troupe Master an optional 10pt upgrade (like the Exarch he's an exact equivalent of) instead of a mandatory 20pt upgrade. Let Death Jesters have a gun that can do something to armour. Create some HQ choices, and let characters sit on the back of the jetbikes.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in gb
Longtime Dakkanaut




Nids!

Synapse grants EW (playable warriors!)
Simplify instinctive behaviour

Nerf the Devourers w/BL worms. S5 maybe? or not twin-linked.
(Flyrants are waaaay too good in shooting)

Make zoanthrope warp blast/lance a shooting attack

Malanthrope in the codex (with a points bump)

Pods back again

Doom back again (with a points bump), Parasite, make the unique units really unique and playable again.

Faction-specific terrain - digestion pools, spore chimneys, hive nodes etc etc

Rework poison, scytals back so our melee units are actually good again

Increased WS and I across the board, BS to 3.

Trygon tunnels actually do something

LoW please...
   
Made in ca
Sneaky Lictor



oromocto

zerosignal wrote:
Nids!

Synapse grants EW (playable warriors!)
Simplify instinctive behaviour

Nerf the Devourers w/BL worms. S5 maybe? or not twin-linked.
(Flyrants are waaaay too good in shooting)

Make zoanthrope warp blast/lance a shooting attack

Malanthrope in the codex (with a points bump)

Pods back again

Doom back again (with a points bump), Parasite, make the unique units really unique and playable again.

Faction-specific terrain - digestion pools, spore chimneys, hive nodes etc etc

Rework poison, scytals back so our melee units are actually good again

Increased WS and I across the board, BS to 3.

Trygon tunnels actually do something

LoW please...


I like most of your suggestions with the following adj:

Synapse can't give EW it's too much but I'd let it give "All ID attacks (other than D) instead do 2 wounds to Tyranid models within Synapse". (We do need useable Warriors)
Psykers not using GSC or Tyranid psychic powers harness warp at +1 diff and make ld checks for perils at -3 within synapse range. (Yes this means GSC using Biomancy or Telepathy are effected)
Reduce ROF for Monsterous DIV to Assault 4(instead of 6) give them AP 5 (This will make Flyrants less shooty but not nurf them into the ground)

Zoanthropes need a little love but instead of giving them a shooting attack I'd let them manifest on a 2+ for Warp Blast(or make Warp blast lvl 1)
Give Zoanthropes a melee power of some kind like a feedback shield where every saved wound does a wound back at equal str and ap of the saved wound in melee, or a Nova psychic power(maby a 3rd option to warp blast) built in so they can do something in melee other than die.

Reduce base pts for Tyranid prime to 60, and give options to make him a lvl 1 psyker and for wings(Jump infantry) at appropriate costs.

Give Tyranids more psychic options like a second school of 6 new powers and a primaris.

Make Genestealers more like the GSC ones so they are worth using (or maby a frag grenade option and a point reduction) or even just use the exact same stats with a paterarach upgrade and Cult ambush.

Give a Warp field Relic option that gives a 5+ invuln to a HQ.
   
Made in us
Flashy Flashgitz




Armageddon

1. Bring back old mob rule
2. Make regular nobs cheaper
3. Make Zzap guns more reliable (smasha guns are strictly better zzap guns atm)
4. Remove the panic rule from Killa Kanz (the creator of said rule needs to be executed by firing squad)
5. Flash Gitz get a base 4+ armor save for free
6. Burnas can use weapons as flamers and power weapon in the same turn. This was the rule originally, until they nerfed it. What are marines scared of initiative 2 models? please
7. Gork/morkanaut are superheavy. Only moving 6" and firing at single targets is literal torture when knights, who are the same size as you, can do whatever. Riptides are better and they're smaller.
8. Biomancy and Pyromancy for the weirdboy, idk.
9. idk how you fix kommandos, but......fix kommandos.

Bring the ork clans into the spotlight by giving them their own 'chapter tactics' or whatever. More unique army lists and characters please. Nazdreg? Wazzdakka Gutsmek? Zogwort?

Idk this only scratches the surface of the horror that is the ork codex.

"People say on their first meeting a Man and an Ork exchanged a long, hard look, didn't care much for what they saw, and shot each other dead." 
   
