purplkrush wrote:
Psionara wrote:Oggthrok wrote:Voss wrote:
Even the World Eaters one annoys me. The 'everyone in the chapter is 100% melee-crazed axe murderers all the time' just isn't functional. Khorne doesn't object to ranged killing or smart killing. He just wants blood and gobbets of flesh everywhere.
So the 'Axes Axes Axes' angle makes me pause whenever I think about making a
WE force. Because at some point a World Eaters solo book may actually happen and strip out over half the codex from their options. Which would be beyond infuriating, but given
TS and
DG, it seems a perfectly legitimate concern.
When Death Guard received their own codes, it was hard to ignore the obvious. That is, until the codex, bikers and Obliterators were the cornerstone of any Death Guard army. And, guess what got removed completely?
Definitely agree on the World Eaters, because I have an army of them, and I expect one of these days they’ll get a codex and it will consist of Kharn and the unit entry for a new Berzerker kit that will cost $40 for five. (comes with two chain axes and ten chain swords, so the unit can have a maximum of two axes to comply with the kit)
I am guessing World Eaters' Khorne Bezerkers will be boxed as 8, as Death Guard's number is 7 and they receive 7 in a box, Thousand Sons' number is 9 and they receive 9 in a box. Safe to assume that Emperor's Children will receive 6 Noise Marines. Price wise, I think we will be looking at $60 USD for each box.
What kills me about this is the lack of any kind of buff for running the sacred numbers. Units are still 10 man, on paper, and the boxes are sold as if they were 10 man boxes, in price, but the boxes only hold sacred numbers of troops with super-sub-optimal loadout capabilities? It was one of the most easily identifiable ways to slip in a fix for cult armies.
Regardless,
GW has no imagination. I'm sure these boards could realistically create 50 different unique fixes in the form of functional and balanced abilities, psyker powers and so forth.
GW keeps acting like it's "6 dudes in a garage creating the kind of wargame they love to play" instead of hiring professional and/or passionate people to do work writing and refining a functional game system for the largest and most profitable wargames company in the world.
> If cult marines are in their sacred number squad size, count them as having 10-man for the purpose of taking special weapons
> If chaos marine squads are in 20 man, double the number of special/heavy weapons they can take
They are now better, reflects the fluff, takes advantage of
csm's unique ability to take 20 man squads, and isn't
OP