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Made in ca
Shas'la with Pulse Carbine




AX3 Razorshark Strike Fighter - 165 pts -
BS4, Front 12, Side 11, Rear 10, HP 3, Type Flyer, Combat Role - Fighter, Pursuit 3, Agility 3
2 x Twin-Linked Quad Ion Turret (std) - 30" Str 7, Ap 2, Heavy 2 - The Turrets exists both top and bottom of the model so that they can achieve front firing arc by at least 1.
2 x Seeker Missile - 72" Str 8, Ap 3, Heavy 1, One Use Only
1 x Networked Markerlight
2 x Interceptor Drones - Equipped with Blacksun Filters, Velocity Trackers and EOW and Afterburners
2 x Long Barreled Cyclic Ion Blasters - 24" , Str 7 Ap 4 Assault 6

AX39 Sun Shark Bomber - 150 pts -
BS4, Front 12, Side 11, Rear 11, HP 3, Type Flyer, Combat Role - Bomber, Pursuit 2, Agility 2
1x Pulse Bomb Generator - Pulse Bomb - Unlimited use - No longer fails - Str 5 AP 5 Bomb 1 Large Blast,
2 x Seeker Missile - 72" Str 8, Ap 3, Heavy 1, One Use Only
1 x Twin Linked HYMP - 36" Str 7, Ap 4 Heavy 4
1 x Networked Markerlight
2 x Interceptor Drones - Equipped with Blacksun Filters, Velocity Trackers and EOW and Afterburners
2 x Long Barreled Cyclic Ion Blasters - 24" , Str 7 Ap 4 Assault 6
Can purchase upgrade to Bomb Generator to Make Gravitic Bombs + 50pts - Str D, Ap 2 Bomb 1 Massive Blast (7")

NEW

Vespid Stingwings - 40ppm
WS4, BS 3, S4, T4, W2, I6, A2, Ld8, Save 3+
Strain Leader - 50ppm
WS5, BS3, S4, T4, W2, I6, A3, Ld10, Save 3+

Rules
Fleet, Hit & Run, Move Through Cover, Stealth, Stubborn
Special Ability
Harmonic Distortion - Vespid can produce deafening song, see Terra cicadas x10, that they can modulate to various frequencies. Allows Vespid to strike at initiative when charging through terrain. When Vespid are being charged, the charging unit suffers d6" penalty to their charge. This is rolled after the charging unit rolls for a successful charge. The charging unit cannot use fleet to circumvent this rule.
Weapons
Neutron Blaster 18" Str 5, Ap3, Assault 3
Stinger - Melee Str *, Ap 5 *Poisoned - always wounds on a 3+, Neurotoxin Each wound roll of 6 causes 2 wounds
Defensive Grenades

This message was edited 2 times. Last update was at 2016/08/11 13:30:50


9000
8000
Knights / Assassins 800  
   
Made in gb
Lethal Lhamean




Birmingham

Hellions:
Gain Jink
+1A
Hellglaives are AP4
Can use Jet Packs in both movement and assault
Stun Claw get's it's 5th ed rules back

Wyches:
+1A
WS5
Dodge works in the full Assault Phase

Voidraven:
40pts cheaper
Shatterfield Missiles as standard
Void Mine becomes Strength D
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Rough Riders, Ratlings, and Commissars
Press "Delete" on the entries.
Fixed!

Bonus Round!:
Auto-Targeting System added back to Hydras(Cover Saves granted by Jink cannot be taken against shots from a Hydra Autocannon; additionally Flyers, Skimmers, and FMCs(and their Gargantuan/Super Heavy variants) cannot move Flat Out when a successful hit is made by a Hydra Autocannon) and Hydra Autocannon is granted the "Wall of Flak" rule(Each successful hit causes a small Blast with centered on the target, causing a S7 AP4 Wound).

Leman Russ variants regain "Lumbering Behemoth" allowing them to fire Ordnance and not have to snap fire Sponson, Hull mounted, or Pintle mounted weapons.

All Sentinel variants gain the "Auspex Tracking" rule:
Auspex Tracking: At the start of each Movement phase, the Sentinel pings its Auspex Trackers before moving. Any enemy unit within 12" of a Sentinel that has pinged its Auspex Trackers suffers a -1 to its Cover Save for the duration of the game turn.
   
Made in us
Locked in the Tower of Amareo




Land Raiders: make them 175 pts, give them dozer blade

Tac terminators: remove them from inventory so no one accidentally ever uses them. Unsalvageable under current rules system. They are the ultimate trap unit.

Tycho: give him some real command benefits as he is on foot.

