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Made in us
Decrepit Dakkanaut




 koooaei wrote:
orks of course


Automatically Appended Next Post:
Also, for 30 pts possessed should have rending, 2 ccw and charge after run as base option - like wuffen. Cause 2 wounds are not enough to justify their mediocricy for such an enormous price. Or just make them significantly cheaper.


Automatically Appended Next Post:
Also, there's nothing about mutilators other than a 5 pt drop - i assume they're great as is

Free Legion rules helped them. Once you consider those and a 5 point drop, they should be safe. Without them, I'd have dropped them by 10-15 points.

Regarding other points: Wulfen are more the problem and need a price increase. With easily accessible Land Raiders and Fleet and 2 wounds, Possessed should be okay, especially as Word Bearers!

Also I guess I'll do Orks next as nobody else threw anything else out.


Automatically Appended Next Post:
 kirotheavenger wrote:
As a Blood Angels player I object to you squatting all of our unique units, otherwise known as half th codex

I don't think storm bolters should be S5, they're bolters.They should either function like 2 bolters fired as a single weapon, or have rending. The first one at least makes the Sternguard issue instantly moot.

5pts for a pistol is incredibly cheap. They sacrifice a small (yes small) amount of range for double the RoF and a CCW. Don't forget you can assault after firing plasma pistols.

Personally I'd like Devastators to be able to take special weapons as well. But they'd be insane in Drop Pods.

All the unique units?
Like I said, codex specific units are to be tackled later, on top of some of them needing a drastic fixing. Death Company really just need Vanguard weapon pricing, but Sanguine Guard for example have no niche and are super garbage. It definitely isn't half the codex though.

Regarding Storm Bolters, your proposed change is what was given to Combi-Bolters. This makes the Storm Bolter more dangerous at a further range to potentially tougher targets and vehicles, whereas ridiculous amounts of bullets is more a Chaos thing.

This message was edited 2 times. Last update was at 2017/03/17 13:20:13


CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Decrepit Dakkanaut




Made some edits after the suggestions in this thread so let me get some feedback on that. I'm considering not letting Interceptor not letting Skyfire target ground units with full BS again after letting Skyfire target Jetbikes fine. Thoughts on that?

Also since only one person suggested the next codex, the next codex I will work on is: Orks! My plan overall is comparable to Tyranids, but while they gain their main bonuses from Synapse Creatures, Orks will gain additional bonuses depending on how many models are in the unit to show how Ork belief works.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Battleship Captain





Bristol (UK)

Yes all our unique units.
Death Company are not Vanguard Vets, they have FNP and rage as standard, and are turned into super saiyan blenders when accompanied by a Death Company Chaplain.
Sanguinary Guard do have a niche, they're marine slaughters.
We also have Furioso Dreadnoughts, these are quite different to Ironclads.
And Death Company Dreadnoughts, also quite different to Ironclads.
And Baal Predators, very different to regular Predators.
Oh and every vehicle having fast. That's a big thing about Blood Angels.
You can say codex specific units are to be tackled later, but you've just rolled BA into the basic codex, therefore there ceases to be any codex specific units.

A Storm Bolter is supposed to be an improved combi-bolter, I see combi-bolters being twin-linked and storm bolters being 2 shots is fine.
But a storm bolter is two regular bolters, where do they get this +1 strength from?
Giving them rending is always an option as well.
   
Made in us
Decrepit Dakkanaut




Fast Vehicles can easily be covered as a general upgrade. What was it, like 10 points on all their vehicles? Martel would know off the top of his head.
Furiosos were Ironclad Dreads for all intents and purposes outside the fact they had access to Frag Cannons, which was the only reason they were used. Ergo that would just go under unique wargear for them after I get a couple more codices tackled.
Sanguine Guard were not Marine killers. Sanguine Guard were worse than Death Company in pretty much every aspect outside tanking AP3 weapons.

I did forget about adding the option for Command Squads to buy Jump Packs though so I'll amend that later today.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Locked in the Tower of Amareo




Typically 10, yes for overcharge.
   
