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Made in us
Locked in the Tower of Amareo




 tau tse tung wrote:
Vox casters get a longer range. WW2 radios seem to be more advanced than a guardsman 's.

More orders per turn.

As another poster said: entrenchment options of guard. (Modified go to ground maybe?)


Because WWII is more modern than 40K.
   
Made in us
Trustworthy Shas'vre





Cobleskill

IG\AM Commissars would allow you to autopass any morale or leadership check at the low low price of a single model.

Daemons: There should be a named Tzeentch Demon Lord that is T1 on the field but allows its player to determine matchups in tournaments.'Didn't we just play a match?' 'Blame Bob and his Plotter in the Dark.'

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Unlimited range Earthshakers, ignore all saves, the blast covers half a 4x6 board, can fire from reserves, good times.

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 us
Trustworthy Shas'vre





Cobleskill

Inquisition. Exterminatus. WE BOTH LOSE!!!!

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in us
Longtime Dakkanaut




Boyz are S4 T4, Nobz become S5 T5 Warbosses are S6 T6

Orks are fearless when they have a character in their unit.

Mekz and Big Mekz can produce a random vehicle each turn from battlefield scrap

Lootas fire D3+3 shots a turn

All Ork weaponry gains +1S because I have yet to find anything in the fluff that explains why all their tech is 1 less then Imperial norms, IE our Battle Cannon (Kill Kannon) is S7 and Range 24.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in my
Veteran Knight Baron in a Crusader






At my desk

Eldar Suriken weapons get AP 3 but lower strength than laser weapons (take cannons down to 5 compared to scatter lasers 6), in the lore they cut straight through power armour in the books, so they should in the game. Infantry and Walkers should get a distracting grace rule. Eldar armour should also be like 5+ or 6+ unless they pass an initiative test, then it goes to 4+ or 3+ this being related to their psychoactivity, the armour is more effective if the user is ready.

I know the last thing Eldar need is more buffs, but I'm sticking to the books.

3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in au
Crushing Black Templar Crusader Pilot






Marshals for Black Templars that lay somewhere between generic Captains and High Marshal Helbrecht. Ah.... the dreams are real! haha
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Martel732 wrote:
I don't even know what that would be like anymore for BA. Honestly.


Instead of a gladius you get a blood wing detachment, makes everything in the Sanguine Demi Company scoring, lets you take 1-3 assault marines/bikes/etc., and you get +1 I on the charge.

If you take Sanguinie Demi Companies In a blood wing, you get to take Rhinos, Pods and Razorbacks for free, but still have to pay for the fast upgrade! Because they have to screw BAs somehow.

Maybe they'll be nice and let you take an 8th company detachment as core, that lets you take 3-6 assault marines squads with assault out of deep strike or something (op! Zomg qqqqqq).

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in fi
Been Around the Block




Essentially a legion CSM codex. Legion rules, viable units, viable buildS, viable marks and reasonablepoint costs. Everything the present codex and it's supplements fail to achieve.
   
Made in us
Trustworthy Shas'vre





Cobleskill

shiwan8 wrote:
Essentially a legion CSM codex. Legion rules, viable units, viable buildS, viable marks and reasonablepoint costs. Everything the present codex and it's supplements fail to achieve.


maybe ask GW to reprint the 3.5 CSM codex for eighth?

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in gb
Longtime Dakkanaut




No love for Tyranids? :(

Instinctive Behaviour is just awful. Replace it with Synapse giving EW and Fearless, and being out of Synapse means taking a Pinning Check at the start of the turn.

The IB tables either do jack-all for some units, or completely invalidate others (Hormagaunts...)

Drop the points values on gribblies, or give them free upgrades with formations.

Improved WS across the board, Initiative and Attacks. Shred and Rending on more bioweapons. Bring back the re-roll bonus for paired scytals.

Rebalance the heavy weapons (BL Devourers are just so stupidly good; tone them down and improve the other weapons). Emphasis on short range, low S, high ROF assault weapons.

Make Zoanthropes shooting attack just that (not a psychic attack which has to be cast.... not denied... and hit...)

