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Made in au
Hungry Little Ripper




Melbourne

Dark Angels: Give obj sec (whatevs it's called now) to ravenwing bike squad/deathwing terminator squad if Sammael/Belial is your Warlord as appropriate. Or make 'em troops instead.

Freaking teleport homers for ravenwing. Like seriously SMDH

Deepstrike for normal dread/ven dread. Maybe add it to that stratagem that makes certain units deathwing.

   
Made in us
Confessor Of Sins





Tacoma, WA, USA

Sisters of Battle:

1. New Cannoness Options: Jump Pack, Blessed Book (May Deny the Witch once per Psychic Phase with a +1 to roll), Sacred Scroll (Reroll all failed attempts to gain Acts of Faith)
2. Imagifiers grant Act of Faith on a 3+
3. Exorcist Missile Launcher is Heavy 4, Damage 3
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Eldar:
Avatar of Khaine - Blood Runs: The Avatar of Khaine can Advance and charge in the same turn. In addition, all AELDARI units within 12" of the Avatar of Khaine may re-roll failed wound rolls on a turn in which it (The Avatar of Khaine) successfully charges.

Alternatively, give the Avatar of Khaine a rule that gives him additional abilities for having a specific unit of aspect warriors or Phoenix Lord in range, with different buffs for each aspect, all stacking with one another. But I'm not sure that would fall under the purview of this thread, since it'd essentially function as a multitude of special rules.

Striking Scorpions - Scorpion Chainsword: A model may make an additional attack with this weapon for every 5 enemy models in combat with its unit.

Wraithlords gain Implaccable

Inquistion
It's impossible to come close to fixing their problems with three rules.

This message was edited 1 time. Last update was at 2018/03/02 06:34:39


 
   
Made in us
Gore-Soaked Lunatic Witchhunter







 Jidmah wrote:

Automatically Appended Next Post:
 AnomanderRake wrote:
Not sure "three changes, no points adjustments, no new units" is helpful. Of my armies Marines, Corsairs, and Inquisitorial forces need a pretty thorough rewrite, and the AdMech and the Custodes really just need the next Imperial Armour book to come out and make them less one-dimensional.

It's not supposed to be helpful. It's supposed to show what people think are the three biggest problems of their army and how they would fix them.


Oh. All right, then.

Marines/Deathwatch: Use the interchangeability of the model range to dump the Primaris != Marines mess; give Marine units the Primaris profile/Primaris units the Marine weapons. Pump Gravis/Terminators to 3W/3A. Bring back fire points in the Rhino. And if there were to be a fourth I'd say 4++ and Steel Behemoth as standard across all Land Raiders.

Grey Knights: In line with the Primaris/Marines merge suggested above give PAGK/Terminators Primaris-level profiles. Bring back the unique unit-specific powers from the 5e book (Astral Aim, Warpquake, that set), it won't keep the clusterf*** that is the Rule of One on an army of all psykers entirely at bay but it'd push it back some. And pump the Psilencer's Strength and damage so the infantry have access to an anti-armour ranged weapon.

AdMech/Custodes would need to rely on the loophole that "a Forge World unit with 30k but no 40k rules" isn't technically "new". AdMech are seriously wanting for mobility, hard targets, and reliable melee units, all of which the 30k units (particularly the Triarios, Thallax/Ursarax, Vultarax, Domitar, and Thanatar) would help immensely with. Custodes are too locked to one-dimensional aggro-melee builds; the experimental rules for the Caladius and the Achillius help, certainly, but bringing the Saggitarii in as a Troops unit that's capable of contributing ranged damage without being insanely expensive would be immensely helpful, as would bringing in the Gyrfalcon bikes' armament to offer some kind of intermediate step between the mass of weak shots or the pittance of powerful shots off the Dawneagle bikes. I'd also like From The Golden Light to allow non-Dreadnaught vehicles to Deep Strike; at the moment the Land Raider and the Coronus are suicidal deathtraps that force the Custodes to fight piecemeal, but if they could be played aggressively enough to keep up with the rest of the army they might actually be usable.

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 au
Flashy Flashgitz






Orks
1) Buggies/Skorchas/etc: Change their deep strike to infiltrate. i.e. Deploy them 9" away from enemy models after deployment but before the first turn starts.
2) Kaptin Badrukk: Add this effect to the rule Flashiest Gitz: also allows friendly units of Flash Gitz to ignore all shooting modifiers.
3) Nobz: New rule Intimidation: any unit that falls back from combat with the Nob unit immediately conducts a morale check. For this morale check, add the number of models that have been slain in this unit all game, instead of only this turn.

