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Made in dk
Loyal Necron Lychguard






What it says in the subject line, post your lists and argue with my list or those of others. Units that rely on a single OP Stratagem will not be heavily nerfed, instead, I'd wish for GW to simply fix the offending Stratagem, assuming the offending Stratagems are not nerfed then those units would have to be nerfed in some capacity.

Imperium - WIP

Adepta Sororitas - WIP
Spoiler:

WIP

Adeptus Custodes
Spoiler:

Allarus Custodians - 65
Custodian Wardens - 43
Pallas Grav-Tank - 80
Shield-Captain - 100
Shield-Captain on Dawneagle Jetbike - 170
Venerable Contemptor Dreadnought - 90
Venerable Land Raider - 260
Vertus Praetors - 85

Arachnus storm cannon - 50
Castellan axe - 15
Iliastus accelerator culverin - 45
Salvo launcher - 10
Sentinel blade - 7
Storm shield (CHARACTERS) - 10
Twin Arachnus heavy blaze cannon - 90
Twin Iliastus accelerator cannon - 90
Vexilla Imperius - 40
Vexilla Magnifica - 50

Adeptus Mechanicus
Spoiler:

For the pts costs of Knights see the Imperial Knights section.

Belisarius Cawl - 210
Daedalosus - 60
Fulgurite Electro-Priests - 16
Ironstrider Ballistarii - 45
Kataphron Breachers - 25
Kataphron Destroyers - 20
Onager Dunecrawler - 70
Servitors - 4
Sicarian Infiltrators - 12
Sicarian Ruststalkers - 10
Skitarii Rangers - 8
Skitarii Vanguard - 8
Skorpius Disintegrator - 90
Sydonian Dragoons - 60
Tech-Priest Dominus - 80
Tech-Priest Enginseer - 35

Belleros energy cannon - 25
Cognis flamer - 7
Cognis heavy stubber - 2
Enhanced data-tether - 5
Eradication beamer - 30
Eradication ray - 10
Heavy arc rifle - 6
Heavy flamer - 10
Heavy stubber - 2
Heavy phosphor blaster - 15 (Binharic Override is 3 CP)
Hydraulic claw - 5
Incendine combustor - 15
Kastelan fists - 0 (Binharic Override is 3 CP)
Meltagun - 15
Multi-melta - 20
Neutron laser - 50
Phosphor blast pistol - 3
Phosphor blaster - 6
Phosphor serpenta - 4
Plasma caliver - 11
Plasma cannon - 16
Plasma culverin - 30 (Plasma Specialists Stratagem is 3CP for units armed with 4+ plasma weapons)
Power fist - 9
Radium pistol - 0
Servo-arm - 0
Taser goad - 4
Taser lance - 15
Torsion cannon - 20
Transonic blades - 4
Transuranic arquebus - 15
Twin cognis autocannon - 20
Twin cognis lascannon - 40
Twin Icarus autocannon - 20

Astra Militarum
Spoiler:

Armoured Sentinels - 30
Astropath - 30
Banehammer - 370
Banesword - 370
Basilisks - 110
Chimera - 50
Commissar - 15
Company Commander - 35
Conscripts - 4
Deathstrike - 100
Doomhammer - 400
Hydras - 85
Infantry Squad - 5
Leman Russ Battle Tank - 130
Lord Commissar - 30
Manticore - 130
Ministorum Priest - 30
Officer of the Fleet - 17
Ogryn Bodyguard - 45
Ogryns - 20
Primaris Psyker - 45
Ratlings - 6
Scout Sentinels - 25
Servitors - 4
Shadowsword - 440
Stormlord - 410
Stormsword - 370
Tank Commander - 150
Taurox - 50
Taurox Prime - 80
Valkyries - 100
Veterans* - 5
Wyrdvane Psykers - 6
Wyverns - 100

Colour Sergeant Kell - 40
Commissar Yarrick - 100
Knight Commander Pask - 180
Lord Castellan Creed - 60
Nork Deddog - 60
Sly Marbo - 55

Armageddon Pattern Medusa - 115
Artemia Pattern Hellhound - 100
Avenger Strike Fighter - 150
Cyclops Demolition Vehicle - 60
Dominus Armoured Siege Bombard - 600
Earthshaker Battery - 115
Earthshaker Carriage Battery
- Earthshaker Carriage - 100
- Guardsmen Crew - 4
Gorgon Heavy Transporter - 270
Griffon Mortar Carrier - 70
Heavy Quad Launcher Battery
- Heavy Quad Launcher - 85
- Guardsmen Crew - 4
Hydra Battery - 70
Imperial Fortress Walls - 200
Leman Russ Annihilator - 130
Leman Russ Conqueror - 130
Leman Russ Stygies Vanquisher - 160
Lightning Strike Fighter - 125
Manticore Battery - 110
Medusa Carriage Battery
- Medusa Carriage - 90
- Guardsmen Crew - 4
Primaris Redoubt - 550
Rapier Laser Destroyer
- Rapier Laser Destroyer - 80
- Guardsmen Crew - 4
Salamander Command Vehicle - 110
Stygies Destroyer Tank Hunter - 160
Stygies Thunderer Siege Tank - 160
Tarantula Battery - 20
Thunderbolt Heavy Fighter - 125

Artemia inferno cannon - 0
Augur array - 5
Autocannon - 10
Battle cannon - 25
Chem cannon - 7
Defence searchlight - 20
Demolisher cannon - 20
Eradicator nova cannon - 15
Executioner plasma cannon - 15
Exterminator autocannon - 17
Flamer - 4
Force stave - 8
Grenade launcher - 3
Grenadier gauntlet - 5
Heavy flamer - 10
Heavy stubber - 2
Hellstrike missile - 30
Hellstrike missiles - 12
Hot-shot lasgun - 0
Hot-shot laspistol - 0
Hot-shot volley gun - 5
Medi-pack - 5
Meltagun (model with a Ballistic Skill of 4+) - 10
Meltagun (other models) - 15
Missile launcher - 15
Mortar - 9
Multi-laser - 5
Multi-melta - 15
Multiple rocket pod - 8
Plasma cannon - 10
Plasma gun (other models) - 11
Power fist - 8
Servo-arm - 0
Storm shield - 0
Taurox battle cannon - 18
Taurox gatling cannon - 20
Taurox missile launcher - 30
Tempestus command rod - 5
Twin assault cannon 40
Twin heavy flamer - 20
Vanquisher battle cannon - 5

Death Korps of Krieg - WIP
Spoiler:

WIP

Elysian Drop Troops - WIP
Spoiler:

WIP

Imperial Knights - WIP
Spoiler:

WIP

Inquisition - WIP
Spoiler:

WIP

Officio Assassinorum - WIP
Spoiler:

WIP

Rogue Traders - WIP
Spoiler:

WIP

Sisters of Silence - WIP
Spoiler:

WIP

Space Marines - WIP
Spoiler:

WIP

Blood Angels
Spoiler:

