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![[Post New]](/s/i/i.gif) 2013/12/15 14:32:37
Subject: Which faction would you remove from the 40k setting?
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Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
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Woops meant to click Necrons. Now, don't get me wrong. I find at least their own premise to be cool. But they are the, we are you but better everybody++;
More numerous then orks, better tech then eldar, etc, etc, etc. Also orbital star destroyer cause why not and the eldar that are reported to have the general best divination units? NAw necrons that can't be psykers have somebody that can predict perfectly everything about the future.
In terms of tau... Eh. I don't really like them honestly, but I also get what they are supposed to represent. The under dog. The army that is still making new tech and at a quick rate, a hopeful race to represent the smaller xenos races within the galaxy but too minor to have a codex for them. And that is what I like about them (on another note my favorite turn is assault and well tau are the opposite of that so....)
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![[Post New]](/s/i/i.gif) 2013/12/15 17:17:04
Subject: Which faction would you remove from the 40k setting?
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Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
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Rory1432 wrote: Redbeard wrote:Space Wolves, Blood Angels, and Dark Angels. Marines are Marines, and if they can wrap Templars into the main Marine dex, they can wrap these in too. All other factions are actually worth keeping.
I do see where you are coming from but i think gw are trying to get as big a variety as possible of mankind armies for people who don't want to play as aliens (some people I know genuinely refuse to play alien or vice versa)
So that warrants the Imperium of Mankind having... Inquisition, SoB, GK, BA, DA, SW, SM, Imperial Guard = 8 codices?
Heck, chaos, a prime threat that infects imperial citizens, marines, xenos, and then you have the daemons itself are crammed into 2 codices and have no real way of representing the xenos parts and hardly can offer any way to properly represent the infected citizens and guardsman  . And then you have xenos that each have vast or unique races that rely upon a total of 1 book each (and in the end being xenos = 6 codices. There are 8 codices of Imperial and 8 non-imperial codices I dunno just find it silly
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![[Post New]](/s/i/i.gif) 2013/12/15 17:24:09
Subject: Re:Which faction would you remove from the 40k setting?
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Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
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Selym wrote:Ugly? Who're you calling ugly?
Fluffy here is utterly beautiful:

Take one home today. All he needs is a bit of love, paint, and copious amounts of biomass per day and will eventually consume you too. Buy now! (then again, I can't say much, I think a couple zerglings are somewhat cute and Kog'maw is absolutely adorable and I love ymgarl genestealers but i think that's more because I see lovecraft)
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This message was edited 1 time. Last update was at 2013/12/15 17:25:29
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![[Post New]](/s/i/i.gif) 2013/12/15 20:10:23
Subject: Re:Which faction would you remove from the 40k setting?
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Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
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da001 wrote:I am missing a NONE option.
I would add at least 20 new factions: Adeptus Mechanicus, Adeptus Arbites, Dark Mechanicus, Kroot, Grot Rebels, Lost and the Damned, Genestealer Cult, Dogs of War (mercenaries), Exodites, Harlequins, Enslavers, Beastmen, Space Skaven, Hurd & Umbra, Squat, Chaos Squat, Adeptus Astra Telepathica, something called Index Xenos giving rules for 30 minor xeno species (such as the Rak´Gol, the Fra´al, the Thyrrus or the Zoats), something called Codex: Tau Auxiliaries for all those Tau allies we keep hearing from (such as Tarellian, Morralian, Nicassar or Hrenian) aaaaand that one faction I am unable to remember right now but I will love to see.
And subfactions: Chaos Legions, Chaos Undivided build-your-own-lesser-god style including Malal, famous regiments of the Imperial Guard, Ork clans...
My fellow spikey marines, tuff 'uns, Nid squigs, mummies, not so pointy marines, pointy ears, las gunners, flamer girls, and fishsticks. These are words of true wisdom! The squats were a race few people even played but their destruction has still brought bitterness. The closest to a remove of codex that is even acceptable is rolling DA, BA, and, if possible, SW into the SM codex. But look at the world! Look at all the fascinating and awesome pieces of the lore we cannot deploy! No, that is unacceptable! Onwards! No longer must we destroy! No, now we must create (and offer more spikes to the gods)
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![[Post New]](/s/i/i.gif) 2013/12/15 20:30:37
Subject: Re:Which faction would you remove from the 40k setting?
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Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
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Selym wrote: StarTrotter wrote: da001 wrote:I am missing a NONE option.
I would add at least 20 new factions: Adeptus Mechanicus, Adeptus Arbites, Dark Mechanicus, Kroot, Grot Rebels, Lost and the Damned, Genestealer Cult, Dogs of War (mercenaries), Exodites, Harlequins, Enslavers, Beastmen, Space Skaven, Hurd & Umbra, Squat, Chaos Squat, Adeptus Astra Telepathica, something called Index Xenos giving rules for 30 minor xeno species (such as the Rak´Gol, the Fra´al, the Thyrrus or the Zoats), something called Codex: Tau Auxiliaries for all those Tau allies we keep hearing from (such as Tarellian, Morralian, Nicassar or Hrenian) aaaaand that one faction I am unable to remember right now but I will love to see.
