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![[Post New]](/s/i/i.gif) 2014/07/07 07:45:17
Subject: Codex: Thousand Sons
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Frightening Flamer of Tzeentch
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This message was edited 2 times. Last update was at 2014/07/09 14:30:13
"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench |
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![[Post New]](/s/i/i.gif) 2014/07/08 07:07:27
Subject: Codex: Thousand Sons
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Foxy Wildborne
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Well, this is interesting. Kudos to you for making a fully fledged Codex with a wide choice of units.
Oddly enough I had the exact same Sacrifice mechanic in my own attempt at a Thousand Sons codex back in 2006, which I don't think I ever published online. Convergent evolution?
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The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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![[Post New]](/s/i/i.gif) 2014/07/08 08:11:14
Subject: Codex: Thousand Sons
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Frightening Flamer of Tzeentch
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lord_blackfang wrote:Oddly enough I had the exact same Sacrifice mechanic in my own attempt at a Thousand Sons codex back in 2006, which I don't think I ever published online. Convergent evolution?
With pre-6E eldar RoW and Tyranid SitW it felt only natural to create a "positive" 3d6-psy test mechanic.
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This message was edited 1 time. Last update was at 2014/07/08 08:59:12
"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench |
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![[Post New]](/s/i/i.gif) 2014/07/08 10:24:51
Subject: Codex: Thousand Sons
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Foxy Wildborne
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Not just that, but the increased effect of psy powers and stealing souls to do it, too!
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The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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![[Post New]](/s/i/i.gif) 2014/07/08 11:20:23
Subject: Codex: Thousand Sons
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Regular Dakkanaut
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I love a lot of it especially the fast attack choices and addition of heresy era tech and words of power. I do have a few criticisms though.
Your codex suffers from rules bloat. Having 1 or 2 new psychic power trees is fine. Having 6 is just too much to keep track of both for you and your opponent. I know you want to try and keep pavoni and pyrae etc but these can be represented by the powers already in the rulebook.
Being able to choose your powers from the wargear is too powerful. Reroll if you must but flat out choosing is just asking for over powered combos.
There's a few others but I'll write those out when I get off my phone and near a computer
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![[Post New]](/s/i/i.gif) 2014/07/08 11:27:25
Subject: Codex: Thousand Sons
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Frightening Flamer of Tzeentch
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The point with overpowered combos (and this codex is actually revolving around them) is that you get them on overpriced units. I playtested it against old orks, new tau, Vanila, DE, and GK, and it played OK. Orks and GK actually tend to steamroll this codex, despite all that pretty neat combos they can pull (or cant, in the case of all-psyker aegis-shielded GKs with ML3 libby, hooding all the army).
I decided to make all new disiplines mostly because I don't like vanila ones have like jne OP power, 2-3 useful ones and 2-3 useless ones, so a single roll on the start of the game may make your psyker usless, especially if the primaris is kind of meh, like the telekinesis one. So i tried to make a disciplines without haemorrages, terrifyes, solar flares and and other useless powers - after all it's all about magic, and SCM cellydex showed us what happens with Tzeentch sorcerers with gakky magic.
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This message was edited 1 time. Last update was at 2014/07/08 11:39:49
"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench |
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![[Post New]](/s/i/i.gif) 2014/07/09 11:09:49
Subject: Re:Codex: Thousand Sons
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Regular Dakkanaut
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My only suggestions would be stream lining the pricing on models and wargear, everything should be in increments of five. It's better to be slightly over costed than slightly under costed.
I would bump the Sorcerer Lord one wound and increase his cost by 25 points.
Decrease the wounds on the Technhomancer by one and drop his points cost by 10.
I would lower the wounds on the Rubric Swordmaster by two and drop the price 10 points.
Change Rubric Marines max squad size to 20, either lower their cost 2 points or raise their cost 3 points, increase the cost of Crystal Weapons to 5 points.
Adjust the Price of Rubric Terminators up 3 points or down 2 points, the Terminator Sorcerer upgrade seems over priced.
I would add an actual Thousand Sons biker squad.
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This message was edited 1 time. Last update was at 2014/07/09 11:19:40
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![[Post New]](/s/i/i.gif) 2014/07/09 12:17:52
Subject: Codex: Thousand Sons
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Frightening Flamer of Tzeentch
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ooooooh damn, I just realized I hadn't proof-read HQ section, and left 3W everywhere. Everything but named characters, SL and DP ias supposed to be W2 , and they are on their entry pages
20-strong TS units are kind of redundant. You'd hardly even consider taking 10+ units. Rubric marins are not here to kill things (not like they can't), but to protect the sorcs, and occasionally kill things while being heavily buffed by those sorcs.
Sorc terminators actually cost actually is as much as <aspiring sorc>-<regular rubric>, and additionally provide deep strike mishap protection. Generally, terminator squad is designed to be a SorcLord bodyguard squad, where he can safely hide, whic is why the come default without their own sorc.