Assault Squad - 12
Assault Squad with Jump Packs - 15
Attack Bike Squad - 25
Baal Predator - 90
Bike Squad - 21 (Attack Bike is 25)
Captain - 75
Captain in Cataphractii Armour - 95
Captain in Gravis Armour - 90
Captain in Terminator Armour - 95
Cataphractii Terminator Squad - 23
Chaplain - 70
Chaplain in Terminator Armour - 90
Captain with Jump Pack - 95
Company Veterans - 14
Contemptor Dreadnought - 88
Death Company Dreadnought - 80
Devastator Squad - 12
Dreadnought - 60
Drop Pod - 63
Furioso Dreadnought - 70
Hunter - 80
Intercessor Squad - 17
Land Raider - 170
Land Raider Crusader - 170
Land Raider Redeemer 1 160
Land Speeders - 45
Librarian Dreadnought - 130
Librarian in Terminator Armour - 100
Predator - 90
Primaris Captain - 80
Primaris Chaplain - 75
Razorback - 60
Redemptor Dreadnought - 105
Repulsor - 185
Rhino - 60
Sanguinary Ancient - 64
Scout Bike Squad - 21
Servitors - 5
Sternguard Veteran Squad - 14
Stormhawk Interceptor - 75
Stormraven Gunship - 160
Stormtalon Gunship - 95
Tactical Squad - 11
Tartaros Terminator Squad - 23
Terminator Assault Squad - 20
Terminator Squad - 20
Vanguard Veteran Squad - 14
Vanguard Veteran Squad with Jump Packs - 17

Astorath - 105
Brother Corbulo - 85
Captain Tycho - 85
Chief Librarian Mephiston - 160
Commander Dante - 165
Lemartes - 100
The Sanguinor - 150

Blood talons 15
Chainfist 11
Chainsword 0
Dreadnought combat weapon 10
Eviscerator 11
Furioso fist (single/pair) 10/20
Master-crafted power sword 6
Plasma cutter 5
Relic blade 9
Servo-arm 0
Power fist 9
Power sword 4
Thunder hammer (CHARACTERS) - 40

Astartes grenade launcher - 6
Auto bolt rifle - 1
Auxiliary grenade launcher - 0
Bolt pistol - 0
Bolt rifle - 0
Cerberus launcher - 0
Combi-flamer - 7
Combi-grav - 13
Combi-melta - 15
Combi-plasma - 11
Cyclone missile launcher - 38
Flamer - 4
Flamestorm gauntlets - 15
Frag cannon - 30
Frag grenades - 0
Grav-gun - 12
Grenade harness - 0
Heavy flamer - 10
Heavy onslaught gatling cannon - 30
Heavy plasma cannon - 16
Icarus stormcannon - 10
Inferno pistol - 7
Krak grenades - 0
Meltagun - 14
Missile launcher - 20
Multi-melta - 20
Plasma cannon - 16
Plasma gun - 11
Plasma pistol - 5
Reaper autocannon - 10
Sniper rifle - 2
Stalker bolt rifle - 0
Storm bolter - 3
Twin heavy flamer - 20
Twin heavy plasma cannon - 24
Twin lascannon - 40
Twin multi-melta - 40
Typhoon missile launcher - 40
Volkite charger - 3
Whirlwind castellan launcher - 15
Whirlwind vengeance launcher - 20
Wrist-mounted grenade launcher - 0

Storm shield (CHARACTERS) - 10
Storm shield (other models) - 3

Dark Angels
Spoiler:

Assault Squad - 12
Assault Squad with Jump Packs - 15
Company Veterans - 14
Contemptor Dreadnought - 90
Deathwing Cataphractii Terminator Squad - 23
Deathwing Knights - 32
Deathwing Tartaros Terminator Squad - 20
Deathwing Terminator Squad - 20
Devastator Squad - 12
Dreadnought - 60
Drop Pod - 60
Hunter - 80
Intercessor Squad - 17
Interrogator-Chaplain - 80
Interrogator-Chaplain in Terminator Armour - 100
Interrogator-Chaplain with Jump Pack - 95
Land Raider - 170
Land Raider Crusader - 170
Land Raider Redeemer - 160
Librarian in Terminator Armour - 100
Master in Cataphractii Armour - 95
Master in Gravis Armour - 90
Master in Terminator Armour - 95
Primaris Chaplain - 75
Primaris Master - 80
Razorback - 60
Ravenwing Attack Bike Squad - 25
Ravenwing Bike Squad - 21 (Ravenwing Attack Bike is 25)
Ravenwing Black Knights - 38
Ravenwing Dark Talon - 180
Ravenwing Land Speeders - 50
Redemptor Dreadnought - 105
Repulsor - 185
Rhino - 60
Scout Bike Squad - 21
Servitors - 5
Stormhawk Interceptor - 75
Stormraven Gunship - 160
Stormtalon Gunship - 95
Tactical Squad - 12
Venerable Dreadnought - 80

Chainfist - 11
Chainsword - 0
Dreadnought combat weapon - 10
Eviscerator - 11
Relic blade - 9
Servo-arm - 0
Power fist - 9
Power sword - 4
Plasma cutter - 5
Thunder hammer (CHARACTERS) - 40

Astartes grenade launcher - 6
Auto bolt rifle - 1
Auxiliary grenade launcher - 0
Bolt pistol - 0
Bolt rifle - 0
Cerberus launcher - 0
Combi-bolter - 3
Combi-flamer - 7
Combi-grav - 14
Combi-melta - 15
Combi-plasma - 12
Cyclone missile launcher - 38
Flamer - 4
Flamestorm gauntlets - 15
Frag grenades - 0
Grav-gun - 12
Grenade harness - 0
Heavy flamer - 10
Heavy onslaught gatling cannon - 30
Heavy plasma cannon - 16
Heavy plasma incinerator - 15
Icarus stormcannon - 10
Krak grenades - 0
Master-crafted power sword - 6
Meltagun - 14
Missile launcher - 20
Multi-melta - 20
Plasma cannon - 16
Plasma gun - 12
Plasma incinerator - 20
Plasma pistol - 5
Plasma talon - 2
Reaper autocannon - 10
Sniper rifle - 2
Stalker bolt rifle - 0
Storm bolter - 3
Twin heavy flamer - 20
Twin heavy plasma cannon - 24
Twin lascannon - 40
Twin multi-melta - 40
Typhoon missile launcher - 40
Volkite charger - 3
Whirlwind castellan launcher - 15
Whirlwind vengeance launcher - 20
Wrist-mounted grenade launcher - 0

Storm shield (CHARACTERS) - 10
Storm shield (other models) - 3

Deathwatch - WIP
Spoiler:



Storm shield (CHARACTERS) - 10
Storm shield (other models) - 3

Grey Knights
Spoiler:

When a model has the same option listed at several prices pick the highest available price for that model. A TERMINATOR CHARACTER would pay 17 pts for an incinerator for example.

