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![[Post New]](/s/i/i.gif) 2015/07/09 14:31:11
Subject: Unit changes for the better
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Ruthless Interrogator
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Hey guys here are some things I have been working on to make some less useful armies/units in the game better.
Let me know what you think:( all point costs remain the same unless otherwise noted)
PURCHASEABLE WARLORD TRAITS IDEA:
How to Purchase Warlord Traits:
Instead of rolling a D6 to determine warlord traits as normal, the model you select as your Warlord may instead opt to purchase warlord trait(s) instead. This is done during the army-building step and must be decided upon before rolling for warlord traits. In order to purchase a warlord trait you must pick a warlord trait from its associated table and then apply its points cost to the warlords point total. In addition you must always purchase the warlord trait with the higher point value first. Additional warlord traits may be purchased or rolled for but for every additional warlord trait you possess you double the point cost of the warlord trait total. You may only purchase a maximum of two warlord traits. If you choose to purchase from or roll choose one and then roll for two warlord traits from separate tables then you must pay an additional 5pts.
Example 1: You want to purchase one warlord trait for your warlord Immovable Object (25pts).
You must pay an additional 25pts to your warlord to your warlords profile in order to give him the warlord trait Immovable Object.
Example 2: You want to purchase two warlord traits for your warlord Strategic Genius (25pts) and Master of Maneuver (20pts). First since you are purchasing two warlord traits you must purchase the one that is worth more and double its value before adding its points cost to your warlords. The warlord trait with the highest value is Strategic Genius so you will begin by doubling the cost of this trait and adding it to the warlords point cost. 25x2=50 so you will add 50pts to the warlord. Since Master of Maneuver is from a different table from the first warlord trait drawn you must pay an additional 5pts. Finally, you must add on the cost of the Master of Maneuver (20pts).
50+5+20=75pts.
You must pay an additional 75pts to your warlord to your warlords profile in order to give him the warlord traits Strategic Genius and Master of Maneuver.
Example 3: You want to purchase a warlord trait Night Attacker (15pts) and then roll for a randomly decided second warlord trait on the same table (Strategic).
You must take the point value of Night Attacker (15pts) and double it in order to have an additional warlord trait.
15x2=30pts.
You must pay an additional 30pts to your warlord to your warlords profile in order to give him the warlord traits Night Attacker as well as an randomly generated trait from the Strategic Table.
How to purchase an additional warlord trait for Unique Characters:
Unique characters that already have a set warlord trait may also purchase an additional warlord trait in a similar way to what is described above. Before the unique character may take an additional warlord trait they must add the cost of the warlord trait they already own to their profile, and then they must pay an additional 5pts (if they choose a trait from a different warlord trait table then the one it already has) and then add the cost of the trait they are adding on.
Example: You want to give Captain Shrike from the Space Marine codex the additional warlord trait Master of Ambush from the Strategic Traits table. You must first add the cost of his warlord trait to his profile before purchasing another one. Captain Shrike’s warlord trait is Angel of Death so you pay 15pts initially. Now you must decide what table you are drawing the additional the trait from. Since Master of Ambush is from a different table from the one Captain Shrike’s original warlord trait is taken from you must pay an additional 5pts. Finally, you must add on the cost of the Master of Ambush (30pts).
15+ 5+ 30= 50pts
You must add an additional 50pts to Captain Shrikes profile in order to give him the additional warlord trait Master of Ambush.
Command Traits
Inspiring Presence - 10pts
Intimidating Presence - 15pts
The Dust of a Thousand Worlds - 15pts
Master of the Vanguard -15pts
Target Priority - 20pts
Co-ordinated Assault-15pts
Strategic Traits
Conqueror of Cities - 15pts
Night Attacker -15pts
Master of Ambush -30pts
Strategic Genius -25pts
Divide to Conquer - 20pts
Princeps of Deceit -20pts
Personal Traits
Master of Defence – 20pts
Master of Offence -15pts
Master of Maneuver - 20pts
Legendary Fighter - 15pts
Tenacity-20pts
Immovable Object - Fearless and It Will Not Die. -25pts
Space Marine
Angel of Death-15pts
Storm of Fire-30pts
Angel of Death: -15pts
Imperium's Sword- 20pts
Iron Resolve: -15pts
Rites of War: -15pts
Champion of Humanity:-20pts
Dark Eldar:
All models that have power swords as their weapon may instead take ANY power weapon available. Wyches may use their invul save at all times not just during cc and they come with haywire grenades stock. Wracks become troops again, and gain rerolls on their poison shots and get krak/frag grenades stock.