Made in us
Clousseau





East Bay, Ca, US

Change Terminators as follows:

1. Increase wounds by 1. So your base terminator would have 2 wounds, and Grey Knight Paladins would have 3 wounds, for instance.
2. Increase their toughness by 1 across the board. No terminator should have 4 toughness.
3. Change save to 3+, from 2+.
4. Give the option for 1 generic heavy weapon per 5 terminators.
5. Terminators have 5 initiative on charge. With unwieldy weapons, they strike at initiative 2.

Change Vehicles as follows:

1. Vehicles get an armor save against glancing hits, based on the lowest armor value on the vehicle.
AV11 -> 6+
AV12 -> 5+
AV13 or better -> 4+
AP1 AP2 weapons ignore glancing saves.

Additionally, vehicles can purchase Ceramite Plating as an upgrade. Allow vehicles with tracks to move through difficult or dangerous terrain with no issue.

This message was edited 1 time. Last update was at 2017/02/27 17:17:12


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Shas'la with Pulse Carbine




I agree with the following from:
 Unusual Suspect wrote:
Tau Empire:
Chapter Tactics equivalents are added for each of the Tau septs (potentially replacing Supporting Fire or reducing its baseline effectiveness, to keep things balanced)
Coldstars are made T5, so they don't get Instagibbed by a failed grounding check when they fly. Possibly increase in cost to compensate.
Stealth Suits reduced in cost by 5 points each.
Drone point costs in Drone Squadrons reduced by 2 points.
Give Vespid an alternative firing mode - something like 3/6 Template - or Rending (if they use their claws for mining through rocks/asteroids, as was implied in older codexes, they really ought to have rending in CC).


Saying "nerf" everything is unrealistic as new improved rules sell models. So I would propose the following in conjunction with that was mentioned above - because I would love for tau armies to have viable, competitive options across the board.
Tau Vehicles I find are most lacking

Cadre Fireblades effect sniper drones.
Vehicles get access to Target Lock - 5pts
Vehicles can purchase an advanced multitracker - Can fire each weapon at a different target - 15pts
Skimmer vehicles can deepstrike
Tanks get access to Shield Generators - 25pts
Tanks all have 11 rear armor

Hammerheads cost 100pts base
**Ion Cannon Turret costs 15pts
***New Ion Cannon Profile - R48" S7 AP3, Ordnance 4 or Overcharged - R60" S8 AP2, Ordnance 1 Large Blast (no longer gets hot), Divert Power: Can only overcharge if the hammerhead did not move in the preceding movement phase.
*Railgun now called Rail Cannon
**Rail Cannon Turret costs 25pts
***New Rail Cannon Profiles - R60" S 10 AP1, Ordnance 1, Overpenetration, Hydrostatic shock
****Overpenetration: When firing at units with a toughness value that is 5 or less this weapon can pass through that target and cause hits to other models in the unit as well as other units along its trajectory. Use the Beam rule for this mechanic. The projectile will stop and not cause further hits if it hits terrain, buildings, vehicles or units with T6 or higher.
****Hydrostatic shock: A weapon with this rule causes D3 wounds. If the weapon causes a penetrating hit, it causes D3 hullpoints damage
***Can buy Destroyer shells as an upgrade - only with railgun turret for an additional 25pts - Profile - R60" S D AP1, Ordnance 1, Overpenetration, Hydrostatic shock* *overridden if a 6 is scored on the Destroyer Table.

Devilfish now 70pts

Skyrays now 110pts

New Tank Available for Tau - Stingray - 90pts , Fast Attack Tank/Transport- 12/12/11 3hp profile Fast Skimmer - Capacity of 6+1 drone, Same load out/options as a devilfish - New turret Sprue:
*Stingray Turrets
**Twin-Linked Heavy Fusion Blasters - 30
***R24" S8 AP1 Heavy 2, Melta
**Twin Linked Heavy Burst Cannons - 20pts
***R36" S5 AP5 Heavy 6, Rending
**Twin-Linked Heavy Plasma Cannons - 25
***R48" S6 Ap2, Rapidfire2

