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Made in us
Unbalanced Fanatic






General Discussion has a thread on units that have lost their purpose in 40k. These are mostly units overshadowed by others from their army. I made this thread to compile fixes for these units.


Automatically Appended Next Post:
Starting with conscripts: While bringing guardsmen up to 5ppm would give them purpose again and is worth considering, dropping them down to 3ppm again while preventing them from receiving regimental doctrines should give them purpose again. Maybe even a 5" move just to be safe.

This message was edited 1 time. Last update was at 2019/09/30 05:02:49


 
   
Made in us
Deathwing Terminator with Assault Cannon






Cheap throwaway units aren't beneficial to the overall balance of the game.

Plus, conscripts technically don't have an actual model range (only proper way of depicting them being painting a white band on their helmet), so as per no-model-no-rules policy, their exclusion via unplayability seems consistent.
   
Made in ch
The Dread Evil Lord Varlak





 skchsan wrote:
Cheap throwaway units aren't beneficial to the overall balance of the game.

Plus, conscripts technically don't have an actual model range (only proper way of depicting them being painting a white band on their helmet), so as per no-model-no-rules policy, their exclusion via unplayability seems consistent.

You believe that.
That is not a fact.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Necron monoliths.

Drop points to 340 from 380.
Give it Quantum Shielding.
Give it a 5++ FNP.

Make the particle whip d6 damage from d3.

Change the wording of the portal so it can actually be used.

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in us
Regular Dakkanaut




New Mexico, USA

How to fix Ork units that nobody takes:

- Fixing transport vehicles: allow Orks to make charge moves after disembarking from open-topped Trukks and Battlewagons/Bonebreakas that moved

- Fixing Burna Boyz: Burna's shooting profile becomes Assault D6 just like a regular flamer and when there are multiple burnas in the unit, the number of hits is calculated individually rather than all together

- Fixing Meganobs and the Big Mek in Mega Armor: they become Toughness 5

- Fixing Warbikers and Nobz on Warbikes: they gain the Billowing Fumes rule, can use their Dakkaguns instead of other melee weapons in the fight phase on the turn when they charged, and can disengage from close combat with no penalties

- Fixing Deffkoptas and all the new buggies: they go down 10 PPM

- Fixing the Rukkatrukk Squigbuggy in particular: it additionally grants a 6+ FNP save to all Ork infantry within 9" which stacks with the save granted by Painboyz and the Snakebites clan trait

- Fixing Killa Kans: they auto-pass all leadership checks and have Toughness 6

- Fixing the Battlewagon and variants: all get BS 4+ (grot gunners!) and Sv 3+, and the Killkannon becomes Heavy 2D6 24" S7 AP -1 D1

- Fixing the Gunwagon specifically: additionally replace the Killkannon option with an option for a Boomgun, which is Heavy 2D6 36" S8 AP -3 D2

- Fixing the Bubblechukka: change to Heavy 2D6 36" SD3+2 AP -D3 D2

- Fixing Flash Gits: they go down 5 PPM

This message was edited 1 time. Last update was at 2019/09/30 14:11:07


 
   
Made in us
Morally-Flexible Malleus Hearing Whispers




Make Ratlings Heavy 1, S1, D2.
   
Made in us
Purposeful Hammerhead Pilot




United States

Make Kroot into a viable melee unit, probably just an extra attack per model

Make kroot shapers a unit that actually buffs Kroot better than an Ethereal does

Make commanders actually command rather than just be "better crisis suits". Possibly by limiting their weapon choices and giving their wargear aura abilities. (this would serve the dual purpose of ending quad fusion commander spam as well as giving crisis suits back their roles)

   
Made in us
Morally-Flexible Malleus Hearing Whispers




I would honestly like to Sisters of Silence be an detachment choice for Custodians, like Scions for Guard.
   
Made in us
Fixture of Dakka





Swooping Hawks:
-Add Plasma Grenades
-Add Haywire Grenades
-LasBlasters become RF2

Forces them to get close to really do their schtick. And returns their toolbox kit.

(Will never happen, though.)
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

Lictors
Increase their number of attacks from 3 to 5.
Increase their grasping talons AP from -1 to -2.
That should allow them to threaten at least some characters.

