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Made in es
Fresh-Faced New User




Madrid, Spain

Only played once with each, but I spent lot of time reading and comparing datasheets with other armies. Theoryhammer cannot get you too far, but still, these are my thoughts regarding Sisters of Battle and Imperial Guard.

Adepta Sororitas:

-New Faction Rule (not detachment): Holy Trinity, improves Boltgun, Melta and Flammer in some capability when aiming at the same target all at once. One example could be +1AP for boltgun, +1S for Melta and battle-shock test for Flammer.
-Sisters need more durability. T4 or 2W would be a massive mistake. The durability should be through invulnerable save 5++, easier access to FNP or some other rule.
-Not really faction specific, but even with Holy Trinity, Melta need some help. Either +1S and/or Anti-Vehicle 4+.
-Not really a fix, but a new unit. We need an anti-heavy armor unit. I think a good option might be the flier that were in DoW1. It could work as a Predator Annihilator but less durable and more mobile.
-With regular Celestian squad deleted, I believe GW should do one of these 2 things... improve Dominions base weapons (even if it was an error, that [Rapid Fire 2] felt right), or release a new box of Celestians repurposed, more firepower in line with Sternguard veterans with special ammo, combi weapons, access to mass condemnor boltgun or similar.
-Zephrym need [Sustained hits 1] or other rule. They really should hit harder, they are suppose to be the most elite melee human in the galaxy after all (no, space marines aint humans).
-More character-unit combinations. Preacher/Missionary with Repentia or Canoness with Retributors for example.
-Palatine access to jump suit would be nice to see.
-Detachment rules for the main Orders.
-Point adjustments across the board. Some might be significant, like overpriced Retributors.

Astra Militarum:

-I firmly believe we'll eventually get Catachan through KillTeam somewhere in the near future. But still, we need Catachan new rules. I have toons of models of them (and my main force is Cadia!) with many weapons like snipers, heavy weapon teams, plasma, demo charges... and all I can use them with is flamers! Catachan just need a full rework. Another "easy" fix would be to allow Straken/Harker to join Infantry Squads while giving that unit the [Jungle Fighters] ability to some degree.
-Lord Solar... its a bit crazy he's literally everywhere. He's too cheap for what he does, but the problem also lies in other unit... Tank Commander should be given 2 orders and a different/additional ability. Leman Russes need to be cheaper but thats point adjustment, their rules are fine.
-Its also a point adjustment issue, not really a fix, but its by far the most annoying I've come across. Valkyries are EXTREMELY overpriced, while bringing mediocre firepower. Even if you brough regimental attachés (+1BS), who are a bit expensive and useless btw, the iconic flier transport of the AM is just not worth in any shape or form. For that price, you can almost bring 2 chimeras and a taurox. Fliers need better rules, but thats just another topic.
-Detachment rules for more regiments, obviously. We'll eventually get them with the Codex in 2 years give or take.
-I think at least one other Regiment should be given special rules, similar to Catachan/Krieg. The best would be Tallarn or Tanith, acting as infiltrator specialist, demolition experts and ambushers.
-Like many other factions, point adjustments across the board. But AM is not in such a bad spot as others to be fair. Some units are underpriced (Sentinels), others are overpriced (Leman Russes, Valkyries).

Last but not least, and not faction specific... Imperial Soups, aka Agents of the Imperium:

I know some love them, others hate them, but there should be a way to include them, even if it was tournament banned. Agents of Imperium should have access to more basic units of some faction depending on which Ordo you choose WHEN making the list, not right before the battle:
-Any Ordo: AM Infantry squads, Valkyries, Chimeras, shock troops (scions) and perhaps a Leman Russ variant or two.
-Ordo Hereticus: regular SoB unit, Sororitas Rhino, Crusaders, arco-flagellants, Penitent Engines, Missionary/Preacher, Death Cult Assassins.
-Ordo Xenos (not familiar with it though): deathwatch veterans, Rhino, Corvus Blackstar, Land Raider?,
-Ordo Malleus: Strike Squad, GK Terminators, Rhino, Land Raider, Storm Raven Gunship?

This message was edited 2 times. Last update was at 2023/08/01 09:44:27


War, war never changes. 
   
Made in us
Fixture of Dakka





 Gitdakka wrote:
Gimme back my assault marines!!!


I can hear the monkey paw curl.
   
Made in us
Fixture of Dakka





 kingpbjames wrote:
Isn't this more appropriate for the Proposed Rules section?

Sorta. Most of these are more impromptu wishlisting than thought-out, actionable proposals. If someone wanted to post their personal list in a Proposed Rules thread, it wouldn't be out of place.


