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Made in gb
The Last Chancer Who Survived




United Kingdom

Martel732 wrote:
Naaris wrote:
Martel732 wrote:
If I can get TWC in my BA, I'm all for it.


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?
Need you really ask?

   
Made in ca
Shas'la with Pulse Carbine




Martel732 wrote:
Naaris wrote:
Martel732 wrote:
If I can get TWC in my BA, I'm all for it.


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?


How do TWC give the marine on top the same thing?
that wolf costs 50pts that provides:
Turns the unit into Cavalry and +1S, +1T, +1A, +1W & gives Rending to all the attacks of the model that takes the upgreade

TWC cost 40pts per model. So really, their undercosted by 18pts - the cost of a wolf guard. I would assume are supposed to be the riders. I deduce that from the great wolf detachment giving WG and TWC +1 WS.

Anyway that wolf they are riding is not a regular fenresian wolf - 8pts with a SM statline or even a cyberwolf with SM statline but T5. Oh and neither have Rending for their attacks....

So really it doesn't matter how the jump pack does this but to humour you
+1S - the jets give you extra oomph causing your attacks to hit harder with a little jet boost
+1T & W - The backpack provides more amour, and more shielding from attacks making it harder to kill you or inflict a wound.
+ 1A - the awsomeness you feel by having a suped up jump pack that allows you to cause more carnage in the name of the emperor helps you to attack all the more ferociously
Hit and Run - because jump packs should let you fire your jets to hit someone the jet away...
d3 hammer of wrath attacks... your heavier and have more thrust so when you smash into people you do more HoW attacks than those suckers in normal jump packs
*NEW*
They're cheaper than a TWC upgrade because you have to take them in units of at least 5 models. TWC also provide Fleet and are not slowed by terrain, even in assault because of cavalry rules.

This message was edited 2 times. Last update was at 2016/08/11 14:02:34


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8000
Knights / Assassins 800  
   
Made in us
Locked in the Tower of Amareo




The fluff people would be apoplectic, since BA in illustrations clearly have no such wargear. A typical GW fix is through units or formations.
   
Made in ca
Shas'la with Pulse Carbine




Martel732 wrote:
The fluff people would be apoplectic, since BA in illustrations clearly have no such wargear. A typical GW fix is through units or formations.


Your telling me that BA players would never accept a new piece of wargear that would make them more competitive because there's no picture of it.

WOW!

9000
8000
Knights / Assassins 800  
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Martel732 wrote:
The fluff people would be apoplectic, since BA in illustrations clearly have no such wargear. A typical GW fix is through units or formations.


A typical GW fix is to introduce a new model. Evidence includes literally every release in 6th and 7th.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Locked in the Tower of Amareo




Naaris wrote:
Martel732 wrote:
The fluff people would be apoplectic, since BA in illustrations clearly have no such wargear. A typical GW fix is through units or formations.


Your telling me that BA players would never accept a new piece of wargear that would make them more competitive because there's no picture of it.

WOW!


Go over to the background section and float your idea. Then get ready to beat the frothing hordes off with a stick. I personally don't really care so much, but super jump packs just seem like not the most satisfying fix to me. As I said, I'm in creative brain lock here.

Oh, and Tau players are gonna lose their minds because of all the fast moving T5.
   
Made in gb
Fixture of Dakka




Naaris wrote:
Martel732 wrote:
The fluff people would be apoplectic, since BA in illustrations clearly have no such wargear. A typical GW fix is through units or formations.


Your telling me that BA players would never accept a new piece of wargear that would make them more competitive because there's no picture of it.

WOW!

Maybe he just doesn't like the idea of having "not TWC" as a unit. "Your" wargear is pretty blatantly copying the TWC and changing it a little.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in us
Locked in the Tower of Amareo




If that's what it takes, then maybe? As I said, the BA are in a mathematical hole that I don't see a clear way out of. Also, having no telepathy shouldn't be chapter-breaking, but it is. The devil is 100% in the details.

