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Made in us
Badass "Sister Sin"






Camas, WA

 Trondheim wrote:
Grant me a decent official codex, that don`t leave me stranded with useless SoB

SOB have a useful, official codex. Just because you don't like it does not make it useless...

Heck, an SOB army just made it to third in generalship at Nova. Doesn't sound useless to me.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
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Made in ca
Bane Lord Tartar Sauce




For Necrons:

Make the Shield for Lychguard a 3++. Most of the time the dispersion effect does nothing since you are forced to use their 3+ armour save. Also, the fact that they do not have Thunder Hammers and 2+ armour mean that they can afford the cost. Also, the option to take them instead of a royal court for an overlord would be nice.
Give Triarch Praetorians either an extra attack, an option for a 2+ save, or something that allows them to fight at I4. Any of these may come at an upgrade in cost.
Either reduce the cost of Flayed ones to 11-12 ppm, or move them to being a troops choice.
Reduce the cost of the C'Tan or give them a better statline. More abilities would also be nice.
Make it so that we have a reason to take weapons other than Warscythes on (Over)Lords.
Make it so that the choice between Gauss and Tesla Immortals is less clear cut (as is, the key choice is between Tesla Immortals and Warriors).

Tau:

General points reductions on a variety of units (probably on everything, but at least on non-battlesuits)
Make Ethereals suck less.
Improve the Hammerhead.
Allow fire warrior squads to take heavy weapons or relentless markerlight drones.
Make Markerlights assault rather than heavy.
Make an upgrade that allows units to fire markerlights in addition to their weapons, and give it to pathfinders automatically on their Pulse Carbines.
Move Tetras into the codex.
Improve the Hammerhead and Skyray.
Update Markerlights for 6th.
Improve the rules for stealth suits. Allow for full squads of Fusion Blaster Suits.
More HQ choices, more special characters.
Gun Drone Squadrons as Troops.


   
Made in pl
Screaming Shining Spear




NeoGliwice III

Not having awful troops would certainly help Eldar codex.

Good things are good,.. so it's good
Keep our city clean.
Report your death to the Department of Expiration
 
   
Made in ie
Hallowed Canoness




Ireland

pretre wrote:Lemme reply here...
A lot of the points in my list like the Sacred Rites or the Palatine are just there because they felt really fluffy. Maybe it's just me taking it a little too far, but for me, their background and the image they convey is actually one of the most important aspects of the Sisters, so I kind of dig the idea to see it flow into the game in the form of special rules or units. And who knows, the Palatine could actually be useful for small 500pts games!

Love your idea of a modified Deny the Witch better than my own thoughts, though. It's essentially the same thing, just more elegant.

Novice Squads are a just an idea I like. Frateris Militia makes more sense to me than Redemptionists as the latter are just a specific cult (often associated with Necromunda though not limited to this one world), whereas Frateris Militias can be raised virtually anywhere and with a more freeform background. Also, they're the older of the two. Any Redemptionist automatically classifies as Frateris Militia too, anyways, so using the latter term opens it up for more customisation, like inventing your own movements of crazy zealots.

And yeah, Tau hostility is merely a "xenoooos purrrrge" thing. Plus that "threat of ideological contamination" mentioned in the WH Codex and further played upon in the Soulstorm campaign. I could see the Tau philosophy being mis-interpreted into some sort of "alien religion" and a direct affront to the Emperor, especially as it aims to "steal" human loyalties and integrate them into their collective.
I could actually see SoB allied with Tau and Eldar under very, very specific circumstances, but I thought it was so special that it was best left out to protect the general theme of intolerance and hatred.

What's wrong with Valkyrie transports, though?

This message was edited 1 time. Last update was at 2012/09/04 19:37:20


 
   
Made in us
Badass "Sister Sin"






Camas, WA

Nothing wrong with Valks other than the awesome overload I would get and the horrible drain my wallet would get.

Yeah, I guess Militia/Frateris with subset for Reds would be cool. Add an Arch-Zealot for X points to turn them into reds or something.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in ie
Hallowed Canoness




Ireland

Ohh, gotcha!

And I think I get what you mean now. Nothing at all against using the Redemptionist rules (they seemed more expansive iirc), I was just fond of the Frateris Militia name.
   
Made in us
Deadly Dire Avenger






Codex: Eldar

Make Warlocks like a royal court!! Or like the space wolves thing!!

Enhance or embolden for for Dire avengers would be awesome!!