Apothecary - 75
Brother-Captain - 90
Brotherhood Ancient - 90
Brotherhood Champion - 90
Chaplain - 105
Doomglaive Dreadnought - 85
Dreadnought - 65
Grand Master - 130
Grand Master in Nemesis Dreadknight - 200
Grey Knights Thunderhawk Assault Gunship - 900
Interceptor Squad - 14
Land Raider - 180
Land Raider Crusader - 180
Land Raider Redeemer - 160
Librarian - 110
Nemesis Dreadknight - 120
Paladin Ancient - 100
Paladin Squad - 40 (Paragon is 45)
Purgation Squad - 12 (Purgator Justicar is 17)
Purifier Squad - 12 (Knight of the Flame is 17)
Razorback - 60
Rhino - 60
Servitors - 4
Stormhawk Interceptor - 75
Stormraven Gunship - 160
Stormtalon Gunship - 95
Strike Squad - 12 (Justicar is 17)
Techmarine - 55
Terminator Squad - 30 (Terminator Justicar is 35)
Twin psycannon - 40
Venerable Dreadnought - 85
Vortimer Pattern Land Raider Redeemer - 160
Vortimer Pattern Razorback - 60

Brother-Captain Stern - 105
Castellan Crowe - 80
Grand Master Voldus - 165
Lord Kaldor Draigo - 200

Assault cannon 22
Combi-bolter - 3
Combi-flamer 7
Combi-melta 16
Combi-plasma 12
Flamer 4
Gatling psilencer - 25
Heavy flamer 10
Heavy incinerator 25
Heavy plasma cannon 16
Heavy psycannon 30
Hurricane bolter 10
Icarus stormcannon 10
Incinerator - 12
Incinerator (Terminator and TERMINATOR) - 15
Incinerator (CHARACTER) - 17
Missile launcher 20
Multi-melta 22
Plasma cannon 16
Plasma cutter 5
Psilencer - 7
Psilencer (Terminator and TERMINATOR) - 10
Psilencer (CHARACTER) - 12
Psycannon - 10
Psycannon (Terminator and TERMINATOR) - 13
Psycannon (CHARACTER) - 15
Storm bolter - 3
Twin assault cannon 44
Twin heavy plasma cannon 24
Twin lascannon 40
Twin multi-melta 40
Typhoon missile launcher 38

Dreadfist/two Dreadfists 0/10
Two Dreadfists (CHARACTER) - 0
Dreadnought combat weapon - 10
Nemesis Daemon greathammer - 5
Nemesis Daemon greathammer (CHARACTER) - 15
Nemesis Daemon hammer -
Nemesis falchion/two Nemesis falchions - 0/2
Nemesis falchion (ANCIENT models) - 5
Nemesis force halberd - 1
Nemesis force halberd (A2+ models) - 2
Nemesis force sword - 1
Nemesis force sword (A2+ models) - 2
Nemesis greatsword - 10
Nemesis warding stave - 1
Servo-arm 0

Dreadknight teleporter - 20
Dreadknight teleporter (CHARACTER) - 40

Space Wolves - WIP
Spoiler:

Storm shield (CHARACTERS) - 10
Storm shield (WULFEN) - 6
Storm shield (other models) - 3

Titan Legions
Spoiler:

Reaver Battle Titan - 2400
Warhound Scout Titan - 1600
Warlord Battle Titan - 4000



Chaos - V1.3

Chaos Daemons
Spoiler:

Nerf Icons, models have to be placed more than 1" away from enemy models.

Aetos'rau'keres - 900
An''ggrath the Unbound - 700
Be'lakor - 240
Bloodcrushers - 42
Bloodletters - 7 (Banner of Blood 2CP)
Bloodthirster of Insensate Rage - 240
Bloodthirster of Unfettered Fury - 220
The Blue Scribes - 70
Burning Chariot - 100
Changecaster - 65
Daemon Prince of Chaos - 145
Daemon Prince with Wings - 180
Daemonettes - 6
Exalted Flamer - 60
Exalted Seeker Chariot - 70
Fateskimmer - 110
Feculent Gnarlmaws - 75
Fiends - 40
Flamers - 22
Flesh Hounds - 14 (Gore Hounds are 20)
Fluxmaster - 85
Furies - 7
Giant Chaos Spawn - 150
Great Unclean One - 275
Hellflayer - 60
Herald of Slaanesh - 60
Horrors - 7 (split models must be placed more than 9" away from enemy models)
Kairos Fateweaver - 260
Lord of Change - 270
Lord of Change with baleful sword - 275
Mamon Transfigured - 200
The Masque of Slaanesh - 65
Plague Drones - 40
Plague Toads of Nurgle - 55
Poxbringer - 80
Pox Riders of Nurgle - 60
Rotigus - 280
Samus - 155
Scabeiathrax the Bloated - 600
Screamers - 26
Seeker Chariot - 45
Seekers - 13
Skarbrand - 300
Skull Cannon - 80
Skullmaster - 90
Soul Grinder - 160
Spined Chaos Beast - 140
Spoilpox Scrivener - 100
Sloppity Bilepiper - 70
The Contorted Epitome - 210
Uraka the Warfiend - 150
Wrath of Khorne Bloodthirster - 220
Zarakynel - 450

Bilesword and bileblade - 0
Bilesword and plague flail - 10
Daemonic axe (KHORNE models only) - 20
Doomsday bell and bileblade - 20
Doomsday bell and plague flail - 30
Malefic talons (one set/two sets) 10/20

Gellarpox Infected
Spoiler:

Cursemites - 2
Eyestinger Swarms - 2
The Vox-Shamblers - 7
The Glitchlings - 3
The Hullbreakers - 25
Sludge-Grubs - 3
Vulgar Thrice-Cursed - 55

Chaos Knights
Spoiler:

Acastus Knight Asterius - 600
Acastus Knight Porphyrion - 600
Cerastus Knight-Acheron - 360
Cerastus Knight-Atrapos-420
Cerastus Knight-Castigator-360
Cerastus Knight-Lancer - 360
Knight Desecrator - 360
Knight Despoiler - 300
Knight Despoiler with 1 reaper chainsword and 1 thunderstrike gauntlet - 320
Knight Rampager - 340
Questoris Knight Magaera - 380
Questoris Knight Styrix - 340
War Dog - 160
War Dog Moirax - 160

Acheron flame cannon - 80
Atrapos lascutter - 80
Autocannon - 10
Castigator bolt cannon - 50
Cerastus shock lance - 60
Graviton crusher - 25
Graviton singularity cannon - 70
Graviton pulsar - 5
Helios defence missiles - 45
Hekaton siege claw - 30
Ironstorm missile pod - 16
Karacnos mortar battery - 20
Lascannon - 25
Lightning cannon - 70
Lightning lock - 5
Moirax conversion beam cannon - 15
Moirax siege claw - 0
Phased plasma-fusil - 20
Plasma decimater and Volcano lance - 110
Rad cleanser - 0
Reaper chainfist - 40
Reaper chainsword - 30
Tempest warblade - 30
Titanic feet - 0
Twin magma lascannon - 100
Twin rad cleanser - 25
Twin conversion beam cannon - 90
Volkite culverin - 15
Volkite veuglaire - 5

Chaos Space Marines
Spoiler:

See the Chaos Daemons section for the cost of Daemon faction units.

