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Made in br
Savage Khorne Berserker Biker






After playing a fair bit and taking part in a couple of tournaments, here's a list of adjustments and fixes my club and I feel would go a long way toward adding some balance and functionality to 40k. It's all minor USR and cost/ability fixes, with no radical reworking of existing statlines.

Core USRs
-Fear: At the start of each Fight sub-phase, a unit in base contact with one or more models that cause Fear must make a Leadership test beofre any blows are struck. Units failing fight at WS1 for the remainder of the combat. Models and units with And They Shall Know No Fear need only take the test in the first Fight-subphase; these warriors regroup and recover their wits quickly when faced with fearsome foes.

-It Will Not Die: Models with this rule that fail te recover a wound or Hull Point at the start of their turn can choose to fire no weapons, run or move flat-out in their Shooting Phase in order to get another roll for this USR instantly.

-Monstrous Creature: All MCs are considered to be equipped with Assault Grenades for the purpose of assaulting into cover.

-Walker: All Walkers are considered to be equipped with Assault Grenades for the purpose of assaulting into cover.

Chaos Space Marines:
-Mutilators: Add the Rampage USR to the unit special rules.
-Havocs: Flak missiles are a 5 point upgrade for each Missile Launcher in the squad.
-Warp Talons: Warpflame Strike has a range of 12 inches.
-All Special Characters: Fated Champion of Chaos: this character can re-roll any result on the Chaos Boon table that result in a Spawn or Daemonic Apotheosis result.
-Dark Apostle: Can replace his Power Armor and bolt pistol with Terminator Armor, a combi-bolter and power weapon for 25 points.
-Khorne Berserkers: A single unit of Khorne Berserkers can select a Chaos Land Raider as a dedicated transport.
-Chaos Land Raider: Transport Capacity increased to 12 models.
-Possessed: As long as the Possessed Champion is alive, the controlling played can pick which if the Vessels of Chaos powers the unit has each turn.
-Daemonic Possession: The controlling player can pick which transported model gets devoured by the vehicle to repair lost hull points.
-Deity-specific Icons allow deep-striking units of the same deity to arrive without scatter within 6 inches.

Dark Eldar:
-Raider, Venom: Both behicles gain the Comorragh Construction rule. Comorragh Construction: Whenever this vehicle suffers an Explodes! result, the passengers suffer S3 hits.
-Razorwing Fighter, VoidRaven Bomber: Both vehicles gain the Vector Dancer USR.
-Mandrakes: Add the Shrouded USR to the profile.
-Wyches, Bloodbrides: Both units gain a 4+ invulnerable save against wounds suffered during Overwatch when charging.

Eldar:
-Wave Serpent: The basic cost for the Wave Serpent becomes 75 points.
-Runes of Warding: Range is 24 inches.
-Dire Avengers: Basic unit cost is 55 points. Each extra avenger costs 11 points.
-Wraithguard: Basic unit cost is 84 points. Each extra Wraithguard costs 28 points.
-Support Weapon Battery: The Vibrocannon option has the Skyfire USR.
-Autarch: Strategy Mastery: If an Autarch is your Warlord, he can roll on each Warlord Trait table available to him and pick the resut he likes.
-Howling Banshees: Banshee Assault: When leaving a transport vehicle that has not moved in the current Movement Phase, Banshees treat it as an Assault Vehicle.

Imperial Guard:
Vendetta Gunship: Cost is increased to 150 points.
Valkyrie Assault Carrier: Cost is increased to 120 points.
Ogryn Squad: Cost for the basic squad is 100 points. Each additional Ogryn costs 30 points.
Hydra Flak Battery: Upon purchasing each Hydra battery, you can select to remove the Skyfire rule from its special rules.

Blood Angels:
Commander Dante: Due to his millenia of martial skill, Dante can select to use fis Axe either as a Power Axe or a Power Sword on each Fight sub-phase.

Space Wolves:
-Bjorn the Fell-Handed: Bjorn has 4 Hull Points.
-Long Fangs: Cost 17 points per model. Missile Launcher option costs 15 points.
-Grey Hunters: Each models costs 16 points.

Necrons:
-Gauntlet of Fire: bumped up to S5 when fired as a template.
-Warscythe: Costs 15 points now.
-Mindshackle Scarabs: Cost increased to 30 points.
-C'Tan Shard: Cost is reduce to 165 for the basic shard.
-Flayed Ones: Gain the Crusader USR.
-Annihilation Barge: Cost increased to 100 points.
-Night Scythe: Cost increased to 125 points.