This message was edited 1 time. Last update was at 2018/03/02 11:05:54


 
   
Made in se
Willing Inquisitorial Excruciator






Every faction: Give flamers range 9".

Every faction: Expand HQ so that there's always more generic hq choices then special characters.

Every faction: give veichles a -1toughness to the side and -2toughness to the rear. (with obvious exceptions like the land raider and the monolith)

His pattern of returning alive after being declared dead occurred often enough during Cain's career that the Munitorum made a special ruling that Ciaphas Cain is to never be considered dead, despite evidence to the contrary. 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Marines

Open up the armory for characters. The no model, no rules thing has restricted a lot of options for no good reason (besides GW not making a mini with them). Especially the primaris line.

Allow dreads back in drop pods again. We don’t need a fancy FW pod, just the basic one will do. On the fence about suggesting them being fully open for cargo again; grav cents would be happy with that.

Disembarking from drop pods can be within 9” of enemy units, but you may not assault on the turn you arrive. While it makes them useless for CC units, most of them DS themselves, and don’t need the pod. But it opens back up pods as a viable transport for things like melta/flamers again. With screening units being more critical in 8th, the one big drawback to pods is a lot more prevalent. But drop pod invasions are a key part of the SM lore, and should be semi-viable to play.

   
Made in se
Dakka Veteran





 Fafnir wrote:

Wraithlords gain Implaccable


Not only directed at you Fafnir, but I've seen several Eldar-players wish this, but I must ask, why?
No other "Dreadnaught" in the game can fall back and shoot by default.

A Dreadnaught with Fist and Stormbolter is 112 pts before Heavy Weapons.
A Wraithlord with Glavie and 2 Shuriken Catapults is 113 pts before Heavy Weapons.

For that one point, the Wraithlord gets:

+2" M
+1 T
+2 Wounds
+1 Ld (mostly irrelevant but still.)
Better punch in melee. (S9 AP4 Damage: D6 > S12 AP3 Damage:3)

The Dreadnaught gains Smoke Launchers (woo), and doesn't degrade. Not degrading is huge, but I'd rather pick +2M", +1T and +2 Wounds any day.

There are some units that need tweaks in the Eldar codex (for better or worse), but giving the Wraithlord the ability to fall back and shoot seems...unjustified, especially given the amount of units who can fall back and shoot in the Eldar-codex already due to <Fly> and if you really want to fall back with your Wraithlord you can, it will just cost you 2 CP.

This message was edited 1 time. Last update was at 2018/03/02 13:16:31


5500 pts
6500 pts
7000 pts
9000 pts
13.000 pts
 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





Dark Angels:
1. Ravenwing Grenade Launchers fire 2D6 frag grenades instead of 1D6 (since they can fire 2 krak grenades, why not 2 frag?)
2. Deathwing terminators may take 2 heavy weapons per 5 terminators.
3. Land Speeder Darkshroud confers -1 Ld to enemy within 12".

CWE
1. Wraithknight may mix weapon options (so hvy wraithcannon and shield, or sun cannon/hvy wraithcannon, dual suncannon, etc)
2. Wraithlord named character that is HQ choice.
3. Iyanden warlord trait: Ghostwarden. All Iyanden wraith construct units within 6" of warlord may roll a D6 when they take a wound. On a 6, this wound is ignored. (the current warlord trait is pants, it should be wraith construct themed)
   
Made in fr
Longtime Dakkanaut




Harlequins:
- Troupe masters can get buy Skyweavers as upgrades. It gives the associated bonus (+1T, +1W, 4+ save etc.), and weapon options.
- Zephyglaives get a bonus to strength and AP on the turn they charge.
- Haywire cannons don't generate mortal wounds anymore, but they wound vehicles on 2+, and non-vehicles on 6+. Type is changed to Assault D6.
   
Made in us
Ancient Venerable Dark Angels Dreadnought





fresus wrote:
Harlequins:
- Troupe masters can get buy Skyweavers as upgrades. It gives the associated bonus (+1T, +1W, 4+ save etc.), and weapon options.
- Zephyglaives get a bonus to strength and AP on the turn they charge.
- Haywire cannons don't generate mortal wounds anymore, but they wound vehicles on 2+, and non-vehicles on 6+. Type is changed to Assault D6.