This message was edited 1 time. Last update was at 2016/08/11 15:44:24


 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Daemons:

Fiends of Slaanesh now have 5 attacks and Str 5 (just like 5th ed).

Juggernauts grant a 3+ Armour save to Bloodcrusher and Heralds. It makes no sense that a giant metal Rhinoceros have less armour than a giant naked Wolf

Exalted Flamer has the Jet-pack unit type, so that is can keep up with normal Flamers and be able to actually shoot it weapons

-

This message was edited 2 times. Last update was at 2016/08/11 16:32:35


   
Made in gb
Master Engineer with a Brace of Pistols






 Kanluwen wrote:
Rough Riders, Ratlings, and Commissars
Press "Delete" on the entries.
Fixed!


I'm with you on Rough Riders, but not with Ratlings and Commissars.

To make Ratlings better, give them camo gear and snare mines for free, the option to buy a vox caster, and some sort of unit leader.

Commissars could stand to have more wounds (2) and maybe Aura of Discipline as standard (to make them a viable alternative to priests). Lord Commissars should have Voice Of Command as standard, and maybe a points decrease too.

Ordinary ogyrns need to be made cheaper and repurposed as a shooty unit. Increase the range of ripper guns to 24" and slash their cost down.
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Commissars and Lord Commissars are being pushed heavily in Militarum Tempestus; leave them there. It's not like you cannot ally them in.

Ratlings are trash, have been trash, and will always be trash. There's no fixing them--especially not when they also hold back Guardsmen from getting dedicated sniper teams.
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Funny, cause I'd delete the ratlings but keep the rough riders. I think rough riders just need to become generic IG bikers like other factions. That way you can model them as you please (exo-skeletons, segways, horses, bikes, you name it) but they'd all be faster versions of the basic guardsmen, exactly like how marines have their bikers, Eldar have their jetbikers, and so on.

Kan doesn't like the concept of Commissars, but whatever, they're not going away as they're pretty ingrained in IG fluff and much liked by most of the IG players I've met online and in real life. They could use a small buff, but are otherwise pretty fine for what they are. The issue is that the Priest does much the same thing with a few more benefits.

IG need a few fixes for a number of units. I like Kan's idea for Sentinels, I'd also be happy with making them permanently like they are in the one formation where you can designate a platoon commander who can issue orders.

Most of the needed buffs are obvious and just re-gaining rules IG have lost. As mentioned, Hydras with Auto-targeting, and Russes with LB. Hellhounds need a price drop and some kind of rule to make them a little more deadly, like Shred or causing multiple wounds against MCs. Ogryn need a price drop, a survivability buff, and a delivery method.

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
Fixture of Dakka





 Imateria wrote:
Hellions:
Gain Jink
+1A
Hellglaives are AP4
Can use Jet Packs in both movement and assault
Stun Claw get's it's 5th ed rules back

Wyches:
+1A
WS5
Dodge works in the full Assault Phase

Voidraven:
40pts cheaper
Shatterfield Missiles as standard
Void Mine becomes Strength D


I like these. My own approach might be something like this:

Wyches:
*Gain dodge against overwatch
*Fix the combat drug table to exclude bad options. No +1 PFP, +1 Initiative, or +1 Leadership. Either replace those with better options or simply make it a d3 chart.
*Give the hekatrix access to better wargear options. I miss my cheap venom blades, for instance, and a power lance (preferably at no more than 10 points) would fit this unit pretty well.
*Make wych weapons useful again. Shardnets should make the unit good at tarpitting (force enemies to reroll to-hit rolls? Reduce number of attacks?). Hydra gauntlets should be where those necessary bonus attacks come from. 5th edition razor flails were probably fine where they were at, though I feel they step on hydra gauntlets' toes in most situations.
Reasoning: Rather than simply bumping up their profile, this method makes existing-but-overlooked options useful again. Rather than WS5 and +1A, you just increase the likelihood of getting those things from the drug table and make wych weapons useful. This also indirectly helps bloodbrides. Making wych weapons better makes their increased number of wych weapons more useful.

You're spot on with the hellions. I can't really comment on the voidraven. I have a long list of things I'd like to change about various units, but most of them don't really qualify as our "worst" units, so I'll refrain.



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Blacksails wrote:
Funny, cause I'd delete the ratlings but keep the rough riders. I think rough riders just need to become generic IG bikers like other factions. That way you can model them as you please (exo-skeletons, segways, horses, bikes, you name it) but they'd all be faster versions of the basic guardsmen, exactly like how marines have their bikers, Eldar have their jetbikers, and so on.