Orks:
-Weirdboy: Leadership is bumped to 9.
-Stormboyz: No longer randomly lose models with each jump.
-Warbikers: Cost is reduced to 22 points.
-Deffkoptas: Cost is reduced to 30 points per model.
-Tankbustas: Glory Hogs: Tankbustas live to bring down the biggest tanks the enemy can throw at them. At the start of each Shooting phase, the unit must make a regular Leadership test. If it fails, it must shoot at the most expensive non-flyer enemy vehicle withing range. Units that pass the test pick targets as usual.


This message was edited 2 times. Last update was at 2012/12/02 15:10:38


In Boxing matches, you actually get paid to take a dive and make the other guy look good.

In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

What about the other armies, like tyranids, tau, black templars and sisters of battle.
   
Made in ca
Shas'ui with Bonding Knife





He's probably sticking to his experience, which is good.

for this: -Howling Banshees: Banshee Assault: When leaving a transport vehicle that has not moved in the current Movement Phase, Banshees treat it as an Assault Vehicle.

Does this mean it can move in the shooting phase?

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in us
Fixture of Dakka





It Will Not Die: Comes at the end of a turn, not the beginning. So your thing isn't really compatible.

Vibro Cannons: Even with Skyfire, lines can't hit zooming fliers/swooping FMCs.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

Necrons:
MSS is now 35 points
   
Made in us
Fireknife Shas'el






Tau:
Firewarriors: 52 for a 6 man squad with the Shas'la upgrade, up to 6 more at 8 ppm
Devilfish 55 points
Drone casualties don't cause moral checks or count towards CC win/loss. Drone squads are also fearless.
Skyray has skyfire Markerlights
Stealth suits: 60 points for 3 man squad, up to 3 more for 20 ppm. Can swap 1 burst cannon with a rail rifle for every 3 stealthsuits.
Broadsides: Only one model needed to take Advanced Stabilization vice entire squad.
Makerlights: Assualt vice Heavy.
Pulse Carbines: Now have the Blind special rule.
(I forget who suggested this and where, but it's too good to not add)
Sniper drone squads are reduced to 60 points per squad. They do not take up FOC slot, but count as a Heavy Support. Limited to 1 unit of up to 3 sniper drone teams.

I'm probably wrong on a lot of those ideas. Feel free to let me know if I said anything absurd.

This message was edited 1 time. Last update was at 2012/12/01 16:16:06


I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in fi
Battlewagon Driver with Charged Engine





somewhere in the northern side of the beachball

How about this:

If a unit fails to assult a unit in the assault phase (didn't roll high enough or overwatch denyed charge) it still gets to move half its' charge distance towards the enemy unit. Must still stay 1" away from enemy units.

Ie if orks try charge required distance is 8" but only roll 6" they still get to move 3" towards the units they intended to assault.

Every time I hear "in my opinion" or "just my opinion" makes me want to strangle a puppy. People use their opinions as a shield that other poeple can't critisize and that is bs.

If you can't defend or won't defend your opinion then that "opinion" is bs. Stop trying to tip-toe and defend what you believe in. 
   
Made in us
Fireknife Shas'el






Why not move the full assualt roll? To me it makes sense since it's how far you're rolling to move. Just like a difficult terrain test. If you roll to move through a rough patch, but don't make it all the way through you still get the full move you rolled.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in ca
Warp-Screaming Noise Marine




Canada!

I feel like way more needs to be done for Eldars to bring them into the fold as deep armies with multiple directions.

More close combat weapons and ability to get beyond AP and strength issues would be neat. Another profile would probably add something to the samey ness of both armies.

I don't really feel like longfangs need that much recosting either. It's a pretty unique unit. I don't have too much against it, especially not these days.

I'm also not too sure why people think firewarriors need really dramatic recosting. I can imagine them being fine with a small boon.









\

It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
Made in pl
Screaming Shining Spear




NeoGliwice III

 illuknisaa wrote:
How about this:

If a unit fails to assult a unit in the assault phase (didn't roll high enough or overwatch denyed charge) it still gets to move half its' charge distance towards the enemy unit. Must still stay 1" away from enemy units.

