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![[Post New]](/s/i/i.gif) 2012/09/05 13:18:40
Subject: Re:How would you improve your army's codexs?
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Badass "Sister Sin"
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Kaldor wrote:For Grey Knights:
Restrict Psycannons in Purifier units to 2 per 10 models, instead of 2 per 5.
Specify that DCA have power swords only.
Why are either of these necessary?
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![[Post New]](/s/i/i.gif) 2012/09/05 13:48:56
Subject: Re:How would you improve your army's codexs?
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Devestating Grey Knight Dreadknight
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pretre wrote: Kaldor wrote:For Grey Knights:
Restrict Psycannons in Purifier units to 2 per 10 models, instead of 2 per 5.
Specify that DCA have power swords only.
Why are either of these necessary?
Purifiers are a combat squad. Enabling them to take 4 Psycannons per squad also makes them a (very) shooty squad, which means a player isn't forced to choose. He can have his cake and eat it too, making Purifiers a too obvious choice. Restricting people to 2 per squad, like every other squad, still enables them to shoot but means players have to make meaningful choices when building their army if they want to include more ranged firepower. They can't just take the already awesome Purifers and slap some more 10 point Psycannons on them.
DCA are modelled with swords, and are an extremely powerful build under Coteaz. Restricting them to swords, instead of allowing players to convert them to axes, reduces their effectiveness and stops them being the most effective henchmen choice. Currently, with axes, they are a no-brainer. Throw them into almost any enemy unit and they'll trash it, 2+ armour save or no. Restrict them to swords, and they lose that ability which again forces the player to make meaningful choices when building his army.
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"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?" |
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![[Post New]](/s/i/i.gif) 2012/09/05 15:56:49
Subject: Re:How would you improve your army's codexs?
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Evasive Pleasureseeker
Lost in a blizzard, somewhere near Toronto
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Kaldor wrote: pretre wrote: Kaldor wrote:For Grey Knights:
Restrict Psycannons in Purifier units to 2 per 10 models, instead of 2 per 5.
Specify that DCA have power swords only.
Why are either of these necessary?
Purifiers are a combat squad. Enabling them to take 4 Psycannons per squad also makes them a (very) shooty squad, which means a player isn't forced to choose. He can have his cake and eat it too, making Purifiers a too obvious choice. Restricting people to 2 per squad, like every other squad, still enables them to shoot but means players have to make meaningful choices when building their army if they want to include more ranged firepower. They can't just take the already awesome Purifers and slap some more 10 point Psycannons on them.
DCA are modelled with swords, and are an extremely powerful build under Coteaz. Restricting them to swords, instead of allowing players to convert them to axes, reduces their effectiveness and stops them being the most effective henchmen choice. Currently, with axes, they are a no-brainer. Throw them into almost any enemy unit and they'll trash it, 2+ armour save or no. Restrict them to swords, and they lose that ability which again forces the player to make meaningful choices when building his army.
Agree with the Purifyers, but the limit would need to be 1 per 5 so as to avoid people continuing the MSU mech spam of just sitting in Rhinos and popping the top hatch to gain 8 S7/rending shots a turn. In fact, it might even be worthwhile to remove the psycannon as an option altogether and cement the unit as a specialist assault unit!
As for DCA's? With their stats, I'd be more than willing to let morons use axes... I1 means I get the chance to punch them silly and with only T3/5++ they're not that resiliant. The Power axe change needs to go to Crusaders, as axes on them make them silly good. Who cares about I1 when you've got a 3++ thanks to those storm shields?!
With the DCA's, the option you want to stop is the power maul since it makes them S6! They have the higher WS & wieght of attacks to keep them deadly vs MEQ's & TEQ's who typically only have upto 10 man units. But in all honesty, WS5/I6/S6 models who get 4 attacks each on the charge is just damn terrifying to face!
5 power maul DCA's paired up with 4 power axe Crusaders and led by a Xenos Inquisitor w/rads & psychos is pretty much an instant-win button. Now those Deathcults can instant death any T4 multi-wound models.  (or else you could use a Techmarine for the 2+ save and power fist strikes.)
Then there's all the other changes that need to happen such as;
- proper pricing of Psybolts (they need to actually cost something on dreads!  )
- rad grenades NOT affecting the instant death threshold
- psychos being removed altogether and re-written so they're not an auto-win
- Warp Quake being on 6" radius, or else using it prevents the unit from moving and running for that turn.
- Clensing Flame only hits models in BtB
- re-pricing of the Nemesis weapons. (falchions cheaper, halberds cost more for Purifyers & termies)
- re-costing across the board of the various Hencmen. ( DCA's a silly cheap, while Daemonhosts are simply poop for example)
Also, make henchmen units require a minimum of 5 models before they can gain access to a transport!!! No more of this BS of getting super effective transports for only a 40pts 'tax'. I don't care that HP's have made vehicles squishier, it still isn't enough when a GK player can easily put six av12 bunkers on the table for less than 600pts!!! (and don't laugh about lack of scoring units, since a Grandmaster can take of that for you!)
- Dark Ex amended so that it cannot remove my Prince's  ing mark of Chaos!!! (okay, so that's just a personal pet peeve that with a few whispered words, all of a sudden, my Prince can suddenly forget which God created him!  )
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![[Post New]](/s/i/i.gif) 2012/09/05 16:00:55
Subject: How would you improve your army's codexs?
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Badass "Sister Sin"
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No, I get your argument. I just don't think it is necessary. The days of OMG GK ARE THE BROKEN are over with 6th.
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![[Post New]](/s/i/i.gif) 2012/09/05 16:02:16
Subject: How would you improve your army's codexs?
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Junior Officer with Laspistol
Manchester, UK
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A few IG ones from me:
1. Give hydras interceptor. You would have to put some kind of balance on them though. Maybe they only get interceptor if they remain stationary? Also, the points would need to go up by 25-50, or they would just be auto-includes in every army in the game.
Alternatively, change the auto-targeting rule to ignore both cover and jink saves. This would make them half way decent against ground targets again. I'm trying not to be too fanboyish in my suggestion here, I just think hydras are a bit rubbish now. Still going to use them though, the FW models are awesome.
2. Give the Lord Commissar a special rule that lets him not be the Warlord. If you take one he will usually be the highest LD model in your army and LCs are not usually the ranking officer. Minor point really but it annoys me.
3. Stubbers as either SW or HW choices.
4. Give scout sentinels searchlights as standard, not the stupid cost they are now. They are supposed to be scouts. At least they would have a use, moving up first turn on night fight and spotting targets. I know I can do that now but I just hate 1 point upgrades with a passion.
EDIT:
Just an additional thing I thought of: make shuriken catapults have a longer ranged. I don't even play as or against Eldar, they just seem to me to be the worst basic infantry gun in the game.
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This message was edited 3 times. Last update was at 2012/09/05 16:07:16
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![[Post New]](/s/i/i.gif) 2012/09/05 16:25:36
Subject: Re:How would you improve your army's codexs?
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Ferocious Black Templar Castellan
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Experiment 626 wrote:
- re-pricing of the Nemesis weapons. (falchions cheaper, halberds cost more for Purifyers & termies)
Halberds don't need to be more expensive on Terminators where the sword actually does something TBH. The choice between 4++ and I6 isn't a no-brainer in any direction.
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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. |
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![[Post New]](/s/i/i.gif) 2012/09/05 17:31:59
Subject: How would you improve your army's codexs?
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Battlefortress Driver with Krusha Wheel
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Jidmah wrote:Orks:
Weirdboy/Warphead: Roll on the ork table for one/two powers. Allow pyromancy as replacement. If anyone should be able to set things on fire with their mind, it's orks.
Thrakka: Fix Prophet of the Waagh! to do something meaningful again.
Mad Doc Grotznik: One Scalpell Short of a Medpack should also confer rage. Or drop stupid raging transport FAQ.
MANz: Allow boss pole and Waagh! banner upgrades.
Meks(burnaz/lootaz): Allow boss poles
Kommandoz: Add random special rule (stealth? rending? fear?). There is no point in them currently, except looking good while being shot dead.
Warbikers: Drop points per model to about 20.
Storm boyz: Drop points per model to about 10.
Deff Koptaz: Allow mek as squad leader with boss pole.
Blitza bommer: Add anti-vehicle missile option, similar to skorcha bommers.
Looted Wagon: Available as dedicated transport without boomgun option.
Battlewagon: Half killkannon cost -or - double range.
Big gunz: Zzap gun should auto-hit again.
Deff dread: Option for exhaust cloud - or - free weapon upgrades.
Flash gits: Should come with all weapon upgrades for free.
Wrecking ball: Reduce to 5 points
KMB: Make it assault 2. Yes, this doubles the chance of killing yourself.
All units: Allow trukk, looted wagon and battlewagon as dedicated transports for every unit that can fit inside.
Everything I think and more.
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![[Post New]](/s/i/i.gif) 2012/09/05 17:53:07
Subject: How would you improve your army's codexs?
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Sure Space Wolves Land Raider Pilot
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Space Wolves
- Bloodclaws/Skyclaws/Swiftclaws: errata Headstrong so that an HQ or Wolf Guard only has to be within 6" of the unit instead of attached.
- Allow Wolf Scouts to assault out of reserves. AFAIK they're the only Marine Scouts that fill an Elites slot.
- To offset these bonuses, I'd increase the cost of Grey Hunters.
I'd just like to see more variety of viable choices in the Wolves' Codex. Rune Priests, Wolf Priests, Wolf Guard, Grey Hunters, Thunderwolf Cavalry and Long Fangs are clearly superior than the other options we have, so there's not much incentive to take weaker units.
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![[Post New]](/s/i/i.gif) 2012/09/06 01:27:32
Subject: Re:How would you improve your army's codexs?
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Elite Tyranid Warrior
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dropping the price of tyranid MC would be great
allowing the prime to join a warrior squad and enter a mycetic spore would be a nice change, as would allowing the prime to choose to upgrade with wings
either fix the pyrovore or shoot it in the head, just do something with it
also making the harpy a little sturdier would be great, something that can actually take a few hits
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Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
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![[Post New]](/s/i/i.gif) 2012/09/06 01:53:31
Subject: Re:How would you improve your army's codexs?
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Devestating Grey Knight Dreadknight
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Experiment 626 wrote:As for DCA's? With their stats, I'd be more than willing to let morons use axes... I1 means I get the chance to punch them silly and with only T3/5++ they're not that resiliant. The Power axe change needs to go to Crusaders, as axes on them make them silly good. Who cares about I1 when you've got a 3++ thanks to those storm shields?!
With the DCA's, the option you want to stop is the power maul since it makes them S6! They have the higher WS & wieght of attacks to keep them deadly vs MEQ's & TEQ's who typically only have upto 10 man units. But in all honesty, WS5/I6/S6 models who get 4 attacks each on the charge is just damn terrifying to face!
5 power maul DCA's paired up with 4 power axe Crusaders and led by a Xenos Inquisitor w/rads & psychos is pretty much an instant-win button. Now those Deathcults can instant death any T4 multi-wound models.  (or else you could use a Techmarine for the 2+ save and power fist strikes.)
I'm more concerned with the armour save than their strength. With hammerhand or might of titan coupled with rad grenades, there's a very good chance they'll be wounding on a 2+ anyway, and at least on a 3+. The issue, as I see it, is that people can snip off one of the two swords the DCA have, and replace it with an axe. Most of the time they will use the swords, but when they run into anything with a 2+ armour save they'll just switch to the axe. Since they're facing off against a 2+ armour saves, swords, mauls, staves or lances are all useless, and just about everything with a 2+ armour save is going to be striking at I1 anyway so there's nothing to lose by switching out to the axes.
Then there's all the other changes that need to happen such as;
- proper pricing of Psybolts (they need to actually cost something on dreads!  )
- rad grenades NOT affecting the instant death threshold
- psychos being removed altogether and re-written so they're not an auto-win
- Warp Quake being on 6" radius, or else using it prevents the unit from moving and running for that turn.
- Clensing Flame only hits models in BtB
- re-pricing of the Nemesis weapons. (falchions cheaper, halberds cost more for Purifyers & termies)
- re-costing across the board of the various Hencmen. ( DCA's a silly cheap, while Daemonhosts are simply poop for example)
Also, make henchmen units require a minimum of 5 models before they can gain access to a transport!!! No more of this BS of getting super effective transports for only a 40pts 'tax'. I don't care that HP's have made vehicles squishier, it still isn't enough when a GK player can easily put six av12 bunkers on the table for less than 600pts!!! (and don't laugh about lack of scoring units, since a Grandmaster can take of that for you!)
- Dark Ex amended so that it cannot remove my Prince's  ing mark of Chaos!!! (okay, so that's just a personal pet peeve that with a few whispered words, all of a sudden, my Prince can suddenly forget which God created him!  )
The rest of it is minor, IMO. The one glaring problem I see is that there are two power builds for GK. Not because everything else is crap, but because those two builds are excellent. I think more than anything, those two builds need to be toned down, and I think the changes I mentioned are the easiest way to do it.
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This message was edited 1 time. Last update was at 2012/09/06 01:59:58
"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?" |
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