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![[Post New]](/s/i/i.gif) 2010/01/17 21:00:31
Subject: What would you change in your Codex?
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Never-Miss Nightwing Pilot
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nintendoeats wrote:Vehicles should have some kind of add-on along the lines of "several 500 watt amplifiers". I don't know what it would do, but it would be totally awesome, especially since loud music is mentioned in the codex entry for Trukks.
Maybe:
Boom Boom Speakers.
When an ork unit charges out of a trukk with boom boom speakers the unit it has charged may not counter attacks or use defensive grenades.
Sorry for the awful name.
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"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann
Armies at 'The Stand-still Point':
Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3
Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.
Eldar armies of various sizes W-D-L 26-6-3
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![[Post New]](/s/i/i.gif) 2010/01/17 21:45:35
Subject: What would you change in your Codex?
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Sure Space Wolves Land Raider Pilot
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Tau
General Rules - all marker lights fire at the end of the movement phase before that start of the shooting phase, any model firing a markerlight is considered to have a target lock (only when firing the markerlight) units/models firing markerlights incur no restrictions in the shooting phase for doing so.
Marker light changed to assault 1
Photon grenades- any unit declaring an assault on a unit equipped with photon grenades rolls a D6 and uses the result for their assault range rather than the normal 6"
Seeker missiles - reduced to 5 points, vehicles may have up to 4 per vehicle but each vehicle may only fire 2 per turn.
Ethereal- remove line of sight requirement for moral re-rolls
Crisis Suits- flamers count as power weapons in close combat price increased to 10 points
Vespids- given a 4+ armor save, in assault any roll of a 6 to wound counts as having been inflicted by a power weapon.
Drones- No kill points are awarded for destroyed gun drone squads
Kroot - given a 5+ invul save for superior reflexes, possibly given upgrades options from kroot mercenaries list.
Shaper - access to power weapons
Firewarriors- when squad numbers 12 models given free Shas'ui, bonding knife, and markerlight
Skyray - carries 10 seekers instead of 6, no limits on how many can be launched per turn
Pathfinders - Remove compulsory transport, grant stealth usr, may not fire weapons if they fired markerlights, 18 points instead of 12
Shadowsun - Her Fusion blasters are changed to 18" range (9" for melta) and she makes stealth suits count as scoring units.
Farsight - Crisis teams count as scoring units
Aun'va - no line of sight for moral tests re-rolls confers stubborn USR to all tau models not kroot or vespids reduced to 190 points
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DT:80S++G++MB++I+Pw40k07+D++A++/areWD-R++T(T)DM+ |
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![[Post New]](/s/i/i.gif) 2010/01/18 00:30:04
Subject: What would you change in your Codex?
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Dakka Veteran
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Eldar Own wrote:When an ork unit charges out of a trukk with boom boom speakers the unit it has charged may not counter attacks or use defensive grenades.
That sounds alot like a magic card. Not that this is necesarily bad...
It would be cool if they did something other than help charging orks though. Like say, enemy units within 2 inches must make a roll to see if they have to cover their ears or something like that.
I don't know. Just bouncing things around.
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In a Society in which there is no law, and in theory no compulsion, the only arbiter of behaviour is public opinion. But public opinion, because of the tremendous urge to conformity in gregarious animals, is less tolerant than any system of law. When human beings are governed by "thou shalt not", the individual can practise a certain amount of eccentricity: when they are supposedly governed by "love" or "reason", he is under continuous pressure to make him behave and think in exactly the same way as everyone else.
George Orwell is my hero.
Social Experiment: if you're pissed like me, copy and paste this into your sig, and add a number after it.
PISSED 8374982374983749873948234
Check out my band Man In A Shed |
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![[Post New]](/s/i/i.gif) 2010/01/18 00:34:23
Subject: What would you change in your Codex?
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RogueSangre
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I wish Scouts could take the Land Speeder Storm as a Dedicated Transport.
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![[Post New]](/s/i/i.gif) 2010/01/18 00:56:52
Subject: Re:What would you change in your Codex?
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Dakka Veteran
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Eldar:
- A light transport a la the old Harlequin Vyper-esque 6 man transport (or however many it could carry).
- A more interesting ruleset for the Autarch... Not sure what exactly. Maybe Eldrad's re-positioning power could be moved here to represent his strategic ability.
