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Made in gb
Spawn of Chaos




UK

I was thinking about this the other day after reading an article on BoLS, and I thought I'd post the question here to see what additions others would be interested in.

It can be anything. It could be rules, a unit or a character, an entire faction or perhaps a concept for codex incorporating smaller factions together...

Ideally I'd like to keep this limited to suggestions which are plausible additions but I'm very interested in hearing what others have to say.


For me at this point in time, I think I'd like to see supplements released once all of the codices are released. Supplements which provide a greater identity to chapters and sub-factions, especially given supplements are nothing new when it comes to GW. I'd also like to see faction specific formations released within said supplements... something which helps provide greater identity, although one potential hick up here is that GW have already released some 'smaller' faction codices.

Anyway, let's have at it.

Apostles of Contagion (40K) - 1750 Points
Iron Warriors (30K/40K) - In progress
Farsight Enclaves (40K) - Planned

352. Infanteriedivision (FoW) - 3000 points 
   
Made in us
Beautiful and Deadly Keeper of Secrets





Grot Codex, Kroot Codex, Tau Auxillary codex (for the odder things like the boneless psychic lizard people and Demi-urgs), Emperor's Children.
   
Made in se
Ferocious Black Templar Castellan






Sweden

Codex: Black Templars. Either that or just squat us at this point so I can finally stop suffering.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in us
Longtime Dakkanaut




First off, I disagree with adding more subfaction codexes. They need to be trimmed down already.

Inquisition codex: with storm troopers, grey knights, deathwatch and SoB all in the same book. Assassins too.

More Kroot units, so that they can work as a standalone army.

IG storm trooper variants (e.g. Kasrkin) and rough rider variants (e.g. Hussars).
   
Made in de
Oozing Plague Marine Terminator





I'd like to see some of the fantasy Orks being ported over to 40K as Snakebites so I can easily proxy with my Lotr-Orks .

More complex cover/ terrain rules. Don't have to be the same as 7th that basically made many Ap-weapons useless and tanks got stuck on a stone. Just a bit of cover for things that aren't completely in terrain but still obscured 50%.

Disgustingly resilient for possessed, Lords and sorcerers in the DG-codex.
   
Made in us
Powerful Phoenix Lord





-Introduce a line of historical battle books, which include 5-6 scenarios each with established armies to re-fight historical battles. Aimed at fluffy/narrative engagements with scenario/objectives well beyond the boring Maelstrom stuff.

-Stop introducing new factions, and concentrate on the old established factions. I'd rather see a game with 10 factions which are fully supported and updated often, than 26 "kinda" factions with new special models.

-A secondary "Open War" deck which features cards with random world traits (atmosphere, space, etc.) and a set of stratagem cards you could use to make your own Narrative scenarios.

-Combine expensive character clam packs into boxed sets (command squads, seer councils, etc.).

-Make a genuine effort to bring old established races up to modern plastic kits as needed.

-Reduce codices (combine tiny factions which shouldn't be there own codices into larger books).
   
Made in us
Gore-Soaked Lunatic Witchhunter







 Elbows wrote:
-Introduce a line of historical battle books, which include 5-6 scenarios each with established armies to re-fight historical battles. Aimed at fluffy/narrative engagements with scenario/objectives well beyond the boring Maelstrom stuff...


(Read: Bring back Imperial Armour and support it properly.)

Balanced Game: Noun. A game in which all options and choices are worth using.
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Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in gb
Longtime Dakkanaut




Terrain rules would be nice, expecting it in Chapter Approved over a few years, but personally some actual terrain rules to replace (totally) the ones in the main rules.

Expand on the two types of cover,

1. stuff that makes you hard to hit, smoke, fog, hedgerows etc which should be a negative to hit modifier

2. stuff that makes you hard to hurt, concrete walls, armoured bulkheads etc, which should be a save bonus

there is then a subtype that does both (e.g. a trench line may make you hard to hit and hard to hurt)

include the various GW terrain sections, but also use the various photo boards they use as examples for other types of terrain combinations and how they should work.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Withdrawal from cc should be penalized.

Cover for tanks should be given if 50 percent concealed.

Facing of tanks for targeting purposes should be a must have.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Battlefortress Driver with Krusha Wheel






The ability to use what ever troop I want and still have a good army that can at least compete vs other armies.
   
Made in gb
Bounding Assault Marine




United Kingdom

* Better rules for cover. Include units behind cover gaining a benefit for example.

* More battle zones to make missions more interesting. Bring back the Death World style randomness for example.

* Add some more detachments for variety.