Truthfully, Guard squads on bikes etc just don't work. It's the same issue I have with Infinity the game and bikers there: They feel jammed in when we're talking about the concepts being discussed.

I'd much rather see a kind of pseudo-skirmisher squad, infiltrators and counter-infiltrators rolled into one. Give them a big bag of dirty tricks like Snare Mines or the ability to trap up terrain and call it a day.

Kan doesn't like the concept of Commissars, but whatever, they're not going away as they're pretty ingrained in IG fluff and much liked by most of the IG players I've met online and in real life. They could use a small buff, but are otherwise pretty fine for what they are. The issue is that the Priest does much the same thing with a few more benefits.

The funny part is that as ingrained as they are in fluff, they've been making it exceedingly clear in fluff as well that Cadians(aka the flagship army at the moment) don't necessarily utilize them--with the actual Cadian officers being trained in the necessary disciplinary tactics.

I get that people like that, but it's not even the concept that I dislike. They just feel wildly out of place for the Cadians who GW seems to be pushing more and more. For Steel Legion, who have large numbers of volunteers/gangers pressed into service and the like?
Awesome, they fit great there. Same with Valhallans.

IG need a few fixes for a number of units. I like Kan's idea for Sentinels, I'd also be happy with making them permanently like they are in the one formation where you can designate a platoon commander who can issue orders.

Heh. I've been saying for awhile that Sentinels should get a character and/or a "Sentinel Ace" profile.
   
Made in gb
Master Engineer with a Brace of Pistols






Sentinels could take over from rough riders as the Calvary units. Increase their speed by 6 inches somehow.
   
Made in gb
Fixture of Dakka




Shining Spears: Gain a close combat weapon,pistol, power sword. Pretty much anything to give an extra attack.
Add Hit and Run.
Possibly replace their move for cover rule with automatically pass Initiative tests or something similar.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in us
Krazed Killa Kan






State of Jefferson

Orks:

Killa Kanz:
-From Heavy to Elite
-From Kan klaw to DCCW

Dorkanaut:
-From Heavy to Superheavy
-Add Assault Transport USR
-Increase xport capacity to 10.

Any one of the 3:
Zagstrukk or Snikrot
-Allow assault from Reserves. No other ICs may join.

Flash Git Gun:
S=6+d3
AP= d3 (same roll)
Rapid Fire = 24"

These all seem reasonable ways to bring balance back tothe force.

   
Made in us
Battlewagon Driver with Charged Engine





Orks. Hmm....3 units?

OK.

Units with ST3, make ST4.

Characters with LD7 make LD8.

Units with Mob Rule: Make Fearless.

There. "3" units.
   
Made in gb
Crazed Spirit of the Defiler




Newcastle

Bring back the option to buy USR's for CSM (and chosen) units

Make dreadnoughts T8 3+ save monstrous creatures. I wouldn't be against raising the cost of them for that

Make Thousand Sons 20ppm, allow them to take special weapons and have the starting cost of the unit at 120 points or something. I don't know how viable that would make them but it's a big improvement


Hydra Dominatus 
   
Made in gb
Fixture of Dakka




 Snake Tortoise wrote:
Bring back the option to buy USR's for CSM (and chosen) units

Make dreadnoughts T8 3+ save monstrous creatures. I wouldn't be against raising the cost of them for that

Make Thousand Sons 20ppm, allow them to take special weapons and have the starting cost of the unit at 120 points or something. I don't know how viable that would make them but it's a big improvement


Why make Dreadnoughts specifically the MC?

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in us
Longtime Dakkanaut




What would be the 3 worst units in the Ork codex? I honestly don't know.....SO much of our codex is trash.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 JimOnMars wrote:
Orks. Hmm....3 units?

OK.

Units with ST3, make ST4.

Characters with LD7 make LD8.

Units with Mob Rule: Make Fearless.

There. "3" units.


I don't play Orks, but I can agree with all that. Mob rule is confusing and unnecessary, but if you change it to Fearless, what is the point of bumping LD on those characters?
What about this:
-Orks with ST3, make ST4.
-Characters with LD7 make LD8.
-Mob Rule goes back to the old "units consisting of 11+ models have Fearless"

-

This message was edited 1 time. Last update was at 2016/08/12 14:03:01


   
Made in gb
Yellin' Yoof





@doktor_g, JimOnMars, SemperMortis, Galef

Just gonna throw this out here...

WAAAGH-Waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh!

