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Made in de
Longtime Dakkanaut




My GSC need some Caladiuses, Shield Drones, Thunderfire Cannons and, most importantly, 4-armed Knights.

Cheers ...
   
Made in de
Hardened Veteran Guardsman





Oh yes, some more named characters for IG would also be nice. At least one per "big" regiment. Or a fair, matched play rule to create named characters yourself.

~1300 build and painted 
   
Made in gb
Sneaky Striking Scorpion




My Daemons? Not so much we 'need' but rather a readjustment of what we HAVE.

Big expensive Special character to give friendly Daemons a <Legion> keyword. Maybe have it be a Specialist detachment so it costs CP to open up the world of synergy.

Soul Grinders- Make their weapons assault. That's it. No seriously. I adore Soul Grinders but they're awful currently.

Slaanesh - Give them back a herald on seeker option, they took it AWAY in 40k but still kept it in AoS Slaanesh battletome. I have no words there.

Nurgle - we're pretty good there to be honest, except the GUO is just... bad? Its not even tough for its price point/combat capabilities.

Tzeentch - LoC NEEDS a shooting of attack. Give it I dunno, a Melta Beam weapon to signify a super magic Kamehameha attack? Screamers need WS 3+ and honestly I think they're golden then.

Khorne - Make Bloodcrushers T5 again, and that's it. Bloodcrushers and Plague Drones already have SO much difference in role and rules that the statline can be very similar.
   
Made in gb
Longtime Dakkanaut






My original army was Inquisition so I am missing models, rules and hope given GW designers think Inquisition should be removed.

Your last point is especially laughable and comical, because not only the 7th ed Valkyrie shown dumber things (like being able to throw the troopers without parachutes out of its hatches, no harm done) - Irbis 
   
Made in ch
Anointed Dark Priest of Chaos





 Amishprn86 wrote:
Drukhari

Lots of named characters: Vext, Lady, Duck, Baron, Kheradruakh, etc..
HQ's on Bikes/Wings/Skyboards
HQ's options for gear
Cheaper generic characters aka Dracon
10+ pieces of wargear that went missing (Clone fields, oldBladevanes, Old WWP's... GSC has them now and DE doesnt wtf, etc..)
Dias of Destruction



Automatically Appended Next Post:
Oh PS: Corsairs, almost everything. They were literally built for 8th, they had multi detachments, they had faction traits that couldnt mix detachments or you lose them, they had relics meant for each one, etc.. FW didnt need to do more than 5hrs of work to make them a full army in 8th, but yet here we are with no Corsiars.


Dito but replace Corsairs with renegades.
Which makes the status quo for both of these factions sad and hillarious, hillarious -sad and hillariously sad.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page

A Mostly Renegades and Heretics blog.
_______________________________

Who would win:
10'000 + years of veterancy, or some raidy Boys?
(Not Online in regards to the new Red Corsair battalion CP boost.) 
   
Made in gb
Fixture of Dakka




UK

Gir Spirit Bane wrote:

Slaanesh - Give them back a herald on seeker option, they took it AWAY in 40k but still kept it in AoS Slaanesh battletome. I have no words there.


Actually its gone from AoS as well. At least if you mean a herald on a seeker mount; the herald on a seeker chariot is still very much there. In fact you can take a herald now on all the chariots, and on foot just not on a seeker. I can only assume they removed it because otherwise it, in theory, left you with 4 seekers in a box and you can only take seekers in AoS in divisions of 5.

Actually mentioning Slaanesh I'd really love to see a new infantry or monster or warrior type of model. The recent update was fantastic, but it was basically all hero and leader models. They are still running around with fiends, seekers, deamonettes and chariots like they have been for years and years. It's more evident in AoS where its a whole army unto itself; whereas in the past Demons was a combined arms battletome with all four gods under one banner. Now that they are all split out I feel that they each need a little extra something. Khorne has quite a lot; Slaanesh needs a turn of some new troops and monsters.

A Blog in Miniature - now featuring reviews of many new Black Library books (latest Novellas) 
   
Made in de
Waaagh! Ork Warboss on Warbike





Playing and building so much orks lately that I have forgotten about my other army:

Deathguard could use some heavy weapon platform that does the job of obliterators and havocs. Though to be fair, if hellbrutes and defilers weren't such a waste of points, this wouldn't be an issue.
They should also have access to greater possessed, thunder hammer lord and venom crawlers. How can you not give venom crawlers to DG?