Blood Slaughterer of Khorne - 150
Chaos Land Raider - 180
Chaos Lord - 75
Chaos Lord with Jump Pack - 95
Chaos Rhino - 60
Chaos Space Marine - 12
Chaos Space Marine Crew - 10
Chosen - 12
Cypher - 70
Daemon Prince - 145
Daemon Prince with Wings - 180
Dark Apostle - 80
Defiler - 110
Exalted Champion - 60
Fabius Bile - 75
Fallen - 12
Forgefiend - 90
Greater Blight Drone - 160
Greater Brass Scorpion of Khorne - 550
Greater Possessed - 80
Havocs - 13
Heldrake - 140
Hellforged Cerberus Heavy Destroyer - 500
Hellforged Contemptor Dreadnought - 90
Hellforged Deredeo Dreadnought - 120
Hellforged Dreadclaw Drop Pod - 115
Hellforged Falchion - 600
Hellforged Fellblade - 550
Hellforged Kharybdis Assault Claw - 300
Hellforged Land Raider Achilles - 210
Hellforged Land Raider Proteus - 200
Hellforged Mastodon - 700
Hellforged Predator - 95
Hellforged Sicarian - 150
Hellforged Sicarian Venator - 150
Hellforged Typhon Heavy Siege Tank - 500
Huron Blackheart - 100
Khârn the Betrayer - 110
Khorne Berzerkers - 14
Khorne Lord of Skulls - 500
Kytan Ravager - 380
Lord Discordant on Helstalker - 170
Master of Executions - 60
Maulerfiend - 110
Mutilators - 33
Necrosius the Undying - 135
Noctilith Crown - 80
Obliterators - 60
Plague Marines - 15
Possessed - 19
Raptors - 14
Sorcerer in Terminator Armour - 100
Sorcerer with Jump Pack - 110
Venomcrawler - 120
Warp Talons - 10
Warpsmith - 30
Zhufor the Impaler - 120

Autocannon - 10
Baleflamer - 35
Blight launcher - 11
Bubotic axe - 5
Butcher cannon - 30
Butcher cannon array - 50
Chainaxe - 2
Chainfist - 11
Chainsword (KHORNE BERZERKERS) - 1
Combi-bolter - 3
Combi-flamer - 7
Combi-melta - 16
Combi-plasma - 12
Daemongore cannon - 20
Dual malignatas saker - 40
Ectoplasma blaster - 11
Flail of corruption - 12
Flamer - 4
Gorestorm cannon - 20
Hades gatling cannon - 80
Havoc launcher - 6
Heavy flamer - 10
Heavy stubber - 3
Helbrute fist (single/pair) 10/20
Helbrute hammer - 10
Helbrute plasma cannon - 15
Heldrake claws - 0
Hellforged chainclaw (single/pair) - 20/30
Hellforged deathclaw (single/pair) - 10/20
Hellforged siege claw (single/pair) - 10/20
Hellforged siege drill (single/pair) - 20/30
Ichor cannon - 0
Infernal axe - 0
Inferno bolt pistol - 0
Inferno flamestorm cannon - 30
Instrument of Chaos - 5
Kytan gatling cannon - 0
Lightning claws (single/pair) - 6/10
Magna-melta cannon - 50
Malefic talons (one set/two sets) 10/20
Meltagun - 15
Missile launcher - 20
Multi-melta - 20
Plague Belcher - 7
Plague spewer - 15
Plasma destroyer - 40
Plasma gun - 12
Plasma pistol - 5
Power fist - 9
Power fist (CHARACTER models only) - 15
Power scourge - 15
Predator autocannon - 50
Reaper autocannon - 10
Reaper chaincannon - 22
Skullhurler - 0
Soulburner - 30
Soulburner bombard - 90
Soulburner petard - 60
Soulburner pistol - 0
Soulreaper cannon - 10
Thunder hammer (CHARACTERS) - 30
Thunder hammer (other models) - 15
Twin accelerator autocannon - 0
Twin autocannon - 30
Twin heavy flamer - 20
Twin lascannon - 40
Twin multi-melta - 40
Voidcutter - 0
Warp bolter - 0
Warpfire lance - 30
Warpflame pistol - 3
Warpflamer - 10

Thousand Sons
Spoiler:

See Chaos Space Marines for the costs of FW units and Chaos Daemons for the cost of Daemon faction units.

Chaos Cultists - 4
Chaos Land Raider - 180
Chaos Spawn - 25
Daemon Prince - 150
Daemon Prince with Wings - 190
Defiler - 110
Exalted Sorcerer - 120
Exalted Sorcerer on Disc of Tzeentch - 140
Forgefiend - 90
Helbrute - 60
Heldrake - 140
Maulerfiend - 110
Mutalith Vortex Beast - 115
Rubric Marines - 16
Scarab Occult Terminators - 26
Sorcerer in Terminator Armour - 100
Sorcerer with Jump Pack - 110

Autocannon - 10
Baleflamer - 35
Brayhorn - 20
Combi-bolter - 3
Combi-flamer - 7
Combi-melta - 16
Combi-plasma - 12
Ectoplasma cannon - 20
Flamer - 4
Hades autocannon - 20
Havoc launcher - 6
Heavy flamer - 10
Heavy warpflamer - 15
Heavy stubber - 3
Helbrute fist (single/pair) 10/20
Helbrute hammer - 10
Helbrute plasma cannon - 15
Heldrake claws - 0
Hellfyre missile rack - 15
Inferno bolt pistol - 0
Malefic talons (one set/two sets) 10/20
Missile launcher - 20
Multi-melta - 20
Plasma pistol - 5
Power scourge - 15
Predator autocannon - 50
Reaper autocannon - 10
Soulreaper cannon - 10
Thunder hammer (CHARACTERS) - 30
Thunder hammer (other models) - 15
Twin accelerator autocannon - 0
Twin autocannon - 30
Twin heavy flamer - 20
Twin lascannon - 40
Twin multi-melta - 40
Warp bolter - 0
Warpflame pistol - 3
Warpflamer - 10

Deathguard
Spoiler:

See Chaos Space Marines for the costs of FW units and Chaos Daemons for the cost of Daemon faction units.

Biologus Putrifier - 70
Blightlord Terminators - 36
Chaos Cultists - 4
Chaos Land Raider - 180
Chaos Lord in Terminator Armour - 95
Chaos Spawn - 25
Daemon Prince of Nurgle - 150
Daemon Prince of Nurgle with Wings - 190
Deathshroud Terminators - 37
Defiler - 110
Helbrute - 60
Lord of Contagion - 80
Myphitic Blight-haulers - 70
Noxious Blightbringer - 40
Plague Marines - 15
Plague Surgeon - 40
Plagueburst Crawler - 110
Possessed - 19
Sorcerer in Terminator Armour - 100
Tallyman - 50

Bilespurt - 0
Blight launcher - 11
Chainfist - 11
Combi-bolter - 3
Combi-flamer - 7
Combi-melta - 16
Combi-plasma - 12
Entropy cannon - 15
Flail of corruption - 12
Flamer - 4
Force axe - 10
Force stave - 8
Force sword - 8
Havoc launcher - 6
Heavy flamer - 10
Heavy stubber - 3
Helbrute fist (single/pair) - 10/20
Helbrute hammer - 10
Helbrute plasma cannon - 15
Malefic talons (one set/two sets) 10/20
Meltagun - 15
Missile launcher - 20
Multi-melta - 20
Plague belcher - 7
Plague spewer - 15
Plaguereaper - 20
Plaguespurt gauntlet - 0
Plasma gun - 12
Plasma pistol - 5
Power fist (CHARACTERS) - 15
Power fist (other models) - 9
Power scourge - 15
Predator autocannon - 50
Twin heavy flamer - 20
Twin lascannon - 40

Heretic Titan Legions
Spoiler:

Chaos Reaver Battle Titan - 2400
Chaos Warhound Scout Titan - 1600
Chaos Warlord Battle Titan - 4000

Renegades and Heretics - WIP
Spoiler:

Chimera - 50
Malefic Lord - 65
Renegade Command Squad* - 6
Renegade Commander - 35
Renegade Cultists - 4
Renegade Disciple Squad* - 5
Renegade Enforcer - 40
Renegade Marauder Squad - 6 (Brute is 25)
Renegade Militia Squad* - 3
Renegade Mutant Rabble (stubguns) - 2,5
Renegade Mutant Rabble (laspistol or autopistol) - 2,6
Renegade Mutant Rabble (lasgun, autogun or shotgun) - 3
Renegade Ogryn Brutes - 24
Renegade Plague Ogryns - 20
Rogue Psyker Coven - 16