Incubi, Helions, Beastmasters, Grotesques, Trueborn, Haemonculus, and Succubus all gain grenades.
Haemonculus, Succubus, and Archon can take a jet-bike for 15pts.
Archon gains the ability to take power fist equivalent for 20pts.
Lelith Hesperax gains a relic blade type weapon (s+2 ap3)
Drazhar can join any unit now and gains grenades and a 5+ invul save.
Incubi gain the ability to ignore disordered charges.
Void Raven Bomber drops to 150pts base with missiles bringing it to 200pts.
Astra Militarum:
Infantry platoons now consist of an unlimited amount of any combination of the following, but must take a least 1 option. If 2 Platoon Squads and a Command Squad are taken together then all units in the Infantry Platoon gain +1ld.
Conscript squads.
Platoon Squad
Heavy Weapons Squad
Command Squad
Ratlings squad ( this unit now gains the shrouded rule)
All Astra Militarum vehicles with the tank special rule may fire their weapons at full ballistics skill even after firing ordinance weapons.
Squadrons of 3 Leman Russ tanks gain the Venerable special rule and ignore weapon destroyed, crew shaken, immobilized and crew stunned results.
All unit types in the Infantry Platoon section may take a med-pack on one of its models for 10pts.
Astra Militarum armies may take 1 commissar in their army for every Infantry Platoon they have. Commissars come stock with a power weapon and bolt pistol for no additional charge, and may upgrade their power weapon to a power fist for 5pts and their bolt pistol for a plasma pistol for 10pts.
Tyranids:
Remove Instinctive behavior. Replace with special rule: Endless Swarm (7+). Whenever a model is within range of a synapse creature its endless swarm roll is reduced by 1 to a maximum of 3+.
Zoentrhropes replace synapse with Psychic synapse:- friendly units within 12" of this model that are not themselves either synapse or psychics synapse creatures gain the brotherhood of psykers (ml1) special rule and automatically know the hammerhand power. For each additonal unit with the psychic synapse rule in range of this unit increase the ml of the unit by 1.
Shadow in the warp's current affect is replaced with; Add +1 to Deny the Witch rolls if the enemy psyker is within 12" of this model.
All tyranid creatures with the psyker rule have access to the Divination, Telepathy, Biomancy, and Pyromancy, tables in addition to the table they have access to now.
The Carnifex:
The Crushing Claws upgrade no longer has the unwieldly rule, Toxin sacs are now a 5pt upgrade. Bio-plasma is now a 10pts upgrade, regeneration is now a 10pts upgrade. Acid blood is now a 5pts upgrade. Heavy Venom Canons now auto-immobilize any vehicles that it glances or penetrates. Instinctive Behavior is replaced with the following: When this model begins its turn within synapse range it adds +D3 to its initiative and attack profile for that turn.
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This message was edited 4 times. Last update was at 2015/07/15 16:06:33
Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.
‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson |
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![[Post New]](/s/i/i.gif) 2015/07/09 16:38:21
Subject: Unit changes for the better
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Decrepit Dakkanaut
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1. There's no reason that the Wyches should come WITH Haywire grenades.
2. There's no reason that Tyranids should be able to learn those tables.
3. It isn't like the Crushing Claws are affecting the Carnifex anyway. Why remove Unwieldy?
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2015/07/09 16:54:08
Subject: Unit changes for the better
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Ruthless Interrogator
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Slayer-Fan123 wrote:1. There's no reason that the Wyches should come WITH Haywire grenades.
2. There's no reason that Tyranids should be able to learn those tables.
3. It isn't like the Crushing Claws are affecting the Carnifex anyway. Why remove Unwieldy?
1. Then make change come with to MAY PURCHASE
2. Sure there is. They had it before and the current Tyranids psychic table sucks.
3. If younwieldy like I suggested you might actually see some players run crushing claws especially if they get an initiative bonus from synapse.
NOTE:
I am a space marine player through and through. I am doing my best to hand out changes to everyone's armies that were "left behind" by the post-necron era codices. Orks need changes too as well a few others.
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Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.
‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson |
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![[Post New]](/s/i/i.gif) 2015/07/09 17:04:40
Subject: Unit changes for the better
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Longtime Dakkanaut
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Crushing Claws currently only affect Tyrant Guard regarding Unwieldy, so there is incentive to take them now.
