Switch Theme:

Sweeping Fixes for the Lower Tier 'Dexes  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Fresh-Faced New User





The Right

Some changes (with fluffy reasons) for Orks


Army Wide (6+) FNP = Plenty of fluff about orks being able to fight after suffering incredible wounds

Painboys allow a single failed FNP re-roll per turn and is available as an upgrade to any Boyz/Nob squad = The dok is in the field, but he can only fix up one boy at a time!

Warboss gets EW and IWND = He's the biggest meanest Ork there is, of course he can't die to a single blow.

If the Warboss is your Warlord, when he is removed, every unit takes a ld test - Pass - Gains Fearless, Fails - Falls Back, regroup is done at -1 ld. Spured on to fight harder, or running to fight another day

Each unit of 3 or more Kans may take a Deff Dread, while Dread is alive Kans do not suffer from Cowardly Grots = He's like the boss nob Kan....


   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

jade_angel wrote:
 casvalremdeikun wrote:
For BA:
1. Adjust stats and points to match like units in C:SM.
2. Start rolling for reserves turn 1, success on 4+. All jump pack infantry can assault out of Deep Strike. If any of these units scatters onto an enemy unit, move them the minimum distance needed to not be directly on top of the offending unit. The deep striking unit enters combat with the unit they DS on top of in the ensuing Assault Phase, gaining Hammer of Wrath.
3. Give Baal Predators back Scout. Move them to FA.
4. Give all JP infantry Jink.


Hmm. Giving all jump infantry Jink - not bad. Would that be just a BA thing, or should all jump infantry get that? (I ask, because Dark Eldar Hellions could really benefit from that, too - I'd thought to propose exactly that for them specifically)
Just BA for SM. They are the premier JP army (screw you Raven Guard). Most fiction shows them being very acrobatic with their JPs, and that level of agility would translate well into Jink.

Other armies could certainly get that ability too, though. But it shouldn't be all JP infantry.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in gb
Nasty Nob





UK

jade_angel wrote:
I've mentioned before why the "sacrifice shooting to overwatch" deal is a bad idea unless we radically revamp what Overwatch actually does, and I'm not at all sure that Overwatch is what's making assault weak in 7e.

Charge range, on the other hand, is - but a 6" fixed charge is probably too short and, importantly, too predictable. 2d6 is interesting because being in rapid-fire range - for all but a few rapid-fire weapons - means also being in charge range, if only possibly. (And how many folks actually assiduously measure to insure they're just barely in rapid-fire range, so that you need that boxcars charge?) As a compromise I'd propose d6+6" charge ranges. With a fixed 6", it's too easy to keep away, especially for units that can move in the assault phase and units that can move more than 6". With a fixed 12" range, assault is too effective. 6+d6 will create the potential for 12" charges, thus making double-tap range risky, while also making it impossible to muff a 3" charge.


Don't remember seeing your bit about overwatch in the thread, I'll have a look. To my mind it's not the only thing that breaks assault, just that it contributes to the weakening of assault. Especially with the new rules some armies have for firing over watch at greater BS.

Fixed 6" move, then run (or shoot), then charge, is for standard troops. 18" range isn't bad. Dedicated assault troops and beasts could increase that range with an extra d6" or some other appropriate range. I also don't understand the problem with having fixed ranges, ranged weapons already do, and you can play around with those.
The idea is to make the mechanic as simple and straightforward as shooting,and hopefully make shooting and assault more equal in weight.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in eu
Shrieking Guardian Jetbiker





Hmmm OK

BA
- Assault marines are troops in their unique detachments and jump packers can charge an automatic 6" when deep striking (balanced with the potential of scatter and fixed charge range)
- Instead of instead of +1 strength, give them rending (If I remember right 6's are an automatic AP2 wounds on creatures therefore increasing the amount of viable targets
- SM style buffs on scouts and Dreadnoughts
- Access to centurions