Check out Codex: Orks Rewrite
   
Made in us
Fresh-Faced Inquisitorial Acolyte




United States

Grey Knights:

purgation squads - gain slow and purposeful as well as a unique psychic power that is like the old harlequin veil of tears.

paladins - price drop, simple, easy

all PAGKs get their old "true grit" special rule back. also all nemesis greatswords get the "smash" special rule.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Renesco P. Blue wrote:
Grey Knights:

purgation squads - gain slow and purposeful as well as a unique psychic power that is like the old harlequin veil of tears.

paladins - price drop, simple, easy

all PAGKs get their old "true grit" special rule back. also all nemesis greatswords get the "smash" special rule.

-Purgation squad- I love the idea of SnP, but not sure the VoT power would be needed
-Paladins- only make them 5 ppm cheaper but have the Apothecary built into the base unit for free.
-Nemesis Greatsword- only available on the DK which already has 'smash', so I assume you mean the regular Nemesis sword in which that would be too strong

-

This message was edited 1 time. Last update was at 2016/08/12 18:20:01


   
Made in us
Locked in the Tower of Amareo




Nemesis greatsword should be Str D when charged with "force" psychic power. That makes a real choice between the weapon and the increased save.
   
Made in us
Norn Queen






 Dr. Zoidbork wrote:
@doktor_g, JimOnMars, SemperMortis, Galef

Just gonna throw this out here...


I love your enthusiasm and determination hahah.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

Space Marines
Tac Terminators
- T6
- Storm Bolters upped to Assault 3

Assault Marines
- Chainswords upped to +1 Strength, AP5
- The Sergeant should have access to a Storm Shield.

Land Raider
- Gains the Venerable rule
- Auto-passes terrain tests (like Vindicator)
- Combine all the variants into one, with a 16 troop capacity and totally customizable weapon options

This message was edited 1 time. Last update was at 2016/08/12 20:50:52


 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Martel732 wrote:
Nemesis greatsword should be Str D when charged with "force" psychic power. That makes a real choice between the weapon and the increased save.

In theme, I like this. But in practice it would thrust the DK into Riptide/WK territory of OP. I'd prefer the DK to stay under that radar.

   
Made in us
Devestating Grey Knight Dreadknight







Martel732 wrote:
Nemesis greatsword should be Str D when charged with "force" psychic power. That makes a real choice between the weapon and the increased save.


That might be a little too much, I love it but... just a little too much.


Anyway my fixes

PAGK: ALL gain +1 attack
Paladins: ML2, Eternal Warrior, 5ppm drop OR Eternal Warrior, Iron Halo, 5ppm drop
Brother-Captain: 25 point drop, upgrade into Grand Master is now 60 points: you gain Eternal Warrior +1 wound for a total of 4.

Relic Change: Relic Halberd becomes AP2 - 40 points total

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in gb
Master Engineer with a Brace of Pistols






 DanielBeaver wrote:
Space Marines
Tac Terminators
- T6
- Storm Bolters upped to Assault 3

Assault Marines
- Chainswords upped to +1 Strength, AP5
- The Sergeant should have access to a Storm Shield.

Land Raider
- Gains the Venerable rule
- Auto-passes terrain tests (like Vindicator)
- Combine all the variants into one, with a 16 troop capacity and totally customizable weapon options


I like these. Especially the land raider ideas.
   
Made in us
Hellacious Havoc





Chaos:

Warp Talons:

Warpflame Strike becomes all units within 12" of the unit fire snapshots at them the turn they deepstrike, and immunity to Interceptor. Give them assault grenades/equivalent.

Land Raider: Either gain the Infernal Device rule, or drop the twin-linked lascannons and drop its price (leaving Godhammer and Infernal Device as optional upgrades.)

Mutilators: Where to start? Lose SnP, gain Rampage and an additional attack would go a long way.

General rule fix: any units with the Daemon USR that may also take a Mark of Chaos gain the Daemon of X rule where X is the Mark alignment.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

Deathwing.
35pts per model
DW knights 50pts per model 2 wounds.
DW devs, all armed with cyclones, HF, plasma cannons, assault cannons or multi meltas, 35pts per model, upgrades cost usual.
DW fast attack unit, once per game may be removed from table and DS back on same turn.
   
Made in us
Mutilatin' Mad Dok





Georgia

Ork Boyz

Str 4 instead of 3
Still get furious charge
Can swap slugga/choppa for shoota for free.
Can take both slugga/choppa and shoota for 1ppm.
FNP 6+

This makes boyz a tiny bit more survivable with just the 6+ t-shirt save. It also makes them actually frightening in squads of 12 on the charge since they're hitting at S5. Gives more options as well.

Nobz
Changed to 15 ppm. Come with 4+ standard, as well as the FNP 6+.
Powerklaws in general reduced to 15 points.

Gorkanaut/Morkanaut
Become superheavy.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
 
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