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![[Post New]](/s/i/i.gif) 2016/08/03 17:36:10
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Shas'la with Pulse Carbine
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Tau - A collection of 3 industrial duty drones, re-purposed by the Earth Caste as weapons of war. These could be sold in 1 box where you can choose to build 1 of the following:
MX06 Earth Breaker Drone(EBD) - used for mining operations, this drone can dig into the ground and create a tunnels. Used large numbers these drones can carve large underground tunnel networks for earth caste engineering teams.
WS 2|BS 2 |S 6|T 6|W 4|I 3|A 3|Ld 8 |Save 4+ - Jet Pack Monstrous Creature (Drone) - 200pts - Heavy Choice
Wargear
Emergency Shield Generator - grants 5+ invulnerable save
Hazardous Environment Drone - Fearless & Blacksun Filter & Outflank & Acute Senses
Weapons
Boring Maw - Melee, Str x2, AP 1, Armorbane
Water Jets - 12" Str 5, Ap - Heavy 2 Strikedown, Blind, Concussive
Burrow: An unengaged EBD can, at any point during its Movement phases from the second game turn onwards, elect to Burrow. If it does so, remove it from the table and place it into Ongoing Reserves. An EBD cannot Deep Strike and Burrow in the same turn.
Tremor Attack: When arriving from Deep Strike Reserve, an EBD can choose to Deep Strike onto a point occupied by another model (friend or foe) – roll for scatter as normal. If a EBD Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the large blast marker directly over the spot the EBD is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 6 AP2 hits with the Ignores Cover special rule equal to the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For Wound allocation purposes, assume the attack is coming from the centre of the blast marker. Hits against vehicles are resolved against their side armour. If, after removing casualties, it is now possible to place the EBD on the table on the spot where the blast marker landed, then do so, even if this is within 1" of another model (but not if it would be in base contact with, or occupying the same space as, another model). If it is not possible to place the EBD, replace the large blast marker on the spot and resolve another round of damage as detailed above. If, after removing casualties for a second time, it is still not possible to place the EBD, roll on the Deep Strike Mishap table.
Subterranean Assault: Instead of Tremor Attack, an EBD can make a tunnel for units in Reserve to embark from. When performing this action, the model does not DS mishap or scatter. Mark the position under the creature’s base with a suitable marker – this represents the tunnel left by its emergence. Any friendly Tau unit not including vehicles, MC's or GC's, that arrives from reserve in subsequent turns may emerge from the EBDs tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn. If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6" of the centre of the marker and in unit coherency. These models cannot be placed within 1" of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from an EBD tunnel, but may shoot or Run.
MX07 Demolitions Drone - used for mining operations, this drone is tasked with carrying and handleing heavy explosives for the earth caste.
WS 2|BS 2 |S 6|T 6|W 4|I 3|A 3|Ld 8 |Save 4+ - Jet Pack Monstrous Creature (Drone) - 150pts - Heavy Choice
Wargear
Electomagnetic Shield Generator - grants 3+ invulnerable save - used to contain explosions from accidental detonations
Hazardous Environment Drone - Fearless & Blacksun Filter & Outflank & Acute Senses
Weapons -
Bomb Barrage Launcher - this weapon is used to disperse pulse bomblets along ridges, quarries, cliffs, mountain sides etc...
-Range 24" Heavy 5, Barrage, Homing - indirect barrages still only scatter 1d6.
Can purchase special ammunition -
-- Pulse Shells - Str5 Ap 5, Small Blast - 50pts
-- Plasma Shells - Str 6 AP2, Small Blast - 75pts
-- Fusion Shells - Str 8 Ap1, Small Blast, Melta - 100pts
-- Gravitic Shells - Str D AP 2, Small Blast - 150pts
Melta bombs
Protective Detonation - When the drone successfuly charges a unit, it can choose to detonate it's melta bomb or payload of shells. At Initiative step 10, the drone can kill itself and detonate the payload. For the melta bomb, place a small blast marker on the enemy unit that was charged. The marker does not scatter. The enemy unit takes a number of hits under blast marker using the melta bomb profile. The same set of actions occurs when choosing to detonate the shell payload, except a large blast marker is used.
MX08 Thresher Drone - used for farming, forrestry and well digging. This drone has been modified by the earth caste for close combat engagements.
WS 2|BS 2 |S 6|T 6|W 4|I 3|A 3|Ld 8 |Save 4+ - Jet Pack Monstrous Creature (Drone) - 200pts - Heavy Choice
Wargear
Emergency Shield Generator - grants 5+ invulnerable save
Hazardous Environment Drone - Fearless & Blacksun Filter & Outflank & Acute Senses
Advanced Vectored Retros Thrusters - Fleet, Hit and Run, Ignores Initiative penalty when charging through Difficult Terrain.
Rampage
Weapons
Thresher Blades x2 - Melee, Str 6, Ap2,Shred
Heavy Auger - Melee, Str x2, AP2,
Nanomite Sprayer - Str * AP * - Torrent (6"), Nanomites - These nano machines adapt to the target they are sprayed on. Always wound on a 3+ regardless of any other rules. AP value of the attack is equal to the AP of the target, therefore it ignores armor saves.
Defensive Grenades
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This message was edited 1 time. Last update was at 2016/08/03 17:37:07
9000
8000
Knights / Assassins 800 |
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![[Post New]](/s/i/i.gif) 2016/08/03 17:51:02
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Decrepit Dakkanaut
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I actually think Necrons don't need any new units. The last thing to be done is just fix the internal balance for the few units that actually need it.
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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) 2016/08/03 20:53:24
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Norn Queen
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Tyranids
Expand certain units options to make them more adaptive and allow them to bring complementry units with them as part of their foc slot.
Tyranid prime. Option to be a warrior prime, shriek prime, or ravenor prime, changing it's type to jump infantry or beast acordingly. Allow it to bring a warrior brood, shriek brood, or ravenor brood with it.
Other similar changes all around the codex to promote less overall units with more overall options that build better synergy. Automatically Appended Next Post: Shadow in the warp will have its range tied to synapse so that the gear and abilities that increase synapse range also increase shadow.
Then shadow should make it so everything that is not fearless suffers a -2 leadership and enemies in the shadow only harness warp charges on 5+.
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This message was edited 1 time. Last update was at 2016/08/04 04:08:21
These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
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![[Post New]](/s/i/i.gif) 2016/08/05 01:45:30
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Heroic Senior Officer
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See my thread (s) about Scions for what I'd add in details, but in a nutshell, they would become extremely versatile, probably a little too versatile if you factor in the factor in the fact that they can be used in the IG codex.
As for Krieg, an imobile version of the colossus siege mortar and pinning for all the artillery units.
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![[Post New]](/s/i/i.gif) 2016/08/05 03:02:53
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Trustworthy Shas'vre
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Daemons.
Add an assault transport so that things like Bloodletters can potentially see play.
Dimensional Gateway
BS 3 FA 11 SA 11 RA 11 HP 3
Fast Skimmer; Open Topped; Daemon
Alternate Dimension;
Units embarked within do not suffer hits from 'No Escape'
If the Gateway is destroyed, occupants may go in to Deep Strike Reserves rather than being placed on the field.
Ignores Shaken & Stunned on 2+
Add some non-melee anti-tank options. They don't need to be amazing, but they do need the *potential* to tackle things like Dreads and Transports from range.
Khorne Murderators
WS5 BS5 S4 T4 W2 I4 A2 Sv3 Ld7
Beast; Daemon of Khorne
3-9 models
Weapon: R30" S7 Assault 3 AP4. OR Lascannons.
Slaanesh Renderators
WS5 BS5 S4 T4 W2 I5 A2 Sv- Ld7
Beast; Daemon of Slaanesh.
3 models
Weapon: R24" S8 AP5 Rending Assault 2. Counts as AP1 vs Vehicles.
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![[Post New]](/s/i/i.gif) 2016/08/05 12:26:55
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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The Last Chancer Who Survived
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Not new items, but modifications:
IG Demolisher Cannon:
Deconstructive Blast
The Demolisher shell is designed to not merely break open a fortification, but to collapse the structure in on itself. The enormous amount of firepower packed into a single round is contained within a mere few metres of explosive radius, resulting in a devastating amount of energy being transferred to a single structural section.
If the blast marker from a Demolisher Cannon shot covers at least 50% of the area of a piece of terrain, such as a barricade, small hill or a ruined building, remove the item and replace it with a similarly sized piece of area terrain with no LOS blocking capability.
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![[Post New]](/s/i/i.gif) 2016/08/05 12:49:25
Subject: Re:You're added to the team that manages your army at GW. What new unit ideas do you have?
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Ancient Space Wolves Venerable Dreadnought
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Tyranids
Rovagaunts Troop Choice, 40 points
Rovagaunts WS3 BS0 S3 T3 W1 I5 A2 Ld5 5+ Beast 5 Rovagaunts
Rovathrope WS4 BS0 S4 T4 W2 I5 A3 Ld 7 4+ Beast
Wargear
Scything Claws
Special Rules
Bounding Lope
Instinctive Behavior
Feel No Pain
Rovathrope only
Synapse Creature(Gaunts only)
Options
*Any model may purchase CCweapons 2ppm
*One model may be upgraded to a Rovathrope 15ppm
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2016/08/05 13:05:18
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Steady Space Marine Vet Sergeant
England
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Right guys. We have Space Marines. We also have Space Marines inside Space Marines.
What if we put Space Marines which are inside Space Marines INSIDE a Space Marine?
Just a suggestion.
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This message was edited 1 time. Last update was at 2016/08/05 13:05:38
If you can't believe in yourself, believe in me! Believe in the Dakka who believes in you! |
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![[Post New]](/s/i/i.gif) 2016/08/05 13:24:35
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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The Last Chancer Who Survived
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WarbossDakka wrote:Right guys. We have Space Marines. We also have Space Marines inside Space Marines.
What if we put Space Marines which are inside Space Marines INSIDE a Space Marine?
Just a suggestion.
A revolutionary idea, old chap!
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![[Post New]](/s/i/i.gif) 2016/08/05 13:34:43
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Longtime Dakkanaut
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Selym wrote: WarbossDakka wrote:Right guys. We have Space Marines. We also have Space Marines inside Space Marines.
What if we put Space Marines which are inside Space Marines INSIDE a Space Marine?
Just a suggestion.
A revolutionary idea, old chap!
A real gap in the market there
We need the 'Ard Boyz that were in the Space Marine game, with more powerful Choppas and makeshift shields
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G.A - Should've called myself Ghost Ark
Makeup Whiskers? This is War Paint! |
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![[Post New]](/s/i/i.gif) 2016/08/05 15:00:09
Subject: Re:You're added to the team that manages your army at GW. What new unit ideas do you have?
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Yellin' Yoof
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"You're added to the team that manages your army at GW. What new unit ideas do you have?"
This is a dangerous question to ask, because you'll inevitably attract some nutcase who comes up with an answer like this.
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![[Post New]](/s/i/i.gif) 2016/08/05 15:04:18
Subject: Re:You're added to the team that manages your army at GW. What new unit ideas do you have?
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Longtime Dakkanaut
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Self advertising at its best
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G.A - Should've called myself Ghost Ark
Makeup Whiskers? This is War Paint! |
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![[Post New]](/s/i/i.gif) 2016/08/08 23:32:13
Subject: Re:You're added to the team that manages your army at GW. What new unit ideas do you have?
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Dakka Veteran
Miles City, MT
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I would do something like this but allow the replacement of captains with Techmarines in all formations and require an Iron Father in place of every Chaplain in formations. Would also allow the replacement of sergeants in Tactical Squads, Assault Squads, and Devastator Squads with Techmarines for 50 points.
Techmarine 65 Points
Techmarine WS4 BS5 S4 T4 W2 I4 A2 Ld9 Sv2+ Infantry(Character) Unit Composition 1 Techmarine
Iron Father WS5 BS5 S4 T4 W3 I4 A2 Ld10 Sv2+ Infantry(Character)
Servitor WS3 BS3 S3 T3 W1 I3 A1 Ld8 Sv4+ Infantry
Wargear/Special Rules:
Techmarine
-Bolt Pistol/And They Shall Know No Fear
-Power Axe/Chapter Tactics
-Frag Grenades/Independent Character
-Krak Grenades/Blessing of the Omnissiah
-Servo-arm/Bolster Defences
--/Zealot (Iron Father Only)
Servitor
-Servo-arm/Mindlock
OPTIONS:
Techmarine Only:
-May be Upgraded to an Iron Father ....……………….…..…………………………………….......…………..…………40 pts
Techmarine or Iron Father:
-May replace servo-arm with one of the following:
--Conversion beamer .….…………………………………....….……………………………........……………...…………..20 pts
--Servo-harness ……………………………………………….....………………………........……………….…..………….25 pts
-May take Items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Chapter Relics lists.
-May take up to five servitors …………………………….....……………………….......……………………...………5 pts each
Iron Father Only:
-May replace servo-arm with Grav-cannon with grav amp …………………........…………………………..…………..35 pts
-May exchange Power Axe for an Axe of Mechanicus …………………........………………………………...…………25 pts
-May take a cyber familiar for ……………………………………….............……………………………...………………..15 pts
-May take items from the Special Weapons list.
-May replace bolt pistol, frag and krak grenades, and boltgun for Terminator Armour and a Storm Bolter ………..10 pts
--An Iron Father in Terminator Armour may only replace its power axe with an Axe of Mechanicus, Power Weapons, or Terminator Weapons.
--An Iron Father in Terminator Armour may exchange its Storm Bolter for one of the following:
---Lightning Claw ……………………………………………………………………………………...............……...……….10 pts
---Storm Shield …………………………………………………………………………………………...……...............……...5 pts
---Powe Fist ……………………………………………………………………………………………...…………..................20 pts
---Chainfist ………………………………………………………………………………………………..………................…25 pts
---Thunder Hammer ………………………………………………………………………………………..…..............……..25 pts
-– Flamer …………………………………………………………………………………………………...…………..................free
---Meltagun ……………………………………………………………………………………………...…………….................5 pts
---Grav-gun ………………………………………………………………………………………...……………................…...10 pts
---Plasma Gun …………………………………...............………………………………………………...…………………..10 pts
Servitor Options remain the same as before.
An Axe of Mechanicus has the following:
S+2 AP2 Melee, Specialist, 5+ Invul Save or improves Invul by 1 whichever is better (max 3+)
Cyber Familiar same as in Horus Heresy books.
Medusan Immortals Squad 110 points (Can be taken in place of Command Squad/takes same slot)
Medusan Immortal WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv2+ Infantry Unit Composition 5 Immortals
Medusan Champion WS5 BS4 S4 T4 W1 I4 A3 Ld9 Sv2+ Infantry(Character)
Medusan Centurion WS4 BS4 S5 T5 W2 I4 A2 Ld9 Sv2+ Infantry
Centurion Champion WS5 BS4 S5 T5 W2 I4 A3 Ld9 Sv2+ Infantry(Character)
Wargear/Special Rules:
Artificer Armor/Gun Them Down
Bolt Pistol/The Whites of Their Eyes
Boltgun/Decimator Protocols (Medusan Centurion and Centurion Champion only)
Frag Grenades/Honour or Death (Medusan Champion and Centurion Champion only)
Combat Shield/Chapter Tactics
Krak Grenades/And They Shall Know No Fear
-/Slow and Purposful (Medusan Centurion and Centurion Champion only)
-/Very Bulky (Medusan Centurion and Centurion Champion)
OPTIONS:
The entire squad may be upgraded to Medusan Centurions ...........................................................................................200 pts
The entire Squad may take Space Marine Bikes for …………………………………………………………….........…...35 pts
One Medusan Immortal or Medusan Centurion may take a Narthecium ………………………………………….........20 pts
One Medusan Immortal may be upgraded to a Medusan Champion ……………………………………………….......15 pts
One Medusan Centurion may be upgraded to a Centurion Champion …………………………………………....…....15 pts
Any Medusan Immortal or Medusan Champion may take Melta Bombs ………………………………………….......….5 pts
Any Medusan Immortal or Medusan Champion may exchange their combat shield for a Storm Shield ………….….5 pts
One Medusan Immortal or Medusan Centurion may take an item from the Space Marines Standards List.
Any Medusan Immortal or Medusan Champion may take items from the Melee Weapons, Ranged Weapons, and/or Special Weapons List.
Any Medusan Centurion or Centurion Champion may replace its twin linked heavy bolter with:
-Two Siege Drills with twin linked flamer ………………………………………………………………..…………..................free
-Twin-linked Lascannon ……………………………………………………………………………………...…..............…...15 pts
-Grav-Cannon with Grav Amp …………………………………………………………………………….................……….25 pts
Any Medusan Centurion or Centurion Champion may replace its hurricane bolter with:
-Ironclad Assault Launcher …………………………………………………………………………………...………................free
-Missile Launcher …………………………………………………………………………….…………………..................….10 pts
Any Medusan Centurion or Centurion Champion may relace its twin linked flamer for a twin linked meltagun ..…...5 pts
Any Medusan Centurion or Centurion Champion may take an Omniscope …………..………………………………...10pts
The Unit may select a Drop Pod, Rhino, Razorback, Land Raider (Any Type), or Spartan Assault Tank as a Dedicated Transport.
Base Wargear for Medusan Centurion and Centurion Champion is Twin-linked heavy bolter, and hurrican bolter.
Gun Them Down: Whenever a unit with this rule would fire snap shots, you may make a Ld check at -1 Ld (plus any other modifiers) to fire at BS2.
The Whites of Their Eyes: This unit may fire at -1 BS at Initiative 1 instead of making any melee attacks in charges and fight sub-phases.
Gorgon Terminator Squad 215 points (May be taken in place of Honour Guard/takes same spot)
Terminator Veteran WS4 BS4 S4 T4 W1 I4 A2 Ld10 Sv2+ Infantry Unit Composition 4 Terminator Veterans and 1 Terminator Champion
Terminator Champion WS5 BS4 S4 T4 W1 I4 A3 Ld10 Sv2+ Infantry(Character)
Wargear/Special Rules:
Terminator Armor/Mobile Terminators
Power Fist/Crusader
Storm Bolter/And They Shall Know No Fear
-/Chapter Tactics
-/Honour or Death (Terminator Champion Only)
OPTIONS:
May include up to 5 additional Terminator Veterans …………………………………………...……………...37 pts/model
One Terminator Veteran may take an item from the Space Marine Standards List (as Honour Guard).
One Terminator Veteran may take a Narthecium ………………………………………………....…………………....20 pts
Any Model may take a Cyclone Missile Launcher ……………………………………………….....……………….....25 pts
Any Model may replace its Power Fist and Storm bolter for Two Lightning Claws ……………..…………………….free
Any Model may replace its Power Fist with the following:
-Chainfist …………………………………………………………………………………………………............…………...5 pts
-Thunder Hammer …………………………………………………………………………………..........……………….....5 pts
Any Model may replace its Storm Bolter with the following:
-Storm Shield …………………………………………………………………………………………...........…………….....5 pts
-Heavy Flamer ………………………………………………………………………………………...........……………….10 pts
-Lightning Claw …………………………………………………………………………………………............………......10 pts
-Grav-gun ………………………………………………………………………………………………............……………10 pts
-Assault Cannon ………………………………………………………………………………………..........………….….20 pts
This unit may select a Land Raider (Any Variant), or a Spartan Assault Tank as a Dedicated Transport.
Mobile Terminators: A unit with this rule has One additional inch of movement and can make sweeping advances as long as every model in the unit has Terminator Armor.
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This message was edited 1 time. Last update was at 2016/08/09 01:15:38
Twinkle, Twinkle little star.
I ran over your Wave Serpents with my car. |
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![[Post New]](/s/i/i.gif) 2016/08/09 01:04:15
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Locked in the Tower of Amareo
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After Wulfen and TWC, I feel that there's not much to do for BA. BA are crippled by codex compliance.
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This message was edited 1 time. Last update was at 2016/08/09 01:04:41
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![[Post New]](/s/i/i.gif) 2016/08/09 01:38:20
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Dakka Veteran
Miles City, MT
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Martel732 wrote:After Wulfen and TWC, I feel that there's not much to do for BA. BA are crippled by codex compliance.
I kinda felt BA should have gotten fleet and/or Rage in addition to their furious charge. Maybe crusader instead of fleet idk. Though if rage implimented as well stuff with rage already should probably get either crusader, fleet, or rampage. idk. BA is so assault orientated it is almost disgusting and the lack the special snowflake stuff space wolves get.
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Twinkle, Twinkle little star.
I ran over your Wave Serpents with my car. |
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![[Post New]](/s/i/i.gif) 2016/08/09 03:24:59
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Locked in the Tower of Amareo
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NorseSig wrote:Martel732 wrote:After Wulfen and TWC, I feel that there's not much to do for BA. BA are crippled by codex compliance.
I kinda felt BA should have gotten fleet and/or Rage in addition to their furious charge. Maybe crusader instead of fleet idk. Though if rage implimented as well stuff with rage already should probably get either crusader, fleet, or rampage. idk. BA is so assault orientated it is almost disgusting and the lack the special snowflake stuff space wolves get.
It's really hard to follow the SW. I just don't know how to make marine statlines any good without making up new USR's. Even then, what would those USR's be? Having to give up obj sec for +1 init is stupid, but the +1 init isn't even that good anymore.
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![[Post New]](/s/i/i.gif) 2016/08/09 13:48:28
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Dakka Veteran
Miles City, MT
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Martel732 wrote: NorseSig wrote:Martel732 wrote:After Wulfen and TWC, I feel that there's not much to do for BA. BA are crippled by codex compliance.
I kinda felt BA should have gotten fleet and/or Rage in addition to their furious charge. Maybe crusader instead of fleet idk. Though if rage implimented as well stuff with rage already should probably get either crusader, fleet, or rampage. idk. BA is so assault orientated it is almost disgusting and the lack the special snowflake stuff space wolves get.
It's really hard to follow the SW. I just don't know how to make marine statlines any good without making up new USR's. Even then, what would those USR's be? Having to give up obj sec for +1 init is stupid, but the +1 init isn't even that good anymore.
I fully understand. I feel like the BA should have two USR's. One the mixes rage and furious charge, and one that mixes fleet with crusader. I think that would make up for a lot of the deficiencies BA have in other areas. It would make them especially deadly in charges. Or maybe just crusader rage and furious charge. Of course I kinda think along similar lines regarding orks as well. I love to play against them. So much fun. I just feel dirty doing it without giving them a boost of some sort due to their current craptastic codex. SorryNOTsorry when playing against my local BA player though. He likes to cheat.
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Twinkle, Twinkle little star.
I ran over your Wave Serpents with my car. |
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![[Post New]](/s/i/i.gif) 2016/08/09 14:23:40
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Savage Khorne Berserker Biker
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Khorne Daemonkin:
HQ: Khornate Spellbreaker: an anti-psyker independent character
A named Lord on Juggernaut with a daemon weapon thunder hammer
Elites: Chosen/Berzerkers on juggernauts. Cheaper than TWC since they're obviously worse. Bodies/attacks over outright survivability, as is our M.O.
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![[Post New]](/s/i/i.gif) 2016/08/09 21:48:38
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Fixture of Dakka
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Elite: Fire Dragons but cheaper with 4+ armour and flamers instead of melta guns. Exarch gets a rule allowing is squad to reroll one wound roll per model and unit gets a rule to reroll saves taken against flamer weapons.
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tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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![[Post New]](/s/i/i.gif) 2016/08/09 22:54:14
Subject: Re:You're added to the team that manages your army at GW. What new unit ideas do you have?
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Longtime Dakkanaut
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Just some ideas:
Chaos Chosen Terminators:
-2 wounds
-WS 5
-Options for Chaos Rune Shields. Re-roll successful to wound rolls (basically inverse shred).
Hell Raider:
-A daemonically possessed Land Raider that summons units out of the warp.
-Based off the Land Raider Spartan, so it's larger.
-Has access to Baleflamers, Ectoplasma Cannons and Hades Autocannons.
Warp Hunters:
-Daemonically possessed Jet Bikes that hunt down prey.
-Preferred enemy on a single unit it is tasked to hunt down.
-Access to Ectoplasma Cannons and Hades Autocannons.
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Square Bases for Life!
AoS is pure garbage
Kill Primaris, Kill the Primarchs. They don't belong in 40K
40K is fantasy in space, not sci-fi |
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![[Post New]](/s/i/i.gif) 2016/08/10 01:59:50
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Norn Queen
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I kind of feel like sw, da, and ba should all be merged into a single dex with the rest of the space marines and ct should get reworked to function closer to 30k. 30k shows us that its more than possible to have really nice variety in marines without them needing their own book. Supplements can just keep adding more chapters to the core books base line rules.
Smaller chapters like grey knights can get a "ally of the imperium" treatment. And function alone as small less options armies or to supplement other forces.
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These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
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![[Post New]](/s/i/i.gif) 2016/08/10 18:12:04
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Locked in the Tower of Amareo
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If I can get TWC in my BA, I'm all for it.
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![[Post New]](/s/i/i.gif) 2016/08/10 18:29:13
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Shas'la with Pulse Carbine
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I posted a solution a while back that you scoffed at.
Heavy Assault Jump Packs
- can be taken by HQs, some named HQ's get this as an option, Assault infantry, Command Company, DC, Vanguard Vets and Sanguinary Guard
- 30ppm
Changes the statline to: +1S & T & W & A and gives the model Hit and Run, and d3 hammer of wrath attacks.
Also gives models the option to take a Storm Shield
Allow Assault Squads to take power weapons for each model. The other squads that can take the HAJP get whatever weapons they currently have access too.
Problem solved.
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This message was edited 2 times. Last update was at 2016/08/10 18:32:18
9000
8000
Knights / Assassins 800 |
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![[Post New]](/s/i/i.gif) 2016/08/10 20:00:34
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Devestating Grey Knight Dreadknight
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I don't add any new units I fix the broken ones, why would I add more?
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SHUPPET wrote:
wtf is this buddhist monk ascendant martial dice arts crap lol
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![[Post New]](/s/i/i.gif) 2016/08/10 20:05:18
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Shas'la with Pulse Carbine
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Quickjager wrote:I don't add any new units I fix the broken ones, why would I add more?
To Sell Products!
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9000
8000
Knights / Assassins 800 |
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![[Post New]](/s/i/i.gif) 2016/08/10 20:14:05
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Dakka Veteran
Miles City, MT
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Quickjager wrote:I don't add any new units I fix the broken ones, why would I add more?
To add uniqueness back to armies that have had their uniqueness removed and make them distinguishable from other armies. Doesn't mean you don't fix what is broke, in fact that should probably be done first; but you don't want to fix things in a vacuum without considering what you might add later. The fixes need to stand up to changes and additions.
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Twinkle, Twinkle little star.
I ran over your Wave Serpents with my car. |
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![[Post New]](/s/i/i.gif) 2016/08/10 20:48:23
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Grim Dark Angels Interrogator-Chaplain
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If anything, Chaos Marines, Inquisition and Sisters of Battle are the only ones in desperate need of a shake up.
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![[Post New]](/s/i/i.gif) 2016/08/10 21:12:12
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Norn Queen
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angelofvengeance wrote:If anything, Chaos Marines, Inquisition and Sisters of Battle are the only ones in desperate need of a shake up.
And Tyranids. Tyranids are only really competitive because of flyrants and exploiting bs loopholes in detachments. Their codex is a big list of overcosted joke units.
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These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
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![[Post New]](/s/i/i.gif) 2016/08/10 23:34:04
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Lord of the Fleet
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In every book I've read that includes a Shadowsword, 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".
Sunburst Battlesuit - 50pts each.
1-5/unit
WS2 BS3 S5 T5 W2 I2 A1 Ld8 Sv2+
Weapons and Equipment
XV88 Battlesuit
Lamprey Aerial Mines
Burst Cannon
Aerial Targeting System
The Burst Cannon may be exchanged for a Flamer or Markerlight for free.
The Lamprey Mines may be exchanged for 2 Seeker Missiles for free
Aerial Targeting System: A model with this upgrade gains the Skyfire and Intercept rules on a turn it does not move.
Lamprey Aerial Mines: The Lamprey Mine is a small Drone-based explosive designed to remain adrift and target hostile aerial vehicles. It has the following profile:
Range: 48", S8, Ap3, Heavy 1*
*When firing the Lamprey, nominate a point anywhere within range (does not have to target an enemy model) and place a round 5" marker at that point and scatter as normal. (Counts as a Blast weapon for Snap-Fire). If a Jetbike, Skimmer, Flyer or Flying Monstrous Creature moves into the marker at any point of it's movement, voluntary or otherwise, it immediatly takes a S8 Ap3 hit on the side armour. Any other type of model cannot be affected by a Lamprey.
At the beginning of each of the Tau player's turns roll a D6 for every Lamprey still in play: On a 4+, the mine remains, on a 1-3, it has been shot down, shorted-out or run out of fuel; remove it from play.
Note that Lampreys will remain in play until they are removed as described above, or are hit by an enemy flyer.
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![[Post New]](/s/i/i.gif) 2016/08/11 12:33:55
Subject: You're added to the team that manages your army at GW. What new unit ideas do you have?
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Locked in the Tower of Amareo
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Naaris wrote:
I posted a solution a while back that you scoffed at.
Heavy Assault Jump Packs
- can be taken by HQs, some named HQ's get this as an option, Assault infantry, Command Company, DC, Vanguard Vets and Sanguinary Guard
- 30ppm
Changes the statline to: +1S & T & W & A and gives the model Hit and Run, and d3 hammer of wrath attacks.
Also gives models the option to take a Storm Shield
Allow Assault Squads to take power weapons for each model. The other squads that can take the HAJP get whatever weapons they currently have access too.
Problem solved.
That solution makes no sense at all. How are they getting all that from a jump pack?
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This message was edited 1 time. Last update was at 2016/08/11 12:35:44
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