(only allowed 4 changes damn it)

Orks
- Orks in unique detachment can run and charge from turn 2 (harlequin style)
- nature of Ork Waaagh can be chosen reflecting the nature of boss (Units shooting twice/automatic 12" run and charge/ Army wide FNP 4+ followed by 6+ for every subsequent turn etc)
- Purchasable invul saves for Mega armoured units
- Morkanought and Gorkanought become super heavy units (can take a mork and gork as one LOW slot)

DE
- Special character recruitment drive (Vect, Baron etc come back)
- wyches get haywire grenades back
- for every 5 poison hits a unit generates the requirement for wounding get easier (even vs gargantuans)
- Void lances becoming strength 9 AP 1 Dark lances becoming cheaper

AM/IG
- All tanks having multiple ammo types, usually between AP and high explosive variants (can only choose to change ammo types at the end of their turn) promotes tactical thinking and unit flexibility
- Officers can order their units to move and shoot as if they had stood still (don't restrict this to a formation/detachment)
- Pretty much making every elite choice cheaper
- Reducing baneblade variants to about 300-350 points

(I dont Know how to make rough riders relevant - only 4 changes damn it)

CSM
- A marked HQ unlocks their deity's specific troops rather than just a lord
- For 50 points a marked chaos lord can take an upgrade that forces all available units to equip all upgrades that are synonymous with the lord's chosen deity for free.
- Legion tactics (iron warriors can use basilisks etc)
- massive points reductions all round

AS/SOB
- Acts of faith can be used multiple times - they can get a better act of faith if they take a handicap on the leadership test (failing the leadership on box cars ends stops anymore from happening that turn similar to the AM orders)
- Once per game global act of faith (every unit needs to pass a leadership test to benefit) - this can be a one turn 3+ invul save/ global shred or armourbane/ global increased strength/ ignore cover. Something really powerful but one use only
- Increased strength and toughness/initiative - some may disagree here but I believe in power armour granting more to their stats rather than just a 3+ they shouldn't be SM good or AM weak.
- Access to AM fliers and reducing points costs to all other unit selections

Space Wolves
- SM buffs to dreadnoughts
- Adding 13th company to their army list (bloodmaw's guys I think) and make them be a fast assault unit please
- FAQ or a rule stating that thunderhammer armed units are S10 on the charge
- Scouts get shrouded and one USR as depicting their skills, such as sniper/armourbane/ furious charge etc (working under the principle that SW work up to scouts rather than the rest of the SM variants)

and I'm afraid I don't know grey knights too well

Thats the best I've got...

 Hawky wrote:
Power Armour's greatest weakness is Newton, the deadliest snfbtch in space.



"You're in the Guard(ians), son! 
   
Made in us
Nurgle Chosen Marine on a Palanquin






jade_angel wrote:
 casvalremdeikun wrote:
For BA:
1. Adjust stats and points to match like units in C:SM.
2. Start rolling for reserves turn 1, success on 4+. All jump pack infantry can assault out of Deep Strike. If any of these units scatters onto an enemy unit, move them the minimum distance needed to not be directly on top of the offending unit. The deep striking unit enters combat with the unit they DS on top of in the ensuing Assault Phase, gaining Hammer of Wrath.
3. Give Baal Predators back Scout. Move them to FA.
4. Give all JP infantry Jink.


Hmm. Giving all jump infantry Jink - not bad. Would that be just a BA thing, or should all jump infantry get that? (I ask, because Dark Eldar Hellions could really benefit from that, too - I'd thought to propose exactly that for them specifically)


I think that would just be a BA thing. White Scars get born in the saddle, BA get born to fly or some stuff.

   
Made in us
Been Around the Block




Orks:

Boyz: Reduce price by 1 point and add 1 strength to profile so they aren't useless in CC after the 1st turn charge. OR alternatively, Keep the price the same and give Ork Boyz a 6+ FNP that becomes 4+ when a Dok is in the unit and increase strength to 4 for same reason as above.

