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Made in us
Unteroffizier




tneva82 wrote:
If all termies gets 4++ base what would you do for cataphractii who are supposed to be slower more survivable? Now they have 4++. 3++? But then there's cataphractii with stormshield...


Up their toughness by 1
   
Made in es
Fresh-Faced New User




Skhmt wrote:


Blood Angel Captains need a 20 pt increase. Tacticals can drop 1 or maybe 2 pts across the board.



I'm ok with that, but only if you can't shoot my Blood Angels till turn 2 and each of your shooty weapons are increase by 20 pts.
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

Perth wrote:I'd like to see CP become faction specific. A guard battalion gives 5 CP, that have to be used on IG stratagems or generics targeting IG units.

That will eliminate the problem of CP farms handing out points to armies like Custodes who have outstanding stratagems because there were designed to have 9 CP at absolute most.

I say this as someone whose competitive list is IG/Custodes Bikes/Celestine.



casvalremdeikun wrote:I want armies composed of only one faction to receive a bonus.

It seems these two might go together. Having access to more CP for being mono-faction would be fantastic. Armies like Deldar would need some sort of exception though.


Black Bases and Grey Plastic Forever:My quaint little hobby blog.

40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team (building)
Kabal of the Grieving Widow (less)

Plus other games- miniature and cardboard both. 
   
Made in gb
Ship's Officer



London

I like the idea of a CP bonus for people with just one sub-faction. I don't like how good an IG battalion is right now, and this would both reduce the incentive to use it, and the penalty for non-imperial armies for not being able to take it.

I'd bring back the idea of universal special rules. I'm fed up of learning a subtly different version of "infiltrate" for every unit that can sneak into position before the game. You can end up with 3 or more versions of the rule in the same army, if you have marine scouts setting up early, raven guard striking from the shadows and Lias "deep striking" - all representing people doing basically the same thing.

Land raiders should get a rule to let them fall back and still shoot (and maybe charge). Maybe even give them a proper melee attack like IG superheavies get.

Alternatively, remove the ability to fall back and shoot from the fly keyword. Give some actual thought to which units should have the ability to do that, and give it to them.

Custodes do need re-balancing. Bikes are great and everything else is rubbish right now, so attack the points to change that. The above change to Land raiders might help, slightly.

I feel like the GK codex needs virtually a total re-write now that they are prevented from deep striking. Maybe they should just be an exception to that rule to make them even vaguely viable. Seeing what was already one of the weakest armies in the game receive that level of nerf from the big FAQ, albeit as collateral damage from necessary changes, was really harsh.

I also think the chaos marine and space marine codexes need a lot of attention. My theory here is that bolt guns need to do something. This has always been an issue for marines to be honest - they just don't kill anything. These are supposed to be the iconic models in 40k and they have been relegated to scoring unit tokens, if they are taken at all. GW has somehow managed to make SM, CSM, DG and TS codexes, in which tactical marines, chaos marines, plague marines and rubric marines are all un-competitive. That's almost impressive.

I'd also have a good look at the stratagems for those earlier codexes, because they are really weak by comparison to the newer stuff. You see people saying that IKs are "CP-heavy". They aren't - they just have stratagems that are worth using. It's not that marines wouldn't like to spend their CPs - they just have nothing worthwhile to do with them!

A good place to start would be to make drop pods a stratagem, rather than something that cost points. Loads of other armies have access to a deep strike stratagem, so why not marines - and of course I'd give them to all flavours of chaos marines too. Maybe charge 2CPs for the pod during deployment and you can fill it up with whoever can get inside, same as now.

Flamers should have their price cut across the board, obviously...

I could go on but I'll stop there, for now!
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Mandragola wrote:

I feel like the GK codex needs virtually a total re-write now that they are prevented from deep striking. Maybe they should just be an exception to that rule to make them even vaguely viable. Seeing what was already one of the weakest armies in the game receive that level of nerf from the big FAQ, albeit as collateral damage from necessary changes, was really harsh.


Out of interest, would it help GK at all if the rule was changed such that you can't have more than 50% of your reserves arrive on turn 1?

Mandragola wrote:

A good place to start would be to make drop pods a stratagem, rather than something that cost points. Loads of other armies have access to a deep strike stratagem, so why not marines - and of course I'd give them to all flavours of chaos marines too. Maybe charge 2CPs for the pod during deployment and you can fill it up with whoever can get inside, same as now.