This message was edited 1 time. Last update was at 2016/08/11 14:24:45


 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

Martel732 wrote:
Naaris wrote:
Martel732 wrote:
The fluff people would be apoplectic, since BA in illustrations clearly have no such wargear. A typical GW fix is through units or formations.


Your telling me that BA players would never accept a new piece of wargear that would make them more competitive because there's no picture of it.

WOW!


Go over to the background section and float your idea. Then get ready to beat the frothing hordes off with a stick.
"Space Marines inside your Space Marines"
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Martel732 wrote:
If that's what it takes, then maybe? As I said, the BA are in a mathematical hole that I don't see a clear way out of. Also, having no telepathy shouldn't be chapter-breaking, but it is. The devil is 100% in the details.


They're not in a hole, they just need to be C:SM with a unique chapter tactic and some characters and a unit or two ported over. For BA to be competitive, just take the Gladius, give it to BA, and match all point costs and have the same wargear armoury. Done in time for a pint at the Winchester.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in ca
Shas'la with Pulse Carbine




pm713 wrote:
Naaris wrote:
Martel732 wrote:
The fluff people would be apoplectic, since BA in illustrations clearly have no such wargear. A typical GW fix is through units or formations.


Your telling me that BA players would never accept a new piece of wargear that would make them more competitive because there's no picture of it.

WOW!

Maybe he just doesn't like the idea of having "not TWC" as a unit. "Your" wargear is pretty blatantly copying the TWC and changing it a little.


I know it is. I did that on purpose because I think what TWC do are make a unit amazing in CC - which BA should be. But BA don't wolf the wolf out of everything so i used the jump pack motif. He said earlier in the thread
Martel732 wrote:
If I can get TWC in my BA, I'm all for it.

So there's your BA version of that in all their jump pack loving glory. But you get some different rules that would play well with furious charge and have the ability to improve other units as well, like DC, Sanguinary Guard and VV.

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8000
Knights / Assassins 800  
   
Made in us
Locked in the Tower of Amareo




 Blacksails wrote:
Martel732 wrote:
If that's what it takes, then maybe? As I said, the BA are in a mathematical hole that I don't see a clear way out of. Also, having no telepathy shouldn't be chapter-breaking, but it is. The devil is 100% in the details.


They're not in a hole, they just need to be C:SM with a unique chapter tactic and some characters and a unit or two ported over. For BA to be competitive, just take the Gladius, give it to BA, and match all point costs and have the same wargear armoury. Done in time for a pint at the Winchester.


You just described one way of getting out of the mathematical hole. But they are definitely in a mathematical hole. They can't mathematically get enough units into CC against Eldar and Tau to stand a chance. The can't mathematically shoot the real assault lists enough to survive.

Also, cowering in free Rhinos firing my grav cannons doesn't seem like very BA to me.

This message was edited 1 time. Last update was at 2016/08/11 15:37:25


 
   
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Missionary On A Mission



Eastern VA

Maybe it's more like a little man-portable flying machine? Essentially some kind of airbike?

~4500 -- ~4000 -- ~2000 -- ~5000 -- ~5000 -- ~4000 
   
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Dakka Veteran





Did anyone notice how broken the first tau suggestion was?
   
Made in us
Locked in the Tower of Amareo




It's Tau. I'm numb to the brokenness.
   
Made in gb
The Last Chancer Who Survived




United Kingdom

mhalko1 wrote:
Did anyone notice how broken the first tau suggestion was?
No. I thought it perfectly reasonable. Could do with being a little less costly, but meh.
   
Made in ca
Longtime Dakkanaut




@Martel732

If you allow me some idea that would make BA a bit more efficient in my opinion, I would suggest this.

1) Create the BA Jump Pack (Sanguinus Wings for more punchy name) that allow you to use the Jump in both the mouvement and assault phase at no addditional cost. It makes your guys slightly faster.

