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Made in gb
Death-Dealing Devastator




With the arrival of codex supplements back into the game I was thinking about how this would work for other faction.

For me the easiest to look at are the Guard so I though I'd kick things off with a few ideas and see what we can come up with.

Rather then following the SM model and having (for example) a Cadian, Catachan etc supplement, what if the main codex was stripped down a little, just to the Guard themselves.

After that we could then have 4 supplements - Imperium (add back things like Priests and Crusader etc)
- Chaos (add in Geller Pox etc)
- Genestealer Brotherhood (maybe few cross over characters and a new unit or two?)
- Tau Empire
Each gets there own additional traits/powers/relic etc but also help to fill gaps in the roster that already exist in the law.

Very basic I know but would something like this work?

Also how could Supplements work for other factions or should they be kept away from some (eg Custodes Guard)?
   
Made in us
Decrepit Dakkanaut




We really don't need these supplements, and they're part of the rules balance issues. In fact I've covered multiple times how to solve this issue with the Marines right now and it gets ignored because some people here think the bloat is good.

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





ScarVet101 wrote:

Rather then following the SM model and having (for example) a Cadian, Catachan etc supplement, what if the main codex was stripped down a little, just to the Guard themselves.

After that we could then have 4 supplements - Imperium (add back things like Priests and Crusader etc)
- Chaos (add in Geller Pox etc)
- Genestealer Brotherhood (maybe few cross over characters and a new unit or two?)
- Tau Empire
Each gets there own additional traits/powers/relic etc but also help to fill gaps in the roster that already exist in the law.



That's a neat way of giving "guard but not guard" to non-imperial factions. However, I feel compelled to point out that this would be serving a different mechanical niche than the marine supplements. The idea behind the marine supplements seems to be, "don't take soup, and we'll reward you with even better doctrines and strats." It seems like, in theory, marine style supplements exist to be a sidegrade to soup armies that let you boost your army's powerful and flavorfulness without using soup.

What you're proposing would kind of be the opposite; creating and encouraging soup where none exists rather than diving deeper into a non-souped army's lore/boosting its power.

... *squint* I think that made sense. Basically, I feel like what you've pitched with the guard thing is kind of in a different category than what has been done with marine supplements. Just something to keep in mind.

So regarding your guard suggestion, I think a lot could be done by simply creating some "regiments" that grant a faction keyword and maybe an intentionally minor bonus besides. Sort of like how GSC handle IG allies right now. The "chapter tactic" of the guard when added to a tau army, for instance, is that you're expanding your tau army's unit selection. In many cases, you wouldn't really even need new or crossover units. Guavessa (human auxiliaries for the tau) would basically function like fire warriors. You could maybe toss a couple wargear options into the IG armory for flavor, but simply allowing people to take a normal IG detachment in their tau army is already shaking up an army's playstyle and capabilities quite a bit.

Now that said, I suspect many die-hard fans would feel that a relatively simple approach like that would be missing a lot of opportunities. Maybe normal IG aren't good enough in a chaos army; maybe they want beast men or mark of slaanesh rough riders, or an extensive chaosy armory complete with mutations. Which would be very cool, but would also probably warrant its own codex rather than a small supplement.

As for what I'd like to see from supplements in general, I really hope they don't take the marine approach to other armies. I have very little interest in buying an Iyanden and Biel-Tan and Ulthwe book just for 2 pages of rules. What I would like to see is a Codex 2.0 for each faction that hasn't already had one that brings in any Psychic Awakening content, takes a second pass at any of the lacklustre units in each faction, and provides an incentive to play monofaction similar to doctrines where applicable.

If I commit to playing only craftworlds without allies, for instance, I'm giving up on some cheap troops (read: CP generators), ravagers, and skyweaver jetbikes. It might not be unreasonable to get some sort of bonus mechanic in exchange for giving up those benefits. And if I opt to play exclusively Biel-Tan instead of making my long-ranged shooty elements Alaitoc, it might not be unreasonable for that doctrine equivalent to have a Biel-Tan-only sidegrade to reward me for limiting my options even further and to bring out even more of the faction's fluff.

Of course, that could be a hefty order for the designers. Ideally, you'd want everything to feel like a sidegrade to soup rather than an upgrade. This is something the new marine content has probably failed to pull off, at least in a few specific cases.