Ie if orks try charge required distance is 8" but only roll 6" they still get to move 3" towards the units they intended to assault.
 Savageconvoy wrote:
Why not move the full assualt roll? To me it makes sense since it's how far you're rolling to move. Just like a difficult terrain test. If you roll to move through a rough patch, but don't make it all the way through you still get the full move you rolled.

I don't like those ideas. Especially the full assault one. Instead of running D6 in the shooting phase you can run 2D6 in the assault even when the enemy is 40" away. Units with fleet will be faster than vehicles. If they have assault weapons they can shoot in the shooting phase as a bonus. It does give enemy overwatch but it feels really weird.
How about assault distance is: 4" (<- for example) or 2D6, your choice. It does cut those weird failed charges but still retains randomness cinematic(TM).

Good things are good,.. so it's good
Keep our city clean.
Report your death to the Department of Expiration
 
   
Made in us
Fireknife Shas'el






Maybe make a max charge range. Or even say that you can't pick an enemy outside your max charge roll. The difference is that you're still giving an enemy the opportunity for overwatch.

I mean the problem is that a unit will still move insanely far if they roll lucky. I don't see why they wouldn't be able to move the distance they roll if they fail the charge. It's kind of silly they get overwatched and don't move an inch. I had a broadside out run a unit of lychguard because he kept failing charge distance and standing still. I'm not saying that one example justifies it, but it did make me think about it.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in ca
Yellin' Yoof




Canada

Do most of the players at your club agree to this? There's lots of neat little changes in there..

Recosting of IG flyers, a little bonus to monstrous creatures and walkers... And you costed the Space Wolf grey hunters a little higher! Finally! Common sense prevailed!

My compliments to your club if most or even half the players agree to these. It's good stuff... I'm just puzzled about the eldar vibrocannon. Giving it skyfire means it can't shoot at ground units anymore since it doesn't have interceptor and lines are no good in snap fire.

Maybe you should word it as 'The vibrocannon may fire either at flyers or at ground units. If it elects to fire at flyers, exceptionally it can hit flyers despite it being a line'. I think that's the intent you had in mind.

This message was edited 2 times. Last update was at 2012/12/01 19:40:02


 
   
Made in ca
Bane Lord Tartar Sauce




Sine you are looking for some necron suggestions.

Necrons:
MSS costs 10 points more than whatever cost is listed in the codex.
Night Scythes cost 110 points per model (note that you can eliminate this change once more armies with AA are released, Scythes are only really good because of the limited AA right now. Also, ignore this suggestion if you are using IA: Aeronautica).
Wraiths: Base cost is now 40 points per model. If one model in a unit takes an upgrade, all models in that unit must take that same upgrade.
Flayed Ones: Cost reduced to 11 or 12 ppm.
Triarch Praetorians: Are now reduced to 30 or 35 ppm OR Now have 2 attacks on their base profile.
Lychguard: Are now reduced to 30 or 35 ppm.
Doomsday Ark: Stationary fire is now S10. Combat Speed fire is now a large blast instead of a small blast, but the strength is reduced to 5.

Core Rules:
Walkers - All walkers have smash IF that walker has at least one AV of 12 or above on its base profile (Note that the Triarch Stalker would not get smash, as its base AV is 11 and it gets AV13 through Quantum Shielding).
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

RegalPhantom wrote:


Core Rules:
Walkers - All walkers have smash IF that walker has at least one AV of 12 or above on its base profile (Note that the Triarch Stalker would not get smash, as its base AV is 11 and it gets AV13 through Quantum Shielding).


so why ever take a dread ccw? This makes rifleman dreads too good.


Automatically Appended Next Post:
 Sephyr wrote:

Dark Eldar:
-Raider, Venom: Both behicles gain the Comorragh Construction rule. Comorragh Construction: Whenever this vehicle suffers an Explodes! result, the passengers suffer S3 hits.
-Razorwing Fighter, VoidRaven Bomber: Both vehicles gain the Vector Dancer USR.
-Mandrakes: Add the Shrouded USR to the profile.
-Wyches, Bloodbrides: Both units gain a 4+ invulnerable save against wounds suffered during Overwatch when charging.