Totally agree on bike character, I even have one built. Still think the Deathjester needs a boost.
   
Made in us
Enigmatic Chaos Sorcerer




Tampa, FL

For Death Guard:

1) Lords/Sorcerers get T5 and Disgustingly Resilient; allow access to Dark Hereticus powers (might be too good because Morty, but hey TSons have Magnus and get it)

2) Allow taking Forgefield/Maulerfiend/Heldrake

3) (does this count? Not sure) Allow taking the old Death Guard Havocs from the olden days; 4 special weapon Havocs. If this doesn't count, make Inexorable Advance be like the Black Legion Trait as well; can advance and fire Rapid Fire weapons.

- Wayne
Formerly WayneTheGame 
   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

Necrons
1 - Tesla works on a ‘Natural 6’ and gains ‘Ignore Cover’.
* This gets rid of buff/debuff complaints on both sides of the table and offsets the AP - for models in cover.

(Stolen from AoS)
2 - ‘Resilience’ - Models Ignore AP -1 (Seraphon), or +1 save vs AP- weapons (Death)
* Without needing to adjust the current Saves, this will help will help them survive long enough to use RP while not reducing the effectiveness of higher AP weapons by the opponent.

3 - ‘Whip Coils’ - A unit with a model in Combat with a this rule cannot Retreat.
* This might make Wraiths actually playable, without changing their stats.

This message was edited 1 time. Last update was at 2018/03/02 14:24:14


Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in fr
Longtime Dakkanaut




 bullyboy wrote:
Still think the Deathjester needs a boost.

Agreed. It's currently just a shuricannon with a useless rule. Shuricannons are so ubiquitous in the CWE/harlequin books that you can't have a unit with just that, otherwise it will be either useless or orvershadow the other options, depending on the point cost.
I suppose it could fill an anti-horde role, which Harlequins lack, with its poison rounds. It could be a shooting mode with a special rule that says "if the enemy unit is hit, roll a die for each model in the unit. For each result of X+, the unit suffers an AP0, D1 wound." Sadly similar rules aren't common in 40K, so a weapon like that would be very difficult to balance against other options, and is therefore probably not a good idea. I wished they put similar rules on some weapons (frag stuff, things that generate shrapnel or poison clouds in general, etc.) from the get-go though.
   
Made in gb
Lesser Daemon of Chaos





West Yorkshire

Chaos:

Exalted Champion - gains access to Jump Pack (This would be a point and power increase, but is also technically wargear.)

Warp Talons - Warpflame strike also grants reroll to charge on the turn they emerge.

Abaddon the Despoiler - New Rule, Warmaster of the Black Crusade, All Friendly Chaos units within 6' reroll 1s to hit and wound.


5000pts W4/ D0/ L5
5000pts W10/ D2/ L7
 
   
Made in ca
Longtime Dakkanaut





For Chaos Space Marines (Heretic Astartes):

#1 - Death to the False Emperor: Make it so close combat hit rolls of 6+ is an additional attack regardless of whom is being attacked: While this is very flavourful, it's easy for new players to forget because it doesn't apply all the time, and can lead to feel-bad moments for two players that pick up the game, where one is Imperial, and the other is Chaos. Yes, it's not a huge deal competitively, but I think this is a better rule if it just applies to all of Chaos' close combat attacks, regardless of whom they're attacking. I would then recommend that some Warlord Traits/Stratagems/Relics that boost the triggering of this ability, would then only apply against Imperial units.

#2 - Black Legion Chapter Tactic: Change to "Whenever a player uses a Stratagem that includes a Black Legion unit in its effect, roll a D6. On a 5+, you gain 1 Command Point.": I personally think that the Black Legion has one of the worst Chapter Tactics in the game. The +1Ld is neat, but not necessary, and the being able to advance and fire Rapid Fire as if it were Assault is useful for only a handful of units. The greatest benefactors are Chaos Bikers, which... aren't really a Black Legion staple. No, Black Legion is all about the long game, with everything goes "just as planned", and this ability gives Heretic Astartes a way to regain command points like almost all other armies, and in a flavourful way.

#3 - Chaos Familiar: Change from Heretic Astartes Psyker to <<Legion>> Psyker: This is a nerf. It mostly means that Morty can't gain access to Warptime through detachment trickery. I personally don't care for the mix-matching of stratagems, as I feels it's gaming the system too much, and doesn't represent the factions as being distinct entities. This helps to sharpen that line a little more.