All tau battlesuites from Stealth to Ta'unar get this often talked about "Mecha" special rule, how ever I would modify it. Also think Eldar wraith units should be subjected to this as well.
* Mecha
- Poison only wound on 6+
- Immune to Instant Death / Force / Fleshbane effects
- Monster Hunter has no effect.
- Haywire wounds on 2+
- Tank Hunter = re-roll to-wound
- Armorbane - Does 2 wounds instead of 1.
- Melta - Does 2 wounds instead of 1 and at half range.
- Ordnance - Roll 2 dice to wound, pick the highest
- Primary Weapon - Roll 2 dice to wound, pick the highest
- Grav Wounds on a 3+ for GC/MC models and 4+ for all others - regardless of armor save and unsaved 6's to wound immobilize the Mecha - This is due to the proliferation of Grav and grav amps. as well as the high number of grav shots available. Also since so many other easily available weapons are now impacting the suits with special weapons I think it's a fair trade. Rationality - The mecha are not as heavily armored as tanks which are only affected on a 6. However they are made using advanced technology systems and reinforced composite materials or wriathbone structures.
- Immobilised Mecha - Can only move 1 inch and pivot. cannot Jetpack or Jump pack move.
- All mecha units gain Self Repair which will also remove immobilised penalties on a 5+ and restore wounds on a 6+

Codex Fliers
* Reduce costs for each model by 20pts.
* AV11 all around
*Interceptor drones for both models and the drones have velocity trackers and built in EOW
*Pulse bombs gain Shred
*Pulse bomb generator does not fail permanently on a 1. Rather bombs are regenerated on a 3+
*Ion Turret is AP3, AP2 if overcharged
*Razorshark gets Markerlight turret in the nose rather than burst cannon. - Since it now would have the Interceptor drones. Nose missile pod option is still available and is now modeled to the top side of the quad gun turret.

Kroot
*Give Kroot S4 & T4 and 5+ save.
*Give them stealth (general)
*Kroot receive 2ppm price increase
*Add new rule - Genetic Assimilation - Only available if a Shaper has been added to the squad.
Genetic Assimilation: Anytime Kroot win an assault phase and an enemy unit is killed, that kroot unit can immediately go to ground. The next controlling player turn, the kroot can automatically get back up with no penalties and act normally. While they had gone to ground they ate their foe and gained their abilities. That Kroot squad has now gained the abilities of that squad for the remainder of the game. There is no limit to how many times the kroot can do this. These abilities must be intrinsic to the squad and not an ability granted through wargear or item upgrades.

Broadsides
*Gain Relentless via unit upgrade - Upgraded power generator - 10ppm - can still take 1 wargear option
*Gain +1 Toughness
*Now have Railguns with new profile - 48" Str 10 AP1 Heavy 1, Overpenetration, Hydrostatic shock
*Receive a 5pt increase
   
Made in cz
Regular Dakkanaut




Nids:
The idea is to make the ground Nids good enough that Flyrants will be no longer seen as the most important unit.

Give us back Biomancy and Telepathy.

Genestealers should be updated to be balanced with GSC Purestrains. Make them (much) cheaper or make them comparable, there's a huge gap between them for a same price.

The Biomorph table for MCs should get a new leg biomorph that grants +3" to Run distance and enable Run & Charge if the unit rolled at least 4 on its Run roll.

Hormagants, Rippers, Trygons and Trygon Primes should be Beasts.

Any Tyranid IC should auto-pass Look Out Sir! checks to models in an attached unit, even in challenges. All GSC leaders can do that, there's no reason why Hive mind controlled organisms couldn't do the same.

Trygons can roll for DS in Turn 1 and can select another non-MC unit in reserves that will arrive next turn per their old rule. If Trygon mishaps and rolls 1 on the mishap table, the joined unit rolls as well. On 3+ it is placed in ongoing reserves, on 1-2 it is burried and destroyed.

Give optional 4+ Warp field upgrade for ground Tyrants.

Swarmlord should have Eternal Warrior, 4++ against all. He should be to regenerate 1 wound each turn and raise a single fallen Tyrant Guard from his escort at the beginning of each turn. Yeah, that.

Swooping Flyrant has BS3 against ground targets.

Weapons:
- Make Rupture Canon on Tyrannofex AP2, AP1 if both shots hit. 200 points for two shots at BS3 aren't going to be OP...
- Make Fleshborer Hive twin-linked.
- Add a second mode to the Heavy Venom Cannon: S9 Assault 1 AP2. (no blast).
- Make MC Twin-linked Deathspitters STR6 Assault 4 AP4, Range 24" to make them at least somewhat comparable to TL devourers.
- A model gets +1WS for each pair of Scything Talons (the bonus remains in effect when using other melee weapons, just like on GSC Metamorphs)

Tyranid army mechanics:
- All other units than Gants and Rippers can LoS on 4+ to a friendly gaunt model within 6" if both units are within 12" of a Synapse creature. Swooping FMCs can't be protected in this way.
- Units fall back to the nearest Synaptic creature or to the board edge (the owner can choose).
- All enemy psykers under Shadow in the warp suffer -3 to their leadership and manifest spells with -1 penalty on 5+. If the Swarmlord is in the game, they manifest with -2 penalty on 6+.
- Synapse grants Fearless.
- Multiwound models within Synapse range require +1S to be instantly killed (S7 against T3 Rippers, S9 against T4 Warriors or Zoanthropes).

