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![[Post New]](/s/i/i.gif) 2016/10/17 21:00:43
Subject: Chaos Space Marine fixes
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Decrepit Dakkanaut
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So this took literally forever. I'm sure I forgot stuff too because that's the kind of person I am. However, I'd like this to partially be a group effort, so let's get this fething thing over with.
Weapon Fixes
1. Combi-Bolters are Rapidfire 2
2. Plasma Pistols and Combi-Weapons are 5 points now
3. Heavy Bolters are Salvo 2/4
4. Reaper Autocannons are Heavy 3
5. The Black Mace is exclusive to those marked or dedicated to Nurgle and is 40 points
6. The Murder Sword is now treated as a Daemon Weapon, is Master Crafted, and gains AP2 and Shred in challenges, and is exclusive to those marked or dedicated to Slaanesh
7. The Burning Brand is exclusive to those marked or dedicated to Tzeentch
8. The Scrolls Of Magnus aren't limited to any Mark, and is 25 points now
9. The Dimmensional Key is 20 points now
10. Chainswords reroll 1's to wound
Special Equipment, Icon, and Mark Fixes
1. Palanquins and Juggernaughts are 30 points now
2. The Disc of Tzeentch is 25 points now
3. The Aura Of Dark Glory is 10 points now
4. The Mark Of Khorne gives +1 Attack
5. The Icon Of Wisdom (formerly Flame) confers +1 to Deny The Witch rolls
6. The Icon Of Wrath only has the rerolling charges clause
7. The Icon Of Despair forces a -1 LD penalty to enemy units within 12"
8. The Icon Of Excess grants Feel No Pain 6+
9. Each of the Icons listed costs 10 points
10. Any HQ can take a Dedication as an upgrade to any Mark they purchase:
a. Nurgle: The HQ gains Feel No Pain and Poison 2+ on all weapons, and is 20 additional points, and may have Blight Grenades in place of Frag Grenades
b. Slaanesh: The HQ has Fleet and has Ignores Cover on range weapons, and is 10 additional points, and may have a Sonic Blaster in place of his Bolt Pistol/Bolter
c. Khorne: The HQ gains Furious Charge and has Rending the first round of combat, and is 10 additional points, and may have a Chainaxe in place of his regular CCW or Bolt Pistol
d. Tzeentch: The HQ gains Adamantium Will and Soul Blaze on all weapons, and is 15 additional points, and may have Inferno Bolts for all his Bolt Weapons
e. Any HQ with a dedication unlocks the corresponding Cult Marines as troops instead of just Marks
11. Instead of never being able to join units with other Marks, the following changes are to be made:
a. Characters with the Mark or Dedication of Khorne can join units with either of those of Tzeentch or Nurgle present, but never Slaanesh
b. Characters with the Mark or Dedication of Slaanesh can join units with either of those of Tzeentch or Nurgle present, but never Khorne
c. Characters with the Mark or Dedication of Nurgle can join units with either of those of Khorne or Slaanesh present, but never Tzeentch
d. Characters with the Mark or Dedication of Tzeentch can join units with either of those of Khorne or Slaanesh, but never Nurgle
e. None of these restrictions apply to Abigail
HQ Fixes
1. Warpsmiths and Dark Apostles are 100 points each and have access to Special Issue Wargear
2. Lucius has a Bolt Pistol with Ignores Cover and is 150 points now
3. Kharn has Decapitating Blow on Gorechild
4. Ahriman has AP3 on his Staff and is 220 points now
5. Typhus has It Will Not Die and is 225 points now
6. Huron loses Specialist Weapon on his Claw and gains Feel No Pain (6+), and is 170 points now
7. Sorcerers can buy the Mark or Dedication Of Khorne, and instead have the following benefits per Mastery Level, with each bonus stacking
. ML1 confers a +2 bonus to Deny The Witch
. ML2 cancels all blessings on enemy units within 6" on a 4+ at the beginning of each of your turns
. ML3 lets you roll a dice at the beginning of your opponent's Psychic Phase, and you may cut that many Warp Charges from your opponent's pool
Troop Fixes
Chaos Space Marines are 12 points each, and the Champion is 22 points
. The extra CCW is now standard
. Can take Land Raiders as a Dedicated Transport
Elites Fixes
1. All Terminators are 28 points each
. Power Fists are 5 points each
. Chainfists are 10 points each
. Reaper Autocannons are 20 points each
. The Champion pays the same points for all upgrades as regular members
2. Plague Marines are 23 points each, and the Champion is 33 points
. Everyone has Poison (2+) on all range and melee weapons and grenades, including upgrades
. Can take Land Raiders as a Dedicated Transport
3. Noise Marines are 19 points each, and the Champion is 29 points
. All models in the squad have Sonic Blasters, which are now Assault 2, as well as the extra CCW's and all models have Fleet
. Up to two models can take Blastmasters for 25 points each or Doom Sirens for 15 points; the Champion can no longer buy the Doom Siren
. Can take Land Raiders as a Dedicated Transport
4. Berserker Marines are 20 points each, and the Champion is 30 points
. Everyone in the squad has Chainaxes, and now have Rending for the first round of combat
. Up to two models can buy Eviscerators for 15 points each
. Can take Land Raiders as a Dedicated Transport
5. Rubric Marines are now 22 points each, and the Champion being 57 points
. Up to two models can buy a Heavy Bolter or Autocannon with Inferno Bolts for 10 points
. All the Range Weapons in the unit have Soul Blaze, including Grenades
. As long as the Champion is alive, you can select the following benefits until the beginning of the next turn:
a. The squad has Relentless, 2 Attacks base, and fires Overwatch at full BS
b. The squad has BS5, Rending, and the unit fired at must reroll all successful invulnerable saves
c. The squad has Shred, Ignores Cover, and rerolls the result of Soul Blaze, picking the highest
. Can take Land Raiders as a Dedicated Transport
6. Possessed Marines are 30 points each, and the Champion is 30 points
. Can take Land Raiders as a Dedicated Transport
. Each model has 2 Wounds
7. Chosen are 21 points each, and the Champion is 21 points
. Power Weapons and Lightning Claws are 5 points, and Power Fists are 10 points
. You can get up to three Heavy Weapons in the squad, not including the Special Weapons
. You can take one of the following USR's for the squad before deployment: Tank Hunters, Monster Hunters, Infiltrate, Shrouded, Fearless, or Daemon
Fast Attack Fixes
1. Spawn have Furious Charge instead of Rage and can be taken up to 10 in a squad
2. Raptors are 16 points each, and the Champion is 26 points
. They are treated as having Chainswords standard
. For 10 points, up to three Raptors (this includes the Champion) can upgrade to become Warp Talons, keeping the same rules in their current form
3. Heldrakes have a 180 degree firing arc for their weapon of choice
. Heldrakes start at 150 points with the Hades Autocannon, and pay 20 to upgrade to the Baleflamer
Heavy Support Fixes
1. Obliterators are 60 points each and can be taken in squads up to 5
2. Maulerfiends have 3 attacks base
3. Forgefiends have 3 attacks base and are 155 points each
4. Land Raiders are 200 points each
5. Havocs start at 22 points, and the Champion is 22 points, everyone outside the Champion coming with a Heavy Bolter standard. All Heavy Weapons upgrades are at 10 points less because of this
. For 25 additional points, the entire squad may have one of the following benefits: Rending, Ignores Cover, Soul Blaze, or Poison 2+
6. The Defiler has an addition HP, becomes a Super Heavy Vehicle, and is now 275 points
Lord Of War Fixes
1. Abigail is treated as having all Dedications listed earlier and is now 295 points
So I removed Mutilators entirely because they're awful and there's honestly no way to fix them. I hadn't created entries for Cult units on everything outside the meager attempt for Havocs to get better weapons because I have issues creating new unit entries. It's easier to fix the existing selection.