2) Lower the price of the Sanguinary Guards by about 25% and the Death Company by about 10%

3) Create the Blood Knight Dreadnought. A Vehicule with the following profile. (fluff wise, they would Sanguinary Guards and other elite jump trooper turned into dreadnaught)

WS: 5, BS: 4, S: 6, Armor Value: 12 F, 12 S, 10 R, I: 4, A: 4, HP: 2 pts: 80

Equipment: Force Shield, Heavy Flamer, Flaming Sword, frag grenades launcher.

Special rule: Chapter Tactics, Jump Vehicule.

Unit composition: 1 to 3 squadron (Fast Attack)

Option:

Can replace the heavy flamer for a Multi melta or an assault canon for free.

The force shield gives them a 4+ invulnerable save.

The flaming sword is S: -, AP: 1, armor bane close combat weapon.

Jump Vehicule allows them to move like jump infantrie and deploy via deep strike like drop pods.

Of course, I know almost nothing about BA. I only have one friend who used to play them, but she moved away about 5 months ago.
   
Made in us
Locked in the Tower of Amareo




Making things cheaper is always an option.
   
Made in gb
Fixture of Dakka




Naaris wrote:
pm713 wrote:
Naaris wrote:
Martel732 wrote:
The fluff people would be apoplectic, since BA in illustrations clearly have no such wargear. A typical GW fix is through units or formations.


Your telling me that BA players would never accept a new piece of wargear that would make them more competitive because there's no picture of it.

WOW!

Maybe he just doesn't like the idea of having "not TWC" as a unit. "Your" wargear is pretty blatantly copying the TWC and changing it a little.


I know it is. I did that on purpose because I think what TWC do are make a unit amazing in CC - which BA should be. But BA don't wolf the wolf out of everything so i used the jump pack motif. He said earlier in the thread

Look at that bad game design. But that's going more and more off topic.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in ca
Possessed Khorne Marine Covered in Spikes





epronovost wrote:
@Martel732

If you allow me some idea that would make BA a bit more efficient in my opinion, I would suggest this.

1) Create the BA Jump Pack (Sanguinus Wings for more punchy name) that allow you to use the Jump in both the mouvement and assault phase at no addditional cost. It makes your guys slightly faster.

2) Lower the price of the Sanguinary Guards by about 25% and the Death Company by about 10%

3) Create the Blood Knight Dreadnought. A Vehicule with the following profile. (fluff wise, they would Sanguinary Guards and other elite jump trooper turned into dreadnaught)

WS: 5, BS: 4, S: 6, Armor Value: 12 F, 12 S, 10 R, I: 4, A: 4, HP: 2 pts: 80

Equipment: Force Shield, Heavy Flamer, Flaming Sword, frag grenades launcher.

Special rule: Chapter Tactics, Jump Vehicule.

Unit composition: 1 to 3 squadron (Fast Attack)

Option:

Can replace the heavy flamer for a Multi melta or an assault canon for free.

The force shield gives them a 4+ invulnerable save.

The flaming sword is S: -, AP: 1, armor bane close combat weapon.

Jump Vehicule allows them to move like jump infantrie and deploy via deep strike like drop pods.

Of course, I know almost nothing about BA. I only have one friend who used to play them, but she moved away about 5 months ago.


Lol, a flying dreadnought. That just might be taking the piss a little too much.

Once again, we march to war, for Victory or Death!

Never wake yourself at night, unless you are spying on your enemy or looking for a place to relieve yourself. - The Poetic Edda

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1k
1.25 k  
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

 #1ShieldBrother3++ wrote:


Lol, a flying dreadnought. That just might be taking the piss a little too much.


You should probably take it up with 5th Ed BA then. Furioso's had a power that let them move like Jump pack infantry.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Grey Knights, lots of ideas.

First off stop it with AP3 everywhere all the time, all that does is make standard PAGK overpriced and ineffectual (at least when trapped at one Attack per model).