Shadow In The Warp should really, *really* screw up psykers. Gibbering madness of the void and all that. Increase perils, force LD tests, reduce warp charges, whatever... Make Nids a natural foil to the psychic deathstars.

For the love of Swarmy, give us some decent HQ options, make our MC's actually good, and give us a decent GMC in plastic...
   
Made in ca
Regular Dakkanaut




Canada

For a fluffy guard army:
Step 1) lose your first battle
Step 2) immediately set up the exact same force with a lot more guardsmen and continue the game as normal.
Step 3) Victory! Or if you lose repeat step 2 until you do.
   
Made in us
Fate-Controlling Farseer





Fort Campbell

 Tibs Ironblood wrote:
As soon as I put ultramarines on the table I win.


But you only have two marines survive the game.

Full Frontal Nerdity 
   
Made in us
Been Around the Block





Space Marines would be able to have drop pods arrive on top of enemy squads, either displacing the squad or inflicting a wound against any model underneath the landing point.
Apothecaries would be independent characters capable of joining any squad?

Jump Packs could be used as a deep strike/arrival mechanic that potentially displaces models in a specific landing area.

Eldar wouldn't be deploying wraiths to every battlefield unless Iyanden, and they'd probably be point locked to higher point games for them to show up in the first place.

Farseers could potentially give an invul save to warriors by sending them a command to move out of the way of an attack before it happened
   
Made in us
Fate-Controlling Farseer





Fort Campbell

Zelarias wrote:

Farseers could potentially give an invul save to warriors by sending them a command to move out of the way of an attack before it happened


You mean, like a psychic power that gave them a 4+ Invuln save?

Full Frontal Nerdity 
   
Made in us
Shadowy Grot Kommittee Memba






Zelarias wrote:
Space Marines would be able to have drop pods arrive on top of enemy squads, either displacing the squad or inflicting a wound against any model underneath the landing point.
Apothecaries would be independent characters capable of joining any squad?

Jump Packs could be used as a deep strike/arrival mechanic that potentially displaces models in a specific landing area.

Eldar wouldn't be deploying wraiths to every battlefield unless Iyanden, and they'd probably be point locked to higher point games for them to show up in the first place.

Farseers could potentially give an invul save to warriors by sending them a command to move out of the way of an attack before it happened


Yes to jump packs, they should maybe cause damage on arrival, and also you should JUST BE ABLE TO FRIGGIN CHARGE with a jump pack (not any deep strike necessarily)

But drop pods aren't actually supposed to hit the ground all that fast, that's what all the thrusters are. If they landed at anything like terminal velocity, it wouldn't matter how big your shoulderpads were, you'd just get liquified.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in de
Junior Officer with Laspistol





SemperMortis wrote:
Mekz can produce a random vehicle each turn from battlefield scrap


I would totally play against that.


Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

FAQs 
   
Made in us
Shadowy Grot Kommittee Memba






 Griddlelol wrote:
SemperMortis wrote:
Mekz can produce a random vehicle each turn from battlefield scrap


I would totally play against that.


I mean, if you limit it to maybe just Big Meks, if they give up their movement and shooting phase, and they can create a

1) Deffbuggy
2) Killa Kan
3) Trukk with Big Shoota or Rokkit
4) Basic Looted Wagon with Big Shoota or Rokkit
5) Deffcopta
6) Basic Battlewagon with nothing on it

Even if, at max, you could be creating 660 points of battlewagons or something, they wouldn't hardly be "OP" with no guns.

And if the Mek is making on average ~150 points or something, compare that to the basic number of free transports you get with a gladius...

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Killa Kans, Deffdreads and Naughts all become the MC's/GMC's that the points and fluff says they are..
Deffkoptas get the NOB on bike stats line instead of the boy statline...Since we are paying for it the BW needs to be fast..
Mekboy (as MEk) Big Mek (a repalcement for a boss nob same statline as current) Boss MEk (same statline as base warboss) ..In keeping with the fluff




Automatically Appended Next Post:

Ghazz becomes an MC with T-6 / 6 wounds 2+/2++/2+++
IT will not die..etc at current points cost (just want our points worth) if he is an LOW lets make him an LOW that can really go toe to toe with a Carnifex..