Made in gb
Battleship Captain





Bristol (UK)

Slayer-Fan123 wrote:
Fast Vehicles can easily be covered as a general upgrade. What was it, like 10 points on all their vehicles? Martel would know off the top of his head.
Furiosos were Ironclad Dreads for all intents and purposes outside the fact they had access to Frag Cannons, which was the only reason they were used. Ergo that would just go under unique wargear for them after I get a couple more codices tackled.
Sanguine Guard were not Marine killers. Sanguine Guard were worse than Death Company in pretty much every aspect outside tanking AP3 weapons.

I did forget about adding the option for Command Squads to buy Jump Packs though so I'll amend that later today.

Furiosos are half Ironclads and half Venerables. They also got magna grapples, blood talons and WS5. Plus Librarians.
Sanguinary Guard all have master crafted power weapons and unique bolt weapons. Also, regardless of if they're good or not (is that not the point of fixes) they're unique, cool and fluffy. You have no need to reject them just because Death Company (which btw you've also squatted so surely it's a mute point) are more points efficient in most cases. Sanguinary Guard are tougher, especially when you add in a Sanguinary Priest so they also get FNP.
   
Made in us
Decrepit Dakkanaut




 kirotheavenger wrote:
Slayer-Fan123 wrote:
Fast Vehicles can easily be covered as a general upgrade. What was it, like 10 points on all their vehicles? Martel would know off the top of his head.
Furiosos were Ironclad Dreads for all intents and purposes outside the fact they had access to Frag Cannons, which was the only reason they were used. Ergo that would just go under unique wargear for them after I get a couple more codices tackled.
Sanguine Guard were not Marine killers. Sanguine Guard were worse than Death Company in pretty much every aspect outside tanking AP3 weapons.

I did forget about adding the option for Command Squads to buy Jump Packs though so I'll amend that later today.

Furiosos are half Ironclads and half Venerables. They also got magna grapples, blood talons and WS5. Plus Librarians.
Sanguinary Guard all have master crafted power weapons and unique bolt weapons. Also, regardless of if they're good or not (is that not the point of fixes) they're unique, cool and fluffy. You have no need to reject them just because Death Company (which btw you've also squatted so surely it's a mute point) are more points efficient in most cases. Sanguinary Guard are tougher, especially when you add in a Sanguinary Priest so they also get FNP.

Except nothing is squatted. The unique Blood Angels units simply aren't important enough to be present at the moment, compared to being combined in the main Space Marine codex.

If that's really your complaint, just wait until they get added. People get tired with lots of Space Marine focus, so if you're trying to play with these homebrew rules just be patient and use the models as stand-ins for something else.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Second Story Man





Astonished of Heck

 kirotheavenger wrote:
Furiosos are half Ironclads and half Venerables. They also got magna grapples, blood talons and WS5. Plus Librarians.

Easy enough to consider most of those upgrades as being options for either Ironclad or base Dreadnought. It would also give good reason to revive the Durandel. As for Librarian Dreadnoughts, aside from the anti-witch Chapters like the Black Templars, why would Blood Angels be the only ones entombing their Librarians? That never made sense to me.

 kirotheavenger wrote:
Sanguinary Guard all have master crafted power weapons and unique bolt weapons. Also, regardless of if they're good or not (is that not the point of fixes) they're unique, cool and fluffy. You have no need to reject them just because Death Company (which btw you've also squatted so surely it's a mute point) are more points efficient in most cases. Sanguinary Guard are tougher, especially when you add in a Sanguinary Priest so they also get FNP.

1) Unique Weapons can be placed in the appropriate spot and tied to Chapter Tactics.
2) Other than that, Sanguinary Guard are Honor Guard with Jump Packs. Just include the Apothecary as an option for the unit, and you're good (rather surprising that it isn't already).