So let me know what I forgot and what the feedback is.
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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) 2016/10/17 21:38:43
Subject: Chaos Space Marine fixes
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Fixture of Dakka
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That's a ton of content, so I'm going to break my responses up section by section.
Weapon Fixes
1. Rapidfire 2? I actually kind of like combi-bolters as they are. What exactly does this change do?
2. Eh. Fine. I don't mind the current price tag, but this isn't super unreasonable.
3. I like this.
4. Hmm. Probably fine. But why?
5. It really doesn't have to be associated with Nurgle. Making it Nurgle-specific robs every non-Nurgle CSM player of a wargear option.
6. See #5. Also, this feels kitchen-sinky. Tons of special rules applied to it to make it a super duper killy sword. What's wrong with the current version? Would it be reasonable to simply make it cheaper instead of better and have it be an "Eff that guy right there" option?
7. Isn't it canonically unclear whether this is a Tzeentch or Khorne thing? See point #5.
8. The one piece of gear that's actually named after a daemon prince of Tzeentch is the one relic that isn't limited by alignment?
9. Sure.
10. I like this.
Special Equipment, Icon, and Mark Fixes
1 through 4. Sure.
5. Meh. I don't like Icon of Flame, but Icon of Wisdom is very passive. You only benefit from it if someone targets you with a malediction or witchfire.
6 and 7. Probably okay.
8. Even at 10 points, I would probably never take this, and icon of excess on a blob of chaos marines is a staple of my CSM lists. 6+ FNP is nice when it helps, but it's unreliable enough that I'd always prefer to put those points towards something else. The current pricetag for 5+ FNP is arguably too high.
9. Cheaper icons is probably a good idea in general.
10A. Cool.
10B. Pretty meh. Unless the IC breaks off from his unit, he'll never get to benefit from fleet (am I forgetting a fleet unit in our army?). Our HQs' gun options are things like bolters and bolt pistols, so ignores cover on them is pretty unimpressive. I could see this being okay on a combi-melta/combi-plasma, but that's a once per game thing. Giving them sonic blasters is cool, but now they basically don't need the "always ignores cover" rule. I'd kind of like the option to take a doomsiren or blast master instead.
10C. Nurgle wounds anything short of a GMC on 2s and can potentially do so with a number of power weapons. The Nurgle dedication is better at melee than the Khorne dedication, and that feels odd. No immediate problem with this rule, though furious charge and rending seems like a steal at 10 points.
10D. I'm not excited about this one, but it seems fine other than being more expensive than Khorne's option for rules that are arguably less useful. Adamantium Will is passive and only comes up if you're facing a psyker that chooses to target you with a power. Soul Blaze is a lot of rolling for generally very little effect. Inferno Bolts are solid, but you're only getting one or two shots with them.
10E. Cool.
11. A through E. Seems fine. Any thoughts on opening up options for joining daemon units of matching alignment?
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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.
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![[Post New]](/s/i/i.gif) 2016/10/17 22:07:35
Subject: Re:Chaos Space Marine fixes
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Fixture of Dakka
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HQ Fixes 1. Doesn't really fix them. Dark Apostles just aren't very useful outside (perhaps) the new formations from Traitor's Hate. Warpsmiths are okay but not great. Again, you'll mostly see them as part of Traitor's Hate. Both are arguably made better by the fact that you tied unlocking cult troops to any HQ's alignment/dedication rather than to a chaos lord/sorcerer. If anything on these two is going to change, I'd rather see their special rules be adjusted to be more generally useful. 2. These changes aren't bad, but they don't really address Lucius's main issues. He just doesn't bring enough to the table. He's not very killy, he's not very durable, he's not very fast, and he doesn't really serve as a force multiplier. Making him a couple points cheaper and letting a single AP5 shot ignore cover doesn't make me suddenly want to take him. :( 3. Does Kharn really need a boost? I thought he was considered a pretty solid choice already. 4. Why the AP boost on his staff? It's not really broken, but it does break the norm for other similar weapons (force staves). It's also potentially very unpleasant for things like TMCs who already have it rough. Seems like kind of a random buff. As with other HQs, these buffs don't feel like they really address any problems with the unit. Is Ahriman in need of a boost? I thought he was considered pretty okay with his ability to toss out lots of psychic dakka? 5. Eh. Sure. Why not. 6. This isn't broken, but it isn't amazing. What issues do these changes address? What's being fixed? Was Huron a 6+ FNP save away from being just durable enough? Was he one attack short of being just punchy enough? 7. I kind of like these. Troop Fixes *These changes are fine but don't really fix CSM. CSM aren't bad because they're 1 or 2 points too expensive. They're bad for the same reasons tac marines are bad plus they don't have chapter tactics and can't take drop pods. So I don't feel you're really fixing any issues here. My CSM troops are no more fluffy and only barely more points effective after these changes. *Land raiders are largely considered bad these days. Making them a dedicated transport is fine, but the option probably won't see much use and won't be very effective against many modern lists if it is used. I like the option, but I wouldn't expect much out of it. Elites Fixes 1. Eh. Sure. 2. Interesting. This probably makes them the best shooting unit in the army and arguably one of the best in the game. I don't think I like it. Plague Marines are already one of the few units that can sort of kind of work, and I feel that this steps on the toes of Thousand Sons and Noise Marines as well as (to a lesser extent) havocs. 3. I like the first bullet point. Can their guns also be Heavy 3 if desired though? The multiple weapons profile thing is fun and allows for interesting decision making. Why specifically forbid the sargeant from taking a doom siren? Is there anything wrong with him taking one of your two sirens? 4. I like these. 5. I like these too! The multiple benefits are each kind of complicated for something that changes every turn on a unit-by-unit basis, but I can see the fluff and utility behind them. 6. Probably fine. 7. The USR options are an interesting way of making them better. I could see myself taking infiltrating special weapons guys as Alpha Legion operatives. Fast Attack Fixes 1. Hmm. Seems like a horizontal change. Why the change to Furious charge? Is there any chance that upping the unit size will result in an annoying deathstar? 2. Price reduction and inclusion of chainswords is probably fine. I'm not sure this really fixes the units problems, but it's also not game breaking. The whole "up to 3 warp talons" thing is kind of awkward. I feel like the two units should remain separate entities. Plus, having a partially-daemon squad seems odd. These changes seem to mostly just be a price reduction and a banning of full warp talon units. 3. Sure. 4. Doesn't really fix the problems with land raiders, but isn't game breaking. 5. Interesting. I like the idea of a full squad having access to heavy weapons, and it shouldn't be terribly broken as their lack of mobility makes them easy to kill. I like the ability to take one of several benefits. Pretty sure this can be turned into something broken pretty easily (rending heavy bolters maybe?), but I like the general direction you're taking. 6. Making it a super heavy might make it worthwhile. Definitely worth trying out if you're a fan of defilers. Lord of War Fixes I'm not sure all these minor price changes on special characters are really worth making. It's a pretty minor adjustment on a single model in the army. Wounding non-GMCs on a 2+ thanks to poison while having access to his special weapons is very scary, but probably not OP considering his high price tag. Most of the dedications are pretty meh on him. He doesn't care much about the Slaanesh bonuses. The Tzeentch bonuses are nice but fairly minor. The Khorne benefits don't affect him much as he already has Low AP weapons and hits hard. The Nurgle benefits remain far and away the most useful as he's shredding his way through most MCs and infantry with ease while also getting a durability boost. OVERALL Many of these changes are just price reductions that don't really fix the problems faced by the units involved. I doubt I'd stop avoiding any unit I'm already avoiding if I used these changes. Cult Units, Chosen, and Havocs got some cool buffs that I like. The Nurgle dedication is much better than any of the other dedications. Allowing cult troops to be unlocked by different HQs other than the lord or sorcerer makes it easier to field other HQs in friendly games. Most of these changes boil down to, "Eh, that's not OP, but it's also not very helpful." There are several good ideas that I really like and a ton of meh ideas that I'm largely indifferent towards.
