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Made in gb
Master Engineer with a Brace of Pistols






Although I've not yet played 8th the guard (or anything for that matter) I think I've seen enough to know where they need improvement. I hope that isn't too arrogant.

First of all, the psychic powers and Wyrdvane Pyskers. The former are OK, but the latter are still poor. So here's my suggestion:

Psychic Barrier: Change it to "all friendly Astra Militarum units within 6" of the caster gain +1 to their save". Now, Wyrdvane Pyskers have a way to protect themselves while still being useful to the army as a whole. I think the Warp Charge might need upped in this case though.

Wyrdvane Pyskers: First, change their WS to 4+, and give them a 5+ save. Let them match regular IG infantry at least. Then there's Choir Of Minds. I was trying many things, and I think that the current system (1D6 with +1 for 3+ models and +2 for 6+ models) works OK. I tried 1D6 + total number of models in unit but that's too good. Here's my only suggestion to boost it; if the roll for casting Smite is 7+, it inflicts D6 mortal wounds instead. So now, your Wyrdvanes can function as portable cover or a sort of artillery weapon. Hopefully these changes make them useful without being OP. But I am prepared to bump up their price. What do you think?

I'm also looking at Leman Russes, but only once the Psykers are fixed.
   
Made in us
Longtime Dakkanaut




Any weapon that has a random number of shots that are not either grenades or hit automatically become d3+3 instead of d6.

This counts for multiples as well, so a 2d6 shot weapon would instead be 2d3+6.

Solves a lot of the problems I've seen with the old blast weapons not hitting enough without pushing their upper damage limit to a point of I'm balance.

   
Made in gb
Master Engineer with a Brace of Pistols






That could work. My suggestion was to do it AoS style but in reverse, due to 40ks damage allocation rules. For example, a battle cannon would now be:

Range: 72" Attacks: 2D6 Strength: 8 AP: -2 D: 1

A similar weapon in AoS would have one attack but do 2D6 damage. The way I figure it, after you figure in the random attacks, the average ballistic skill, and the saves that a lot of people will still get, those 2D6 attacks will be well diluted. For talks sake, let's say you roll 9 attacks. After rolling to hit, you'd probably have 5 hits. Those become 4 wounds, and after saves the unit suffers 3 wounds. That could be 3 dead hormagunts, or a small chunk of wounds off a big target. To me that's fair, since I'm not keen on making any one weapon outside of a super heavy being a unit deleter by itself.

Same for a demolisher cannon:

Range: 24" Attacks: 2D6 Strength: 10 AP: -3 D: 1

And here's my suggestion for a Vanquisher Cannon:

Range: 72" Attacks: 1 Strength: 10 AP: -3 D: D6 (roll 2 dice and pick highest)

I feel like it should be wounding most targets on a 2+ or 3+, and sticking damage on them reliably. If it can't do that, there's no point to it.

   
 
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