You know, I feel like this Dakka community has the capability to create their own errata or patches or even editions parallel with GW. Prohammer by Mezmorki is amazing, but with this community being so active there could be a 40k Dakka Edition that is a living ruleset crafted here in the forum.

Eh. Sure, but you'd have to:
A.) Get people to agree to use that ruleset when they actually play games. And your FLGS opponents may not be as excited about picking up a random internet forum FAQ as you are.
B.) Risk contradictory or overlapping changes. Let's say, hypothetically, dreadnaughts were considered OP. You might have one faction that wants to make dreads more expensive, one faction that wants to nerf their stats, and a third faction that wants to buff sororitas melta to deal with vehicular threats like our hypothetical dreadnaught. All three have support from the community, but everyone is thinking of each proposal in a vacuum. All three are put in place, so you end up with overpriced, underperforming dreadnaughts, and also sororitas meltas are tuned for countering a meta element that no longer exists.
C.) Frankly, popular game design opinions can still be bad game design opinions. Just because an idea gains popularity doesn't mean it's actually good for the game experience.
D.) Decide who gets to make polls, frame questions, finalize updates, etc. You might think a popular idea is dumb and exclude it from a poll or simply not be aware of the idea or its popularity and exclude it for that reason.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in gb
Infiltrating Broodlord





England

Tyranids.

Fix Heavy Venom Cannons to 3 shots.

Drukhari

Either change flying (for every army) back to ignoring vertical distance or make Drukhari flyers move 16” so that they are actually fast.

Raiders and Venoms should have assault ramps.

At the very least Wyche Cult units get Advance/Fallback & Charge.

(It’s bizarre that heavy infantry can do this and Drukhari cannot. At least let our lightest units do it.)

Allow Wyche Hekatrix to take an Agoniser. It won’t turn the unit into a blender but it’s odd that we have shooty units that can take an Agoniser but the squad leader for a melee unit cannot.

Give Wyches the ability to take a Wyche Weapon upgrade for three models. Give those models AP-2 and S4.

Change the wounding of poison to wound non-Monster/vehicle/fortification models on X+ Not working against Swarms, Beasts or Bikes feels like an omission.

 Nostromodamus wrote:
Please don’t necro to ask if there’s been any news.
 
   
Made in us
Esteemed Veteran Space Marine



Ottawa

 ProfSrlojohn wrote:


I mean, i admit i forgot about those, but absolutely mix in the bladeguard and sternguard into the fortis team. I only keep the armors separate because GW want's them to be. Also, I wnat DW vets to be seperate from the proteus because I don't feel like paying 65pts more for the exact same 5 vets. Or nearly 130Pts more for 10.


I mean, they don't seem to have a problem mixing armour in the Proteus team, though I agree the standard veterans unit should probably also remain.

 LunarSol wrote:


Spectrus Kill Team loses way way too much over the base units and just doesn't really work. It also really lacks a worthwhile 10th man, as neither Incursors or Reivers make any sense.


Which definitely sucks because this was by far the most interesting synergistic primaris kill team in 9th edition.

As for your other suggestions regarding kill teams, I'm sure that would make progress but I'm still of the mind that these units should be made exclusively out of veterans. Bladeguard, Sternguard, Terminators, and I imagine the inevitable Vanguard replacement all fit the bill as being way more interesting to build units around than just mixing in rote line troops.
   
Made in us
Slaanesh Veteran Marine with Tentacles






Tau:
Get rid of -1BS when a guided unit split fires away from their spotted target.
Restore weapons to their 9th edition range.
Vehicle/Battlesuit Rail weapons gain anti-vehicle/monster 4+, Pathfinder rails get anti-vehicle/monster 5+
Infantry across the board need point reductions, Fire Warriors should not be more expensive than marines PPW.

CSM:
Noise Marines need access to Leaders beyond Lucius, Chaos Lord makes the most sense.
Daemon Princes gain lone operative.
Infernal Rites down to 1CP
   
Made in us
Spawn of Chaos






There's a couple unit entries I have a problem with, so I'll just pick one from each army I play.

Dark Eldar
Incubi: Are incubi not designed to be bodyguards for wealthy and powerful dark eldar, since they're somewhat trustworthy? I find it bizarre that Archons and Haemonculi can't join the dedicated dark eldar bodyguard unit.