Secondly if you're going to charge 20ppm for a T4/3+ armour body this edition he needs to have some way to survive longer than other peoples' 13pt T4/3+ armour bodies. I'm for Stealth or Shrouded, personally, it fits with the pre-Warddex 'The Shrouding' lore concept and forces enemies to engage up close where your Grey Knights can do things other than take a battle cannon shot to the face and be removed.

Thirdly I know GW's very attached to their seven-power psychic disciplines but added to the limited arsenal you make the Grey Knights very, very flat. Purifiers, Purgators, Terminators, Paladins, Interceptors, and Strike squads all do basically the same thing, with very slight tweaks between them; if things like Astral Aim and Warp Quake were to make a return you'd end up differentiating the units' game roles to the point where the Codex contains more units than 'Purifiers' and 'Worse Purifiers'.

Fourthly GK were designed originally as an elite melee unit in an army book with a distinct ground-holding/line-infantry unit. Chopping them out to make their own Codex with may make it easier to ally Stormtroopers and the Inquisition to other people, but at least make some kind of formation/detachment where you can get something approximating the old Inquisitorial strike forces with a squad or two of GK as specialist melee units.

As for my other army, lots of ideas as well but more bringing it down to the middle:

The Seer Council needs to be a Brotherhood of Psykers unit with a Mastery level. None of this 'one Warp Charge per warlock!' nonsense. Make it a unit that functions as more than a battery for broken nonsense. And while we're on the subject of Warlocks why, exactly, does 'seer who's walked the Path of the Warrior in the past' translate to 'only one Attack on any Warlock model'? Fleshbane is good, but it's not that good.

Jetbikes. One shuriken cannon/scatter laser per three. ONE. When it's the only Troops kit you've bothered to update in the past decade people are going to buy it anyway, making it the most powerful thing in this or any other game is stretching it.

Distortion guns. Anyone who suggests D-strength weapons on a 32ppm unit needs to have their Codex-writing privileges revoked. We know they're miniature rifts into the Warp. Keep it at S10/AP2 like they were in the 4e book and they'll do the normal things you expect them to do just fine without being a *bleep*ing RFPhammer of forcing ragequits. And don't give me any lip about the limitation of range, we have Wave Serpents. And they put it on a Falcon-chassis tank, a Flyer, and a *bleep*ing T8 Wraithlord variant, too.

Wraithknight. I'd say 'delete it', except that lots of people (full disclosure: yes, me too) have them now. Cat's out of the bag. At least make it a 6HP walker instead of a Gargantuan Creature so people can kill it in a cost-effective manner. Maybe shove it up to the 400-450pts it ought to have been in the first place too.


Automatically Appended Next Post:
Naaris wrote:
Martel732 wrote:
Naaris wrote:
Martel732 wrote:
If I can get TWC in my BA, I'm all for it.


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?


How do TWC give the marine on top the same thing?
that wolf costs 50pts that provides:
Turns the unit into Cavalry and +1S, +1T, +1A, +1W & gives Rending to all the attacks of the model that takes the upgreade

TWC cost 40pts per model. So really, their undercosted by 18pts - the cost of a wolf guard. I would assume are supposed to be the riders. I deduce that from the great wolf detachment giving WG and TWC +1 WS.

Anyway that wolf they are riding is not a regular fenresian wolf - 8pts with a SM statline or even a cyberwolf with SM statline but T5. Oh and neither have Rending for their attacks....

So really it doesn't matter how the jump pack does this but to humour you
+1S - the jets give you extra oomph causing your attacks to hit harder with a little jet boost
+1T & W - The backpack provides more amour, and more shielding from attacks making it harder to kill you or inflict a wound.
+ 1A - the awsomeness you feel by having a suped up jump pack that allows you to cause more carnage in the name of the emperor helps you to attack all the more ferociously
Hit and Run - because jump packs should let you fire your jets to hit someone the jet away...
d3 hammer of wrath attacks... your heavier and have more thrust so when you smash into people you do more HoW attacks than those suckers in normal jump packs
*NEW*
They're cheaper than a TWC upgrade because you have to take them in units of at least 5 models. TWC also provide Fleet and are not slowed by terrain, even in assault because of cavalry rules.