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 gb
Rampagin' Boarboy





United Kingdom

Things like the inquisition, assassins, priests and the like could be in an Imperial Agents splatbook.
   
Made in gb
Fresh-Faced New User




To be fair, the problem for me isn't that there isn't enough supplements, like at all.

The main issue is that Games Workshop is hell bent in removing the things that make armies unique.

Tau Empire jet packs for example, was a rather bespoke strength, move, shoot and move was a fantastic trait.

Grey Knights, THE premier Astartes Chapter, founded by the Emperor himself to fight the battles no one else in the Imperium could. Never has a Grey Knight fallen to Chaos. Meant to be the ultimate psyker army, that isn't really very good at it. Lost everything that makes them not 'standard, but overpriced Marines' with some psychic abilities. Where did the Aegis go? The Shrouding? These should be passive, default abilities, not things that cost Command Points. Also, Storm Bolters that are attached to the gauntlet of the trooper that can't be used in Close Combat?

Space Wolves, Long Fangs used to be one of the few units in the game that could split fire between targets, it was what set them apart from Devastators, True Grit as well was a pretty Space Wolves ability.

Now, we have the same Space Marine chapter copied and pasted with a semi-unique 'Chapter Tactic'.
   
Made in ch
The Dread Evil Lord Varlak





Gary_1986 wrote:
To be fair, the problem for me isn't that there isn't enough supplements, like at all.

The main issue is that Games Workshop is hell bent in removing the things that make armies unique.

Tau Empire jet packs for example, was a rather bespoke strength, move, shoot and move was a fantastic trait.

Grey Knights, THE premier Astartes Chapter, founded by the Emperor himself to fight the battles no one else in the Imperium could. Never has a Grey Knight fallen to Chaos. Meant to be the ultimate psyker army, that isn't really very good at it. Lost everything that makes them not 'standard, but overpriced Marines' with some psychic abilities. Where did the Aegis go? The Shrouding? These should be passive, default abilities, not things that cost Command Points. Also, Storm Bolters that are attached to the gauntlet of the trooper that can't be used in Close Combat?

Space Wolves, Long Fangs used to be one of the few units in the game that could split fire between targets, it was what set them apart from Devastators, True Grit as well was a pretty Space Wolves ability.

Now, we have the same Space Marine chapter copied and pasted with a semi-unique 'Chapter Tactic'.


Talking about stripped down rules. *squints ar R&H rules.
Nope that ain't happen.IF it ain't a marine it ain't deserving propper rules support atm.


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 ca
Commander of the Mysterious 2nd Legion





Not Online!!! wrote:
Gary_1986 wrote:
To be fair, the problem for me isn't that there isn't enough supplements, like at all.

The main issue is that Games Workshop is hell bent in removing the things that make armies unique.

Tau Empire jet packs for example, was a rather bespoke strength, move, shoot and move was a fantastic trait.

Grey Knights, THE premier Astartes Chapter, founded by the Emperor himself to fight the battles no one else in the Imperium could. Never has a Grey Knight fallen to Chaos. Meant to be the ultimate psyker army, that isn't really very good at it. Lost everything that makes them not 'standard, but overpriced Marines' with some psychic abilities. Where did the Aegis go? The Shrouding? These should be passive, default abilities, not things that cost Command Points. Also, Storm Bolters that are attached to the gauntlet of the trooper that can't be used in Close Combat?

Space Wolves, Long Fangs used to be one of the few units in the game that could split fire between targets, it was what set them apart from Devastators, True Grit as well was a pretty Space Wolves ability.

Now, we have the same Space Marine chapter copied and pasted with a semi-unique 'Chapter Tactic'.


Talking about stripped down rules. *squints ar R&H rules.
Nope that ain't happen.IF it ain't a marine it ain't deserving propper rules support atm.



R&H isn't some grand anti-Marine plan, R&H is simply a casualty of FW moving from being a botique 40K model site and focusing more on specialist game design. that said R&H are in a pretty good position among that, it's widely suspected we're going to get a codex traitor guard sometime this year. Elysians are gone and DKK aren't likely to get codex level support ever.

Opinions are not facts please don't confuse the two 
   
 
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