Adeptus Mechanicus
Siccarian Ruststalkers: Since last edition, this unit lost a point of weapon skill, a point of strength, and two points of AP on their transonic blades. Also, last edition, their melee attacks caused a mortal wound on a wound roll of 6 in addition to regular damage, while now they just cause a mortal wound on a wound roll of 6 (devastating wounds). This unit of robot ninja assassins is now very bad in melee. They were never great, but now they're just bad. I don't understand why they got nerfed so hard. It's my favorite unit in the army and they just suck in combat now. They're not many points, but I don't want them to be cheap, I want them to be fricking robot ninja assassins that kick butt in melee, and I'd be happy to pay an appropriate points cost for that. (I also hate that you can only take Kastellan Robots in units of 2 or 4. I think 3 was the perfect unit size, but I said I was only going to talk about one unit per index. Besides, if I complained about everything I didn't like about the ad mech index I'd be talking all day.... nope, moving on...)

Chaos
Chaos Spawn: This is another unit where I just don't get the change. You can take Chaos Spawn in units of two now, and that's it. No more, no less. A box of Chaos Spawn has two models in it, so I get building in increments of two, by why max out at two? Two Chaos Spawn aren't enough to have any real impact on the board. Six would be a threat, maybe four, but not two. They even lost their rule where they healed any wounds after they were attacked. I have six Chaos Spawn, that's why I'm complaining about them. I could use three units of two, but I feel like that would be three units that don't do much (and cost a total of 240 points). One unit of six was at least fun to use. (Runner up; does a Dark Apostle with his two dark disciplines mean he can't join a unit of ten and fit inside a transport anymore? If so, that's really dumb.)

Chaos Demons
Exalted Seeker Chariot: Ok, this one has been bothering me for a few editions now. HOW DOES THIS THING NOT HAVE IMPACT HITS?! For a massive chariot armed with flesh-threshing scythes, it does *NOTHING* when charging; no mortal wounds, no impact hits, no extra attacks, nothing! When I first got this unit several editions ago, it caused d6 strength 4 hits with the rending rule for each wound the model had when it charged. (It had 4 starting wounds, so caused 4d6 strength 4 rending hits at full health, I believe). That was pretty cool! I expect this thing to hit a unit of infantry, scythe through them with those blades, then ride through them and charge another unit. This was one my favorite models in my demon army and now I don't even add it to army lists. I don't even care if it's any good this edition, all the flavor of this model is gone (no flavor = sad Slaanesh).

Grey Knights
Paladins: I'm mostly ok with the consolidation of nemesis force weapons, but I *really* don't think the demon hammers should have been part of that. I guess this is more of a complaint about nemesis demon hammers than Paladins, but bear with me. I have a squad of five Paladins with demon hammers, and they had a *very* different role than my squad of ten brotherhood terminators with dual falchions. Paladins with demon hammers were great at destroying enemy vehicles, monsters, and super heavy infantry. Now, Paladins are just brotherhood terminators with slightly better weapon skill. It's weird explaining to my opponents that my squad dual wielding falchions, and this other squad wielding massive heavy hammers have mostly the same weapon profiles. Seriously, this is like making thunder hammers have the same stats as a power weapons.

Orks
Tankbustas: This is one of the dumbest unit profiles I've ever seen. I assume they're going to get a new kit when their codex comes out. I miss the days when I could just take ten ork boys, give them rokkits, and turn it into a Tankbusta unit.
   
Made in us
Resolute Ultramarine Honor Guard





For Marines:

Get rid of the 3 and only 3 restrictions -

Eliminators - especially with the "death" of Sniper Scouts should go to 5 with 2 shots, or 5-10 to get a similar number of sniper shots.

Restore Vanguard Vets to their customizable target profile.

Fill out the character/armor combos - Phobos Chaplains, Libby Bikers, Terminator Lieutenants, Gravis Chap/Lib/LT's., Generic Terminator Command - Primaris Command Squad similar to the one about to go to Legends.

Give Reivers with Graps and Flaps the Jump Pack - FLY treatment.

A 12-man "Rhino" for Primaris.

General improvement to Flame for everyone.

Let Chronus pilot anything.


My WHFB armies were Bretonians and Tomb Kings. 
   
Made in gb
Rampagin' Boarboy





United Kingdom

My main gripes with the Ork book;

1. Tankbustas are an absolute travesty. 5 models, pointed like Space Marines, and do absolutely no damage to tanks. Being forced to take rokkit pistols and the tankhamma is also an awful decision. Let them all take rokkits, let you take up to 10 of them, and make the tankhamma an up to 2 per 5 that does flat 3 damage instead of d3. And while we're at it, give them a once per game "Tankbusta Bombs" against a vehicle in melee. Make it a d6 per Tankbusta model and on a 2+ you deal a MW, up to a maximum of 6. Now they're a credible threat against the very things they're supposed to be designed to kill. They can stay at their current points cost if they get all of these buffs.