Might I interject in an effort to rein in the 'MORE LARGE THINGS' creep that seems to be happening?

Assault teleporters on Terminator armour like in DoW2. Jump Terminators. Fast, hard-hitting. Bonus Hammer of Wrath because teleport shockwave. Not a bizzare and silly-looking S/T5 Space Marine in a flying marshmallow suit.

This message was edited 1 time. Last update was at 2016/08/14 02:23:00


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Krazed Killa Kan






Orks
New Kommando Kit in plastic with bits and rules for them to take "Speshul Shootas"

Kommandos can charge from outflanking,
Kommandos gain the Kutthroat special rule
Kutthroat gives the rending special rule the turn that Kommandos make a charge. They do not gain the benefit when making an disordered charge.

Speshul Shoota 3ppm
15" S5 AP4 Assault 2 Twin Linked
9" S4 AP- Assault 2 Blast, Shred.

Kommando Boss
HQ: 75 Points
WS5 BS 2 S4 T4 W3 I3 A4 Ld9 Sv 4+

Special Rules:
Stealth
Ere We Go
Furious Charge
Independent Character
Mob Rule
Kunning Boss: Kommandos can be taken as troops if he is the Warlord
Sneaky Git: Kommandos in the army replace stealth with shrouded until they either shoot or charge if he is the Warlord.

Wargear
Stikkbombs
Tankbusta Bomb (Melta bomb)
Kustom Speshul Shoota
Stabba
Slugga

Can take a bosspole for 5 points
Can replace the Stabba with a Power Klaw for 25 points

Kustom Speshul Shoota
18" S6 AP3 Assault 3 Twin Linked
12" S5 AP- Assault 3 Blast Shred

Stabba
Melee S:+1, AP4, Rending

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in eu
Shrieking Guardian Jetbiker





Eldar Harlequins

HQ: High Avatar 130 Points

WS 8 / BS 8/ I 7/ T 3/ S 3 / LD 10/ Sv -

Wargear:
Shuriken pistol
CCW
Flip belt
Holo suit
Plasma grenades

Special Rules:
Fear
Fleet
Furious Charge
Hit and Run
Consummate performer
Author of Fate

Consummate performer: This unit may be included in a Masque Detachment and does not use a Force organisation slot. In addition, if you decide to select the warlord from Faction: Eldar Harlequins then the the High Avatar must be the Army Warlord.

Author of Fate: If this unit is the army warlord he may not choose to roll on any specific Warlord trait table, instead roll a D6 for the warlord trait he then gains the subsequent warlord traits from the Dark, Twilight, and Light Warlord tables. (Note: The High Avatar does not have to adhere to any unit restrictions when determining warlord traits)



Options:

High Avatar may replace his any weapon for any the following:

- Harlequin Kiss for 5 points

- Harlequin Embrace for 5 points

- Harlequin Caress for 8 points

- Neuro Disruptor for 10 points

- Fusion pistol for 5 points

- The High Avatar has access to items from the Enigmas of the Black Library list (the High Avatar counts as a Troupe Master for any restrictions on items from the Enigmas of the Black Library list)

This message was edited 2 times. Last update was at 2016/08/15 13:34:25


 Hawky wrote:
Power Armour's greatest weakness is Newton, the deadliest snfbtch in space.



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The Last Chancer Who Survived




United Kingdom

Deathwatch. Boreale steals a Kill Team for "Ohperation Steal Reign"

 natpri771 wrote:
WS6, BS5, S4, T4, I4, W4, At3, Sv: 2+, 4++

Special Rules:
And They Shall Known No Fear
Independent Character
[Whatever DW CT is called, cannot remember]
Teh Empra's Fureh
Hona Of Teh Blod Rehvens

Teh Empra's Fureh:
All Units Within 12" Of Boreale Have Furious Charge And +1 Weapon Skill

Hona Of Teh Blod Rehevens:
All Units Within 12" Of Boreale Are Immune To Morale And Pinning Tests. Boreale Must Always Accept Challenges

Wargear:
Artificer Armour
Iron Halo
Relic Blade
Bolt Pistol
Shining Bald Head (If Boreale Makes A Save Of Any Kind Where A 6 Is Rolled, The Attacking Units Must Take A Blinding Test)
Frag Grenades
Krak Grenades


May be taken in place of any Watch Captain.

