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![[Post New]](/s/i/i.gif) 2011/01/26 04:33:56
Subject: 5 errata you want to see in your favorite codex?
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[MOD]
Otiose in a Niche
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So with the last round of FAQs GW actually reached backwards and rewrote some older codexes giving the Green Space Marines and the Black Space Marines the same wargear as the Blue Space Marines.
The changes were minor, just a line or two, but went a long way towards helping those older codexes.
SO! If you could get 5 errata for your favorite (or least) what would you get?
This is not the place to rewrite a codex, bring in new units or bitch about a book, just a wishlist of SIMPLE, SHORT fixes that would make you smile.
So...
Codex Imperial Guard
1-Sergeants may trade their pistol/ CC weapon to a lasgun for 0 points
2-The Initiative for Company and Platoon commanders and command squad commissars is raised to 4.
3-The price of power weapons for officers is reduced to 5 (the price for sergeants will remain 10)
4-Hotshot lasguns have a range of 24" and are renamed Hellguns (  )
5-Storm Trooper Sergeants may take melta bombs, special weapon teams get frag and krak, penal legions may buy frag, krak and sgt melta bombs.
RATIONALE
1-Just makes the math easier
2 & 3-With their I3 power fists are just a no brainer, you're going last anyway and it's only a 5 point difference. But I4 and cheap power weapons would actually make them viable. I'd keep them costier on sergeants because you can spam with sergeants and they're not independent characters.
4-Makes them consistant with other rapid fire weapons, hellguns are a cooler name and eliminates the confusion about whether or not hot shot lasguns count as lasguns for rank fire.
5-Come on! No melta bombs for the deep strikers and the outflankers! that one I'd almost believe was a typo!
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This message was edited 1 time. Last update was at 2011/01/26 05:01:16
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![[Post New]](/s/i/i.gif) 2011/01/26 04:42:09
Subject: Re:5 errata you want to see in your favorite codex?
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Raging Ravener
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1. Initiative of Necron Warriors increased to 3-4.
For small changes that's about all I could think of. Would prevent a TON of sweeping advance losses though and would impact the ability to play the army competitively a lot.
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![[Post New]](/s/i/i.gif) 2011/01/26 04:43:22
Subject: 5 errata you want to see in your favorite codex?
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Lady of the Lake
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Witch Hunters
1. Rhinos 35 points.
2. All units come with Frag and Krak grenades by default.
3. All vehicles to come with Smoke Launchers by default.
4. SoB units 5-20 instead of the current 10-20.
5. Immolator flamer changed to the one on the Baal Pred.
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![[Post New]](/s/i/i.gif) 2011/01/26 04:47:27
Subject: Re:5 errata you want to see in your favorite codex?
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Automated Rubric Marine of Tzeentch
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1. Old One Eye stats change to: WS4 BS0 S10 T7 W4 I1 A4 Ld8 Sv.+2
2. Lictors may assault on arrival
3. Add option: Bonded Exoskeleton(+4 armor save) for 3 points per model to Genestealers
4. Ld tests for Indescribable Horror and Psychic Scream are at -2Ld
5. Change Tyrannofex BS to 4.
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![[Post New]](/s/i/i.gif) 2011/01/26 04:50:12
Subject: 5 errata you want to see in your favorite codex?
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Iron Fang
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Chaos Marine codex
Necron Codex
Tau Codex
Stat difference between Chapter Master and Captain
Better psycic (sp?) powers for SM
In no particular order mind you.
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![[Post New]](/s/i/i.gif) 2011/01/26 04:59:00
Subject: Re:5 errata you want to see in your favorite codex?
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Death-Dealing Devastator
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1. Bring back chapter traits
2. Chaplains restored to former stats of W 3, I 5, BS 5, A 3
3. 5 man tacts can have all weapons
4. 5 man terminators can have two heavy weapons
5. Bring back the armory
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Shhhhhh...be bwery bwery quiet, I'm huntin' hewetics of the Empewa. Huhuhuhuuu... |
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![[Post New]](/s/i/i.gif) 2011/01/26 05:02:24
Subject: Re:5 errata you want to see in your favorite codex?
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[MOD]
Otiose in a Niche
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The Kilted Samurai wrote:1. Bring back chapter traits
5. Bring back the armory
I think we're straying from my restrictions here.
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![[Post New]](/s/i/i.gif) 2011/01/26 05:22:39
Subject: 5 errata you want to see in your favorite codex?
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Fixture of Dakka
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Kid_Kyoto wrote:Codex Imperial Guard
1-Sergeants may trade their pistol/ CC weapon to a lasgun for 0 points
2-The Initiative for Company and Platoon commanders and command squad commissars is raised to 4.