And that's it! I don't think any of these are too crazy, and would mostly make things a little easier and a little more fun.

This message was edited 2 times. Last update was at 2018/03/02 18:04:13


 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in ro
Regular Dakkanaut





Grey Knights:

1.Increase AP on Psycanons and Psilancers

2.Can cast multiple time the same power per turn

3.Somethin like an expensive stratagem or psychic power that allows a 3D6 charge on deepstriking units


 
   
Made in gb
Dakka Veteran





I'd give Orks (and DE for that matter) another level of <keyword> to emphasise the fact that these armies often comprise units from various factions. Keep Klan or Kabal/Cult/Coven keywords for stratagems but let have it so a Warboss gives a benefit to his boyz, whether they're Bad Moons, Snakebites or Goffs. I know no-one else would usually want to ride in a Trukk with Deffskulls or Blood Axes, but somtimes it beats hanging around the back of the battlefield. For DE it is going to be very interesting to see of they have a way around this in the Codex, because I don't really fancy having to have a different detachment for each class of spikey Elf, and even if we do, Incubi are still Billy no mates.

Take a look at what I've been painting and modelling: https://www.dakkadakka.com/dakkaforum/posts/list/0/725222.page 
   
Made in us
War Walker Pilot with Withering Fire




 Akar wrote:
Necrons

3 - ‘Whip Coils’ - A unit with a model in Combat with a this rule cannot Retreat.
* This might make Wraiths actually playable, without changing their stats.


This wouldn't be unheard of - Dark Eldar Wyches have a "on a 4+, the enemy unit cannot retreat" rule.


Automatically Appended Next Post:
 MinscS2 wrote:
 Fafnir wrote:

Wraithlords gain Implaccable


Not only directed at you Fafnir, but I've seen several Eldar-players wish this, but I must ask, why?


It's a simple answer and not related to your analysis: because Wraithguard have it and it would fit the theme.

This message was edited 2 times. Last update was at 2018/03/02 18:23:00


 
   
Made in us
Fresh-Faced New User




Admech:

1. If you roll the canticle that lets you reroll 1s during the shooting phase, and that unit is under the effects of the tech priest dominus aura, they get to reroll all failed hits.

2. Clarify that the Raiments of the Electromartyr activates when any unit is 1" at anytime not just when it gets canted. Also ELECTRO-PRIEST units activate that canticle on a 4+

3. Ruststalker can fight twice in the fight phase. (The only thing I can think of that would make them really good without points or new weapons. Would still probably be bad.)
   
Made in us
Deathwing Terminator with Assault Cannon






Dark Angels

Belial - revise 'master of deathwing' - if Belial is selected as the warlord within a vanguard detachment, that detachment grants 2 additional Command Points.

Sammael (in either form) - revise 'master of ravenwing' - if Sammael is selected as a warlord within an outrider detachment, that detachment grants 2 additional Command Points.

Jink - All models with the keyword Ravenwing receives +5 invulnerable saves if it moved in its movement phase. The invulnerable save improves to +4 if the model has advanced in its movement phase. For the purpose of this ability, a model is considered to have moved when it is deployed and set up on the battlefield at the beginning of the game.

This message was edited 1 time. Last update was at 2018/03/02 21:49:22


 
   
Made in ca
Pulsating Possessed Chaos Marine




 Cephalobeard wrote:
Tzeentch Daemons:


Lords of Change and Kairos have the Magnus smite. 1d6 Damage, 2d6 on a 12+

Locus of Tzeentch instead provides a passive bonus to increase casting range of psychic powers by 6" for lesser daemons, 12" for greater daemons.

Flickering Fire added as a cantrip. Generic psychic power unaffected by the matched play rules limiting psychic powers, on a 7+ it deals a mortal wound, on a 12+ it deals d3 mortal wounds.

Custodes:


Allarus Terminators are given +1T or +1 to their INV Save. Either option is fine.

Wardens have a 5+ FNP against all damage, rather than a 6+.

Remove variable weapon damage. Axes become flat 3, etc.


You just invalidated Magnus and the legion trait in one swoop.


Automatically Appended Next Post:
 Yarium wrote:
For Chaos Space Marines (Heretic Astartes):

#1 - Death to the False Emperor: Make it so close combat hit rolls of 6+ is an additional attack regardless of whom is being attacked: While this is very flavourful, it's easy for new players to forget because it doesn't apply all the time, and can lead to feel-bad moments for two players that pick up the game, where one is Imperial, and the other is Chaos. Yes, it's not a huge deal competitively, but I think this is a better rule if it just applies to all of Chaos' close combat attacks, regardless of whom they're attacking. I would then recommend that some Warlord Traits/Stratagems/Relics that boost the triggering of this ability, would then only apply against Imperial units.

#2 - Black Legion Chapter Tactic: Change to "Whenever a player uses a Stratagem that includes a Black Legion unit in its effect, roll a D6. On a 5+, you gain 1 Command Point.": I personally think that the Black Legion has one of the worst Chapter Tactics in the game. The +1Ld is neat, but not necessary, and the being able to advance and fire Rapid Fire as if it were Assault is useful for only a handful of units. The greatest benefactors are Chaos Bikers, which... aren't really a Black Legion staple. No, Black Legion is all about the long game, with everything goes "just as planned", and this ability gives Heretic Astartes a way to regain command points like almost all other armies, and in a flavourful way.

#3 - Chaos Familiar: Change from Heretic Astartes Psyker to <<Legion>> Psyker: This is a nerf. It mostly means that Morty can't gain access to Warptime through detachment trickery. I personally don't care for the mix-matching of stratagems, as I feels it's gaming the system too much, and doesn't represent the factions as being distinct entities. This helps to sharpen that line a little more.

And that's it! I don't think any of these are too crazy, and would mostly make things a little easier and a little more fun.


I agree with everything here except that the current BL is not so bad when you fill your list with infantry using bolters, combi-bolters, combi plasma and plasma guns. I came up with a silly list I named Plasma Legion as I was able to fit quite a few plasma guns and combi bolters into it. The trait is supposed to make BL infantry faster by letting them fire and advance. The problem is that you lose fire power doing it. Instead of changing the weapons to assault I would just make the rule that you can rapid fire after a advance move. That combined with the +1 LD would make them a decent legion.



And for my changes.

Thousand Sons

1) Magnus gets a new rule as follows : If Magnus did not move in your previous movement phase enemy units firing at him get -1 to all hit rolls and the damage of all attacks is reduced by 1 to a minimum of 1. This would make him less of a auto loss when going second to a alpha strike list without empowering his offensive.

2) Exalted Sorcs get to make a shooting attack before the movement phase begins with the following profile : Heavy 1 Str 10 AP -3 and damage 1d6. This is to replicate the old silver tower rule.

3) A added rule that Asp Sorcs only damage themselves when periling and a rubric focused stratagem that increases the range of all rubric weapons by 6 inchs (this includes warpflamers).

CSM

1) BL trait buff. See above.

2) Exalted Champion gains access to the following gear options : Jump Pack or Terminator Armor.

3) Hell Drake flamer becomes 2d6 instead of 1d6.

This message was edited 5 times. Last update was at 2018/03/03 08:24:27


 
   
Made in pt
Fireknife Shas'el




Lisbon, Portugal

As folks have already expressed a lot of interesting ideas for Dark Angels and I haven't noticed any T'au, let's go with my ex-army (I'm quite fond of it and may one day go back to). If something seems too strong, feel free to point it out!

1. Revisit the Markerlight table. Instead of a fixed table, give a 'pool' for players to benefit from tokens as they seem fit (all cumulative). A single <T'AU> unit cannot repeat the same option against the same enemy unit.
a. Up to 3 ML tokens on the enemy unit:
- 1 ML token allows the unit to re-roll 1s to hit in the Shooting Phase/Overwatch
- 1 ML token allows the unit to add +1 to hit in the Shooting Phase* (can't go past 2+)
- 1 ML token allows the unit to ignore Move + Heavy penalty AND Advance + Assault penalty to shoot
b. More than 3 ML tokens on the enemy unit:
- 1 ML token allows the unit to ignore cover bonus of +1. 2 tokens to ignore cover bonus of +2.
- 2 ML tokens allow the unit to add +1 to hit in the Shooting Phase* (can't go past 2+)
- 2 ML tokens allow the unit to fire Seeker/Destroyer Missiles at normal BS (other ML benefits also apply) and ignoring line of sight

*This would include Overwatch if Supporting Fire wwas removed from T'au, but as it would make 4 rule changes, I left it out.

2. Substitute the Commander's Mont'ka/Kauyon stuff for this: If your warlord is a Commander, choose between Mont'ka or Kauyon battle doctrines before deployment. The chosen battle doctrine affects all <T'AU> units in your army. Commander Farsight is locked with Mont'ka and Commander Shadowsun is locked with Kauyon.
a. Mont'ka: choose an enemy unit at the start of your turn. Re-roll all to hit and to wound rolls until the start of your next turn against the chosen unit.
b. Kauyon: Units can Advance and fire non-Assault weapons with -1 to hit rolls. I'm torn between giving it Supporting Fire at 12" or Fall Back and fire at -1 like Ultramarines do.

3. Seeker Missiles do 1d3 mortal wounds and Destroyer Missiles do 2d3 mortal wounds.

This message was edited 1 time. Last update was at 2018/03/03 11:27:41


AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in gb
Dipping With Wood Stain




Sheep Loveland

Hmm... Done!

1. Industrial Efficiency - All vehicles, Super heavy vehicles, Walkers, and Flyers treat - 1AP weapons as having an AP value of "0" instead.

2. Grenade Launcher increased to "Assault 2"

3. Flamer adjusted ranges:
Hand flamer - 4"
Flamer - 8"
Heavy flamer - 12"
Inferbo cannon - 16"

40k: Thousand Sons World Eaters
30k: Imperial Fists 405th Company 
   
Made in gb
Stalwart Space Marine




Space marines

1) give tacticals and intercessors some variant of "fury of the legion" from HH.

2) make "primaris" a unit upgrade, so you can have primaris devastators, sternguard etc.

3) new stratagem that allows a unit to ignore negative hit modifiers
   
Made in au
Regular Dakkanaut




 bullyboy wrote:
Dark Angels:
1. Ravenwing Grenade Launchers fire 2D6 frag grenades instead of 1D6 (since they can fire 2 krak grenades, why not 2 frag?)

Good idea.
2. Deathwing assault drops to 1 cp/2 cps
3. Teleport homers on ravenwing allow deathwing to deep strike closer than 9". Maybe 6"
4. Scrap the tactical objectives and interromancy and start again. Seriously. They both suck.
   
Made in us
Plummeting Black Templar Thunderhawk Pilot





Equestria/USA

Black Templars Chapter tactic.
Gain +1 attack on the charge

Black Templars 4000 Deathwatch 6000
 
   
Made in ca
Pulsating Possessed Chaos Marine




Zustiur wrote:
 bullyboy wrote:
Dark Angels:
1. Ravenwing Grenade Launchers fire 2D6 frag grenades instead of 1D6 (since they can fire 2 krak grenades, why not 2 frag?)

Good idea.
2. Deathwing assault drops to 1 cp/2 cps
3. Teleport homers on ravenwing allow deathwing to deep strike closer than 9". Maybe 6"
4. Scrap the tactical objectives and interromancy and start again. Seriously. They both suck.


Deep striking into 6 inchs makes for some broken things. It would be better to give them a extra 1d6 to charge range after using a homer to DS.
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

Necrons

1) Decrease warrior squads min unit size to five or increase ghost arc transport capacity to 12.

2) Make ghost arcs open-topped again .

3) Units arriving via tomb world deployment may bring a single non-C'tan character with them. This character must obey the same deployment rules as the unit it is deploying with.

Dark Angels

1) As has been brought up before, give Ravenwing Bike Squads Homing beacons that function like Tau stealth suits beacons.

2) Also brought up before, scrap the Interomancy powers and start again.

3) That's all I really have. Fairly happy with them otherwise.

This message was edited 1 time. Last update was at 2018/03/04 03:35:34


11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
Made in us
Pile of Necron Spare Parts





Necrons

1. Monoliths and Night Scythes now have the <TRANSPORT> keyword, and 1 HQ character in reserves may deploy alongside any unit arriving from Tomb World Deployment.

2. Gloom Prism is a wargear option for all HQ characters, Wraiths and Tomb Blades (Nebulascope/Shadowloom/Gloom Prism).

3. Once per battle, at any point during the Necron players turn, Resurrection Orbs allow 1 destroyed unit with Reanimation Protocols within 6" to make a Reanimation Protocols roll, and Res Orbs are now a wargear option for Crypteks.

(Skipping right over the Gauss problem. Trying to give it back that unique Necron feel....not even sure where to begin in trying to fix it.)
   
 
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