This message was edited 1 time. Last update was at 2017/03/19 17:14:46


Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in us
Decrepit Dakkanaut




Plus I'm toying with Honour Guard being able to access Bikes or Jump Packs. Not sure how bonkers that'd be though.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Battleship Captain





Bristol (UK)

If you plan to adf in DA/BA units later, I apologise.I thought you were removing them completely and that by unique codexs you meant the Wolves whom you haven't enrolled.
I don't think you could represent BA units with upgrades to existing ones. At least not without it being more complex than seperate units.
Sure making all vehicles fast is fine, but would you do Death Company?
Any Vanguard Veteran Squad with the BA chapter tactics may exchange their heroic intervention special rule for the rage and FNP special rules, gain the ability to exchange thier CCW or bolt pistol for a boltgun and may no longer cap and formations/characters referring to 'death company' are referring to Vanguard Veterans with this upgrade. Furthermore, the veteran sergeant is replaced by a standard veteran. 2pts/model
Not exactly a simple ruling, and it's even more complex with the Dreadnoughts.

I could see BA being a supplement, but is it really fair to be SMs + fancy toys?
Also, a Sanguinary Priest is not a squad apothecary upgrade. They are a HQ independant character HQ in the same way as a librarian or chaplain. They are not unique to Sanguinary Guard in any way, they merely happen to share a name.

Beyond the unique bits is everything not just X?
Are devastators not just Tacticals with more heavy weapons? Are Sternguard not just Vanguards with unique bolters?
You could plant the entire SM codex into like 2 entries if you want to put everything different as an upgrade.
   
Made in us
Locked in the Tower of Amareo




Why not have 3 or 4 pages for the unique units instead of an entire codex?
   
Made in us
Decrepit Dakkanaut




Martel732 wrote:
Why not have 3 or 4 pages for the unique units instead of an entire codex?

Exactly. Space Wolves and Grey Knights (and to an extent, Deathwatch) are entirely different monsters that need reworking (Deathwatch definitely less so), but the unique units for Dark and Blood Angels really aren't all different from the Vanilla Codex by much. Furiosos are just Ironclads with access to Frag Cannons and Power Fists with Shred. Yeah they have WS5, but does that really matter?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Battleship Captain





Bristol (UK)

WS5 does matter. That's hitting on a 3+ instead of a 4+.
They also lack the seismic hammer, and only have 12 on the sides (I think Ironclads are 13 on the sides).
And don't forget Death Company Dreadnoughts (that's even if you take the liberty of giving all chapters Furioso Librarian Dreadnoughts)
And compare this, if I recall the Black Templars have 3 unique entries in the codex, BA would need 20 unique entries if you include the 3 unique units I know of outside our codex (btw they share 26 entries, so our codex is roughly 45% unique).
That'd be a hell of a squeeze to get into 3-4 pages. What would you cut?
Now, is it really fair if BAs get everything space marines get plus 20 more?

How much more unique are space wolves compared to the BA?
Could that just be perception bias because it just so happens SW unique units are top tier atm and BA units aren't?
   
Made in gb
Regular Dakkanaut




 kirotheavenger wrote:

Now, is it really fair if BAs get everything space marines get plus 20 more?

More than 1/2 of BA only things are unique characters. Almost all chapters have a bunch (Some have more than others, UM/BA/SW etc having more than most)

As for the rest:
Dreadnoughts only really need one page if you make everything an upgrade option. (Just like Land Raiders- there is no need for 3 near identical units that can be made with options)
Sanguinary Guard are basically just honour guard with jump packs.
Baal Predator- I see no reason why other chapters wouldn't have copied their armament (simply have Overcharged engines tacked onto Blood Angel/successor vehicles via Chapter tactics or something)
And the Sanguinary Priest- Again I see no reason to disallow Hq Apothecaries for other chapters (Blood Chalice can be an upgrade for BA)

As for the "Death Company Chaplain" why they felt the need to add this guy I don't know, a standard chaplain is far more flexible to use.
   
Made in us
Decrepit Dakkanaut




 kirotheavenger wrote:
WS5 does matter. That's hitting on a 3+ instead of a 4+.
They also lack the seismic hammer, and only have 12 on the sides (I think Ironclads are 13 on the sides).
And don't forget Death Company Dreadnoughts (that's even if you take the liberty of giving all chapters Furioso Librarian Dreadnoughts)
And compare this, if I recall the Black Templars have 3 unique entries in the codex, BA would need 20 unique entries if you include the 3 unique units I know of outside our codex (btw they share 26 entries, so our codex is roughly 45% unique).
That'd be a hell of a squeeze to get into 3-4 pages. What would you cut?
Now, is it really fair if BAs get everything space marines get plus 20 more?