* A primarch equivalent character for each army (the shadow king for Necrons, a giant battlesuit character for Tau... etc), so that everyone gets a big gribbly character.

Otherwise I wouldn't change a thing.

40k: Space Marines (Rift Wardens) - 8050pts.
T9A: Vampire Covenants 2060pts. 
   
Made in us
War Walker Pilot with Withering Fire




I miss vehicle facings/armor values. Vehicles were horribly flawed in 7th, but it was a good idea with poor execution.


Automatically Appended Next Post:
 lolman1c wrote:
The ability to use what ever troop I want and still have a good army that can at least compete vs other armies.


This sounds boring. If every army is equal, games becomes more and more random. Might as well go play Hearthstone.

This message was edited 1 time. Last update was at 2018/01/28 18:41:44


 
   
Made in us
Savage Khorne Berserker Biker





Angron/Khorne Daemonkin release with juggernaut-riding CSM, Dark Mechanicus codex, and a well planned/well-executed Imperial Armour: renegades and heretics that isn’t utter dog poop approached with the philosophy that traitor armies should be inherently worse than their loyalist counterparts.

Also, free rules updates, but I won’t hold my breath for that one. The aforementioned armies might actually happen.
   
Made in nl
Longtime Dakkanaut




All the rules for all factions and units in a single book. I would be okay with buying such a book every year to get the updates.
   
Made in au
Repentia Mistress





The rules to be available for free like AoS. The notion that GW expects me to pay $40 for a single page in cgapter approved is utterly ridiculous. Same goes for all unit entries. I liked being able to just have AoS entries all available to be on an app. Why GW didnt do this with 40k is beyond me.
   
Made in us
Slaanesh Havoc with Blastmaster



Tacoma, WA

• Advance happens in the shooting phase like Fleet of Foot/Run did. Assault weapons can still advance by roll 2d6 drop highest, then shoot with -1 to hit.
• A unit can only overwatch once in the charge phase. A unit can elect not to fire in their shooting phase for to shoot as normal in overwatch.
• Failed charges still get to move that distance.
• Make charge distance related to unit’s move. It makes sense a dark eldar jetbike can charge further than a terminator.
• Different fallback mechanic where there is a risk of failure.
• Vehicles/Monsters can shoot while in combat at a penalty.
• Changes to how detachments work to avoid min size units filling up requisite slots to maximize CP. Or give codices different detachments. It makes sense for Imperial Guard to form into a battalion, less so for Tyranids.
• Remove mechanics that allows a player to regain CP.
• Change reroll auras to +1 die rolls instead. There is way too much dice rerolling in this edition.
• Chance cover to -1 shooting hit rather than +1 armor save.
• Change the morale phase to something else. Too many armies trivialize this mechanic already. It currently just punishes large unit sizes or elite multi-wound units.
• Bring back weapon arcs for vehicles. Will help curve down some of the alpha strike lists.
• Make mortal wounds rarer. They are far too common already.
   
Made in us
Longtime Dakkanaut







USRs in a responsible manner.

Weapon-scoped keywords.

A better-structured detachment keywords.

Alternating activation.

KOW-style magic...
   
Made in us
Heroic Senior Officer





Western Kentucky

Better cover rules. Ideally something that accounts for intervening terrain. Doesn't need to be fancy, just something to make it where if someone spots your left fender around a corner it's not the same as being in the open.

An actual penalty for falling back from combat. Not much, but at least an attack of opportunity. As it is, units with fly, or IG, have almost no reason not to fall back at every opportunity. I mean, I'd still fall back anyways, but it at least makes me think about it.

Consolidating codexes, like how the admech one combined cult mechanicus and skitarii. Ideally sister/Inquisition/assassins, and stuff like that.

Instead of adding new armies, focus on updating what we have. Sisters obviously need a massive update, but so do old kits like IG infantry, the space marine scouts, and all the resin things like tank Buster's and metal ratlings. In addition, bring back old options and units like IG vet gear, officer options, tank equipment, and other faction equivalents.

This message was edited 1 time. Last update was at 2018/01/28 19:46:35


'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Regular Dakkanaut




An expanded set of optional advanced rules that are official from GeeDubs. More advanced cover save mechanics, more advanced terrain mechanics, reverse overwatch for melee if units leave melee (or possibly a dice roll to leave and failure means you stay put and lose your chance to fight that turn). Otherwise, I think it's in a fairly good place overall. I enjoy the simplistic approach where it's not so overly convoluted in unnecessary rules that are there just to bog the system down.

Also updated online codexes that update along with FAQs, errata, etc. as they are released.