Also being able to put a heavy flamer in any squad, would be cool.

And fix witch blades, i would prefer Wound on +4 ap 2 or 3 rather than Wound on +2 any day.

Lower Transport costs, i don't want to pay for a friggin battle tank when i just want to get my fire dragons to the front lines.

Open topped transports, OR Upgrade to allow assaults out of transports.

Higher BS on falcon.

Higher BS on warwalkers (for a higher price of course)

WARPHUNTER!!!!!!!

Pheonix lords are a no brainer.

Lower price on guardians, or a SLIGHT buff (better guns? Better armor?)

More troop aspects like striking scorpions!!!

Webway portal

I think it would be cool to have a Bone Singer kind of like a techpriest.

Banshees given the option to assault out of transports (if no open top or assault transports)

Vypers to be cheaper or more like hornets from IA11

Flyers obviously, ( i use the forgeworld nightwing and its a great dogfighter)

Autarchs being able to get Harlequin kiss or some type of poisoned weapon so they can kill something in CC, and give them a cooler special rule rather than just reserve bonus.

OH!! and fix Holo-Fields!!!





 
   
Made in us
Mutating Changebringer





New Hampshire, USA

Codex: Adeptus Astartes

All units listed without a FOC.

IE:

Tactical Squad, Assault Squad, Devastator Squad, Bikes, Attack Bikes, Speeders (and all hull variants), Rhinos (and all hull variants), Raiders (and all hull variants),

Terminators, Captains, Chaplains, Librarians, Techmarines, Apothocaries, Veteran Squads, Dreadnoughts (and all hull variants).

That covers almost everything that any chapter can take.

Now the codex could be written with each of these units under a "standard codex units" entry.

The middle of the codex can then cover the Spacial Characters.

The codex special rules could include "Chapter Traits" which basically states which chapters use which units and where in the FOC they are delegated.

Under each listing there can be a list of "non-codex" units available to the army.

For example the Baal Predator would be in the main listing of units. However the only "Chapter Traits" system that allows it is the Blood Angels.

Alternatively the Death Company and the DC Dread, Sanguinary Guard, Furioso ect. would be in a breif entry under the "Blood Angels" heading.

I wouldn't want to see something like "You must take Dante to play Blood Angels" but rather something like "You must use the 'Blood Angel Chapter Traits' to include Dante/Baal Pred ect".

Clearly I'm in the "Space Marines need one book" camp. But let's face it, there isn't enough difference between codexs to merit a codex for each chapter (excluding GK who imho don't need a true codex).

Khorne Daemons 4000+pts
 
   
Made in il
Warplord Titan Princeps of Tzeentch






Well, that most obvious change to the Tau codex is the fact that it needs:

A-logical pricing of units, some are horridly overcosted. (buffing said units instead works as well.)

B-adding a few new units, they seriously lack options.

C-change units to their proper slots, and combine/separate units as needed. what I mean is:
--there is no reason why stealth is elite and not fast attack.
--there is no reason why pathfinders are a seperate unit and not firewarrior weapon options, they are identical sans guns, and even there you have quite some cross over, not to mention a freaking heavy-weapon squad sure as hell ain't "fast attack". (and the firewarrior carbine model actually has a markerlight attached, just like pathfinder's)
--there is no reason why drone squads can only have gun drones and not marker and shield drones (snipers I can understand, as they need a spotter to function properly)


as for obvious options that need to be added:

A-kroot need to have more upgrade options then they 6+ save the shaper gives, especially as it sucks.

B-Elite class firewarriors? some sort of all-shas'ui team with shas'vre team leader and a BS of 4?




And for whoever said the ethereal sucks-they are not any more, now they are high-risk high-reward.
A very YMMV unit, but not sucks.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Focused Fire Warrior





 Desubot wrote:

can we has target locks back please?

also would love it if marker beacons were a purchasable equipment for d fish, i hate taking the pathfinders for it (also mabye remove the pathfinder dfish requirement)


I forgot about target locks, but I was also trying to keep my inputs simple and quick.

Also, no need to worry about adjusting pathfinders if you have tetras. They're MUCH better than pathfinders. Move as a fast skimmer, shoot 4 markerlights of to max range with a jink save? yes please! Also, if they carry their own seeker missiles they would make seeker missiles so worthwile to take!



