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Made in us
Tunneling Trygon






So I always go on here out of curiosity, and see some really lengthy articles on how to fix any of the non Tau/Eldar/Necron Codexes... Some of them are awesome, but it seems clear to me that the bigger the change is, the less likely to be accepted it is. So, I'm just wondering what the smallest changes you guys can come up with would be to balance the game as a whole, or a specific codex.

Example:

Tyranids: Replace Dominion with Onslaught as the Primaris. Onslaught: The target unit may shoot or make an assault after performing a run move. Note that Swooping Flying Monstrous creatures may not assault after running.

Example 2:

Main Rulebook: Any primary detachment may take a formation from their codex as an allied detachment.


 
   
Made in us
Devestating Grey Knight Dreadknight




For assault:

Charge range: Roll a D6, and add 3". For difficult terrain roll 2 D6, take the lowest and add 3".
Run moves: Models may assault after making a run move.

Hope is the first step on the road to disappointment. 
   
Made in us
Longtime Dakkanaut





Silver Spring, MD

im expecting escalation to be made part of the normal game, that would help counteract super units ex: screamer star does not hold up against d cannons

Frigian 582nd "the regulars" with thousand sons detachment
5th Edition
W : L : D
23 : 20 : 7

6th Edition
W : L : D
Don't Know...alot of each
Bretonnians
W : L : D
4 : 2 : 0
"Those are Regulars! By God!" -Major General Phineas Riall
 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Smallest change possible? A single unit can no longer have more than one Blessing active on it at a time. Makes Jetseers much less silly when Conceal and Fortune don't stack.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Never Forget Isstvan!






Warp curse:
At the end of any player turn if a unit has more than 1 blessing on it roll a die. On a 1, that unit has a random model sucked into the warp and removed from play.
At the end of any player turn if a unit has more than 1 malediction cast on it roll a die. On a 1, that unit has all models that were removed as casualties in the last player turn come back to life at full wound count.


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Made in us
Potent Possessed Daemonvessel





 AnomanderRake wrote:
Smallest change possible? A single unit can no longer have more than one Blessing active on it at a time. Makes Jetseers much less silly when Conceal and Fortune don't stack.


Never liked this fix simply due to the fact that it kind of negates the whole point of a warlock council given that all Runes of battle target the psyker and his squad.

IF we are talking about general fixes to the game.

1.) Grimoir maxes at a 3++
2.) Fortune is 4+ FNP
3.) Markerlights are -1 Coversave per makerlight expended.
4.)A Tau unit can only be effected either the C&C or MSS each turn.
5.)Serpent Shields are one use only and the the shield no longer functions.
6.) Battle Brothers can no longer join allied squads.


I think these changes fix most issues in the game.

The if you want to include Escalation

D Weapons = S10 AP 1 ignores cover.
   
 
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