Allow them to deepstrike in a similar manner to a Callidus assassin (D6 + 3" from the enemy).
They used to be able to deploy out of terrain right on top of an enemy unit. This sort of approximates that, without going into flaky special deployment in terrain rules.

Fix the Pheromone Trail stratagem so it actually does something. Right now it lets you reposition a unit arriving from reinforcements so that it's next to the lictor (although still 9" from enemies). In a codex where almost every method of arriving from reinforcement lets you deepstrike anywhere 9" from enemies. It's useless, barring a very situational case from one hive fleet.
One option is to remove the '9" from enemies" part of it, but also prevent it from working in the same turn the lictor deepstrikes in. If it manages to survive a turn, you get a powerful deepstrike beacon. Still kinda situational though.
Or perhaps just let it give tyranids near the lictor +1 or 2 to their charge rolls. That's simple enough, and more broadly useful.

Make them cost a few more points, as they're no longer just glorified objective holders. Perhaps 34 -> 50 or 60.
They would still be flimsy, with T4 and a 5+ save. But that's how they've always been. At least this would let them reliably get the drop on an enemy and also do a bit of damage.
   
Made in us
Gore-Soaked Lunatic Witchhunter







I'd almost prefer just accepting that the Falcon is an irrelevance next to the Wave Serpent and squatting it to trying to fix it at this point. Maybe if you'd done something four editions ago when the problem started to emerge it'd be possible but it's too far behind at this point.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Unbalanced Fanatic






 FezzikDaBullgryn wrote:
I would honestly like to Sisters of Silence be an detachment choice for Custodians, like Scions for Guard.

Do I have an index for you (some rules are better vetted than others):
Spoiler:

2/3CP - Call the Black Ships The Black Ships come in darkness, arriving out of the interstellar deeps to send out their hunters and then leave with their psychic quarry. Often never a word spoken, even to those talons of the emperor they are so close to.
You can only use this stratagem if your warlord has the imperium keyword. Use this stratagem during deployment. If 2 command points are spent on this stratagem, you may include one Sisters of Silence unit of up to 8 models of your choice in your army, if 3 command points are spent you may include two units of up to 12 models total. You can only use this stratagem once per battle. You must pay reinforcement points for any new units added to your army in a matched play game. If your army contains an ADEPTUS CUSTODES Detachment, reduce the cost of this stratagem by 1.

1CP- Psyker Apprehended The primary task of the null maidens is to hunt down unsanctioned psykers. Those untainted by chaos or alien traits may be salvaged and used to feed the Golden Throne.
Use this stratagem after an enemy PSYKER unit is slain by a SISTERS OF SILENCE unit. You gain d3 CP. If the PSYKER has the IMPERIUM keyword and was killed during the fight phase, a roll of 1 is counted as a 2 for this stratagem.

1CP - Voidsheen Cloaks The cloaks worn by the sisters during the early days of the imperium were made of micro-vitrious mesh able to diffract almost any form of energy. Many of these cloaks have become lost to time but some of the strongest still remain. N.B. This item is from the HH rules.
Use this stratagem once per game when a SISTERS OF SILENCE INFANTRY unit is deployed, subtract one form all wound roles for attacks targeting this unit.

1CP - Blackstone Chassis Since the fall of Cadia, some vehicles used by the sisterhood have had the rare psychic dampening mineral Blackstone built into their frame, making these vehicles just as psychically resistant as the warriors inside them. 
Use this stratagem once per game when a SISTERS OF SILENCE VEHICLE is deployed, it gains the Psychic Abomination ability for the rest of the battle.

2CP - Untouchable Soul possessing beings find to it difficult to be near blanks, even the most determined assailant finds their close proximity unnerving.
Whenever an enemy unit makes it’s pile in or consolidate moves within 3” of a SISTERS OF SILENCE unit with the psychic abomination ability, role a d3. Subtract that number from the movement value of the model's pile in and consolidate distances to a minimum of 1".

1CP - Anathema The soulless are to immetarials what the unending emptiness of a black hole is to mortals. 
During the Fight phase, roll a d6 for each DAEMON model within 3” of a selected SISTERS OF SILENCE unit with the psychic abomination ability, on a 6 that model's unit suffers 1 mortal wound. If that model has a the SWARM keyword, roll two d6 for each remaining wound it has.

