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![[Post New]](/s/i/i.gif) 2018/03/01 16:49:18
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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I agree, he is currently a bit weak for his cost.
I think those changes would be a wild over-correction.
You would almost be making him the equivalent of a Primarch for 150 points less.
In some ways, you're making him better than a Primarch, they don't have T8, they do have degrading profiles.
And honestly, the +1 to hit for all Tyranids by itself is enough to consider including him in any Tyranid army.
Sorry, this is totally tangent, though, it's your wish list, wish away!
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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 16:59:26
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Damsel of the Lady
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Adeptus Custodes
1. Aegis of the Emperor applies to all Custodes units, including vehicles such as the Land Raider and Caladius tank.
2. Sister of Silence Prosecutors, Vigilators and Witchseekers are added to the Custodes Codex as Troop choices.
3. All Custodes vehicles and dreadnoughts receive the Power of the Machine Spirit ability.
Grey Knights
1. Grey Knight HQ's lose the Rites of Banishment rule.
2. All Grey Knights gain: Improved Psychic Focus: In Matched Play, Grey Knight armies may attempt to manifest any Psychic power besides Smite up to three times per turn instead of once.
3. Grey Knight Terminators and Paladins upgrade to Gravis Armor, receiving +1 Wound and +1 Toughness.
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This message was edited 1 time. Last update was at 2018/03/01 17:05:32
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![[Post New]](/s/i/i.gif) 2018/03/01 17:07:26
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: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.
Sure. but you're criticizing a system where Guard gets 3cp for 210 points of models (bare minimum guard battalion) and saying that marines should be able to get 6cp for 315 points (bare minimum marine battalion, at least to my knowledge).
You're proposing a fix to a broken thing that is "create an even more broken thing".
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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 17:29:01
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:
I agree, he is currently a bit weak for his cost.
I think those changes would be a wild over-correction.
You would almost be making him the equivalent of a Primarch for 150 points less.
In some ways, you're making him better than a Primarch, they don't have T8, they do have degrading profiles.
And honestly, the +1 to hit for all Tyranids by itself is enough to consider including him in any Tyranid army.
Sorry, this is totally tangent, though, it's your wish list, wish away!
Yay! I'll throw a penny in the fountain for both of us!
They said no price reductions. The easiest solution would be to just drop his cost by 70 points.
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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 17:45:14
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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Eldar/Ynnari
-Introduce a non named Ynnari HQ who allows a more limited form of Soul Burst (maybe just one SB per turn rather than 1 of each action per turn). I enjoy playing Ynnari, I don't enjoy named characters and I acknowledge that Soul Burst is too good as it stands.
-Stratagem to add Vyper/Windrider interaction, something like if a unit of Windriders and Vyper target the same unit ignores cover or re-rolls failed to hit rolls. Nothing concrete here, just a way to take 2 fairly under utilized units and create some pairing bonuses for them to make them both more common.
I've only got those 2 and right now I'm really pleased with Chaos so I don't have much in the way of suggestions there.
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![[Post New]](/s/i/i.gif) 2018/03/01 17:47:12
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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Orks
Assault Ramps upgrade allow Orks to assault out of the vehicle even if the vehicle moved.
Orks ignore ranged penalties due to not even aiming anyway. The 2 or so shots are the ones with a chance to hit while 3 others went flying wide.
Cybork upgrade gives 5++ invulnerable save.
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![[Post New]](/s/i/i.gif) 2018/03/01 17:47:39
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Fresh-Faced New User
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For orks:
Give characters and elite infantry units gear options to improve BS/ignore shooting penalties (gitfinda) and better survivability ('eavy armor, cybork bodies)
Allow units to add boys as ablative wounds for stuff like lootas so they have better survivability options other than riding in vehicles
Increase attack/WS on ork vehicles either naturally or through gear addons, and increase volume of dakka on vehicle weapons. If they're going to be this expensive, let them have a more noticeable impact on the board
For AdMech:
Give Skitarii infantry special movement rules again to match their fluff/past rules.