2. Killsaws need either an extra attack or flat 3 damage. They're just not good currently.

3. Scrapjet needs another twin big shoota, it's literally got two on the model.

4. Lootas need fixing. I understand that hitting on a 4+ with full rerolls to hit is very strong for Orks, so increasing their BS might not be reasonable. You could leave them at 6+ base and just give them more shots. Either base 3 with rapid fire 1, leave them at base 2 but with rapid fire 2, or give them sustained hits 1. Or give them a Dakkawaaagh ability that gives them one of these bonuses during Waaagh turns if they turn out to be too much.

5. Dakkajet should have 3 supa shootas, with the option of a 4th. Again, it's on the model (at least on the app), it should have them by default.

6. Make Waaagh a two turn thing again. Let us keep the extra S and A on melee weapons on the second turn. We rely suuuuper hard on the Waaagh for meaningful damage and it's often our only way of getting by against hard targets.
   
Made in us
Fixture of Dakka





Tankbustas are clearly awful so that no one takes them for a bit before they either retire or replace them. They are the most legacy rules looking thing in the entire game right now alongside Vanguard Vets.
   
Made in gb
Swift Swooping Hawk




UK

So, with Aeldari, and like a lot of armies, many issues are core rules related and so it's almost impossible to talk about fixing things without that also in mind. It's also hard not just to say "go back to the 9th version of the rules" but uh, on that note:

1. Strands of Fate. Just make it the 9th ed rule. It worked, it was strong, but not too exploitative and that's held up by how it managed to avoid any real major mechanical changes throughout dataslates or FAQs. New Strands was changed after a month and made almost an irrelevant mechanic outside of a handful of units that still abuse it. Because no real psychic test now exists make just change that one to Battleshock instead idk

2. Following on from that the Farseer rules now copy their 9th versions when it comes to fate dice. You get to re-roll one dice for each Farseer when making your Strands roll. Eldrad allows you to retain an extra one, just like the Ulthwe warlord trait used to. It's crazy how the first implementation of this rule worked and it's successor just doesn't. Incredible stuff. Both of these changes also majorly cut down on certain aspects of reliability that the army has access to now; you aren't guaranteed to be getting at least one Save Dice for your Yncarne, WK, Avatar etc in an enemy's shooting phase anymore which has a big knock on effect.

3. Unparalleled Foresight. A boring but very strong detachment ability. After realizing both were too strong in 8th they wisely decided to go with hit OR wound roll in 9th with these kinds of abilities, only to change their mind and return to the bad old 8th idea in 10th. Outside of just changing this to "or" instead of both, ideally this should be another more interesting mechanic entirely. The rest of the detachment is so heavily about Fate Dice, and apparently it's meant to be the "Ulthwe" detachment, so maybe something extra to do with fate dice?

4. Guardians would need to be changed. Giving them one of the "re-roll abilities if they're on an obj" might work, but they'd still fall into the hole that CSM Legionaries do where they still get outclassed by the more elite specialized units. However it would still give more incentive to run Guardian-themed lists and have them be somewhat effective, if someone wanted to lean into an Ulthwe playstyle. Not everything needs to be hyper comp optimal, and stuff like CSM Legionaries are outclassed in that realm but still a perfectly solid unit.

5. Fire and Fade goes to 1cp and is an up to 7" move, and triggered after a unit has shot, not at the end of the phase. Phantasm either goes to 2cp or just becomes a redeploy strat again. Look; more stuff that worked better previously. There should be an addendum to the core rules disallowing extra moves in the turn you enter from deepstrike too. There are some useless strats otherwise, Matchless Agility I'm looking at you, so maybe replacing one with a strat that allows you to re-roll a psychic roll or pass one or something. This is meant to be the fate/psyker focused detachment after all.

6. Wraiths, D-Weaponry, Indirect, Blast weapons with indirect and dev wounds. Okay so these are the things that need core rules changes realistically. Just going back to old blast and old indirect solves D-Cannons almost immediately, and making dev wounds "X mortals on a wound roll of 6 in addition" addresses every other D-related weapon too. Again; this is how all these things worked in 9th and they were fine; Wraithguard and the Knight were underpowered actually, or at least being charged too many points. Giving Guard with cannons better base damage values on their guns, and allowing for 1 mortal in addition if they roll a 6, keeps them in their intended role as vehicle and very heavy infantry busters and stops them from being an efficient horde or elite infantry killer. Again, within the context of 10th would any of the 9th rules for these weapons actually be problems? 31ppm actually seems perfectly reasonable for a WG with those rules, unlike the 45ppm you were being asked for in 9th.