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This message was edited 1 time. Last update was at 2016/10/17 22:13:06
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.
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![[Post New]](/s/i/i.gif) 2016/10/17 22:56:26
Subject: Re:Chaos Space Marine fixes
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Decrepit Dakkanaut
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Wyldhunt wrote:HQ Fixes
1. Doesn't really fix them. Dark Apostles just aren't very useful outside (perhaps) the new formations from Traitor's Hate. Warpsmiths are okay but not great. Again, you'll mostly see them as part of Traitor's Hate. Both are arguably made better by the fact that you tied unlocking cult troops to any HQ's alignment/dedication rather than to a chaos lord/sorcerer. If anything on these two is going to change, I'd rather see their special rules be adjusted to be more generally useful.
2. These changes aren't bad, but they don't really address Lucius's main issues. He just doesn't bring enough to the table. He's not very killy, he's not very durable, he's not very fast, and he doesn't really serve as a force multiplier. Making him a couple points cheaper and letting a single AP5 shot ignore cover doesn't make me suddenly want to take him. :(
3. Does Kharn really need a boost? I thought he was considered a pretty solid choice already.
4. Why the AP boost on his staff? It's not really broken, but it does break the norm for other similar weapons (force staves). It's also potentially very unpleasant for things like TMCs who already have it rough. Seems like kind of a random buff. As with other HQs, these buffs don't feel like they really address any problems with the unit. Is Ahriman in need of a boost? I thought he was considered pretty okay with his ability to toss out lots of psychic dakka?
5. Eh. Sure. Why not.
6. This isn't broken, but it isn't amazing. What issues do these changes address? What's being fixed? Was Huron a 6+ FNP save away from being just durable enough? Was he one attack short of being just punchy enough?
7. I kind of like these.
Troop Fixes
*These changes are fine but don't really fix CSM. CSM aren't bad because they're 1 or 2 points too expensive. They're bad for the same reasons tac marines are bad plus they don't have chapter tactics and can't take drop pods. So I don't feel you're really fixing any issues here. My CSM troops are no more fluffy and only barely more points effective after these changes.
*Land raiders are largely considered bad these days. Making them a dedicated transport is fine, but the option probably won't see much use and won't be very effective against many modern lists if it is used. I like the option, but I wouldn't expect much out of it.
Elites Fixes
1. Eh. Sure.
2. Interesting. This probably makes them the best shooting unit in the army and arguably one of the best in the game. I don't think I like it. Plague Marines are already one of the few units that can sort of kind of work, and I feel that this steps on the toes of Thousand Sons and Noise Marines as well as (to a lesser extent) havocs.
3. I like the first bullet point. Can their guns also be Heavy 3 if desired though? The multiple weapons profile thing is fun and allows for interesting decision making. Why specifically forbid the sargeant from taking a doom siren? Is there anything wrong with him taking one of your two sirens?
4. I like these.
5. I like these too! The multiple benefits are each kind of complicated for something that changes every turn on a unit-by-unit basis, but I can see the fluff and utility behind them.
6. Probably fine.
7. The USR options are an interesting way of making them better. I could see myself taking infiltrating special weapons guys as Alpha Legion operatives.
Fast Attack Fixes
1. Hmm. Seems like a horizontal change. Why the change to Furious charge? Is there any chance that upping the unit size will result in an annoying deathstar?
2. Price reduction and inclusion of chainswords is probably fine. I'm not sure this really fixes the units problems, but it's also not game breaking. The whole "up to 3 warp talons" thing is kind of awkward. I feel like the two units should remain separate entities. Plus, having a partially-daemon squad seems odd. These changes seem to mostly just be a price reduction and a banning of full warp talon units.
3. Sure.
4. Doesn't really fix the problems with land raiders, but isn't game breaking.
5. Interesting. I like the idea of a full squad having access to heavy weapons, and it shouldn't be terribly broken as their lack of mobility makes them easy to kill. I like the ability to take one of several benefits. Pretty sure this can be turned into something broken pretty easily (rending heavy bolters maybe?), but I like the general direction you're taking.
6. Making it a super heavy might make it worthwhile. Definitely worth trying out if you're a fan of defilers.
Lord of War Fixes
I'm not sure all these minor price changes on special characters are really worth making. It's a pretty minor adjustment on a single model in the army. Wounding non-GMCs on a 2+ thanks to poison while having access to his special weapons is very scary, but probably not OP considering his high price tag. Most of the dedications are pretty meh on him. He doesn't care much about the Slaanesh bonuses. The Tzeentch bonuses are nice but fairly minor. The Khorne benefits don't affect him much as he already has Low AP weapons and hits hard. The Nurgle benefits remain far and away the most useful as he's shredding his way through most MCs and infantry with ease while also getting a durability boost.
OVERALL
Many of these changes are just price reductions that don't really fix the problems faced by the units involved. I doubt I'd stop avoiding any unit I'm already avoiding if I used these changes. Cult Units, Chosen, and Havocs got some cool buffs that I like. The Nurgle dedication is much better than any of the other dedications. Allowing cult troops to be unlocked by different HQs other than the lord or sorcerer makes it easier to field other HQs in friendly games.
Most of these changes boil down to, "Eh, that's not OP, but it's also not very helpful." There are several good ideas that I really like and a ton of meh ideas that I'm largely indifferent towards.
Regarding HQ Fixes:
1. Giving them access to more wargear (including mounts and packs and bikes) considerably boosts their utility without having to slingshot them with faster units, on top of making them more durable. Understandable criticism though.
2. Lucius has dedication to Slaanesh, which gives him fleet as well. So he is cut by 10 points, gained another attack (kinda), and is mildly faster. I thought that was okay, as Lucius really doesn't know what he's supposed to be doing either.
3. Kharn is 165 points for a unit that dies far too easily and still has bad matchups on top of that with swarmy units. ID on a 6 is not exactly a broken adjustment for an Axe that's supposed to be kickass, along with the fact he should be faring against Monstrous Creatures far better than he does right now. So I don't think he's a solid choice either way, but this makes him less...bad?
4. Everything Rubric is AP3. When I first saw his profile I thought it was bonkers his pistol has AP3, but his staff didn't. The Tyranid Monstrous Creatures you are concerned about has LOTS of other issues anyway. This is the same as the "Grav is broken because it kills Terminators fast" argument. Terminators aren't good to begin with, right?
6. Huron is kinda cobbled together. It would make sense for a Frankenstein Space Marine to have some sorta FNP. I also don't like that he's lacking in attacks. Even looking at his fluff, his statline is SUPER bad compared to the previous incarnation. It helps it match that a little bit at least.
Regarding Troop Fixes
Chaos Space Marines are now 2 points cheaper and have CCW's standard in their profile. So you're trading ATSKNF and Chapter Tactics for more attacks, slightly less morale ( ATSKNF isn't THAT big a benefit), and the points do add up. You kinda turn them into poor man's 5th Edition Grey Hunters, and being able to take a Land Raider helps when I cut the points by 30.
Regarding Elite Fixes
2. How would you feel about Poison 3+? Nobody considers Sternguard broken, so I figured an entire unit of them that had no other ammo options but were significantly tougher made them mildly unique.
3. Noise Marines aren't going to be standing still because their profile doesn't want it. Hell, the fact there's two profiles for the Blastmaster seems odd to me. I'm not adverse to the suggestion though and will actually add it!
7. That's the primary issue with Chosen. How does one differentiate them from Cult Marines while making them feel like Veterens? I feel like it is partially cheating because you can tailor, but at the same time they're still starting as 21 point MEQs. No real harm done.