This message was edited 1 time. Last update was at 2018/01/28 19:52:40


 
   
Made in nl
Longtime Dakkanaut




 Giantwalkingchair wrote:
The rules to be available for free like AoS. The notion that GW expects me to pay $40 for a single page in cgapter approved is utterly ridiculous. Same goes for all unit entries. I liked being able to just have AoS entries all available to be on an app. Why GW didnt do this with 40k is beyond me.


It is beyond you why GW charges you 40$?? I wonder what their motives might be...


Automatically Appended Next Post:
ntin wrote:
Assault weapons can still advance by roll 2d6 drop highest, then shoot with -1 to hit.


Advance AND shoot with assault weapons, but at -1 to hit ????? The horror !!!! How utterly game-breaking that would be.

This message was edited 1 time. Last update was at 2018/01/28 19:59:14


 
   
Made in us
Regular Dakkanaut




*EDIT* Ignore, I can't read apparently.

This message was edited 2 times. Last update was at 2018/01/28 20:07:52


 
   
Made in fr
Fresh-Faced New User




France

Plastic SoB!
   
Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

-Remove all rules providing any rerolls
-remove mortal wounds, make those attacks have strenght and ap.
-Allow 6's to allways be hits, regardless of modifiers
-cover bonus can be gained purely by LOS.


Automatically Appended Next Post:
Oh and bake some codexes together, reduce subfactions rules.
Like knights and ad mech, IG and militarum tempestus, gsc and tyranids, all marines. There are just too many codexes.

This message was edited 1 time. Last update was at 2018/01/28 21:15:51


Brutal, but kunning!  
   
Made in us
Regular Dakkanaut




Not a fan of removing ALL rerolls and ALL mortal wounds. Both have their place. They are just too prevalent in their current implementation.
   
Made in us
Longtime Dakkanaut






I’d remove grey Knights, sisters, inquisition, deathwatch, assassins and adeptus ministorum, and of replace them with Codex inquisition, and hot glue these armies that flop on their own into one, while also giving them access to storm troops.

   
Made in gb
Regular Dakkanaut




Aeldari...



... on dinosaurs.
   
Made in us
Slaanesh Havoc with Blastmaster



Tacoma, WA

pismakron wrote:

Automatically Appended Next Post:
ntin wrote:
Assault weapons can still advance by roll 2d6 drop highest, then shoot with -1 to hit.


Advance AND shoot with assault weapons, but at -1 to hit ????? The horror !!!! How utterly game-breaking that would be.


That is what assault weapons do now?

40k Battle Primer wrote:Assault
Assault weapons fire so rapidly or
indiscriminately that they can be shot
from the hip as warriors dash forwards
into combat.
A model with an Assault weapon can fire
it even if it Advanced earlier that turn. If
it does so, you must subtract 1 from any
hit rolls made when firing that weapon
this turn.


   
Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

Hoodwink wrote:
Not a fan of removing ALL rerolls and ALL mortal wounds. Both have their place. They are just too prevalent in their current implementation.


I don't see the purpose or "place" of rerolls. Could they not just be replaced by +/- modifiers instead? I think that would make 40k a more fast paced and less frustrating game.

This message was edited 1 time. Last update was at 2018/01/28 22:15:39


Brutal, but kunning!  
   
Made in gb
Battlefortress Driver with Krusha Wheel






HuskyWarhammer wrote:
I miss vehicle facings/armor values. Vehicles were horribly flawed in 7th, but it was a good idea with poor execution.


Automatically Appended Next Post:
 lolman1c wrote:
The ability to use what ever troop I want and still have a good army that can at least compete vs other armies.


This sounds boring. If every army is equal, games becomes more and more random. Might as well go play Hearthstone.


this is the problem with the community! They lost the whole orginal purpose of these kind of games... it isn't just to fight each other! It's to create an adventure with randomness involved! Your own worlds and stories! It's like someone playing D&D (which 40k (even to this day) was obviously inspired by). You basically all start out with a simple class but you use your imagination and build on from that! You don't play D&D to be a competitive winner all the time! Love how you directly go to hearthstone and skip D&D which (while being very random) has some of the best fun there is! This is what I want from 8th ed 40k! Epic army wide role playing campaign games but i'm limited to players in my area using unpainted broken OP lists just to get a slight high from winning a game every Thursday!

One day I hope to play one of these 40k role playing games that so many people talk about so fondly... a combination of D&D and 40k to create a beautiful afternoon.
   
Made in us
Fixture of Dakka






More terrain rules, ones that you dont have to beside 100%

Vect model and rules.

   
 
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