Dunno about points.

May take Bane Bolts of Eryxia for +10 points.

This message was edited 1 time. Last update was at 2016/08/15 14:29:37


 
   
Made in gb
Worthiest of Warlock Engineers






preston

Imperial Guard meatshield wave -------- 100 points

Type - Infantry, Troops

Composition - 100 meatshields

WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 SA 5+

Wargear:
Lasgun
Flak Armour

Special Rules:
Too many bodies! - Every time a meatshield is killed roll a D6. on a 2+ place the model at the back of the unit as more meatshields rush to join the horde

Meatshields - Friendly units gain a 3+ cover save from attacks that trace their line of sight through the meatshield unit

Fearless

Stubborn

Iron Will

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 ru
Cackling Chaos Conscript





Power fisters
A squad of 5-10 cultists with mark of Slaanesh
Where each has two power fists, 55 pts/model

Any squad they are charging can choose to back away 2d6" from them, immediately after Overwatch. They also count all shooting attacks as Pinning.
   
Made in gb
The Last Chancer Who Survived




United Kingdom

 master of ordinance wrote:
Imperial Guard meatshield wave -------- 100 points

Type - Infantry, Troops

Composition - 100 meatshields

WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 SA 5+

Wargear:
Lasgun
Flak Armour

Special Rules:
Too many bodies! - Every time a meatshield is killed roll a D6. on a 2+ place the model at the back of the unit as more meatshields rush to join the horde

Meatshields - Friendly units gain a 3+ cover save from attacks that trace their line of sight through the meatshield unit

Fearless

Stubborn

Iron Will
Call it 750 points and it'd actually be balanced.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend





Gurnee, IL

Oh...its fun to dream...LOL. I just want my the cool stuff they stripped from the Chaos Daemon codex added back into the current one. Let's see...

SLAANESH CHAOS DAEMONS:

Keeper of Secrets:

- Regains the Hit & Run USR.
- Regains the ability to Run & Charge each turn.
- Regains assault & defensive grenades
- Regains its 4++ save and Eternal Warrior

Fiends:

- Regain the Hit & Run USR.
- Regain strength 5.
- Regain 5 attacks.

Chariots:

- Regain the Hit & Run USR.
- Regains the ability to Run & Charge each turn.
- Regains assault & defensive grenades
- Regain: 6 attacks, T4, W5, 4+/5++, Cavalry unit type and Furious Charge.
- Regain: the ability to take an icon.
- Regains Eternal Warrior

Or

- Keep the chariot the same but force opponents to hit the vehicle rather than the character in assault.
- Then add Hit & Run, Run & Charge, assault & defensive grenades.

Daemonttes:

- Regains the ability to Run & Charge each turn.
- Regains assault & defensive grenades
- Regains the ability to get Hit & Run with an attached Herald.

Daemon Prince:

- Regains the Hit & Run USR.
- Regains the ability to Run & Charge each turn.
- Regains assault & defensive grenades
- Regains Eternal Warrior
- All for 165 pts, or 225 pts if you want wings with that.

* Oh and while were at it I want the old school Pavne back too.


SLAANESH CHAOS MARINES:

Mark of Slaanesh:

- +1 Initiative.
- Gains ability to Run & Shoot, or shoot then run.

Noise Weapons:

- All sonic weapons can gain the Rending USR.
- Sonic Blaster: make it S4/AP5/Assault 2/Ignore Cover.
- Blastmaster: keep it the same but instead of blast have it hit as normal then case D6 hits.
- Doom Siren: no changes.
- Warp Amp: -1 LD to enemy units within 12", -2 LD to units within 6.

