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2014/11/06 06:12:10
Subject: That one unit that will solve all the codexes problems
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Squishy Oil Squig
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With nids getting drop pods which looks to solve a lot of there issues. It got me wondering. If each codex could have one new unit that would potentially solve there problems what would it comprise of?
As an ork player I am always needed 2 things. Distance Ignores cover and some way of getting units into assault quickly. So I propose an av 14 tank with an sicarian tank style ignores cover weapon and a tellyporter weapon that sends units that are being transported directly into assault. the orks downside can be that it will kill some of your own and the unit you are tellyporting into as you would be materialising directly inside a unit.
What other codex deficiencies are there and how would you solve them?
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2014/11/06 06:19:07
Subject: That one unit that will solve all the codexes problems
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Gore-Soaked Lunatic Witchhunter
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Honestly questions like this are what lead to things like Riptides and Dreadknights and 6e-era power creep. Every Codex needs units that work too well or don't work at all fixed vastly more than they need more new units.
(That said I'd kill for a flyer that isn't fifty points too expensive in the DA book)
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2014/11/06 07:05:28
Subject: That one unit that will solve all the codexes problems
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Devestating Grey Knight Dreadknight
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It is a bad way to fix a codex, if you make that one unit that "fixes" a codex everyone will get it.
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SHUPPET wrote:
wtf is this buddhist monk ascendant martial dice arts crap lol
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2014/11/06 07:12:01
Subject: That one unit that will solve all the codexes problems
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Regular Dakkanaut
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Quickjager wrote:It is a bad way to fix a codex, if you make that one unit that "fixes" a codex everyone will get it.
Which is why Games Workshop loves to fix things this way - and thus is the most likely way something will be fixed. It's all about the money.
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2014/11/06 09:20:53
Subject: That one unit that will solve all the codexes problems
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Mighty Vampire Count
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I don't think this is a good idea.
Bad units In Codexes should be made usable,
OP units should be returned to something approaching the norm.
The issues is getting the exact balance right - but it can't be much worse than the mess GW have made of it.
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I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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2014/11/06 09:43:39
Subject: That one unit that will solve all the codexes problems
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Shas'ui with Bonding Knife
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I agree with everyone else, you don't want all armies to have a Riptide/Wraithknight/Dreadknight equivalent.
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2014/11/06 16:50:58
Subject: Re:That one unit that will solve all the codexes problems
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Squishy Oil Squig
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Wow . I didnt expect that response. I wasn't sugesting that gw produce a riptide ect for everything. All Im suggesting is that all codexes receive the ability to succeed balance by getting the units that makes there raison d'ĂȘtre work. Which for orks I feal would be an effective way to get into assault quickly and have an answer to wave serpents. I think this can only enhance the game.
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2014/11/06 17:12:58
Subject: Re:That one unit that will solve all the codexes problems
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Speed Drybrushing
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I think a drop pod equivalent would go a long way in making chaos very competitive.
I always thought tyranids were pretty competitive in casual play. There are still ork lists I know I'll never have a chance in beating (300+ boyz) without tailoring my list. What the tyranid units do is add some flavor to the codex. The main problem with tyranids and chaos and most of the books is there are only a handful of point effective units than can be squeezed into a list. Tyranids have several sweet units that never get playing time because the flying hive tyrant is so good for his cost, that most hyper competitive lists fit as many of those in as they can and minimize the number of troops or anything else you put in. The troop upgrade options are usually overly cost prohibitive as well. The same could be said for any other book.
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2014/11/06 19:42:54
Subject: That one unit that will solve all the codexes problems
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Shas'ui with Bonding Knife
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I like that codices have weaknesses as it stays truer to the fluff. Although it would balance the game to give everyone AA, Ap2 etc, but it would probably make the game more boring (IMO).
I personally don't like the idea of other armies getting drop pods (even though I play Tyranids) as I think they should get other stuff instead.
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2014/11/06 20:10:06
Subject: Re:That one unit that will solve all the codexes problems
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Leutnant
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For me, a Legion of the Damned 'advance squad' that doesn't require me to take a non-Legion squad to prevent a 'no models on board' first turn loss ('course, that'd kinda ruin their 'arrive in the nick of time to save XYZs bacon' flavoring).
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2014/11/07 06:55:17
Subject: Re:That one unit that will solve all the codexes problems
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!!Goffik Rocker!!
