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![[Post New]](/s/i/i.gif) 2018/03/04 05:48:53
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Frenzied Berserker Terminator
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1 DG Army. Make Disgustingly Resilient army wide.
2 Eldar Army. I dunno I'm new here, give Dire Avengers one extra attack to make them a bit stiffer in CQC?
3 Space Marines Army. Give Successor Chapters access to all their Founding Chapters traits and stratagems and also allow for some chapters to choose their tactics based on their opponent as supported by the lore. Actually no, I want the 6th edition Chapter Tactics system back in its entirety. I really miss outflanking Raven Guard MSU in Razorbacks and scout moving gunlines.
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Gets along better with animals... Go figure. |
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![[Post New]](/s/i/i.gif) 2018/03/05 01:07:49
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Dakka Veteran
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With you on Successor chapters, Darkcloak
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![[Post New]](/s/i/i.gif) 2018/03/05 13:45:00
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Aspirant Tech-Adept
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For all marine armies, loyalist and chaos:
1. Dreadnoughts can move and fire without penalty. Period.
2. Dreadnought powerfist\melee weapons do not have a penalty to hit.
3. Iron warrior characters can take a servo arm give n the fact gw makes an iw miniature with a servo arm.
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"I learned the hard way that if you take a stand on any issue, no matter how insignificant, people will line up around the block to kick your ass over it." Jesse "the mind" Ventura. |
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![[Post New]](/s/i/i.gif) 2018/03/05 15:04:51
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Longtime Dakkanaut
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Table wrote: Cephalobeard wrote:Tzeentch Daemons:
Lords of Change and Kairos have the Magnus smite. 1d6 Damage, 2d6 on a 12+
Locus of Tzeentch instead provides a passive bonus to increase casting range of psychic powers by 6" for lesser daemons, 12" for greater daemons.
Flickering Fire added as a cantrip. Generic psychic power unaffected by the matched play rules limiting psychic powers, on a 7+ it deals a mortal wound, on a 12+ it deals d3 mortal wounds.
You just invalidated Magnus and the legion trait in one swoop.
The TSons codex did a better job at invalidating Magnus than I ever could. Enjoy codex Tzeentch Daemonkin, starring Tzaangor and more Tzaangor. Just because a Primarch is powerful doesn't mean the other $100 Models that cost around 350-400pts should be infinitely worse by comparison. Tzeentch daemons are literally physical manifestations of warp magic, led by the actual god of trickery and sorcery, and Kairos is his right hand man. They should be better than TSons at the job, by default. Full stop.
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This message was edited 1 time. Last update was at 2018/03/05 15:08:02
Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.
I have a problem.
Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.
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![[Post New]](/s/i/i.gif) 2018/03/05 16:11:53
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Deathwing Terminator with Assault Cannon
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Table wrote:Zustiur wrote: bullyboy wrote:Dark Angels:
1. Ravenwing Grenade Launchers fire 2D6 frag grenades instead of 1D6 (since they can fire 2 krak grenades, why not 2 frag?)
Good idea.
2. Deathwing assault drops to 1 cp/2 cps
3. Teleport homers on ravenwing allow deathwing to deep strike closer than 9". Maybe 6"
4. Scrap the tactical objectives and interromancy and start again. Seriously. They both suck.
Deep striking into 6 inchs makes for some broken things. It would be better to give them a extra 1d6 to charge range after using a homer to DS.
Not really. It's the same exact thing Tau has ( RAW, Tau can deepstrike just outside 1"), except that DWK are one of the best CC units in the game.
Even if a list revolved around Ravenwing delivery system with DWK as the main bulk of the army, the said list is limited to alpha strike @ turn they deep strike and NOTHING else. It's quite easy to kite terminators.
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![[Post New]](/s/i/i.gif) 2018/03/05 16:17:29
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Implacable Black Templar Initiate
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Assault marines with jump packs can:
1. deepstrike within 1” of enemy infantry and causes d3 mortal wounds.
2. deepstrike within 4” of a vehicle (melta bomb range.