Rubric bikers is a terrible idea fluff-wise, since slow-to-react rubric golems would be terrible at driving them, and besides discriders does the same things, ony with slightly more choppy (+1A) and less shooty (no TL bolters) flavor, and as a nice bonus can fly above terrain and turbo-busst twice the distance, while being fluff-friendly (it's the Sorcerer, who "drive" all the discs) Automatically Appended Next Post: Uploaded new version with fixed HQ wounds
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This message was edited 4 times. Last update was at 2014/07/09 14:28:59
"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench |
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![[Post New]](/s/i/i.gif) 2014/07/10 00:54:34
Subject: Codex: Thousand Sons
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Regular Dakkanaut
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Mezmerro wrote:ooooooh damn, I just realized I hadn't proof-read HQ section, and left 3W everywhere. Everything but named characters, SL and DP ias supposed to be W2 , and they are on their entry pages
20-strong TS units are kind of redundant. You'd hardly even consider taking 10+ units. Rubric marins are not here to kill things (not like they can't), but to protect the sorcs, and occasionally kill things while being heavily buffed by those sorcs.
Sorc terminators actually cost actually is as much as <aspiring sorc>-<regular rubric>, and additionally provide deep strike mishap protection. Generally, terminator squad is designed to be a SorcLord bodyguard squad, where he can safely hide, whic is why the come default without their own sorc.
Rubric bikers is a terrible idea fluff-wise, since slow-to-react rubric golems would be terrible at driving them, and besides discriders does the same things, ony with slightly more choppy (+1A) and less shooty (no TL bolters) flavor, and as a nice bonus can fly above terrain and turbo-busst twice the distance, while being fluff-friendly (it's the Sorcerer, who "drive" all the discs)
Automatically Appended Next Post:
Uploaded new version with fixed HQ wounds
twenty strong TS isn't redundant, its Legion squad sizes.
The Terminator squad should have a cheaper sorc.
Rubric bikers would be no different than Rubric marines with jump packs.
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![[Post New]](/s/i/i.gif) 2014/07/10 11:13:30
Subject: Codex: Thousand Sons
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Frightening Flamer of Tzeentch
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You need to work about your argumentation.
Termi sorcs are so expensive for a reason - they are psykers, with a great set of powers, generate three powers and prevent their squad from going derp - that's a lot of value.
Twenty strong golem squads make no sense. TS are not legion sized, and they weren't even on their prime, being the second smallest legion pre-heresy. They never fielded big squads, since it was totally against their combat doctrine - in fact novels state even ten-marine sized squads were rare in pre-heresy TS, who mostly fielded 5-9 marine units. Even crunch wise fielding SaP units that cannot fit inside a transport is a very stupid idea, unless it can teleport where it they need.
The point with sky rubricators is that they aren't just Jump rubric marines. They have their own tricks, like turning JetPack for JSJ shenanigans. They are the tricky choice to discriders beefy. Adding another units of fast rubric marines does not fill any niche that has not being filled already
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This message was edited 1 time. Last update was at 2014/07/10 11:30:25
"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench |
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![[Post New]](/s/i/i.gif) 2014/07/10 12:58:39
Subject: Re:Codex: Thousand Sons
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Regular Dakkanaut
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You need to work about your argumentation.
Nice.
Termi sorcs are so expensive for a reason - they are psykers, with a great set of powers, generate three powers and prevent their squad from going derp - that's a lot of value.
They are Psykers with one wound that suffer from the same problems that Terminators do, I think it will be hard to justify the points sink.
Twenty strong golem squads make no sense. TS are not legion sized, and they weren't even on their prime, being the second smallest legion pre-heresy. They never fielded big squads, since it was totally against their combat doctrine - in fact novels state even ten-marine sized squads were rare in pre-heresy TS, who mostly fielded 5-9 marine units. Even crunch wise fielding SaP units that cannot fit inside a transport is a very stupid idea, unless it can teleport where it they need. "
The Thousand Sons where a Legion nevertheless, a Legion that adhered to the same combat doctrines in terms of core tactics that their brother Legions also followed. It's an organizational premise, not a crunch one. Following your logic, even having fifteen man squads is "totally against their combat doctrine" so why have unit sizes that large?
The point with sky rubricators is that they aren't just Jump rubric marines. They have their own tricks, like turning JetPack for JSJ shenanigans. They are the tricky choice to discriders beefy. Adding another units of fast rubric marines does not fill any niche that has not being filled already
It doesn't have anything to do with niche filling, it is about giving the player a multitude of viable options, especially given that your Fast Attack slot has the least number of choices.
Also, the entry for the Hidden Ones on page 42 has a typo; "May take up to 5 additional Discraiders ................ 30 pts./model" instead of "May take up to 5 additional Hidden Ones ................ 30 pts./model"
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This message was edited 3 times. Last update was at 2014/07/10 13:00:19
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