This message was edited 1 time. Last update was at 2019/09/04 11:35:51


 Daedalus81 wrote:
SemperMortis wrote:
Yes, because everyone lines up on the deployment line when facing off against orkz, especially when said orkz are fielding 3 Bonebreakers...which rely exclusively on getting into CC to inflict any kind of actual harm. All of your arguments rely upon your opponent being a brain dead muppet who just lets you maul him.


Yea...that's called board control.
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Amishprn86 wrote:
Drukhari

Lots of named characters: Vext, Lady, Duck, Baron, Kheradruakh, etc..
HQ's on Bikes/Wings/Skyboards
HQ's options for gear
Cheaper generic characters aka Dracon
10+ pieces of wargear that went missing (Clone fields, oldBladevanes, Old WWP's... GSC has them now and DE doesnt wtf, etc..)
Dias of Destruction

Then I also want the Archite to come back.
She had I8 while the Archon had only I7.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in fi
Decrepit Dakkanaut





 CthuluIsSpy wrote:

Yeah, but its a flyer, which means it has to move every turn and can only turn 90 degrees. Which means that if your opponent doesn't kill it, it will kill itself eventually if there are enough screens on the table. I really hate using flyers for that reason. Its something that didn't port over well to 8th ed, as they dropped on-going reserves due to their attempt at simplifying everything. They should have dropped the minimal move and made the max move like 20" or 25". The airborne, hard to hit and flyer designation is already enough to distinguish them as flyers, they didn't need gakky movement rules.


Apart from flyers not having sensible place to begin with on 40k what you are describing isn't even close to being flyer any more than jeep is one.

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Made in fr
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on the forum. Obviously

tneva82 wrote:
 CthuluIsSpy wrote:

Yeah, but its a flyer, which means it has to move every turn and can only turn 90 degrees. Which means that if your opponent doesn't kill it, it will kill itself eventually if there are enough screens on the table. I really hate using flyers for that reason. Its something that didn't port over well to 8th ed, as they dropped on-going reserves due to their attempt at simplifying everything. They should have dropped the minimal move and made the max move like 20" or 25". The airborne, hard to hit and flyer designation is already enough to distinguish them as flyers, they didn't need gakky movement rules.


Apart from flyers not having sensible place to begin with on 40k what you are describing isn't even close to being flyer any more than jeep is one.


Yeah, the flyer term is stupid. They should really be called gunships or something. Flies higher and faster than a grav tank or something, but not as high or fast as an actual supersonic jet / space ship / whatever.
The current flyer mobility rules don't represent flyers that well either. If you want flyers to act like flyers, rip off Drop Zone Commander's rules for aircraft.

What I have
~4100
~1660
: LM

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in fi
Dakka Veteran






It would be cool if flyers worked like they did in Epic: they arrive basically where they want to, do their thing, get shot at a bit, leave and come back later on. In the current system, they are low-hovering tanks.

As to what is missing, my beloved Death Guard is lacking sense and thematic cohesion while drowning under new and slimy Adjective Nounverbers. Our command staff needs T5 and DR like all others, as do our poor possessed, our dreadnought is less resilient than Iron Hands', our fire support squads are gone (dedicated ones, three special weapons in normal PM's is groovy), our terminators cannot have iconic melee weapons because reasons and we have maybe three useful stratagems. All Land Raiders need the ability to drop troops out after moving, they are literally made for driving in and gorging their occupants out from the ramp. Power of the machine spirit should allow shooting if tagged as well, otherwise said brick that has to move close will always be silenced for ever after it's delivered the cargo. Why we can't have Rapiers or similar light artillery devices, has the legion that was famous for inordinate amount of poison bombing forgotten how to operate mortars while still having the manual dexterity to operate all other conventional arms? Heck, if we can only have sensible units if they're new, I'd be all over a destroyer corps style unit of rad-armed PM's with proper assault gear (the same niche would also be filled by possessed getting DR and funky grenades, though).