3. fly off the board back into reserve
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This message was edited 2 times. Last update was at 2018/03/05 16:20:31
5500 pt 3500 1500 2000 3500 pt 3500pt 1500 pt 1000 2000 |
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![[Post New]](/s/i/i.gif) 2018/03/05 17:10:42
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Mekboy on Kustom Deth Kopta
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1. Orks never lose, in any game where it says they can lose they are instead said to be "second winnaz".
2. If two Ork armies face each other they must immediately put all their models away and challenge each other in some sort of contest to determine the winner. Contests include (but not limited to); Eating contest, a race, headbutting contest, arm wrestle, shouting contest.
3. Ork ground units may tackle flyers in melee combat however only 1 in every 3 models may attack as the Orks stack on top of each other to reach their foe.
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![[Post New]](/s/i/i.gif) 2018/03/05 20:07:04
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Drafted Man-at-Arms
Bodoe, Norway
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My changes will be reasonable.. compared to many of those i read so far~
Primary Army Imperial Guard (Cadian and Voystrians) i would love to be able to have:
1. Sergeants/officers/commissars/models that starts with a pistol and a close combat weapon (or just one of them) gets to have the option to take a Hot-shot Lasgun. (like DKoK has access to) AND get cooler close combat weapons like Lighting claws (like the commanders in the DoW games)
1b OR have the Company Commanders/Warlord's traits effect the entire infantry forces of a detachment. Since they are not made for combat they can be used to buff their units instead. Not for free of course. I don't mind paying more for a guy that increases the entire infantry army to do better
2. Veterans squads gets their access to carapace armor and camo cloaks again (Because that was removed for some reason)
2b If not the Veteran choice i then want Hot shot lasguns range to be increased to 24" together with every other common rapid fire weapon cause the 18" is just stupid and is clearly done so the "Humans" don't have a better weapon then the "super-non humans" (Space marines)
3. Gets access to rough riders with a 4+ save (carapace armour) that is similar to DKoK death riders. Making them a whole lot more useful (DKoK death riders also have 1 more attack if i remember right)
3b. If not rough riders i want Ogryns and bullgryns to be actually usefull in close combat. let them have access to storm shields, power fists/thunder hammer and/or lightning claws (I am aware of the lore reasons to why they don't but as they are.. they are useless to me with their -1 AP)
For Death Korps of Krieg:
1. To get the "first rank fire, second rank fire" order instead of the lame one that replaces it (gets pistol 2 instead of rapid fire 2... wup di fething do...)
2. Grinding advance rule gets abolished for the one in the Imperial Guard/ Astra Militarum Codex
3. Hot shot lasguns range to be increased to 24" together with every other common rapid fire weapon cause the 18" is just stupid and is clearly done so the "Humans" don't have a better weapon then the "super-non humans" (Space marines)
For 8th edition in general
1. Vehicles saves are all increased by +1. but also don't benefit from cover.
2. Astra Militarum/Imperial guards heavy weapons squads gets smaller bases so we can also put them where space marines devastators can go :/ We want to be in narrows streets and ruins to~
3. I want to be allowed to target character for shooting no matter if there is a closer unit nearby and in close combat with my other dudes (another dumb rule)
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This message was edited 3 times. Last update was at 2018/03/05 20:23:07
40K
18 000 points (Cadian)
3000 points (Death Korps of Krieg)
2000 points (Militarum Tempestus)
1500 points (Dark wolves)
Fantasy:
High elves 9500 points
Bretonnia 3000 points |
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![[Post New]](/s/i/i.gif) 2018/03/05 20:17:16
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Humming Great Unclean One of Nurgle
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Bullgryns are pretty BA, in my opinion.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2018/03/06 05:22:35
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Dakka Veteran
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Tau. Rewrite how marker lights work entirely so that they function in the hero/psyker phase, and function with effects similar to magic/psykers. I.e. Pathfinders Grant guidance to that unit. Seeker missiles are arcane bolts.