1CP - Blank Fear When looking into the eyes of the nulls, one sees naught but a gnawing void. Such a sight discomforts even the most brave-hearted. 
Enemy units suffer -1 LD within 12” of a selected SISTERS OF SILENCE unit with the psychic abomination ability for the remainder of the phase. If they are within 6” subtract 2 instead.

1CP - Condemnor bolt shells Specialized psychically reactive bolt shells can be fired by prosecutors the devastating effect against the psychically sensitive.
Bolters and bolt pistols in a selected PROSECUTOR unit have a damage characteristic of 3 against PSYKERS for the remainder of the phase.

3CP - Relentless pursuit Vigilators will push themselves deep into enemy lines chasing errant witches.
Use this stratagem at the end of the fight phase. A selected unit of VIGILATORS immediately fights again. This unit must make it’s pile in and consolidate moves towards the nearest enemy PSYKER model instead of the nearest enemy model. If there are no enemy PSYKER models on the table this unit may pile in and consolidate moves as normal.

1CP - Hellfire flamers By infusing promethium with flesh melting chemical compounds, witchseekers can purge the mindless pawns between themselves and their prey.
All flamers in a selected WITCHSEEKERS unit wound on a 2+ (except against VEHCILES) for the remainder of the phase.


Some changes to Prosecutors:
* A unit of Prosecutors may replace their bolters with 2 bolt pistols each (from a FW kit). (bolt pistols are 0 pts each)
* Prosecution Protocols- Models in this unit may target enemy Characters that are psykers in the shooting phase, even if they are not the closest enemy unit. If it does so, this unit hits on a hit roll of 4+ regardless of ballistic skill and modifiers.
This gives them a fixed BS like Dark Reapers when the protocol is active, though it's worse than their usual BS. It's mostly a way to weaken the triple damage stratagem so a max size squad can't delete farseers at will while also ignoring negative hit modifier shenanigans.

Point changes:
11 Prosecutor - 0 bolter, 0 bolt pistol
9 Witchseeker - 6 flamer
10 Vigilator - 5 greatsword

General abilities: 
Psychic Abomination- This unit cannot be targeted or affected by psychic powers in any way. Subtract two from any psychic, demonic summoning, and deny the witch tests for enemy units within 18 inches of a unit with this ability (to a maximum of -4). This ability has no effect while this unit is embarked in a transport. NECRONS are unaffected by this ability and any stratagem that requires on it.

The abomination rule for the culuxus should be changed to this, as they are both blanks. This will stack with the culuxus in that case. Unlike the current psychic abomination rule, this affects friendly psykers and demonic summoning. It also has double the effect per unit but restricts stratagem usage against necrons.

Witch hunters- Reroll failed wound rolls against PSYKERS in the fight phase.
The same thing they already have


New Units:
Kharon Acquistor-127pts -115pts base
Auger Array (5pts)- roll hit rolls of 1 against gound units
Stealth vehicle- Pick mode at the start of each battle round, either open or closed. When closed: shooting attacks from more than 12" away have a -1 to hit, cannot use auger array, models cannot embark or disembark, cannot fire Hellion Repeaters.
2x Rotomissile Cannon (2x0 [25 pts hidden]) 36” Heavy 1d6 S6 AP-1 D3 rolls of 1 and 2 count as 3 when rolling for number of attacks
2x Hellion Repeater (2pts) 36” Heavy 2 S5 AP0 dmg2
capture grid (3pts) - melee S:user AP0 dmg1 successful hit rolls score 3 hits instead of 1
transport 12
has fly
mv 18”-6”>12”-6”>8”-6” WS 5+ BS 3+>4+>5+ S7 T6 A 3>d3>1 w10 (10-6 5-3 2-1) LD9 Sv4+

This message was edited 1 time. Last update was at 2019/10/01 04:11:45


 
   
Made in au
Longtime Dakkanaut





 AnomanderRake wrote:
I'd almost prefer just accepting that the Falcon is an irrelevance next to the Wave Serpent and squatting it to trying to fix it at this point. Maybe if you'd done something four editions ago when the problem started to emerge it'd be possible but it's too far behind at this point.


