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Made in ca
Shas'la with Pulse Carbine




After seeing the Necrons updates it got me thinking about my own armies and how they should be updated to make most of the units usable and make me go out and buy new models.
I'm sure everyone looks at their codex(s) would love to see some changes to specific units that are under utilized, under powered. Some of us probably think that some units should be taken out completely or even moved from an elite to a troop etc...

What units would you like to see moved or changed or taken out of your codex? Try to be reasonable and realistic.

Tau - no changes to anything not mentioned
You'll notice i removed kroot and vespid - I've never thought they made sense as regular tau army units. They should really be in a supplement codex thats full of tau alien allies and auxiliaries. The way things are going I think they'd make more sense as formations or an allied detachment "Kroot Warbands" that you could take.

HQ - I think our two named suit commanders are relatively weak compared to other codices named HQ's, especially since they are both supreme generals and combat masters.
Farsight - add VRT and FNP or eternal warrior
Shadowsun - add VRT and FNP or eternal warrior
Aun-shi - Remove
Aun'Va - Increase range of his ethereal abilities table wide - change sense of stone FNP to 5+ make him 250pts

Cadre Fire Blade - Remove from HQ
Darkstrider - Remove from HQ

Commander - I would like to see the commander be split into 3 separate HQ models - I think GW would make a killing on these.
1 offensively oriented commander
1 defensive oriented commander
1 all around commander

Elites
Stealth team - Allow them to be upgraded to a Sniper Stealth Suit unit and replace weapons with rail sniper rifles.

Troops
FireWarriors - Make Cadre Fireblade a unit upgrade
Kroot - Remove
Pathfinders - Move to troops, Make Darkstrider unit upgrade with his abilities - only 1 per army, remove rail rifle upgrade, lower price of ion rifle upgrade

Fast Attack
Drone Team - Allow Missile Drones and shielded missile drones to join - so bizarre that they can't.
Razorshark - Remove nose gun, change to networked marker light, turn the faux afterburn drones(that do nothing now) on the wings to the smart missile system and keep the quad gun and up it to 4 seeker missiles.
Vespid - Remove
Add Devilfish as a fast attack option like Rhinos are - give some turret options like those available for the Hammerhead from FW. Reduce transport capacity to 6 if you add a turret.

Heavy
Sniper drone team - remove from codex
Sunshark - Move to heavy - Remove bomb glitch, increase bomb damage

This message was edited 2 times. Last update was at 2015/02/19 22:35:02


9000
8000
Knights / Assassins 800  
   
Made in nz
Pauper with Promise



New Zealand

Naaris wrote:
After seeing the Necrons updates it got me thinking about my own armies and how they should be updated to make most of the units usable and make me go out and buy new models.
I'm sure everyone looks at their codex(s) would love to see some changes to specific units that are under utilized, under powered. Some of us probably think that some units should be taken out completely or even moved from an elite to a troop etc...

What units would you like to see moved or changed or taken out of your codex? Try to be reasonable and realistic.

Tau - no changes to anything not mentioned
You'll notice i removed kroot and vespid - I've never thought they made sense as regular tau army units. They should really be in a supplement codex thats full of tau alien allies and auxiliaries. The way things are going I think they'd make more sense as formations or an allied detachment "Kroot Warbands" that you could take.

HQ - I think our two named suit commanders are relatively weak compared to other codices named HQ's, especially since they are both supreme generals and combat masters.
Farsight - add VRT and FNP or eternal warrior
Shadowsun - add VRT and FNP or eternal warrior
Aun-shi - Remove
Aun'Va - Increase range of his ethereal abilities table wide - change sense of stone FNP to 5+ make him 250pts

Cadre Fire Blade - Remove from HQ
Darkstrider - Remove from HQ

Commander - I would like to see the commander be split into 3 separate HQ models - I think GW would make a killing on these.
1 offensively oriented commander
1 defensive oriented commander
1 all around commander

Elites
Stealth team - Allow them to be upgraded to a Sniper Stealth Suit unit and replace weapons with rail sniper rifles.

Troops
FireWarriors - Make Cadre Fireblade a unit upgrade
Kroot - Remove
Pathfinders - Move to troops, Make Darkstrider unit upgrade with his abilities - only 1 per army, remove rail rifle upgrade, lower price of ion rifle upgrade

Fast Attack
Drone Team - Allow Missile Drones and shielded missile drones to join - so bizarre that they can't.
Razorshark - Remove nose gun, change to networked marker light, turn the faux afterburn drones(that do nothing now) on the wings to the smart missile system and keep the quad gun and up it to 4 seeker missiles.
Vespid - Remove
Add Devilfish as a fast attack option like Rhinos are - give some turret options like those available for the Hammerhead from FW. Reduce transport capacity to 6 if you add a turret.

Heavy
Sniper drone team - remove from codex
Sunshark - Move to heavy - Remove bomb glitch, increase bomb damage


Farsight is not weak leave him. As for shadowsun, don't know too much, might be okay to get EW due to T3. Commander changes are okay, but remove the buffmander. Cadre fireblades as upgrades are a big no no. It would make fire warriors way to good with markerlights. Everything else seems reasonable.
   
Made in ca
Shas'la with Pulse Carbine




FireWarrior sergeants, Shas'uis or what ever, can get markerlights. So Firewarriors already had a marker light option. +1 more marker light option is not going to do much in the grand scheme of things.

This message was edited 1 time. Last update was at 2015/02/27 16:57:50


9000
8000
Knights / Assassins 800  
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

DKoK Siege Regiment

HQ: DKoK CCS: Points reduction
Quartmaster: No idea, but it does need a buff

Elites: Grenadiers: Access to demo charge again, can take a Hades Drill, as mentionned in the Siege of Vraks book, possible point reduction
Heavy mortar: re-roll scatter like the Griffon used to have, access to Carcass shell

Troops: Platoon: COMBINED SQUAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAADS, also, points reduction
Engineers: Carcass shells

Fast Attack: Uh... make the Cyclops not suck, not sure how
Cheaper Death Riders? Or are they fine?

Heavy Support: Cheaper Thunderer siege tank
Replace the Bombard vehicle with a Bombard carriage, give back the Ignore cover to the Bombard/Colossus mortar

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in nz
Pauper with Promise



New Zealand

Naaris wrote:
FireWarrior sergeants, Shas'uis or what ever, can get markerlights. So Firewarriors already had a marker light option. +1 more marker light option is not going to do much in the grand scheme of things.


More worried about extra shots. Giving ignores cover to a unit firing 36 shots is better then giving it to one firing 24, no?
   
 
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