How much more unique are space wolves compared to the BA?
Could that just be perception bias because it just so happens SW unique units are top tier atm and BA units aren't?

1. WS5 doesn't matter. Almost everyone agrees the WS Chart needs to be reworked (which someone presented but I didn't have time to look at thoroughly). Hitting on 3 instead of 4? That's still less than three attacks landing per turn.
2. Everyone should have access to Librarian Dreads. Chaplain Dreads are a FW thing so I I'd have to find the stats and rules for them. With that said, what's the main difference between a regular Dread and the Death Company one? Rage? Access to the shredding power Fists? That's not enough justification for a unit entry.
3. Black Templar only had one real unique unit in their own Codex. That was the Crusader squad. Everything else was able to be covered in the main codex (Sword Brethren? That's just Vanguard without Jump Packs). The rest of the "unqiue" Blood Angels units can be basically covered outside Death Company. Seriously, Sanguine Guard are just worse Honour Guard. Give the Honour Guard a Jump Pack upgrade and problem solved. Price is to be determined later.


Automatically Appended Next Post:
Regarding Space Wolves, they use completely different organization. The only real difference between Blood Angels and vanilla Marines is that they have Death Company in the fluff.

This message was edited 2 times. Last update was at 2017/03/20 17:56:38


CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Battleship Captain





Bristol (UK)

Jbz` wrote:
 kirotheavenger wrote:

Now, is it really fair if BAs get everything space marines get plus 20 more?

More than 1/2 of BA only things are unique characters. Almost all chapters have a bunch (Some have more than others, UM/BA/SW etc having more than most)
Ultramarines have what, 5 characters? BA have a lot more. They don't have to share. If you think they should share, which ones do you propose to squat? Tycho is the only obvious choice, the rest are like squatting Him, Cato Sicarius.

As for the rest:
Dreadnoughts only really need one page if you make everything an upgrade option. (Just like Land Raiders- there is no need for 3 near identical units that can be made with options)
I disagree, Raiders change their transport capacity and weapons. Although it's doable.
Dreadnoughts however change weapons, armour, special rules and base stats. Frankly the only thing that remains a constant is that they have 'Dreadnought' somewhere in the name.

Sanguinary Guard are basically just honour guard with jump packs.
Eh, and the bolters and fancy swords and death masks. Plus Honour Guard don't have jump packs.
Baal Predator- I see no reason why other chapters wouldn't have copied their armament (simply have Overcharged engines tacked onto Blood Angel/successor vehicles via Chapter tactics or something)
[b]If you give Baal Predators to all you're completely retconning all the fluff surrounding the vehicle, you're retconning why the BA have such tenuous relations with the Mechanicum, and for what? Because you want the toy too.

And the Sanguinary Priest- Again I see no reason to disallow Hq Apothecaries for other chapters (Blood Chalice can be an upgrade for BA)
[i]Sanguinary Priests are a big part of Blood Angels. It's part of what makes them unique. Blood Angels deviate from the codex in that their apothecaries hold equal rank to Chaplains, and above Librarians. That is not normal, that is why other chapters don't have apothecary HQs.


As for the "Death Company Chaplain" why they felt the need to add this guy I don't know, a standard chaplain is far more flexible to use.
[b][b]But a DC Chaplain turns Death Company into one hell of a beat stick. Personally why Lemartes isn't one I don't know though.
[/b][/i]



Automatically Appended Next Post:
Slayer-Fan123 wrote:
 kirotheavenger wrote:
WS5 does matter. That's hitting on a 3+ instead of a 4+.
They also lack the seismic hammer, and only have 12 on the sides (I think Ironclads are 13 on the sides).
And don't forget Death Company Dreadnoughts (that's even if you take the liberty of giving all chapters Furioso Librarian Dreadnoughts)
And compare this, if I recall the Black Templars have 3 unique entries in the codex, BA would need 20 unique entries if you include the 3 unique units I know of outside our codex (btw they share 26 entries, so our codex is roughly 45% unique).
That'd be a hell of a squeeze to get into 3-4 pages. What would you cut?
Now, is it really fair if BAs get everything space marines get plus 20 more?