I think it just needs to be redefined.

In EPIC, when you bought units you could decide to put them in transports. You could either put them in one wave serpent, or two falcons.

The falcon is a razorback and should be treated as a different transport option, rather than a heavy slot.

the land raider can be taken as a transport, so falcons should too.

   
Made in us
Fixture of Dakka





Hellebore wrote:
 AnomanderRake wrote:
I'd almost prefer just accepting that the Falcon is an irrelevance next to the Wave Serpent and squatting it to trying to fix it at this point. Maybe if you'd done something four editions ago when the problem started to emerge it'd be possible but it's too far behind at this point.


I think it just needs to be redefined.

In EPIC, when you bought units you could decide to put them in transports. You could either put them in one wave serpent, or two falcons.

The falcon is a razorback and should be treated as a different transport option, rather than a heavy slot.

the land raider can be taken as a transport, so falcons should too.


Agreed. As for what the falcon actually does once it's a transport...

The serpent is clearly meant to be the hardier vehicle with the larger transport capacity. So with that in mind, mobility and offense seem to be the areas it could distinguish itself.

If we want to go the offense route, the following might be enough:
* Make the pulse laser optional/swappable with a different heavy weapon (puts it on par with a serpent toting a Twin weapon)
* Let it treat heavy weapons as assault weapons dark lance style; this also makes it situationally more mobile.

If we want to boost its mobility, some combination of the following might work:
* Let units disembark but not charge after moving primaris style. This would be useful for dragons, reapers that want to deploy in weird spots, for melee units that don't want to deepstrike for their turn 2 charges, etc.
* What if we straight up made it a flyer with a hover mode and a high movement stat? It matches the fluff/art for the thing, it would make it harder to hit than the serpent, and it would let you get more use out of Crystal Targeting Matrices. An army of these things as transports would certainly make craftworlders feel mobile again.
* Maybe just give it free deepstrike without using the Cloudstrike strat? It would let you deliver a chunk of your army to a more advantageous position, but not disembarking the dragons, banshees, etc. inside until turn 3 minimum feels weird. But maybe that slightly staggered arrival lends itself to a unique playstyle? Or you combine it with the first bullet point in this list.




ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in cz
Mysterious Techpriest






Fortress world of Ostrakan

I just copied AngryAngel's post, he summarized it nearly all. I'll propose some fixes for it.

Conscripts, they once had a purpose but weren't actually good for a while, now they are just trash.
- 1 point cheaper. They are meant to be nothing but a crappy cannon fodder.

Commissars were great, became ok, became great and now are meh. Thanks, GW.
- Either reroll morale or shoot a guy to reroll the number of casualties.

Ogryns, always bad, had chances to be good but never made so, maybe never will be and made pointless with Bullgryn.
- No idea, really. I use them often. Not great, but not terrible.

Ratlings, I guess they were ok awhile back, now ? They are pretty bad.
- As long as sniper guns will be utter trash, so will Ratlings. S4 AP-1 reroll wounds?

Taurox, kinda pointless.
- No idea. I don't think it's that bad. Cheap, fast transport. It could be cheaper though.

Chimera too expensive.
- Price reduction, fire ports, mobile command vehicle variant (carry 6 models, but can issue orders if commander is inside)

Rough riders, taken right out of the codex but could actually be worth it with a little touch up.
- 2 attacks. Also, option to take lasguns instead of lances for mounted infantry. Also, regimental bonuses.

Sentinels, cheap yet not mobile for what should be a mobile fun platform to support infantry advancing ( armored ) or scout up and get sides and rear shots at enemy vehicles, now they just sit and shoot, mostly but that doesn't do much.
- Remove the hit penalty after moving.

Veterans, over expensive and pointless and elites and not troops, sad.
- Troops, wargear options they had before.

Deathstrikes, never good may never be good.
- Since templates are away...

Some of the hellhound variants pointless, over expensive.
- One suffers from short range, the other from Heavy 1 at BS4+

Sanctioned psykers has been crap since they became a unit.
- No idea, never played them.