This message was edited 1 time. Last update was at 2016/05/18 15:40:29


'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in lt
Longtime Dakkanaut






Specialised aircraft transports that could drop a blob of 50ish or so guardsmen

   
Made in us
Esteemed Veteran Space Marine







Basing rules on fluff is difficult because their fluff is so wildly inconsistent, and GW has no concept of logistics and scale.

Marine chapters (codex compliant anyway) have around 1000 marines, plus who knows how many scouts/recruits. In the Tau/Raven Guard/White Scars campaign book (name escapes me), a single battle has "hundreds" of marines lost, which would cripple the chapters involved and probably force a withdrawal. That entire book essentially made the marines look like complete amateurs at war.

On the other hand, the first Salamanders novel has like 18 marines in a fort hold off tens of thousands of Orks while suffering virtually no casualties themselves. If marines were to match the fluff, their armour save would be determined on a D6 prior to the game, with the save being equal to whatever you roll. This is to represent, for that particular battle, your story was either drafted for a Tau-centric campaign book or Chaos codex supplement, or your story was put together by a Black Library novelists.

Of course, I've never understood the Tyranid method of invasion....for some reason, the Hive Mind feels the need to kill off ever single pocket of resistance prior to dropping its feeding tubes onto the planet....Why? Just drop the tubes in, and start feeding. Don't bother chasing a handful of marines or IG, just start chowing down. Put your forces near the feeding sites and wait for the planets opposition to come to you. Entirely off-subject, I know, but its just one of the many things that irritates me about GW fluff writing.
   
Made in us
Tunneling Trygon






Free Termagants and Hormagaunts. Or even worse/better, a Decurion for Tyranids where every single model is free and comes on in waves. It's really hard to simulate an 'endless horde' when there's nothing endless or horde about it.
   
Made in ca
Longtime Dakkanaut





Railguns on Hammerheads that outrange any Imperial tank guns. Hammerheads that can move faster than then the IG tanks and be precisely accurate. Shooting and moving with no penalty. Rapid fire tanks since its said in Mont'ka HH pilots were basically lining up shots and pressing fire leaving a trail of death.

Near one shot fatality of the gun.

In reality its a pathetic wimp.

Melee Kroot. On tabletop they might be able to win against basic guardsmen. Maybe? But are better as sniper.

That's off the top of my head.

This message was edited 1 time. Last update was at 2016/05/18 17:07:00


 
   
Made in gb
Worthiest of Warlock Engineers






preston

Leman Russ would have LB and a 4++ save

Baneblades would be AV 15/14/14 and have a 4++ save

Demolisher cannons would have Ignores Cover

The Deathstrike would have a 50" blast radius and autokill everything under it

My Infantry would be able to entrench AND be respawn when killed.

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+
 
   
Made in us
Auspicious Aspiring Champion of Chaos






 SharkoutofWata wrote:
Free Termagants and Hormagaunts. Or even worse/better, a Decurion for Tyranids where every single model is free and comes on in waves. It's really hard to simulate an 'endless horde' when there's nothing endless or horde about it.


Look into the Shield of Bael formations. They aren't the best formations, but I feel they are underrated.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in ca
Shas'la with Pulse Carbine




Tau general
Tau get to redeploy units after their opponents have deployed vs everyone but necrons and Eldar (tau's tactical mastery and technological superiority over the other races)
All tau vehicles gain the ability to overwatch/supporting fire for free.
All tau vehicles gain fast
All tau vehicles get BS10 (because of taus advanced targeting computers, that surpass today's technology)
All tau vehicles gain electronic counter measures suits - provides them with invulnerable saves against shooting
All tau vehicles can shoot at full BS when jinked (because of taus advanced targeting computers, that surpass today's technology)
Tau suits get BS10 (because of taus advanced targeting computers, that surpass today's technology
Tau suits get I4 unless specified
Markerlights - reduce cover by 1 per marker light expended