Combat drugs roll of 1(currently buffs run rolls) changed to Gains "preferred enemy" USR
Talos and Chronos, increase wounds to 4. (I would do the same for Wraithlords)
Warriors and Trueborn come with pistols instead of CCW. May swap Rifle for CCW.
Haemoculus Ancient to 65pts
Hellions to 13 ppm
Scourges weapon upgrades -5 pts each
Haywire blaster assault 2.

Change Splinter Cannons on vehicles to 4 shots out to 36" or 6 shots under 24"


Automatically Appended Next Post:
 Sephyr wrote:

Space Wolves:
-Bjorn the Fell-Handed: Bjorn has 4 Hull Points.
-Long Fangs: Cost 17 points per model. Missile Launcher option costs 15 points.
-Grey Hunters: Each models costs 16 points.

Grey Hunters should be 18, but I think 17ppm is more realistic. 16 is still way to cheap for the CCW, Counterattack and all their crazy options
Skyclaws should be able to be joined by wolfguard and go from 18 to 17ppm
Swiftclaw bikes from 25 to 23ppm



Automatically Appended Next Post:
 Sephyr wrote:

Space Marines:

Assault Terminators with TH/SS cost 10 points more than dual lightning claws. Must create a reasonable choice to make.
Tactical marines can ALL swap their bolter for a CCW, but it's all or none.

This message was edited 3 times. Last update was at 2012/12/01 21:01:27


Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in se
Ferocious Black Templar Castellan






Sweden

The Emperor's Champion's Black Sword is now AP2 and, aditionally, inflicts Instant Death in any Challenges.

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 ca
Calm Celestian




Windsor Ontario Canada

Emperor Champion black sword being AP 2 I agree with but causing instant death is a bit to much.
   
Made in se
Ferocious Black Templar Castellan






Sweden

 Necrosis wrote:
Emperor Champion black sword being AP 2 I agree with but causing instant death is a bit to much.


Why? He's supposed to seek out enemy Characters and kill them, that's his purpouse in life. Even with AP2 he's not going to scare enemy (Independent) Characters. He needs SOMETHING to push the fight in his favour, seeing as he's only got 2 wounds and a 4++.

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 at
Deranged Necron Destroyer





 AlmightyWalrus wrote:
 Necrosis wrote:
Emperor Champion black sword being AP 2 I agree with but causing instant death is a bit to much.


Why? He's supposed to seek out enemy Characters and kill them, that's his purpouse in life. Even with AP2 he's not going to scare enemy (Independent) Characters. He needs SOMETHING to push the fight in his favour, seeing as he's only got 2 wounds and a 4++.


Instant Death on the Emperor's Champion is too much. Instant Death on 6 to wound might be somewhat appropriate, but I still don't think it's a good idea.

Also, on ideas:
Grey Knights
Warrior Acolytes:
Power Sword, Plasma Pistol: 8-9 Points
Storm Shield: 15 Points
Power Fist: 15 Points

Even then, those options are overpriced and probably not worth taking, but it at least makes the dual plasma pistol warrior mildly useable instead of completely not worth taking.

https://atlachsshipyard.blogspot.com/
Just a tiny blog about Dystopian Wars and Armoured Clash 
   
Made in br
Savage Khorne Berserker Biker






Added a few more adjustments.

And yes, Instand Death for the Emperor's Champion is overkill. He should get Hatred (All), however.

In Boxing matches, you actually get paid to take a dive and make the other guy look good.

In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

Sisters of Battle generate D3 Faith points for every 500 points they are playing? (Example a 1500 game would allow the sister of battle player to generate 3d3 faith points)

Immolator becomes fast?
   
Made in se
Ferocious Black Templar Castellan






Sweden

Brotherhood Champions have the option for instant death all the time, not just in challenges, and can drag anyone who kills him with him. How is ID in challenges for the Emperor's Champion too much?

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 us
Stone Bonkers Fabricator General





Beijing, China

 AlmightyWalrus wrote:
Brotherhood Champions have the option for instant death all the time, not just in challenges, and can drag anyone who kills him with him. How is ID in challenges for the Emperor's Champion too much?


AP2 AND ID on something is fairly tough. Especilly with Meq durability, a 2+ and 4++. Throw in the EC challenge rules and he would be OP at his point cost.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in se
Ferocious Black Templar Castellan






Sweden

 Exergy wrote:
 AlmightyWalrus wrote:
Brotherhood Champions have the option for instant death all the time, not just in challenges, and can drag anyone who kills him with him. How is ID in challenges for the Emperor's Champion too much?