Lets see, some Russ variants are just meh, Exterminator, Vanquisher, Eradicator, all of them are meh, the Vanquisher I wish they would just dream up a way for it to be better. Maybe, I dunno, more ap, more shots, it needs a higher strength for sure.
- Exterminator Autocannon: Heavy 4
- Vanquisher Cannon: S9, reroll wounds against vehicles, monsters and battlesuits 2D6 damage, pick the highest
- Eradicator - reroll wounds against infantry

This message was edited 1 time. Last update was at 2019/10/02 13:30:28



Neutran Panzergrenadiers, Ostrakan Skitarii Legions, Order of the Silver Hand
My fan-lore: Europan Planetary federation. Hot topic: Help with Minotaurs chapter Killteam






 
   
Made in us
Unbalanced Fanatic






So you're saying Deathstrike needs a template? Maybe make it a super orbital bombardment.

Wyrds need to be viable in small groups, A basic d6 + d3 psychic roll with whatever other additions they get now should help them a lot.
   
Made in cz
Mysterious Techpriest






Fortress world of Ostrakan

Deathstrike's problem is that it was supposed to be a tactical nuke, able to wipe half of the table, bane of deathstars, hordes, and blobs. That is all gone. Now it just super-kills one unit and maybe damages something else a bit.

Truly weird unit. I wouldn't be opposed if they scratched it entierly or made it apocalypse only.


Neutran Panzergrenadiers, Ostrakan Skitarii Legions, Order of the Silver Hand
My fan-lore: Europan Planetary federation. Hot topic: Help with Minotaurs chapter Killteam






 
   
Made in us
Unbalanced Fanatic






Maybe make the deathsrike be a 6"+d6" AOE and automatically doing an unsaved wound with AP-1 on a 4+ from a d6 for every wound the enemy has in the area. That way, if you just had Abbadon surrounded by 10 cultists, the cultists would lose 5 models and Abbadon would lose 1.3 wounds; or a 5 man squad of numarines would lose 2.5 wounds

Orbital bombardments are also useless, but I think they need a different fix.
   
Made in us
Fixture of Dakka





I'm not sure Deathstrikes really make sense in 40k. They're long-ranged missiles that end up traveling roughly the length of a football field or less. You can literally end up shooting a tactical nuke at an enemy in pistol range.

Their rules are sort of a cinematic minigame. They almost seem like they'd work better as a mission objective or a stratagem than an actual unit.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Unbalanced Fanatic






Well, they are an actual unit. Until the guard gets a rewrite and they get squatted, then there has to be some rules for them. Unless you want to old-marines them, nerf then to death.
   
Made in us
Decrepit Dakkanaut




 Eipi10 wrote:
Well, they are an actual unit. Until the guard gets a rewrite and they get squatted, then there has to be some rules for them. Unless you want to old-marines them, nerf then to death.

Or use it as a proxy for something. Granted I can't think of anything that would work.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Fixture of Dakka





 Eipi10 wrote:
Well, they are an actual unit. Until the guard gets a rewrite and they get squatted, then there has to be some rules for them. Unless you want to old-marines them, nerf then to death.


I mean, it has rules. They're just not very competitive or fluffy. We could power the thing up to make it competitive, but I'd argue that it kind of can't be fluffy in a conventional 40k game because it's literally an intercontinental missile being fired roughly the length of a city block. Or less.

In terms of fluff, the thing is more like an orbital bombardment stratagem than a lascannon. It's fired from over the horizon and should have a level of destructive power that's probably better represented by mortal wounds than by Strength and AP stats.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Been Around the Block




Bharring wrote:
Swooping Hawks:
-Add Plasma Grenades
-Add Haywire Grenades
-LasBlasters become RF2

Forces them to get close to really do their schtick. And returns their toolbox kit.

(Will never happen, though.)


Striking Scorpions:
-Chainsword is +1 attack
-Infiltrate
-mandiblasters become a S4 attack made at start of fight phase

Warp Spiders
-They get back reroll wounds on Infantry keyword
-Dump flickerjump for a native fire and fade
-Stratagem that halves the movement of a selected unit when it loses models to warp spider shooting phase

Fire Dragons:
-Wound rolls of 6+ on Vehicle or Monster keyword ignore all saves
-Vets stratagem for vehicle/monster keyword

   
Made in us
Regular Dakkanaut





 Hawky wrote:
I just copied AngryAngel's post, he summarized it nearly all. I'll propose some fixes for it.

