Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2016/02/18 02:09:51
Subject: What does your army need the most?
|
 |
Battlefortress Driver with Krusha Wheel
|
This is of course subjective. Personally I would love a chimera like transport for my admech.
|
warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 02:16:48
Subject: What does your army need the most?
|
 |
Blood-Drenched Death Company Marine
Little Rock, Arkansas
|
It's a tough call between sanely costed assault transports and jump pack rules being improved to say...have jink at least, for BA.
|
20000+ points
Tournament reports:
1234567 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 02:17:39
Subject: Re:What does your army need the most?
|
 |
Kinebrach-Knobbling Xeno Interrogator
|
Three words:
Death. Company. TERMINATORS.
I don't care how effective T4 W1 2+/5++ is, I want them for the awesome! Apart from that, an edition where melee and shooting is balanced?
|
This is where I'd put my signature...If I had one! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 02:25:11
Subject: Re:What does your army need the most?
|
 |
Blood-Drenched Death Company Marine
Little Rock, Arkansas
|
SpinCycleDreadnought wrote:Three words:
Death. Company. TERMINATORS.
I don't care how effective T4 W1 2+/5++ is, I want them for the awesome! Apart from that, an edition where melee and shooting is balanced?
I was totally set for DC terminators when they announced a terminator kit right before the codex. GW are masters in the art of disappointment.
|
20000+ points
Tournament reports:
1234567 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 02:41:10
Subject: Re:What does your army need the most?
|
 |
Kinebrach-Knobbling Xeno Interrogator
|
Yeah, having BA themed assault termies when the codex shows the rather plain regular termies alongside is odd. While the codex probably doesn't need a second melee terminator option, it's more about the fluff and showing the black rage can take anyone in the chapter, regardless of armour, rank etc.
|
This is where I'd put my signature...If I had one! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 03:57:40
Subject: What does your army need the most?
|
 |
Tunneling Trygon
|
Tyranids need Eternal Warrior. Somewhere, through some upgrade or something. Eternal Warrior.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 04:06:54
Subject: What does your army need the most?
|
 |
Pewling Menial
Southeast Kansas
|
More death robots for AdMech. And a complete overhaul for CSM I guess.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 04:07:39
Subject: Re:What does your army need the most?
|
 |
Grim Dark Angels Interrogator-Chaplain
|
Dark Angels need Thunderfire Cannons, and maybe Stalkers for some halfway good AA that doesn't come from Forgeworld.
Khorne Daemonkin need Karanak, possibly Kharn (although I understand why he's not already in there fluffwise), and probably a point decrease on the Lord of Skulls. They should also be able to take Mutilators and Obliterators, and have some kind of unit of Marines riding Juggernauts (kind of like WHFB's Skullcrushers).
Tau just need some improvements on Vespids, otherwise they already have some of the best stuff in the game.
CSM need a complete revamp from the ground up, including new kits for most of their units.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 04:41:09
Subject: Re:What does your army need the most?
|
 |
Material for Haemonculus Experiments
U.S.A. - MI - DA UP
|
An entire revamp of wych cults, our HQs, bring back special characters, Vect, some modernized formations, and update the darn finecast monopose units.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 04:57:35
Subject: What does your army need the most?
|
 |
Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
|
A better codex. (CSM)
|
I should think of a new signature... In the meantime, have a |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 05:19:48
Subject: Re:What does your army need the most?
|
 |
Loyal Necron Lychguard
|
Necrons:
-A nerf to Wraiths
-Minor buff to scarabs
-Buff to Doomsday Ark
-reduced cost on Monolith
-Canoptek Troop choice
-More Canoptek Creatures
-Minor nerf to Flayed Ones
-Minor nerf to Destroyers
-Overhaul of named HQ's to make them worth taking
|
<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 05:21:25
Subject: What does your army need the most?
|
 |
Savage Khorne Berserker Biker
|
Berzerkers on juggernauts. Who also have rules that aren't crappy, at the very least.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 05:23:39
Subject: What does your army need the most?
|
 |
Been Around the Block
|
My Renegades codex just needs some errata. Weird points costs and confusing rules all over the place.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 05:27:10
Subject: Re:What does your army need the most?
|
 |
Chaplain with Hate to Spare
|
Crimson Fists need a variant of the Gladius that plays more to their strengths and is a bit more fluffy. The Gladius falls short since they are already rerolling misses. Something that increases the potency of their bolters on top of their chapter tactics (Salvo 2/3 Bolters, Salvo 3/5 Heavy Bolters, etc). Something that has access to fortifications is one area the Gladius misses. Also, they should be able to spam more Devastators and Devastator Centurions.
