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Lammikkovalas wrote: Give all armies an USR called Elfstomper: "all weapons, shooting and melee, treat their weapon S to be 1 higher and AP 1 lower when attacking units from Codex: Craftworld Eldar. Destroyer weapons can reroll 1s on the D-table".
Would be a nice start, no?
And now, with half the balance issues out of the way...
I know, right? If GW cared at all about balance they would have hired me a long time ago.
Ffyllotek wrote: More weapons options for necron HQ's, like previous codex.
How much more, though? There's three melee weapons and three range weapons, which each have individual use (even though paying the 20 for a Scythe is the correct move)
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.
-WKs cost 350 base
-Wraith constructs (all) treat all other detachments as, at best, Allies of Convenience.
-Wraithguard gain Slow & Purposeful
-Remove all CWE formations
-WJB get 1 heavy for 3, and pay +15 for SLs
Chaos Lords gain this rule (with appropriate points boost):
Spoiler:
Powers of the Dark Lord
Each Lord of Chaos has spent centuries in service of his patron god, feasting on the slaughter of millions, and glorying in the vices so despised by his loyalist brethren. He has grown to possess powers of unholy magnitude, and uses them without remorse to further his gains.
You may only take one Chaos Lord in a detachment, and while he is on the field he grants all characters in the detachment (including himself) one of the following powers:
-Strength from Madness:
Conflict resides in the hearts of leaders, manifesting itself in a blinding rage, striking out at any and all who dare oppose him. Any Character affected by this rule gains +1 Strength, +1 Attack and +1 Weapon Skill in assault. Further, they and their unit may run and charge on the same turn.
-Always One Step Ahead:
A deep-seated lust for power and knowledge has grappled the minds of thinkers and plotters, drawing them to forbidden arts. Any Character affected by this rule may deploy his unit (including a dedicated transport, but not any other transport) anywhere outside of 12" of an enemy unit. If held in reserve, the Character's unit may chose the turn on which they arrive (excluding turn 1). Any model that deploys in such a manner may not assault on turn 1. However, if they arrive from reserves in any manner on a later turn, they may assault on that turn.
-Endure the Exodus of Life:
Through fear of death and loss all who live have a will to endure, a will that can be made wildly manifest in a sickening mockery of life. Any Character affected by this rule takes a -1 initiative penalty, but gains +1 wound, IWND (4+) and gains Poisoned (2+) on all their ranged weapons. This weapon wounds MC's and GMC's on a 2+ regardless of any other rules.
-Debauchery is King:
Admiration walks the path of the perfect soldier. His armour glinting in the light of the fires of a war caused by his charisma and beauty, as his skills and prowess bring him glory. Any Character affected by this rule is off his nut on drugs and booze gains +2 Initiative, and causes enemy units within 12" to suffer a -2 Leadership penalty.
Hotshot Pistols should get a range increase from 6" to 9"
Like, what in the name of hell was GW thinking? Such a dissapoontment. Along with Scions' WS of 3 which should be 4.
And Lasguns should be AP6 once again, that way guardsmen are statistically better than orks shoota boyz (atm, they'd lose to a shootout to orks) and they'd be better than cultists
It's more of a fluff reason than anything though
123ply: Dataslate- 4/4/3/3/1/3/1/8/6+
Autopistol, Steel Extendo, Puma Hoodie
USRs: "Preferred Enemy: Xenos"
"Hatred: Xenos"
"Racist and Proud of it" - Gains fleshbane, rending, rage, counter-attack, and X2 strength and toughness when locked in combat with units not in the "Imperium of Man" faction.
I'd like to see an improvement to the Shadowsword. In every book I've read that includes one, it always makes some grand statement like "The Volcano Cannon can rip a Titan's arm off, crashing through multiple void shields...", yet it gets one hit on the target before being obliterated next turn.
With that, I'd suggest the following change to the Shadowsword's Volcano Cannon:
Titan-Killer: Any model under the centre hole of the blast marker suffers D3 Destroyer hits instead of 1".
Small change but I think it's a good tweak, although it might be wise to boost the points as well if this change is made.
CSM: Just merge them in with the daemon book, and daemons have to be summoned again. (Including things like Soul Grinders).
Bring back the dreadaxe from the 3.5 dex.
Bonus: Add in Chaos Razorbacks, Drop pods, and a dedicated fighter craft. And maybe a Chaos Land Speeder with IWND and some of the uniquer Chaos guns for giggles.
This message was edited 1 time. Last update was at 2015/11/02 05:02:01
My beloved 40K armies:
Children of Stirba Order of Saint Pan Thera
Sisters of Battle being 12 pts a pop is a mite much. 10 would be fair for their current statline I'd think. Same for Retributors. Dominions could be 12 a pop. And Celestians, I like that guys earlier idea of them all just having Storm Bolters. However, a Canoness should get a Rosarius for free as part of her kit. As is she's almost criminally over costed in points.
"By bolter shell, flamer burst and melta blast, the mutant, the heretic and the traitor alike are cleansed of their sin of existence. So has it been for five millennia, so shall it be unto the end of time."