AP2 AND ID on something is fairly tough. Especilly with Meq durability, a 2+ and 4++. Throw in the EC challenge rules and he would be OP at his point cost.


The EC Challenge rules that are actually a negative rule for the BT player?

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 ca
Warp-Screaming Noise Marine




Canada!

I think it would be of great benefit to sisters if:
-The repressor became standard equipment. It would help if the embarked units could fire every sort of weapon from the chassis fire points and if it could trade the fire point chassis for an assault ramp chassis for 10 points.
-Invest as many faith points into attempting one unit's act as you want in a turn.

This is other crap I don't have fixes for:

-They could certainly use more unique wargear or relics, particularly something effective in the fighting of psykers. The crossbows just aren't doing it.
-Easier access to inquisitors, the sisters are often used as the strong arm for witch hunts, it's sort of what they do.
-Have veterans that are not essentially battle sisters that are heavily invested in being very mildly less bad in close combat.
-More interesting priest units.
-At least one more shooting profile. Melta and contesting transports are no longer the name of the game and the army can't rest on so little anymore.

EDIT
My eldar fixes would involve

-Brightlance price cut all around and brought to AP1. It's just almost always a worse idea than the missile launcher.
-Shuriken Cannon AP4
-Starcannon price cut (or brought to S7)
-Shuriken Catapults brought to 18 range
-Replace avenger Shuriken catapults with "Advanced Shuriken Catapults" increase range to 24 and give them AP4 or Shred. (You could have TL-ASC on vehicles instead of the craptacular current catapults and if you were really generous on jet bikes)


-Guardian defenders can take 2 heavy weapons at 20 men.
-Guardian storm squads are now 7ppm and can take power weapons for 10 points as a special weapon and get a third special weapon at 20 men.
-Dire avengers get a bonus on snap fire (not sure how great) and if need be s point decrease. Give the exarch an anti armor weapon option.
-10 point vehicle upgrade that gives turret mounted weapons a bonus on snap fire (again not sure if it should make it minimum +5 or +4). Perhaps the vyper could come standard with it.
-Warlocks have +1LD
-serpernts can carry one heavy weapon

-holo fields need a change or severe cost adjustment.
-they also reaaaaally need access to more close combat weapon profiles or at least a new kind of body to put their crappy ones on.
-tanks will probz require cost adjustment even if weapons are cost adjusted as I listed and they get the new advanced catapults.

This message was edited 2 times. Last update was at 2012/12/06 06:11:02


It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
Made in us
Warp-Screaming Noise Marine





Manhattan, Ks

Necrons are perfectly fine the way they are now

"Decadence Unbound..."

10,000+


 
   
Made in us
Sneaky Striking Scorpion





Chaos Space Marines

-Mark of Khorne: Change to +1 attack
-Mark of Tzeentch: Add stealth in addition to current effects (give it a use for models that don't have an invulnerable naturally).
-Mark of Slaanesh: Add +1 BS in addition to +1 I (because there should be a shooty mark, but if not fluffy enough change BS to WS)

Adjust all marks costs to be equal in point value to Mark of Nurgle for that particular unit entry except where already more expensive (which really only applies MoT on models with invunerables).

-Icon of Wrath: Just go ahead and give 'em fleet, they could use the ability to run faster. This is where you can throw on Rage (keeping Furious Charge still).
-Icon of Flame: Why be so restrictive? Give all the weapons/attacks for the unit Soul Blaze. Add "All models in a unit with with Icon of Flame may shoot at their normal BS for Overwatch"
-Icon of Despair: Add "Enemy models locked in combat with unit equipped with the Icon of Despair do not benefit from Fearless or ATSKNF USRs until the end of phase. When enemy models under effect of the Icon of Despair fail their morale tests, they double their initiative when rolling for sweeping advance.

Adjust Icon costs (with the exception of Icon of Vengence) to be to be equal in point value to Icon of Excess for that particular unit entry or 30 pts if the unit does not have access to Icon of Excess (cult units). Make IoW 25 pts for 'zerkers since they already have Furious Charge.
Give Icons their homing beacon effects back.