Give servitors a purpose: options to take only cheap, small guns, or ability to repair other units? I want them to at least do something that isn't strictly inferior to everything else in the codex.
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![[Post New]](/s/i/i.gif) 2018/03/01 19:07:06
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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the_scotsman wrote:
-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.
That's a good point. But I wouldn't change the minimum size of the units, I'd increase the transport capacity of venoms and raiders making them 6 and 12 instead of 5 and 10.
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![[Post New]](/s/i/i.gif) 2018/03/01 19:29:45
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Willing Inquisitorial Excruciator
Ephrata, PA
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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. Chapter tactics apply to all units period.
This is first and foremost.
2. ATSKNF simply make them immune to morale again. Space marines don't run off the field.
3. Primaris can ride in normal transports, but take 2 slots.
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![[Post New]](/s/i/i.gif) 2018/03/01 19:44:52
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Gore-Soaked Lunatic Witchhunter
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Not sure "three changes, no points adjustments, no new units" is helpful. Of my armies Marines, Corsairs, and Inquisitorial forces need a pretty thorough rewrite, and the AdMech and the Custodes really just need the next Imperial Armour book to come out and make them less one-dimensional.
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![[Post New]](/s/i/i.gif) 2018/03/01 19:49:02
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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Inquisitor Lord Bane wrote:
2. ATSKNF simply make them immune to morale again. Space marines don't run off the field.
3. Primaris can ride in normal transports, but take 2 slots.
CSM could use fearless, at least on Cult troops again.
Also, your avatar name is filthy xenos scum and you know it.
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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 19:58:27
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Regular Dakkanaut
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Death gaurd
1- Everything with the death gaurd keywords gets DR
2- All characters get access to all weapon options that are not unique
3- deamon princes can take plague spewers at the same cost as a terminator can
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![[Post New]](/s/i/i.gif) 2018/03/01 20:00:09
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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Blackie wrote:the_scotsman wrote:
-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.
That's a good point. But I wouldn't change the minimum size of the units, I'd increase the transport capacity of venoms and raiders making them 6 and 12 instead of 5 and 10.
Either or. I worry that with both buffs I want Raiders might be a bit of a problem, because I think at the moment they're quite good as a transport. I can live with them being multiples of five if I at least have some way to slot my HQs in there.
At present moment there's little reason to consider trueborns/bloodbrides at all, I figure lowering the unit size and maybe giving them some kind of bodyguard rule would make them better.
Actually, I think it might be a neat idea to give Dark Eldar auras that work in the reverse of every other armies, in the same vein as the Court models currently have. Trueborn get a reroll 1s to hit aura near an archon. Bloodbrides get a full reroll near a succubus. Call it a "near the guy who's paying you" bonus.
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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 20:09:20
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Decrepit Dakkanaut
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3 things (and yes these will be things that don't bother most people but would make my life easier)
1) Change Steel Behemoth so that it doesn't let you overwatch within 1" of enemy units by literally adding "IN THE SHOOTING PHASE" to anywhere in the rule.
2) Condense all the superheavy tank entries into 2: Turreted (Hellhammer, Baneblade) and Non-Turreted (Stormlord, Shadowsword, Stormsword, etc) and just make the weapons have a cost. Split the transports off into a 3rd bracket if one must, but presumably the transport capacity could be a paid upgrade.
3) Allow a superheavy to gain the Character rule if taken in the full 3-tank Superheavy Detachment, like Knights gained in Chapter Approved, with the intent of allowing a company commander tank.
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![[Post New]](/s/i/i.gif) 2018/03/01 21:01:57
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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1) Officers, Sergeants, and Tempestors in Guard armies get Lasguns, default.
2) Heavy Weapon Teams become Move or Fire for their heavy weapon. No -1 to Hits, strictly you do or you don't. They'll still have Pistols or Lasguns to fire with but that's it.