- AP6 for the Spiders I guess, AP- is a bit of a let down :(
Orks:
Gonna c/p some things I've posted previously, with some edits:
Tankbustas
- Re-write Glory Hogs to something like this: If the unit wishes to fire at a non-vehicle, it must take a leadership test. If the test is failed, the unit may not shoot that turn (not sure if they should still be allowed to run or not).
- Transport: Mobs of 12 or fewer models may take a Trukk as a dedicated transport. I think this is by far the most annoying thing in the entire Ork dex - no transport options for most of the Elite units.
- Tank hunters USR perhaps?
Burnaboyz
- Transport: Mobs of 12 or fewer models may take a Trukk as a dedicated transport.
Deffkoptas
- Fearless so that you can run units of more than 1.
- Buzzaw from 25 to 15 pts (paying 25 pts for a S6(7) PK is weird. There is some precedent set for this with the 15 pt tankbusta PK)
- Bigbomm - not sure what needs to be changed, but probably something since I never see anyone take it? Seems a wee bit useless in todays mech environment, but it's such a fun ability I'm sad it doesn't get any use.
Weirdboyz
I love the weirdboy, from a fluff perspective, but it seems just about impossible to justify using up your HQs on them.. From a fluff standpoint, Ork psychic powers get stronger the more Orks they are surrounded by, so taking this and combining it with an idea I saw posted by Orkeosaurus (Weirdboyz as a squad upgrade):
- The Green Collective (eh, just needed a name): Weirdboyz draw their power from the collective psychic power of the Orkish race. If a Weirdboy is attached to a squad of 10 or more boyz, he may roll a second dice on his Psychic Power table. For every 10 Orks in the mob beyond the first 10, an additional dice may be rolled.
Ex. If a Weirdboy is in a 30 strong Ork Boyz mob, 3 extra dice may be rolled. This ability does not apply to Gretchin.
Whether this should allow him to use more than 1 spell, or if he can just pick and choose which of the 3 he wants to cast.. is another story. It would make for an interesting russian roulette type dynamic if he could cast more and more spells  "Hmm, do I roll 3 dice and risk him frying my unit...".
The Warphead re-roll I suppose would still function the same way, allowing you to re-roll one dice?
Alternatively, vary their power dependant on how many Orks are nearby/in their squad.
Flash Gitz
One of my - and many with me I'm sure - favorite units fluffwise, but sadly completely and utterly overpriced for what they do (which.. isn't much).
One of the first problems when fixing them is that you can't really give them long range, high strength weaponry without making them into Nob stat Lootas.. which is kinda pointless.
To quote Nurglitch:
Nurglitch wrote:Actually, there's plenty of people that find Weirdboyz and Flashgitz to be useful. I think they're best in combination, with a Warphead accompanying a unit of Flashgitz. You have to think of them as uber-Shootas, despite also having the close combat abilities of Nobz.
Ok, Flash Gitz = Uber-Shootas, that's good. They are also, fluffwise, supposed to be filthy rich mercenaries - so what I would propose is a highly customizable squad of "souped up shootas".
The ideas below are just what I've come up with, I don't neccessarily mean for ALL of these to be implemented together.
First the basics:
- Snazzguns - Assault 2
- Transport: May take a Battlewagon as a dedicated transport. (Not that weird, Retributors are HS in WH armies and can still take HS Immolators as transports)
- Painboy
- Mek (more on this later)
Some more experimental ideas:
- Red button: If a Mek is taken, he may "augment" the Gitz Snazzguns with a shiny red button. The red button makes Snazzguns Assault 4 for the turn they are fired. Unfortunately, this also causes them to frequently overheat - the weapon has the Gets Hot! rule. In addition, the temptation to press the red button is extremely high. If you wish to fire your weapon normally, you must take and pass a LD test.
- Gitfindas: If a mek (or maybe painboy since it's bionics?) is taken, the unit may be equipped with Gitfindas. Their weapons are now twinlinked. In addition, they may fire from a vehicle even if it moved above 6" - however, in this case the weapons do not count as twinlinked, and they require 6s to hit.
- Battlewagon upgrades: No self-respecting Git would be caught dead in a non-modified battlewagon if it can be helped. If a Battlewagon is taken as a dedicated transport, they may upgrade it with one of the following:
* Souped up Engines: Battlewagon now counts as a fast vehicle.