Same with the Knight. The intersection of all these different problematic core rules, combined with current fate dice, just makes it absurd. If it's shooting at a 20-strong unit it can get up to 14 shots with its HWC. That is an absurdity, and combined with being able to just do AT LEAST 2d6 mortals every attack round, turns it into being good against every conceivable target in the game. Double HWC in 9th made it strong vs vehicles, monsters and with the d3 mortals elite heavy infantry. Again; IT WORKED IN 9TH. It was just too expensive and could maybe die too quickly.

7. Wraiths continued. Make them all 3+ BS base. Spiritseers lose the +1 to hit, and can either choose to give them like, Lethal Hits or RR1's to hit or something like that in the command phase instead. Change Tears of Isha to be like Necron RP where you add wounds back into the unit. WG certainly took a hit with the nerfs, but they're still a little cracked while also still being overly reliable on the Seer to do anything which is an issue all the Wraith Infantry and Lords face. A spiritseer should be a viable addition to them, but not feel necessary to function while also paradoxically making them too strong + but also having un-synergistic rules at the same time. Also, Wraithblades with swords should get Twin-Linked.

8. Yncarne needs to lose the charge after teleporting. It was actually a skill-based unit in 9th because you had to plan around the teleport and how best to use it; it's now an auto-win button.

9. Fire Prisms are in an awkward spot because their datasheet rule lines up with how similar types of units work; getting re-rolls. But obviously you add the detachment rule on top and it becomes too many re-rolls. But when the codex comes out there will be different detachments, so just removing CTM from Prisms runs the risk of making them only worth taking in the UF detachment, which is not really ideal. It's another example of the UF rule probably needing to change, but for the moment I guess you could just say the Prism can ignore any and all modifiers to its hit rolls or ballistic skill instead.

10. Autarchs should be able to join more units, just like Warlocks. The Wayleaper can be a Lone Operative but also have the option of joining Spiders or Hawks. Farseers at least make a little sense being restricted to Guardians.

11. Aspects in general are just, kind of in a weird place. Regardless of pumping their stats up they will continually be in this horrible 10th ed world where new Overwatch exists which will basically always put a ceiling on their effectiveness. However:

- Scorpions just need their S or AP back. Changing dev wounds to be a mortal in addition to damage again would be a nice boost for them too, but even then give them fething AP on their ultra-advanced Xenos chainswords AT LEAST.
- Banshees need +1 to wound on the charge back, or they need to go to +1 damage on the charge. They're an anti-elite shock troop that currently loses combats to basic Tactical Marines, just like 8th. Pathetic unit. Fights First is also somewhat useless on something that will be charging all the time, but fight last doesn't exist anymore, battleshock is useless and ignoring Overwatch would be strange with the new way it works, so I'm not sure how else to represent the mask.
- Really have no idea what to do with Spiders. Currently they actually do less damage than 9th despite having dev wound flamers, but it feels worse to get hit by mortals rather than being able to take saves. Maybe some kind of compromise middle ground between 9th and 10th would work, going to S5 ap1 but no dev wounds or something. And then there's Flickerjump which is just a crazy ability. Maybe making it a reactive move again is the play; once per turn when this unit is selected as a target for a shooting attack or a charge it can move up to 6" etc etc. Still obnoxious and tricksy, but the 24" move infantry that can just insta-snipe lone characters might be a bigger feelsbad than that.
- Reapers got actively worse but are now super cheap, which just turns them into an indirect unit where the rest of the squad is just ablative wounds for an Exarch hiding behind a wall. How's about uhhhh just giving them their old gun stats back, fulfilling their role as an ranged anti-elite unit, and bumping their points up a little to compensate. Crazy idea I know.
- Dire Avengers are actually mostly sort of fine? Their issue is return Overwatch sort of makes it pointless to try and set them up as an Overwatch unit themselves, and we live in a power armour game so despite the Lethal Hits, a S4 ap1 D1 gun just doesn't have a large role. If melee only Aeldari infantry spam, Guard melee infantry spam, Tyranid melee infantry spam etc were the most popular and standard ways to play then yeah, this unit has a place. But that's not how the game is.
- Dragons are on the cusp of being good but suffer similar melta issues like everyone else does. I have had people swear up and down to me that these from a rapid ingress'ing Falcon are legit so who knows really. Also give them their T4 back.
- Shining spears need to go on cavalry bases first and foremost, but ultimately they need to not cost 40ppm. Losing 2ap on their important weapons, the exarch powers and halving the shots on their catapults is a brutal set of nerfs regardless so realistically these things need to be like 30ppm.
- Hawks are actually A-OK, which is a crazy thing to say after 9th.
- Spectres just need to not be able to stack their JSJ ability with F&F. And go up in points.