Regarding Fast Attack Fixes
1. Furious Charge feels more correct for mindless Spawn than Rage, and that change was created when I realized there was redundancy with the original MoK and I never revisited it. Also it wouldn't be anymore annoying than Black Knights or TWC. So either Rage or Furious Charge: it doesn't matter. Your call.
2. I don't feel Warp Talons should be their own unit. When cobbled together as a whole they don't function even when you get accurate Deep Strike, so I figured gaining the benefit of the Blind will never go off and we might as well help Raptors a bit by making them mildly more effective.
Regarding Heavy Support Fixes
1. Land Raiders don't deliver cargo fast enough and don't carry enough firepower, which is their issues. I figured a massive price cut would be okay for now until there was a way to revisit them at a later point.
2. Sisters can get Rending Heavy Bolters. It isn't bad even if you get it every turn (and my new profile for them is Heavy 4 basically). It was kinda my way to represent Khorne Havocs in some manner. My original iteration of getting fixes into the codex was making MoK confer Preferred Enemy: Everything too, as Khorne is martial prowess NOT MELEE EVERYTHING. However that's the stereotype and I guess it'll stick.
Regarding Abigail:
He basically gets an Ignores Cover AP3 Combi Bolter, which is Rapid Fire 2 in this fix. With him supposedly being blessed by every god and being their Chosen one, he barely fights harder than Typhus. I made sure to fix that for good. Yeah Typhus would have Poison 2+ on his Scythe, but Abigail will do everything better.
As you can see, there's just so much in the codex that needs to be reworked and it is a massive undertaking. I felt overwhelmed just thinking about 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) 2016/10/17 23:09:30
Subject: Chaos Space Marine fixes
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Longtime Dakkanaut
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I'm going to answer them in order:
1: Why?
2: You take combi-weapons on loyalists for the same points cost too. I believe plasma pistols should be reduced in cost either way, though across armies than just being a Chaos thing. One thing I like the idea of is "Pariah Plasma" or CSM having access to Pariah Wargear in general ala Blackshields in Horus Heresy 6.
3: This is more a "core rules" fix than a Chaos Marine fix.
4: Sure.
5. Why?
6. Why?
7: That's extra-heretical! The Burning Brand was first wielded by Kharn, after all. If anything, he should have the option to take it himself!
8: Including Mark of Khorne? That's extra-heretical!
9: Just rework the Dimensional Key so that when a unit from Chaos Space Marines arrives from Deep Strike Reserves, the bearer of the Dimensional Key may kill a model from his unit to allow you to reroll the DS Scatter. Plop a Dark Apostle in a unit of Cultists or something like that, and have him engage in some religious sacrifices.
10: I'm ok with that, or shred, provided it's available to all chainswords by default. I don't like "special rules" that don't apply to other characters.
Special Equipment:
1, 2, and 3: Sure, I guess. You save 10, 20 points tops.
3: Workable. You can take it with Mark of Tzeentch and get a Sigil for the same price.
4: OK.
5-9: Other than the Icon of Despair, I wouldn't pay 10 points for any of these pieces of gak. Considering the best Psyker powers are blessings/conjurations...no. Icon of Flame should give all Bolt weapons in the unit an analogue to Ad-Mech Phosphor: Lower enemy cover saves, and units reroll charges.
10: You can take Blight Grenades for 5 points. Poison 2+ on all weapons would be silly on certain combos ("Oh sure, I'm going to make the Burning Brand S10"  . Other than the Khorne one (the Rending won't matter so much as chances are you're doing Axe of Blind Fury or some other item), these are awful.
11: Thematically cute.
1: Give them Mounts also.
2: What?
3: Why?
4: What Ahriman needs is an in-built Spell Familiar.
5: He needs a better Warlord Trait.
6: I'm not paying an extra 10 points for FNP 6+. The reason I'm taking Huron is because I want auto-Infiltrate.
7: Convoluted.
Troops: Eh, I'd do either the point break or the extra CCW.
Elites:
1: So you're making them cheaper than Possessed? Even with the wounds differential, that's weird. I agree with fixing the Champion paying the same Points, because that is weird otherwise. This rule would make a Terminator w/ Combiweapon only one point more expensive than a Sternguard w/ Combi-Weapon, while being able to go in a team of 3, and not needing a Drop Pod.
2: So you're basically making these guys "Sternguard +1?"
3: Why remove the Champion's Doom Siren?
4: Eviscerators can be cute. Another option could be just replacing Furious Charge with Rampage. Make them a "bully" unit that's more dangerous once the enemy starts shooting at them.
5: One potentially horrifying option could be to make Inferno Bolts have Force, and let them shoot twice on turns they don't move.
6: Meh. They're Wulfen without weapon options. Doesn't fix them.
7: Why "before deployment" rather than "at army creation?" That's incredibly good for a 3-point increase. If you combo these dudes with Huron, you're basically able to run a Chaos version of the Firebase Support Cadre.
Fast Attack:
1: This seems really good for its cost. The difference between S5 and S6 is pretty dramatic, for the cost of one meagre attack. What will make it crazier is seeing armies running lots of one-man units of these guys for extreme MSU saturation.
2: They get Chainswords standard...huh?
3: Just make the Heldrake 145 or so points, and remove Torrent from the Baleflamer. He's fine otherwise.
Heavy Supports:
1: Eh.
2-3: Sure, I guess.
4: Still wouldn't take it.
5: What about MSU Rhino Havocs? You're killing options.
6: No.
LoW:
1: Why make Abaddon more expensive?
>Removing Mutilators:
No. If you're worried about them not hitting hard enough, Rampage is an option.
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This message was edited 2 times. Last update was at 2016/10/17 23:14:28
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![[Post New]](/s/i/i.gif) 2016/10/17 23:21:50
Subject: Chaos Space Marine fixes
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Decrepit Dakkanaut
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Wyldhunt wrote:That's a ton of content, so I'm going to break my responses up section by section.
Weapon Fixes
1. Rapidfire 2? I actually kind of like combi-bolters as they are. What exactly does this change do?
2. Eh. Fine. I don't mind the current price tag, but this isn't super unreasonable.
3. I like this.
4. Hmm. Probably fine. But why?
5. It really doesn't have to be associated with Nurgle. Making it Nurgle-specific robs every non-Nurgle CSM player of a wargear option.
6. See #5. Also, this feels kitchen-sinky. Tons of special rules applied to it to make it a super duper killy sword. What's wrong with the current version? Would it be reasonable to simply make it cheaper instead of better and have it be an "Eff that guy right there" option?
7. Isn't it canonically unclear whether this is a Tzeentch or Khorne thing? See point #5.
8. The one piece of gear that's actually named after a daemon prince of Tzeentch is the one relic that isn't limited by alignment?
9. Sure.
10. I like this.
Special Equipment, Icon, and Mark Fixes
1 through 4. Sure.
5. Meh. I don't like Icon of Flame, but Icon of Wisdom is very passive. You only benefit from it if someone targets you with a malediction or witchfire.
6 and 7. Probably okay.
8. Even at 10 points, I would probably never take this, and icon of excess on a blob of chaos marines is a staple of my CSM lists. 6+ FNP is nice when it helps, but it's unreliable enough that I'd always prefer to put those points towards something else. The current pricetag for 5+ FNP is arguably too high.
9. Cheaper icons is probably a good idea in general.
10A. Cool.
10B. Pretty meh. Unless the IC breaks off from his unit, he'll never get to benefit from fleet (am I forgetting a fleet unit in our army?). Our HQs' gun options are things like bolters and bolt pistols, so ignores cover on them is pretty unimpressive. I could see this being okay on a combi-melta/combi-plasma, but that's a once per game thing. Giving them sonic blasters is cool, but now they basically don't need the "always ignores cover" rule. I'd kind of like the option to take a doomsiren or blast master instead.