3-The price of power weapons for officers is reduced to 5 (the price for sergeants will remain 10)
4-Hotshot lasguns have a range of 24" and are renamed Hellguns (  )
5-Storm Trooper Sergeants may take melta bombs, special weapon teams get frag and krak, penal legions may buy frag, krak and sgt melta bombs.
RATIONALE
1-Just makes the math easier
2 & 3-With their I3 power fists are just a no brainer, you're going last anyway and it's only a 5 point difference. But I4 and cheap power weapons would actually make them viable. I'd keep them costier on sergeants because you can spam with sergeants and they're not independent characters.
4-Makes them consistant with other rapid fire weapons, hellguns are a cooler name and eliminates the confusion about whether or not hot shot lasguns count as lasguns for rank fire.
5-Come on! No melta bombs for the deep strikers and the outflankers! that one I'd almost believe was a typo!
1 - Yes, very much needed.
2 - Only if they also upgrade the Lord Commissar to I4. I'm also not convinced that Platoon Commanders should be I4.
3 - Meh!
4 - Yes, please!
5 - Yes, but also allow Veteran Sergeants to take a melta bomb.
My five for the IG Codex are:
1 - Sergeants can take lasguns for free instead of the CCW and laspistol
2 - Give the fething Enginseer a Chimera option!
3 - Use the old vox rules (4th Edition)
4 - Lower the point costs for Stormtroopers to 13 points a model and come up with an option to make them troop units (and elites too). Just imagine nine stormtrooper squads in an army list. It would fething suck but it would be thematic. To compensate, maybe eliminate the veteran squad option if you use stormtroopers as troops.
5 - Allow troops in Chimeras to receive orders but also make them count as open-topped for a complete enemy turn after passengers have fired out of the top hatch
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The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.
I build IG...lots and lots of IG. |
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![[Post New]](/s/i/i.gif) 2011/01/26 13:17:34
Subject: 5 errata you want to see in your favorite codex?
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Fireknife Shas'el
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My thoughts on Orks:
1) Meganobz: Give them Bosspole and Cybork bodies upgrade options.
2) Tankbustas: Change "Glory Hog" so it can be ignored with a successful LD test
3) Flashgitz: Give them Bosspole upgrade option. Make Snazzguns Assault 2 as standard (still upgradable, now to Assault 3)
4) Looted Wagon: Remove "Don't press Dat", or make it work on an LD test, not a d6.
5) Zzap Guns: Change the strength to 6+d6 instead of 2d6.
Automatically Appended Next Post:
Oh and +1 to the Chimera open-topped idea; they're supposed to be using the hull mounted Lasguns, how did they wedge that missile launcher through the hole?!
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This message was edited 3 times. Last update was at 2011/01/26 13:19:39
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![[Post New]](/s/i/i.gif) 2011/01/26 13:22:59
Subject: Re:5 errata you want to see in your favorite codex?
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Grisly Ghost Ark Driver
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Necrons allowed to WBB after being sweeping advanced. That would change the army's gaming potential by so many levels. Not a giant 'I WIN' but a step in a good direction.
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![[Post New]](/s/i/i.gif) 2011/01/26 15:18:13
Subject: Re:5 errata you want to see in your favorite codex?
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Pete Haines
Nottingham
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Lengthier than perhaps OP intended, but the changes below are full wordings rather than summaries:
Chaos Daemons:
1. Soul Grinder, add new Rule: Warp-Forged. "The Soul Grinder is part daemon, part machine, and more resilient than Realspace vehicles as a result. When the Soul Grinder suffers damage from ranged weapons, roll two dice on the damage table and apply the lowest."
[Rationale: The Soul Grinder is the only vehicle in the codex, and suffers hugely as all anti-tank weapons are turned on it. As such, they never survive long. This should hopefully add some extra defence, and encourage enemies to attack it in close combat].
2. Screamers, addition to rule: Warp Jaws. "Additionally, Screamers with Warp Jaws hit vehicles at worst on a 4+."
[Rationale: Daemons are very weak against AV14, and also have a weak fast attack section of their codex. Hopefully this will encourage more use of Screamers to help with high-AV tanks.]
3. Pink Horrors of Tzeentch, Points change and upgrade change. Cost reduced to 16 points. Changeling increased to 15 points. Change bolt upgrade to: "Gift one model with Bolt of Tzeentch: +10 points. If the squad numbers 10 or more, you may gift a second model with Bolt of Tzeentch: +15 points".