Heavily converted tall scaled 30k / 40k loyalist Death Guard blog here, C&C welcome https://www.dakkadakka.com/dakkaforum/posts/list/717557.page
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Made in gb
Instigating Incubi




The dark behind the eyes.

Dark Eldar:

- Getting back the units that have been stripped out of the codex could be nice (Dracons, Haemonculi Ancients, Vect, Lady Malys, Baron Sathonyx, The Duke, The Decapitator, Trueborn, Bloodbrides etc.)

- More generic HQ options. The fact that Kabal has just a single HQ choice is an absolute failure of game design. Also, if Mandrakes, Scourges etc. are going to be mercenaries (unable to benefit from any traits or auras), can we at least get HQs for them? This would also give us HQs that can be used between factions (rather than being restricted to Kabal, Cult or Coven).

- HQs with actual mobility options. Our army has units with wings, units with skyboards, units with jetbikes, yet our HQs can't access any of them. Why? It wouldn't even require new models, as out army is one of the easiest in the game when it comes to kitbashing.

- Mobility options in general. Harlequins have Rising Crescendo, Eldar have Battle Focus, Dark Eldar have . . . nothing. One of the things I loved about Corsairs in 7th was how mobile they felt. Every infantry model could have a Jet Pack. Every model with a Jetpack had JSJ. Every infantry model that fired at an enemy in pistol-range could immediately jump away. They felt like a fast, agile army. Dark Eldar have some fast transports, but as soon as the units are out they feel barely faster than Necrons. And with no options on HQs, Elites or Troops for Jet Packs (or other mobility options) you can't choose to have faster units.

- Some actual wargear options for HQs.

- Shadowfield rules that don't make me want to puke.

- A buff ability for the Archon that actually makes sense ("Hey, I've got an idea, let's give the leader of a subfaction built around staying inside open-topped transports an aura that doesn't work inside, into or out of transports." ).

- Something to unite the various subfactions. We're still meant to be a single army - not 3 separate armies. It would be nice if there was *something* that could work across the different factions. The Archon seems like a good candidate for this (since he's supposed to be the overall army leader - not just the Kabal leader).

- More options and ways to play. The problem with splitting DE is that the lack of units and aforementioned lack of overlapping buffs means there are (realistically) very few ways to actually play them.

Well, that's about all I can think of for now. I look forward to Psychic Awakening utterly failing to address any of these issues.


 Amishprn86 wrote:

Oh PS: Corsairs, almost everything. They were literally built for 8th, they had multi detachments, they had faction traits that couldnt mix detachments or you lose them, they had relics meant for each one, etc.. FW didnt need to do more than 5hrs of work to make them a full army in 8th, but yet here we are with no Corsiars.


Also, this.

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



 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
Da Head Honcho Boss Grot





Genestealer Cult have absolutely nothing that can deal with actual Flyers. Nothing melee-oriented with the Fly keyword, and nothing with any kind of anti-air capabilities.

Do we need a plane? God I hope not, honestly. I would much rather see some kind of grappling hook weapon that once you hit a unit with the FLY keyword with it, you could auto-hit that same model on subsequent turns, and if you destroyed the model with that weapon you'd get +2 on the Crash and Burn roll. Something suitably janky like that, rather than just "A flying...mining...plane. Equipped with mining lasers. So they can mine, but then the GSC...they stole that."
   
Made in fr
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on the forum. Obviously

the_scotsman wrote:
Genestealer Cult have absolutely nothing that can deal with actual Flyers. Nothing melee-oriented with the Fly keyword, and nothing with any kind of anti-air capabilities.


Really? Don't they have like rockets or something? Because you'd think that space insurgents would have access to space RPG launchers.

What I have
~4100
~1660
: LM

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Ollanius Pius - Savior of the Emperor






Right behind you.

the_scotsman wrote:
Genestealer Cult have absolutely nothing that can deal with actual Flyers. Nothing melee-oriented with the Fly keyword, and nothing with any kind of anti-air capabilities.

You can Brood Brothers in the Hydra, but I get your point.

Do we need a plane? God I hope not, honestly. I would much rather see some kind of grappling hook weapon that once you hit a unit with the FLY keyword with it, you could auto-hit that same model on subsequent turns, and if you destroyed the model with that weapon you'd get +2 on the Crash and Burn roll. Something suitably janky like that, rather than just "A flying...mining...plane. Equipped with mining lasers. So they can mine, but then the GSC...they stole that."