New main detachment:
- "Without numbers": All gaunts can replenish their losses by 1d6 at the beginning of a turn if they are within Synapse range and farther than 6" from and enemy model.
- All units in the detachment auto-pass their Instinctive Behaviour checks as long as at least one Synaptic Creature in the formation is alive.
   
Made in us
Longtime Dakkanaut




Northridge, CA

 Marmatag wrote:
Change Terminators as follows:

1. Increase wounds by 1. So your base terminator would have 2 wounds, and Grey Knight Paladins would have 3 wounds, for instance.
2. Increase their toughness by 1 across the board. No terminator should have 4 toughness.
3. Change save to 3+, from 2+.
4. Give the option for 1 generic heavy weapon per 5 terminators.
5. Terminators have 5 initiative on charge. With unwieldy weapons, they strike at initiative 2.
Termies need love but you're going a little overboard. An extra wound would solve a lot of problems but they should stay toughness 4 or they'll get out of control. Not everyone has access to lots of strength 10 you know.
   
Made in us
Mekboy Hammerin' Somethin'




Alaska

 Don Savik wrote:
Bring the ork clans into the spotlight by giving them their own 'chapter tactics' or whatever.

I like the idea of the clans getting chapter tactics or Traitor Legions type of treatment, with interesting formations and the ability to take a decurion that brings in all of the clans.

It would be nice to see the basic boyz getting buffs. Something like Goff boyz are S4, Bad Moon shoota boyz count as twin-linked, Evil Sunz boyz get bailout, etc.

YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
Made in us
Nurgle Predator Driver with an Infestation





Eugene, Oregon

Make chaos terminators have 2 wounds.
Other than that, maybe give zombies the ability to buy additional ccw's.

Blistered Be.
40k: : 6500
2000(GK allies -Sons of Opet)
3000 Sons of Malice( played as primaris Salamanders)

AoS: 5500 
   
Made in us
Squishy Oil Squig




Naaris wrote:


Kroot
*Give Kroot S4 & T4 and 5+ save.
*Give them stealth (general)
*Kroot receive 2ppm price increase
*Add new rule - Genetic Assimilation - Only available if a Shaper has been added to the squad.
Genetic Assimilation: Anytime Kroot win an assault phase and an enemy unit is killed, that kroot unit can immediately go to ground. The next controlling player turn, the kroot can automatically get back up with no penalties and act normally. While they had gone to ground they ate their foe and gained their abilities. That Kroot squad has now gained the abilities of that squad for the remainder of the game. There is no limit to how many times the kroot can do this. These abilities must be intrinsic to the squad and not an ability granted through wargear or item upgrades.



As hilarious as it would be to then see furious charge, 'ere we go, mob rule, mekanik, tank hunter, cowardly grots, WAAAGH,independent character, ambush, boss of the redskull kommandos, fear, glory hogs, one scalpel short of a medpack, WAAGH energy, and prophet of gork and mork, kroot I think it would be asking a lot.

As well as those skinny bridmen being stronger than orks

Or the kroot ate a guardsmen' badge and can now issue orders to itself to fire one extra lasgun shot.

This message was edited 2 times. Last update was at 2017/02/28 04:16:47


 
   
Made in au
Infiltrating Broodlord





Tyranids: give them back immunity to Insta Death
   
Made in us
Pious Palatine




 oldzoggy wrote:
modern razorback spam lists pay 55 points for their razorbacks and get 5 marines for 15 points.


This is called 'cherry picking'


 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Hotshot lasguns at assault 2/3

Allow a much, much wider selection of gear for Scions (gas grenades, demolition charge, camo cloaks etc), give them a selection of special operations that gives them additionnal benefits

Squad sergeants able to give orders to their own squads, with commanders able to give out 2 orders, allowing orders to stack.

Give them all the Imperial Navy flyers from FW

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

TAU
-- remove stimulant injectors from Riptide
-- Hammerhead railgun is Heavy 3
-- Broadside railguns are Rapid Fire
-- Markerlights reduce cover by -1 per token
-- Drones don't count towards casualties for morale checks

TYRANIDS

Nuke the codex from orbit and restart with the 3rd edition version (the one with the build-your-own tyranids w/ mutations).