[Rationale: Changeling was too much of a no-brainer choice. Increased cost to dissuade this. Daemons rely too heavily on Plaguebearers to hold objectives. Hopefully the points reduction and ability to take two bolts in large squads will encourage the use of large Horror squads to sit on objectives and take out mech instead of using minimum squads of Plaguebearers as objective takers and nothing else.
4. Daemonic Assault, remove the third and fourth paragraphs detailing the division of the army into two groups. Replace with: "At the beginning of your first turn, divide the army into two groups that must include, as much as possible, the same number of units. Declare one of these groups as the group to arrive on the first turn. You must then subject yourself to the will of the Gods; roll a D6. On a 3-6 the chosen group arrives on the first turn. On a 1-2 the other group arrives on the first turn OR the chosen group arrives, but units in reserve suffer a -1 reserve modifier on the second game turn (i.e. arrive on a 5+ instead of a 4+). You may chose which penalty to take.
The units in the group to arrive on the first turn arrive on the first turn automatically. The remaining units are held in reserve, and rolled for normally (unless subject to the penalty detailed above). All units enter play via Deep Strike."
[Rationale: This change essentially gives a get-out clause to rolling the wrong group at the start of the game. For many Daemon Builds, getting the wrong group is essentially game over on turn one. This allows for the chosen group to always arrive first, but in exchange for a penalty to the important turn-2 wave.]
5. Beasts of Nurgle, points change, rule change. Reduce points to 30. Add Noxious Touch. In Random Poisoned Attacks, change the reference from 4+ to 2+. Remove Slow and Purposeful. Add: "Enthusiasm: A Beast of Nurgle's willingness to 'play' waxes and wanes with its discovery of new 'friends'. Beasts of Nurgle have three levels of excitement: Bored, Excited and Gleeful, represented as 0, 1 or 2 Excitement Counters. Beasts of Nurgle begin the game Bored. Bored Beasts (0 Tokens) move as infantry, but are slow and purposeful. Excited Beasts (1 Token) move as infantry. Gleeful Beasts (2 Tokens) move as infantry and are Fleet. A unit of Beasts gains an Excitement token (to a maximum of 2) if it takes part in a combat during the Daemon player's turn. A unit of Beasts loses an Excitement token (to a minimum of 0) if it does not take part in a combat during the Daemon player's turn. All Beasts of Nurgle cannot Sweeping Advance (They are too busy playing with the floppy corpses of their new found 'friends'.".
[Rationale: The elites section of the Chaos Daemon codex is perhaps the most powerful, with both Bloodcrushers and Fiends in this slot. At their old price of 35 points, they are just 5 points less than Blood Crushers, and worse in most ways. The additions above makes them closer in power to Fiends and Bloodcrushers such that they might be considered, and fill a niche for killing high-toughness enemies.]
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This message was edited 1 time. Last update was at 2011/01/26 15:23:55
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![[Post New]](/s/i/i.gif) 2011/01/26 15:36:34
Subject: Re:5 errata you want to see in your favorite codex?
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Fixture of Dakka
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Eldar:
1) Guardians drop to 6 pts each.
2) Conceal gives a 4+ cover save.
3) Eldrich Storm changed to S5 Ap6, gets Barrage, and specifically says it doesn't scatter.
4) Reaper Launchers get alternate shot mode like a Krak Missile.
5) Avatar must be deployed with deep strike.
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![[Post New]](/s/i/i.gif) 2011/01/26 15:50:17
Subject: Re:5 errata you want to see in your favorite codex?
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[ARTICLE MOD]
Fixture of Dakka
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Main rulebook
Models that are fearless do not take no-reteat wounds unless they're outnumbered by the enemy. Reason: Taking an extra two saves on khorne berserkers is not a big deal. Losing twice as many models when you outnumber your opponent is ridiculous for horde armies. If you want to force no-retreat wounds, you should be required to outnumber the unit as well, because you're not just sweeping past fearless warriors that are mobbing you.
Orks:
Models on warbikes are fearless. Reason: It was like that in 3rd/4th ed, and people actually played warbikes. Now, with Ld7 and 25ppm, it takes all of two casualties to send a 200 point unit fleeing, so no one runs them. They can't take enough models to benefit from mobbing up.
zzap guns get the melta rule & AP1. Reason: They did before too, and it would give the codex a weapon that might pop Av14 at range.
Mega-armour becomes an alternative upgrade for nobs, not a distinct unit type.
Chaos Daemons
Tzeentch chariots get the Warp Jaws rule. Reason: it just makes sense. It's a chariot being pulled by two screamers, and screamers have warp jaws. Do they forget how to bite?