How much more unique are space wolves compared to the BA?
Could that just be perception bias because it just so happens SW unique units are top tier atm and BA units aren't?

1. WS5 doesn't matter. Almost everyone agrees the WS Chart needs to be reworked (which someone presented but I didn't have time to look at thoroughly). Hitting on 3 instead of 4? That's still less than three attacks landing per turn.
WS5 does matter. First it represents a difference, and second it's 2.5 hits vs 3.3 hits of 5 attacks. Reworking the chart so it's not so gakked would surely only extend the difference between WS4 and 5?
2. Everyone should have access to Librarian Dreads. Chaplain Dreads are a FW thing so I I'd have to find the stats and rules for them. With that said, what's the main difference between a regular Dread and the Death Company one? Rage? Access to the shredding power Fists? That's not enough justification for a unit entry.
But FURIOSO Librarian Dreads? The difference between a Death Company Dread and a regular is rage, and double melee weapons. Saying that's not an important difference is stupid because that's like the difference between Vanguard Veterans and Sternguard veterans, or Death Company and Tactical Marines (yet you seem fine with Death Company existing).
3. Black Templar only had one real unique unit in their own Codex. That was the Crusader squad. Everything else was able to be covered in the main codex (Sword Brethren? That's just Vanguard without Jump Packs). The rest of the "unqiue" Blood Angels units can be basically covered outside Death Company. Seriously, Sanguine Guard are just worse Honour Guard. Give the Honour Guard a Jump Pack upgrade and problem solved. Price is to be determined later.
Worse is irrelevant, I thought that's what balancing is for. You talk like jump packs are a small deal, or that giving Honour Guard them wouldn't make a difference. That changes everything, Sanguinary Guard is one of those things that set BA apart from the norm. Not to mention their encarmine blades, death masks and angelus bolters.



Automatically Appended Next Post:
Regarding Space Wolves, they use completely different organization. The only real difference between Blood Angels and vanilla Marines is that they have Death Company in the fluff.
And Apothecarys with equivalent rank to Chaplain, and unique relic Dreadnoughts, and a Predator STC they withheld from the Mechanicus, and Honour Guard with Jump packs.
Does naming everything wolf blank really make that big of a difference?
[i]

This message was edited 5 times. Last update was at 2017/03/20 20:30:23


 
   
Made in us
Fixture of Dakka






Slayer-Fan123 wrote:

V - CODEX Tyranids
Spoiler:

Equipment Fixes, Powers, and Relics:
1. Scything Talons allow rerolls of 1 to wound
2. The Norn Crown is now 25 points
3. The Reaper Of Obliterax is AP2 and is now 40 points
4. The Miasma Cannon has Large Blast on its profile
5. The Ymgarl Factor is now 25 points
6. Thorax Biomorphs can be fired in addition to any other weapons the model might be carrying.
7. Catalyst adds 1 to Feel No Pain scores, or gives Feel No Pain (6+) if the unit doesn't have FNP present.
8. Warp Blast is WC1

HQ Fixes:
1. The Hive Tyrant may purchased an Enhanced Exoskeleton which gives a 2+ for 20 points if the Tyrant did not already purchase wings.
. Twinlinked Devourers are 20 points each.
. Wings are 40 points
. Any unit within Synapse range of a Hive Tyrant gains Rage and Counter Attack.
2. The Tyranid Prime is now 90 points and may select to buy Master Level 1 for 25 points. It may buy a Jump Pack for 15 points
. Any unit within Synapse range of the Prime adds +1 to its WS and BS scores
3. The Tervigon is now 175 points.
. Any unit within Synapse range of the Tervigon may add 3" to all charge distances.
4. The Swarmlord is now 265 points.
. Any unit within Synapse range of the Swarmlord has Hatred and Crusader

Troop Fixes:
1. Genestealers have a 5++ save.
2. Any unit within Synapse range of a Warrior gains Feel No Pain.
3. Termagaunts and Hormagaunts are considered Beasts.