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This message was edited 1 time. Last update was at 2018/03/06 05:23:04
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![[Post New]](/s/i/i.gif) 2018/03/06 05:50:29
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Dakka Veteran
Australia
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Necrons:
1. Crypteks now act as psykers for the purposes of counter-spelling
2. Units lost to morale based effects cannot benefit from 'Re-animation protocols'
3. All gauss weapons deal double damage to anything with the < VEHICLE > tag
Orks:
1. Waaagh! Is now a table wide, one use ability. All < ORK > units receive a buff for this turn based on its faction.
- Bad Moons get 'Dakka Dakka Dakka!' baseline
- Speed Freeks can charge after advancing but on a charge roll of doubles they receive that many mortal wounds
- Goff units recieve +1 base strength
- Blood Axes benefit from any opponent aura effects
- Deff Skulls can move, advance and shoot all weapons with no penalties
2. Remove Ork Boyz 6+ save, all Orks now have a 6++ save cuz' they are hard to kill gits
3. Not really a rule, but Primeork Ghazzy pls
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This message was edited 4 times. Last update was at 2018/03/06 05:52:53
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![[Post New]](/s/i/i.gif) 2018/03/06 14:19:14
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Implacable Black Templar Initiate
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Darkwolf44 wrote:
For Death Korps of Krieg:
2. Grinding advance rule gets abolished for the one in the Imperial Guard/ Astra Militarum Codex
They fixed it in the 1.1 faq so it is the same as the AM codex now.
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5500 pt 3500 1500 2000 3500 pt 3500pt 1500 pt 1000 2000 |
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![[Post New]](/s/i/i.gif) 2018/03/06 15:30:40
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Drafted Man-at-Arms
Bodoe, Norway
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Kellevil wrote: Darkwolf44 wrote:
For Death Korps of Krieg:
2. Grinding advance rule gets abolished for the one in the Imperial Guard/ Astra Militarum Codex
They fixed it in the 1.1 faq so it is the same as the AM codex now.
Oh. Well thats good to know. Twin lascannon turret it is
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40K
18 000 points (Cadian)
3000 points (Death Korps of Krieg)
2000 points (Militarum Tempestus)
1500 points (Dark wolves)
Fantasy:
High elves 9500 points
Bretonnia 3000 points |
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![[Post New]](/s/i/i.gif) 2018/03/06 16:03:07
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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Kellevil wrote: Darkwolf44 wrote:
For Death Korps of Krieg:
2. Grinding advance rule gets abolished for the one in the Imperial Guard/ Astra Militarum Codex
They fixed it in the 1.1 faq so it is the same as the AM codex now.
To be honest, grinding advance should be abolished.
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Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
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![[Post New]](/s/i/i.gif) 2018/03/06 16:21:50
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Regular Dakkanaut
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Yay! Nobody did Blood Angels!
Here we go:
1. Allow the "Killshot" Predator stratagem to trigger off/on/with Baal Predators in addition to regular predators.
2. Boost Death Company's f'n'p back to 5+++
3. Assault Marines: Do something to buff their uselessness. I'm not exactly sure how to do this without taking away from the "eliteness" of Vanguard Vets, Death Company and/or Sanguinary Guard. For Blood Angels, I'd say put them back in the "Troops" section, but that wouldn't fly (hehe, no pun intended) for all chapters. Anything I can think of for Assault Marines immediately devolves into: "why wouldn't VV/DC/SG have it?" (ex; A closer deepstrike to enemy, reroll charges in turn after arriving, return to deepstrike reserve, etc.
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![[Post New]](/s/i/i.gif) 2018/03/07 20:08:10
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Screeching Screamer of Tzeentch
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Thousand Sons
Thinking some changes based around Rubrics and Scarab Occult Terminators.
1. Change the Cabalistic Focus stratagem to give +1 to psychic tests to all TS psykers within 9" for that psychic test
2. Stratagem: Use at the beginning of any phase. Choose a TS unit, then a bolter weapon or flamer weapon. The maximum range on bolters is increased by 9" until the end of that phase, and Flamers are increased to a maximum of 12" until the end of that phase.
3. Psychic Power: Chant of Dust: On a roll of 9+ select a unit with the All is Dust ability. Return d6 models to the unit. The unit may not exceed it's starting number of models. The returned models do not cost any reinforcement points in a matched play game.
Bonus!
Weapon Option: Give Rubrics the option of taking 2 power swords for each model in the unit (staff and sword for the aspiring sorcerer), gain +1 attack (as standard). There's your Khenentai Occult units.
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This message was edited 1 time. Last update was at 2018/03/07 20:38:22
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