Space Wolves
Thunderwolves (and TWC) are T 4(5), rather than T5.
Long Fangs actually cost 20 ppm, because split fire is extremely valuable.
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![[Post New]](/s/i/i.gif) 2011/01/26 15:51:32
Subject: 5 errata you want to see in your favorite codex?
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Incorporating Wet-Blending
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n0t_u wrote:Witch Hunters
1. Rhinos 35 points.
3. All vehicles to come with Smoke Launchers by default.
1. Just copy and paste the entries from the free IA2 update.
2. Let Seraphim shoot twice with their pistols again.
3. Make Repentia worth the price... somehow.
Eldar:
1. Shuriken Catapults increase their range to 18".
Main Rulebook:
1. No Retreat wounds are applied only once per combat, not once per unit. They are allocated by the defender among any of the Fearless units.
2. Immobilised vehicles in squadrons are only destroyed if they are forced out of coherency with the rest of the squadron.
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This message was edited 1 time. Last update was at 2011/01/26 15:54:56
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up."
-C.S. Lewis |
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![[Post New]](/s/i/i.gif) 2011/01/26 15:57:56
Subject: 5 errata you want to see in your favorite codex?
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Norn Queen
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1. Amend (read fix) Carnifex costs/options. Allow different options per brood.
2. Allow Lictors to assault when they arrive/come on.
3. Give fleet army wide bar MCs.
4. Give gaunts/equivalents an assault grenade option.
General wishlisting a bit, edited.
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This message was edited 1 time. Last update was at 2011/01/26 16:08:53
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough". |
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![[Post New]](/s/i/i.gif) 2011/01/26 16:01:33
Subject: Re:5 errata you want to see in your favorite codex?
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Hardened Veteran Guardsman
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Tzeentchling9 wrote:1. Old One Eye stats change to: WS4 BS0 S10 T7 W4 I1 A4 Ld8 Sv.+2
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2. Lictors may assault on arrival
...
5. Change Tyrannofex BS to 4.
I second these.
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GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2011/01/26 16:11:06
Subject: 5 errata you want to see in your favorite codex?
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Consigned to the Grim Darkness
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For C:WH, breaking the rules of the thread with a sixth one.
1: Vehicles updated to be the IA variants.
2: All Sororitas units come with frags free, Celestians gain Kraks free (Seraphim already have them).
3: Sarissas become a squad upgrade for Celestian Squads at 20 pts, causes models armed with bolters to gain +1 attack
4: Updated Allies rules.
5: Witch Hunter Inquisitors gain access to Terminator armor, thunder hammers, etc from the Daemonhunter codex (which is about to be replaced)
6: Allow Repentia to ride in transports and give them access to Rhinos.
For C:Orks
1: Allow shoota boyz nobs to have shoota and power klaw.
2: Update Glory Hog so that the unit is actually occasionally used.
3: Frankly aside from a brand new codex and complete reworking of a couple units, this is all I have to complain about.
For C:IG
1: Give the Primaris Psyker access to a wider variety of psychic powers, possibly powers from other Imperial books.
2: Allow commissars to be attached to conscripts.
3: Adjust the cost of the Punisher about twenty points downwards.
4: Sergeants may trade their pistol for a lasgun for free.
5: Power weapons cost five points apiece to make them worth taking.
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2011/01/26 16:16:32
Subject: 5 errata you want to see in your favorite codex?
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Androgynous Daemon Prince of Slaanesh
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Black Templars:
1-frag/krak grenades standard
2-Marshalls/Castellans come with bolt pistol and chainsword standard
3-smoke grenades/search lights on vehicles
4-rhino/razorback costs dropped
5-holy hand grenade (i mean orb)-bring it back to the way it was. It was so much better before the FAQ!
Also, I agree 100% with GCMandrake about the daemon changes: couldn't have said it better myself!
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Reality is a nice place to visit, but I'd hate to live there.
Manchu wrote:I'm a Catholic. We eat our God.
Due to work, I can usually only ship any sales or trades out on Saturday morning. Please trade/purchase with this in mind. |
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![[Post New]](/s/i/i.gif) 2011/01/26 16:44:54
Subject: Re:5 errata you want to see in your favorite codex?
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Rough Rider with Boomstick
Finland
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Imperial Guard:
- Sergeant can change Pistol/CCW for Lasgun.
- Veterans get access to Boltguns ( like they did in the old Codex ).
- Ogryn Bone`Ead can buy Power Fist or Power Weapon.