I think the difference is that drop pods are a unit in and of themselves. Other armies with seep strike stratagems don't get an extra unit along with the ability to deep strike.

 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





Denver, Colorado

Stompas. Because Mork knows they're still going to be a dumpster fire in the upcoming codex.

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in gb
Ship's Officer



London

Mandragola wrote:

A good place to start would be to make drop pods a stratagem, rather than something that cost points. Loads of other armies have access to a deep strike stratagem, so why not marines - and of course I'd give them to all flavours of chaos marines too. Maybe charge 2CPs for the pod during deployment and you can fill it up with whoever can get inside, same as now.


I think the difference is that drop pods are a unit in and of themselves. Other armies with seep strike stratagems don't get an extra unit along with the ability to deep strike.

I do get that, but ultimately their only function is to drop your guys in, replicating deep strike. It's actually slightly worse than normal deep strike because the guys need to disembark around the pod.

Maybe the pod just shouldn't count as a unit then. Have it count as a terrain piece once it's down, not something that can hold objectives and stuff. That would make more sense anyway.

On the other hand, the stupid nurgle tree definitely ought to count as a unit. It ought to have a profile and I ought to be able to chop it down if a knight gets near to it with a heavy flamer and a reaper chainsword.
   
Made in us
Battlewagon Driver with Charged Engine





 Kap'n Krump wrote:
Stompas. Because Mork knows they're still going to be a dumpster fire in the upcoming codex.



God yes, right now we pay waaaaaaaaaay too much for the durability. Roughly twice as durable and expensive as a baneblade, less then half the firepower

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in ca
Sneaky Lictor



oromocto

1st: Go through all the basic rules and clarify everything (Get an english professor or something to do the writing and plug all the rule gaps).

2nd: Go through the first wave of codex's and update them to make them in line with the newer shiner codex's (again getting the english professor from 1st to fix any ambiguity)

3rd: Make deny the witch tests psychic tests (if you have a + or - to your test then you should be better or worse at denying

4th: Give nonpsy races (Necron/Tau) a strat or relic allowing them at least one deny per turn.

5th: As mentioned by many already give some kind of bonus to Faction/Subfaction pure armies. How about a 10% summon pool for all the various stratagems that regen or make new units? So a 2000 point army gets 200pts worth of summoning. Also add an Appropriate universal stratagem so all factions can use it EG: Reinforcements 3CP: Redeploy an infantry unit that was just destroyed within 6" of your board edge. You must pay it's cost in reenforcement points. If the unit has a special mode of deployment (ie some form of deapstrike) and it is before the 4th turn you may use it to deploy instead.

or something similar but that makes you pay some for it.

If your army is all the same subfaction reenforcement units cost 50% less power and points to a max of 1/4 your total army points/power (again add a universal Stratagem so all armies can take advantage of this)
So if you had a 2000 point army and set aside 250 pts for reinforcements you would get 500pts of units(this would be the max)

This message was edited 2 times. Last update was at 2018/06/09 00:42:47


 
   
Made in gb
Regular Dakkanaut





What do you think of everything terminator getting the rule, reduce damage dealt to them by 1 to a minimum of 1?

This message was edited 1 time. Last update was at 2018/06/08 22:53:43


 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Elgrun wrote:
What do you think of everything terminator getting the rule, reduce damage dealt to them by 1 to a minimum of 1?


I think it will only add to the escalation.

40k is in dire need of less one-upmanship, not more.

 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
Longtime Dakkanaut




 Elgrun wrote:
What do you think of everything terminator getting the rule, reduce damage dealt to them by 1 to a minimum of 1?


I think it's great, and I've been saying so in every terminator related thread on here for a while.
   
Made in gb
Ship's Officer



London

For me the problem for terminators is that their guns do nothing like enough damage for their price. I'd look at radically improving the effectiveness of storm bolters, perhaps only when used by terminators, to make them a viable gun.
   
Made in us
Devestating Grey Knight Dreadknight




Mandragola wrote:
For me the problem for terminators is that their guns do nothing like enough damage for their price. I'd look at radically improving the effectiveness of storm bolters, perhaps only when used by terminators, to make them a viable gun.

This has consistently been the issue with terminators across the last few editions. They are a little more durable, but they don’t DO anything before they die

Hope is the first step on the road to disappointment. 
   
Made in us
Longtime Dakkanaut




Doing medium damage would be okay though, if they were durable. They don't have to utterly destroy everything.

Making them BS/WS2+ and take -1 damage to a min of 1 would put them in a better place I think.
   
Made in jp
Quick-fingered Warlord Moderatus






AdMech needs a transport. Or a scout move. It is absurd that they are the only faction that has to walk everywhere.

New Knights need that Lance rule FAQed out of existence or made into a carrot rather than a stick.

Otherwise, we seem to be in a relatively good place right now.

 casvalremdeikun wrote:
I want armies composed of only one faction to receive a bonus.

This would be very interesting.

Maybe something like getting rid of base CP, but you get +1 CP for each detachment with the same faction as your Warlord.

This message was edited 1 time. Last update was at 2018/06/09 12:35:40


 
   
Made in au
Longtime Dakkanaut




Non-Imperial Titanic units in general need some changing. A few are in a fine place (Tesseract Vaults spring to mind) but for the most part they range from trash (Stompas) to thoroughly mediocre (Wraithknights).

Forge World Titanic units also need to have some kind of sensible balancing done regardless of whether GW wants them to fit in 2000 or sub 2000 point games. There's absolutely no balance with them, Chapter Approved 2017 basically just sledge-hammered them out of competitive play.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Suzuteo wrote:

New Knights need that Lance rule FAQed out of existence or made into a carrot rather than a stick.


Lance rule?

 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
Witch Hunter in the Shadows





Inquisition need a lot of work. Neither they nor the ministorum got a look in with the last chapter approved. Notable offenders include Jacobus (a barely-armed priest for the cost of three priests) and acolytes (8pt guardsmen paying old index marine prices for weapons).

Fortifications in general have been largely absent from this edition, paying BS3+ points for BS5+ guns.

Sisters could do with repeating the last CA and ducking a pre-codex 'encouragement to buy' nerfhammer [/cynical]

More work on allies. Tag up related factions - ordos and talons of the emperor rather than being so half-baked with the battle brothers.

A few strategems for the strategemless, warlord traits, etc (including a replacement for that really poorly thought out sororitas one).

And a long shot, but some implementation of the units that forgeworld have been holding back from mechanicus, custodes, and SoS. The latter two are (AFAIK) slated for a book in the near future but the admech line has been split down the middle for years now.
   
Made in us
Been Around the Block




I can only speak to the issues in the meta in my local gameing area

1) total and complete elimination of CP regeneration
2) buff small elite armies so that the WL gives them X amount of CP (similar to Calgar / Girlyman buff that increases CP) so that they start out with a "reasonable" amount of CP
--- The increase in CP that went live last FAQ, was nice, but bit much when factoring in the CP regen abilities

3) fix las-cannon spam (or any type of anti-tank weapon spam) ..even with the rule of 3, the sheer quantity of las-cannons deployed has resulted in almost no one useing any sort of vehicles, its all foot sloggin infantry nowadays for the most part (there are the rare exceptions )
- increase cost of las-cannons to 35 points or change the stats (something like, las-cannon does d3 wounds, on 6+ to wound does d6 wounds perhaps?) various ideas have been tossed around here, but no one can come up with a solid plan on how to fix this issue
   
Made in au
Longtime Dakkanaut




 vipoid wrote:
Suzuteo wrote:

New Knights need that Lance rule FAQed out of existence or made into a carrot rather than a stick.


Lance rule?


Only getting Command Points for Super-heavy Detachments if they include any combination of three or more Dominus and Questoris class Knights. There are parts of the actual codex that specifically state such a detachment with three Knights, one being an Armiger, would receive the usual three Command Points for the detachment, yet the rules contradict that. Warhammer Community also stated one of the great things about Armigers was that they generate cheaper Command Points for Imperial Knight armies....which the Knight Lance rule exposes as a mistake. There's a blatant disconnect between the rules writers and everyone else involved in both the making of the codex and their media team, apparently.
   
Made in gb
Witch Hunter in the Shadows





Gunrunner1775 wrote:
...various ideas have been tossed around here, but no one can come up with a solid plan on how to fix this issue
It has to be something that doesn't leave armies dead in the water against knights, primarchs, etc.
Some factions can try their luck with melee and psychic powers but not everyone has that option... then again some of those don't have lascannons either.

Though there is always the question as to whether lascannons are cheap or everything else is expensive/mis-statted, such as multimeltas.
   
Made in us
Irked Necron Immortal





Jackson, TN

Massive overhaul of Trazyn The Infinite.