* Mini-Forcefield: Like the old KoS force field: vehicle counts as open topped for the purposes of assaulting/disembarking, but closed top for the purposes of damage rolls.
- Tellyporta: May enter battle via deepstrike.
- Kombi-upgrades: Up to 1 Git per 5 members of the mob may upgrade their snazzgun to either a:
* Kombi-Lance - Looted Eldar Brightlance, now with louder boom.. And sadly not quite the same range. S8, 12" Assault 1, Lance
* Kombi-Skorcha/fusion/rokkit/etc
.. Eh, you get the point, the exact weapons they can kombi are to be determined, but I think the idea fits them well.
Note: I want to stress that I don't mean for them to have ALL of the above, I'm just throwing out ideas. Basically I want Flash Gitz to be TRULY customizable, and the same concept could apply to Looted vehicles.
Eldar Own wrote:nintendoeats wrote:Vehicles should have some kind of add-on along the lines of "several 500 watt amplifiers". I don't know what it would do, but it would be totally awesome, especially since loud music is mentioned in the codex entry for Trukks.
Maybe:
Boom Boom Speakers.
When an ork unit charges out of a trukk with boom boom speakers the unit it has charged may not counter attacks or use defensive grenades.
Sorry for the awful name.
Boom box  ?
Oh I'd also like to see the old "Fall back to your vehicle" rule added to Trukk boy squads, that way they wouldn't be so terribly afflicted by getting shot down to below Fearless status.
Also, almost forgot:
Clan "Marks" for your Warboss! I.E
- Goff mark gives you +1 WS, I, S, lets you take a Nob body guard or nobz as troops or something.
- Bad Moon mark gives you +1 BS, let's you take X Big Gunz batteries for every FoC slot.
... ETC. Obviously not those exact things but that type of stuff. FoC changing without resorting to special characters that cost an arm and a leg.
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This message was edited 5 times. Last update was at 2010/01/18 01:11:30
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![[Post New]](/s/i/i.gif) 2010/01/18 03:09:17
Subject: What would you change in your Codex?
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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1) "Grenadier" Veterans gain access to Hellguns. Both Stormtroopers AND Grenadiers are able to upgrade their Hellguns to have an auxiliary Grenade Launcher.
2) HELLGUNS AND LASGUNS ARE AVAILABLE TO SERGEANTS AT NO CHARGE. Seriously, why wasn't this done in the first place?
3) 'Ratling' snipers are an upgrade to a platoon's Special Weapons Squad. Ratling sniper squads are replaced by an actual team of Guard snipers, which breaks into 5x Sniper/Spotter teams.
4) Sentinels are bought in a Sentinel 'Platoon'.
5) Stormtrooper's "Special Operations" rules revamped to have more...tangible effects.
6) Valkyries are only available as transport options for Veterans or Stormtroopers with the "Airborne Training" upgrade. Airborne Training grants Carapace, Hellguns, and access to Valkyries--but forces the requirement of upgrading one Veteran/Stormtrooper to "Forward Air Controller" and maintaining constant contact with the AAC.
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![[Post New]](/s/i/i.gif) 2010/01/18 03:12:15
Subject: Re:What would you change in your Codex?
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Dakka Veteran
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OT
Kanluwen: I obviously would be outside my rights to complain that you used a picture from Street Fighter, nor do I feel any compulsion to do so...but why?
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In a Society in which there is no law, and in theory no compulsion, the only arbiter of behaviour is public opinion. But public opinion, because of the tremendous urge to conformity in gregarious animals, is less tolerant than any system of law. When human beings are governed by "thou shalt not", the individual can practise a certain amount of eccentricity: when they are supposedly governed by "love" or "reason", he is under continuous pressure to make him behave and think in exactly the same way as everyone else.
George Orwell is my hero.
Social Experiment: if you're pissed like me, copy and paste this into your sig, and add a number after it.
PISSED 8374982374983749873948234
Check out my band Man In A Shed |
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![[Post New]](/s/i/i.gif) 2010/01/18 03:13:23
Subject: What would you change in your Codex?
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Because it's a classic example of an American Patriot!
...who's from Belgium.
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![[Post New]](/s/i/i.gif) 2010/01/18 03:24:17
Subject: What would you change in your Codex?
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Dakka Veteran
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Kanluwen wins the thread.
