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Made in us
Locked in the Tower of Amareo




Bane of the Mighty would also have to eliminate FNP.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Martel732 wrote:
Bane of the Mighty would also have to eliminate FNP.
At that point, you might as well just make it Instant Death.

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The Marine Standing Behind Marneus Calgar





Upstate, New York

Turn 1 assaults from deep strike can also tarpit things before they get a chance to do anything.

If a pod full of dakka drops next to you and unloads, anyone who survives the onslaught can shoot back, move away, etc.

But you you assault, even if you don’t kill it outright, you lock your target in CC for their shooting turn (at the very least) This is pretty significant.

That said, I’d like to see it come back for the top-end elite assault units. Sang guard, genestealers, those kind of guys. Maybe down to merely special assault units like vanguard vets. But a trick reserved for the assault specialist in assault armies for the most part.

   
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Legendary Dogfighter





RNAS Rockall

AM Taurox - give it Fast Vehicle like the Scion Taurox
Ratlings - Pinning Sniper Rifles
Rough Riders - Carapace Armour as standard
Hellhound & Banewolf- -30 pts
Devil Dog - AP2
Hydra - INTERCEPTOR or IGNORES COVER
Deathstrike - +40 pts and D



Some people find the idea that other people can be happy offensive, and will prefer causing harm to self improvement.  
   
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Longtime Dakkanaut




One buff to that will help the entire ork codex is prescience being the primaris for ork psychers.

Nearly every unit just got much better!!
Tabkbustas....
Lootas
Mek guns
Stompas
Ork horde boys
   
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Gathering the Informations.

malamis wrote:
AM Taurox - give it Fast Vehicle like the Scion Taurox

The point of the Scion version is that it exchanges some weapon options for speed.

Hydra - INTERCEPTOR or IGNORES COVER

Doesn't need either of those. Just needs to be given Auto-Targeting Systems back(Ignores Jink saves) and the following special rule:
Withering Fire:
A Hydra Flak Tank can choose to fire at ground targets(as defined in Death From the Skies. When doing so, the Hydra Flak Cannons gain the Shred USR.


Deathstrike - +40 pts and D

The Deathstrike is already overcosted for a weapon that can only be fired once per game, past the first turn, and requires you to roll a dice to see if it even fires.

It can be Strength D if it wants to. If you want to add more points to it, then it gets the following special rule:
Rearming Procedures:
After the first time a Deathstrike Missile has been launched, you can rearm it. Rearming the Deathstrike requires you to have a Techpriest Enginseer and his accompanying Servitors in base contact with the vehicle for a full turn.
They cannot shoot or perform any other actions for the duration of this turn.

Any shots fired at the Deathstrike while rearming require you to roll a D6. On a 4+, the incoming fire damages a critical component and the rearming procedure needs to begin anew.
   
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Ute nation

Give doom scythes death ray AP 0 (ala fire dragons) instead of AP 1, which would give them a unique roll in the codex, and you might actually see them used. Not that necrons need the buff, I'd just like a reason to dust off my flyers.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
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 casvalremdeikun wrote:
Martel732 wrote:
Bane of the Mighty would also have to eliminate FNP.
At that point, you might as well just make it Instant Death.


No, you still have to do the wounds. But no 5++/5+++ for the Riptide or GMCs. They get their invuln, nothing else, You shouldn't be able to FNP against an anti-tank weapon.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Martel732 wrote:
 casvalremdeikun wrote:
Martel732 wrote:
Bane of the Mighty would also have to eliminate FNP.
At that point, you might as well just make it Instant Death.


No, you still have to do the wounds. But no 5++/5+++ for the Riptide or GMCs. They get their invuln, nothing else, You shouldn't be able to FNP against an anti-tank weapon.
Doesn't ID ignore FNP?

This message was edited 1 time. Last update was at 2016/05/28 03:52:56


5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in au
Crushing Black Templar Crusader Pilot






As coined before:
-- Vindicators should have AV's of 13 - 12 - 12.
-- Terminators should have 2 Wounds.