I think only the Succubus should be allowed the Jetbike, Haemonculus prefer slower but tougher things (all Coven units don't have Fleet) and from a gameplay perspective, a 2++ rerollable save on a Jetbike because you can take CWE allies is tough to take down. Succubus also fits in with fluff as Reavers are Wyches.
Maybe have a points upgrade for Haywire Grenades, 5pts per model so people don't spam them as much as they did.
Even as a Tyranid player I would just like to see Biomancy powers for them, to show adaptation. Maybe a Tyranid specific one, because Iron Arm on Flyrants would be horrific.
I'll have a closer look at the Xenos changes when I've got a bit more time, I don't play AM so can't comment on them.
Will you be doing other races?
EDIT: I can't read..
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This message was edited 1 time. Last update was at 2015/07/09 17:05:09
YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/07/09 18:08:11
Subject: Unit changes for the better
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Ruthless Interrogator
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My friend was tossing around the idea of making of Hive Tyrants "buying" Biomancy for the same cost as wings as an either/or type of thing.
Automatically Appended Next Post: Thats kind of the idea I had too. It seems pretty fair to me. It would need playtested though.
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This message was edited 1 time. Last update was at 2015/07/09 18:09:04
Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.
‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson |
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![[Post New]](/s/i/i.gif) 2015/07/09 18:17:21
Subject: Unit changes for the better
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Loyal Necron Lychguard
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They should make the Transcendant C'Tan a GC again, and improve his statline a tad. Also, let him use the Coalescent versions of the powers. Boom.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2015/07/09 18:18:30
Subject: Unit changes for the better
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Ruthless Interrogator
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krodarklorr wrote:They should make the Transcendant C'Tan a GC again, and improve his statline a tad. Also, let him use the Coalescent versions of the powers. Boom.
Absolutely. I never understood why they changed it in the first place. I think +1T and S would be good as well.Maybe a slight points increase.
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Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.
‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson |
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![[Post New]](/s/i/i.gif) 2015/07/09 18:20:04
Subject: Unit changes for the better
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Loyal Necron Lychguard
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DoomShakaLaka wrote: krodarklorr wrote:They should make the Transcendant C'Tan a GC again, and improve his statline a tad. Also, let him use the Coalescent versions of the powers. Boom.
Absolutely. I never understood why they changed it in the first place. I think +1T and S would be good as well.Maybe a slight points increase.
With the price of the Wraithknight? Heck no. S9 T8 W5 vs. S10 T8 W6 and doesn't have reliable shooting? Nah, either stay the same, or get a little cheaper. Unless they make the Wraithknight more expensive, which they won't do.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2015/07/09 18:26:03
Subject: Unit changes for the better
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Ruthless Interrogator
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The Wraithknight is undercosted, and if I had the chance to amend it, I would increase its points by 100pts.
However if the Wraithknight stays the same cost then yes the Transcendant C'Tan would get GC status with +1T for free.
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Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.
‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson |
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![[Post New]](/s/i/i.gif) 2015/07/09 18:27:25
Subject: Unit changes for the better
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Loyal Necron Lychguard
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DoomShakaLaka wrote:The Wraithknight is undercosted, and if I had the chance to amend it, I would increase its points by 100pts.
However if the Wraithknight stays the same cost then yes the Transcendant C'Tan would get GC status with +1T for free.
Then yeah, I'd be cool with that. Consistency, GW, learn it.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2015/07/09 19:24:50
Subject: Unit changes for the better
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Omnipotent Necron Overlord
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I think kabalites are fine - witches should just get stock rending and not be able to be overwatched. haywire grenades? NO. Haywire nades are simply to good to have en mass. Probably the dumbest invention ever thought up by GW. I'm cool with all the other DE changes.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2015/07/09 20:20:26
Subject: Unit changes for the better
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Stalwart Veteran Guard Sergeant
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Haywire grenades are only good against vehicles, yes? Some units have no way to deal with heavily armored vehicles (example: Fire Warriors) and so can take anti tank weaponry.
My 2 cents, sorry if OT
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![[Post New]](/s/i/i.gif) 2015/07/09 20:43:03
Subject: Unit changes for the better
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The Last Chancer Who Survived
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DoomShakaLaka wrote:
Astra Militarum:
Infantry platoons now consist of an unlimited amount of any combination of the following, but must take a least 1 option. If 2 Platoon Squads and a Command Squad are taken together then all units in the Infantry Platoon gain +1ld.
Conscript squads.