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Jimbanana123 wrote: All Im suggesting is that all codexes receive the ability to succeed balance by getting the units that makes there raison d'ĂȘtre work. Which for orks I feal would be an effective way to get into assault quickly and have an answer to wave serpents.
...battlewagonz?..
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2014/11/07 07:12:41
Subject: That one unit that will solve all the codexes problems
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Squishy Oil Squig
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Battlewagonz are to easy to explode and seem to never reach there target with the amount of high strength low ap shots that are used in 7th
And Battlewagonz are no answer to wave serpents
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This message was edited 1 time. Last update was at 2014/11/07 07:19:19
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2014/11/07 07:28:01
Subject: That one unit that will solve all the codexes problems
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Stealthy Space Wolves Scout
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I would kill for a 30 ork transport of any variety (besides a pair of boots)
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DR:80-S++G+M-B---I+Pw40k#10++D+A++++/cWD-R+++T(T)DM+
(Grey Knights 4500+) (Eldar 4000+ Pts) (Tyranids 3000 Pts) (Tau 3000 Pts) (Imperial Guard 3500 Pts) (Doom Eagles 3000 Pts) (Orks 3000+ Pts) (Necrons 2500 Pts) (Daemons 2000) (Sisters of Battle 2000) (2 Imperial Knights) |
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2014/11/07 09:38:04
Subject: That one unit that will solve all the codexes problems
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!!Goffik Rocker!!
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Jimbanana123 wrote:Battlewagonz are to easy to explode and seem to never reach there target with the amount of high strength low ap shots that are used in 7th
And Battlewagonz are no answer to wave serpents
BW-s are one of the best assault transports in the game. I don't know what else you want. Ofc a 110 pt model will be easier to kill than a 250 pt landraider. You can't get benefits without drawbacks. Otherwise it's gona end up in a power creep that everyone hates. Play to your strengths. Orks can get to combat turn 2 with a bunch of wagons, trucks and bikes. You want an ultimate unit army? Name people who like playing vs serpent-spam eldar and don't call them boring.
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This message was edited 2 times. Last update was at 2014/11/07 09:40:17
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2014/11/07 10:02:03
Subject: Re:That one unit that will solve all the codexes problems
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Mighty Vampire Count
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and have an answer to wave serpents
And that's where I disagree - making the game better means fixing the actual broken units, not making new hard counters that will likely have their own issues.
Sort out the points, options, rules whatever over those units the community considers OP and the game environment is instantly healthier - the only issues is the exact details of how to fix them and getting people to agree "that unit" in their army need fixing. At the same time fix the units that are underpowered, have no role etc.
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I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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2014/11/07 10:23:52
Subject: That one unit that will solve all the codexes problems
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Waaagh! Warbiker
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This is why Allies were created, to fill a role which was being missed. Unfortunately Allies were nerfed across the board (not sure why orks had to get a further nerf...) and I understand where you're coming from.
The catch is this: everyone instantly talks about giving CC armies things like Riptides and Wraithknights. This isn't really accurate. They both excel at shooting in an army which already excels at shooting. If games workshop will do anything, then they'll continue down this route, pushing an army towards it's strengths.
Orks were given very strong shooting units, but ignoring cover AP1 and 2 weapons is something I can't see happening. THIS is why Lootas are good (for example) as orks AP is so rubbish, we don't care if they're hiding in cover. A cover save vs. the armor save doesn't really matter.
What games workshop has done with the nids is this: they've seen which models they aren't seeing. So they release a model which is strong enough to alter the game plan of that army. It means nids players will be able to play those units, or buy them to use them.
Like Tankbusters. There's a reason codexes get refreshed so bad things become good. Remember when we rarely saw people playing Tau or Eldar?
Give the Orks a Battlefortress. That'll do. We already have it but the rules are scattered around and people can argue that they don't want to play against it. I would play it if I had made a model and the rules were legit (not just apocolypse).
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30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.
I want offical rules for the Super-Ork that the Mad Dok is working on... |
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2014/11/07 11:57:08
Subject: Re:That one unit that will solve all the codexes problems
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Squishy Oil Squig
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Cheers sketchyfk that all makes sence.
It just seems wrong to try to ally with the orks.
Where are the rules for the battle fortress?