My Ideas:
-- Siege Shields should have at least one of the following additional properties:
-- -- Give a Cover Save (6+) against Ballistic Attacks against FA.
-- -- Give a +1 Modifier to Front Armour
-- -- Able to be destroyed (e.g. by the Weapon Destroyed Result.

Having at least one of those additional properties will make them more worth taking.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 IllumiNini wrote:
As coined before:
-- Vindicators should have AV's of 13 - 12 - 12.
-- Terminators should have 2 Wounds.

My Ideas:
-- Siege Shields should have at least one of the following additional properties:
-- -- Give a Cover Save (6+) against Ballistic Attacks against FA.
-- -- Give a +1 Modifier to Front Armour
-- -- Able to be destroyed (e.g. by the Weapon Destroyed Result.

Having at least one of those additional properties will make them more worth taking.
I like the +1 AV idea. It is a shield, after all.

Which gives me an idea for a relic. Storm Siege Shield. Gives the Vindicator a 3++ on the front armor.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in gb
Legendary Dogfighter





RNAS Rockall

 Kanluwen wrote:
malamis wrote:
AM Taurox - give it Fast Vehicle like the Scion Taurox

The point of the Scion version is that it exchanges some weapon options for speed.

It actually doesn't?
It gains a discount battle cannon, punisher lite, an option on missile racks and the hellguns as well as BS 4 along with fast. The standard Taurox is stuck with twin linked autocannons.


Hydra - INTERCEPTOR or IGNORES COVER

Doesn't need either of those. Just needs to be given Auto-Targeting Systems back(Ignores Jink saves) and the following special rule:
Withering Fire:
A Hydra Flak Tank can choose to fire at ground targets(as defined in Death From the Skies. When doing so, the Hydra Flak Cannons gain the Shred USR.


While that would be interesting for MC harassment, especially if combined with the Emprah's Wrath battery for orders, I think it'd be too good. Fragility aside that makes it considerably better than the exterminator and arguably the executioner at the given threat profile, and it's doing something IG should never do which is attempt to multi-role instead of specialise. Since the Vendetta is dying and the Valkyrie is a non-issue when dealing with hostile air, the Hydra is the only really useful AA option in the grand codex aside from the AA manticore ( which is hideously expensive for what it does) and as such needs to be given something to swat a single target out of the sky reliably. Since it's a jumped up chimera i'm leaning towards interceptor as anything it's going to threaten, will itself be a threat to it.


Deathstrike - +40 pts and D

The Deathstrike is already overcosted for a weapon that can only be fired once per game, past the first turn, and requires you to roll a dice to see if it even fires.

It can be Strength D if it wants to. If you want to add more points to it, then it gets the following special rule:
Rearming Procedures:
After the first time a Deathstrike Missile has been launched, you can rearm it. Rearming the Deathstrike requires you to have a Techpriest Enginseer and his accompanying Servitors in base contact with the vehicle for a full turn.
They cannot shoot or perform any other actions for the duration of this turn.

Any shots fired at the Deathstrike while rearming require you to roll a D6. On a 4+, the incoming fire damages a critical component and the rearming procedure needs to begin anew.


I'll have to contest that one - The Deathstrike is borderline viable in it's current incarnation SO LONG AS YOU TREAT IT PROPERLY i.e. park it behind a bastion at the corner of the table where no-one can see it. One shot Ignores cover D 10" blast + perhaps 'target ground' effect would be worth 200 pts, since there's nothing comparable below the 500 point mark anywhere.

Some people find the idea that other people can be happy offensive, and will prefer causing harm to self improvement.  
   
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OK, give Noise Marines relentless and FNP as standard.

Please note, for those of you who play Chaos Daemons as a faction the term "Daemon" is potentially offensive. Instead, please play codex "Chaos: Mortally Challenged". Thank you. 
   
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Surfing the Tervigon Wave...on a baby.

Veterans of the Long War being the free army wide special rule rather than a point per model upgrade for CSM.

Boom. A saving of a squad of CSM per army instantly.

CCWs being standard on CSM rather than a point per model upgrade.

BOOM. Even more points saved.



Now only a CSM player. 
   