Platoon Squad
Heavy Weapons Squad
Command Squad
Ratlings squad ( this unit now gains the shrouded rule)
All Astra Militarum vehicles with the tank special rule may fire their weapons at full ballistics skill even after firing ordinance weapons.
Squadrons of 3 Leman Russ tanks gain the Venerable special rule and ignore weapon destroyed, crew shaken, immobilized and crew stunned results.
All unit types in the Infantry Platoon section may take a med-pack on one of its models for 10pts.
Astra Militarum armies may take 1 commissar in their army for every Infantry Platoon they have. Commissars come stock with a power weapon and bolt pistol for no additional charge, and may upgrade their power weapon to a power fist for 5pts and their bolt pistol for a plasma pistol for 10pts.
Why Ratlings in the Platoon?
And what is the "Venerable" rule?
I like the free Commissar idea, but that gives you one per ten standard infantry, and that's just not right. One free (or for 10 points) with every PCS/ CCS could be good though.
EDIT: Re read the post. Disregard my Commissar comment.
Unlocking one with the CCS should still be allowed though.
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This message was edited 2 times. Last update was at 2015/07/09 20:44:26
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![[Post New]](/s/i/i.gif) 2015/07/09 20:53:26
Subject: Unit changes for the better
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Ruthless Interrogator
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Venerable: is basically that Glancing or penetrating hits against the Venerable Dreadnought may be re-rolled at the defending player's discretion.
Ratlings don't deserve to take an elite slot, and would function better as a troops choice as currently they 'suck' Automatically Appended Next Post: You could just change it to Troops slot and not put them in the platoon either if that would work better?
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This message was edited 1 time. Last update was at 2015/07/09 20:54:47
Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.
‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson |
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![[Post New]](/s/i/i.gif) 2015/07/09 21:10:03
Subject: Unit changes for the better
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The Last Chancer Who Survived
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DoomShakaLaka wrote:Venerable: is basically that Glancing or penetrating hits against the Venerable Dreadnought may be re-rolled at the defending player's discretion.
Ratlings don't deserve to take an elite slot, and would function better as a troops choice as currently they 'suck'
Automatically Appended Next Post:
You could just change it to Troops slot and not put them in the platoon either if that would work better?
I'd go with something like:
Platoons may take the following:
1 Platoon Command Squad
1-5 Platoon Squads
0-5 Heavy Weapon Squads
0-3 Special Weapons Squads
0-2 Conscript Squads
0-2 Ratling Squads
0-2 Ogryn Squads
Special Rules:
If a Platoon Command Squad is still alive, the units in this platoon gain +1 Ld, to a maximum of 10.
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![[Post New]](/s/i/i.gif) 2015/07/12 03:45:41
Subject: Unit changes for the better
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Ruthless Interrogator
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Selym wrote: DoomShakaLaka wrote:Venerable: is basically that Glancing or penetrating hits against the Venerable Dreadnought may be re-rolled at the defending player's discretion.
Ratlings don't deserve to take an elite slot, and would function better as a troops choice as currently they 'suck'
Automatically Appended Next Post:
You could just change it to Troops slot and not put them in the platoon either if that would work better?
I'd go with something like:
Platoons may take the following:
1 Platoon Command Squad
1-5 Platoon Squads
0-5 Heavy Weapon Squads
0-3 Special Weapons Squads
0-2 Conscript Squads
0-2 Ratling Squads
0-2 Ogryn Squads
Special Rules:
If a Platoon Command Squad is still alive, the units in this platoon gain +1 Ld, to a maximum of 10.
Personally I don't like the idea of the Guard having to pay a tax to run the type of army they want to. Why should they have to purchase a platoon squad and a command squad if all they want to run is cultists?
The option should be there and a benefit should be instilled (+1 leadership) for the ability to run it "fluffy", but that should not stop them from having easier options.
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Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.
‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson |
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![[Post New]](/s/i/i.gif) 2015/07/12 09:18:03
Subject: Unit changes for the better
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Executing Exarch
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DoomShakaLaka wrote:All Astra Militarum vehicles with the tank special rule may fire their weapons at full ballistics skill even after firing ordinance weapons.
I'd agree with that if it was vehicles with the Heavy rule, rather than Tank - why should a Basilisk be able to fire it's heavy bolter after it's earthshaker? Russes need this more. DoomShakaLaka wrote:Squadrons of 3 Leman Russ tanks gain the Venerable special rule and ignore weapon destroyed, crew shaken, immobilized and crew stunned results.