A massive frigall crane with titanium spiderweb nets to 'catch' flyers if they come near it.


Automatically Appended Next Post:
 CthuluIsSpy wrote:
the_scotsman wrote:
Genestealer Cult have absolutely nothing that can deal with actual Flyers. Nothing melee-oriented with the Fly keyword, and nothing with any kind of anti-air capabilities.


Really? Don't they have like rockets or something? Because you'd think that space insurgents would have access to space RPG launchers.

Nothing that natively makes it so you get a way to mitigate the Supersonic bit.

This message was edited 1 time. Last update was at 2019/09/04 13:13:24


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Oh you mean the -1 penalty from hard to hit? Yeah, that sucks.
Even necrons have a tool against that in the form of MWBD.

What I have
~4100
~1660
: LM

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Da Head Honcho Boss Grot





 CthuluIsSpy wrote:
the_scotsman wrote:
Genestealer Cult have absolutely nothing that can deal with actual Flyers. Nothing melee-oriented with the Fly keyword, and nothing with any kind of anti-air capabilities.


Really? Don't they have like rockets or something? Because you'd think that space insurgents would have access to space RPG launchers.


You can get lascannon-like weapons in the mining lasers, but they are BS4+ and have no way to mitigate the -to hit.

It's pretty much always the right decision to ignore, rather than engage, flyers as GSC.

Most other armies that don't really have "flyers" per se like daemons can just slap wings on something and punch the planes with a DP or something like that.
   
Made in de
Waaagh! Ork Warboss on Warbike





Good luck punching a hemlock with a DP

My DG usually kill them with smites and plague spitters....

This message was edited 1 time. Last update was at 2019/09/04 13:45:45


 Daedalus81 wrote:
SemperMortis wrote:
Yes, because everyone lines up on the deployment line when facing off against orkz, especially when said orkz are fielding 3 Bonebreakers...which rely exclusively on getting into CC to inflict any kind of actual harm. All of your arguments rely upon your opponent being a brain dead muppet who just lets you maul him.


Yea...that's called board control.
 
   
Made in pl
Longtime Dakkanaut




the_scotsman wrote:
 CthuluIsSpy wrote:
the_scotsman wrote:
Genestealer Cult have absolutely nothing that can deal with actual Flyers. Nothing melee-oriented with the Fly keyword, and nothing with any kind of anti-air capabilities.


Really? Don't they have like rockets or something? Because you'd think that space insurgents would have access to space RPG launchers.


You can get lascannon-like weapons in the mining lasers, but they are BS4+ and have no way to mitigate the -to hit.

It's pretty much always the right decision to ignore, rather than engage, flyers as GSC.

Most other armies that don't really have "flyers" per se like daemons can just slap wings on something and punch the planes with a DP or something like that.


maybe the laser carrying dudes should get a rule like the reapers, so that no to hit mods work on them, and they always hit on +4.. would that be good?
   
Made in us
Dive-Bombin' Fighta-Bomba Pilot






echoing ork needing snipers. gretchin ratling equivalents would be cool it does suck not begin able to have any answer to characters. as they allow reroll to hits and to wounds ripping apart my hordes even faster. It would be amazing to have something to try and drop those HQs.

For my Tau I want more allies. We know they ally humans and absorb them. seems they could ally guard at this point giving them access to better tanks than they have and more importantly Bullgryn for some actual cc punch. plus some tau armored bullgryn kits would be a fun conversion.

Outside of guard allies maybe a tau ally codex giving them both psychers and a melee race that is actually able to go toe to toe with things liek orks, tyranids, or space marines without folding immediatly. Currently on the rare occation that i play tau I have 2 phases. movement and shooting is it.

10000 points 7000
6000
5000
5000
2000
 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 G00fySmiley wrote:
echoing ork needing snipers. gretchin ratling equivalents would be cool it does suck not begin able to have any answer to characters. as they allow reroll to hits and to wounds ripping apart my hordes even faster. It would be amazing to have something to try and drop those HQs.