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In a Society in which there is no law, and in theory no compulsion, the only arbiter of behaviour is public opinion. But public opinion, because of the tremendous urge to conformity in gregarious animals, is less tolerant than any system of law. When human beings are governed by "thou shalt not", the individual can practise a certain amount of eccentricity: when they are supposedly governed by "love" or "reason", he is under continuous pressure to make him behave and think in exactly the same way as everyone else.
George Orwell is my hero.
Social Experiment: if you're pissed like me, copy and paste this into your sig, and add a number after it.
PISSED 8374982374983749873948234
Check out my band Man In A Shed |
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![[Post New]](/s/i/i.gif) 2010/01/18 03:28:41
Subject: What would you change in your Codex?
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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What can I say. Jean Claude and his dreamboat eyes carry me to victory.
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![[Post New]](/s/i/i.gif) 2010/01/18 14:40:04
Subject: What would you change in your Codex?
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Longtime Dakkanaut
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Off the top of my head:
Guard:
* Bring back cheaper LR Upgrades/tanks
* Buy tanks/deploy in squads, but be able to act/shoot independently
* Make ratling stats not suck (see above post)
* Make Ogryn worth their points for once!!
* Lasguns for Sgts (Seriously GW wtf)
* Make HW squads 2 models, not 1 t3 W2 model
* Decrease Stormtrooper costs (They are NOT equal to a Space Marine)
* Make any Ord weapon re-rollable on the scatter if it lands withing clear LOS of a command squad Vox
* Make IG GL's equal in str to the space marine ones
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![[Post New]](/s/i/i.gif) 2010/01/18 16:07:15
Subject: Re:What would you change in your Codex?
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Drop Trooper with Demo Charge
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Imperial Guard
I know they just came out, but there are some glaring problems. Admittedly as a guard player myself I abuse it, but it does need to be fixed.
-Vendettas. Do something, just something I mean seriously. Remove transport capacity, un-twin-link the lascannons, make the heavy bolters more expensive, take off the free extra armor, or at least adjust the points. The rest of the IG FA section is good enough that given the opportunity to excel it can, but currently the only question is “do I use 2 vendettas or all 3?”
-Veterans should not be unconditional troops. Requiring the player to purchase some sort of HQ or other overhead unit to use them as troops would go a long to making the infantry platoon at least make casual appearances, but as it stands, they’re just more skilled, have more weapons, and other goodies for a marginal point increase.
-Ogryns and Ratlings fall into the same category as Noise Marines. GW needs to go back to drawing board and decide A-Do we really want it in the list, and B-If we do, how are we going to make it offer a distinct capability to the army.
@ Vendetta: I could live without the transportation, but don't take away the twin-linked! I finally have some twin-linked after all these years and I'm willing to keep it!  Extra armor is no problem: aircrafts need some protection so why not? As for the heavy bolters... who takes these voluntarily anyway?!?! So, well okay... make them more expensive, I couldn't care less. By the way I think you underestimate the valkyrie somehow. It's a fine alternative imo.
@ Veterans are fine (as far as I could hardly believe they got troops). Even if they were put back into the elite section, for heaven's sake!!! Please, no special character! Oh, and if you really absolutely must take them somewhere else, give us some unit to compensate for it! -> Conclusion: leave it the way it is.
@ Ogryns suck for so many reasons I fail to name every single of them right now due to frustration. Ratlings are just too fragile to use. Don't know, just make them better someway...
Okay, now my personal opinions/ wishlisting  :
- Give frags to the penal legions! How could that be forgotten?!... Arby, I think... Or plain, good old miswriting/ failure at copy/ paste. Really, who needs cc-units without frags?! Oh, and randomness ain't cool.
- Same for special weapon crews: frags!
- I want my lasgun toting sergeants back, at least I want to choose.
- Why can't the priest work with ogryns again?!  We want synergy!
- Make bolters/ pistols 1 point again. They're not worth it for two. And where did all our stormbolters go, by the way?
- Squadbased commissars should be able to get fists -> no disrimination.
- Stormtroopers... *sigh* Assaulting StormTroopers, who didn't get assaultweapons? Great idea, Arby!
S4, 18" range, assault2 and I would be a very happy little guardsman...
- Cheapen the exterminator, as his usefulness went down the drainage with the "lumbering behemoth" rule. Maybe around 130 again?
- Make the heavy weapon crews two models again, noone likes one W2 T3 Sv 5+ models and they suck for removing casualties.