3) Rule called "Scars of the Heresy": Command Points generated by a Guard Detachment can't be used for Marines, Marines can't be used by Guard. Regimental or Chapter Tactics require a mono-army, no Allied bits of Guard or Marines or whatever. You can have mixed CTs or Regimental provided you have no non-Marine or non-Guard entities in your army.
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![[Post New]](/s/i/i.gif) 2018/03/01 21:07:25
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Bounding Assault Marine
United Kingdom
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Death Guard:
1. DR is rolled after being wounded but before random wounds are rolled. The same would apply to any unit in the game that has a similar FNP ability.
2. Everything in the codex gets DR.
3. --
There isn't a third as I am otherwise happy with the codex.
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40k: Space Marines (Rift Wardens) - 8050pts.
T9A: Vampire Covenants 2060pts. |
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![[Post New]](/s/i/i.gif) 2018/03/01 21:24:22
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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Kanluwen wrote:3) Rule called "Scars of the Heresy": Command Points generated by a Guard Detachment can't be used for Marines, Marines can't be used by Guard. Regimental or Chapter Tactics require a mono-army, no Allied bits of Guard or Marines or whatever. You can have mixed CTs or Regimental provided you have no non-Marine or non-Guard entities in your army.
God love ya sir, keep fighting that soup wave, I'm sure GW will tire of making money from it soon, just keep pluggin!
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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 22:24:04
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Khorne Chosen Marine Riding a Juggernaut
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mrhappyface wrote:I'd like all cc WE units to get Blood for the Blood God, it's make Terminators far more threatening.
Terminatos, possessed and lords would be monsters!
I'd also like it if all WE units could advance and charge.
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![[Post New]](/s/i/i.gif) 2018/03/01 22:41:19
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Slashing Veteran Sword Bretheren
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Black Templar HQs should just be able to deny psychic abilities as a psyker does. The command point option is neat, but at once a phase, it makes it a little tougher. HQs being able to do it, seems pretty fluffy. Or at least give Black Templar units the ability to deny a psychic power if they are being targeted by the power. This would be usable once per turn per unit.
I will also second the option someone else gave Drukhari to give HQs wings or bikes, or board access. They took away the Hellion HQ, so may as well let us take a Succubus on a board.
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DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+
"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought |
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![[Post New]](/s/i/i.gif) 2018/03/01 22:58:46
Subject: 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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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.
It was a 2nd edition thing. I believe Farseers now have some of the worst stats I've ever seen them have. A lot of this was because of the introduction of the useless Autarch (a pathetic attempt to give all armies the same kind of options). The entire point of Eldar was that they fought very differently from things like Space Marines. The Farseer used to be an exceptionally potent warrior in his own regard, though still just shy of a Space Marine captain - the difference he'd make up with using magic in place of brute strength or firepower.
For reference:
Unit M WS BS S T W I A LD
Farseer 5 7 7 4 5 4 9 3 10 (4+ Invuln save)
The Witchblade or Singing Spear also boosted your strength by the Mastery Level (Farseers being Mastery Level 4), meaning it could cut through heavily armoured vehicles, etc. You could also have three levels of Warlocks who weren't measly awful-stat chumps just there to boost units nearby, etc. To me this was the real feel of Eldar, expensive but exceptionally potent. They've fallen a long way.
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![[Post New]](/s/i/i.gif) 2018/03/01 23:12:09
Subject: Re: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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MagicJuggler wrote: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)?
Please don't. This would just turn into the suggested rules forum with a bunch of unit wishlisting then. The idea is that everybody gets to tweak the three things that he wants to change about his current codex/index, not to write datasheets from scratch. Automatically Appended Next Post: Ice_can wrote:Why did you have to limit it to just 3 take more changes than that.