For my Tau I want more allies. We know they ally humans and absorb them. seems they could ally guard at this point giving them access to better tanks than they have and more importantly Bullgryn for some actual cc punch. plus some tau armored bullgryn kits would be a fun conversion.

Outside of guard allies maybe a tau ally codex giving them both psychers and a melee race that is actually able to go toe to toe with things liek orks, tyranids, or space marines without folding immediatly. Currently on the rare occation that i play tau I have 2 phases. movement and shooting is it.


It would be nice if kommandos could infiltrate instead of deepstrike.
Maybe that would help them get to a character.

What I have
~4100
~1660
: LM

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Da Head Honcho Boss Grot





 G00fySmiley wrote:
echoing ork needing snipers. gretchin ratling equivalents would be cool it does suck not begin able to have any answer to characters. as they allow reroll to hits and to wounds ripping apart my hordes even faster. It would be amazing to have something to try and drop those HQs.

For my Tau I want more allies. We know they ally humans and absorb them. seems they could ally guard at this point giving them access to better tanks than they have and more importantly Bullgryn for some actual cc punch. plus some tau armored bullgryn kits would be a fun conversion.

Outside of guard allies maybe a tau ally codex giving them both psychers and a melee race that is actually able to go toe to toe with things liek orks, tyranids, or space marines without folding immediatly. Currently on the rare occation that i play tau I have 2 phases. movement and shooting is it.


I'm of two minds with this. On one hand, yes that's fluffy, on the other, not every army needs to be Guard. I get that most armies have some kind of regular human helper type doods, but do we really want to have Guardsmen, Cultists, GSC, R+H, Gue'Vesa, Digganobz, Inquisitorial Acolytes, Knight World Serfs, Frateris Militia, etc in every gosh-darn faction? Especially considering that if we've learned anything from 8th it's that "once it gets a GEQ, there's no going....baq."

GSC? Well I have more brood brothers infantry squads. CSM? Stands for Cultists and Some Marines now. Codex: Goatman AOS Copy/Pastes was a whole controversy when it came out, and ever since has basically Old McAhriman Had a Farm lists.

The only factions standing in the way of the Great Guardsmanening of 8th have been the factions that physically have no ability to pump cheap chaff GEQ bodies into their listmeat like they're bobbleheaded steroid-men.
   
Made in us
Ollanius Pius - Savior of the Emperor






Right behind you.

Simply put, one of the biggest damn mistakes made was to not differentiate between "GEQ" and "CEQ" in any meaningful way.

Conscripts should have been:
WS6+ BS6+ Sv6+ with the rest of the stats being as is.
Ditch the Lasguns, give them Autoguns instead.
Ditch the <Regiment> tag, giving them either Officio Prefectus(the Retraining, Indoctrination, or Penal[RIP] Platoons are supposed fall under the auspices of the Commissariat) or no tags but a rule that they don't detract from Regiment bonuses.
"Raw Recruits" instead becomes that they have to add an additional +1 to their rolls for Leadership tests if they suffered casualty, +1 per 5 models lost.

Cultists should have been treated similarly, with Renegade Guardsmen being their GEQ instead of Cultists being some weird halfway point between them.
   
Made in gb
Irked Necron Immortal




Necrons is weird. We have all the units, we fill all the roles. We just need them to be good.
   
Made in us
Da Head Honcho Boss Grot





 Kanluwen wrote:
Simply put, one of the biggest damn mistakes made was to not differentiate between "GEQ" and "CEQ" in any meaningful way.

Conscripts should have been:
WS6+ BS6+ Sv6+ with the rest of the stats being as is.
Ditch the Lasguns, give them Autoguns instead.
Ditch the <Regiment> tag, giving them either Officio Prefectus(the Retraining, Indoctrination, or Penal[RIP] Platoons are supposed fall under the auspices of the Commissariat) or no tags but a rule that they don't detract from Regiment bonuses.
"Raw Recruits" instead becomes that they have to add an additional +1 to their rolls for Leadership tests if they suffered casualty, +1 per 5 models lost.

Cultists should have been treated similarly, with Renegade Guardsmen being their GEQ instead of Cultists being some weird halfway point between them.