10C. Nurgle wounds anything short of a GMC on 2s and can potentially do so with a number of power weapons. The Nurgle dedication is better at melee than the Khorne dedication, and that feels odd. No immediate problem with this rule, though furious charge and rending seems like a steal at 10 points.
10D. I'm not excited about this one, but it seems fine other than being more expensive than Khorne's option for rules that are arguably less useful. Adamantium Will is passive and only comes up if you're facing a psyker that chooses to target you with a power. Soul Blaze is a lot of rolling for generally very little effect. Inferno Bolts are solid, but you're only getting one or two shots with them.
10E. Cool.
11. A through E. Seems fine. Any thoughts on opening up options for joining daemon units of matching alignment?
Regarding Weapon Fixes
1. My iteration for Storm Bolters in my Space Marine fix made them S5 Assault 2, plus Combi-Bolters are literally two separate Bolters strapped together. It felt correct and makes them not as crap to take.
4. The only difference between Reaper Autocannons and regular ones is the fact they're TL and have shorter range, AND are stupid expensive to boot. Outside of just lowering the cost, I wanted them to be more unique as they can't be spammed anyway. Make them count at least...
5. The AoBF isn't allowed to anyone else outside Khornate Marines, and it IS a poisoned Mace that makes dudes explode. If that doesn't sound very Nurgley I don't know what does.
6. Nobody is going to take it so long as it only works against ONE character in an army, as anyone worth killing is too durable or you ended up paying 20 extra points for a Sword to kill a Skitarii sergeant slightly quicker. This makes it more... TAC while giving Slaaneshi Lords something for themselves.
7. It is an AP3 Flamer with Soul Blaze. That SCREAMED Tzeentch to me based off the fact that's what GW makes us think of with Tzeentch anything.
8. Nobody is taking it anyway because it is random, and chances are nobody will take it in this iteration. If appropriate, I can switch the requirement with the Brand so that this stays Tzeentch exclusive, but I wanted to make sure EVERY God had their weapon so...
Regarding the other various fixes
5. A buff to psyker denying is very Khornate or Tzeentchy. Figured a small buff to Marines against Psyker armies wasn't a bad thing. Nobody will take either in their current form, but the new one is definitely more attractive.
8. I honestly have no clue what else to do with the Icon Of Excess. I thought about it giving +1LD as well, but how does one make it unique without trying to step on Nurgle's toes?
10B. Noise Marines would have Fleet, and the always ignoring Cover is essential for anything outside the Sonic Blaster, like if you wanted to buy a Combi-Bolter instead of a Plasma Pistol. The redundancy was necessary for that.
10C-D. I can switch the price tags so that Dedication To Khorne is 15 and Tzeentch is 10.
11. I honestly forgot about that. This codex is a mess within and I was trying to fix that first.
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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) 2016/10/17 23:30:47
Subject: Chaos Space Marine fixes
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Fixture of Dakka
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HQs
2. I suppose I feel that, rather than just making him cheaper and leaving him bad, I'd rather see him improved and given a clear role. Note that Fleet doesn't actually help him much because he doesn't have a fleet unit to hang out with. Having him break off just to reroll charge distance will only rarely be worth losing his ablative wound buddies.
3. Fair points. I don't think the insta-gibbing on 6s thing is especially problematic. These changes are probably fine.
4. Inferno bolts are Ap3 because magic bullets. Force staves carried by aspiring sorcerers are still Ap 4, and that's the closest analog to Ahriman's staff. AP3 probably isn't broken, but the change doesn't feel necessary either. I kind of like when characters have weapons that don't ignore the majority of saves. It adds variety to the games and reinforces that those characters aren't necessarily melee monsters.
6. As with Lucius, I'd rather see Huron be redesigned in a way that makes him good/gives him a role rather than pushing fiddly bits around.
Troops
* Eh. I'm still not sold. I personally dislike the way loyalist marines consistently get cheaper. They're meant to be super-powered gary stus that threaten entire enemy units with a couple guys. Admitting that they stink and thus need to be cheaper just doesn't sit well with me. But it's hard to argue with lowering the cost on a unit that's not worth its points. I'd probably prefer to see something more complicated like Warband Tactics that make them more worthwhile and possibly more expensive.
Elites
2. I like it better than 2+ poison. How would you feel about 4+ poison? It would make them decent monster and bike hunters and acknowledge that nurgle bullets are far from hygienic, but it's more of a nod than a massive boost for them. Note that even poison 4+ makes them significantly better against both low toughness models (rerolls to wound) and high toughness models (poison).
3. I totally agree that noise marines will generally be moving forward to utilize their statline and mark of slaanesh. There is something fun about getting out of a fight and then turning to unload a crippling amount of dakka into something though. Also, noise marines are surprisingly effective against cover-crazy armies like ravenwing. Having a sit-and-shoto troop in an army that's obsessed with getting into melee is kind of a refreshing change of pace.
7. Yeah. No. I like this. It may need to be tweaked after testing, but I think this is a good direction to go in.
Fast Attack
1. Furious Charge and Rage are both just different ways of representing a guy getting extra worked up in melee. It's get angry and hit harder versus get angry and hit more. Both are fine. I'm not sure this dramatically impacts the unit's performance one way or the other. Furious charge makes them slightly better at smacking rear armor I guess.
2. Eh. This is another case where I feel we''d be better off redesigning warp talons entirely and making them work rather than pushing fiddly bits around.
Heavy Support
1. Sure. Again, price reduction is less good than simply making the unit function the way it's meant to, but it's hard to complain about a tame placeholder. Idea of the moment: Give land raiders tons of hull points (8?) and make them immune to explodes results. They're still perfectly killable if you have haywire, lots of melta, high-strength MCs, etc, but you'll have to pump a decent amount of firepower into them to bring them down. Alternatively, maybe make them a small-scale super heavy? Something like 6HP and super heavy with no other changes? It lets you do interesting stuff with embarking multiple units on them, it prevents them from being on-shotted, and it prevents them from being immobilized.
2. Fair enough. I think your havoc suggestion certainly warrants trying out. I like the "pick one of these special rules" mechanics in general for chaos marines. It lets you customize your force and reflect the diversity of chaos. Rending could represent the blood lust and fury of Khorne, but it could also be the mild influence of precognition or fate of Tzeentch or the dedication to perfect aiming of Slaanesh.
Abaddon
* Fair enough. He could lose access to the khorne, slaanesh, and tzeentch benefits and hardly notice because the nurgle benefits are so much more useful to him, but I think he comes across well overall.
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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.
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![[Post New]](/s/i/i.gif) 2016/10/18 02:48:41
Subject: Chaos Space Marine fixes
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Decrepit Dakkanaut
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Wyldhunt wrote:HQs
2. I suppose I feel that, rather than just making him cheaper and leaving him bad, I'd rather see him improved and given a clear role. Note that Fleet doesn't actually help him much because he doesn't have a fleet unit to hang out with. Having him break off just to reroll charge distance will only rarely be worth losing his ablative wound buddies.
3. Fair points. I don't think the insta-gibbing on 6s thing is especially problematic. These changes are probably fine.
4. Inferno bolts are Ap3 because magic bullets. Force staves carried by aspiring sorcerers are still Ap 4, and that's the closest analog to Ahriman's staff. AP3 probably isn't broken, but the change doesn't feel necessary either. I kind of like when characters have weapons that don't ignore the majority of saves. It adds variety to the games and reinforces that those characters aren't necessarily melee monsters.
6. As with Lucius, I'd rather see Huron be redesigned in a way that makes him good/gives him a role rather than pushing fiddly bits around.
Troops
* Eh. I'm still not sold. I personally dislike the way loyalist marines consistently get cheaper. They're meant to be super-powered gary stus that threaten entire enemy units with a couple guys. Admitting that they stink and thus need to be cheaper just doesn't sit well with me. But it's hard to argue with lowering the cost on a unit that's not worth its points. I'd probably prefer to see something more complicated like Warband Tactics that make them more worthwhile and possibly more expensive.
