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![[Post New]](/s/i/i.gif) 2018/03/01 13:12:38
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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So if you could alter any three existing rules in your primary army, which ones would you change?
The rules are simple:
- No point costs in any way
- No inventing new models or completely rewriting dataslates
- No inventing new weapons
- Adding a new rule or wear gear option to an existing unit is fair game
- Adding an existing dataslate (from index or other codices) to your army is fine, too (from index or other codices)
My primary army is orks, and I would like to change:
1. KFF goes to "All <Clan> units within 6" have a 5++ save. If the unit had 10 or less models at the beginning of the phase, add 1 to its saving throws. If the big mek is embarked on a transport, the transport has a 4++ save." Back to 5th edition KFF (except Poland).
2. Models on warbikes get the "Exhaust Cloud" rule: "When targeting this unit in the shooting phase, enemy models must subtract 1 from their hit rolls." - why did they remove it in first place?
3. Power klaws deal d6 damage instead of d3 - because our primary source of anti-tank actually needs to be able to kill tanks.
For Death Guard:
1. Inexorable Advance applies to INFANTRY, HELLBRUTES and DAEMON ENGINES. It's kind of their theme.
2. Chaos Lord, Sorcerer and Possessed gain +1T and Disgustingly Resilient. Because we need more career choices for plague marines.
3. Lord of Corruption gets grenades and access to combi-weapons. Somehow the biggest and baddest marine in the army forgot his grenades at home and didn't bother to bring as much as a bolt pistol.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2018/03/01 13:31:08
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Dakka Veteran
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Deahstrike Missile Launcher.
From it's current hot useless mess of random Mortal Wounds, I'd just give its weapon regular stats:
Heavy 4D6, S12 AP-3, Damage: 3
Friendly and enemy units within 3" of the target suffers 1 D6 S10 AP-2 Damage 2 hits.
I'd also add new rule.
"T minus....Arrrgh!"
If a Deathstrike Missile Launcher looses it's final wound before launching it's Deathstrike Missile, the vehicles automatically explodes. Do not roll a D6.
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5500 pts
6500 pts
7000 pts
9000 pts
13.000 pts
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![[Post New]](/s/i/i.gif) 2018/03/01 13:55:32
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Lead-Footed Trukkboy Driver
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Orks :
1) All vehicles (except Battlewagon) get the Ramshackle special rule.
2) Flash Gitz are never affected by negative to-hit modifiers
3) Orks get a 6+++ army wide (except VEHICLES) to match fluff
Thousand Sons :
1) Scarabs Occult terminators move 5"
2) All Is Dust works against everything (not just damage 1)
3) Squads of 5 Rubric can take a Soulreaper Cannon
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Deffskullz desert scavengers
Thousand Sons |
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![[Post New]](/s/i/i.gif) 2018/03/01 14:17:20
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Insect-Infested Nurgle Chaos Lord
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Nurgle lords, sorcerers and possessed all get disgustingly resilient, access to nurgle weapons and T5. No reason for them not to other than the GW legal team.
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Games Workshop Delenda Est.
Users on ignore- 53.
If you break apart my or anyone else's posts line by line I will not read them. |
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![[Post New]](/s/i/i.gif) 2018/03/01 14:27:36
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Mighty Vampire Count
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Sisters of Battle
1. Jump Pack Option for Canoness - allows deep strike - we have the models (Celestine's twins) and it gives an interesting option for SOB players
2. Change Imagifier from AOF generator to a +2 Bonus to Deny the Witch for SOB models within 6" - fluffy and actually useful
3. Something to make Exorcists work or AOFs scale better.
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I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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![[Post New]](/s/i/i.gif) 2018/03/01 14:29:15
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Painlord Titan Princeps of Slaanesh
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For GK I'd like to see the following:
Max casting of any psychic ability (except smite) limted to 3,
Any vehicle can have the same heavy weapons as a dreadknight when replacing other heavy weapons,
TDA gains the ability to move and shoot heavy weapons without a to hit penalty.
I'm not trying to make my army OP just competitive.
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![[Post New]](/s/i/i.gif) 2018/03/01 14:30:31
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Waaagh! Ork Warboss
Italy
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Orks:
- Open topped vehicles allow to move, disenbark and charge
- Warbikes add +1 to their save or +2 if they advanced in the previous turn, their dakkaguns (and also big shootas) get AP-1
- Big meks give the re-roll on failed to hit rolls of 1s for friendly units within 6-9''
Space Wolves
- A stratagem that allows to fight twice in the same turn against the same target
- Drop pods can carry a single dread or 5 wulfen
- Fenrisian wolves don't take morale tests if there is at least a model on a thunderwolf within 6''
Drukhari
- Bloodbrides can take all the melee weapons they want
- Coven units are scary: they give +1 on leadership rolls for enemy units within 9''
- Talos strikes with S10 AP-3 DamageD3 in close combat
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![[Post New]](/s/i/i.gif) 2018/03/01 14:31:23
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Lone Wolf Sentinel Pilot
PA Unitied States
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MinscS2 wrote:Deahstrike Missile Launcher.