I guess you can "Gretchinize" cultist type units (i.e. make them so eyewateringly bad that you have to take the more elite troops if you want them to do anything in combat) but you could also...hear me out...understand that Fluff is never going to equal Gameplay when it comes to Marines, accept that marines are realistically a pretty low-tier unit in the overall scheme of the game, and just not have units that are so cheap that you have to buy 400$ of models to field a full 2k army. A guardsman or a cultist being a half-decent threat to a space marine in a 2:1 or 3:1 fight is definitely going to frustrate marine fanboys, but from a game health standpoint, honestly, it isn't a bad thing as long as they're costed appropriately.

dealing with the endless sea of chaff bodies that horde armies can field at 2k is a neat spectacle, but super obnoxious gameplay wise and places a gigantic financial burden on playing some armies. I really wish we'd just had a couple of price hikes early on in 8th rather than the continuous parade of price cuts to elite units that seems to be slowly bringing them down to parity...But hey, buffs always go over better than nerfs, and GW certainly likes points cuts more than points hikes.

I can't really point to a faction I play that I wouldn't make more elite in-game if I could have my druthers. GSC, definitely, those troop boxes are hideously expensive and I would not mind paying more points for a bit of durability on my hybrids. Tau, absolutely, I'd love to feel like a devilfish full of troops was a legitimate threat and I didn't just need to buy 50-60 fire warriors and run them on foot as a horde. Drukhari, YES, why do I get an immortal superhuman space elf with hyperadvanced technology for the cost of two gretchins?

This message was edited 1 time. Last update was at 2019/09/04 15:00:34


 
   
Made in us
Ollanius Pius - Savior of the Emperor






Right behind you.

It's not even a question of "they're too good!", it's that the Conscripts being as good as they were for the points cost was bad for the health of the game.

3 or 4 points is where Cultists(of the Chaos variety), Conscripts, or Gretchin should be. Maybe Genestealer Cult Neophytes...and you really should just be getting a body with a 6+ save and a crappy gun that gets no synergies or anything like that beyond a Stratagem aimed directly at them at that point.
   
Made in us
Dive-Bombin' Fighta-Bomba Pilot






the_scotsman wrote:
 G00fySmiley wrote:
echoing ork needing snipers. gretchin ratling equivalents would be cool it does suck not begin able to have any answer to characters. as they allow reroll to hits and to wounds ripping apart my hordes even faster. It would be amazing to have something to try and drop those HQs.

For my Tau I want more allies. We know they ally humans and absorb them. seems they could ally guard at this point giving them access to better tanks than they have and more importantly Bullgryn for some actual cc punch. plus some tau armored bullgryn kits would be a fun conversion.

Outside of guard allies maybe a tau ally codex giving them both psychers and a melee race that is actually able to go toe to toe with things liek orks, tyranids, or space marines without folding immediatly. Currently on the rare occation that i play tau I have 2 phases. movement and shooting is it.


I'm of two minds with this. On one hand, yes that's fluffy, on the other, not every army needs to be Guard. I get that most armies have some kind of regular human helper type doods, but do we really want to have Guardsmen, Cultists, GSC, R+H, Gue'Vesa, Digganobz, Inquisitorial Acolytes, Knight World Serfs, Frateris Militia, etc in every gosh-darn faction? Especially considering that if we've learned anything from 8th it's that "once it gets a GEQ, there's no going....baq."

GSC? Well I have more brood brothers infantry squads. CSM? Stands for Cultists and Some Marines now. Codex: Goatman AOS Copy/Pastes was a whole controversy when it came out, and ever since has basically Old McAhriman Had a Farm lists.

The only factions standing in the way of the Great Guardsmanening of 8th have been the factions that physically have no ability to pump cheap chaff GEQ bodies into their listmeat like they're bobbleheaded steroid-men.


I don't disagree, more the idea of guardsman is adding in an ally for them that fixes certain hoels in the army without needing a whoel new dex or models.

Ditto Orks honestly. it would be cool to have an enslaved races or however you want to call it also with guard or equivilant allies. throw out most of the book options in most cases and just give like access to guarsman, leman russ tanks, chimeras and some hq squads (hell maybe even ratlings and boom they have snipers now too) I would prefer just more ork model options and something different from a battlewagon and some consistency with BS4 but alas GW is very set on orks are BS5 despite them in previous editions being BS4+ equivilant

10000 points 7000
6000
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Made in ca
God-like Imperator Titan Commander





Halifax

 Overread wrote:
Tyranids -

plastic 3 model kit for Biovore/pyrovores
plastic 3 model kit for lictors/deathleapers
plastic, far bigger Red Terror kit or conversion kit for trigon.
New "Lord of War" model - could even be a single plastic kit for the hyrodule from FW.