And subfactions: Chaos Legions, Chaos Undivided build-your-own-lesser-god style including Malal, famous regiments of the Imperial Guard, Ork clans...
My fellow spikey marines, tuff 'uns, Nid squigs, mummies, not so pointy marines, pointy ears, las gunners, flamer girls, and fishsticks. These are words of true wisdom! The squats were a race few people even played but their destruction has still brought bitterness. The closest to a remove of codex that is even acceptable is rolling DA, BA, and, if possible, SW into the SM codex. But look at the world! Look at all the fascinating and awesome pieces of the lore we cannot deploy! No, that is unacceptable! Onwards! No longer must we destroy! No, now we must create (and offer more spikes to the gods)
*Tzeentch somewhere in the background*
JUST AS PLANNED!!
Shhh no one should know who my god of worship is nor the fact that all vehicles must have increments of 9 spikes
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![[Post New]](/s/i/i.gif) 2013/12/16 01:22:58
Subject: Which faction would you remove from the 40k setting?
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Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
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I gotta ask. What were people's opinions of the older horror model?
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![[Post New]](/s/i/i.gif) 2013/12/16 02:30:07
Subject: Which faction would you remove from the 40k setting?
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Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
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Wilytank wrote:
Captain giant hands looks goofy as all feth. The one with the blue horror coming out of it looks cool though. I like the current ones though.
How is this relevant to the discussion?
Criticisms that daemons don't look like proper daemons. So.ally a foolish curiosity. I admit, it was out of line from me so I will apologize for that.
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![[Post New]](/s/i/i.gif) 2013/12/17 08:26:50
Subject: Which faction would you remove from the 40k setting?
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Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
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Deadeight wrote:To all saying they'd remove a Space Marine one just because there are many of them, I think you're missing a crucial point.
By having more space marine codexes, the space marine players are divided up across more diverse armies. If you didn't have, say, the Blood Angels codex then those players would most likely have chosen some other space marine codex... and you'd be facing even less variety.
I went with Tau. I feel like the 40k universe wouldn't miss much without them. Also, I think they can be kind of boring to play (though not necessarily against).
Problem being there is hardly anything that makes THIS space marine different then THIS space marine. And I think that's really what many people have a problem with. Bar a few models, they look the same and are hardly different from it. Honestly I can't say I'd entirely remove anything from the setting. Ecclesiary? BLoody hell it's too important to the imperium. Inquisition? Those guys are what saves or destroys planets from exterminatus! Guardsman? Then how would the planets still be there? Chaos? The warp, the anti-human humans side? Yeah, you get my point. They all bring some form of appeal. Now, personally I don't really care for the tau asthetics. I prefer my battlesuits slow, bulky, and big and whilst I enjoy gundam-like suits to some extent, I do feel it a bit too animeish. But that's just me. Necrons? I really thinkk they need to be rebuilt from the ground up in terms of fluff. At the moment, they are we are better than all of you yay. And then you have nids that are raging from space squids that spew out bugs to take over worlds and there are OVeR 9000 OF THEM SINDRRIIIIIIIIIII!, yet I like Nids. I like the swarming hivemind organic assaults that charge using thousands of bodies to finally get the buggers into close combat whilst large slow hulking beasts follow behind.
So fluff wise, none of them. Perhaps some of them having renovations or a drastic makeover, but no to ctrl-alt-delete. In terms of codices, grab BA and DA and shove them right into the Codex Space Marine. We don't need this many codices that can easily be represented by a single one. Wolves are... whether I like them or not, rather unique. If they could, I would like these guys shoved in as well. At the very least they would be less likely from being SM+ and DA will finally have some consistent updates. GK personally I'd swap to being a support codex much like C:Inquisition. It's kinda like, you can take this as a support element (required 2 troops and maybe an hq?). Also, before any Imperials complain, bloody hell I have to represent my forces of chaos with a Chaos daemon codex that has no synergy with my CSM codex, a CSM codex that represents a far more varied list of units, and the only true way to rerpresent an armada of cultists and or lost and the damned is by way of grabbing allies of convenience guarsman that are really just imperial guardsman so no chaotic flair to them nor the bb status  . As mentioned before, the more the better! Ad Mech? support book. Perhaps even add in a unique one for chaos and the sorts! Rogue Trader support (mercanaries!)? Etc etc etc. There's so many interesting parts of the world we hardly touch! Let us span out and grasps these things! With quicker codex updates, the removal of 2-3 excess codices, they could arguably add 1-2 unique codices and perhaps some small restricted support books.
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![[Post New]](/s/i/i.gif) 2013/12/19 18:18:55
Subject: Which faction would you remove from the 40k setting?
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Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
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Welcome to chaos stop complaining loyalists :U
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![[Post New]](/s/i/i.gif) 2013/12/20 17:50:26
Subject: Which faction would you remove from the 40k setting?
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Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
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Preferably not the sisters. It would fit the imperial cult vibe but I think maybe they deserve a codex  . Anyways, yeah I'll concur that persoannly I feel GK, DW, Inquis, assassins, should really be wrapped up into one.
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