That's a short summary of my complains about the new IG codex.
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Dare to be stupid! |
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![[Post New]](/s/i/i.gif) 2010/01/18 16:35:46
Subject: Re:What would you change in your Codex?
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Calculating Commissar
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C: SM:
Bring back chapter Tactics, and redo them to fit the current game. It was a GREAT idea that they tossed for the stupid special character-gives you special rules thing.
Bring back Terminator command squads. It was great, and you could almost have death-wing in a normal SM list.
Make it easier to NOT play Ultramarines. Its hard to make a custom chapter with the FLOOD of Smurf Special Characters. Limit it to maybe 1-3 special characters per-chapter, and make Special Characters for each founding chapter that dosen't have its own codex.
That is all.
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![[Post New]](/s/i/i.gif) 2010/01/18 16:47:26
Subject: What would you change in your Codex?
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Courageous Questing Knight
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hmmmmm... Space marines... hmmm.
Strong leader-types
+1 to strength/toughness
- It's stupid that someone as important as a CM can be killed by a S8 weapon I think they'd be that battle hardened.
Librarians:
5+ invulnerable save, without the armour.
This is just... wrong. they shouldn't need to worry.
Honour guard:
More weapons choices
Company champ should be better then a captain, because he's basically a 1st company captain. (they're champions, don't argue.)
Predators:
1-3 squads
they need to be more powerful.
specialist squads. (elites?)
Troops should be cheaper. (1-2 points.)
Dreadnoughts should come in squads of 1-3 (with MOTF makes up to 18 dreadnoughts.)
Changes in the rule books:
NEED ELITES TO BE TROOP-LIKE
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DR:90S+++G++MB+I+Pw40k096D++A+/areWD360R+++T(P)DM+
3000 pt space marine 72% painted!
W/L/D 24/6/22
2500 pt Bretons 10% painted
W/L/D 1/0/0
http://www.dakkadakka.com/dakkaforum/posts/list/337109.page lekkar diorama, aye? |
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![[Post New]](/s/i/i.gif) 2010/01/18 17:50:40
Subject: What would you change in your Codex?
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Sadistic Inquisitorial Excruciator
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Gorechild wrote: make avatars immune to instant death They are, T6 Give Wraiths 2 or 3 wounds Make Flayed Ones Rending Update DH and WH transport costs Make GK less points Make GK Termies 40pts Make GK Grand Masters and Bro Caps ws7, better than a SM Captain Make Necron Pariahs 30pts Up the points margin between Bro Cap Stern and a Grand Master from 4pts, because for that 4pts you get an extra wound and other stuff I can't remember
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This message was edited 1 time. Last update was at 2010/01/18 18:08:41
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![[Post New]](/s/i/i.gif) 2010/01/18 17:59:10
Subject: What would you change in your Codex?
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Never-Miss Nightwing Pilot
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phantommaster wrote:Gorechild wrote:
make avatars immune to instant death
They are, T6
Some weapons, powers, CC atacks have a special ability or rule that 'causes instant death regardless of toughness' so its not quite immune.
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This message was edited 1 time. Last update was at 2010/01/18 18:00:20
"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann
Armies at 'The Stand-still Point':
Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3
Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.
Eldar armies of various sizes W-D-L 26-6-3
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![[Post New]](/s/i/i.gif) 2010/01/18 18:09:08
Subject: What would you change in your Codex?
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Sadistic Inquisitorial Excruciator
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Damn, it's all in the quote. Sorry
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![[Post New]](/s/i/i.gif) 2010/01/18 18:22:30
Subject: What would you change in your Codex?
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Never-Miss Nightwing Pilot
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Oh, just noticed. Number9dream, Boom Box is a better name.
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"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann
Armies at 'The Stand-still Point':
Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3
Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.
Eldar armies of various sizes W-D-L 26-6-3
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![[Post New]](/s/i/i.gif) 2010/01/18 18:39:10
Subject: Re:What would you change in your Codex?
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Lieutenant Colonel
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Hi all.
I would convert them to be used with Stargrunt II, and enjoy actualy playing the game , rather than writing endless lists!
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![[Post New]](/s/i/i.gif) 2010/01/19 02:18:20
Subject: What would you change in your Codex?
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Dakka Veteran
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how about "Da Front Fender!"
I guess that would break the fourth wall a bit huh?