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2014/11/08 01:23:22
Subject: That one unit that will solve all the codexes problems
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Powerful Phoenix Lord
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Well the only problem the Eldar codex has is getting assault units into combat. Therefore, I propose a Wave Serpent variant, that has all the perks of being a serpent, plus the assault vehicle special rule.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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2014/11/08 01:24:10
Subject: That one unit that will solve all the codexes problems
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Norn Queen
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Nerf T8? Meh?
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Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough". |
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2014/11/08 01:56:08
Subject: That one unit that will solve all the codexes problems
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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BA. Gimme an assault or open topped rhino.
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20000+ points
Tournament reports:
1234567 |
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2014/11/09 03:44:42
Subject: That one unit that will solve all the codexes problems
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Fresh-Faced New User
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Chaos Space Marine Chosen squads that can take a Mastery Level 1 Aspiring Champion upgrade for 25 points.
Havocs with plasma cannons. (Why is this one not discussed more?)
Chaos sniper rifles for Cultist squads and the infiltrator upgrade for basic CSM squads. (I know, I love Chaos)
and maybe some kind of summoning circle emplacement for Planetstrike.
Just my CSM ideas.
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I'm Beth, yo, buuut you can call me Voreon the Grey Sorceress |
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2014/11/09 04:22:43
Subject: That one unit that will solve all the codexes problems
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Slaanesh Chosen Marine Riding a Fiend
Maine
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Pyeatt wrote:I would kill for a 30 ork transport of any variety (besides a pair of boots)
An Ork Rokk!? Automatically Appended Next Post: Happyjew wrote:Well the only problem the Eldar codex has is getting assault units into combat. Therefore, I propose a Wave Serpent variant, that has all the perks of being a serpent, plus the assault vehicle special rule.
I think it would have to lose something instead of just gaining something. That'd be like making Battlewagons assault vehicles despite not being open topped and increasing the AV by 1 on the sides, yet taking nothing away from it to make up for this. Adding Assault Vehicle is a huge change for a vehicle that is known to wreck face on a constant basis. So allowing it to wreck face AND deposite assault capable troops is pretty insane,
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This message was edited 1 time. Last update was at 2014/11/09 04:25:00
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2014/11/09 10:40:17
Subject: That one unit that will solve all the codexes problems
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Waaagh! Warbiker
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Melevolence wrote: Pyeatt wrote:I would kill for a 30 ork transport of any variety (besides a pair of boots)
An Ork Rokk!? ...
I think it would have to lose something instead of just gaining something. That'd be like making Battlewagons assault vehicles despite not being open topped and increasing the AV by 1 on the sides, yet taking nothing away from it to make up for this. Adding Assault Vehicle is a huge change for a vehicle that is known to wreck face on a constant basis. So allowing it to wreck face AND deposite assault capable troops is pretty insane,
And yet GW decided that the Battlewagon was too expensive. Orks gained a points increase to this model and got NOTHING in return. NOTHING AT ALL. It's not like orks are a powerful army compared to Space Wolves, Nids, Astrum Millitarium, Tau, Eldar...
The Battle Fortress (the 30 man ork transport) is in the main apocolypse rule book. If you go by the Forge World rules, then you can take it as a Lord of War. Which I would much rather do than use the stompa tbh. The Stompa is by no means bad, it's pretty good IMO, but I would just like something with a bit more... wheels?
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30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.
I want offical rules for the Super-Ork that the Mad Dok is working on... |
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2014/11/09 11:58:34
Subject: That one unit that will solve all the codexes problems
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Fresh-Faced New User
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Also, why don't Chaos have a drop pod? Did they just throw them out as an inconvenience when they turned traitor, saying "hmph! This'll show them damn Loyalists! We don't need super convenient troop transport that then becomes a light emplacement!"
Seriously. Wth.
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I'm Beth, yo, buuut you can call me Voreon the Grey Sorceress |
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2014/11/09 11:58:44
Subject: That one unit that will solve all the codexes problems
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Mighty Vampire Count
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Sketchyfk wrote:Melevolence wrote: Pyeatt wrote:I would kill for a 30 ork transport of any variety (besides a pair of boots)
An Ork Rokk!? ...