Blood Angels need to be able to assault out of Rhinobacks. I would accept disordered charges as a balancing mechanism for that. Also, armywide assault out of deep strike is a must. Jink for Jump Packs would also be a good addition. Improved stats for Scouts and Dreadnoughts is a must too. Seriously, a one-armed C:SM Dread has more attacks than a Furioso. A super formation that has a regular Demi-Company for a Core choice as well as something similar to the Hunting Force for the White Scars but with Jump Packs and Land Speeders is a must too.
|
This message was edited 1 time. Last update was at 2016/02/18 05:28:29
5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 05:52:13
Subject: What does your army need the most?
|
 |
Purposeful Hammerhead Pilot
|
Grey Knights: Make terminators viable again. I absolutely loved the idea of having an all terminator/paladin army.
Eldar: Make the phoenix lords a little less in points, as they are super fun fluff to play with, but very uncompetitive
Tau: Redo the tau axillary forces (Vespid, kroot, etc... as they are pretty bad)
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 06:01:38
Subject: Re:What does your army need the most?
|
 |
Imperial Guard Landspeeder Pilot
On moon miranda.
|
For my IG & DKOK? A core rules change that makes tanks something other than MC's that lack armor saves and a just about across the board 25% price decrease on damn near everything, more in some cases.
For CSM's? In many cases, almost the exact same thing, a core ruleset that allows multi-role units to *be* multi-role (e.g. assault out of stationary closed-top transports, tanks and walkers that don't just fall apart, etc).
My GK's? Paint, mostly paint.
I have Tau, Eldar, and Sisters as well, but haven't played them in a while, the former because I feel like a jerkward for bringing them out (plus they need paint also), the latter because quite frankly I don't own the models to run what's effective anymore
|
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 06:03:20
Subject: Re:What does your army need the most?
|
 |
Mutilatin' Mad Dok
|
Orks: Better formations and detachments. Seriously, we have like two good ones. A lot of the issues with orks could be solved by a few special rules granted by formations, not the pathetic crap we have now. The one formation we have that's easy to build gives us the amazing buff of:
- Gain hammer of wrath attacks on units of 10+ models that charged 10+ inches.
Yeah. That'll fething help- a handful of S3 hits. And there are only two formations that actually give us the amazing rule of:
- Gain the ability to call a Waaagh! every turn after the first.
But that ability is only available in the ork warband formation which requires six units of boyz for some reason, or the greentide formation which requires one hundred boyz minimum. Why the hell do we have to invest so many goddam troops for such a minor buff when codexes like Necrons or DA get to take their best stuff and get amazing benefits for practically no reason? The only other somewhat decent formation is the bullyboyz formation which just gives 15 meganobz fearless, but that's a lot of points to invest in ork terminators. Seriously, a single formation that just gave orks access to a little bit more durability, or some way of getting into assault easier would make our day.
|
"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 06:12:12
Subject: Re:What does your army need the most?
|
 |
Trustworthy Shas'vre
|
tau need one of 3 things.
1. power weapons
2, more psyker defense
3. a way to fall back out of combat before fighting in h2h (even if we run the risk of being swept anyway)
nah, I kid. but being able to take something akin to a Culexus at a higher alliance level would be spar.
|
This message was edited 1 time. Last update was at 2016/02/18 06:13:59
'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 06:32:52
Subject: What does your army need the most?
|
 |
Towering Hierophant Bio-Titan
|
Painting.
|
Oli: Can I be an orc?
Everyone: No.
Oli: But it fits through the doors, Look! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 06:36:30
Subject: Re:What does your army need the most?
|
 |
Deadly Dire Avenger
|
Jetbikes squads to limited to 1 in 3 for special weapons like they used to be and an assault transport
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 07:09:10
Subject: Re:What does your army need the most?
|
 |
Longtime Dakkanaut
|
Updated Tau Auxiliaries to be more interesting rules wise. I love the whole allied races thing and would love to see more.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 07:19:06
Subject: What does your army need the most?
|
 |
Longtime Dakkanaut
|
A better codex Automatically Appended Next Post: Kharne the Befriender wrote:Necrons:
-A nerf to Wraiths
-Minor buff to scarabs
-Buff to Doomsday Ark
-reduced cost on Monolith
-Canoptek Troop choice
-More Canoptek Creatures
-Minor nerf to Flayed Ones
-Minor nerf to Destroyers
-Overhaul of named HQ's to make them worth taking
pls never make this happen, we don't need no spider repair nightmare lists
|
This message was edited 1 time. Last update was at 2016/02/18 07:21:03
Inactive, user. New profile might pop up in a while |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 08:36:53
Subject: What does your army need the most?
|
 |
Veteran Wolf Guard Squad Leader
Princedom of Buenos Aires
|
A tiny bit more vikingr-ism, way less celtic stuff and even less literal wolf stuff.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 09:25:32
Subject: Re:What does your army need the most?
|
 |
Ladies Love the Vibro-Cannon Operator
|
Open topped transports for BA.
|
Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 09:59:14
Subject: Re:What does your army need the most?
|
 |
Wicked Warp Spider
|
Gamgee wrote:Updated Tau Auxiliaries to be more interesting rules wise. I love the whole allied races thing and would love to see more.