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In a Society in which there is no law, and in theory no compulsion, the only arbiter of behaviour is public opinion. But public opinion, because of the tremendous urge to conformity in gregarious animals, is less tolerant than any system of law. When human beings are governed by "thou shalt not", the individual can practise a certain amount of eccentricity: when they are supposedly governed by "love" or "reason", he is under continuous pressure to make him behave and think in exactly the same way as everyone else.
George Orwell is my hero.
Social Experiment: if you're pissed like me, copy and paste this into your sig, and add a number after it.
PISSED 8374982374983749873948234
Check out my band Man In A Shed |
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![[Post New]](/s/i/i.gif) 2010/01/19 05:54:36
Subject: What would you change in your Codex?
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Mysterious Techpriest
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IG:
-Make Ogryns worth my points.
-Cheapen Stormtroopers a little. I know they can wipe the floor with Space Marines if they surprise them, but they're still too pricey to be super competitive.
-Let me take stubbers on my Valkryie, make them cheap and give me a rule that lets me use them without slowing down.
-Give me Sniper Squads that ain't Ratlings. I'd take a Special Weapon Squad where you have the option to purchase Camo Cloaks and +1WS with sniper rifles. Veterans let you do that too, but at the cost of dragging along a sergeant and 6 more men with lasguns.
-Sell more Servitor minis to go with my techpriest.
-Sell expansion packs for the lovely modular Demolisher kit.
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DQ:90S++G+M++B++I+Pw40k04+D++++A++/areWD-R+++T(M)DM+
2800pts Dark Angels
2000pts Adeptus Mechanicus
1850pts Imperial Guard
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![[Post New]](/s/i/i.gif) 2010/01/19 15:58:09
Subject: What would you change in your Codex?
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Dakka Veteran
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Eldar Own wrote:Oh, just noticed. Number9dream, Boom Box is a better name.
It would open up a lot of funny conversion opportunities for fitting speakers on your vehicles
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![[Post New]](/s/i/i.gif) 2010/01/19 16:27:48
Subject: What would you change in your Codex?
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Dakka Veteran
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number9dream wrote:It would open up a lot of funny conversion opportunities for fitting speakers on your vehicles 
I just got a trukk and Iv'e ordered some Goff Rockers to put on it a-la Rock Band. Big SPeakers are a must.
On a side note, what did the Goff Rockers do and why were they taken out?
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This message was edited 1 time. Last update was at 2010/01/19 16:28:02
In a Society in which there is no law, and in theory no compulsion, the only arbiter of behaviour is public opinion. But public opinion, because of the tremendous urge to conformity in gregarious animals, is less tolerant than any system of law. When human beings are governed by "thou shalt not", the individual can practise a certain amount of eccentricity: when they are supposedly governed by "love" or "reason", he is under continuous pressure to make him behave and think in exactly the same way as everyone else.
George Orwell is my hero.
Social Experiment: if you're pissed like me, copy and paste this into your sig, and add a number after it.
PISSED 8374982374983749873948234
Check out my band Man In A Shed |
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![[Post New]](/s/i/i.gif) 2010/01/19 21:30:39
Subject: Re:What would you change in your Codex?
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RogueSangre
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Edorian wrote:Imperial Guard I know they just came out, but there are some glaring problems. Admittedly as a guard player myself I abuse it, but it does need to be fixed. -Vendettas. Do something, just something I mean seriously. Remove transport capacity, un-twin-link the lascannons, make the heavy bolters more expensive, take off the free extra armor, or at least adjust the points. The rest of the IG FA section is good enough that given the opportunity to excel it can, but currently the only question is “do I use 2 vendettas or all 3?”
@ Vendetta: I could live without the transportation, but don't take away the twin-linked! I finally have some twin-linked after all these years and I'm willing to keep it!  Extra armor is no problem: aircrafts need some protection so why not? As for the heavy bolters... who takes these voluntarily anyway?!?! So, well okay... make them more expensive, I couldn't care less. By the way I think you underestimate the valkyrie somehow. It's a fine alternative imo. I agree about removing transport. Infact, they should never have invented the Vendetta and just given us Vulture gunships instead.
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This message was edited 2 times. Last update was at 2010/01/19 21:31:11
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![[Post New]](/s/i/i.gif) 2010/01/19 22:19:13
Subject: What would you change in your Codex?