Elites
2. I like it better than 2+ poison. How would you feel about 4+ poison? It would make them decent monster and bike hunters and acknowledge that nurgle bullets are far from hygienic, but it's more of a nod than a massive boost for them. Note that even poison 4+ makes them significantly better against both low toughness models (rerolls to wound) and high toughness models (poison).
3. I totally agree that noise marines will generally be moving forward to utilize their statline and mark of slaanesh. There is something fun about getting out of a fight and then turning to unload a crippling amount of dakka into something though. Also, noise marines are surprisingly effective against cover-crazy armies like ravenwing. Having a sit-and-shoto troop in an army that's obsessed with getting into melee is kind of a refreshing change of pace.
7. Yeah. No. I like this. It may need to be tweaked after testing, but I think this is a good direction to go in.
Fast Attack
1. Furious Charge and Rage are both just different ways of representing a guy getting extra worked up in melee. It's get angry and hit harder versus get angry and hit more. Both are fine. I'm not sure this dramatically impacts the unit's performance one way or the other. Furious charge makes them slightly better at smacking rear armor I guess.
2. Eh. This is another case where I feel we''d be better off redesigning warp talons entirely and making them work rather than pushing fiddly bits around.
Heavy Support
1. Sure. Again, price reduction is less good than simply making the unit function the way it's meant to, but it's hard to complain about a tame placeholder. Idea of the moment: Give land raiders tons of hull points (8?) and make them immune to explodes results. They're still perfectly killable if you have haywire, lots of melta, high-strength MCs, etc, but you'll have to pump a decent amount of firepower into them to bring them down. Alternatively, maybe make them a small-scale super heavy? Something like 6HP and super heavy with no other changes? It lets you do interesting stuff with embarking multiple units on them, it prevents them from being on-shotted, and it prevents them from being immobilized.
2. Fair enough. I think your havoc suggestion certainly warrants trying out. I like the "pick one of these special rules" mechanics in general for chaos marines. It lets you customize your force and reflect the diversity of chaos. Rending could represent the blood lust and fury of Khorne, but it could also be the mild influence of precognition or fate of Tzeentch or the dedication to perfect aiming of Slaanesh.
Abaddon
* Fair enough. He could lose access to the khorne, slaanesh, and tzeentch benefits and hardly notice because the nurgle benefits are so much more useful to him, but I think he comes across well overall.
2. Lucius doesn't have a role though. He didn't have much of one in the previous codex and he didn't have one in this codex either outside being a souped-up Noise Marine. I at least tried to fix him somewhat by a price break and MOAR RULEZ.
4. If that's how everyone feels, he can get a Spell Familiar and stay the same price?
6. Huron is an all-rounder for his cost. Based off the fact he's the cheapest means to get Infiltrate and that's all he's used for, a slight buff AND price increase makes him more taxing but less taxing. If that makes any sense.
Yeah Loyalist Marines got cheaper by 1 point and got more special rules. However, the general advantage here for the Vanilla CSM is that they would be cheaper, harder in assault, and get more special weapons rather than being confined to 1 special and 1 heavy. Of course in my fixes in the Loyalist Scum codex I fixed that issue, and therefore I thought a price decrease WITH the additional CCW they originally lost was the best way to go.
2. I'd rather stick with 3+ Poison on all attacks. This will then carry on to HQ's with dedication to Nurgle for less zaniness.
2. How would one rework Warp Talons? They're literally only better than Raptors against MEQ in the open. So that just leaves their one ability that gets no use. Ergo, I'd rather they just become an upgrade to an existing squad. However, if there's anything you can think of to fix them outside just a price cut, I'm open to ideas.
1. Maybe add an additional HP? Anything else like Super Heavy is very much overkill.
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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) 2016/10/18 03:36:45
Subject: Chaos Space Marine fixes
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Decrepit Dakkanaut
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MagicJuggler wrote:I'm going to answer them in order:
1: Why?
2: You take combi-weapons on loyalists for the same points cost too. I believe plasma pistols should be reduced in cost either way, though across armies than just being a Chaos thing. One thing I like the idea of is "Pariah Plasma" or CSM having access to Pariah Wargear in general ala Blackshields in Horus Heresy 6.
3: This is more a "core rules" fix than a Chaos Marine fix.
4: Sure.
5. Why?
6. Why?
7: That's extra-heretical! The Burning Brand was first wielded by Kharn, after all. If anything, he should have the option to take it himself!
8: Including Mark of Khorne? That's extra-heretical!
9: Just rework the Dimensional Key so that when a unit from Chaos Space Marines arrives from Deep Strike Reserves, the bearer of the Dimensional Key may kill a model from his unit to allow you to reroll the DS Scatter. Plop a Dark Apostle in a unit of Cultists or something like that, and have him engage in some religious sacrifices.
10: I'm ok with that, or shred, provided it's available to all chainswords by default. I don't like "special rules" that don't apply to other characters.
Special Equipment:
1, 2, and 3: Sure, I guess. You save 10, 20 points tops.
3: Workable. You can take it with Mark of Tzeentch and get a Sigil for the same price.
4: OK.
5-9: Other than the Icon of Despair, I wouldn't pay 10 points for any of these pieces of gak. Considering the best Psyker powers are blessings/conjurations...no. Icon of Flame should give all Bolt weapons in the unit an analogue to Ad-Mech Phosphor: Lower enemy cover saves, and units reroll charges.
10: You can take Blight Grenades for 5 points. Poison 2+ on all weapons would be silly on certain combos ("Oh sure, I'm going to make the Burning Brand S10"  . Other than the Khorne one (the Rending won't matter so much as chances are you're doing Axe of Blind Fury or some other item), these are awful.
11: Thematically cute.
1: Give them Mounts also.
2: What?
3: Why?
4: What Ahriman needs is an in-built Spell Familiar.
5: He needs a better Warlord Trait.
6: I'm not paying an extra 10 points for FNP 6+. The reason I'm taking Huron is because I want auto-Infiltrate.
7: Convoluted.
Troops: Eh, I'd do either the point break or the extra CCW.
Elites:
1: So you're making them cheaper than Possessed? Even with the wounds differential, that's weird. I agree with fixing the Champion paying the same Points, because that is weird otherwise. This rule would make a Terminator w/ Combiweapon only one point more expensive than a Sternguard w/ Combi-Weapon, while being able to go in a team of 3, and not needing a Drop Pod.
2: So you're basically making these guys "Sternguard +1?"
3: Why remove the Champion's Doom Siren?
4: Eviscerators can be cute. Another option could be just replacing Furious Charge with Rampage. Make them a "bully" unit that's more dangerous once the enemy starts shooting at them.
5: One potentially horrifying option could be to make Inferno Bolts have Force, and let them shoot twice on turns they don't move.
6: Meh. They're Wulfen without weapon options. Doesn't fix them.
7: Why "before deployment" rather than "at army creation?" That's incredibly good for a 3-point increase. If you combo these dudes with Huron, you're basically able to run a Chaos version of the Firebase Support Cadre.
Fast Attack:
1: This seems really good for its cost. The difference between S5 and S6 is pretty dramatic, for the cost of one meagre attack. What will make it crazier is seeing armies running lots of one-man units of these guys for extreme MSU saturation.
2: They get Chainswords standard...huh?
3: Just make the Heldrake 145 or so points, and remove Torrent from the Baleflamer. He's fine otherwise.
Heavy Supports:
1: Eh.
2-3: Sure, I guess.
4: Still wouldn't take it.
5: What about MSU Rhino Havocs? You're killing options.
6: No.
LoW:
1: Why make Abaddon more expensive?
>Removing Mutilators:
No. If you're worried about them not hitting hard enough, Rampage is an option.