That's so true! I expected to see more weird aliens expansion after expansion, but they just went "moar robots". Perhaps the vespids were not so popular. Who could have expected that underpowered overcosted models would not be popular?
For my Eldar:
- Jetbikes cannot be compulsory troops, and/or the cannon is 1 every 3 bikes. Do not raise cost - you want to avoid spam, not people taking them.
- Wraithknight is undercosted of at least 50, I think more.
- Assuming nerfs here and there, I ask too much for the Falcon as a transport for the elite troops? even just 1-2 specific units?
The rest is, of course, more than good. Actually, if you exclude the abuses and formation madness, the Codex is what a Codex is supposed to be: a good list of diverse options all with some weight, if you exclude perhaps the Storm Guardians.
Other issues are more issues of the game in general. The Scorpion claw is overcosted IMHO, but because all the melee weapons are overcosted in the current edition. Power Klaws and Power Fists are overcosted too (and the Scorpion Claw is, in this case, fairly costed compared to them because it strikes at initiative). Especially the ones in the IG. GW thinks that a fist on a marine officer should cost like a fist in a model with less chance to hit and less resiliance. And this is just madness.
Finally, there are issues more related to the edition. A middle ground between the old Rhino Rush and Vehicle madness and the current rules could help the Banshees and many more units in many armies.
Spam and abuses should be avoided with using just the CAD. Just, from 2000 points and every 1000 on, you can add 1 HQ and 2 troops to unlock 1 elite, 1 fast and 1 heavy. Some HQ unlock 0-1 other choice as troop (like the old warboss, but more tamed). Give some flexibility like more HQ for SW and more fast attack to DE, but just that. But you cannot sell overcosted new books with this, right? Actually you still could, you could sell books with variants of the codex armies and few new units, without a rule spam carzyness that makes the game unplayable. It just needs competent or just not underpaid designers.
Automatically Appended Next Post:
To go on with the rant...
I left my Chaos Marines in Italy to a friend, but my heart is still there. The spiky fellows need an overhaul, and a big one. I still dream about the 3.5 codex. I know, I know, but you can do something as much as beautiful, diverse, and inspiring, without it being broken. You just need talents that are not in GW anymore, I fear. The edition rule changes above would help, but here some more specific idea:
General: play more on their hatred and their veteran status. You can write a Legions Codex later to focus on specific aspects. Reintroduce veteran abilities, underplay them if you are afraid of producing a broken codex, or delay it for the Legion Codex. Lower cost of stuff. Especially marks.
Demon synergy: once Daemons were part of the codex; You could at least help sorcerers with the summons (this could have been done already in the 7th edition rulebook, but why being competent, or perhaps, why having editors. Having competent editors is so '90). Introduce icons and items that ease the arrival of the demons, or boost their capability, or make them more "tamed" and less unpredictable.
Champion of Chaos: this rule can work in WHFB because the chaos character there are almost unchallenged. Here in 40k is a rule that should never have existed and puts its author in a very bad light. Ah, and thank you for ruining the theme of the now Space Furries, previously Space Wolves, Phil.
HQ: lower costs, introduce at least 8-10 special demonic weapons and tricks (perhaps useful for the demons, see above, or a dimensional key play-tested at least once), re-introduce chaos armour. I am sick of the loyalist stealing things.
Sorcerers: re-make the powers, at least for Tzeentch. I mean come on, is the lord of magic.
Chaos Marines: Second melee weapon 1 point, D9 base 10 Champion. Undivided Chaos Mark rerolls morale like in Chaos Warriors. 1 Heavy possible with 5 (but not 2 with 10).
Berzerkers: Raise base attacks to 2. Chainaxes for free. Melee options in the unit like the grey Hunters, but just Power Weapons, fist, or plasma pistols.
Thousand Sons: 2 Wounds. It would be broken in any other unit, in TS just make them functional. A feature is not broken per se, but in a context of rule synergy (or skornergy).
Plague Marines. Oh you. I love you. You always saved me, even against Death Company and Grey Knights and Tau fire. 1 point less.
Noise Marines: What is this salvo thing? Who had this idea? It's bad. Assault or Heavy as before. Salvo Should be moved on heavy Bolters (2/4). And additional melee weapon 1 pt/model.
Chosen: lower costs. Discipline like marines (all veterans, so 10, like in the cold codex).