Seriously? You want to ignore practically the entire damage table and make your opponent re-roll it? There should be some sort of benefit of running a squadron of three like in the new space marine codexes, but I don't think this is it. DoomShakaLaka wrote:All unit types in the Infantry Platoon section may take a med-pack on one of its models for 10pts.
Ever faced a 300-strong Green Tide where they all get FnP from the single Painboy at the back? This is like that but on a smaller scale - the cost may work at a squad level, but as soon as the Combined Squads rule comes into play it snowballs rapidly.
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![[Post New]](/s/i/i.gif) 2015/07/12 20:04:12
Subject: Unit changes for the better
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Ruthless Interrogator
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Quanar wrote: DoomShakaLaka wrote:All Astra Militarum vehicles with the tank special rule may fire their weapons at full ballistics skill even after firing ordinance weapons.
I'd agree with that if it was vehicles with the Heavy rule, rather than Tank - why should a Basilisk be able to fire it's heavy bolter after it's earthshaker? Russes need this more. DoomShakaLaka wrote:Squadrons of 3 Leman Russ tanks gain the Venerable special rule and ignore weapon destroyed, crew shaken, immobilized and crew stunned results.
Seriously? You want to ignore practically the entire damage table and make your opponent re-roll it? There should be some sort of benefit of running a squadron of three like in the new space marine codexes, but I don't think this is it. DoomShakaLaka wrote:All unit types in the Infantry Platoon section may take a med-pack on one of its models for 10pts.
Ever faced a 300-strong Green Tide where they all get FnP from the single Painboy at the back? This is like that but on a smaller scale - the cost may work at a squad level, but as soon as the Combined Squads rule comes into play it snowballs rapidly.
1.Ok how about models with the Heavy and Tank rule can fire their weapons at full ballistics skull even after firing ordinance weapons.
2.Then remove the Venerable rule. Taking 3 and ignoring all results but destroyed is good enough. I could of swore I had an OR in there when I came up with the idea. Must have changed it on accident.
3.I'm not concerned about this
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![[Post New]](/s/i/i.gif) 2015/07/12 22:55:39
Subject: Re:Unit changes for the better
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Worthiest of Warlock Engineers
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Just reduce the prices of Imperial Guard units - barring Leman Russ Punishers and Exterminators - by 10% to 20% across the board.
Seriously, our units are overpriced to an amount that is just humiliating. Take Storm Troopers for instance, they cost as much as Space Marines but have no where near the offensive or defensive capabilities. Or Ogryns. 3 of them - a minimal squad - costs as much as a tank. Or the Leman Russ Demolisher. A tank that HAS to get close to fight that costs 170 points. Or Rough Riders....
Also, allow the Basilisk to fire directly. Seriously, that 36" minimal range is a bloody joke.
The Manticore needs to either be AP3 or have Ignores Cover.
The Taurox is a joke. Costing more than a Chimera for armour 11/10/10 with BS3? The Chimera is over priced too, 12/10/10 and 2 weapons at BS3 is not worth 65 points.
Should I go on? The whole codex is a sodding joke :(
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2015/07/13 22:20:27
Subject: Unit changes for the better
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Sinewy Scourge
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*reads dark eldar
nope, nope, nope, so much nope.
giving a 10 point model with access to 3 different open topped transports, haywire grenades, a 4++, possbile FNP. Wyches did not need this type of buff. Having a 150 point unit destroy a baneblade in one or 2 turns in stupid.
Giving lelith a relic blade is not the thing that could "fix her". She is good already, stick her with a unit of wyches in a raider, use the wyches as a tarpit, and use lelith to dismantle 2+ 3+ saves. I would say S4 base on her is good, and would make her a competetive HQ.
I would never give the archon the powerfist because I7 is already quite good, and S6 (even with AP2) will be rarely worth it.
Jetbikes are unnesecary. Reavers are best used as a cheap unit that eats anything it touches, or bubblewraps, LoS blocks, and secures objectives, not a deathstar.
And incubi ignoring disordered charges might be a little too good, maybe just grendades. Cool with everything else tho.
happy wargaming,
-Mikey
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![[Post New]](/s/i/i.gif) 2015/07/15 16:07:34
Subject: Unit changes for the better
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Ruthless Interrogator
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Added in a method for purchasing warlord traits from the BRB and Space Marine Codex.
I don't know what the other codices warlord tables are so I can't make point values for them yet.
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Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.
‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson |
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