Nobz: Reduce Price by 3pts a model add 1 Str to profile and come standard with Eavy Armor. Pks Drop to 20pts instead of 25. Bikes are only a 20pt Upgrade.

Meganobz: stay exactly the same except they have +1 Toughness so they don't get doubled out as easy. Also have the ability to acquire a Painboy in MA for 50pts (Doesn't take a HQ slot)

Big Mek: Point reduction for upgrades, MA 30pt upgrade, SAG/KFF only 40pts. Also SAG needs a revamp for all its random rolls. the fact that Doubles (except double 6s) and a 6 and a 5 is considered bad means that this gun is useless most of the time and wastes a slot.

Burna Boyz: They cost as much as nobz they should be nobz. also come standard with Eavy Armor. AND Burna's no longer need to pick which profile to use they can do both CC or flame.

TankBustas: some kind of special rule which increases the range of there weapons to 36. Tank Bustas are one of the best units in our arsenal but the range of the weapon means they are dead rather quickly.

Kommandos: 2pt reduction in price, Burna is a 5pt upgrade not 15. wtf is with that the one useful weapon they get and it costs 15pts. They gain the ability to assault from reserve.

Trukk: 5pt reduction in price, increase capacity to 20 and some kind of special rule where models inside only receive S3 hits when it explodes.(not if, when.)

StormBoyz: 1pt reduction in price. make them a troops choice or something because the 2 swamped FOC slots are Heavy and Fast. Also give them the option to take Eavy Armor. 3pts a model upgrade.

Deffkopta. Whoever designed these is a bit special. they are boyz but they have 2 wounds? I think someone got confused halfway through the design. Either way, 10pt reduction in price and give them a Nob or better leadership.

Dakkajet: Supa shootas are S7 Assault 4, Also needs a 20pt reduction in price. Atm it costs as much as a battlewagon with about 1/2 the chance of survival. Ive had these things get killed by bolters ffs.

Burna Bommer: 25pt reduction,

Blitza Bommer: 45pt reduction and Boom bombs become S8. (SIDE NOTE: Why are all decent ork Anti-tank weapons over priced or shoddy?)

Warbikers: 2pt reduction in price, and warbikes confer a 3+ armor save because if Eldar wearing the same armor as there buddies get +1 armor save why shouldn't my orks

Warbuggies: Need access to better weapons, Ramshackle and they are fine.

Mek Gunz: Fix half the weapons they are able to take (Everything except KMKs, Traktors and lobbas are useless), give them access to Git findaz and then they are fine.

Battlewagon: 20pt reduction, comes standard with Ram. Kill Kannon is a 15pt upgrade OR is a 30pt upgrade but becomes S8 and gains 12inches of range. Make the deff rolla worth upgrading to or get rid of it, as it stands its a waste of space and ink in my codex.

DeffDread: 10pt reduction in price, comes standard with a 5++.

Killa Kanz: 10pt reduction in price, Grotzookas become range 36. Get rid of Cowardly grot rule, its just ridiculous to give morale to a vehicle.

Mork/Gork: 50pt reduction in price, gain assault vehicle special rule, increased capacity to 10. Deffstorm adds +1 strength and becomes 3D6+6 shots. (at BS2 they need more shots to justify this stupid weapon) Mork gains KMK that fires twice. KFF upgrade is 40pts and reverts to old coverage rule but stays a 5++.

Lootas: 2pt reduction in price, when you add a mek he keeps his fething gun, also lootas gain access to Gitfindas (pretty much the only unit that will use the damned thing in its current iteration and it doesn't have access) Gitfindaz get reworded so if the unit doesn't count as moving, AKA in a vehicle or with a MA character in the unit, they can still gain +1bs.

Flash Gitz: Come standard with Eavy armor, Range of weapons increased by 12.