1. Able to take over a Lychguard model.

2. Objective secured (Their number is Legion, Their name is death) on himself and nearby non-Troop Unit. OR he adds himself to the count for a nearby Troop Unit for the calculation of how many models control the objective.

3. Re-work his weapon to be something like "slay a non-vehicle model, roll a die for each enemy non-vehicle model within 6", 4+ that model's unit takes a mortal wound"

4. Army he is Warlord of can take 2 artifacts for free. Stratagem can be used to buy 3rd and 4th for normal costs.
   
Made in au
Towering Hierophant Bio-Titan





casvalremdeikun wrote:I want armies composed of only one faction to receive a bonus.

Absolutely. Make it thematic as well. Each faction gets a specific army wide bonus if taken solo

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Besides the single Faction Army issue, I think Commander Dante from the Blood Angels should have grant +3 CP if he is the Warlord. He is one of the best generals in the whole Galaxy!

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Longtime Dakkanaut




I would like to see a rule that if toughness is more than double the strength of a weapon then it can not be hurt. Str 3 can hurt toughness 6 on a 6, but str 3 can’t hurt toughness 7.

Str 4 can still hurt toughness 8, but not 9.

And for Gods sake remove the heretic astartes keyword from cultists. They are not astartes and should not get to use veterans of the long war.
   
Made in us
Longtime Dakkanaut




For the CPs, they could just have criteria you can meet for bonuses. For example:

Battle forged: 3 CP
All detachments share a codex faction (ie, space marine, Tau, orks, dark eldar, etc): 2 CP
All detachments share the same codex sub faction: 2 CP (stacks with the previous one).
For every 100 points of troops: 1 CP
For every 200 points of HQs: 1 CP

This way your average pure faction army would have something like 13 CP (3 for battle forged, 4 for pure faction, 2 for 400 points in HQs, and 4 for 400 points of troops), which I think is a reasonable amount, and you could always get more by putting more points into troops.

If you wanted to mix subfactions (such as ultramarines and ravenguard), you can do so at the cost of 2 CP. If you want to ally in something else (such as imperial guard and ravenguard) it would cost you 4.

This would make a typical allies army have 9 CP, which seems okay to me. It's still definitely worth doing if you want to, but no longer a no brainier / required to be competitive, and can still be offset by bringing more troops.
   
Made in gb
Witch Hunter in the Shadows





 SHUPPET wrote:
casvalremdeikun wrote:Each faction gets a specific army wide bonus if taken solo
Just so long as GW fixes the mess of sub-factions while they do it, and they've not been doing so well on that front of late.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Draco765 wrote:
Massive overhaul of Trazyn The Infinite.

1. Able to take over a Lychguard model.

2. Objective secured (Their number is Legion, Their name is death) on himself and nearby non-Troop Unit. OR he adds himself to the count for a nearby Troop Unit for the calculation of how many models control the objective.

3. Re-work his weapon to be something like "slay a non-vehicle model, roll a die for each enemy non-vehicle model within 6", 4+ that model's unit takes a mortal wound"

4. Army he is Warlord of can take 2 artifacts for free. Stratagem can be used to buy 3rd and 4th for normal costs.


I'd suggest a slight alteration to #4 in that Trazyn should get the extra artefact.

I'd also suggest that he be able to steal the artefact from any character he kills in a fight - either using it himself or else maybe getting d3 CPs as a reward.

 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
Irked Necron Immortal





Jackson, TN

 vipoid wrote:
 Draco765 wrote:
Massive overhaul of Trazyn The Infinite.

1. Able to take over a Lychguard model.

2. Objective secured (Their number is Legion, Their name is death) on himself and nearby non-Troop Unit. OR he adds himself to the count for a nearby Troop Unit for the calculation of how many models control the objective.

3. Re-work his weapon to be something like "slay a non-vehicle model, roll a die for each enemy non-vehicle model within 6", 4+ that model's unit takes a mortal wound"

4. Army he is Warlord of can take 2 artifacts for free. Stratagem can be used to buy 3rd and 4th for normal costs.


I'd suggest a slight alteration to #4 in that Trazyn should get the extra artefact.

I'd also suggest that he be able to steal the artefact from any character he kills in a fight - either using it himself or else maybe getting d3 CPs as a reward.


Well, technically his staff would be considered an artifact, one that he automatically gets without using up the artifact for the rest of the army, so maybe ignore #4.

The only issue with the any character fighting bonuses is the problem of getting characters to fight each other. Most armies hide their characters now because their bonuses are worth more than their combat abilities.
   
 
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