Conscripts, they once had a purpose but weren't actually good for a while, now they are just trash.
- 1 point cheaper. They are meant to be nothing but a crappy cannon fodder.

Commissars were great, became ok, became great and now are meh. Thanks, GW.
- Either reroll morale or shoot a guy to reroll the number of casualties.

Chimera too expensive.
- Price reduction, fire ports, mobile command vehicle variant (carry 6 models, but can issue orders if commander is inside)

Veterans, over expensive and pointless and elites and not troops, sad.
- Troops, wargear options they had before.

Lets see, some Russ variants are just meh, Exterminator, Vanquisher, Eradicator, all of them are meh, the Vanquisher I wish they would just dream up a way for it to be better. Maybe, I dunno, more ap, more shots, it needs a higher strength for sure.
- Exterminator Autocannon: Heavy 4
- Vanquisher Cannon: S9, reroll wounds against vehicles, monsters and battlesuits 2D6 damage, pick the highest
- Eradicator - reroll wounds against infantry


Just to add my input on the units I care more about ( not saying the stuff I left out isn't valid, they just aren't my priorities).

Conscripts: In addition to taking a point off, I would make them Auxiliary units instead of <Regiment>. One of the things that makes high model count units hard to balance is their ability to efficiently use buffs. When you take away things like doctrines and orders (was anyone actually wasting their orders on them anyway?), they will just be 3 point chaff units like they should be, but they still has a few things to support them like commissars.

Commissars: with the above conscript changes, I think they would be fine with what they have now. With their leadership buff and summary execution, they should pay for themselves if looking after a couple squads.

I think that Chimera and Vets go hand in hand. The kinds of tweaks above for the chimera along with vets as troops would help bring back the Mech Vet play style from previous editions. Additionally, though it's not really the theme of this thread, I would like to see their elite spot replaced with a new unit; Regimental Storm Troopers. These would be like scions but they are cheaper, without deep strike, and have the <Regiment Keyword>. They would be another choice to put in the Chimera. (Think Kasrkins or classic Storm troopers)

I written tons of stuff about the Leman Russ on Bolter and Chainsword, and those 3 variants are definitely the 3 that need the most help.

Exterminator: Heavy 8, maybe costs a bit more

Eradicator: I played around with this one and think it could be re purposed as a blast version of the Punisher. Something along the line of Heavy 2D6 S6 AP-2 Ingores cover. I had originally proposed 1 Damage, but that doesn't quite do it and it may need more.

Vanquisher: After running a lot of numbers, my favorite profile that I tested was Heavy 1 S14 AP-4 3D3 Damage, +1 to hit when Stationary. I kept it at heavy 1 so it would keep its identity and the +1 makes it so even the BS4+ version could be taken. S14, Ap-4 makes it so only the heaviest vehicles with hold up against it. 2d6 Damage was performing a bit better than I wanted so I lowered it to 3d3. While the average damage is a little lower, it is a more reliable number.

I may as well mention my Executioner idea. This one isn't about buffing it, rather it's about giving it a unique identity (instead of a slightly different Battle Cannon). Simply make the Cannon Heavy 3D3 with a hefty points increase. This would bring it back to the 3 "shots" that it used to have, while also returning it to that "rare" and "expensive" status from the fluff.

But really, the thing that needs fixing is the relationship between Tank Commanders and normal Russes. You look at our infantry and commanders and you see the Commanders buffing the troops while being protected by them. This is what our tanks need and it would require two changes. The first would be to give Tank Commanders two more orders. This will allow him to order himself and two other tanks (Pask can order 3 others). This change alone wont fix much since TCs are already the biggest bullet magnets in the codex and would just be focused first. I'm not sure what the best way to do it would be, but the normal Russes need a way to take the heat off of their commanders. I see two basic ways of doing this. Either give russes a body guard rule to take the hits, or create a pseudo character rule that would make the Commander untargetable if it is not the closest visible Leman Russ (I would leave the exact wording of the rule to someone else).