Check out my modeling albums: http://yotsubasnake.imgur.com/ 
   
Made in us
Elite Tyranid Warrior






Tyranids:

#1. Make all Synapse Creatures Eternal Warriors.
2. Reduce the cost of MCs and MC weapon upgrades by 15-25%.
3. Let genestealers assault any time they darn well feel like (outflanking, turn 1, etc.)
4. Assault Grenades for Genestealers
5. Make all MC's at least WS5. A Fex with WS3 is just silly
6. Make an upgrade to allow Tervigons to spawn Hormagaunts.

Canifex Quote: I love Rhinos. They are crunchy on the outside, and soft and chewy on the inside.

- 3300 painted 
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

Shamroll, i like most of your ideas

1: Thats how it was, and still should be :(

2: Most seem pretty good for price, except the fex which doubled in price.

3: Not really needed, but would be very nice.

4: They are needed badly, end of.

5: They are fine.
Tervigon isnt ment for CC (even though it can cope fine)
Fex's arent smart or skilled, they are simply a walking sledgehammer which thanks to smash attacks, have no use now. (trygons are tons better now thanks to that)

6: I would be happy with horms that actually work in CC to start with.
Maybe another attack and +1s or FC.
But spawning them would be pretty decent, i guess weight of numbers has to do something.

   
Made in us
Dakka Veteran






People currently playing Necrons, IG and GK need to be real quiet and give words of encouragement to other armies.

(joking of course, in a few codexes one of these guys are probably going to be in the current spot DE are and be dropped a spot)


For Tau I wouldnt go with cheaper models just give them more tools for the points they pay, exception being able to spam more markerlights. Give them synergy and more uses for said markerlights.

Tyranids really just need eternal warrior back for synapse and grenade type abilities and poof your done. MC immediately become worth their points, as do warriors. Genestealers do not need to charge from outflank, just grenades.

Daemons need a drawingboard with the whole deep strike thing. There are too many oddities with it. I like the ideal of each turn placing d3+1 markers (warp rifts), deep strike them as current rules, then allow a WWP type effect for your incoming forces. Other than that just a point shave here and there.

This message was edited 1 time. Last update was at 2012/09/04 22:10:29


 
   
Made in us
Perfect Shot Black Templar Predator Pilot





The Veiled Region

Eldar:
Give me a Flyer.
Make Warlocks have stock 2 attacks.

Black Templars:
Give me a Flyer.
Reduce points of vehicles to C:SM and give us grenades stock (like other SM).

That is all.
   
Made in us
Heroic Senior Officer





Western Kentucky

 lazarian wrote:
People currently playing Necrons, IG and GK need to be real quiet and give words of encouragement to other armies.

(joking of course, in a few codexes one of these guys are probably going to be in the current spot DE are and be dropped a spot)


For Tau I wouldnt go with cheaper models just give them more tools for the points they pay, exception being able to spam more markerlights. Give them synergy and more uses for said markerlights.

Tyranids really just need eternal warrior back for synapse and grenade type abilities and poof your done. MC immediately become worth their points, as do warriors. Genestealers do not need to charge from outflank, just grenades.

Daemons need a drawingboard with the whole deep strike thing. There are too many oddities with it. I like the ideal of each turn placing d3+1 markers (warp rifts), deep strike them as current rules, then allow a WWP type effect for your incoming forces. Other than that just a point shave here and there.


Hey, all I did was ask for our really crappy units to get a bit of a boost so it's not just spam spam spam.

I even asked for the vendettas price to go up! What more do you want from me? 12/12/10 russes?

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in gb
Longtime Dakkanaut





I'd make flamers 23 points and give them 2 wounds.

No, wait

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
Made in us
Lone Wolf Sentinel Pilot




IG
Bringing back doctrines in some form or another.
   
Made in us
Heroic Senior Officer





Western Kentucky

 Testify wrote:
I'd make flamers 23 points and give them 2 wounds.

No, wait


God I had three of those things eat over half a gunlines worth of firepower with their stupid invuln saves. I know he rolled lucky but it was still nuts

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Nasty Nob on a Boar






Inside of a CRASSUS ARMOURED ASSAULT TRANSPORT

 Testify wrote:
I'd make flamers 23 points and give them 2 wounds.

No, wait


Nah what you really need is a Tzeentch unit with 5 AP 2 Close Combat attacks. They did what now?

 angel of ecstasy wrote:

You take a dump, you flip through the Dark Eldar codex, the concept art for Lelith Hesperax shows up and you pee on the floor.


2000  
   
Made in us
Beautiful and Deadly Keeper of Secrets





Hire some new codex authors so we don't have three just to write near 10+ books of some very varied effectiveness.

Chaos Space Marines:

Bring Back Daemonic Gifts and a variety of Daemon Weapons.

This message was edited 1 time. Last update was at 2012/09/04 23:38:32


 
   
Made in au
Norn Queen






 shamroll wrote:
Tyranids:

#1. Make all Synapse Creatures Eternal Warriors.
2. Reduce the cost of MCs and MC weapon upgrades by 15-25%.
3. Let genestealers assault any time they darn well feel like (outflanking, turn 1, etc.)
4. Assault Grenades for Genestealers
5. Make all MC's at least WS5. A Fex with WS3 is just silly
6. Make an upgrade to allow Tervigons to spawn Hormagaunts.


1. Dig it. But make Warriors W2 to compensate. Squads of W3 Eternal Warriors would be a tad annoying to deal with. W2 Eternal Warrior would be pretty neat for their points.
2. Dig it. MC's are ludicrously overpriced with the exception of the Tervigon.
3 and 4. Dig it. Genestealers should be feared in assault. They're still fragile enough that overwatch with flamers can blunt their attack.

5. Hate it. MCs shouldn't have a blanket buff to WS5. What they need is their own characterful rules to represent their roles. For example - Carnifexes. They're battering rams. Unsubtle creatures designed to do their most damage whan they're stampeding into a tank or fortification. WS5 doesn't represent this, and is a pretty bland improvement. However, Hammer of Wrath attacks do represent this. What they need is a rule like that new Slaanesh Chariot. Give them +D3 Hammer of Wrath attacks when they charge, and maybe let them keep Smash's AP2 for their HoW attacks. This would represent the crushing impact of a Carnifex broods charge, while still having them be less than stellar fighters afterwards (lets face it, they're not fencing masters). Other MCs could get other characterful rules to help them in their role.

6. Hate it. Hormagaunts don't come out of Tervigons, they breed themselves. They lay eggs, which hatch by the time the brood is dead, lay their own eggs, and basically create a never ending cycle of Hormagaunt waves until someone hunts down the brood nest and destroys it. Allow them to take a brood nest upgrade (like the old Forgeworld terrain peice), and a rule like the old Without Number, but every time the brood respawns, it comes from the brood nest.

My own suggestions for Codex Tyranids

Let a Trygon 'attach' a unit to emerge from its tunnel the turn after it arrives, even if it's only limited to Raveners.

Give the armies Warlord some upgrades that represent the global change occuring to the planet and the fact that it's a worldwide mass assault, like Necrons get with some of their C'tan powers and the Stormlords lightning. The planet is meant to be under enormous upheaval, spores choking the air, plants and animals gorwing to massive size and reproducing at alarming rates, the sky wracked and split by unnaturally powerful storms, and billions upon billions of Tyranids making planetfall. Tyranids have one of the most visually evocative attack methods on a planetary scale, which have never been represented on the tabletop. Having the Warlord be the focal point isn't fluffy, but it's a good gameplay compromise.

This message was edited 2 times. Last update was at 2012/09/05 00:19:51


 
   
Made in us
Numberless Necron Warrior





USA

I think I would be very happy if for Necrons they did a few things.

-Made Flayed Ones good. Whether by letting them assualt from deepstrike.Making them a troop choice. Making them WS 5. Something to make me want these guys.

-Lowering the costs of Lychguards cause 200 points is alot for me when there are just so many better choices.

-And just for fluffy fun reasons. Allow me to take as many abilities for a C'tan Shard as I want to make him seem close to his old power.

They told me I had too many guns, I disagreed. 
   
Made in us
Elite Tyranid Warrior






 -Loki- wrote:

1. Dig it. But make Warriors W2 to compensate. Squads of W3 Eternal Warriors would be a tad annoying to deal with. W2 Eternal Warrior would be pretty neat for their points.

5. Hate it. MCs shouldn't have a blanket buff to WS5. What they need is their own characterful rules to represent their roles. For example - Carnifexes. They're battering rams. Unsubtle creatures designed to do their most damage whan they're stampeding into a tank or fortification. WS5 doesn't represent this, and is a pretty bland improvement. However, Hammer of Wrath attacks do represent this. What they need is a rule like that new Slaanesh Chariot. Give them +D3 Hammer of Wrath attacks when they charge, and maybe let them keep Smash's AP2 for their HoW attacks. This would represent the crushing impact of a Carnifex broods charge, while still having them be less than stellar fighters afterwards (lets face it, they're not fencing masters). Other MCs could get other characterful rules to help them in their role.

6. Hate it. Hormagaunts don't come out of Tervigons, they breed themselves. They lay eggs, which hatch by the time the brood is dead, lay their own eggs, and basically create a never ending cycle of Hormagaunt waves until someone hunts down the brood nest and destroys it. Allow them to take a brood nest upgrade (like the old Forgeworld terrain peice), and a rule like the old Without Number, but every time the brood respawns, it comes from the brood nest.

My own suggestions for Codex Tyranids

Let a Trygon 'attach' a unit to emerge from its tunnel the turn after it arrives, even if it's only limited to Raveners.

Give the armies Warlord some upgrades that represent the global change occuring to the planet and the fact that it's a worldwide mass assault, like Necrons get with some of their C'tan powers and the Stormlords lightning. The planet is meant to be under enormous upheaval, spores choking the air, plants and animals gorwing to massive size and reproducing at alarming rates, the sky wracked and split by unnaturally powerful storms, and billions upon billions of Tyranids making planetfall. Tyranids have one of the most visually evocative attack methods on a planetary scale, which have never been represented on the tabletop. Having the Warlord be the focal point isn't fluffy, but it's a good gameplay compromise.


1. I would be totally OK with W2 and Eternal Warrior, especially when you are paying 30 points per model, either that or T5 and W3 just to overcome the S8 spammed weapons out there.
5. I will concede my point that WS3 MCs are OK as they fit with being big, cumbersome creatures. I HUGELY agree that MCs need something better than just a single HOW and D3 sounds about right for a big creature smashing into a line of troops, especially when a Necron Command barge is getting D6 and the Seeker Chariot gets something like 4D3.
6. This was mostly my own personal desire since I prefer Hormagaunts to Termagants. Nothing that has any valid fluff or tactical reasoning other than I think it would be cool to send continuous waves of Hormagaunts into enemy lines.

I love the idea of attaching another reserve unit to the Trygon's tunnel. It would act similar to the StormTalon's escort ability as you could declare it at the beginning of the game and the two would be able to arrive together. As it is currently used, only reserve units that fail their turn 2 reserve roll and don't have wings, can utilize the tunnel. So only units arriving on turn 3 can use it and it only allows the unit not to scatter when deployed near the tunnel.

I also like the idea of table wide effects. Tyranids are suppose to be some of the most feared creatures in the galaxy. BA and Necrons can put aside their differences to fight against the Tyranids because they both realize that Tyranids were a much greater threat. Tyranids are suppose to be able to strip a planet bare within a month and leave long before help could ever arrive. Some effects that would represent this threat would be nice.

An addition I would also like to see is a redo of Old One Eye. He is way to overpriced and slow for what he can do. I love the idea of him, an unstoppable Fex that keeps coming even after taking a plasma blast to the face. It feels like he needs a complete makeover to be worth taking. I would love to see him as a Synapse creature, lower points, and an ability like Yarrick where he just keeps getting back up in addition to his current abilities. Maybe also make him an IC or let him take a Spore Pod.

Canifex Quote: I love Rhinos. They are crunchy on the outside, and soft and chewy on the inside.

- 3300 painted 
   
Made in au
Norn Queen






 shamroll wrote:
6. This was mostly my own personal desire since I prefer Hormagaunts to Termagants. Nothing that has any valid fluff or tactical reasoning other than I think it would be cool to send continuous waves of Hormagaunts into enemy lines.


I don't know a Tyranid player around who doesn't want to do this. But shoving them into the Tervigon is unnecessary. There's already a fluff method for them doing this, and would also make them somewhat different to Termagants.

Tervigons spit out additional Termagants on top of what you already have, and buff them like a brood leader. This is fine.

Hormagaunts really should be different, and it's not too hard. Use the old Without Number rules, but the originating point for each respawn of the squad is from a Brood Nest, and the Hormagaunt squad has to start the game within 6" of it. Make it an AV10 or 11 structure, and destroying it stops the Hormagaunts respawning. This would make them work like they do in the fluff - unending waves until someone finds and neutralises the nest. It's different to a Tervigon, as it's not buffing them, not is it adding more Hormagaunts than you paid for. It's just enabling the wave attack method Hormagaunts use.

 shamroll wrote:
An addition I would also like to see is a redo of Old One Eye. He is way to overpriced and slow for what he can do. I love the idea of him, an unstoppable Fex that keeps coming even after taking a plasma blast to the face. It feels like he needs a complete makeover to be worth taking. I would love to see him as a Synapse creature, lower points, and an ability like Yarrick where he just keeps getting back up in addition to his current abilities. Maybe also make him an IC or let him take a Spore Pod.


Rather than making him a Synapse Creature, making him an upgrade for a Carnifex brood that grants Brood Telepathy like Genestealers would be interesting.

Something else that would be nice - Venomthropes, Hive Guard, Zoanthropes, Lictors and Pyrovores bought like Sanguinary Preists/Wolf Guard. Buy a unit, and they get attached to squads. This would free up elite slots, since you would be able to take a brood of 3 Zoanthropes, attach them to other units, which spreads their psychic powers and synapse around, without needing to take multiple broods for the same effect. Hive Guard, Venomthropes and Pyrovores would in effect be basically weapon upgrades for squads like this.

This message was edited 2 times. Last update was at 2012/09/05 05:54:00


 
   
Made in pl
Longtime Dakkanaut





I even asked for the vendettas price to go up! What more do you want from me? 12/12/10 russes?

maybe with an hovercraft upgrade that changes it in to a flyer for 25pts . would be awesome .

forgot one more thing . Let me play a rough rider army .
   
Made in au
Norn Queen






The main issue I have with the vendetta is it's a transport.

It's meant to be un upgunned Valkyrie making it a dedicated gunship. It should be losing its transport capability. That along would firce a choice, since they are mostly used to transport veteran squads.
   
Made in au
Devestating Grey Knight Dreadknight





Australia

For Grey Knights:

Add a generic Inquisitor Lord HQ choice that unlocks Inquisitorial Henchmen as troops units, so that people who want to run an Inquisitorial army don't have to take Coteaz.

Restrict Psycannons in Purifier units to 2 per 10 models, instead of 2 per 5.

Specify that DCA have power swords only.

That's about it.

"Did you ever notice how in the Bible, when ever God needed to punish someone, or make an example, or whenever God needed a killing, he sent an angel? Did you ever wonder what a creature like that must be like? A whole existence spent praising your God, but always with one wing dipped in blood. Would you ever really want to see an angel?" 
   
Made in au
Bounding Dark Angels Assault Marine





Australia

for DA i say give us some stuff that the other codexes dont have like a mortis dreadnought. Also more choices for deathwing armament and some form of flyer and/or anti-flyer

3500 (ish) points
who-knows-how-many points random stuff  
   
Made in se
Ferocious Black Templar Castellan






Sweden

Give us Templars back preferred enemy (or at least some CC buff that doesn't only work the first round WE charge), let our Crusader Squads buy pairs of Power Fist to compensate for A1 base, update vehicles to current standard (although that'd be a nerf), give the Emperor's Champion EW, AP2, 3++, Instant Death in challenges and WS7, Frag & Krak standard. That'd be a good start.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in gb
Perfect Shot Black Templar Predator Pilot






 DeffDred wrote:
Codex: Adeptus Astartes

All units listed without a FOC.

IE:

Tactical Squad, Assault Squad, Devastator Squad, Bikes, Attack Bikes, Speeders (and all hull variants), Rhinos (and all hull variants), Raiders (and all hull variants),

Terminators, Captains, Chaplains, Librarians, Techmarines, Apothocaries, Veteran Squads, Dreadnoughts (and all hull variants).

That covers almost everything that any chapter can take.

Now the codex could be written with each of these units under a "standard codex units" entry.

The middle of the codex can then cover the Spacial Characters.

The codex special rules could include "Chapter Traits" which basically states which chapters use which units and where in the FOC they are delegated.

Under each listing there can be a list of "non-codex" units available to the army.

For example the Baal Predator would be in the main listing of units. However the only "Chapter Traits" system that allows it is the Blood Angels.

Alternatively the Death Company and the DC Dread, Sanguinary Guard, Furioso ect. would be in a breif entry under the "Blood Angels" heading.

I wouldn't want to see something like "You must take Dante to play Blood Angels" but rather something like "You must use the 'Blood Angel Chapter Traits' to include Dante/Baal Pred ect".

Clearly I'm in the "Space Marines need one book" camp. But let's face it, there isn't enough difference between codexs to merit a codex for each chapter (excluding GK who imho don't need a true codex).


QFT.
   
 
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