Otherwise Tyranids are in a pretty good spot all round, even most of their plastics are good, though I'd welcome a new termaguant set with heads as a single rather than split casting.

Agreed. The option to put Crushing Claws on Tyrants, Primes, and Warriors would also be nice, but probably a bridge too far.
   
Made in ca
Longtime Dakkanaut





Lots of Factions don't get Snipers. Actually, I'd say it's what seems to most separate the "Order" factions from "Disorder". Order seems to get Snipers (Imperium, Eldar, T'au, Necrons, Harlequins), whereas Disorder seems not to (Tyranids, Orks, Chaos, Dark Eldar). The outliers, are the Sisters and GSC, as Sisters don't currently have sniper-flamers, and GSC do have some sniper characters. Of course, that just means that I would LOVE to see some of the Disorder factions get snipers! Tyranids don't need it, because that's the Lictor's job. Love the idea of an Ork Sniper whose sniper shots should be able to hit everything AROUND their target but still be likely to miss the target, and for sure Chaos should have an artifact or something that turns a Chaos Lord or Lieutenant or someone into a Sniper.

GSC are missing the Cult Limo, but I'm not pining for it. It would be nice for them to have access to some big guns without them needing to bring an Astra Militarum detachment of Brood Brothers. Same goes for some kind of anti-air defense.

Tyranids are missing a Lord of War. Makes no sense that they still don't have one.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Da Head Honcho Boss Grot





 Kanluwen wrote:
It's not even a question of "they're too good!", it's that the Conscripts being as good as they were for the points cost was bad for the health of the game.

3 or 4 points is where Cultists(of the Chaos variety), Conscripts, or Gretchin should be. Maybe Genestealer Cult Neophytes...and you really should just be getting a body with a 6+ save and a crappy gun that gets no synergies or anything like that beyond a Stratagem aimed directly at them at that point.


I fundamentally disagree when the game is as expensive as it is, tbh. If I'm paying 4$ per model for GSC neophytes, I would much much rather they be around their current capabilities (GSC neophytes are honestly pretty balanced at the moment) or even slightly better for more ppm. the only real argument is like "these things need to be crap so the super duper races can be cleaving through them 20 at a time" but in reality, that just means nobody is going to be shelling out the cash to volunteer to play the crappy NPC race.




Automatically Appended Next Post:
 Yarium wrote:
Lots of Factions don't get Snipers. Actually, I'd say it's what seems to most separate the "Order" factions from "Disorder". Order seems to get Snipers (Imperium, Eldar, T'au, Necrons, Harlequins), whereas Disorder seems not to (Tyranids, Orks, Chaos, Dark Eldar). The outliers, are the Sisters and GSC, as Sisters don't currently have sniper-flamers, and GSC do have some sniper characters. Of course, that just means that I would LOVE to see some of the Disorder factions get snipers! Tyranids don't need it, because that's the Lictor's job. Love the idea of an Ork Sniper whose sniper shots should be able to hit everything AROUND their target but still be likely to miss the target, and for sure Chaos should have an artifact or something that turns a Chaos Lord or Lieutenant or someone into a Sniper.

GSC are missing the Cult Limo, but I'm not pining for it. It would be nice for them to have access to some big guns without them needing to bring an Astra Militarum detachment of Brood Brothers. Same goes for some kind of anti-air defense.

Tyranids are missing a Lord of War. Makes no sense that they still don't have one.


I'm curious why you would attribute Drukhari as a "Disorder" faction while necrons are an "Order" faction. Drukhari are extremely Lawful Evil. Also, as a race, I can't think of anybody but GSC for whom "Assassination" is a common thematic element than Drukhari. Which is why it's so weird that the sole sniper weapon in the drukhari arsenal is an upgrade to an otherwise all-melee unit.

This message was edited 1 time. Last update was at 2019/09/04 15:58:40


 
   
 
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