I think it would have to lose something instead of just gaining something. That'd be like making Battlewagons assault vehicles despite not being open topped and increasing the AV by 1 on the sides, yet taking nothing away from it to make up for this. Adding Assault Vehicle is a huge change for a vehicle that is known to wreck face on a constant basis. So allowing it to wreck face AND deposite assault capable troops is pretty insane,
And yet GW decided that the Battlewagon was too expensive. Orks gained a points increase to this model and got NOTHING in return. NOTHING AT ALL. It's not like orks are a powerful army compared to Space Wolves, Nids, Astrum Millitarium, Tau, Eldar...
The Battle Fortress (the 30 man ork transport) is in the main apocolypse rule book. If you go by the Forge World rules, then you can take it as a Lord of War. Which I would much rather do than use the stompa tbh. The Stompa is by no means bad, it's pretty good IMO, but I would just like something with a bit more... wheels?
Why does your stompa not have wheels?
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I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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2014/11/09 23:28:35
Subject: That one unit that will solve all the codexes problems
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Waaagh! Warbiker
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Mr Morden wrote:Sketchyfk wrote:Melevolence wrote: Pyeatt wrote:I would kill for a 30 ork transport of any variety (besides a pair of boots)
An Ork Rokk!? ...
I think it would have to lose something instead of just gaining something. That'd be like making Battlewagons assault vehicles despite not being open topped and increasing the AV by 1 on the sides, yet taking nothing away from it to make up for this. Adding Assault Vehicle is a huge change for a vehicle that is known to wreck face on a constant basis. So allowing it to wreck face AND deposite assault capable troops is pretty insane,
And yet GW decided that the Battlewagon was too expensive. Orks gained a points increase to this model and got NOTHING in return. NOTHING AT ALL. It's not like orks are a powerful army compared to Space Wolves, Nids, Astrum Millitarium, Tau, Eldar...
The Battle Fortress (the 30 man ork transport) is in the main apocolypse rule book. If you go by the Forge World rules, then you can take it as a Lord of War. Which I would much rather do than use the stompa tbh. The Stompa is by no means bad, it's pretty good IMO, but I would just like something with a bit more... wheels?
Why does your stompa not have wheels?
Because I gave it a super-sized stormboy's rocket back-pack instead? My Stompa wasn't "stompy" enough for my liking, or his. Also it told me he was jealous of that Eldar LoW (the "Reaver Titan" I think it's called? Orks don't ask for names, we just ask for shiny leftover pieces to ork...)
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30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.
I want offical rules for the Super-Ork that the Mad Dok is working on... |
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2014/11/09 23:42:56
Subject: That one unit that will solve all the codexes problems
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Homicidal Veteran Blood Angel Assault Marine
north of nowhere
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Well for IG maybe just an order that lets them shoot into combat? fluffy and effective!
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2014/11/10 06:56:02
Subject: That one unit that will solve all the codexes problems
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!!Goffik Rocker!!
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We have one. It's called Wheela.
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This message was edited 1 time. Last update was at 2014/11/10 06:56:11
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2014/11/11 20:45:30
Subject: That one unit that will solve all the codexes problems
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Regular Dakkanaut
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Thatguyhsagun wrote:Well for IG maybe just an order that lets them shoot into combat? fluffy and effective!
You don't need an order for that. Just use indirect fire blast weapons and BS3
Automatically Appended Next Post: Sketchyfk wrote:Melevolence wrote:
The Battle Fortress (the 30 man ork transport) is in the main apocolypse rule book. If you go by the Forge World rules, then you can take it as a Lord of War. Which I would much rather do than use the stompa tbh. The Stompa is by no means bad, it's pretty good IMO, but I would just like something with a bit more... wheels?
Gorkanaught in a hamster ball? Shows the 6" KFF off too as well...
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This message was edited 1 time. Last update was at 2014/11/11 20:47:25
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2014/11/11 23:06:46
Subject: That one unit that will solve all the codexes problems
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Perfect Shot Dark Angels Predator Pilot
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DDT's
Deathwing Devastator Terminators follow the same squad setup as regular Dev squads but with Deathwing rules, with 4 heavy weapons, the model that carries a heavy weapon carries a CML aswell and can fire both.
DDT's cant pick melee weapons.
A Centurion equivalent in Deathwing flavour.
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A Dark Angel fell on a watcher in the Dark Shroud silently chanted Vengance on the Fallen Angels to never be Unforgiven |
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