Elite Fixes:
1. Any unit within Synapse range of a Zoanthrope gains Adamantium Will
2. Hive Guard are now 45 points each.
3. Lictors are 40 points each.
. The Deathleaper is a 90 point upgrade to a single Lictor brood per army and cannot be the Warlord. Any unit that charges his unit suffers D6 Strength 6 attacks at I10, in addition to his unit benefiting from "Where is it?"
4. Pyrovores gain an additional profile to their gun, which is Heavy 1, Torrent
5. Any wound that the Haruspex inflicts regenerates any lost wounds the model had.
6. Any unit within Synapse range of the Maleceptor rerolls any failed Overwatch results, and the Maleceptor is now 180 points.
. Psychic Overload is WC1

Fast Attack Fixes:
1. Units cannot perform Overwatch on Ravenors
. The Red Terror is now 80 points, and only needs to land 3 attacks for the Swallow Whole ability, which ignores all saves.
2. Any unit within Synapse range of Shrikes has Hit And Run.

Heavy Support Fixes:
1. The Carnifex has It Will Not Die! and is now 110 points.
. Old One Eye is a single 180 point upgrade to any Carnifex brood per army and may never be the Warlord. He has It Will Not Die and Feel No Pain standard.
2. The Trygon is now 180 points, and isn't restricted to what unit type may come from its Subterranean Tunnel.
. Any unit within Synapse range of a Trygon Prime counts as having Assault Grenades. If the unit already counted as having Assault Grenades, it gains +1I when charging.
3. The Tyrannofex's Acid Spray is now AP3. Switching to the Fleshborer Hive is AP4 and is a free exchange. The Tyrannofex may be taken in broods of up to three models.
. The Rupture Cannon is now AP2 and has 3 shots.


I'll take any suggestions for which codex to try and tackle next. I've got ideas for all of them, but obviously I can only do one at a time.


ST should be like 5th, Re-roll 1's to hit, have 2 sets re-rol all to hits
I HATE your Prime idea...... its couple off of what it is meant to be.

Warrior Prime is fine the way it is but should be 65pt like Chaos Lords etc...
OR Make it 40pts can take up to 3 and they can "Join" Any Units that isnt a MC
Either way tho I agree with 1 thing, it does need Wings Option and maybe a couple other options.

All MC in the book needs to be 30-50% cheaper (depending on the MC) and given the postion to upgrade it better.
Also all upgrades neesd to be cheaper, all gants- H-gant, Goyles types upgrade or 1 pt not 2-3, Genestelaers 2pts, Warrior types 3-5pts. MC 5-15pts max: These are for Poison, AS's, FnP etc.. etc...
Trygon Prime stats/points the same but is 2+ and GMC

All gant style units 1pts cheaper

NO IB!!!!!!

Synapse is: Counts all LD as LD10 and grants FnP 6+ (this can stack with FnP) the Model with Synapse rule has IWND
Shadow in the Warp: Either: Enemies within range needs +1 warp charge or a +1 tot he dice when casting powers.


Taking out IB, synapse becomes a buff, make the codex over all cheaper and fix a few units and the book is fine.


Edit: Spelling, english is hard for me sorry.

This message was edited 3 times. Last update was at 2017/03/21 02:05:59


   
Made in us
Decrepit Dakkanaut




Uh I made Synapse into buffs. Honestly I'm unsure of how much you read of my proposed Tyranid fixes when you made that post. I like the idea of multiple sets of arms stacking effects though. I'm gonna keep that in mind when I make the next edit.

Just letting you guys know that Orks are almost done. It has been hard trying to familiarize myself with the codex and how I see them really functioning as an army.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in it
Waaagh! Ork Warboss




Italy

With SM I don't see the only two issues that must be solved:

- No free transports but a formation that grants free upgrades on transports instead.
- Grav weapons allowed only on devastators and centurions.

No more lists with 40 grav shots and lists that cost over 300 points than the opponents' ones.


Automatically Appended Next Post:
Slayer-Fan123 wrote:


Wulfen are more the problem and need a price increase.


Great unit indeed but still 5 dudes on foot with T4. They die pretty easily against any sort of firepower. If you maneuver a shooting unit in order to target the models that don't have the shield (typically only 2 shields in a unit of wulfen) you can overkill them pretty easily. With the current wulfen SW are mid tiers, at their best, they don't need a nerf. Any SW list that placed in a tournament had very powerful allies, there's not a single SW list that is among the overpowered ones.

This message was edited 1 time. Last update was at 2017/03/29 12:24:23


 
   
Made in us
Decrepit Dakkanaut




Well Space Wolves are in need of a dire rebalancing so there's no need to worry about that.

However, Wulfen are pretty darn durable and fast for the points. If anything I'd prefer to kinda leave them alone for the most part, but their upgrades definitely need to be repointed.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Locked in the Tower of Amareo




"They die pretty easily against any sort of firepower."

Not with stormshields, they don't. My opponents don't fall into your trap and give them to all of them.

I think Wulfen need a pretty severe nerf, or other assault units need to be made comparable.
   
Made in us
Decrepit Dakkanaut




Martel732 wrote:
"They die pretty easily against any sort of firepower."

Not with stormshields, they don't. My opponents don't fall into your trap and give them to all of them.

I think Wulfen need a pretty severe nerf, or other assault units need to be made comparable.

Exactly. They pay how much for a hammer and shield? 20? Utterly ridiculous.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Regular Dakkanaut




Slayer-Fan123 wrote:

Exactly. They pay how much for a hammer and shield? 20? Utterly ridiculous.

Considering that everyone else pays more for just the thunder hammer that is ridiculous.
Though to me TH/SS Wulfen are a lot less scary than Claw Wulfen.
A tonne of Str 6 attacks, Ap2, shred.
AND with I 5 they're likely to get to attack twice instead of just once if you kill them in melee.
   
Made in us
Decrepit Dakkanaut




Jbz` wrote:
Slayer-Fan123 wrote:

Exactly. They pay how much for a hammer and shield? 20? Utterly ridiculous.

Considering that everyone else pays more for just the thunder hammer that is ridiculous.
Though to me TH/SS Wulfen are a lot less scary than Claw Wulfen.
A tonne of Str 6 attacks, Ap2, shred.
AND with I 5 they're likely to get to attack twice instead of just once if you kill them in melee.

Like I said, ridiculous.

I have come to terms with the vanilla Wulfen but those upgrades...

I can tackle Space Wolves next but I'm sure my adoring fans want me to do something different after I get reviews of my Ork fixes. Which will be later tonight hopefully.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Locked in the Tower of Amareo




Jbz` wrote:
Slayer-Fan123 wrote:

Exactly. They pay how much for a hammer and shield? 20? Utterly ridiculous.

Considering that everyone else pays more for just the thunder hammer that is ridiculous.
Though to me TH/SS Wulfen are a lot less scary than Claw Wulfen.
A tonne of Str 6 attacks, Ap2, shred.
AND with I 5 they're likely to get to attack twice instead of just once if you kill them in melee.


How so? You can't kill the TH/SS variety.
   
Made in gb
Regular Dakkanaut




Martel732 wrote:
Jbz` wrote:
Slayer-Fan123 wrote:

Exactly. They pay how much for a hammer and shield? 20? Utterly ridiculous.

Considering that everyone else pays more for just the thunder hammer that is ridiculous.
Though to me TH/SS Wulfen are a lot less scary than Claw Wulfen.
A tonne of Str 6 attacks, Ap2, shred.
AND with I 5 they're likely to get to attack twice instead of just once if you kill them in melee.


How so? You can't kill the TH/SS variety.


They're tough, not invincible.
I kill them the same way I kill Thunderwolves.

Bolters/Lasguns etc.
No point firing anything heavy duty at them, go for fire-rate.
The SW player in my group doesn't put storm shields on his guys for that exact reason, they get killed by small arms not Ap 1-3 weapons
   
Made in us
Ragin' Ork Dreadnought




Jbz` wrote:
Martel732 wrote:
Jbz` wrote:
Slayer-Fan123 wrote:

Exactly. They pay how much for a hammer and shield? 20? Utterly ridiculous.

Considering that everyone else pays more for just the thunder hammer that is ridiculous.
Though to me TH/SS Wulfen are a lot less scary than Claw Wulfen.
A tonne of Str 6 attacks, Ap2, shred.
AND with I 5 they're likely to get to attack twice instead of just once if you kill them in melee.


How so? You can't kill the TH/SS variety.


They're tough, not invincible.
I kill them the same way I kill Thunderwolves.

Bolters/Lasguns etc.
No point firing anything heavy duty at them, go for fire-rate.
The SW player in my group doesn't put storm shields on his guys for that exact reason, they get killed by small arms not Ap 1-3 weapons

TH/SS is still good to have around purely due to the S10. If you get stuck in with a Dreadnought, or if you need to kill a vehicle, or if you're going up against Nurgle or Chapter Master Smashfather and you need to take out their FNP, or if you need to kill a Daemon Prince, then you're going to want that S10. I usually go two TH/SS and either three claws or two claws and an axe. (The axe is just for fun.)

But yeah, for their cost, they are weakest on their durability, but they are fast enough and hit so hard in H2H that it doesn't matter. And just because durability is a weak point doesn't make it an outright bad thing - They're still pretty durable, they just aren't as durable as they are fast or deadly.
Honestly, if you took away their ability to hit after being killed, or even just nerfed it so that they only got the attacks if they hadn't already attacked in that phase, then they would be much, MUCH more reasonable. Getting to either hit after being killed, or double-tap and hit twice, is the #1 reason why they are so OP.
   
Made in it
Waaagh! Ork Warboss




Italy

You typically have 2 max 3 models with the shield in a unit of 5 wulfen, as you don't want them to attack at I1.

A 3+ inv in a 2W, T4, 4+ save and FNP isn't that invincible, they're still dudes of foot. Any decent round of S5-6 shooting will decimate them before reaching combat, if you deep strike or maneuver in order to target models without the shield first you can kill them very easily. Killing 2 models with shields is very easy with a good saturation and then your S8 or better weapons can instant kill the remaining ones.

They can also be tarpitted quite easily by blobs as they have many attacks but a ws4 you should waste half of them. I've seen termagants that locked them in combat for three turns and eventually killed the wulfen.

If you put them in a transport they won't reach close combat till turn 3 or even 4, unless you put them in a land raider, and we all know that would mean 250 points wasted.

They're not overpowered I think, their formation is overpowered, as you gain some free bonus and just need two units of them, which you want to take anyway.

I mean wulfen are an amazing unit and they may be a little undercosted but without their current stats, SW would be at the same level of BA if not worse.

 
   
Made in us
Locked in the Tower of Amareo




 Blackie wrote:
You typically have 2 max 3 models with the shield in a unit of 5 wulfen, as you don't want them to attack at I1.

A 3+ inv in a 2W, T4, 4+ save and FNP isn't that invincible, they're still dudes of foot. Any decent round of S5-6 shooting will decimate them before reaching combat, if you deep strike or maneuver in order to target models without the shield first you can kill them very easily. Killing 2 models with shields is very easy with a good saturation and then your S8 or better weapons can instant kill the remaining ones.

They can also be tarpitted quite easily by blobs as they have many attacks but a ws4 you should waste half of them. I've seen termagants that locked them in combat for three turns and eventually killed the wulfen.

If you put them in a transport they won't reach close combat till turn 3 or even 4, unless you put them in a land raider, and we all know that would mean 250 points wasted.

They're not overpowered I think, their formation is overpowered, as you gain some free bonus and just need two units of them, which you want to take anyway.

I mean wulfen are an amazing unit and they may be a little undercosted but without their current stats, SW would be at the same level of BA if not worse.


What's wrong with init 1 when your units basically can't die? they have two wounds and the dreaded layered saves. Wulfen are very undecosted given their CC ability relative to other units. I don't think these things should have storm shields, period.

This message was edited 2 times. Last update was at 2017/03/30 16:16:00


 
   
Made in us
Decrepit Dakkanaut




I say they can have them but they need to actually pay for them instead of just 20 for a better Thunder Hammer.

Also I'm getting off work early today so hopefully Orks will be done instead of more fake promises.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
 
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