   
Made in us
Unbalanced Fanatic






Wyldhunt wrote:

I mean, it has rules. They're just not very competitive or fluffy. We could power the thing up to make it competitive, but I'd argue that it kind of can't be fluffy in a conventional 40k game because it's literally an intercontinental missile being fired roughly the length of a city block. Or less.

In terms of fluff, the thing is more like an orbital bombardment stratagem than a lascannon. It's fired from over the horizon and should have a level of destructive power that's probably better represented by mortal wounds than by Strength and AP stats.


I thought the deathstrike was more AOE focused than an orbital bombardment, while the orbital bombardment was better against stronger foes. Orbital bombardments would deal mortal wounds, while a deathstrike would deal unsaved wounds.
   
Made in ch
The Dread Evil Lord Varlak





The whole of the index fw armies.
Particularly dkok, r&h and Corsairs.


https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Powerful Phoenix Lord





The easiest way I can see the fix most of the game...is via Keywords.

Stratagems, Auras, and Spells simply need far more explicit Keyword limitations, and simple, bottom-end chaff units need suitable Keywords that exclude them from numerous rules. In this way you remove units that benefit too much from unintended rules combinations, while maintaining the ability to specialize and differentiate other units which should feel/act more elite.

The problem with this is that you end up having to re-write every single book, and set of cards, so it's a non-starter.

For the sake of argument, something like the Chaos Cultists should lose the <HERETIC ASTARTES> keyword, and gain something like...I dunno, <CHAOS WORSHIPPERS>. They then get a rule in the codex that <CHAOS WORSHIPPERS> can be added to a detachment without breaking it, but this change in keyword means suddenly they cannot benefit from almost any CSM traits, spells, auras, or stratagems...which absolutely fits with the setting. Then, reduce them to 3-4 points a model to reflect this, and it suddenly makes normal CSM that much more attractive. You'd still have a purpose for them...cheap troops, still making CP. You'd keep stuff like Tide of Traitors, etc. But they'd lose Legion traits, Veterans of the Long War, etc. GW went half-way in trying to fix this with the changes in V2.0 Chaos codex....but it could be done properly/better.

Massive cheap units are one of the primary problems in 40K...not just based on the basic rules, but that they benefit far too much from a heap of benefits/bonuses (which in turn are exponentially stronger when applied to a 20-30-40 model unit).

In the Eldar army, for instance, it's pretty easy to argue that Guardians are the preferred troop choice over Dire Avengers. This flies in the face of the fluff/lore. More of the Eldar Stratagems, etc. should be aimed at the <ASPECT WARRIOR> keyword, and should help elevate the actual fighting units of the Eldar Craftworld. This could be modified for Ulthwe, which would return the purpose of Black Guardians - they might be exempt from the limits of the basic Guardian keywords, etc.

Books could do with a handful more stratagems, but the stratagems should be aimed more narrowly at units. I remember the first time we read the "go to ground" Stratagem for Imperial Guard, which originally could be used on things like Baneblades (they late FAQ'ed this). Simply put too many units, particularly weak ones, just benefit far too much from bonuses and benefits. Changing/reducing that could go a long way.
   
Made in us
Fixture of Dakka





 Elbows wrote:
The easiest way I can see the fix most of the game...is via Keywords.

Stratagems, Auras, and Spells simply need far more explicit Keyword limitations, and simple, bottom-end chaff units need suitable Keywords that exclude them from numerous rules. In this way you remove units that benefit too much from unintended rules combinations, while maintaining the ability to specialize and differentiate other units which should feel/act more elite.

The problem with this is that you end up having to re-write every single book, and set of cards, so it's a non-starter.

For the sake of argument, something like the Chaos Cultists should lose the <HERETIC ASTARTES> keyword, and gain something like...I dunno, <CHAOS WORSHIPPERS>. They then get a rule in the codex that <CHAOS WORSHIPPERS> can be added to a detachment without breaking it, but this change in keyword means suddenly they cannot benefit from almost any CSM traits, spells, auras, or stratagems...which absolutely fits with the setting. Then, reduce them to 3-4 points a model to reflect this, and it suddenly makes normal CSM that much more attractive. You'd still have a purpose for them...cheap troops, still making CP. You'd keep stuff like Tide of Traitors, etc. But they'd lose Legion traits, Veterans of the Long War, etc. GW went half-way in trying to fix this with the changes in V2.0 Chaos codex....but it could be done properly/better.