Autocannon - 10
Flamer - 4
Flamer (model with a Ballistic Skill of 5+) - 5
Grenade launcher - 3
Heavy stubber - 2
Meltagun (model with a Ballistic Skill of 4+) - 7
Meltagun (model with a Ballistic Skill of 4+) - 11
Meltagun (other models) - 14
Missile launcher - 15
Ogryn power drill - 11
Plasma gun (model with a Ballistic Skill of 5+) - 6
Plasma gun (model with a Ballistic Skill of 4+) - 7
Plasma gun (other models) - 11
Power fist - 8

Chaos Sigil - 5


Xenos - V1.2

Craftworlds
Spoiler:

Asurmen - 150
Autarch - 60
Autarch with Swooping Hawk Wings - 80
Avatar of Khaine - 200
Baharroth - 100
Crimson Hunter - 135
Crimson Hunter Exarch - 155
Dark Reapers - 11 (Exarch is 16)
Dire Avengers - 6 (Exarch is 11)
Eldrad Ulthran - 140
Falcon - 900
Farseer - 110
Fire Dragons - 10
Fuegan - 130
Hemlock Wraithfighter - 215
Howling Banshess - 7 (Exarch is 12)
Illic Nightspear - 70
Jain Zar - 115
Karandras - 100
Maugan Ra - 130
Night Spinner - 110
Nightwing - 90
Phoenix - 170
Prince Yriel - 70
Revenant Titan - 1200
Scorpion - 700
Shining Spears - 24
Skatach Wraithknight - 400
Spiritseer - 65
Storm Guardians - 6
Striking Scorpions - 10
Support Weapons (including crew) - 25
Vampire Hunter - 900
Vypers - 35
War Walkers - 40
Warlock - 55
Warlock Conclave - 40
Warlock Skyrunner Conclave - 55
Warp Hunter - 175
Wasp Assault Walker - 55
Wave Serpent - 130
Windriders - 18
Wraithblades - 25
Wraithguard - 20
Wraithknight - 360
Wraithlord - 75
Wraithseer - 100

Aeldari missile launcher - 20
Avenger shuriken catapult - 3
Biting blade - 5
D-scythe - 20
Death spinner - 6
Dragon's breath flamer - 14
Firepike - 17
Flamer - 4
Fusion gun - 14
Fusion pistol - 7
Ghostglaive and scattershield - 10
Heavy wraithcannon - 0
Scatter laser - 7
Scorpion's claw - 9
Shadow weaver - 12
Shimmershield - 10
Spirit stones (ULTHWE) - 0
Starcannon - 13
Suncannon and scattershield - 20
Twin Aeldari missile launcher - 40
Twin scatter laser - 12
Twin shuriken catapult - 2
Twin starcannon - 24
Vibro cannon - 15
Wraithcannon - 15

Drukhari
Spoiler:

Beastmaster - 25
Drazhar - 110
Grotesques - 35
Hellions - 12
Incubi - 15
Lhamaean - 12
Medusae - 17
Sslyth - 22
Talos - 80
Tantalus - 400
Venom - 60
Ur-Ghul - 12

Blaster - 20
Disintegrator cannon - 20
Haywire blaster - 10
Heat lance - 10
Shardnet and impaler - 10
Voidraven missiles - 15

Harlequins
Spoiler:

Troupe - 11
Webway Gate - 60

Fusion pistol - 7
Harlequin's caress - 6
Harlequin's embrace - 5
Harlequin's kiss - 6
Haywire cannon - 20
Neuro disruptor - 3

Necrons
Spoiler:

Annihilation Barge - 100
Canoptek Acanthrites (FW) - 50
Canoptek Wraith - 50
Canoptek Tomb Sentinel (FW) - 130
Canoptek Spyder - 50
Canoptek Tomb Stalker (FW) - 110
Catacomb Command Barge - 110
Cryptek - 50
Deathmarks - 15
Destroyer Lord - 95
Destroyers - 30 (2 CP Extermination Protocols)
Doomsday Ark - 170
Doom Scythe - 150 (3 CP Amalgamated Targeting Data)
Flayed Ones - 15
Ghost Ark - 150
Immortal - 10
Lord - 60
Monolith - 260
Night Scythe - 110
Night Shroud - 160
Obelisk - 320
Overlord - 80
Tesseract Vault - 550
Tomb Blade - 20
Tomb Citadel (FW) - 400
Transcendent C'tan - 200
Triarch Praetorians - 16
Triarch Stalker - 85
Warriors - 10

Anrakyr the Traveller - 160
C'tan Shard of the Nightbringer - 180
Illuminor Szeras - 120
Immotekh the Stormlord - 170
Nemesor Zahndrekh - 150
Trazyn the Infinite - 90
Vargard Obyron - 125

Canoptek Cloak - 15
Chronometron - 20
Dispersion Shield - 6
Fabricator Claw Array - 10
Focussed Death Ray - 0
Gauss Blaster - 5
Heat Ray - 35
Heavy Gauss Cannon - 20
Particle Beamer - 5
Particle Caster - 2
Particle Shredder - 20
Resurrection Orb - 25
Tesla Cannon - 10
Tesla Carbine - 5
Tesla Carbine (Immortals) - 6
Transdimensional Beamer - 10
Twin Heavy Gauss Cannon - 40
Warscythe - 9
Warscythe (Destroyer Lords) - 15
Whip Coils - 5

Tau Empire
Spoiler:

Blacklight Marker Drones - 7
Breacher Team - 6
Cadre Fireblade - 47
Commander in XV8 Crisis Battlesuit - 70
Commander in XV85 Enforcer Battlesuit - 75
Commander in XV86 Coldstar Battlesuit - 90
DX-6 Remora Stealth Drone Squadron - 30
Firesight Marksman - 25
KX139 Ta’unar Supremacy Armour - 750
Longstrike - 150
Manta Super-heavy Dropship - 1500
TY7 Devilfish - 70
TX4 Piranhas - 30
TX7 Fire Support Hammerhead Gunship - 100
TX7 Heavy Bombardment Hammerhead Gunship - 100
TX78 Sky Ray Gunship - 80
XV88 Broadside Battlesuit 1-3 35
XV8 Crisis Battlesuits - 20
XV8 Crisis Bodyguards - 22
XV9 Hazard Support Team - 40
XV95 Ghostkeel Battlesuit - 70

Commander Farsight - 125
Commander Shadowsun - 125
Darkstrider - 55
MV1 Gun Drone - 9
MV52 Shield Drone - 12

The Eight - 1200

Advanced targeting system (Ghostkeel, Riptide and Stormsurge) - 25
Advanced targeting system (Broadside and BS 2+) - 15
Advanced targeting system (all other models) - 5
Airbursting fragmentation projector - 10
Airbursting fragmentation projector (BS 2+) - 15
Burst cannon - 10
Burst cannon (BS 2+) - 15
Counterfire defence system - 5
XV8-02 Crisis Iridium battlesuit - 10
Cyclic ion blaster - 20
Cyclic ion blaster (BS 2+) - 30
Cyclic ion raker - 30
Flamer - 5
Fusion blaster - 20
Fusion blaster (BS 2+) - 30
Fusion collider - 30
Fusion eradicator - 50
Heavy burst cannon - 40
Heavy rail cannon - 50
High-output burst cannon - 30
Ion accelerator - 30
Long-barreled burst cannon - 15
Missile pod - 17
Missile pod (BS 2+) - 25
Nexus meteor missile system - 150
Pulse blastcannon - 50
Pulse blaster - 2
Pulse driver cannon - 100
Pulse ordnance multi-driver - 125
Pulse rifle - 1
Plasma rifle - 10
Plasma rifle (BS 2+) - 15
Quad ion turret - 30
Rail rifle - 10
Railgun - 30
Seeker missile - 6
Swiftstrike railgun - 100
Tri-axis ion cannon - 100

Update FW Tau wargear prices to be the same as Codex Tau wargear prices.