Because it's supposed to be fun and not a re-write every codex
Just pick the top three things that you want to change. And no wishing for more wishes Automatically Appended Next Post: AnomanderRake wrote:Not sure "three changes, no points adjustments, no new units" is helpful. Of my armies Marines, Corsairs, and Inquisitorial forces need a pretty thorough rewrite, and the AdMech and the Custodes really just need the next Imperial Armour book to come out and make them less one-dimensional.
It's not supposed to be helpful. It's supposed to show what people think are the three biggest problems of their army and how they would fix them.
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This message was edited 2 times. Last update was at 2018/03/01 23:22:04
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 23:26:20
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Irked Necron Immortal
Colorado
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Necrons:
1. Allow the Monolith to pull infantry units from the battlefield through the Eternity Gate.
2. Add to all Gauss weapons the ability for +1 Damage on wound rolls of 6+.
3. Resurrection Orb to allow destroyed units to make RP rolls once per game.
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![[Post New]](/s/i/i.gif) 2018/03/01 23:37:53
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Commander of the Mysterious 2nd Legion
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Custodes:
Allarus Custodes get +1 Invul.
All units in the codex have aegis of the emperor (why do custodes not get to apply their "chapter tactics" to dreads?)
All Custodes may natively deep strike.
Space Marines:
Repulsor Tanks can deep strike (I seem to recall one of the novels indicating them dropping from orbit it's just such a fun idea)
Chapter tactics appy to everything just like the later codices.
Imperial fists CT is changes to add -1 AP to all attacks. making them effectively good vs cover but also armor crackers par exellance. (I don't even play Imp Fists)
Grey Knights:
..... just rewrite the codex.. please
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2018/03/02 00:09:09
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Grim Dark Angels Interrogator-Chaplain
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BrianDavion wrote:Custodes:
Allarus Custodes get +1 Invul.
All units in the codex have aegis of the emperor (why do custodes not get to apply their "chapter tactics" to dreads?)
All Custodes may natively deep strike.
Space Marines:
Repulsor Tanks can deep strike (I seem to recall one of the novels indicating them dropping from orbit it's just such a fun idea)
Chapter tactics appy to everything just like the later codices.
Imperial fists CT is changes to add -1 AP to all attacks. making them effectively good vs cover but also armor crackers par exellance. (I don't even play Imp Fists)
Grey Knights:
..... just rewrite the codex.. please
That was dark imperium, good book
For me it would be removing a lot of the redundant leadership rules from dark angels
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![[Post New]](/s/i/i.gif) 2018/03/02 00:14:31
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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Sisters: 1. Fix AoF scaling. Every unit generates an AoF on a 5+, a canonness gives a reroll for AoF within 6". Imagifers no longer give an AoF on a reroll, but when one unit uses a AoF within 6", it gets an amplified act, such as 1d3 models back/3 wounds healed, +1 to wound in melee (bonus fight), +2" movement (bonus move), ignore cover (bonus shooting). Army wide AoF would be the same as it currently is. 2. Shield of Faith save changes from an invulerable to a FNP. With the current AP rules, I usually still have an armor save, even after AP, this would make the rule seem useful again. 3. Sister's deny the witch. Change it from the current rule, to a minus 1d3/1d6 on one power that targets the unit. This keeps it from stepping too much on the SoS bailiwick, but might actually stop a power at some point. I like it less, but as an alternative, just make sisters immune to any power with a base activation of 5 or less. This brings back the old immunity they had to minor powers. Eldar: 1. Allow units with battle focus to charge after advancing. 2. Change witch blades and singing spears to D;1d3 3. Allow grav tanks to be bought in squadrons again, like Russes.
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This message was edited 1 time. Last update was at 2018/03/02 00:18:32
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![[Post New]](/s/i/i.gif) 2018/03/02 00:16:33
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Pestilent Plague Marine with Blight Grenade
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Marmatag wrote: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.
This is why Dakka shouldn't write rules.