Massive cheap units are one of the primary problems in 40K...not just based on the basic rules, but that they benefit far too much from a heap of benefits/bonuses (which in turn are exponentially stronger when applied to a 20-30-40 model unit).

In the Eldar army, for instance, it's pretty easy to argue that Guardians are the preferred troop choice over Dire Avengers. This flies in the face of the fluff/lore. More of the Eldar Stratagems, etc. should be aimed at the <ASPECT WARRIOR> keyword, and should help elevate the actual fighting units of the Eldar Craftworld. This could be modified for Ulthwe, which would return the purpose of Black Guardians - they might be exempt from the limits of the basic Guardian keywords, etc.

Books could do with a handful more stratagems, but the stratagems should be aimed more narrowly at units. I remember the first time we read the "go to ground" Stratagem for Imperial Guard, which originally could be used on things like Baneblades (they late FAQ'ed this). Simply put too many units, particularly weak ones, just benefit far too much from bonuses and benefits. Changing/reducing that could go a long way.


There are too many generalities in there for me to say I'm completely on-board, but I think you have some solid points in there. I'd argue that, in many cases, the most powerful outlier combos aren't necessarily unfluffy or unintentional. If we assume that ynnari units should have the ability to shoot twice (a discussion unto itself), then there's not really a reason dark reapers should be unable to double tap while something like avengers should. It's just that that particular ability happens to be a lot stronger on dark reapers than on, for instance, storm guardians. So saying we could nerf some of the especially powerful stuff using keywords is probably true in a lot of situations, but there are also probably a lot of situations where certain limitations would feel artificial.

I do think that giving specific troop units access to useful stratagems is a good way to encourage the inclusion of troops without giving them as much raw power as more elite units. Swooping Hawks might be more shooty than dire avengers, but maybe dire avengers have access to strats that make them especially good as deepstriker screens. Or maybe the shoot/charge after falling back strat is cheaper for them. Stuff like that.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Powerful Phoenix Lord





My general point is that GW doesn't spend much time thinking about their rules when they write them, but sadly they have the toolbox in their own game to fix/balance/make the game better, but that's wasted effort since sales are good.

Every single Stratagem, Aura, Spell, etc. should have been heavily considered and narrowed...but because it wasn't we see the bizarre unit combos which make no sense. There was a good six month period for a while where Conscripts were better than Guard...Poxwalkers were better than Plague Marines...Cultists were better than CSM...Guardians were (and are still) better than Dire Avengers, etc.

GW has the tools in the game itself to fix all this stuff, but that takes work.

Stuff like Ynnari shoot/fight twice is just piss poor lazy rules writing, something we're seeing slowly cleaned up...kinda. (seeing Celestine's new rules, Ynnari losing that garbage, even traits like -1 to hit being removed from armies). As you said, gak rules writing is another conversation entirely. We're seeing a slight glimmer of hope too with certain Stratagems finally costing more for larger units, but they've got a long way to go.



   
Made in us
Rough Rider with Boomstick






I concur with the Conscripts and Deathstrike having lost their way.

Conscripts going back down to 3ppm, but losing regimental doctrines is a great idea.

As for the Deathstrike, better AOE would help it dramatically. I will also concur that a nuclear weapon is rather difficult to effectively represent on a 4x5 foot table.

While I'm here, I need to talk about the Auxilla.

When the guard codex first dropped Ratlings were actually very usable. Extremely weak, but able to deploy anywhere and utilize cover well. Unfortunately they've been up-costed back to very difficult to use at best.

Regular Ogryns are just too squishy. They're a really cool unit in my opinion, but they just can't take a hit. I think lowering their cost a bit could fit them easily enough. It would make for a scary melee unit, provided it can reach the front.

I really want more Ogryns. At $15 a model though...

You say Fiery Crash! I say Dynamic Entry!

*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. 
   
 
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