From it's current hot useless mess of random Mortal Wounds, I'd just give its weapon regular stats:
Heavy 4D6, S12 AP-3, Damage: 3
Friendly and enemy units within 3" of the target suffers 1 D6 S10 AP-2 Damage 2 hits.
I'd also add new rule.
"T minus....Arrrgh!"
If a Deathstrike Missile Launcher looses it's final wound before launching it's Deathstrike Missile, the vehicles automatically explodes. Do not roll a D6.
I like it
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22 yrs in the hobby
:Eldar: 10K+ pts, 2500 pts
1850 pts
Vampire Counts 4000+ |
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![[Post New]](/s/i/i.gif) 2018/03/01 14:33:20
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Longtime Dakkanaut
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Tzeentch Daemons:
Lords of Change and Kairos have the Magnus smite. 1d6 Damage, 2d6 on a 12+
Locus of Tzeentch instead provides a passive bonus to increase casting range of psychic powers by 6" for lesser daemons, 12" for greater daemons.
Flickering Fire added as a cantrip. Generic psychic power unaffected by the matched play rules limiting psychic powers, on a 7+ it deals a mortal wound, on a 12+ it deals d3 mortal wounds.
Custodes:
Allarus Terminators are given +1T or +1 to their INV Save. Either option is fine.
Wardens have a 5+ FNP against all damage, rather than a 6+.
Remove variable weapon damage. Axes become flat 3, etc.
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Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.
I have a problem.
Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.
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![[Post New]](/s/i/i.gif) 2018/03/01 14:34:40
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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I'd like all cc WE units to get Blood for the Blood God, it's make Terminators far more threatening.
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Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
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![[Post New]](/s/i/i.gif) 2018/03/01 14:41:30
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Shadowy Grot Kommittee Memba
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Dark Eldar:
-Mobility options for Haemonculi, Archons, Succubi. I'm thinking Bike/Scourge Wings for an Archon, Bike/Hoverboard for Succubus, and some kind of dark abeyant style contraption for the haemonculus would be awesome. (Haemonculus I think would be more likely to need something that makes him more of a close combat threat, like a Techmarine's servo-harness, since Haemonculi aren't exactly supposed to be fast)
-Adjust the minimum unit sizes of several units to allow them to act as "bodyguards" and fit into transports with our on-foot HQs. I'm thinking specifically of Trueborn, Wracks, Bloodbrides and Incubi, putting them at a min unit size of 4 rather than 5. it really sucks to have the current situation where all our HQs have to either have a completely dedicated transport all to themselves, or they have to be in with a unit of 9 in a Raider where almost all our units unlock extra weapons at a 10-man squad.
-Make Dark Eldar Fast Again! or as a certain politician might put on a pointy kabalite warrior hat, MDEFA! it's a nice touch that GW represented the old fluff that dark eldar are physically stronger/faster than their craftworld kin by giving them an extra inch of movement on their infantry, but their vehicles, which are specifically described as completely stripped-down versions of the Craftworld designs, built with next to no armor to allow for speed, speed, and nothing but speed....are slower. A craftworld eldar main battle tank moves 2" faster than a stripped down dark eldar drag racer piloted by semi-suicidal psychopaths? That ain't right. I'd like to see either 18" movement on Raiders and 20" movement on Venoms, or at the very least an option to "kick into high gear" and give their vehicles something like automatic 10" on an Advance. I feel like among all the factions, Dark Eldar don't make too many demands - we accept that we're not going to be the strongest, or the best at melee, or the best at shooting, but the one thing I think I feel justified in wanting is to be the fastest.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2018/03/01 14:46:45
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Been Around the Block
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Death Guard
Plague Marines get True Grit
Grenades are assault weapons
Someone other than Typhus gets his poxwalker buffs
I like your Inexorable advance going to Deamon Engines too.
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![[Post New]](/s/i/i.gif) 2018/03/01 14:46:47
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Loyal Necron Lychguard
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1. Gauss automatically wounds on a hit roll of 6+.
2. MWBD does not confer a bonus to advance rolls, and is declared at the end of the movement phase so you can use it on deep strikers.