12. Phoenix Lords need to go to T4 at least (T5 Fuegan too). I know it doesn't make a huge different but it would satisfy my mind goblins. Outside of that though PL's just really need to have most of their actual aspect abilities on their datasheets; again a mind goblin thing. Yeah okay Jain Zar just forgot how to AAC despite being the one who invented the concept of a Howling Banshee. It would be nice to give them some more direct durability back too; they're absolute monsters lorewise and are now back to being glorified space marine captains... or actively worse than them. Give 'em half incoming damage or something at least.

13. Scatter Lasers need to go back to S6. Currently on every platform that can take a shuricannon or laser, the cannon wins out every time and vs every target, including hordes. The drop in S combined with sussy hits on the cannon makes it actively better in comparison even into the intended target of the scatter laser.

14. Why do Hemlocks hit on 4's. 3+. Who wrote this gak. cruddace delenda est

15. Assuming other blast and indirect nerfs the Night Spinner really needs something done about its pinning ability. I hate how in 10th every unit needs its own super unique special snowflake rule because we get gak like this. It can't just be a long range artillery unit; it also needs to do something extra too. Same applies to whirlwinds, TFC etc. Maybe just changing it to the TFC/Basilisk style of pinning would work, but they probably need to be changed too. Regardless; start at -2" to move and advances and go from there. Turning off advances completely is brutal. Oh and like the Spiders I'd just much rather have a stronger base weapon that doesn't need to get devastating wounds through to do damage. It was ap0 in 8th, with ap4 on 6's to wound which is similar to how it and Spiders work now; struggling to do damage unless you roll 6's. I just hate that kind of design and would prefer no dev wounds and just some ap on its gun.

16. Vypers go back to Squadrons again. With changes to indirect and above D-weaponry support weapons could be units again. War Walkers are ultra tanky for their points so maybe keep them as single models.

17. Storm Guardians. feth if I know.

18. This would probably happen in the codex, but just for future proofing sake add the <GUARDIAN> and <ASPECT WARRIOR> keywords to relevant units.

19. Remove Harlequins, give them their own index, re-do most of their units (Troupes especially) so that they're actually somewhat threatening.

Also goes without saying that granular points should be re-added back in or every major weapon swap would be its own datasheet. I'm never putting a scatter laser or shuricannon on a 75 point Vyper, so I guess you gotta either give me a proper points system back or you better be making 5 datasheets for this one dumb unit.

This message was edited 1 time. Last update was at 2023/08/05 08:56:18


Nazi punks feth off 
   
Made in fr
Locked in the Tower of Amareo





Breton wrote:
For Marines:

Get rid of the 3 and only 3 restrictions -

Eliminators - especially with the "death" of Sniper Scouts should go to 5 with 2 shots, or 5-10 to get a similar number of sniper shots.




So double damage output, 5 models(have fun buy 1 box, useless, 2 box, waste 1). So we are looking at least 250 pts unit then.

2024 painted/bought: 109/109 
   
Made in us
Swift Swooping Hawk





MOD EDIT: Use spoiler tags next time.
Spoiler:
 Bosskelot wrote:
So, with Aeldari, and like a lot of armies, many issues are core rules related and so it's almost impossible to talk about fixing things without that also in mind. It's also hard not just to say "go back to the 9th version of the rules" but uh, on that note:

1. Strands of Fate. Just make it the 9th ed rule. It worked, it was strong, but not too exploitative and that's held up by how it managed to avoid any real major mechanical changes throughout dataslates or FAQs. New Strands was changed after a month and made almost an irrelevant mechanic outside of a handful of units that still abuse it. Because no real psychic test now exists make just change that one to Battleshock instead idk

2. Following on from that the Farseer rules now copy their 9th versions when it comes to fate dice. You get to re-roll one dice for each Farseer when making your Strands roll. Eldrad allows you to retain an extra one, just like the Ulthwe warlord trait used to. It's crazy how the first implementation of this rule worked and it's successor just doesn't. Incredible stuff. Both of these changes also majorly cut down on certain aspects of reliability that the army has access to now; you aren't guaranteed to be getting at least one Save Dice for your Yncarne, WK, Avatar etc in an enemy's shooting phase anymore which has a big knock on effect.

3. Unparalleled Foresight. A boring but very strong detachment ability. After realizing both were too strong in 8th they wisely decided to go with hit OR wound roll in 9th with these kinds of abilities, only to change their mind and return to the bad old 8th idea in 10th. Outside of just changing this to "or" instead of both, ideally this should be another more interesting mechanic entirely. The rest of the detachment is so heavily about Fate Dice, and apparently it's meant to be the "Ulthwe" detachment, so maybe something extra to do with fate dice?

4. Guardians would need to be changed. Giving them one of the "re-roll abilities if they're on an obj" might work, but they'd still fall into the hole that CSM Legionaries do where they still get outclassed by the more elite specialized units. However it would still give more incentive to run Guardian-themed lists and have them be somewhat effective, if someone wanted to lean into an Ulthwe playstyle. Not everything needs to be hyper comp optimal, and stuff like CSM Legionaries are outclassed in that realm but still a perfectly solid unit.

5. Fire and Fade goes to 1cp and is an up to 7" move, and triggered after a unit has shot, not at the end of the phase. Phantasm either goes to 2cp or just becomes a redeploy strat again. Look; more stuff that worked better previously. There should be an addendum to the core rules disallowing extra moves in the turn you enter from deepstrike too. There are some useless strats otherwise, Matchless Agility I'm looking at you, so maybe replacing one with a strat that allows you to re-roll a psychic roll or pass one or something. This is meant to be the fate/psyker focused detachment after all.

6. Wraiths, D-Weaponry, Indirect, Blast weapons with indirect and dev wounds. Okay so these are the things that need core rules changes realistically. Just going back to old blast and old indirect solves D-Cannons almost immediately, and making dev wounds "X mortals on a wound roll of 6 in addition" addresses every other D-related weapon too. Again; this is how all these things worked in 9th and they were fine; Wraithguard and the Knight were underpowered actually, or at least being charged too many points. Giving Guard with cannons better base damage values on their guns, and allowing for 1 mortal in addition if they roll a 6, keeps them in their intended role as vehicle and very heavy infantry busters and stops them from being an efficient horde or elite infantry killer. Again, within the context of 10th would any of the 9th rules for these weapons actually be problems? 31ppm actually seems perfectly reasonable for a WG with those rules, unlike the 45ppm you were being asked for in 9th.

Same with the Knight. The intersection of all these different problematic core rules, combined with current fate dice, just makes it absurd. If it's shooting at a 20-strong unit it can get up to 14 shots with its HWC. That is an absurdity, and combined with being able to just do AT LEAST 2d6 mortals every attack round, turns it into being good against every conceivable target in the game. Double HWC in 9th made it strong vs vehicles, monsters and with the d3 mortals elite heavy infantry. Again; IT WORKED IN 9TH. It was just too expensive and could maybe die too quickly.

7. Wraiths continued. Make them all 3+ BS base. Spiritseers lose the +1 to hit, and can either choose to give them like, Lethal Hits or RR1's to hit or something like that in the command phase instead. Change Tears of Isha to be like Necron RP where you add wounds back into the unit. WG certainly took a hit with the nerfs, but they're still a little cracked while also still being overly reliable on the Seer to do anything which is an issue all the Wraith Infantry and Lords face. A spiritseer should be a viable addition to them, but not feel necessary to function while also paradoxically making them too strong + but also having un-synergistic rules at the same time. Also, Wraithblades with swords should get Twin-Linked.

8. Yncarne needs to lose the charge after teleporting. It was actually a skill-based unit in 9th because you had to plan around the teleport and how best to use it; it's now an auto-win button.

9. Fire Prisms are in an awkward spot because their datasheet rule lines up with how similar types of units work; getting re-rolls. But obviously you add the detachment rule on top and it becomes too many re-rolls. But when the codex comes out there will be different detachments, so just removing CTM from Prisms runs the risk of making them only worth taking in the UF detachment, which is not really ideal. It's another example of the UF rule probably needing to change, but for the moment I guess you could just say the Prism can ignore any and all modifiers to its hit rolls or ballistic skill instead.

10. Autarchs should be able to join more units, just like Warlocks. The Wayleaper can be a Lone Operative but also have the option of joining Spiders or Hawks. Farseers at least make a little sense being restricted to Guardians.

11. Aspects in general are just, kind of in a weird place. Regardless of pumping their stats up they will continually be in this horrible 10th ed world where new Overwatch exists which will basically always put a ceiling on their effectiveness. However:

- Scorpions just need their S or AP back. Changing dev wounds to be a mortal in addition to damage again would be a nice boost for them too, but even then give them fething AP on their ultra-advanced Xenos chainswords AT LEAST.
- Banshees need +1 to wound on the charge back, or they need to go to +1 damage on the charge. They're an anti-elite shock troop that currently loses combats to basic Tactical Marines, just like 8th. Pathetic unit. Fights First is also somewhat useless on something that will be charging all the time, but fight last doesn't exist anymore, battleshock is useless and ignoring Overwatch would be strange with the new way it works, so I'm not sure how else to represent the mask.
- Really have no idea what to do with Spiders. Currently they actually do less damage than 9th despite having dev wound flamers, but it feels worse to get hit by mortals rather than being able to take saves. Maybe some kind of compromise middle ground between 9th and 10th would work, going to S5 ap1 but no dev wounds or something. And then there's Flickerjump which is just a crazy ability. Maybe making it a reactive move again is the play; once per turn when this unit is selected as a target for a shooting attack or a charge it can move up to 6" etc etc. Still obnoxious and tricksy, but the 24" move infantry that can just insta-snipe lone characters might be a bigger feelsbad than that.
- Reapers got actively worse but are now super cheap, which just turns them into an indirect unit where the rest of the squad is just ablative wounds for an Exarch hiding behind a wall. How's about uhhhh just giving them their old gun stats back, fulfilling their role as an ranged anti-elite unit, and bumping their points up a little to compensate. Crazy idea I know.
- Dire Avengers are actually mostly sort of fine? Their issue is return Overwatch sort of makes it pointless to try and set them up as an Overwatch unit themselves, and we live in a power armour game so despite the Lethal Hits, a S4 ap1 D1 gun just doesn't have a large role. If melee only Aeldari infantry spam, Guard melee infantry spam, Tyranid melee infantry spam etc were the most popular and standard ways to play then yeah, this unit has a place. But that's not how the game is.
- Dragons are on the cusp of being good but suffer similar melta issues like everyone else does. I have had people swear up and down to me that these from a rapid ingress'ing Falcon are legit so who knows really. Also give them their T4 back.
- Shining spears need to go on cavalry bases first and foremost, but ultimately they need to not cost 40ppm. Losing 2ap on their important weapons, the exarch powers and halving the shots on their catapults is a brutal set of nerfs regardless so realistically these things need to be like 30ppm.
- Hawks are actually A-OK, which is a crazy thing to say after 9th.
- Spectres just need to not be able to stack their JSJ ability with F&F. And go up in points.

12. Phoenix Lords need to go to T4 at least (T5 Fuegan too). I know it doesn't make a huge different but it would satisfy my mind goblins. Outside of that though PL's just really need to have most of their actual aspect abilities on their datasheets; again a mind goblin thing. Yeah okay Jain Zar just forgot how to AAC despite being the one who invented the concept of a Howling Banshee. It would be nice to give them some more direct durability back too; they're absolute monsters lorewise and are now back to being glorified space marine captains... or actively worse than them. Give 'em half incoming damage or something at least.

13. Scatter Lasers need to go back to S6. Currently on every platform that can take a shuricannon or laser, the cannon wins out every time and vs every target, including hordes. The drop in S combined with sussy hits on the cannon makes it actively better in comparison even into the intended target of the scatter laser.

14. Why do Hemlocks hit on 4's. 3+. Who wrote this gak. cruddace delenda est

15. Assuming other blast and indirect nerfs the Night Spinner really needs something done about its pinning ability. I hate how in 10th every unit needs its own super unique special snowflake rule because we get gak like this. It can't just be a long range artillery unit; it also needs to do something extra too. Same applies to whirlwinds, TFC etc. Maybe just changing it to the TFC/Basilisk style of pinning would work, but they probably need to be changed too. Regardless; start at -2" to move and advances and go from there. Turning off advances completely is brutal. Oh and like the Spiders I'd just much rather have a stronger base weapon that doesn't need to get devastating wounds through to do damage. It was ap0 in 8th, with ap4 on 6's to wound which is similar to how it and Spiders work now; struggling to do damage unless you roll 6's. I just hate that kind of design and would prefer no dev wounds and just some ap on its gun.

16. Vypers go back to Squadrons again. With changes to indirect and above D-weaponry support weapons could be units again. War Walkers are ultra tanky for their points so maybe keep them as single models.

17. Storm Guardians. feth if I know.

18. This would probably happen in the codex, but just for future proofing sake add the <GUARDIAN> and <ASPECT WARRIOR> keywords to relevant units.

19. Remove Harlequins, give them their own index, re-do most of their units (Troupes especially) so that they're actually somewhat threatening.

Also goes without saying that granular points should be re-added back in or every major weapon swap would be its own datasheet. I'm never putting a scatter laser or shuricannon on a 75 point Vyper, so I guess you gotta either give me a proper points system back or you better be making 5 datasheets for this one dumb unit.


Nailed it. 90% of the time people see Eldar complaints and they're like "screw you, get over it with your OP gak" and they're somewhat right, but boy this index is soulless and full of weird choices. Just like 10e

This message was edited 2 times. Last update was at 2023/08/06 09:39:46


 
   
 
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