ALL

Remove formations

It never ends well 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Imperial Agents:

Make Inquisitors not suck again. As far as the fluff is concerned, Inquisitors should be the most diverse and varied unit in the entire game. Instead, we get a handful of options shoe-horned into each order. The Inquisitors themselves aren't very good to begin with, but more importantly, their options are threadbare and boring. Every Inquisitor operates and fights (if they fight at all) differently, and this should be represented on the tabletop. One single unit entry with a full wargear selection (give us eviscerators again!), with the player having to pick an order that gives access to relics, warlord traits, and formation bonuses. I want to see the most weird and wonderful equipment that the Imperium can bring to bear, and some that the Imperium can't (heresy!).

Moreover, Inquisitional retinues should be more interesting. What happened to Inquisitional Stormtroopers? Why are we limited to the incredibly weak and bland Acolyte statline? More varied statlines should be made available to represent the wide varieties of characters that acolytes themselves might represent, not just a cheap, barebones guardsman profile.

Make Daemonhosts not suck. They don't have to be oppressively good, but just not being horrifically bad for once would be great.

Basically, an Inquisitional retinue needs to represent a rag-tag bunch of characters hand picked by a the caprices and eccentricities of the Inquisitors who command them. These are the men and women chosen by the highest authority in the Imperium, each with their own unique backgrounds and skills that made them valuable and notable in the first place, and the power and variety available should be made to represent that.

Also, give us Inquisitor Lords as HQs (WS/BS 5, other stuff), make regular Inquisitors Elites, and let the retinues be troops. Old fashioned 3e dex style, just so that they can legally and viably function as killteams again. You know, the most fluff-appropriate type of game for an Inquisitional warband in the first place... not at all like how the bungled FoC in the Imperial Agents book makes absolutely no sense at all and completely disallows any reasonable inquisitor or varied and flavourful retinue from actually taking part in the one game type perfectly suited for them.

This message was edited 6 times. Last update was at 2017/02/28 11:39:29


 
   
Made in ca
Regular Dakkanaut




Orks :

- Make the Orks feel like a distinctive xenos race (instead of the myopic IG on steroids they are now) and give them a unique army wide special rule (cause Waaagh is not only really lame, it doesn't fit them imo). For example, I'd like the new Codex to put an emphasis on the latent psychic power they each possess (red vehicle go faster because they believe so, run down piece of junk becomes a gun in their hand,...) and it increasing exponentially when they gather. For example, have their Furious Charge bonus give a further +1 S for every 10 models in the units (with Nobz counting for 2), I'd like to see the Strenght of their Shoota and Slugga follow a similar mechanism (S=3 for 1-10, S=4 for 11-20, S=5 for 21-30)

- Definitively get them new c.c. weapons. Shocking that for a melee army, they have so few options and none unique. Also, allows Big Choppa (and maybe some other, not too powerful, new weapons) to be taken by regular boyz

- Don't give them any Invul. apart from KFF. Their tech is crude and low-level. Still, boost Cybork Body to 5+ FNP (with maybe making it give a malus to WS and I so it's not an auto take).

- Give them some specific clan benefits, kind of like CSM just got with traitors legions.

- Change Waaagh and Ere We Go. Close combat, speedy horde army is the Tyranids game imo, I'd much have Waagh giving either Rage or/and HoW (with it's Strengh depending on the unit size) and an extra shot to Shoota's.

-

This message was edited 1 time. Last update was at 2017/02/28 11:33:03


 
   
Made in gb
Sagitarius with a Big F'in Gun





'Erryferd

 Arlen wrote:
One book for my Admech, which includes the option for some type of transport vehicle. Preferably an assault vehicle.


Maybe I'm too fond of the obvious fluff ploy to deny the use of vehicles by saying "Skitarii never stop walking, even if it'll take years to reach the enemy".
I'm pretty meh about giving them a transport, but then again, I'm always playing on 4x4 boards, where it isn't a biggy.

But at least we've got Fires of Cyraxus to (assumedly) grants us the Karaknos and Triaros.

What I'd like to see?

Kataphrons forego some of their utterly insane ranged firepower for survivability. They're ex-gangers, with steroids for blood, mounted on a mini tank, and they don't have a ruddy FnP.
All robots (including the Tag stuff) have a 6+ FnP. (Or maybe just give all monstrous creatures 6+ FnP?)
Barrage weaponry. For all their battlefield data, what with every single soldier relaying what they see onto the noosphere, you'd think some chap with a tank would know where to point the cannon, even if they can't see squat.
More command units. The Domini and Datasmiths are cool enough, but being able to bring along magi and other subordinates would feel more proper.

~0110~ ~1001~
6.4k Taghmata
4.8k Morskitarii
1.9k Robots
1.7k Cult Mech'
1.3k Skitarii
1.1k Mek Nonsense

Primaris Marines
Archmagos Gramm Dyrbax
Boltscurry's Bhiranauts 
   
Made in gb
Regular Dakkanaut




TAU

I think to go along with fluff more, not necessarily to make them more competitive;

- Revise farsight, you shouldn't be able to make a better commander using standard upgrades. Tau only have one ultimate bro, so he should have the rules of one.

- Give broadsides relentless and bring the rail rifle back in line with fluff, S10 AP1 maybe allow sub-munitions? maybe do the HYMP as standard base cost and the rail rifle as a 15pt upgrade? subs another 5/10?

-Devilfish point reduction, and maybe give them deepstrike. take away the option for sms in return. They should be what they are in the fluff, a troop delivery system.

-Do something to make fire warriors worth taking, reduce the points/up bs, anything, because right now breachers are the only thing worth taking.

-I love the idea of sept world chapter tactics

-An option for a crisis melee weapon, it doesn't have to be amazing, just something
   
Made in fr
Longtime Dakkanaut




 AnomanderRake wrote:
Harlequins: Price drop for Troupes; make the basic Harlequin 13pts instead of 15pts (compare the model to a Howling Banshee to see why) and make the Troupe Master an optional 10pt upgrade (like the Exarch he's an exact equivalent of) instead of a mandatory 20pt upgrade. Let Death Jesters have a gun that can do something to armour. Create some HQ choices, and let characters sit on the back of the jetbikes.

Yes to all.
I also find it hard to deal with high toughness. An easy fix would be to allow players to have 2 melee weapons (replacing the gun): dual caresses would auto-wound on 5+ instead of 6, and dual kisses would give two S6AP2 attacks instead of one.
Alternatively, a new unit that can deal high str (or fleshbane) close combat attacks. Preferably in the HS slot.
   
Made in gb
Dakka Veteran





Chaos space marines, access to standard drop pods

I've been playing a while, my first model was a lead marine and my first White Dwarf was bound with staples 
   
Made in it
Waaagh! Ork Warboss




Italy

I play orks, dark eldar and space wolves and despite the fact they're not exremely competitve, especially the first two armies, I'm quite satisfied with their codexes.

Orks: I wouldn't add or change a single rule, but some units need a huge points drop, mostly the walkers but also burnaboyz and battle wagons. I'd like the option to take wagons as dedicated transport at least for non-nobz elites like tankbustas and burnaboyz, maybe also for the boyz if an independent character joins them.

Dark eldar: Incubi need 1-2 more attacks and an invuln in close combat like the wyches, maybe the Fear and Fearless special rules and consequently a points value raise. Units embarked in a transport that jinked the prevoius turn could be able to shoot at their full BS or at least at BS2. I'd like the chance to give jetbikes to independent characters. Orks should have S4 base as they're twice bigger than humans or eldars.

Space wolves: close combat weapon included in the GH profile and blood claws should cost 10 points instead of 12 as they are WS and BS 3.

 
   
Made in us
Regular Dakkanaut





Chaos Codex:

ALL Chaos marine units, formations, detachments put into one book.
Cheaper hellbrutes, terminators.
Ahriman should not peril.

Daemons Codex:

ALL Daemon units, formations, detachments put into one book.
Buffed greater daemons.
Fateweaver should not peril.

This message was edited 2 times. Last update was at 2017/02/28 17:05:35


 
   
Made in us
Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

Daemons:
Special KoS character. All other deities get one.
Flamers go back to 4th ed rules (no armor saves against their shots).
HoN can take a plague fly as a mount.
Slaanesh lash weapon gains rending.
Exalted flamer can move and fire weapons.
Masque can use one of the 4-for-1 slots of heralds (but still can't join units). She's 100% useless now as is. Also point reduction.


Absolutely no issue with costs as they currently are, except the Masque.

Reality is a nice place to visit, but I'd hate to live there.

Manchu wrote:I'm a Catholic. We eat our God.


Due to work, I can usually only ship any sales or trades out on Saturday morning. Please trade/purchase with this in mind.  
   
 
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