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Made in us
Elite Tyranid Warrior





As we get closer to Saturday we are getting a more accurate picture of what the new rules will be like. But we still have not seen how the individual armies will change in the upcome FAQ. I am hoping the FAQ will be quiet extensive in updating many of codex. I would love to see a 5.5 version for the older codex to bring them up to speed for the new edition.

If there are extensive changes in the FAQ, what would you like to see for your army?

I am a Tyranid player and this is what I would like to see for my army:

Synapse Creatures having the “Eternal Warrior” rule

Make Shadows of the warp do something else other than just Psych defense. Maybe a –1 of LD for moral checks.

Change the twin-linked deathspitter to a fancy anti air weapon (Sky-Deathspitter?) I would love to see fexes become our AA platforms. Some thing like 24’’ S6 AP4 Assault 3 twin linked with whatever the new ability is to shoot at fliers.

Change Pryrovore’s “Acid Maw” to something better (Maybe a AP 1 close combat weapon?) and Give Pryrovore’s a +3 save.

Have Ymgarl Genestealers count as carrying offensive grenades

Give Lictors and Deathleaper the sniper rule at range and CC

Have Pheromone trail allow failed or successful reserve rolls to be re-rolled.

Make Spike Rifles AP 4

Make Carnifex’s Toughness 7 or give them 2+ Armor save.

Make it so Mawlocs do not scatter when entering in synapse range.

Give biovores “sky mines” that float above the battlefield and can damage enemy fliers that pass by
   
Made in us
Regular Dakkanaut





Joizey

Most of my hopes fit more in line with a new codex, but I'll add my wishlist to the conversation.

Eldar:
-Point reductions across the board
-Phoenix Lords- EW, Inv save, 0-2/3 as single elite choice
-Phoenix Lords powers- Table wide effects for same aspect
-Hawk special rules to apply to fliers.
-All Exarch powers affect entire squad
-War Walkers to FA slot
-Exarch Squad to accompany Phoenix Lords (Like Warlocks for Farseer)

I'm sure there are some better ideas out there from more experienced Eldar players.
   
Made in au
Waaagh! Warbiker





Australia

Orks:
I'd very much like a ruling on the whole RPJ debate around the Dakkajet, as well as a buff for Lootas. Looted Wagons may as well go completely, because we've now got Guard allies and can take LRBTs modelled to look looted.
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller






The Peripheral

I'm an Imperial, but I'd love to play against more renegade IG.

That said, this is what I'd like to see:

SoB: New Codex with Adeptus Abrites and Ecclesiastical units.

BT's: I don't really get a feeling of a crusade from this army, I think that its holy rage ability should really be this: Choose the order of your vows (tweaked slightly), at 100%, they have 1, at 75% they gain the next one on top of it, at 50% they gain the next one, at 25% strength they gain all of them at once.

IG: Of all the armies in the galaxy, the IG are by far the most diverse, yet they simply don't feel like it sometimes. GW should expand on the IG like they have with SM's- a few codices for the more notable regiments, a highly flexible codex for our "generics" . Honestly, this doesn't necessarily mean a new codex right away, but it'd be cool to see the Tallaran's actually have supplements to be more of a hit and run army with more than just it's famous captain leading it. Krieg deserves a codex to itself eventually, as does Vostroya and Cadia, but I'd be more than satisfied with a few official experiments run through White Dwarf first.


 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

I don't have a wish list, because I don't have the rulebook to know what's not there.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

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Made in us
Ship's Officer






Even as a GK player, I'm glad to see some of the most abusive bits of the codex (apparently) taken down a notch, but in terms of things I'm hoping to see:

- A thorough FAQ-ing of NFW, just to eliminate any confusion about their stats.
- Something, anything, to make fluffy GKT/PAGK Deep Striking armies viable (that isn't Draigowing). I've always enjoyed the whole, "suddently terminators, terminators everywhere!" tactic that the GK employ in the fluff, and I'd like to see that expanded upon. (And really the same for Daemons and Deathwing as well).
- Anti-flyer options other than the Stormraven, in particular something that's either cheap, sturdy, or infantry-based (or all three )
- An improvement to Shrouding, now that 6th is such a shooty edition.

That's about all I can think of off the top of my head. Hopefully in 6th edition I'll now be able to make optimized and viable lists without getting an earful from the anti-GK crowd.

This message was edited 1 time. Last update was at 2012/06/28 00:54:08


Ask Not, Fear Not - (Gallery), ,

 H.B.M.C. wrote:

Yeah! Who needs balanced rules when everyone can take giant stompy robots! Balanced rules are just for TFG WAAC players, and everyone hates them.