3. Once per battle round, you may declare Emergency Protocols when a unit is completely destroyed. That unit may immediately roll Reanimation Protocols.
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This message was edited 1 time. Last update was at 2018/03/01 14:50:19
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![[Post New]](/s/i/i.gif) 2018/03/01 14:53:33
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Daemonic Dreadnought
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I play Black Legion.
1. Legion traits apply to all models, not just infantry / bikers / helbrutes.
2. Terminators can be taken as troops.
3. Units can disembark at the end of a transport's movement.
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![[Post New]](/s/i/i.gif) 2018/03/01 14:57:23
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Longtime Dakkanaut
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For 7th ed Chaos:
-Chaos Plasma Weapons have Gets Really Hot: Plasma weapons wielded by a Codex: Chaos Space Marines Unit (including Ectoplasma) fire an extra shot beyond what their profile indicates; for example, a Chaos Plasma Rifle would fire two shots at 24" and three shots at 12". However, every roll of 1 would count as two rolls of 1, meaning twice as many saves or twice as many potential HP lost. If you can reroll a 1, you still are treated as having rolled a single 1 after the fact. This is a reference to how in 2nd ed, Gets Hot! was exclusive to Chaos, in exchange for allowing them to fire Plasma every turn instead of every other turn. Fluffwise, the Imperials modified Heresy-era Plasma to have burst limiters and advanced cooldown, while the Traitor Legions didn't (and you could argue that they Reaver-teched their Plasma, overclocking it to an insane level. Gamewise, it gives Chaos better midfield distribution throughout their army.
-You can take 1-3 Goliaths (deployed as separate units) from Codex: Genestealer Cults as a Fast Attack choice. They may take wargear options from the Chaos Space Marines vehicle armory. This gives Chaos a discount "throwaway transport" that can substitute as their Land Speeder/Attack Bike equivalent in a pinch. They still maintain access to the Cache of Demolition Charges upgrade if you're feeling cheeky. Sadly, Destroyer Blades are useless since they cannot Tank Shock.
-The Defiler gains Power of the Machine Spirit, and can fire its Battle Cannon as an Ordnance Barrage weapon. [i]The Defiler has a lot of guns but sadly is overpriced and cannot effectively wield them due to the Battle Cannon being Ordnance. PoTMS fixes this, as it allows the Defiler to shoot one unit and assault another like a budget Knight. Barrage further solidifies its niche, since Chaos lacks any Barrage weapons in their codex, and the Defiler had the option in the Pete Haines codex.
PS: For "no inventing new models," what about old out-of-print models or Forgeworld rules that didn't have corresponding models or demanded heavy conversion (like Looted Wagons)?
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This message was edited 1 time. Last update was at 2018/03/01 15:03:17
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![[Post New]](/s/i/i.gif) 2018/03/01 15:18:13
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Morphing Obliterator
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I'm sure it's already been mentioned, Chapter/Legion tactics army wide, all units.
I might actually field Iron Warriors tanks then.
Maybe.
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"In relating the circumstances which have led to my confinement in this refuge for the demented, I am aware that my present position will create a natural doubt of the authenticity of my narrative." |
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![[Post New]](/s/i/i.gif) 2018/03/01 15:28:59
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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War Walker Pilot with Withering Fire
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CWE:
-Battle focus includes removing the penalty for heavy weapons (not that it affects many units, but still).
-Wraithknights get their 5+ FNP back; they’re far too expensive with too little defense for their cost.
-Fix Autarchs back to their index weapon options
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This message was edited 1 time. Last update was at 2018/03/01 15:29:48
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![[Post New]](/s/i/i.gif) 2018/03/01 15:41:41
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Powerful Phoenix Lord
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Eldar:
+Return Farseers to the status of genuine warrior mages and not the pale, shell of a joke of warrior they are now...
+Give Rune weapons at least -1 save modifier, the 2+ to wound is useless against almost any model with a decent save, despite being an incredibly powerful weapon...
+Rewrite/cost the Avatar to be an actual effective unit on par with the power level it should be.
Chaos Space Marines:
+Some kind of relics or stratagems which actually apply to 'Renegade' chapters.
+Return Chaos terminators to the days when they could not teleport, and price them accordingly for losing this ability.
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![[Post New]](/s/i/i.gif) 2018/03/01 15:42:30
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Dakka Veteran
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HuskyWarhammer wrote:CWE:
-Battle focus includes removing the penalty for heavy weapons (not that it affects many units, but still).
This is fine on Guardian Defenders and Windriders, but would be would be kinda stupid on Rangers and would make Warwalkers, who are already better than Vypers, even better.