- Any model that can take a bolter can take a Sonic Blaster instead.
- Any model that can take a heavy weapon can take a Blastmaster instead.
- Any model that can take a special weapon can take a Doom Siren instead.

Characters:

- Any character can take a Doom Siren +15 pts.
- Any character can take a Doom Siren +15 pts.Ether blades from the Daemon Codex.

Vehicles:

- Return of the Sonic Predator.
- The current FW Sonic Dreadnought with a 30-40 pt price drop.

This message was edited 3 times. Last update was at 2016/08/20 21:02:23


"Fear the cute ones." 
   
Made in us
Mutilatin' Mad Dok





 Selym wrote:
 master of ordinance wrote:
Imperial Guard meatshield wave -------- 100 points

Type - Infantry, Troops

Composition - 100 meatshields

WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 SA 5+

Wargear:
Lasgun
Flak Armour

Special Rules:
Too many bodies! - Every time a meatshield is killed roll a D6. on a 2+ place the model at the back of the unit as more meatshields rush to join the horde

Meatshields - Friendly units gain a 3+ cover save from attacks that trace their line of sight through the meatshield unit

Fearless

Stubborn

Iron Will
Call it 750 points and it'd actually be balanced.


I woulda made it a formation but W/E

Sisters of Battle

Faithful [x}: This unit can use Acts of Faith. The number after denotes how many Faith points this unit generates per turn. If no number is listed the unit does not generate Faith points.

Faith Points: You gain a number of Fiath points at the begging of your turn equal to 1d6+ your total Faith number (the number of units with a numbered Faithful value)

Acts of Faith: Each unit has a unique Act of Faith, some may even have two! You activate an Act of Faith in the Movement Phase by paying its Faith cost and then rolling a Leadership check, if successful the Act works as described.

Everyone's Acts stay largely the same except as noted here


Acts of Faith
Spoiler:
Army Wide Acts of Faith:
These Acts of Faith can be used by any unit with the Faithful rule. A unit may benefit from more than one Act of Faith in a given turn. All Acts of Faith last for 1 turn unless noted otherwise

Hand of the Emperor
Each model in the unit adds +2 Strength to their profile but will strike at Initiative 1.

Divine Guidance
The unit may reroll failed To Hit rolls in the Assault Phase or the Shooting Phase. Choose which one when this power is activated.

Light of the Emperor
The unit gains the Fearless ability until their next Movement Phase

Spirit of the Martyr
The unit improves its Shield of Faith save by 1+ their Faithful score.

Zeal of the Faithful
The unit adds 2 to its Initiative score, this Act may not be used on a unit that is under the effects of Hand of the Emperor. Any model that has a weapon with the Unwieldy quality do not gain the 2 Initiative, instead they lose the Unwieldy quality for the duration of the power.


Retrubutors:
Cleanse in Flame: Heavy Flamer armed Retributors only. The unit gains Shred on their shooting attacks for one turn.
Holy Fussilade Heavy Bolter armed Retributors only. The unit gains Rending on their shooting attacks for one turn.
Molten Fury Multi Melta armed Retributors only. The unit gains Relentless for one turn.



Errata
All Adeptus Soritas infantry have the Faithful special rule unless stated otherwise

Cannoness
Add Faithful 2

Priests
Add Shepard of the Faithful
Shepard of the Faithful
If a Priest is attached to a uni that has the Faithful rule, increase their Faithful score by 1.