- This message brought to you by the Dakka Casual Gaming Mafia: 'Cause winning is for losers!
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

For GKs, I just want an FAQ clarifying that Nemisis Halberds are Force Axes in addition to their normal effects. So they strike at I3 with +1Str.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Longtime Dakkanaut







DemetriDominov wrote:I'm an Imperial, but I'd love to play against more renegade IG.

That said, this is what I'd like to see:

SoB: New Codex with Adeptus Abrites and Ecclesiastical units.

BT's: I don't really get a feeling of a crusade from this army, I think that its holy rage ability should really be this: Choose the order of your vows (tweaked slightly), at 100%, they have 1, at 75% they gain the next one on top of it, at 50% they gain the next one, at 25% strength they gain all of them at once.

IG: Of all the armies in the galaxy, the IG are by far the most diverse, yet they simply don't feel like it sometimes. GW should expand on the IG like they have with SM's- a few codices for the more notable regiments, a highly flexible codex for our "generics" . Honestly, this doesn't necessarily mean a new codex right away, but it'd be cool to see the Tallaran's actually have supplements to be more of a hit and run army with more than just it's famous captain leading it. Krieg deserves a codex to itself eventually, as does Vostroya and Cadia, but I'd be more than satisfied with a few official experiments run through White Dwarf first.



I expect all metal guard to go OOP once the molds break and remaining inventory is depleted. Hence my stocking 120+ Vostroyans.
   
Made in au
Regular Dakkanaut





Gamble wrote:Most of my hopes fit more in line with a new codex, but I'll add my wishlist to the conversation.

Eldar:
-Point reductions across the board
-Phoenix Lords- EW, Inv save, 0-2/3 as single elite choice
-Phoenix Lords powers- Table wide effects for same aspect
-Hawk special rules to apply to fliers.
-All Exarch powers affect entire squad
-War Walkers to FA slot
-Exarch Squad to accompany Phoenix Lords (Like Warlocks for Farseer)

I'm sure there are some better ideas out there from more experienced Eldar players.


this isnt going to happen until they get a new codex. they is nothing in the rulebook about new point changes for any models of any army.

almost nothing you list will be changed until they get a new codex.
   
Made in gb
Snord






For my eldar:

-Phoenix Lords to gain an invulne and can take their aspects as non-compulsory troops. (so you can't just take 3 units of FDs and be done with troops )
-Psykers to be able to overcome the psychic defences of other races
-Farseers to live up to their reputation as the best psykers in the galaxy
-a 'head warlock' HQ choice
-seer council as an elites option or out of force organisation and be distributed like wolf guard
-various characters so you can do a craftworld themed army.


Von Chogg

LunaHound wrote:Eldrad was responsible for 911 *disclaimer, because Eldrad is known to be a dick, making dick moves that takes eons to fruit.

tremere47 wrote:
fear leads to anger, anger leads to hate, hate, leads to triple riptide spam
 
   
Made in us
Fireknife Shas'el





For my Dark Angels:

CML-faq'ed to skyfire.


Then wait for the new codex.

8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves
4000 Kel'shan Ta'u
"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams 
   
Made in us
Twisted Trueborn with Blaster





USA

For Guard:

More powerful Primaris Psykers please. Let them take 2 of the new powers, maybe even 3.
   
Made in es
Growlin' Guntrukk Driver with Killacannon






Point reductions all over the board. So far the way to go with orks was to spend as little as possible on wargear. Quantity over quality.

Looks like 6th is going to make some upgrades (i.e. grenades) mandatory, and that would end up hurting us badly.



War does not determine who is right - only who is left. 
   
Made in us
Twisted Trueborn with Blaster





USA

Agent_Tremolo wrote:Point reductions all over the board. So far the way to go with orks was to spend as little as possible on wargear. Quantity over quality.

Looks like 6th is going to make some upgrades (i.e. grenades) mandatory, and that would end up hurting us badly.


I would rather see point increases on everything that's powerful instead of decreases on things that are weak.

Point increase=buy less models.
   
Made in gb
[DCM]
Coastal Bliss in the Shadow of Sizewell





Suffolk, where the Aliens roam.

Rule Nemesis Force Halbard as Power axe that gains +2 Initiative, making them I3 S5 Ap2.

Other than that, easy going really.

This message was edited 1 time. Last update was at 2012/06/28 15:26:47


"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.

Two White Horses (Ipswich Town and Denver Broncos Supporter)
 
   
Made in ca
Sure Space Wolves Land Raider Pilot




Cornwall, Ontario

Space Wolves
give all Long Fangs heavy weapons the ability to fire at Flyers.