Orks
Spoiler:

Battlewagon - 100
Big Mek in Mega Armour - 70 (Grot Oiler is 4)
Big Mek with Shokk Attack Gun - 60 (Grot Oiler is 4)
Blitza-bommer - 95
Burna-bommer - 90
Bonebreaka - 120
Boomdakka Snazzwagons - 85
Boss Snikrot - 60
Boss Zagstruk - 75
Burna Boyz - 10
‘Chinork’ Warkopta - 70
Dakkajet - 90
Deffkilla Wartrike - 110
Deffkoptas - 26
Gunwagon - 120
Ghazghkull Thraka - 200
Kaptin Badrukk - 75 (Ammo Runt is 4)
Kill Tank - 350
Killa Kans - 35
Kustom Boosta-blastas - 90
Lootas - 18 (Showin’ Off is 3 CP)
Mad Dok Grotsnik - 80
Mek Gunz - 20
Megatrakk Scrapjets - 80
Mek - 18
Mekboy Workshop - 50
Nobz - 12 (Ammo Runts are 4)
Nobz on Warbikes - 34
Painboy - 50
Rukkatrukk Squigbuggies - 120
Shokkjump Dragstas - 95
Stompa - 700
Squiggoth - 150
Trukk - 45
Warbikers - 20
Wazbom Blastajet - 90
Weirdboy - 70 (Da Krunch is Warp Charge 7 Roar of Mork is Warp Charge 5)

Big choppa - 5
Killkannon - 15
Lifta-droppa - 0
Rack of Rokkits - 24
Supa-kannon - 30
Twin big shoota - 10

Tyranids
Spoiler:

Barbed Hierodule - 420
Biovores - 55
Broodlord - 125
Deathleaper - 55
Exocrine - 160
Harpy - 95
Haruspex - 170
Hierophant Bio-titan - 1600
Hive Crone - 125
Hive Tyrant with Wings - 190
Lictor - 26
Maleceptor - 150
Malanthrope - 140
Mawloc - 95
Neurothrope - 100
Pyrovores - 25
Raveners - 20
The Red Terror
The Swarmlord - 270
Tervigon - 170
Toxicrene - 120
Trygon - 100
Trygon Prime - 125
Tyranid Prime - 70
Tyrannocyte - 75
Tyrannofex - 140
Tyrant Guard - 32

Devourers with brainleech worms - 10
Heavy venom cannon - 18
Massive scything talons (one pair) - 22
Massive scything talons (two or more pairs) (Trygon and Trygon Prime) - 40
Massive scything talons (two or more pairs) (other models) - 60
Shockcannon - 15
Spore cysts - 15
Stranglethorn cannon - 15
Venom cannon - 15

Genestealer Cults
Spoiler:

Cult Chimera - 50
Kelermorph - 65
Magus - 90

Demolition Charge - 7
Hand flamer - 2
Heavy rock saw - 15
Mining laser - 15
Mortar - 9


I'm planning on adding more factions to interest/enrage people. I don't think it's worthwhile to post anything relating to Heretic Astartes or Adeptus Astartes because of the reworks and changes that are coming in the next couple of months, but if you want to speculate on the worthwhileness of units after the changes GW has released come out then feel free.

This message was edited 41 times. Last update was at 2019/11/09 09:23:03


 
   
Made in us
Purposeful Hammerhead Pilot




United States

I play tau and honestly, I feel like most of our point values are pretty much where they need to be right now. What we need is a 2.0 codex that reworks several units to have more defined roles. Crisis suits are never really worth taking over a riptide or broadsides because those units do everything they do better, and what broadsides and riptides can't do. The commanders can.

The alien auxiliaries have the same issue. Kroot are just bad melee units in an army that's bad at melee. So no one takes them and just brings more fire warriors instead.

Tau are in a super good place right now overall. No units are standout terrible (maybe the skyray) and what's currently subpar isn't because their points are too low, but rather because the rules themselves don't give any reason to take them.
   
Made in ch
The Dread Evil Lord Varlak





Alot of FW changes.

Wait who am i kidding nothing will happen

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in gb
Longtime Dakkanaut




Not Online!!! wrote:
Alot of FW changes.

Wait who am i kidding nothing will happen


If you mean points reductions or something to bring them more inline with the powercreep yes, if you think they need nerfed (outside of Custodes) I'd like you to see a therapist about where the FW employee touched you.
   
Made in ch
The Dread Evil Lord Varlak





Ice_can wrote:
Not Online!!! wrote:
Alot of FW changes.

Wait who am i kidding nothing will happen


If you mean points reductions or something to bring them more inline with the powercreep yes, if you think they need nerfed (outside of Custodes) I'd like you to see a therapist about where the FW employee touched you.


See my sig.
Do you honestly think i would be in favour of general nerfs to FW index lists

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in gb
Longtime Dakkanaut




Signature's don't always show
   
Made in ch
The Dread Evil Lord Varlak





Ice_can wrote:
Signature's don't always show


I play r&h.
I started playing them in the days of the free vraks PDF list.
I am a proud owner of IA 13.

There is so much wrong alone in the pricing (overpriced) of the r&h list alone that it isn't even funny. And not to get started on missing units, etc.

Same with Krieg, elysians, etc.

Eldar Corsairs don't even exist basically anymore.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Fixture of Dakka





CRAFTWORLDERS
* Basically just reverse the change to Shadow Spectre points costs from forever ago. Currently, they're a decent unit that just costs a bit too much. The change seemed to have been a response to ynnari spectres at the time anyway, so... yeah. Also, they should probably have deepstrike (their phoenix lord does).

* Make crystal targeting matrix work against anything; not just the nearest enemy unit.

* Give Alaitoc's trait the Raven Guard nerf from the new marine codex. (So always in cover while more than 12", and non-vehicles get -1 to hit while in terrain.) It goes a long way towards fixing craftworld flyer durability.

* Striking Scorpion Mandiblasters switch from mortal wounds on 6s to something like a Strength 4 AP 0 Damage 1 auto-hit. The mortal wound thing doesn't kick in often enough to be useful and is generally more useful against heavily armor targets. A more reliable source of extra damage against squishy targets makes them the steady guardsman mulchers they used to be and leaves marine slicing more in the banshees' domain.

DRUKHARI
* Change the drukhari Raiding Force to actually be an option again. The batallion became +5CP instead of +3 CP about a week after the drukhari codex came out making it a completely terrible option almost instantly. It probably needs to grant a ton of CP as-is though; you're giving up triple ravagers and non-drukhari allies just to unlock your full codex. In competitive play, you'll only be playing with 3+ the raiding force's CP. I'm not sure making it generate like... 8 or even 10 CP is totally out of the question.