-Thousand Sons: Remove Slow and Purposeful USR. Give the Aspiring Sorcerer the option to take a Spell Familiar for 5 pts and an additional mastery level for 25 pts.
-Khorne Berzerkers: Reduce cost of Chain Axes to 1 pt/model.
-Noise Marines: Allow any Noise Marine to swap a Boltgun for a Blastmaster (That would make a 4x Blastmaster + Vanilla Champion a 215 pts unit)
-Mutilators: Change unit type to Beasts. (12" move but they still can't run)
-Warpsmith/Dark Apostle: Allow bike/jump pack options.

This message was edited 3 times. Last update was at 2012/12/06 09:37:30


 
   
Made in ca
Warp-Screaming Noise Marine




Canada!

Well that's a little bit over the top even for my standards!

It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
Made in us
Sneaky Striking Scorpion





Yeah the Icons are a bit over the top but they need to be if you want people to ever take them. Plus they cost more this way.

I also realized that blastmasters are underpriced at 30 pts. S8 AP 3 blasts that ignore cover en masse? Maybe more like 1 per 5 models...
   
Made in fi
Battlewagon Driver with Charged Engine





somewhere in the northern side of the beachball

Macok wrote:
 illuknisaa wrote:
How about this:

If a unit fails to assult a unit in the assault phase (didn't roll high enough or overwatch denyed charge) it still gets to move half its' charge distance towards the enemy unit. Must still stay 1" away from enemy units.

Ie if orks try charge required distance is 8" but only roll 6" they still get to move 3" towards the units they intended to assault.
 Savageconvoy wrote:
Why not move the full assualt roll? To me it makes sense since it's how far you're rolling to move. Just like a difficult terrain test. If you roll to move through a rough patch, but don't make it all the way through you still get the full move you rolled.

I don't like those ideas. Especially the full assault one. Instead of running D6 in the shooting phase you can run 2D6 in the assault even when the enemy is 40" away. Units with fleet will be faster than vehicles. If they have assault weapons they can shoot in the shooting phase as a bonus. It does give enemy overwatch but it feels really weird.
How about assault distance is: 4" (<- for example) or 2D6, your choice. It does cut those weird failed charges but still retains randomness cinematic(TM).


Savageconvoy wrote:Maybe make a max charge range. Or even say that you can't pick an enemy outside your max charge roll. The difference is that you're still giving an enemy the opportunity for overwatch.

I mean the problem is that a unit will still move insanely far if they roll lucky. I don't see why they wouldn't be able to move the distance they roll if they fail the charge. It's kind of silly they get overwatched and don't move an inch. I had a broadside out run a unit of lychguard because he kept failing charge distance and standing still. I'm not saying that one example justifies it, but it did make me think about it.


I already thought you couldn't declare a charge if the units was over 12" but I intended that units just couldn't abuse charge move charging units that are 40" away.

I agree with Savageconvoy that it seems unfair that unit doesn't move at all while gets overwatched.

Every time I hear "in my opinion" or "just my opinion" makes me want to strangle a puppy. People use their opinions as a shield that other poeple can't critisize and that is bs.

If you can't defend or won't defend your opinion then that "opinion" is bs. Stop trying to tip-toe and defend what you believe in. 
   
Made in gb
Purposeful Hammerhead Pilot





Some of mine for Tau:

Bonding knife as a squad upgrade, never requires insane heroism to regroup
Drones dont count towards morale checks
Shield drones gain the shielded special rule, and at least a 4+ armour save (when defending ethereals for instance)
Fire warriors reduced to 8PPM, photon grenades standard issue, EMP 2pts
Pathfinders to 10PPM, photon grenades standard issue, EMP 2pts
Devilfish 65pts
Stealth suits down to 20-25 points a model and every 3 models can select a hardpoint weapon (obviously separately costed to crisis suits), can take EMP grenades
Sniper teams as a troops choice that cannot capture objectives, still 1-3 teams per selection
Interceptor and skyfire on skyray
Ethereals can take FW armour, a jetpack (artwork in codex tau shows them using both pieces of equipment) and a shield generator, inspiring presence works on all units on table, not just LoS
Each commander costs less and comes with fire warrior armour, a pulse rifle, and a pulse pistol, photon and EMP grenades, can upgrade to a crisis suit (loses all equipment) or stealth suit with two hardpoints, or take a jetpack and/or a shield generator

This message was edited 1 time. Last update was at 2012/12/06 22:35:10


 
   
 
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