1. It is because Combi-Bolters are literally just two Bolters stuck together.
2. Obviously this would go to Loyalist Scum options as well; in my previous SM Codex fix you'll see that theme along with the Heavy Bolter fix being the same.
5. I explained this to another poster. Everything the Black Mace does is Nurgle in nature.
6. Nobody takes the Murder Sword in its current incarnation, and nobody would take it if it were even just 5 points more than a regular Power Sword. Therefore I made it more generalist.
7-8. This was discussed with another poster and I am willing to switch the requirements around.
9. I'd rather it be a generalist Homing Beacon than killing my own guys to make it activate.
10. No reason to do more than that, and yes it is for ALL Chainswords. It makes Raptors mildly better too offensively compared to Bikers.
HQ fixes
1. Aren't the Steeds listed in Special Issue Wargear? If not I can rephrase it to mean as such.
2. It makes Lucius slightly killier.
3. It makes Kharn functionally better against Monstrous Creatures and HQ's.
4. Already discussed with another poster. His price will remain the same but in turn gain the Spell Familiar.
5. I'm trying to fix the internal balance first and then eventually touching Warlord Traits. In the meantime IWND is something Typhus should have.
6. You're paying the 10 extra points for FNP 6+ and functionally an extra attack. The extra points are for him having the best Warlord Trait stock and that's all he's been taken for.
7. Convoluted but it helps creating a "Priest" equivalent of sorts. It was easier for me than creating a new unit entry.
Troop Fixes
You get both. Why not celebrate at that? It isn't broken or anything.
Elite Fixes
1. Sternguard get multiple ammo types, Chapter Tactics, AND a Drop Pod. Don't forget the universal principle that Sternguard get Combi-Weapons for 5 points as well on top of being able to buy Special Weapons. That's more than fair.
2. Discussed with another poster and it can become Poison 3+ instead. However, Plague Marines DID need the offensive bite.
3. It was weird for a Sergeant equivalent to buy a special weapon in the squad.
4. Berserker Marines with Rampage might be an interesting idea. I'll play around with it, but I'm glad you agree with Eviscerators as an option.
5. Force Range Weapons are pretty cool thematically. However, this makes them stupid good against Tyranids and Daemons in general.
6. Wulfen need fixing for being too good. A slight buff for getting another wound is pretty darn good.
7. You'd take Infiltrate every time for the most part if at Army Creation.
Fast Attack fixes
1. Discussed with another poster, and I am willing to switch back to Rage.
2. Remember the Chainsword buff earlier? Makes sense now.
3. Remove Torrent? Now nobody uses the Heldrake period.
Heavy Support fixes
4. Makes them better dedicated transports at least.
5. You mean the thing nobody did? Yeah, nobody cares about that.
6. If you don't like the suggestion, feel free to give some ideas for how else to fix the Defiler.
LoW fixes
It is because Abigail would get several bonuses? Automatically Appended Next Post: Also Mutilators are something that shouldn't exist and there's basically nothing that can be done to fix them. Rampage does nothing.
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This message was edited 1 time. Last update was at 2016/10/18 03:37:31
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) 2016/10/18 05:39:54
Subject: Chaos Space Marine fixes
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Cackling Chaos Conscript
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Make Mutilators less slow (allow them to run and sweep), with WS 5, and add some DS scatter mitigation into the codex.
Also they can really be upgrade for Terminators, like necrons have heavy destroyers as separate units and as upgrades for normal destroyers.
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![[Post New]](/s/i/i.gif) 2016/10/18 13:01:40
Subject: Chaos Space Marine fixes
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Longtime Dakkanaut
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Wargear:
1. Sorry, I mistook the Combi-Bolter for the Combi-Weapon. I'd still consider it worth 3 instead of 5, because it's not an Assault Weapon, and the only Relentless option for an HQ that doesn't already come with a Combi-Bolter is...a Disc of Tzeentch. And when was that last taken anyway?
9. Chaos is fickle. And honestly, I'd gladly pay to kill off my own cultists, ala Sacrifice.
10. No reason to do more than that, and yes it is for ALL Chainswords. It makes Raptors mildly better too offensively compared to Bikers.
Regarding Pariah Wargear, since Chaos doesn't get Grav/Assault Cannons/lots of modern tech, I like the idea of them being able to take the Pariah Wargear options, which were "Free" replacements for a squad that had to be taken. The most notable one was the Pariah Bolter.
>Pariah Bolter: Range 16, Assault 2, charges made after firing a Pariah Bolter are disordered.
The Pariah Flamer made Flamers S3 AP 5, with the option to fire at S4 AP 5 Torrent Gets Hot.
And nobody takes Pariah Power Armor
The big idea though that I tend to advocate for, is allowing Chaos to have access to Pariah Plasma. Back in 2nd edition, Plasma weapons only fired "every other turn." Chaos Plasma could fire every turn, but had Gets Hot! Literally, it was a special rule for Chaos. The fluff was that while the Admech eventually put additional emergency shutdowns and fire limiters in their plasma weapons to make them safer, the Traitor Legions took the Reaver option with their Plasma weapons and removed any such options.
Pariah Plasma: When creating your army, you may declare whether your army is using Pariah Plasma. All Plasma Pistols, Plasma Guns, and Plasma Cannons in this army gain the "Gets Really Hot" special rule. A weapoon with "Gets Really Hot" may always fire one additional shot than its profile indicates; for example, a Plasma Gun fires 2 shots at 24" and 3 shots at 12", while a Helbrute under Fire Frenzy would fire a Plasma Cannon four times (two shots, twice). However, every 1 rolled for Gets Hot counts as rolling two 1s. This means that the model would have to make two armor saving throws, or roll twice to see if it loses a Hull Point.
HQ fixes
1. Steeds are in Chaos Rewards, weirdly enough. Honestly, if they were put in Special Issue Wargear, the whole "Chaos Lord and Sorcerer only" segment would not have been needed; it's not like GW was suddenly going to future-proof in a new HQ type.
3. Fair enough. I do like the idea of him having a "Counter Charge" option similar to Space Wolves/Beasts of Nurgle. He'd make a cute denial piece.
7. Why not update the Dark Apostle accordingly?
Troop Fixes
Sure, it works.
Elite Fixes
1. Sternguard pay 10 points for combi-weapons. Besides, Pod alphastrikes are more annoying due to stuff like Grav-Cannon devs nowadays.
3. It's been an option since the Pete Haines codex; granted, then it was just a flamer that also did some weird initiative tricks. It also means you can hide the Doom Siren with Look Out Sir, which would make since for a template anyway.
4. Berserker Marines with Rampage might be an interesting idea. I'll play around with it, but I'm glad you agree with Eviscerators as an option.
5. Personally, I think Instant Death and Vehicle Destroyed-Explodes should be toned down; Vehicle Destroyed-Explodes should be "an extra d3 hull points" or so similar to how Superheavies take extra damage, while Instant Death should just do an extra d3 wounds to a Monstrous Creature. It would also make the Daemon Prince less of a suicide option. Besides multi-wound models, you're also now shutting down Feel No Pain and weakening Reanimation Protocols. I'd probably add Rending too, for phasing and stuff.
6. Fair enough. I feel what Possessed also need is non-random mutations, and maybe some "warp shenanigans" to make them more than "yet another melee unit." Too many units trying to do the same thing and all.
7. Unless comboed with Huron or so, but yeah. I remember back in 5th when Stormtroopers had "Special Mission Orders." Of course, the game was way more mechanized, so having a melta-team that you could practically land wherever you wanted without having to sacrifice your scoring troops to do it was very nice.
Fast Attack fixes
1. Raptors need Hit and Run. It used to be their thing, and the only units in Chaos that have the rule nowadays are Cypher and The Masque.