* As an alternative to the above, you could just make kabal/cult/coven non-mutually-exclusive within a detachment. So letting players field Poisoned Tongue warriors in a batallion with Cult of Strife wyches and Prophets of the Flesh wracks, basically.

YNNARI
* Something to make ynnari into the aeldari family reunion faction. I don't mind that the White Dwarf index nerfed them (they needed it), but the current rules make it absolutely punishing to try and field craftworlders, drukhari, and harlequins together in a ynnari faction. Even just making it so that ynnari only need one ynnari special character in their army rather than one per detachment would make them miles more playable from a fluff perspective.

* Let special characters into ynnari detachments again. You can exclude them from gaining the reborn keywords, but various special characters should absolutely be able to stand next to Yvraine on the table. Heck, one of the two Ynnari novels has Eldrad and an Avatar of Khaine (sort of) as active members of the ynnari. Phoenix Lords and Lelith Hesperax seem to be buddy buddy with Yvraine in Fall of Biel-Tan. Yriel has one of the Morai-Heg-darned crone swords.

* Let Incubi and Scourges be ynnari without paying a CP tax, you weirdos.


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






Lets just agree that 90% of FW units in 8th are currently trash, and the ones that aren't are by pure chance?


Anyway, as for my armies.

Tau needs some rework for some units. points are not the issue, its that commanders have very little command ability and are basically just scoped-out crisis, crisis don't have anything they do that is special to them any more, etc.
Basically a classic FSE is impossible. crisis suits can't form a proper core, you don't have HQ options for a battalion (commander limit and the fact FSE cant have ethereal means you have to take a fireblade, and FSE wants to be aggressive with breachers, fireblades are kina pointless for FSE.)
The tau FW is just....bad.
Its mostly not even a matter of points, its a matter of the HQs not competing with a stock commander/coldstar for his slot, the high-intensity markerlight is mechanically idiotic. the tanks and planes might be useful if a bit cheaper, but that's it.


TS
The main issue with TS is still the lackluster spells and the fact the tactics is horrible. it basically effects only HQs, driving the "ahriman and two princes supreme command" being the only thing TS actually have of value.
Especially now that CT seems to expand to all units, making the fact TS tactics only effect the HQs even more glaring. (yes, it technically effects all psykers, but as said-the spells SUCK for non-HQs. and with a mere mini-smite being on average as deadly to you as the enemy, why bother?)
Beyond that, the flamers are overpriced, they need a serious drop before they are worth considering. its strong, but short range on slow unit makes it just unwieldy, and the price aint worth the effect.


So basically, neither tau nor TS are going to get fixed in CA at all.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in ca
Gargantuan Gargant






Orks just need the basic rework that was expected after the last CA, PK come down to 9 points like all the other power fists. Skorchas and Kombi-Skorchas come down to 14 ppm, and killsaws go down to 12 and 16 for a pair.

Outside of those expected ones, I would want to see:

Big shootas down to 2 ppm,
Rokkit launchas down to 9 ppm.
Smasha Gunz up to 25 points for the weapon
KMK down to 35 for the weapon
Bubblechukkas need to be redone altogether tbh to compete against both Smashas and KMK, I think it should be the effective replacement for lobbas now that its effectively dead in the water as an index choice and won't be revisited. Give it indirect fire and drop the points down to 20.
Burnas become Assault D6
Burna Boyz and Stormboyz become 8 ppm.
Warbikerz become 18 ppm
Nob Bikerz become 25 ppm
Painboyz are brought down to 35 points, due to their mandatory PK
Runtherd ideally would have rules that buff grot units in general for shooting or provide morale including Killa Kanz for their current price, but if they don't change their current rules, make them 20 points max
Nob with WAAAGH! Banner down to 60
Deffkoptas down to 20
All the new buggies should be around or under the 100 point range, as they cost too much currently for what they do. Rukkatrukk needs an entire overhaul instead since even with a price cut it doesn't really do anything well.
Stompa goes down to 500-600 points
Killa Kanz go down to 30 ppm. Lower grotzookas down to 5 points, or change their profile back to assault again.
Kustom Mega Blastas go down to 6
Lootas go down to 14, with the loss of mob up for them, they really don't need to cost that much.
Gunwagons should cost 120 or 110 tbh given how meh they are.
Ghazzy goes down to 215 like he used to be.
Flash Gitz down to 25 ppm

I think I covered everything that comes to mind.
   
Made in dk
Loyal Necron Lychguard






 BoomWolf wrote:
Lets just agree that 90% of FW units in 8th are currently trash, and the ones that aren't are by pure chance?


Anyway, as for my armies.

Tau needs some rework for some units. points are not the issue, its that commanders have very little command ability and are basically just scoped-out crisis, crisis don't have anything they do that is special to them any more, etc.
Basically a classic FSE is impossible. crisis suits can't form a proper core, you don't have HQ options for a battalion (commander limit and the fact FSE cant have ethereal means you have to take a fireblade, and FSE wants to be aggressive with breachers, fireblades are kina pointless for FSE.)
The tau FW is just....bad.
Its mostly not even a matter of points, its a matter of the HQs not competing with a stock commander/coldstar for his slot, the high-intensity markerlight is mechanically idiotic. the tanks and planes might be useful if a bit cheaper, but that's it.


TS
The main issue with TS is still the lackluster spells and the fact the tactics is horrible. it basically effects only HQs, driving the "ahriman and two princes supreme command" being the only thing TS actually have of value.
Especially now that CT seems to expand to all units, making the fact TS tactics only effect the HQs even more glaring. (yes, it technically effects all psykers, but as said-the spells SUCK for non-HQs. and with a mere mini-smite being on average as deadly to you as the enemy, why bother?)
Beyond that, the flamers are overpriced, they need a serious drop before they are worth considering. its strong, but short range on slow unit makes it just unwieldy, and the price aint worth the effect.


So basically, neither tau nor TS are going to get fixed in CA at all.

Commanders are too cheap, you should never bring more than one, it just doesn't make sense from a rules and a thematic standpoint that Commanders are so cheap that you always bring 3. You are getting the once per battle thing for free and only really paying for the firepower.

You can make a Vanguard Detachment, we've seen non-Battalion lists work, but Battalions are OP right now, that makes it hard to make a Vanguard army wtih sub-par units work. And I've already mentioned FSE being UP, I hope this gets addressed instead of just seeing Crisis become criminally undercosted and slotting into one of the existing castle lists with 3x missile pods. Make Commanders expensive enough and Crisis + burst cannons/fusion blasters cheap enough and we'll see them, but it'll probably be as Sacea.

TS has seen really good success recently with Rubrics, the Terminators are probably going to get a lot better with +1 A in the first round of combat, the beastmen are still really good. Sup Coms being more popular than Battalions is because your HQs are OP. Nobody takes them I don't think, but those disc beastmen with the bows are pretty scary, if medium range and not too durable. Because TS are not affected by a dozen different tactics you can lower the cost of one unit knowing it'll only affect one tactics rather than with SM it's going to affect 15 tactics so you have to take all of it into account.
   
Made in us
Purposeful Hammerhead Pilot




United States

 vict0988 wrote:
 BoomWolf wrote:
Lets just agree that 90% of FW units in 8th are currently trash, and the ones that aren't are by pure chance?


Anyway, as for my armies.