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"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.
To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle
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![[Post New]](/s/i/i.gif) 2018/03/02 00:29:59
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Regular Dakkanaut
Norway.
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I don't play orks, but I would like to see orks armed with assault, rapidfire, and pistols always hit on 5+ in the shooting phase.
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This message was edited 1 time. Last update was at 2018/03/02 00:31:31
-Wibe. |
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![[Post New]](/s/i/i.gif) 2018/03/02 01:03:22
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Towering Hierophant Bio-Titan
Mexico
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Tyranids.
1- Maleceptor. Give it Warp Field and increase the range of Psychic Overload to 24".
2- Tyrannocites can carry multiple units like all transports.
3- Zoanthrope units inflict D3 mortal wounds for each Zoanthrope in the unit when manifesting Smite.
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This message was edited 1 time. Last update was at 2018/03/02 01:06:41
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![[Post New]](/s/i/i.gif) 2018/03/02 01:07:15
Subject: Re:If you could change three rules in your army, what would you do? No point cost adjustments!
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Grim Dark Angels Interrogator-Chaplain
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For my armies:
Dark Angels:
1: Make plasma weapons get some kind of 4+ roll to ignore the "Gets Hot" type thing. DA are the masters of plasma as reflected in their Weapons from the Dark Age stratagem, so it seems like they of all Marines would know how to use them safely. Maybe just roll this into the stratagem so that when using it, you get a 4+ to ignore the auto-killing of a model.
2: Add something to allow Deathwing to reroll all charges after teleporting in. This would make Deathwing Knights a true threat without them having to ride in an expensive Land Raider, and would increase the threat of regular Deathwing as well.
3: Give Ravenwing a 6++ jink save even if they don't advance (but they do have to move to get it). This could then increase to 4++ after advancing. Show how Ravenwing are the true bike masters of the Astartes (suck on that, White Scars!  )!
Chaos Space Marines:
1: Expand the Legion Traits to include all walkers, not just Helbrutes. This would benefit the Forgefiend and Maulerfiend, but like regular Marines the tanks would still not benefit. Kind of a middle ground between giving it to everyone (like Eldar did), and the current selection which is garbage.
2: Allow non-Khorne Daemon Princes to cast 2 powers in a turn, or at least to deny 2 powers. Also, give Khorne Princes +2 attacks instead of +1 as that would compensate them better for the lack of psychic powers.
3: Give non-vehicle Daemonic units that have a Chaos Mark (like Possessed, Warp Talons, and Princes) the relevant abilities from Codex: Chaos Daemons. So Nurgle gets Disgustingly Resilient, Khorne gets Unstoppable Ferocity, etc.
Tau Empire:
1: Make Railguns, or at least Longstrike's railgun, be 2d6 damage on a Wound roll of 6. These things should be able to potentially one-shot an enemy tank for their points cost.
2: Add a Stratagem that allows a Tau unit (perhaps only infantry or Crisis suits) the ability to fire twice (for 2 CP or something). Maybe add a 1CP stratagem to do the same for a Stormsurge with its anchors deployed.
3: Make the Missile Pod get 3 or even 4 shots, and add more shots to the High-Yield Missile Pod. Tau shouldn't have to pay so much for a ghetto Autocannon.
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![[Post New]](/s/i/i.gif) 2018/03/02 02:26:30
Subject: If you could change three rules in your army, what would you do? No point cost adjustments!
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Humming Great Unclean One of Nurgle
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Nym wrote: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
So you just want 2+/4++ Thousand Sons, and 1+/4++ Scarab Occult? Why would they need a rule for that, just change their saves.
As for me...
Nurgle Daemons:
1) Beasts of Nurgle get a 12" move (or at least 10" or something! They move 6 damn inches a turn!).
2) GUO is T8 and probably some extra wounds.
3) Some shooting options.
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Clocks for the clockmaker! Cogs for the cog throne! |
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