Possessed: As one smart guy in a previous thread suggested, write something akin to Obliterators rules and have a pool of powers to choose from, each turn, but not the same power twice in a row. Lower costs.
Terminators: Lower cost of marks. In an expansion (Legion Codex), introduce cult terminators with a kit that will sell like hotcakes. Discipline like marines (as Chosen 10, like in the cold codex).
Raptors: Reintroduce the old mobility. They should be devious predators not assault marines with spikes. Hit and run, stuff like this.
Warp talons: assault from deep strike (perhaps reduced range?), reduce point cost. Champion can take a power fist.
Hellbrute: what is that thing? Use FW ones. Fire the designer.
Mutilators: Assault from deep strike or just accept that this unit was a terrible idea. I bet is the designer of the hellbrute. Oh my GODS
Obliterators: lower cost or put them at the level of centurions. I mean come on. BTW, thank you for stealing again our stuff, loyalists.
Dinosaurs: Why the Riptide is MC and these things have an hull? Is perhaps more a problem of the Tactical Genius that (wanted to sell for sure?) designed the Riptide, but now the damage is done and GW and FW are selling Tides in bunches. At least, lower the cost of these pitiful dinosaur things. You ruined this game, mr. Vetock.
BTW, visionary design here. What could the twisted minds of the Dark Mechanicus conceive? Dinobots, apparently. And I cannot even complain, there is no sleigh of wolf santa. UGH
|
This message was edited 4 times. Last update was at 2016/02/18 12:28:48
Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 11:01:46
Subject: What does your army need the most?
|
 |
Storm Trooper with Maglight
|
IG :
- Getting back Lumbering Behemoth and Auto Targeting system. These are top priorities, since GW thinks IG always have to get the most basic stuff and no particular talent in anything.
- More doctrines, more customization. Overall, other infantry plastic kits but it's not really a Codex quality matter.
- Cheaper and more diverse artillery.
- Overall, cheaper or better core infantry.
- Slightly cheaper Hellhounds and the likes and Sentinels.
- Better Scions with more flexibility (grav guns anyone?) and better stats (seriously, a super special soldier with Ld7? Where were you GW?)
- Illimited range for radio-vox instead of the actual rule. Radio networks with a 30m range.... Once again, where were you GW?
- More Tank orders, with more flexibility and less ridiculous limits. Why "Gunners Kill on sight" can't be used to kill disembarked infantry? That could have been the most interesting thing to have... but once again, IG can't have cool stuff.
- New RR.
- Vehicles platforms for grav cannons to compete with current meta, even though I don't think that would be really fluffy.
The list is long indeed. Actually, we need a total revamp !
|
This message was edited 4 times. Last update was at 2016/02/18 11:04:03
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 11:13:55
Subject: What does your army need the most?
|
 |
Terrifying Wraith
|
CSM need lots of work, and I want them to have something akin to chapter tactics for the differents traitor legions
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 11:26:29
Subject: What does your army need the most?
|
 |
Ladies Love the Vibro-Cannon Operator
|
Spyro_Killer wrote:CSM need lots of work, and I want them to have something akin to chapter tactics for the differents traitor legions
CSM needs back the 3.5 codex, one of the best codices of the game.
|
Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 12:23:34
Subject: What does your army need the most?
|
 |
Chaplain with Hate to Spare
|
wuestenfux wrote: Spyro_Killer wrote:CSM need lots of work, and I want them to have something akin to chapter tactics for the differents traitor legions
CSM needs back the 3.5 codex, one of the best codices of the game.
If not that, then at least let them have Legion rules. They need to dump the whole idea that Chaos warbands are just blobs of random marines. With the allies rules, there is no reason that a person could not run a World Eaters detachment with an Iron Warriors detachment. And there is no reason that they shouldn't have ATSKNF. It isn't like Loyalists suddenly became less fearful after the Heresy.
CSM need to be able to be played as CSM, not blobs of Cultists with Dinobots. That is not CSM. That is Codex Chaos Cultists and Daemon Engines. And that is unbelievably stupid.
|
5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/02/18 12:32:19
Subject: What does your army need the most?
|
 |
Khorne Chosen Marine Riding a Juggernaut
|
CSM, New, Codex...and models...
FAQS, thats also what we need, FaQs like in the old days, where they addressed the errors and dumbshit of a codex.
Revamp of Blood crushers, i mean look at the model, whats the larger of the 2?, the Bloodletter or the Jugger?
So the logic behind this, is that you always hit the Bloodletter, even though the thing is so small that you hardly see it on the back of the freakin monstrosity that is a Rhinoceros of hell made of daemonic metal and lava...
But in TWC case, its the other way around..., do i smell favoritisme here?
Also why the Nine hells can't a KDK herald buy an Axe of Khorne?..., how fething dumb is that?
|
|
|
 |
 |
|