Celestians
Change Celestians armor to 2+
Add Faithful 1

Seraphim
Add Faithful 2
Lose Hit and Rum gain Jump Shoot Jump

Repentia
Add Faithful 2

Add these units:
Erelim
Spoiler:

Erelim 125 pts
Type Infantry, Elite
Composition 4 Erelim 1 Erelim Superior
Erelim WS 4 BS 4 S 4 T 3 W1 I3 A2 LD 9 Sa 2+
Erelim Superior WS 4 BS 4 S 4 T 3 W1 I3 A2 LD 9 Sa 2+

Special Rules
Faithful 1
Shield of Faith
Rage
Zealot

Wargear
Artificer Armor
Power Weapon
Sororitas Shield
Frag Grenades

May add up to 5 more Erelim for 25 pts per model
May swap their Power Weapon for a Power Fist for 5 pts per model
May Purchase Seraphm Jump Packs for 5 pts per model

Act of Faith: Angels Descent: The unit gains Hit and Run

Sororitas Shield increase the value of the units Shiled of Faith save by 1 (typically to a 5+)



Elohim
Spoiler:

Elohim 125
Type Infantry, Heavy Support
Composition 4 Elohim 1 Elohim Superior
WS 3 BS 5 S 3 T 3 W 1 I 3 A 1 LD 9 Sv 2+

Special Rules
Faithful 1
Shield of Faith
Deep Strike

Wargear
Sororitas Breacher Armor
Storm Bolter
Frag Grenade

May Include up to 5 additional Elohim 25 pts per model
4 Elohim may each take one item from the Heavy Weapons list.

Sororitas Breacher Armor: Equipped model gains a 2+ Armor save increases their Shield of Faith save by 1 and gains Slow and Purposeful.

Acts of Faith:Cleanse in Flame: Heavy Flamer armed Elohim only. The unit gains Shred on their shooting attacks for one turn.
Holy Fussilade Heavy Bolter armed Elohim only. The unit gains Rending on their shooting attacks for one turn.
Purge the Works of Heretics Multi Melta armed Elohim only. The unit gains Tank Hunters for one turn.


Erelim are what you get when a Sisters is forgiven after a stint in the Repentia. Instead of wasting all that CC experience, they stick them fancy armor and send them in the Vanguard to go and rip Heretics apart.

Elohim are the most experienced Retributors the Sisters have and so they get their own version of Terminator armor to turn them into a walking bastion of death.

Everything else here is just cleaning up what is otherwise a solid book. Might make Sisters Specific Drop Pods too.


Automatically Appended Next Post:
 Sersi wrote:
Oh...its fun to dream...LOL. I just want my the cool stuff they stripped from the Chaos Daemon codex added back into the current one. Let's see...

Keeper of Secrets:

- Regains the Hit & Run USR.
- Regains the ability to Run & Charge each turn.
- Regains assault & defensive grenades
- Regains its 4++ save and Eternal Warrior

Fiends:

- Regain the Hit & Run USR.
- Regain strength 5.
- Regain 5 attacks.

Chariots:

- Regain the Hit & Run USR.
- Regains the ability to Run & Charge each turn.
- Regains assault & defensive grenades
- Regain: 6 attacks, T4, W5, 4+/5++, Cavalry unit type and Furious Charge.
- Regain: the ability to take an icon.
- Regains Eternal Warrior

Daemonttes:

- Regains the ability to Run & Charge each turn.
- Regains assault & defensive grenades
- Regains the ability to get Hit & Run with an attached Herald.

Daemon Prince:

- Regains the Hit & Run USR.
- Regains the ability to Run & Charge each turn.
- Regains assault & defensive grenades
- Regains Eternal Warrior
- All for 165 pts, or 225 pts if you want wings with that.


As a fellow Daemons Player (im Tzeentch though) i agree here, though we are gonna have to pay more points. Especially since Hit and Run is one of the best rules in the game. Though the Daemon prince can probably stay the same as i feel they where always a bit over priced.

This message was edited 3 times. Last update was at 2016/08/20 20:32:20


Warboss of da Blood Vipers!! We'z gonna crush ya good!!
ArchMagos Prime of Xenarite Exploratory Fleet Omega VIII
Sisters of the Remorseless Dawn- 4000pts
My Ork Errata: http://www.dakkadakka.com/dakkaforum/posts/list/664333.page
My Ork-Curion: http://www.dakkadakka.com/dakkaforum/posts/list/0/680784.page#8470738 
   
 
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