kombatwombat wrote: Marmatag wrote:In reality you wouldn't pay for force weapons on 1 attack models.
The fact that the cost is baked into the
GK is actually hurting them.
In honesty, people would equip them with free chainswords if they had the option, and thus lowering their cost from 21 (with storm bolter) down to like 15.
So touting the force weapon as a plus is really not fair.
Now, if
PAGK had a base of 2 attacks you *might* have the argument that it's worth it
GK struggle to get into melee and when they get there, they don't have the attack volume to do any meaningful damage.
There are a lot of problems here with this army. Some of it stems from the fact that assault marines are flat bad. Would assault marines see play if they had a base 3 attacks? I mean honestly, would they? Maybe. Only maybe.
That’s exactly my point though! You can give
GK a 10pt weapon for 6pts and it’s still not good. The whole point is that none of these are
GK-specific problems, they’re problems with the basic Marine profile which they share. Lack of durability, lack of mobility and low attack volume are all core Marine problems. Fix those, and suddenly a Force Axe on a
PA GK doesn’t sound like such a bad idea, particularly when paired with a Stormbolter and Deny/psychic abilities.
I’ll say it again, the best solution in my view is to just make all Marines have the +1 Wound/Attack that Primaris have, and remove the Primaris keyword altogether so everybody can hop in any transport. 23pts for a 2-Wound 3+ model with 2 attacks with a Force Weapon, a Stormbolter, the ability to Deny with +1 and the equivalent of a 2+ to do a Mortal Wound per unit each turn sounds alright. Address their mobility - say by reducing the cost of Transports or something - and you’re well on your way to making
GK strong even before you get to addressing their Psychic problems.
With or without that change, I’m also onboard for the idea of going back to the 4th Ed version of Nemesis weapon where basic guys get just a Strength bonus, Justicars/Terminators get the
AP as well, and Characters(/Paladins?) get the full blown Force Weapon. It’d let you drop the price of most models in the army dramatically, which is something they sorely need. You’d also have almost-useable Terminators - say 35 points for a Storm Bolter and Power Weapon Terminator and a Psychic Power sounds solid on paper at least.
I think giving all marines the primaris treatment could work, though im not sure i'd be too happy about it. I still think i'd prefer them get some kind of armor save buff (ignore 1 point of
AP is my favorite so far) and stay at 1 wound, but gain 1 attack base, or 1 attack on the charge (army / all marine codexes wide), and drop to about 12 points. I'd also give all terminators and paladins
WS/BS2+.
Either way, my vision for the nemesis force weapons would be would be something like:
Nemesis Force Sword: S: User
AP-3 D: 1 - 4 points
Nemesis Force Halberd: S: +1
AP-2 D: 1 - 5 points
Nemesis Falcions: S: User
AP-1 D:1 - 2 attacks if you have two of them - 3/7points
Nemesis Deamon Hammer: S: x2
AP-3 D:3 - subtract 1 to hit - 16 points
Basically Nerf them down to what normal
SM have. Then, all
GK units have a power:
Activate force weapons: Self cast only, Nemesis Force Swords, Falcions, and Halberds are now 1d3 damage, Daemon Hammers are 3+1d3 damage - successful invul saves against these weapons must be re-rolled.
Ideally i would also want them to lose smite and normal powers but have them gain a few other self cast only powers so they would have a lot of options but have to choose what they wanted to be good at each turn, like:
Hammerhand: +1 to wound in the fight phase for 1 turn
Astral Aim: Ignore cover,
LoS, and ignore all to hit modifiers (except for moving) during the next turn's shooting phase
Strikes only: No unit can deepstrike within 12" of this unit
Purifiers only: Cast range of 6" roll 1d6 for every model in the target unit, 1 mortal wound for each 6 rolled.
Purgations only: Can move and shoot with no penalty
Paladins only: increase invul save that turn by 1
All vehicles only (the only power they know): Act as though they are one tier higher on the damage charts
Then change the current powers libs and characters can get:
1. Purge soul - 1d3 mortal wounds+the difference in
Ld
2. Gate - have it move both the casting character and the target unit (so you can move the charge re-roll
HQ + a big unit together)
3. The shrouding: units within 6 add one to their armor saves
4. Sanctuary: the unit also ignores mortal wounds on a 5+
5. Vortex: change it to 6" from the target unit
6. Some fancy name: target enemy has -1 to invul saves taken that turn.
While im at it:
Psycannon - choose between heavy 4 and rapid fire 2 - if the target has an invul save, change to 2 damage
Incinerator: Change to D2 - reroll invul saves against this weapon
Psilencer: - reroll invul saves against this weapon
NDK teleporter gives shunt
Change Shunt to a one time 30" move
Count NDKs and Grand Masters in NDKs as the same for the purposes of the rule of 3 (i'd do this for all similar units in most codexes
tbh).
Drop the cost of the rhino by about 30 points.
Probably far from perfect, and points might have to move around, but I feel like this would make
GK be in a much better place, and be a lot more more fun to play. I also don't feel like these changes are that major from a confusion perspective.
The way i see it,
GK would be good at fighting things with invul saves (which are sooooo good right now it's kind of silly) and they would be able to get in your face quickly with shunts and gate (8 units max on turn one with 1
HQ and another unit from gate, 3 interceptor units, and 3 NDKs. 30" lets you move somewhat freely, but seems better than the previous deepstrike madness, but definitely feels like
GK to me.
Okay tear me apart
lol.