Make the Big choppa an army-wide upgrade option like the big shoota and rokkit launcha, so access to boyz mobz and commandos...etc. Change the Big Choppa so it gets different profiles depending on the model that holds it. Like this:
Ork Boy: +2S AP:5
Nob: +2S AP:4, Rending
Warboss: +2S AP:3, Rending (Make the 'Eadwompa's Killchoppa AP3 with shred to make it worth taking)
Make Nobz Ld8 and Stubborn, this also applies to Nobz upgrades in units like Boyz, Tankbustas, and Kommandos. This way it gives smaller units more staying power to help mitigate Mob Rule.
Normal Nobz go down to 16 points. Normal Nobz gain access to Cybork Body again. Make the warbike upgrade option only cost 15 points.
Zagstruk allows his unit of stormboyz to deepstrike after charging again. Move from HQ to Fast Attack with the same caveat that Snikrot does that he becomes slotless if stormboyz are also taken. Make his Vulcha Klaws a pair of Power Klaws that go at intiative order when he charges. Regain his Ld9 and Furious Disciplinarian rule where he executes a stormboy and auto-passes morale.
Flash Gitz get 'Eavy Armour Base. Snazzguns become APD3 rather than APD6. Moved to Elites.
Kaptin Badrukk gets the same rule as Snikrot, no longer HQ, moved to Elites. Price lowered to 95, his choppa changes to a master-crafted power sword. Gives his Flash Gitz preferred enemy.
Deffkopta buzzsaws gain armourbane.
Kommandos + Snikrot's formation get to assault out of reserve and infiltrate but always count as doing a disordered charge if they do so.
Have Painboyz and Weirdboyz both become 1-3 for an elite slot. Have a Painboss and Warphead for an HQ instead, both are Ld8, the Painboss gains access to PK and other goodies like the Ork relics. The Warphead starts off ML2 base and may upgrade to ML3. He and the other weirdboyz get a 5+ invuln. built in (WAAAGH! field).
All Ork vehicles get Ramshackle, which is changed to a 5+ invuln. against all attacks except those with the armourbane, destroyer or ordnance attacks. KFF invuln. increased to 4+ to compensate.
Deff Dreadz can squadron up to 3. Killa Kanz have their Kan Klaws boosted to give them S8 rather than their dinky S7. Gorkanauts have their Deffstorm MegaShoota become twin-linked. KMK for the Morkanaut becomes large blast. Both gain the invincible behemoth and effigy special rule.
This message was edited 1 time. Last update was at 2015/11/13 04:24:06
Brother-Captain and Grandmaster add or subtract 1 from all reserve rolls (Friendly and enemy!)
Brotherhood Champion may take a Personal Teleporter
Castellan Crowe gains Smash
Paladins gain It Will Not Die
Dreadnaughts replace Sanctuary with Forewarning
Strike Squads gain Interceptor
Interceptors gain Infiltrate
Rhinos and Razorbacks gain Scout
Purgation Squads replace Hammerhand with Perfect Timing
Land Raiders gain Forewarning
Basic tweaks to give under-or-unutilized units new niches. Where possible making things different opposed to raw numbers gains.
Brother-Captain and Grandmaster add or subtract 1 from all reserve rolls (Friendly and enemy!)
--Reserve Manipulation is probably the biggest thing GK players splash other armies for. (Well, except for Grav Cents, but that's...not exactly healthy.) Harkens back to the 5e Grandmaster command abilities, as well.
Brotherhood Champion may take a Personal Teleporter
--QoL mod. Incentive to take Interceptors as a bodyguard unit, and otherwise makes a 150 point, 3+ save, 2 wound CCHQ viable.
Castellan Crowe gains Smash
--Because he's a close to 200 point CCIC with AP -. It simply doesn't work. Defensively he's squishy as hell, and he doesn't have a Force Weapon, so at that points level initiative order AP2 is dangerous but not broken.
Paladins gain It Will Not Die
--Makes them more resilient, but not braindead-easy like EW would. Rewards smart positioning (hiding wounded models) and counterplay (maneuvering to hit said wounded models.).
Dreadnaughts replace Sanctuary with Forewarning
--Because a 6++ isn't worth 1 WC on a model as fragile as a Dread. The 4++ is much more fitting the risk of Perils and the resources invested. Also Forewarning can be cast on other models - indirectly buffing PAGK.
Strike Squads gain Interceptor
--Solidifies PAGK as a second-line, objective-holding unit. Harkens back to 5e Warp Quake and is fluffy (Daemons Deep Strike, after all.).
Interceptors gain Infiltrate
--Give them a role in carrying Teleport Homers for turn 1 deep striking units. Allows saving the Teleport Shunt ability for later in the game, strengthening GK in Maelstrom missions.
Rhinos and Razorbacks gain Scout
--Allows a player to gain value from a transport choice even if it detonates turn 1.
Purgation Squads replace Hammerhand with Perfect Timing
--Makes Purgators do something unique with Psycannons, not strictly inferior to other units (GKT, Purifiers) that do the same. Harkens back to 5e.
Land Raiders gain Forewarning
--Again a flexible defensive buff, 4++ on a LR makes it hard but not impossible to crack, and the ability to spread to PAGK is tactically interesting and fun.