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Stubborn Temple Guard
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With my new Tyranid codex, I'm still wishing for the same thing:
A ranged weapon that has an AP of 3 or better. I think we have a whopping 2 of them. And one is a Psychic power.
Seriously? Strength 10, AP 4?
I would also love to see Carnifexes in a brood be able to be equipped differently, but that would probably be a bit overpowered.
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27th Member of D.O.O.M.F.A.R.T.
Resident Battletech Guru. |
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![[Post New]](/s/i/i.gif) 2010/01/19 23:22:49
Subject: What would you change in your Codex?
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Dakka Veteran
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Farseer Prometheus:
Have whatever squad the Autarch is a part of count as a scoring unit.
I like this idea a lot - I was going to post the same thing but decided to see if it'd already been posted (I might actually have seen it before while skimming this thread) - and what do you know, it has
It'd be very nice and dynamic, especially if you have a very mobile autarch (WSJ, Bike).
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![[Post New]](/s/i/i.gif) 2010/01/20 00:45:12
Subject: What would you change in your Codex?
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Member of the Malleus
San Francisco Bay, CA, Ancient Terra, Sol System
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I'd give Grey Knights more psychic powers. I'm not talking big fancy things, I mean like, a RENDING psychic power. A 2D6 AP psychic power. A whole-squad Fleet psychic power. A whole squad Power Weapon upgrade psychic power (all of these until end of turn, of course,) etc, etc, etc. I'd give them a 5+ invulnerable save. I'd make the simple psychic powers 'lesser' psychic powers, and let the Justicars take a few, and the BCs to take a few and one of the 'greater' psychic powers, (i.e. the ones on par with holocaust) and then the GM take two 'greater' psychic powers, and a few of the lesser ones. I'd let them all teleport in and make the Deep Strike FA squads come in on a pre-determined turn decided before deployment. I'd give them all Psycannon Bolts standard, and with a bit of play testing, that may very well be a valid fix.
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This message was edited 1 time. Last update was at 2010/01/20 00:49:00
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![[Post New]](/s/i/i.gif) 2010/01/20 00:46:02
Subject: Re:What would you change in your Codex?
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Hellacious Havoc
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CSM:
Legion Specific Upgrades and altered Force Organization Chart (Iron Warriors, Word Bearers, Thousand Sons, Emperor's Children, World Eaters, Death Guard, Black Legion, Alpha Legion, Night Lords) for select units...mostly toward Vanilla Marines, HQ's, Termie's, and Dreadnought. (Seriously, if Loyalist b  's like Dark Angels and Black Templar get their own...don't get me started)
Better, more diverse Psyker Powers (Psyker powers have become more and more powerful with each updated codex since 5th. Ed. SM)
Upgrades for Summoned Daemons (more expensive but make them EXACTLY like their brothers/sisters in the Chaos Daemons 'dex)
Drop Plague Marines to 20 pts, Noise Marines to 18, Berzerkers to 20, 1k Sons to 21 pts
and lastly ... CSM DREAD CLAWS!!! (if you don't know what this is, ask your local 40k vet)
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![[Post New]](/s/i/i.gif) 2010/01/20 11:55:59
Subject: What would you change in your Codex?
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Purposeful Hammerhead Pilot
pelvic thrusting in awkward moments
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make the rules more lol-ish its far too grimdark for me, so i chose the one thats the least grimdark, tau
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Grey Templar wrote:
The real reason Obi-wan said there was a "disturbance in the force" was that was the very moment Shas'o vera was born. it was so awsome and terrible it could be felt through time and across the dimensions.
"Millions of voices cried out in Terror, and were suddenly silenced" |
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![[Post New]](/s/i/i.gif) 2010/01/20 20:09:17
Subject: What would you change in your Codex?
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Never-Miss Nightwing Pilot
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number9dream wrote:Farseer Prometheus:
Have whatever squad the Autarch is a part of count as a scoring unit.
I like this idea a lot - I was going to post the same thing but decided to see if it'd already been posted (I might actually have seen it before while skimming this thread) - and what do you know, it has
It'd be very nice and dynamic, especially if you have a very mobile autarch (WSJ, Bike).
I think its a good idea. I suppose it gets across the fact that's it's a 'Master Strategist', and would open some nice tactics and very effective unit combinations.
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"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann
Armies at 'The Stand-still Point':
Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3
Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.
Eldar armies of various sizes W-D-L 26-6-3
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