As for the Autarch-index-wargear, this doesn't need a change per se, as Codex-Autarchs can already take wargear from the Index. A clarification would be nice though, but it's not gonna happen since GW seems adamant on it's ludicrous "no model no rules"-approach in 8th Ed.
Automatically Appended Next Post:
Elbows wrote:Eldar:
+Return Farseers to the status of genuine warrior mages and not the pale, shell of a joke of warrior they are now...
"Return"?
This might be a 2:nd Ed. thing, but I've played Eldar since the 3:d Ed. codex and Farseers have never been "warrior mages".
They've always had 2 attacks that wound on 2+ but with no armor penetration.
Now in 8th they have... 2 attacks that wound on 2+, with no armor penetration.
(They lost 1 attack on the charge but so did almost everything.)
If anything they are better fighters now in 8th than ever, as they now wound vehicles on 2+ in melee as well (better than having Strength 9), and do D3 Damage to stuff who fail their save. Essentially they finally have 'real' force weapons.
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This message was edited 4 times. Last update was at 2018/03/01 15:49:13
5500 pts
6500 pts
7000 pts
9000 pts
13.000 pts
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![[Post New]](/s/i/i.gif) 2018/03/01 15:50:06
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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War Walker Pilot with Withering Fire
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MinscS2 wrote:HuskyWarhammer wrote:CWE:
-Battle focus includes removing the penalty for heavy weapons (not that it affects many units, but still).
This is fine on Guardian Defenders and Windriders, but would be would be kinda stupid on Rangers and would make Warwalkers, who are already better than Vypers, even better.
I wouldn’t be sad if BF was taken from war walkers, as much as I like them. And it’d be fine on rangers, fits the fluff and isn’t horribly powerful.
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![[Post New]](/s/i/i.gif) 2018/03/01 15:57:33
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Clousseau
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Tyranids changes from Marmatag 1. Would increase the wounds characteristic of the Swarmlord to 18, and his toughness by 1. Give him a buff that all nearby Tyranids add 1 to hit rolls in melee. I would also give him a psychic profile that scales like Magnus. +2/+1/0 for psychic tests. I mean the dude is 300 points, he should be better. 2. Give the Tervigon a buff, so that nearby Gaunts - Hormagaunts and Termagants - have a 5++ invulnerable save, and also give him the ability to replenish Hormagaunt squads. He would need a 4++ invulnerable save, too, because right now this guy is just a walking target. 3. Boost all of our monstrous creatures saves to 2+ and give them a 5++ against shooting. Give them the same rule as leman russ so that they can still shoot twice if they move under 6" rather than staying perfectly still.
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This message was edited 2 times. Last update was at 2018/03/01 15:58:40
Galas wrote:I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you 
Bharring wrote:He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic. |
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![[Post New]](/s/i/i.gif) 2018/03/01 16:02:09
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Morphing Obliterator
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Marmatag wrote:1. Would increase the wounds characteristic of the Swarmlord to 18, and his toughness by 1. Give him a buff that all nearby Tyranids add 1 to hit rolls in melee. I would also give him a psychic profile that scales like Magnus. +2/+1/0 for psychic tests. I mean the dude is 300 points, he should be better.
For 300 points that would be insane, he would become auto-include to the point of calling people stupid at the table for not having him.
"You didn't take the Swarmlord?"
"No, this is my Tyranid Prime army, he doesn't fit the theme!"
"Did you eat paint as a child?"
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"In relating the circumstances which have led to my confinement in this refuge for the demented, I am aware that my present position will create a natural doubt of the authenticity of my narrative." |
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![[Post New]](/s/i/i.gif) 2018/03/01 16:03:34
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Fixture of Dakka
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Fixing the deathwatch without changing points.... hmmm.....
I honestly have no idea. Kill Teams need to function as mixed units for the army to have any real purpose other than being an overpriced MEQ, but mixed teams have no real efficient delivery systems. They're also relatively short ranged and fragile, meaning that while they can certainly obliterate an area if they're delivered, they're kind of stuck in that area and struggle to get back into the fight.
They need to be able to alpha strike if they're going to be as absurdly glass cannon as they are, but right now most of their stuff has a turn lag for your opponent to respond to and that's more than enough time to wipe them off the board. :(
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![[Post New]](/s/i/i.gif) 2018/03/01 16:10:55
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Imperial Agent Provocateur
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the_scotsman wrote:Dark Eldar: I feel like among all the factions, Dark Eldar don't make too many demands - we accept that we're not going to be the strongest, or the best at melee, or the best at shooting, but the one thing I think I feel justified in wanting is to be the fastest.
THIS so much this.