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Regular Dakkanaut




Not an overlooked unit but would like Sternguard specialist ammo to be a modifier rather than separate profile so it could be used with storm bolters in assault 24" mode. Would make them abit more tasty to use as a swiss army knife unit rather than suicide combi weapons, would also work well along side their 2 attacks and Pedro as bully units to steal objectives from troops with.


Storm troopers with WS4 and Assault 2 18" hot shots would fill a similar role for AM and it would differentiate them from veterans a little more, would also be nice if their command squads could issue 2 senior officer orders, making them a little more effective against tougher targets.
   
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There's a couple of things I can think of, but a pretty decent one for Harlies would be changing the weapon skill table to allow for 2+ and 6+.

This message was edited 1 time. Last update was at 2016/05/28 22:49:32


 
   
Made in ca
Angelic Adepta Sororitas




earth

IG special weapons teams get can squad up for the sake of transport like the combined squad thing for marines. 2 teams fit in a vendetta or chimera.

I'd say that you could use 2 teams without needing an infantry platoon and that both squads would only count as 1 troop choice. What I'm saying is if you play vet spam, you could take 2 squads of these to replace 1 vet squad.

This message was edited 1 time. Last update was at 2016/05/29 02:35:04


 
   
Made in se
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Sweden

Grimaldus's Servitors get a special rule to let them join units along with Grimaldus.




Why is this not already a thing GW?!

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Always thought terminators should be toughness 5, to better represent their supposed ability to shrug off massed small arms fire.

I for one welcome our new revenant titan overlords... 
   
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The burning pits of Hades, also known as Sweden in summer

 AlmightyWalrus wrote:
Grimaldus's Servitors get a special rule to let them join units along with Grimaldus.




Why is this not already a thing GW?!


This for Zardu Layak and his two Anakatis Kul bodyguards.

They are so cool but so bad because they have to go alone!

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Tyranids  
   
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The Eternity Gate

Chaos rhino: assault ramp +15pts.

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Nottingham UK

Return Vox casters ability to buff LD

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Rapid City, SD

Give howling banshees back AP 2 weapons and allow them to assault out of any transport.

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Nottingham UK

 casvalremdeikun wrote:
Martel732 wrote:
 casvalremdeikun wrote:
Make Lascannons Instant Death versus Monstrous Creatures.


That seems excessive.
I like Kanluwen's Bane of the Mighty idea a lot better. Lascannons would be able to actually perform their functions.


Even then the current issue people have with MC's is in regard to specific Monstrous Creatures. Imo people don't really have problems with tyrants (especially the foot sloggers) or demon princes. Either of the suggested buffs would make them extremely overkill against such targets.

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Lascannons needs to knock off more than one wound, though. The fact that they don't is why marines have to use grav so heavily. All the actual anti-tank weapons have been neutered by power creep.
   
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Yeah but that's also the problem, if you buff the lascannon you then have to buff every MC that was around during the era that the lascannon was the main AT weapon.

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Astral Miliwhat? You're in the Guard son!  
   
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 Baldeagle91 wrote:
Yeah but that's also the problem, if you buff the lascannon you then have to buff every MC that was around during the era that the lascannon was the main AT weapon.


Or make them cheaper.
   
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Nottingham UK

Martel732 wrote:
 Baldeagle91 wrote:
Yeah but that's also the problem, if you buff the lascannon you then have to buff every MC that was around during the era that the lascannon was the main AT weapon.


Or make them cheaper.


Probs the best solution would be to instead raise the price of Lascannons.... but then some armies like IG would suffer.

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Astral Miliwhat? You're in the Guard son!  
   
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 Baldeagle91 wrote:
Martel732 wrote:
 Baldeagle91 wrote:
Yeah but that's also the problem, if you buff the lascannon you then have to buff every MC that was around during the era that the lascannon was the main AT weapon.


Or make them cheaper.


Probs the best solution would be to instead raise the price of Lascannons.... but then some armies like IG would suffer.


That defeats the purpose. The lascannon is completely ineffective at its current price point deployment scheme.
   
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It can't destroy vehicles, it can barely plink heavy infantry and it's awful against MCs. Lascannons are kind of useless nowadays.

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