Land Speeders count as Flyers and gain the USRs that Flyers get.


Other than that, I can't think of anything else until I see the actual rulebook. I'm crossing my fingers that I'll receive delivery before the Canada Day long weekend coming up.

Proud member of CanHammer. Listen to our podcasts here: http://www.canhammer.com/.

Space Wolves: 2000+ points 
   
Made in us
Beautiful and Deadly Keeper of Secrets





DarkCorsair wrote:For Guard:

More powerful Primaris Psykers please. Let them take 2 of the new powers, maybe even 3.


They can do this actually. It's listed on the rumor page, it's two however.
   
Made in us
Bounding Assault Marine




St Louis, MO

Grey Templar wrote:For GKs, I just want an FAQ clarifying that Nemisis Halberds are Force Axes in addition to their normal effects. So they strike at I3 with +1Str.

wait, you want them to strike at I3?
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

I'd rather be AP2 with Str5 at I3 then Str4 AP3 at I6.

Besides I can always take a Librarian to cast Quicksilver.


We will also need an FAQ for Warding Staves to clarify that they give +2Str and are AP4.

The paragraph below the force weapon section seems to have been intended to cover any force weapons with odd rules or that didn't fall into the above catagories. Especially when the catagories themselves seem to have been written with GK nemisis weapons in mind.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Bounding Assault Marine




St Louis, MO

Grey Templar wrote:I'd rather be AP2 with Str5 at I3 then Str4 AP3 at I6.

Besides I can always take a Librarian to cast Quicksilver.


We will also need an FAQ for Warding Staves to clarify that they give +2Str and are AP4.

The paragraph below the force weapon section seems to have been intended to cover any force weapons with odd rules or that didn't fall into the above catagories. Especially when the catagories themselves seem to have been written with GK nemisis weapons in mind.

I'd much rather have AP3 I6. I can't speak for every GK player but I took them to almost guarantee that I would strike first. I would really rather not have to entirely rely on a librarian for a mechanic like that. But I won't throw my hands in the air just yet. As I said I'm sure someone has or will think of this and get an update out fairly quickly. If they do drop down to I3 I might just mix it up and slap some falchions on mah termies.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

The issue is, without Halberds being AP2, we have almost nothing to counter Terminators aside from Daemonhammers.

What would be awsome is if you could choose between one or the other. Be Str4 AP3 I6 or Str5 AP2 I3 in combat depending on the foe.



Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in gb
Yellin' Yoof




Da Mek's Shop...

im now glad i magnetised my grey knights...

'bought me a deffblasta off rotskrag earlier, nice little killa, just ask rotskrag, hur, hur!

 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

And what am I to do? All my GKs are metal

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in gb
Agile Revenant Titan





Scotland

Grey Templar wrote:And what am I to do? All my GKs are metal


I feel your pain brother!

Iranna.

 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

The only ones that arn't are ones with Daemonhammers and Psycannons

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in gb
Ork-Hunting Inquisitorial Xenokiller





This is logical guessing but tau will most likely have an improved crack fire (The reaction shot move) at a better bs, or have some sort of buff to do with it.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Marker Lights

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Fireknife Shas'el





Grey Templar wrote:The issue is, without Halberds being AP2, we have almost nothing to counter Terminators aside from Daemonhammers.

What would be awsome is if you could choose between one or the other. Be Str4 AP3 I6 or Str5 AP2 I3 in combat depending on the foe.




If halberds are s5 i3 Ap2 that would be crazy it should be S4(5) i6 AP 3 or S5(6 with hammerhand) i1 ap 2

The whole point of the rule is that anything that can puncture that kind of armor is going to be slow.

you would still massacre MEQ's and kill more than a few TEQ's

8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves
4000 Kel'shan Ta'u
"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams 
   
Made in de
Morphing Obliterator






Would like to see CSM-Icons counting for the summoning of all Daemons not just the lesser ones from Codex CSM.

Other than this? Relic Blades should stay AP2 but this is wishlisting.

Playing mostly Necromunda and Battletech, Malifaux is awesome too! 
   
Made in au
Devestating Grey Knight Dreadknight





Australia

With the stacked nerfs to force weapons, wound allocation and FNP, Paladins need a drastic points reduction to remain an attractive choice.

I'll still use them regardless, but I'll lose a lot more.

And it's not like Paladins were overpowered to start with, costing upwards of 60 points a model.

"Did you ever notice how in the Bible, when ever God needed to punish someone, or make an example, or whenever God needed a killing, he sent an angel? Did you ever wonder what a creature like that must be like? A whole existence spent praising your God, but always with one wing dipped in blood. Would you ever really want to see an angel?" 
   
 
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