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Please correct my english. I won't get any better if you don't. |
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![[Post New]](/s/i/i.gif) 2018/03/01 16:16:03
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Clousseau
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TwinPoleTheory wrote: Marmatag wrote:1. Would increase the wounds characteristic of the Swarmlord to 18, and his toughness by 1. Give him a buff that all nearby Tyranids add 1 to hit rolls in melee. I would also give him a psychic profile that scales like Magnus. +2/+1/0 for psychic tests. I mean the dude is 300 points, he should be better.
For 300 points that would be insane, he would become auto-include to the point of calling people stupid at the table for not having him.
"You didn't take the Swarmlord?"
"No, this is my Tyranid Prime army, he doesn't fit the theme!"
"Did you eat paint as a child?"
What's wrong with him being good? He is weak for his cost.
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Galas wrote:I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you 
Bharring wrote:He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic. |
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![[Post New]](/s/i/i.gif) 2018/03/01 16:20:27
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Preacher of the Emperor
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Mr Morden wrote:Sisters of Battle
1. Jump Pack Option for Canoness - allows deep strike - we have the models (Celestine's twins) and it gives an interesting option for SOB players
2. Change Imagifier from AOF generator to a +2 Bonus to Deny the Witch for SOB models within 6" - fluffy and actually useful
3. Something to make Exorcists work or AOFs scale better.
All good options. My take:
1. Jump pack Canoness. Adds a huge range of tactical options. The army clearly has the technology and plenty of other HQs can take them. What, it's beneath her dignity to fly around being useful?
2. AoFs must scale better. I'd say one 2+ AoF with unlimited range per turn per pure Sisters detachment. As a part of this, I'd give up Celestine's 6 inch automatic AoF to reduce her popularity outside of Sisters lists. Still okay with Imagifiers at 4+ for the current cost... you can have both AoFs and CPs in your Brigade that way.
3. Exorcists go back to 1d6 damage OR receive the Canoness buff OR get AoFs OR do mortal wounds... something to make them worth the cost.
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This message was edited 1 time. Last update was at 2018/03/01 16:21:58
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![[Post New]](/s/i/i.gif) 2018/03/01 16:24:58
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Longtime Dakkanaut
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Codex Space marines
Why did you have to limit it to just 3 take more changes than that.
1. Chaptor tactics apply to all units period.
2. Propper tanks (predator, vidicator, sicarans) to be 2+ save and no -1 to hit atleast for main weapons. LR T9 to distinguish them.
3 Tac squads to grant +1 CP in marine only battle forged armies.
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![[Post New]](/s/i/i.gif) 2018/03/01 16:34:55
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Executing Exarch
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CWE Eldar
1) Change Battle Focus back to its 7th incarnation
2) Make Swooping Hawks less sporting and chuck the full complement of grenades based on their unit size not the targets
3) A version of the Fire Prism strategy for Nightspinners
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This message was edited 1 time. Last update was at 2018/03/01 16:36:37
"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." |
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![[Post New]](/s/i/i.gif) 2018/03/01 16:36:44
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Shadowy Grot Kommittee Memba
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Ice_can wrote:Codex Space marines
Why did you have to limit it to just 3 take more changes than that.
1. Chaptor tactics apply to all units period.
2. Propper tanks (predator, vidicator, sicarans) to be 2+ save and no -1 to hit atleast for main weapons. LR T9 to distinguish them.
3 Tac squads to grant +1 CP in marine only battle forged armies.
So, to combat the brokenness of 3 50-point units and 2 30-point units granting 3CP, you'd like a single 65-point unit to grant 1CP...on top of also being a troop unit presumably?
Don't get me wrong, I dislike the way CPs are awarded in general (if I had my way, kids these days would have to re-learn percentages! if your army is X% or more troops by point value, you get Y CPs. Math is not so hard that we need to create an entirely broken system) but I think with this you're not so much fixing a problem as sending a spider to swallow a fly. If 65 points of marines get you 1cp, how many does a squad of custodes get you? 1CP per custodes model you put on the table?
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2018/03/01 16:47:42
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Longtime Dakkanaut
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It's actually more to give them a reason to ever be placed on the table as currently they don't have one cost them however you like they would atleast add something to the army. And its only within a pure marine army not as part of soup bs.
Personally I would rip the CP system up and actually design it to function as a punishment for souping and hording up as those forces are notoriously impossible to command effectively.
But that is apparently anti guard, anti fluff and anti any old excusse that people can find.
Simply put you should loose CP's per detachment with the only exception being the auxiliary support detachment not costing CP's but being excluded from using strats or unlocking anything from their parent codex.
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This message was edited 1 time. Last update was at 2018/03/01 16:51:32
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