Ghazghkull: +1 WS, Toughness, strength, Wounds, initiative, attacks and leadership. gains a 4++, swings his PK at initiative, has access to relics. army wide buff that grants some sort of bonus, either in movement or leadership. stays the same price. He is the biggest baddest ork living in the galaxy why is he barely better then a Warboss in MA?

Stompa: 200pt reduction in price, becomes an assault vehicle.

ARMY WIDE CHANGES: Mob rule reverts to old style.


This is clearly a lot more then 4 changes but if you play orks you know why

This message was edited 1 time. Last update was at 2016/01/19 16:59:41


 
   
Made in se
Ferocious Black Templar Castellan






Sweden

Technically Black Templars are part of one of the strongest Codices in the game, but the fact that Ultramarines, White Scars and, to a lesser extent, Iron Hands are all pretty damn strong at the moment really doesn't mean much for a Black Templars army, so I'm going to go ahead with my (shamelessly recycled) suggestions anyway. Sue me!

 AlmightyWalrus wrote:


Chapter Tactics: Black Templars

Suffer not the Witch to Live
All models with Chapter Tactics: Black Templars have the Adamantium Will special rule. Librarians may not be taken in a detachment using Chapter Tactics: Black Templars.


Same as "Holy Crusaders" and "The Lost Librarius" in the current book, except no Crusader special rule.

Righteous Zeal
Any time an unengaged unit with Chapter Tactics: Black Templars suffers one or more unsaved wound(s) that unit may immediately make a 3" consolidation move towards an enemy unit (i.e. if it moves, the unit as a whole must end up closer to a specific enemy unit than it was before).

Essentially the old Righteous Zeal on steroids; kill one Neophyte and the unit moves forward, but now with the possibility of triggering more than once a turn.

Accept Any Challenge
All models with Chapter Tactics: Black Templars rerolls all failed to-hit rolls in the Assault Phase. Models that would get to reroll all hits in the Assault Phase due to another special rule (including, but not limited to, Zealot) instead may reroll both to-hit and to-wound rolls that Assault Phase.

The old Accept Any Challenge, again on steroids. Considering Ultramarines can get rerolls for a turn, the Ultramarines actually have a better Chapter Tactic for close combat than the current Black Templars, and that's not counting the two other Doctrines the Ultramarines have up their sleeves.



The above suggestions may seem like huge buffs, and that's because they are. They're also all buffs to close combat in an edition that favours shooting unless you've got something like TWC, which just isn't present in the current Space Marine Codex. Considering how powerful psykers are this edition, not being allowed to take Librarians, arguably the most powerful non-named HQ choice in the book, really ought to come with some sort of compensation. Formation-wise the fact that the Gladius doesn't work with Crusader Squads further kicks the Black Templars in the proverbial groin.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Hmmm, I like that. Call it Borne on Wings of Flame. They would get Jink for their Jump Pack squads. That would be pretty awesome.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in ru
Cackling Chaos Conscript





4 small army-wide fixes for CSM
1) Icons count as locator beacons in addition to their rules in codex, and icon bearer can make Look Out rolls passing them on 2+, even if he is not character;
2) Army wide special rules:
# Champions of Chaos are Fearless in CC unless refused challenge that turn. They are no more required to always issue/accept challenges;
# Veterans of the Long War option is built-in for free to every unit that could take it;
3) Daemonic possession vehicle upgrade (instead of what it is now) grants Power of the machine spirit rule and the vehicle counts the first unsaved pen.hit as glancing hit;
# Defiler, Heldrake and Forgefiend are BS4
4) A detachment that is like CAD with one additional Compulsory Elite (up to 4 Elites).
Restrictions: each unit except Rhinos count as unique (0-1) for purposes of such detachments;
Benefits: total cost of all units in detachment is discounted by 20% points;

This message was edited 2 times. Last update was at 2016/01/20 10:47:25


 
   
 
Forum Index » 40K Proposed Rules
Go to: