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Made in us
Owns Whole Set of Skullz Techpriests






Right behind you.

Not gonna write on Guard today, as I have too many thoughts on that matter.

AdMech!

One: Skitarii get Doctrina Imperatives back. This stratagem BS for it doesn't work and Canticles don't work well for them either. Canticles were designed for Cult stuff, not Skitarii. Whether it becomes an 'aura' that triggers off the upcoming Skitarii HQ and only affects "Core" Skitarii(Rangers/Vanguards, Sicarians, Serberys) or it's an HQ ability that affects just Skitarii units I don't know how to do it.

Two: Transauranic Arquebus is changed. Damage goes from D3 to 2, with a flat guaranteed one Mortal Wound rather than on a 6.

Three: Galvanic Rifles get a second profile. The Rapid Fire 1 S4 AP0 D1 Wound roll of 6 is AP-1 stays, and a second profile that is Heavy 1 S4 AP-1 D1 and allows for targeting characters.

Four: Techpriest Dominus and Cawl go to Lord of War and gain Supreme Commander keyword.

Five: Onagers regain their Forcefield bit and Squadrons.

   
Made in us
Regular Dakkanaut




Daemons: LD 10 across the board.
Let greater daemons give some sort of additional resiliency to attrition or maybe greater daemons disallow smaller daemons from even taking battleshock such that their presence makes daemons not as volatile to the warp.

It's silly right now that many daemons are LD 7 with only being able to be ld10 near greater daemons.

Nearly 3k+ points of Slaanesh (AoS)
2500 points of Ironjawz
Too many points of Space Marines. 
   
Made in gb
Wrathful Warlord Titan Commander






London

 DominayTrix wrote:
Tau:
No psychic options whatsoever
That's been the whole Tau theme since 4th.
No melee options beyond status quo.
Same as above
Give shapers the ability to add +1 to S, T, A or 2" of movement in a radius around them for all kroot units. Traits are selected after deployment. May be changed if an enemy unit is killed within 6" of the shaper. Multiple shapers do not stack.
That sounds good, I'd also give them a re-roll 1's to hit aura.
Get rid of the Kauyon/Montka global limit of 1 per game. Kauyon stays the same, but montka is now: rapid fire weapons may move but not advance in the assault phase if they did not move in the movement phase. Assault weapons may move AND advance. Heavy weapons can only move D3(non-flying models) or D6(flying models) inches.
Cadre Fireblades get a similar ability but it only works on <Sept> infantry. (no kroot but finally does something meaningful for breachers)
Markerlights ignore hit modifiers.
I don't agree with this.
+1 hit and ignore hit modifiers at 4 ML and reroll wounds of 1 on 5ML. Move and shoot heavy weapons gets bundled with seeker missiles at 2ML.
Savior protocols needs to go. Allow big units of drones to squad up with suits/infantry, but they can only tank hits for units they are attached to. Drones don't count for morale. Drones can only be attached/detached at the start of movement but you may detach and reattach to a different suit within range in the same turn. Use the non-drone model's toughness for wounding.
I'd scrap that last sentence, since then you'd have a squad of 10 Shield Drones attached to a Riptide, only now they're T7.
Commander rule is changed to follow the similar rules as relics. 1 per army is free, an additional commander costs 1 CP and additional 2 costs 3 CP. Farsight has no penalty/cost. The named Commanders do not count towards this.
S5 AP0 weapons need to be broken up so they have meaningful differences. Pulse rifles get AP-1, carbines go to Assault 3, and Burst cannons Assault 5 AP-1. blasters/pistols are probably fine, SMS and CRS are probably fine too.
Tau plasma goes to flat D2 so it is different from imperial plasma without just being worse in every way.
Tau fusion just needs the same treatment as other melta. Melta rifles make Tau fusion's "superior" range awkward though so maybe they use 2/3 instead of 1/2 range for melta range to compensate.

Ideally this would make them more mobile/synergistic and fix some of the transitional pains for 9th, but quite a few things would need point adjustments. Hopefully this makes them quality shooting vs IG's quantity shooting. Although the Commanders/Fireblades feel a bit like a single use AOE version of IG orders.

   
Made in gb
Bounding Assault Marine




United Kingdom

 warmaster21 wrote:
what would you design about your own army if you were given the chance. What would you buff, nerf, rework, change, add (new units/options?) remove, etc etc


Give Primaris units more options so that they can have variety, a devastator equivalent and so forth. I love playing a Primaris only army but they are missing the ability to customise like Firstborn marines can.

Space Marines (Rift Wardens) - 4896pts. 
   
Made in us
Owns Whole Set of Skullz Techpriests






Right behind you.

 BlackLobster wrote:

Give Primaris units more options so that they can have variety, a devastator equivalent and so forth. I love playing a Primaris only army but they are missing the ability to customise like Firstborn marines can.

This is intentional. Units are dedicated to a role rather than being generalists...and the weapons they get are supposed to give them that 'variety'.
   
Made in gb
Death-Dealing Devastator




I'd bring back vehicle squadrons back for all codexes on main tanks hulls.

SM/CSM - anything on a Rhino/Impulsor Hull
Tau - anything on a Devilish Hull
Eldar - anything on a Falcon Hull
All no degrading Dreadnoughts and equivalent

Larger transport vehicles (eg Land Raider) count as a Transport if the detachment also includes a unit that will only fit in it. Eg Terminators/Agressors - would allow a Land Raider/Repulsor as a transport option. I'd like that for all codex (I just know SM better for examples)

Finally, cut down on the number of redundant codex entries where the only difference is war gear - just make it an option within entry. Again using SM as the example cut the number of Captain entries down to 2 from 6.
   
Made in ru
Regular Dakkanaut





Tau need something for melee. Not power katanas, or something stupid like that, but rather flashbangs, caltrops... Non-lethal ways to attack and hold off enemy while firewarriors regroup. Like a counter-charge drone squad or some new breachers abilities. Making Kroot a better unit would also would also help to spice up the faction. They don't need to be killy, but rather have an ability to charge and retreat, or set up booby traps.

   
Made in gb
Longtime Dakkanaut




 JawRippa wrote:
Tau need something for melee. Not power katanas, or something stupid like that, but rather flashbangs, caltrops... Non-lethal ways to attack and hold off enemy while firewarriors regroup. Like a counter-charge drone squad or some new breachers abilities. Making Kroot a better unit would also would also help to spice up the faction. They don't need to be killy, but rather have an ability to charge and retreat, or set up booby traps.


Except the core design of 9th is you charge people off objectives so they do need either a way more effective Kroot or the suits need to be able to move in the charge phase.

But more critical is they also just need GW to stop artificially crippling their statlines and overcharging them in points.

I wish GW was competent and consistent enough for me to not be terrified that their next codex is about yo throw the established lore for the faction in the bin and turn them into a mess.
   
Made in gb
Been Around the Block




Ice_can wrote:
Except the core design of 9th is you charge people off objectives so they do need either a way more effective Kroot or the suits need to be able to move in the charge phase.


The return of JSJ would certainly help with being able to contest objectives.

I would like to see monats return as lieutenant style characters (not as in the reroll wounds aura, but as minor hero characters, maybe including non-crisis options).

Tbh, I wouldn't be surprised if they gave Onager Gauntlets as a standard weapon option and assume that would be enough to fix T'au melee issues...
   
Made in us
Confessor Of Sins




The OP spent a lot of time on the SoB Codex but I gotta say, I disagree with just about all of it.

The SoB codex at the moment is arguably the best internal design of any codex out there. There are only 2 units that stand out as less than the rest of the book.

Celestine is boring now. She needs some sort of extra bump to A. Be worth 170pts and B. Be more interesting. I think a stratagem that bumps her stats up after she comes back to life or some other kind of fun gimmick would go a long way to putting her back into the forefront of the codex.

The geminae superia are easily the worst unit in the game an need a complete overhaul. The either need to be added back into the same unit as Celestine or they need a ground up redesign.

Other than that the book is about perfect. Post Melta/Flamer/Heavy Bolter change at least.

This message was edited 1 time. Last update was at 2020/11/14 13:55:59


2500pts
2500
3000


 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 Kanluwen wrote:
Four: Techpriest Dominus ... go to Lord of War and gain Supreme Commander keyword.
You want a basic HQ becoming a Lord of War?

   
Made in se
Fresh-Faced New User




SoB here too

While I too disagree with pretty much the entire OP the changes I would like made are just a fix to the Orders no one ever picks and a build your own order section.

Give Celestians the option to all take Chainswords in exchange for their bolters.

Make Celestine do something more than just an Invul buff that kinda hits things okay.

Make battle sister squads feel less useless, either make them cheaper or give them some other ability because now you only take them because you have to.

Make it so the special items on the Canoness aren't loadout dependent, it's annoying and stupid.

Make the basic Cherubs better, there is almost no point in taking them.

Make Condemner Boltguns not garbage, they're cool but absolutely useless and overcosted by at least 500%.
   
Made in de
Nurgle Chosen Marine on a Palanquin




For DG :
- Include Gellarpox with proper rules
- Daemons don't break the detachment, also add all Nurgle Daemon units. Maybe exclude the named characters if you really want to sell Nurgle players the Daemons Codex, too I wouldn't be opposed to some restrictions for Daemons so you still Include DG Marines in your DG army, and not just Nurglings and Daemon engines
- T5 and FNP for Lord, sorcerer and Possessed
- Include Greater Possessed and Master of Possession, also with Nurgle rules
- Make contaminated monstrosity an option to buy with points instead of CP
   
Made in us
Dakka Veteran




Marines need to increase in cost across the board, particularly the ATV and eradicators.
   
Made in de
Waaagh! Ork Warboss on Warbike






 H.B.M.C. wrote:
 Kanluwen wrote:
Four: Techpriest Dominus ... go to Lord of War and gain Supreme Commander keyword.
You want a basic HQ becoming a Lord of War?


He wants a free HQ slot.

Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in us
Owns Whole Set of Skullz Techpriests






Right behind you.

 Jidmah wrote:

He wants a free HQ slot.

Nah. I want a supposedly rare, 'oh hell things are bad' character choice to be represented as such.

Read pages 10 and 40 of the AdMech book. "Techpriest Dominus" isn't a specific type of Techpriest--it's an assumed title while a Forge World is on a war footing. It's the most senior of Techpriests taking that title to avoid confusion within the ranks of the Magi, Genetor, Logi, and Artisan Holy Orders. It's bestowed on Techpriests "with a true talent for war".

Frankly? It feels better suited to be something like the new Chapter Command(which should have been a LOW setup as well with SC keyword) than it does a unit entry.

This message was edited 1 time. Last update was at 2020/11/14 18:21:20


 
   
Made in us
Longtime Dakkanaut





Denison, Iowa

 Eihnlazer wrote:
Audustum wrote:
Custodes:

All melee weapons are flat 2 damage instead of 1D3. Trajann's weapon is changed to flat 3 damage.

Blades: +1S AP-3
Spears: +2S AP-2
Axe: +3S AP-1
(Mimics power weapon structure)

Emperor's Companion WT: Changed from 're-roll damage dice' to 're-roll charges within 6" aura'.

Warden unit reworked. Now has a 5+++ base, improved to 4+++ when armed with a spear instead of an axe. When armed with an axe instead of a spear, becomes a 3+++ but only to MW.

Sisters of Silence included in Codex for ease of reference.

Sisters aura reworked. In addition to providing scaling -1 to cast for every Sisters' unit in range, now Sisters also increase the range of their aura when together.
If a Sisters unit is alone: 18"
If two Sisters units are within 6" of each other: 24"
If a Sisters unit is within 6" of two other Sisters units: 30"
Increase all Sisters points by 2PPM.

Valerian and Aleya can now be taken separately.

Valerian's aura is changed from re-roll 1's to Hit to re-roll 1's to Wound for CORE.

Trajann is given the SUPREME COMMANDER keyword.

All re-roll auras changed to re-roll CORE. CORE is given to all Custodes infantry, Custodes Jetbikes and Sisters infantry (sorry Dreads).

Aquillon and Allarus Terminators are given an additional +1W. Trajann is given an additional +1W. Shield-Captain in Allarus Terminator armor is given an additional +1W. Increase all by 5PPM.

Shield-Host warlord traits become detachment traits (for those who don't know, Custodes don't have conventional chapter tactics but instead have warlord traits that grant an aura like a chapter tactic, this would just change those warlord trait auras into actual chapter tactics).

Vexilus changed:
Magnifica: -1 to be Hit for all Custodes CORE and Sisters CORE within 6".
Imperius: This Vexilus Praetor may DENY THE WITCH as if he were a psyker twice per battle round. These benefit from the +1 to Deny the Witch if this model is given the Impregnable Mind warlord trait and total amount of denials available to the model is 3.
Defensor: IMPERIUM INFANTRY CORE units receive a 5+++ to MW while within 9" of the Vexilus Praetor.
Points are standardized for all Vexilla.

New Stratagem: 2CP 'Unfurl the Standard' - Select a VEXILUS PRAETOR on the battlefield. Until the end of this phase, change the Vexilus he is carrying to a different one. This may not be used on a Vexilus Praetor wielding a relic Vexilus.

Eagle's Eye Relic: Grants the bearer a 3++ and, additionally, the bearer fights first in every combat unless your opponent also has a fight first ability in which case follow the Rare Rules for this scenario.

Admonimortus Relic: Strength changed to x2.

The Veiled Blade: Melee statline changed to the new Sentinel Blade.

Gatekeeper: Melee statline changed to the new Guardian Spear.

Relic Vexilus:
Wrath Angelis: The 'once per battle' ability is changed to 'once per battle round'.
Fulminaris Aggressor: Range of shooting increased to 12" and Assault 2D6. Melee changed to the new Guardian Spear.
Faith Absolute: Reworked. Bearer now provides an aura for Custodes and Sisters CORE units making enemy MELEE attacks have -1 to Wound them within 6".

Alright, that's just off the top of my head for this thread.



I like all of this, except for the shield host change, since not all of the warlord traits are auras. Instead i'd change it to be more in lines of us gaining a doctrine type ability and leave the WL traits alone. Basically we would, in our command phase, up to 3 times per game, gain an ability from our chosen shield host. Dread host would be reroll charges, shadowkeepers would be -1 strength to ranged attacks shooting 2 of our units, solar watch would be the enemies next strat cost 1 extra, aquillon shield would be pick a unit to bodyguard another unit, Emmisaries would be pick an enemy unit and we ignore all penalties to hit, wound, and save against that unit until our next command phase.

Also we know spears arent changing since we saw from the forgeworld update they arent. Making our swords and axes flat 2 will be fine though. They could also give the spears something in the codex though like on the charge gain +1dmg, or something like that.
We arent gaining any wounds either since aquillons didnt gain any.

Honestly i'd be fine if they just droped our spear guard down to 45pts, and dropped the sword guard down to 50pts.

Wardens do need some help, but i think just upping their FNP to 5+++ is gonna be fine.

Bikes need a points decrease though. Drop them down to 85 so they are the same as a destructor aquillon and they are balanced again. 95 is just too much for a 4 wound model without a FNP no matter how good they are. Like seriously, is +1sv (armor and invun) -4 wounds, and their melee worth it compared to a pallas (which i also think is overcosted by about 5 pts).



One thing I'd like to see for Custodes is changing their shooting profiles. Swords to Pistol 3, and spears/axes to Rapid fire 2.


Automatically Appended Next Post:
I have SO many things I'd like to change in the game, but here are my top picks:


1. Vary the Kroot up a bit. HQ choice, a bit more wargear choice, perhaps another type of unit. Also, make it so the Kroot Rifle gives them +1 attack again. They are the Tau Horde CC specialists, but they don't do their job right now. Perhaps add in a signature evolutionary adaptation or two (Strat maybe?)

2. Ogryn. I like the statline, but dang the points for them are WAY too high. If you want to be generous, bring back the option of an Ogryn CCW from early 3rd edition. Ogryn with +1 attack and +2 strength (but no shooting) could be interesting.

3. Dark Eldar. Can these guys just have some decent wargear options again?

This message was edited 1 time. Last update was at 2020/11/14 22:26:42


 
   
Made in ca
Legendary Master of the Chapter





 Bosskelot wrote:
BrianDavion wrote:
 Bosskelot wrote:

It's not just the models that haven't been updated in years, but many of the statlines too haven't changed since 3rd.


This is almost a universal problem at this time. GW's tinkering with space marines gives me hope


When I say statlines I also mean general rules for the unit or wider faction.

In 8th Guardsmen got Orders, Ork Boyz got dakka dakka dakka/Ere' we go/Mob Rule, Tac Marines got Angels of Death, CSM got some of AoD. I'm ignoring any actual weapon or stat changes here.

Guardians? They got Battle Focus, which is basically there to make up for the fact they don't get fleet of foot anymore (since everyone else gets that now) and even Battle Focus itself is something other subfactions get (hello, White Scars!). Other than that they lost one of their big defining stats that was Initiative.

It's a general problem, but it's hit Eldar, specifically, particularly hard.


true but I'm not just refering to weapons, but GW being open to giving mariens a second wound and additional special abilities.

with eldar it's a bit of a trick to ensure they feel right, while also being fun to play and play AGAINST. extra movement is an obvious bonus, (I'd not be adverse to even seeing eldar light infantry given 8 inches of movement)
I also don't think it's unreasonable to give some eldar melee infantry a "fight first always" rule.

Opinions are not facts please don't confuse the two 
   
Made in us
Preacher of the Emperor




Tacoma, WA, USA

Yziel wrote:
SoB here too

While I too disagree with pretty much the entire OP the changes I would like made are just a fix to the Orders no one ever picks and a build your own order section.

Give Celestians the option to all take Chainswords in exchange for their bolters.

Make Celestine do something more than just an Invul buff that kinda hits things okay.

Make battle sister squads feel less useless, either make them cheaper or give them some other ability because now you only take them because you have to.

Make it so the special items on the Canoness aren't loadout dependent, it's annoying and stupid.

Make the basic Cherubs better, there is almost no point in taking them.

Make Condemner Boltguns not garbage, they're cool but absolutely useless and overcosted by at least 500%.
I don't see a lot that needs changing in Codex Adepta Sororitas, myself. My changes would be:

Celestine & the Gemina Superia: Become one unit with the Gemina as optional add-ons to Celestine. Healing Tears works as long as Celestine is alive, fully healing an injured Gemina or replacing a dead one at full health. While Gemina are alive, all wounds are assigned to them regardless of Celestine being injured. Also, the unit has a 4+ Invulnerable Save. Also, the The Ardent Blade (Shooting) is D2 with 12" range. The Gemina have Master-Crafted Power Swords (S+1, AP -3, D2).

Triumph of Saint Katherine: Gains the <Order> Keyword of the detachment it is in if that detachment is an <Order> detachment. It is a unit of 6 Canonesses after all.

Palatine: Here she comes! SOB Lt.

Incensor Cherub: The Act of Faith from using the Cherub is in addition to the 1 AOF allowed per phase.

Remove the Ecclesiarchy Battle Conclave rule from all units.





   
Made in ca
Dakka Veteran





Okay- sisters player here.

Not going to play with multiquote- I don't want to gainsay anyone else's suggestions- some I agree with, some I do not. I will address what some folks see as weakness, but more as an offer of advice- not that my advice is great- I don't play as often as many Dakkanaughts; my approach to the game is very different than that of many who post here.

So what I would like to see:

One character for each order; Order of Our Martyred Lady doesn't need anymore. It should be noted that they don't all have to be Cannoness models; a named Palatine would be fine- even an Imagifier could work. Hospitalers and Dialogi can't, because they are actually of different Orders. A Cannoness Superior model may work too, though I do like that as an upgrade option too. You could have both, and it would still work.

An Aircraft for sure.

Drop Cathedrals for sure.

A LoW for sure- like a Baneblade with two exorcist launchers and two Imolator turrets, and a pulpit.

Taddeus the Purifier, Pious Vorne and Gotfrett de Montbard all need to be added to the dex now that Blackstone Fortress is over. A plastic Jacobus would be nice too. And Frateris Militia as an Eclessiarchy troops choice. These guys, due to the decree passive, would be like conscripts- not tough, but they would have interaction with Preachers.

I'd like to see better interaction with the Order Hereticus too, though these rules wouldn't necessarily be in the Sisters dex- you could put them in the Agents dex. What I'm thinking is that Hereticus Inquisitors grant the Quarry rule to Sisters.

Celestians should be able to use their bodyguard ability to protect Missionaries, Preachers and Hereticus Inquisitors as well as Cannonesses. And yeah, swords- I think I would maybe go power swords, because I feel chainswords look too much like evicerators... Though I'm flexible here.

As a Supreme Commander model, how about a dual build Abbes; build her as the Abbess of the Convent Prioris to command the three Orders stationed there, or as the Abbess of the Convent Sanctorum to command those three Orders. It should be noted that Abbess buffs should apply to Dialogi and Hospitalllers too, because there are non-militant orders at each convent.

And speaking of, yes I want a Famulous model. Her role would be to attach to allied Patrols, Battalions and Brigrades; if you attach a Famulous, that detachment will refund it's CP cost as if it contained your Warlord.

We know we're getting Crusade content, but I have some requests: any sister should be able to become Repentia as a battle scar, and every Repentia should be able to become any other non-HQ Sister type as a battle honour. Sisters should also be able to become mortifiers, but that's permanent.

There needs to be a faith based Agenda, and a faith based battle honour (ie. a battle honour which augments a unit's ability to use faith).

That pretty much takes care of my requests; without quoting, you'll noticed I've mirrored some of the suggestions of other Sisters players. If I did not mirror a suggestion, it's because I don't agree, but like I said, I'm not here to gainsay anyone.

So as for some of the things that people see as either hard to use or "worthless"

The Triumph of Saint Katherine is my current favourite model in the game.I haven't assembled mine yet, but when I do, I will magnetize every sister in the procession so that I can use them individual as Cannonesses of their Orders, complete with the wargear that they carry. Six individual Crusades; each starts with a normal cannoness model, but once she maxes out her battle honours, she gets replaced by the model from the Triumph. Then all six Crusades fight their way across the galaxy to form the Triumph.

Remember I told you my approach to the game differs from that of most Dakkanaughts? To me, the Triumph is the basis of a Crusade campaign that would take at least a year to play out. Anything less is... Quite frankly, Blasphemous from my perspective.

Rather than taking my suggestion of making a dual build Abbess kit, I can almost guarantee you GW will give it the Supreme commander keyword: how can they not? It contains one representative of each Order, and by definition, a Supreme Commander is designed to unify subfactions.

As for using it in game, it is a powerful component of a faith Battery, it gives you an MD per turn and let's a unit with 6" use an additional act of faith. I that unit happens to be a retributor unit with a Simulacrum, that's 3 AoF per shooting phase. And when you run out of shots? Burn both Armourium Cherubs and Hit'em again.

Interesting that the Triumph doesn't need to be able to SEE the unit to whom it Grants the AoF. And as per the FAQ, it can hide behind Obscuring Terrain despite its 18 wounds. And if, instead of obscuring Terrain, you hide behind a Battle Sanctum, it'll feed the Retributors on the other side an additional Miracle die.

Are ya feelin the Triumph yet? Come at me Heretic.

As for BSS, put a multimelta, a simulacrum and a Cherub in each unit. What this means is that it's not just one MD per phase that you get to use;it's one MD per unit per phase. And every one of those units begins the game with an MD- and they even get to roll two dice and pick the best! Not only can EVERY unit use an MD per phase; they also have individually the capacity to use 2 MD per phase if you choose.

And that is how to never get charged by a close combat monster character- at least until you use your Overwatch strat.

If, while your opponent is trying to figure out how to deal with your Exorcists, Repentia and Mortifiers, you manage to get one of their vehicles in the crossfire of two of these humble units..Well, that's lights out.

Most people see faith as a nice fluffy little extra. But there are ways to maximize it. I would suggest to every sisters player that you try at least one game where you make faith your entire purpose, just to see what it can do if you really turn it up to 11.

The Emperor protects.

   
Made in us
Humming Great Unclean One of Nurgle






Tyranids.

I would bring the swarm back. Tyranids are a swarm army with barely any swarm in it; almost everything is a relatively elite, high-cost model or simply a monstrous creature. This would really need new model releases to achieve, but I would like to see army building focus on what's getting added to the swarmy units most than which swarmy units are added in to support big stuff. Make nidzilla a skew list rather than a core archetype.

Also, ditto to an earlier poster who mentioned the Shadow in the Warp not being represented very well. But then the fluff isn't great with that either; it is described as suffocating but in narrative involving battles it is a sidenote at most.

Consider; Games Workshop rules not so much games but as toolboxes for players to craft an experience from, and open/narrative/matched play just examples of how things can be put together. 
   
Made in us
Angelic Adepta Sororitas





ERJAK wrote:
The OP spent a lot of time on the SoB Codex but I gotta say, I disagree with just about all of it.

The SoB codex at the moment is arguably the best internal design of any codex out there. There are only 2 units that stand out as less than the rest of the book.

Celestine is boring now. She needs some sort of extra bump to A. Be worth 170pts and B. Be more interesting. I think a stratagem that bumps her stats up after she comes back to life or some other kind of fun gimmick would go a long way to putting her back into the forefront of the codex.

The geminae superia are easily the worst unit in the game an need a complete overhaul. The either need to be added back into the same unit as Celestine or they need a ground up redesign.

Other than that the book is about perfect. Post Melta/Flamer/Heavy Bolter change at least.


I agree the SoB codex is quite good and has great internal balance, and its one of my favorite armies iv been playing since third edition, its also the exact same thing its been since witch hunters, with just changes in how faith works and the only "new" things we got were just variants of existing units or replacements for special characters removed from the game. and some arbitrary limitations to make things like assassins and cruaaders worse than they were by destroying their maximum unit size.

Alot of it was just my desire to see either sisters expanded outward to actually get new things, or to be treated like a specialist subfaction it is like storm troopers and skitarri and then expand out the church and inquisition.

I do agree celestine has become quite boring, while she hasnt changed much throughout the years outside of them repeatedly nerfing her self revive and adding the twins, and then nerfing our imperial demon princess. At the very least i would like to see them do to her what they did to ghaz, give her OOmL but also allow her to be taken in any order (like she currently is) that way if shes with her home order she can get that bonus (i dont play ooml but shes from there) just like ghaz has his goff keyword but can be taken by any other clan without penalty.

"rest of this post for general statements"

Hard agree on the sister orders needing to be reworked or buffed for the worst orders

Hard agree to stop making every special character come from OOML

I do play other armies mostly at this point slaanesh daemons and Dark eldar and I dont even know where to begin on there.

for Slaanesh and daemons in general it could be neat to see any of the characters also work like medics, target a unit with "summon" and bolster their numbers by restoring lets say d3 models to an infantry unit or restore health to a beast/cavalry unit like fiends/bloodcrusters/seekers, maybe with the posability to revive 1 of those dead models, maybe not as dumb as the apothicary fully restoring a quad bike dumb but it would at least let you use it without having to either be playing non competitive or taking reinforcement points.

Khorne i want to see them get their brass armor back and near invulnerability to magic (hell just let every khorne unit have a dispel attempt like a psyker), bloodletters were scary when they were S/T4 3+ with a power weapon back in 3rd, granted they were also like 27ppm but still.


for Dark Eldar... the obvious re-unite the factions, yadda yadda yadda, the main glaring thing of course being to fix poison. also our aircraft, or at least just the jetfighter, shoudl be able to turn twice like eldar aircraft, our craft is suppose to be even more nimble and maneuverable and faster than other factions because we strip down everything to just the bare essentials to maximize speed and maneuverability.... so if anyone deserved double pivoting its DE.

"If you are forced to use your trump card, then the battle is already lost" 
   
Made in us
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Right behind you.

Bluntly, Inquisition is not and should not ever be considered again for "full army status". They aren't one and never will be. It's an Inquisitor and their plucky band of followers and ne'er do wells.

By that same vein, Sisters don't need to be turned into "Marines Lite" by giving them bikes and Assault Squads or whatever.
   
Made in ca
Dakka Veteran





 Kanluwen wrote:
Bluntly, Inquisition is not and should not ever be considered again for "full army status". They aren't one and never will be. It's an Inquisitor and their plucky band of followers and ne'er do wells.

By that same vein, Sisters don't need to be turned into "Marines Lite" by giving them bikes and Assault Squads or whatever.


Which is exactly what they would continue to be. The modifications just change the way they interact with their Chambers Militant.

When an Inquisitor of any stripe is included in any non-chamber Army, they continue to function exactly as they do now.

However:

When Hereticus lead SoB, the SoB get Quarry vs. Psykers
When Xenos leads DW, the DW get Quarry vs. Aliens
When Malleus Leads Grey Knights, the GK get Quarry vs Daemons

This reflects the fact that these forces have long, long histories of working together, as well as formal networks of contacts between Inquisitors and the internal leadership of their respective Chambers. The Inquisitors have a greater understanding of the tactics of their Chambers than they do of other forces, and the forces of their Chambers, or at least those units within each Chamber who are repeatedly selected to provide assistance of this nature, have an understanding of the needs an methods of the Inquisitors they serve.

Inquisition themselves? Yeah, I'll go so far as to agree they can't really be an "army" on their own. I do think they should get a few more Henchmen options- bound psykers, pariahs, sages, warriors, familiars, etc. They should also have a bespoke transport option, just so that you can take a transport when you choose to field an Inquisition Vanguard, rather than merely attach an Inquisitor. It should be an existing kit rather than a new unit, though it's feasible that each Ordo may have its own option- some Imperial vehicles feel like a better fit for each of the Ordos than others.

Also,you're making the same mistake as many Dakkanaughts; you're talking as if all 40k is matched play; now more than ever, it is not. Crusade play is PERFECT for the Inquisition, and thus they are and should continue to be an important part of the game whether or not they ever see tournament play. We all need to realize this game is bigger than the small slice of it that any given player happens to enjoy; I won't comment on whether or not tournament/ matched play should have additional restrictions- I don't play matched play, so I don't care. I will leave those discussions to people with better knowledge of what matched play does or does not need; they can do what they want for their own game; I'd prefer that matched players extend us the same courtesy.

This message was edited 1 time. Last update was at 2020/11/15 17:27:28


 
   
Made in us
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Right behind you.

And you've just made one of the same mistakes that Inquisition players make: that their Chambers Militant need an Inquisitor to be good at their job.

They don't. And let's not forget that just because there's a Chamber Militant, it does not mean that the Inquisitors' requests will be honored. Grey Knights aren't going to aid a daemon-sword wielding radical that has dozens of Daemonhosts at their beck and call.

And frankly? The "PERFECT" place for the Inquisition isn't Crusade or 40k period. It's Apocalypse(where their advisory capacities would be in full-swing and the kind of end-all, be-all conflicts where they would be a part of) and Kill-Team(where their smaller warbands and more subtle activities shine).

This message was edited 1 time. Last update was at 2020/11/15 17:47:56


 
   
Made in ca
Dakka Veteran





 Kanluwen wrote:
And you've just made one of the same mistakes that Inquisition players make: that their Chambers Militant need an Inquisitor to be good at their job.

They don't. And let's not forget that just because there's a Chamber Militant, it does not mean that the Inquisitors' requests will be honored. Grey Knights aren't going to aid a daemon-sword wielding radical that has dozens of Daemonhosts at their beck and call.

And frankly? The "PERFECT" place for the Inquisition isn't Crusade or 40k period. It's Apocalypse(where their advisory capacities would be in full-swing and the kind of end-all, be-all conflicts where they would be a part of) and Kill-Team(where their smaller warbands and more subtle activities shine).


Who said anything about need?

My post is about want. Sisters don't NEED HQ to hunt Heretics, or to be good at it. Never claimed so.
If anything, I claimed the Inquisition needed them (though I didn't actually do that either- if anything, you did, by stating that Inquisition shouldn't be an army).

And I think it's a bit odd to suggest a) that Inquisition are well suited to the smallest and largest scales of play without having a place in the middle, and b) that Inquisitors aren't suitable to multi-game, story based play where they requisition additional allied forces and specialized equipment as their investigations unfold to reveal the depths of the corruption which their enemies sow.
   
Made in us
Owns Whole Set of Skullz Techpriests






Right behind you.

However:

When Hereticus lead SoB, the SoB get Quarry vs. Psykers
When Xenos leads DW, the DW get Quarry vs. Aliens
When Malleus Leads Grey Knights, the GK get Quarry vs Daemons



Didn't say "well-suited". I used your terminology of "PERFECT place". The place where they are the most "well-suited" is likely Kill-Team or Necromunda. Places where the "story based play" is moderated within a contained framework, not Crusade which is effectively one person utilizing a story for their own army.
   
Made in fr
Fresh-Faced New User





Nids here:

I would like a complete redesign of most monsters.

=> Trygons have S6, is that a joke ? give them S8, or just a flat 3 or 4 dmg weapon rather than this awkward overpriced S6 d6 that makes them bad at both AT and Anti-elite

=> Make Carnifexes cheaper and more customizable, i miss the era where we could give fexes all sorts of stat and biomorphs upgrades. AT are so common and deadly now that i'd like to see their base statline nerfed a little but they'd cost 60/70pts with base weapons.

=> Remove the double tap on exocrine and tyrannofex but give them better weapons. Like Heavy 10 for the exocrine and Heavy 4 D3+3 dmg on the tyrano, as well as more ways to buff their BS

=> Give more attacks to the Tyrant, i believe he deserves his 6 attacks, and please, the Monstrous Boneswords are a joke right now, make them more useful, like making them ignore invul or additional exploding rolls to deal MW.

=> The haruspex deserves better, it is so awkward right now. Give it more wounds and make it less random.

=> Can't the Harpy and Crone get a -1 to hit, please ?

=> Who gave the mawlock 7 attacks AP0 D1 ?

Special mention the the genestealers who really deserve a better weapon. Right now they're not a real threat to marines and that is unnacceptable.
   
Made in au
Bush? No, Eldar Ranger





I'd start by getting a codex to begin with Haha but seriously, I'd love to get some Ynnari specific units that reflect the faction. For Craftworlds, I'd make the aspect warriors actually good (excluding dire avengers and shining spears.. I know they're good already) and for the Drukhari... rules-wise I'd love to see the bloodbrides make a return and get more in-depth kabals/wych cults. Lore-wise, I know they're a bit extreme, but maybe actually deep dive into the more gritty and realistic details. Take a step back from making it more child-friendly.. but I know some people don't agree with this.

40K - Ynnari

AoS - Daughters of Khaine/Sylvaneth/Lumineth

 
   
Made in us
Dakka Veteran




For adeptus custodes i'd make the following changes:

Sentinel Blade:
S: User; AP: -3; D: D3
Abilities: every time the user fights with this weapon, he can make D3 additional attacks in this fight phase.

Guardian Spear (two profiles!): every time the bearer fights, choose which weapon profile you are going to use for this fight phase.
Profile1:
S: User; AP: -2; D: D3
Abilities: when choosing this profile treat every attack from the users profile as 2 attacks instead.

Profile2:
S: +2; AP: -3; D: 2

Castellan Axe:
S: +3; AP: -2; D: 2
Abilities: In a turn in which the bearer has successfully charged, change the weapon profile to the following for the fight phase: S: x2; AP: -2; D: D3+1

To make Wardens an interesting pick again I'd either give them a 5+++ and/or a rule that they can make a unit fight last in the fight phase within 3".
   
 
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