Chaos Space Marines:
- Unique named HQ choices get Eternal Warrior ( Typhus, I am looking at you! ).
Daemon and Witch Hunters:
- Imperial Assassins get Frag and Krak grenades.
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12001st Valusian Airborne
Chrome Warriors
Death Guard
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![[Post New]](/s/i/i.gif) 2011/01/26 18:56:02
Subject: Re:5 errata you want to see in your favorite codex?
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Shas'ui with Bonding Knife
I wanna go back to New Jersey
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Tau Empire: 1. Crisis suits' BS gets raised to 4 2. Kroot Shaper becomes a 7 point (rather than 21) upgrade 3. Devilfish becomes 70 points 4. Kroot become I 4 5. Crisis suits can do "Assault Phase jump" after deepstriking Explanation 1. Makes sense for war veterans loaded into robotic suits with targetting sensors to aim better 2. Shapers are a big rip-off at 21 points for what little they can do 3. Slightly too expensve for what I've seen it do 4. I remember it being written that Kroot prefer speed over armor. But somehow they are as fast as an average soldier 5. Suicide units to better avoid CC
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This message was edited 2 times. Last update was at 2011/01/26 19:04:01
bonbaonbardlements |
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![[Post New]](/s/i/i.gif) 2011/01/26 19:12:37
Subject: 5 errata you want to see in your favorite codex?
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Huge Hierodule
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Tyranids:
1) Under Genestealers, add options: Unit may take Frag Spines for cost +1pt/model.
Rational: Due to their high cost and fragile nature, Genestealers are really hurt by difficult terrain. This makes them able to handle it. The rest of the codex does not receive this upgrade, just to keep things a bit more balanced.
2) Under Shadow in the Warp, add: For units in transports, measure to the edge of the hull.
No-more peekaboo Psykers from the firepoints!
3) Upgrade Tyranofex to BS 4.
4) Reduce Carnifex cost to 125
Make Carnifex's a viable option!
5) Shadow in the Warp: Farseers runes of witnessing (the 3d6 pick lowest two thing) take tests as normal, but without the effects of either the Shadow or Runes.
The Psyker will still probably pass, but at least Shadow will do something against it.
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Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
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![[Post New]](/s/i/i.gif) 2011/01/26 19:14:48
Subject: Re:5 errata you want to see in your favorite codex?
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Fixture of Dakka
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ChiliPowderKeg wrote:Tau Empire:
1. Crisis suits' BS gets raised to 4
2. Kroot Shaper becomes a 7 point (rather than 21) upgrade
3. Devilfish becomes 70 points
4. Kroot become I 4
5. Crisis suits can do "Assault Phase jump" after deepstriking
Explanation
1. Makes sense for war veterans loaded into robotic suits with targetting sensors to aim better
2. Shapers are a big rip-off at 21 points for what little they can do
3. Slightly too expensve for what I've seen it do
4. I remember it being written that Kroot prefer speed over armor. But somehow they are as fast as an average soldier
5. Suicide units to better avoid CC
#5 is already how things work. Right? Am I missing something?
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![[Post New]](/s/i/i.gif) 2011/01/26 19:33:57
Subject: Re:5 errata you want to see in your favorite codex?
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Shas'ui with Bonding Knife
I wanna go back to New Jersey
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Grakmar wrote:ChiliPowderKeg wrote:Tau Empire:
1. Crisis suits' BS gets raised to 4
2. Kroot Shaper becomes a 7 point (rather than 21) upgrade
3. Devilfish becomes 70 points
4. Kroot become I 4
5. Crisis suits can do "Assault Phase jump" after deepstriking
Explanation
1. Makes sense for war veterans loaded into robotic suits with targetting sensors to aim better
2. Shapers are a big rip-off at 21 points for what little they can do
3. Slightly too expensve for what I've seen it do
4. I remember it being written that Kroot prefer speed over armor. But somehow they are as fast as an average soldier
5. Suicide units to better avoid CC
#5 is already how things work. Right? Am I missing something?
That's what I thought as well until I was pointed to Pg. 27
(though he may not make the additional 6" move in the turn he arrives)
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bonbaonbardlements |
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![[Post New]](/s/i/i.gif) 2011/01/26 19:40:50
Subject: 5 errata you want to see in your favorite codex?
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Consigned to the Grim Darkness
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Since people are explaining...
C:WH
1: Vehicle prices and standard equipment is outdated.
2: No reason why Sisters would lack frags if Guardsmen have them. Celestians should have Kraks if Seraphim have them, as they're both assault veterans.
3: Sarissas are a good concept that's poorly executed. This would also make Celestians a proper assault unit without requiring brand new models.
4: Really goes without saying. Should allow for inducted guard vet squads to replace the lost emperor's fist squads, for example, and penal legion squads would
5: If a Witch Hunter is going to battle, it'd be neat to see them really make an impact in combat.
6: It wouldn't make them not suck, it would just make them suck less because they'd at least have a vehicle to deliver them to their target, even if they'll still probably be slaughtered before they can do any damage.
For C:Orks
1: Because it's cool and consistent.
2: Few people really use tankbustas much.
3: Needs more variety in general for equipment.
For C:IG
1: Primaris Psykers are incredibly varied, but the one in the book is dull and uninspiring.
2: Would make Conscripts more popular, but might need to have an increase in price.
3: Because it's an okay concept, but overpriced.
4: For consistency's sake.
5: S3 WS3 I3 on most wielders of the power weapon, so ten points is a bit excessive.
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2011/01/26 19:41:48
Subject: Re:5 errata you want to see in your favorite codex?
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Fixture of Dakka
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ChiliPowderKeg wrote:Grakmar wrote:ChiliPowderKeg wrote:Tau Empire:
5. Crisis suits can do "Assault Phase jump" after deepstriking
#5 is already how things work. Right? Am I missing something?
That's what I thought as well until I was pointed to Pg. 27
(though he may not make the additional 6" move in the turn he arrives)
Hmmm... I assume that's page 27 of Codex: Tau Empire and not page 27 of the BGB. Hold on, I'm checking now...
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...
WTF! Why GW??? WHY???
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This message was edited 1 time. Last update was at 2011/01/26 19:42:08
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![[Post New]](/s/i/i.gif) 2011/01/20 19:46:58
Subject: Re:5 errata you want to see in your favorite codex?
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Mekboy Hammerin' Somethin'
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GCMandrake wrote:Lengthier than perhaps OP intended, but the changes below are full wordings rather than summaries: Chaos Daemons: 1. Soul Grinder, add new Rule: Warp-Forged. "The Soul Grinder is part daemon, part machine, and more resilient than Realspace vehicles as a result. When the Soul Grinder suffers damage from ranged weapons, roll two dice on the damage table and apply the lowest." [Rationale: The Soul Grinder is the only vehicle in the codex, and suffers hugely as all anti-tank weapons are turned on it. As such, they never survive long. This should hopefully add some extra defence, and encourage enemies to attack it in close combat]. 2. Screamers, addition to rule: Warp Jaws. "Additionally, Screamers with Warp Jaws hit vehicles at worst on a 4+." [Rationale: Daemons are very weak against AV14, and also have a weak fast attack section of their codex. Hopefully this will encourage more use of Screamers to help with high-AV tanks.] 3. Pink Horrors of Tzeentch, Points change and upgrade change. Cost reduced to 16 points. Changeling increased to 15 points. Change bolt upgrade to: "Gift one model with Bolt of Tzeentch: +10 points. If the squad numbers 10 or more, you may gift a second model with Bolt of Tzeentch: +15 points". [Rationale: Changeling was too much of a no-brainer choice. Increased cost to dissuade this. Daemons rely too heavily on Plaguebearers to hold objectives. Hopefully the points reduction and ability to take two bolts in large squads will encourage the use of large Horror squads to sit on objectives and take out mech instead of using minimum squads of Plaguebearers as objective takers and nothing else. 4. Daemonic Assault, remove the third and fourth paragraphs detailing the division of the army into two groups. Replace with: "At the beginning of your first turn, divide the army into two groups that must include, as much as possible, the same number of units. Declare one of these groups as the group to arrive on the first turn. You must then subject yourself to the will of the Gods; roll a D6. On a 3-6 the chosen group arrives on the first turn. On a 1-2 the other group arrives on the first turn OR the chosen group arrives, but units in reserve suffer a -1 reserve modifier on the second game turn (i.e. arrive on a 5+ instead of a 4+). You may chose which penalty to take. The units in the group to arrive on the first turn arrive on the first turn automatically. The remaining units are held in reserve, and rolled for normally (unless subject to the penalty detailed above). All units enter play via Deep Strike." [Rationale: This change essentially gives a get-out clause to rolling the wrong group at the start of the game. For many Daemon Builds, getting the wrong group is essentially game over on turn one. This allows for the chosen group to always arrive first, but in exchange for a penalty to the important turn-2 wave.] 5. Beasts of Nurgle, points change, rule change. Reduce points to 30. Add Noxious Touch. In Random Poisoned Attacks, change the reference from 4+ to 2+. Remove Slow and Purposeful. Add: "Enthusiasm: A Beast of Nurgle's willingness to 'play' waxes and wanes with its discovery of new 'friends'. Beasts of Nurgle have three levels of excitement: Bored, Excited and Gleeful, represented as 0, 1 or 2 Excitement Counters. Beasts of Nurgle begin the game Bored. Bored Beasts (0 Tokens) move as infantry, but are slow and purposeful. Excited Beasts (1 Token) move as infantry. Gleeful Beasts (2 Tokens) move as infantry and are Fleet. A unit of Beasts gains an Excitement token (to a maximum of 2) if it takes part in a combat during the Daemon player's turn. A unit of Beasts loses an Excitement token (to a minimum of 0) if it does not take part in a combat during the Daemon player's turn. All Beasts of Nurgle cannot Sweeping Advance (They are too busy playing with the floppy corpses of their new found 'friends'.". [Rationale: The elites section of the Chaos Daemon codex is perhaps the most powerful, with both Bloodcrushers and Fiends in this slot. At their old price of 35 points, they are just 5 points less than Blood Crushers, and worse in most ways. The additions above makes them closer in power to Fiends and Bloodcrushers such that they might be considered, and fill a niche for killing high-toughness enemies.] Agreed, especially on the Soul Grinders. In addition, the only change I would like would be: Make Fateweaver LD10. Why would he be the ONLY Daemon in the book to have a lower LD value? I mean, at such a high points cost, you would expect him to at least follow the example of the other Daemons in the book. Sure, his LD is pretty high, and his rule keeps him in balance, but I'd be paying premium for a character who has the potential to run away? It's not likely, but I'd like it a little less likely please. EDIT: Oh yes, almost forgot, Daemonic assault needs to be edited. So that if Daemons suffer a Mishap, the unit has -1 to the chart. That way, risky DSs can actually be attempted. Argue what you'd like, but it just seems silly that a Warp God's ability to teleport in his minions is only on par with that of Terminators.
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This message was edited 2 times. Last update was at 2011/01/26 19:48:55
Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.
Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
Automatically Appended Next Post:
Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.
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![[Post New]](/s/i/i.gif) 2011/01/26 20:37:07
Subject: Re:5 errata you want to see in your favorite codex?
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RogueSangre
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I'll cover the three I play. First off, Space Wolves. Nothing major here. Just a few minor oversights, I think. Codex: Space Wolves: 1. Give Iron Priests the Independent Character special rule. Rationale: For the same reason many of my changes are here. Because then you'd actually see the unit used. They'd make awesome additions to Thunderwolf Squads, or, keep them in a Land Raider in addition to whatever else is in there to keep it repaired, and give it saga of the Iron Wolf. 2. Long Fang Sergeants may replace Bolt Pistol for Boltgun at 0 points. Rationale: Seems like an oversight, to me. I really can't give the leader of a shooty unit a boltgun instead of a bolt pistol? 3. Wolf Guard may take Jump Packs. Rationale: I get the Space Wolves don't like flying. But it's not like Skyclaws need their wisdom and leadership any less than Swiftclaws or regular Bloodclaws. 4. Wolf Lords may take Saga of the Hunter. Rationale: I can't see why they wouldn't have it. This is specifically the Saga you'd expect the wolf Lord Erik Morkai to have, after all. 5. Bjorn the Fell Handed may take a Drop Pod as Dedicated Transport. Rationale: Why is he the only Dreadnought that can't take one? Is his hip gonna break or something? This isn't even game breaking, since he can't take any Melta Weapons. Next up, Codices: Space Marines and Blood Angels, or as I like to call it, Endova's List of why he should be writing Codices instead of Matt Ward. Codex: Space Marines: 1. Scout squads of at least 5 models may take a Land Speeder Storm as a Dedicated Transport. Rationale: LSS compete with some decent choices in Fast Attack Slots. The CC squad squad is a decent option, and I think we'd see more of both if LSS were available as dedicated transports. 2. Add CCWs to Space Marines in Tactical squads. Rationale: Tactical Squads are supposedly comprised of those marines who have mastered all facets of infantry warfare the Codex Astartes prescribes, including close combat. So, why, after presumably kicking much ass as Assault Marines, do they hang up their Chainswords? Also, they are the worst power armored MEQ troops choice out of all 5th ed. MEQ books. This change would bring them back in line. 3. May Take the Storm Raven as a Heavy Support choice. Rationale: You're welcome, White Scars. 4. Honor Guard all have Iron Halos. Rationale: No one takes these guys because they're way too expensive to not have an Invul save. They're described as having earned "the highest honors their Brother-Marines can bestow" which I feel merits an Iron Halo. 5. More Auxiliary and Astarts Grenade Launchers. Rationale: Both of these weapons are available on units that aren't taken very often, Scout Bikers, Honor Guard, and Captains. Making them available as Tac Squad/Sergeant weapons would be awesome. Its not like Grenade Launchers should be rare, considering how many of them IG can take. Codex: Blood Angels: 1. Death Company Tycho needs to be an Independent Character. Rationale: "Hey Guys! I have a great idea! I'm gonna make a Death Company character, that can't be attached to Death Company (or anyone else, for that matter) and can get punked by a lascannon! LOOOOOL" -Matt Ward 2. Dante should get Eternal Warrior. Rationale: He's the oldest lived Space Marine that hasn't been interred in a dreadnought. I think that alone means he deserves it a hell of a lot more than Calgar, Lysander and Grmmnar. 3. Captains get all the options C:SM captains do (minus the Mounted Assault special rule) and in addition, get may take Glaives Encarmine and Angelus Boltguns. Rationale: There is no point to taking a standard Captain in C:BA. They also have zero Blood Angels flavor. Why is it that a captain in a Chapter that is described as master artisans and artificers unable to take artificer armor? 4. Make Tecmarines Independent Characters. Rationale:Unless you're DooDoo, there's no reason to take one. If you could take one as an IC and plop it in a Landraider, you could at least keep him in there to try and repair it. 5. See my C:SM suggestions, minus 1 and 3. And maybe not even 1. Rationale: Blood Angels, aside from that Sanguinary this and that and Death Company nonsense, are a codex chapter, so those changes should be reflected in their book. Finally, I'd like to see an all over change to heavy bolters. I'd like to see them keep their current profile, or be able to be fired as Rapid Fire weapons, with all other stats the same. Giving them that little bot of mobility would let them fill a unique niche in squad heavy weapons, and as such, might increase their overall popularity.
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This message was edited 2 times. Last update was at 2011/01/26 20:39:50
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![[Post New]](/s/i/i.gif) 2011/01/26 20:51:18
Subject: Re:5 errata you want to see in your favorite codex?
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Regular Dakkanaut
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Shadow in the Warp and Primes/Spores needs fixed. Not changed, not modified, the blatant slap-in-the FAQs need to be reversed like the bad decisions they are. Possible minor exception to saying Primes can only go in Spores with Warriors but whatever. That's as hair splitting a detail as saying 'some random independent character, somewhere in the Tyranid codex, that can go into Spores. We don't know which one but here's a ruling!'
Much more access to assault grenades. Who thought it would be a good idea to have an ASSAULT CODEX without ASSAULT GRENADES?
Lictors have the choice to deploy the way they do now and assault the turn they come in, or infiltrate so you can actually use Pheromone Trail.
Warriors toughness five, two wounds. Seriously what was the designer thinking with these things? 'I want to see you lose by a dozen wounds because of one guy with a power fist instant killing everything!'
No Retreat wounds are capped at the number of wounds a unit suffered that were applied to the combat resolution results. Want to kill a bunch of Termagants? Pile your attacks into the Termagants and let them die in droves to No Retreat. Want to kill the Swarmlord? Sorry pal you have to actually attack him not attack all the Termagants and then get a bonus free dead Swarmlord.
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![[Post New]](/s/i/i.gif) 2011/01/26 20:55:06
Subject: 5 errata you want to see in your favorite codex?
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Power-Hungry Cultist of Tzeentch
Lost in the depths of the Warp.
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There's a few in the CSM codex I would love.
1. Warp Time specifically only rerolling misses instead of everything.
2. Cheaper Chaos bikers that have better gear selections and a reason for being.
3. Chaos Lords being worth their cost. Better Deamon weapons and lesser cost for everything else. 20 points for a 2+ from a 3+ isn't quite worth the loss of sweeping advance. Why take one when Princes do it all better?
4. Some form of POTMS for Chaos Land Raiders. Deamonic possession is cool and all but doesn't help a whole lot.
5. Lower base cost of Noise Marines. Or increase their base cost by 3 or so and give them their special weapons for free.
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![[Post New]](/s/i/i.gif) 2011/01/26 20:57:33
Subject: Re:5 errata you want to see in your favorite codex?
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Aspirant Tech-Adept
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1. All units within synapse range are eternal warriors.
2. Tyranid primes should have the option for wings
3. Primes can use a Spore Pod.
4. Genestealers count as having grenades
5. Units placed in reserves may use the trygon tunnel instead of form on entry they declared.
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