3. Here's the thing: The idea of the Heldrake being an unsubtle auto-death machine that can shoot fire out its ass just rubs me the wrong way. Maybe it's just a fondness for "utility" units that give you more in-game options. For example, I was salty about the Blood Angel codex changing Magna-Grapples from letting you Do The Scorpion to just giving you reroll charge distance versus vehicles. One thing that would be "cute" would be if the Heldrake could attempt to "drag" an enemy vehicle it Vector-Striked towards it. Being able to move enemy units in your movement phase opens up gameplay options, especially if you're trying for an assault army, since one of the classic weaknesses of playing with Land Raiders (besides the proliferation of Haywire/Gauss/D nowadays, that is) is that it's a large model, and it only takes a single Vyper/Piranha/Speeder/etc to delay its movement for a turn. Now, if you comboed this with some other tweaks here and there (as a hypothetical example, tweak the "Detonate" rule for Doombolt so that a vehicle that loses its last HP to Doombolt will Explode rather than Wreck, and let it work on Monstrous Creatures too), and you gain some real potential for dirty play.
Heavy Support fixes
4. Another thought could just be to make the Land Raider "customizable" rather than sticking to a specific pattern. More specifically, allowing the Land Raider to be run without sponsons, or allowing it to take a turret-mounted Baleflamer, Hades Autocannon, or Ectoplasma Cannon.
5. The same way nobody played Dark Eldar? (Protip: My first army was Dark Eldar).
6. A 15-point break on the Daemon Engines would be nice. Allow Daemon Engines to take vehicle equipment from the Armory (I'd gladly give my Maulerfiend a Combi-Flamer for flushing out small units). Give the Defiler's Battle Cannon the option to be fired as a Barrage (this did not exist back in the day). Give the Defiler Power of the Machine Spirit or make its Battlecannon a Primary Weapon/able to fire at a separate target regardless.
LoW fixes: Abaddon costs like a Lord Of War, but doesn't actually do anything for his army besides fight. He's a force multiplier only if you know you're fighting Space Marines. If his version of Black Crusader granted Preferred Enemy (everybody), I could see a legitimate reason to field him, especially if you want to go down the artillery route.
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This message was edited 1 time. Last update was at 2016/10/18 13:04:12
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![[Post New]](/s/i/i.gif) 2016/10/18 15:19:56
Subject: Chaos Space Marine fixes
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Fixture of Dakka
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Oddly enough, I'm not actually a fan of giving Ahriman a spell familiar. There's a fair bit of fluff for him at this point (he's starred in several novels), and if anything, he seems like he should be rabidly anti-familiar after the tutelary incident. Having his own personal Mephistopheles just doesn't fit him. Now mechanically, I'm totally fine with him reroll failed psychic tests. This is a horrible fluff nitpick on my part. ^_^;
I'm still not convinced that it's worth modifying characters if the changes don't address their problems. Anything that's summed up as "A minor points decrease with a minor rule added) honestly might not be worth remembering. I'd almost rather pay 15 points just to be able to reference my book and not cross-reference it with these changes, honestly. I'd love to see fixes for chaos marine characters, but lowering their cost by a not-terribly-significant amount and giving them new rules they don't really need just doesn't seem worth the effort to me. :(
I'm not sure about giving Raptors Hit & Run. I'm not really opposed to it, but it doesn't exactly make my white scars assault marines a competitive choice either. That said, Hi t& Run is always a fun rule to have.
This might threaten to become tangential, but how would everyone feel about chaos marines (and maybe loyalist marines) not having "gets hot" on their plasma weapon but instead having the option to fire an extra shot at the cost of not being able to fire in the following round? So now your 10,000 year old super soldiers aren't just getting unlucky in this one particular fight out of thousands and blowing themselves up. Instead, they're consciously choosing to increase their firepower in the short-term, presumably to make sure a target dies NOW, at the cost of not firing at all in the next turn. So you'd technically get fewer shots overall if you used the rule every turn, but you'd be able to pour out more shots in a single phase.
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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.
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![[Post New]](/s/i/i.gif) 2016/10/18 15:27:07
Subject: Chaos Space Marine fixes
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Longtime Dakkanaut
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Raptors can also run Mark of Nurgle, or Slaanesh with Icon of Excess and also have the Assault from DS formation with its own tricks. If nothing else, it gives them an in-game utility option rather than just making them strictly inferior to Chaos Bikers. The question becomes: Do you want Jink and maybe a relentless TL Bolter (which you then swap out if you want to keep your bonus melee attack), or do you want Deep Strike, H&R, and the option to ignore intervening units when making an assault?
You mean "Bladestorm" for Plasma?
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![[Post New]](/s/i/i.gif) 2016/10/18 15:40:15
Subject: Chaos Space Marine fixes
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Fixture of Dakka
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MagicJuggler wrote:Raptors can also run Mark of Nurgle, or Slaanesh with Icon of Excess and also have the Assault from DS formation with its own tricks. If nothing else, it gives them an in-game utility option rather than just making them strictly inferior to Chaos Bikers. The question becomes: Do you want Jink and maybe a relentless TL Bolter (which you then swap out if you want to keep your bonus melee attack), or do you want Deep Strike, H&R, and the option to ignore intervening units when making an assault?
You mean "Bladestorm" for Plasma?
Fair point. Ignoring the formation (it's a good formation, but not everyone will run it), I'm not sure that giving them HIt & Run will fix the issue of power armor models being rather squishy for their points, but it does help address some of the codex's internal balance issues regarding raptors.
And yes. I mean old school "bladestorm" for plasma.
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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.
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![[Post New]](/s/i/i.gif) 2016/10/18 16:48:28
Subject: Chaos Space Marine fixes
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Longtime Dakkanaut
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That could be interesting.
Now, the Daemon Prince is overcosted compared to many Monstrous Creatures. He's paying for melee statlines which usually don't matter, while being incredibly squishy and not actually killing that much ever since Vector Strikes were nerfed against ground targets.
"Costs like a Land Raider, dies like two Venoms."
Personally, I would imagine he should be 130 points base, have Eternal Warrior, and come with the Power Armor included in his cost. Wings should be 70 points instead. Now you have a model that "can" theoretically run alongside the rest of your army as a pseudo-monster, without his only use being as a flying psychic pointsink. Maybe up the cost of "Daemon of Slaanesh" accordingly, because fleet and the extra run distance would combo with his use as a mobile fighting Summon-Bot.
Preferably, once the CSM Disciplines are updated, make it so he doesn't *HAVE* to roll at least one power on that table and he gains a fair bit of utility. He doesn't get the guns of the Flyrant, but he has far more Psychic options at his disposal, including the Traitor's Hate powers.
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This message was edited 1 time. Last update was at 2016/10/18 17:07:05
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![[Post New]](/s/i/i.gif) 2016/10/18 17:37:52
Subject: Chaos Space Marine fixes
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Decrepit Dakkanaut
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Not gonna lie, I forgot about the Daemon Prince entry.
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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) 2016/10/19 14:58:58
Subject: Chaos Space Marine fixes
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Longtime Dakkanaut
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As for the Murder Sword, rather than making it a Daemon Weapon, I would just make it 25 points, and let it be used against a single model rather than a single Character. If this model is killed somehow, then you may nominate a new model at the start of your next turn.
The emphasis on Model versus Character would allow you to use it (especially comboed the Mark of Slaanesh) as a Wraithknight-hunter. You'd strike first, you'd reroll to-hit thanks to Ancient Doom (Edit: For some reason, only Daemons of Slaanesh get Hatred(Eldar)...Mark of Slaanesh should ideally get the same), get your wounds in, and each one would ignore the GMC's FNP and do an automatic D3 wounds.
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This message was edited 1 time. Last update was at 2016/10/20 04:16:12
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![[Post New]](/s/i/i.gif) 2016/10/19 23:45:58
Subject: Chaos Space Marine fixes
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Decrepit Dakkanaut
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I actually like that idea a lot. I'll play around with 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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