Hammerheads
- railguns are S w/ +1 on the D-table results (HH's have 1 shot titans)

Drones
- drones have all of the rules in the drone net formation as standard -Interceptor, Jink, Outflank, Precision Shot, and Split Fire
- BS10 - (because of taus advanced targeting computers, that surpass today's technology)
- drones can infiltrate and have acute senses
- drones are fearless
- drones explode

Tau Troops - FW, Pathfinders, Kroot, Vespid
Same statline, all troops get battle focus rules as well as darkstriders fighting retreat rule - allows unit to consolidate D6" in any direction immediately after firing their overwatch and BEFORE the charging unit rolls for charge distance.
5pts decrease in pathfinder special weapons
--Railrifle - adds armorbane and each hit causes D3 wounds or hull points.
Kroot get more expensive but are better at melee and have general stealth and shrouded when in terrain/ruins
Vespid get 3+sv, guns get 2 shots, T4

Suits
Stealth suits are Str4 T4 2W - sv3+
Crisis Suits Str 5 T5 3W - sv3+
Hazard suits are Str 5 T6 3W - sv2+
Broadside suites Str5, T6 4W - sv2+
____HHR - gets Armorbane, each hit causes D3 wounds or hull points.
Y'varha Riptide - Str6, T6, 5W - sv2+ - 275pts
Riptide - Str6, T6, 6W - sv2+ - 250pts
R'varna Riptide - Str7, T7, 7W - sv2+ - move to GC, 300pts - change weapon to AP3 - larger the target, the AP goes down as Str goes up - vehicles, buildings, GC SHV - Str D
Stormsurge - Str 8, T8, 8W, I3 - sv2+ - 400pts - give blacksun filter - has invulnerable save included - 4++
Ta'unar - Str 10, T10, W10, I2 - sv2+ - give blacksun filter?

9000
8000
Knights / Assassins 800  
   
Made in us
Fireknife Shas'el




BrianDavion wrote:
 NH Gunsmith wrote:
If they did it for every codex, and done well, I would think about playing 40k again.


one thing worth noting is that Marines individual units are, with a very few rare exceptions, not super powerful. what makes em good is formations that give some solid advantages, all of which are really pretty fluffy.


My idea is to add the ability to buy plot armor for your models. It gives them double wounds, the ability to re-roll fails, the ability to buy any waregear in the codex and makes them a SC.
   
Made in gb
Hallowed Canoness





Between

 Tactical_Spam wrote:
Martel732 wrote:
 Tactical_Spam wrote:
In a 1500 point game, I'd bring... 1 Captain and 3-4 Marines...


I don't think marines are that fancy. Especially with as many titan thingies and air bombardment as there are in the setting.


Well... It only took 5 Salamanders plus Chaplain and 3 Black Dragons to escape Commorragh... I think they are fancy enough.


Sorry, I know it was on the last page, but what's the actual reference for this?



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Daring Dark Eldar Raider Rider





 Furyou Miko wrote:
 Tactical_Spam wrote:
Martel732 wrote:
 Tactical_Spam wrote:
In a 1500 point game, I'd bring... 1 Captain and 3-4 Marines...


I don't think marines are that fancy. Especially with as many titan thingies and air bombardment as there are in the setting.


Well... It only took 5 Salamanders plus Chaplain and 3 Black Dragons to escape Commorragh... I think they are fancy enough.


Sorry, I know it was on the last page, but what's the actual reference for this?

Tome of fire trilogy, I believe
   
Made in us
Bonkers Buggy Driver with Rockets






Orks can purchase giant 40 man drop pods(with turn 1 drop, no risk of perils, but units inside take s4 dmg the turn they come in) that are 14 all around opentopped. Can carry multiple units and can't explode. Can be upgraded with almost every ork gun imaginable (w power of machine spirit and grot gunner upgrades), have slots for vehicles, can be upgraded with kff or telly port that acts as an outlet for any type of reserve, and all comes for the incredibly ramshackle price of around 300pts. Enemy Units can make base contact and assault everything inside while everything inside can assault all units in base contact.
It will be called "rok".

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
 
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