Tau needs some rework for some units. points are not the issue, its that commanders have very little command ability and are basically just scoped-out crisis, crisis don't have anything they do that is special to them any more, etc.
Basically a classic FSE is impossible. crisis suits can't form a proper core, you don't have HQ options for a battalion (commander limit and the fact FSE cant have ethereal means you have to take a fireblade, and FSE wants to be aggressive with breachers, fireblades are kina pointless for FSE.)
The tau FW is just....bad.
Its mostly not even a matter of points, its a matter of the HQs not competing with a stock commander/coldstar for his slot, the high-intensity markerlight is mechanically idiotic. the tanks and planes might be useful if a bit cheaper, but that's it.


TS
The main issue with TS is still the lackluster spells and the fact the tactics is horrible. it basically effects only HQs, driving the "ahriman and two princes supreme command" being the only thing TS actually have of value.
Especially now that CT seems to expand to all units, making the fact TS tactics only effect the HQs even more glaring. (yes, it technically effects all psykers, but as said-the spells SUCK for non-HQs. and with a mere mini-smite being on average as deadly to you as the enemy, why bother?)
Beyond that, the flamers are overpriced, they need a serious drop before they are worth considering. its strong, but short range on slow unit makes it just unwieldy, and the price aint worth the effect.


So basically, neither tau nor TS are going to get fixed in CA at all.

Commanders are too cheap, you should never bring more than one, it just doesn't make sense from a rules and a thematic standpoint that Commanders are so cheap that you always bring 3. You are getting the once per battle thing for free and only really paying for the firepower.


The problem with commanders is that they don't command. The unit needs a total rework. Get rid of the "can take 4 of any weapon" ability. Give them a bunch of special aura boosting wargear that they have to pay points for. Then boom. They are now a buffing unit that makes crisis suits better and worth taking alongside them. Damage output would be low, but they would be making crisis suits better and buffing the damage output of those.
   
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balmong7 wrote:
The problem with commanders is that they don't command. The unit needs a total rework. Get rid of the "can take 4 of any weapon" ability. Give them a bunch of special aura boosting wargear that they have to pay points for. Then boom. They are now a buffing unit that makes crisis suits better and worth taking alongside them. Damage output would be low, but they would be making crisis suits better and buffing the damage output of those.

I don't think it's reasonable to ask that options like that are removed. The Master of War ability is pretty fluffy, I wouldn't change it. I'm not sure why Crisis need direct oversight from a Commander, they have already gone through combat several times, they are designed to be dropped from a drop ship and then handle stuff, making them reliant on a Commander like Astra Militarum Infantry Squads are does not make sense to me.
   
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 vict0988 wrote:
balmong7 wrote:
The problem with commanders is that they don't command. The unit needs a total rework. Get rid of the "can take 4 of any weapon" ability. Give them a bunch of special aura boosting wargear that they have to pay points for. Then boom. They are now a buffing unit that makes crisis suits better and worth taking alongside them. Damage output would be low, but they would be making crisis suits better and buffing the damage output of those.

I don't think it's reasonable to ask that options like that are removed. The Master of War ability is pretty fluffy, I wouldn't change it. I'm not sure why Crisis need direct oversight from a Commander, they have already gone through combat several times, they are designed to be dropped from a drop ship and then handle stuff, making them reliant on a Commander like Astra Militarum Infantry Squads are does not make sense to me.


Then there are only two options here. make commanders stupid expensive so no one will take them. Make crisis suits super cheap so everyone takes them. Because right now there are two units competing for the same role in the army and one is objectively better than the other. They need to be reworked to complement each other, or to fill different roles within the army. Because currently, a commander is just a BS2 crisis suit with 1 extra weapon and a one-use aura ability. No reason to take a crisis suit over a commander.

But as as I stated earlier, this is a codex problem. Not a chapter approved problem. Tau are in a great spot for points right now, and I don't really see any obvious changes coming in the next chapter approved.

This message was edited 1 time. Last update was at 2019/08/11 12:21:21


 
   
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balmong7 wrote:
 vict0988 wrote:
balmong7 wrote:
The problem with commanders is that they don't command. The unit needs a total rework. Get rid of the "can take 4 of any weapon" ability. Give them a bunch of special aura boosting wargear that they have to pay points for. Then boom. They are now a buffing unit that makes crisis suits better and worth taking alongside them. Damage output would be low, but they would be making crisis suits better and buffing the damage output of those.

I don't think it's reasonable to ask that options like that are removed. The Master of War ability is pretty fluffy, I wouldn't change it. I'm not sure why Crisis need direct oversight from a Commander, they have already gone through combat several times, they are designed to be dropped from a drop ship and then handle stuff, making them reliant on a Commander like Astra Militarum Infantry Squads are does not make sense to me.


Then there are only two options here. make commanders stupid expensive so no one will take them. Make crisis suits super cheap so everyone takes them. Because right now there are two units competing for the same role in the army and one is objectively better than the other. They need to be reworked to complement each other, or to fill different roles within the army. Because currently, a commander is just a BS2 crisis suit with 1 extra weapon and a one-use aura ability. No reason to take a crisis suit over a commander.

But as as I stated earlier, this is a codex problem. Not a chapter approved problem. Tau are in a great spot for points right now, and I don't really see any obvious changes coming in the next chapter approved.

The base problem is BS 4+ for crisis suits by the time they hit -1 to hit they are really suffering against -2 they are terrible.

They arn't worth their points, commanders arn't broken and also Tau having multiple commanders isn't unfluffy, they do tend to have multiple senior officers.
   
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Ice_can wrote:
They arn't worth their points, commanders arn't broken and also Tau having multiple commanders isn't unfluffy, they do tend to have multiple senior officers.

How are they not broken when everyone is chafing at the restriction of max 3 Commanders? That's a clear sign of a broken unit. Are there any top Tau lists that don't field 3 Commanders? I'm not familiar with the new style of mechanised lists, but I'm guessing they use 3 Commanders as well. Saying that it makes sense for 3 Shas´o to be in the same 2000 pt army is wrong, 2000 pts is not even enough to fill out a single Cadre. 7th had a thing for calling mini-formations the names of much larger formations in the fluff, but a Cadre is supposed to rival a formation of Astra Militarum numbering in the hundreds or thousands. 15 Tau Fire Warriors does not a Cadre make. 15 Warriors is little more than a single large team, perhaps enough to warrant a Shas´el Cadre Fireblade, but nothing more. It's not that 3 Commanders is super unreasonable, I can forge a narrative where aspects of three different cadres forge a spearhead against an enemy battlegroup, but it's not reasonable that they act as Lieutenants when they are generals. The rules are already there, you are already discouraged from taking multiple, their pts costs are just so insanely low that you Tau players don't care that they aren't getting the Master of War ability a second or third time, they just want to slap a bunch of guns on their 2+ BS Rambo assasins, it's not reasonable from a fluff perspective, them, Tau Sept and Shield Drones help promote the community's great hatred for Tau.
balmong7 wrote:
Then there are only two options here. make commanders stupid expensive so no one will take them.

Why do you think there are only two options? If it is worth taking 3 at 100 pts and 0 at 200, that does not mean that a situation where 1 is the most popular cannot be found somewhere in the middle. As I pointed out, the rules already support playing 1 over playing multiple, so even if I accept that 140 pts = 3 Commanders and 141 pts = 0, then I'll make it cost 140,732773 and the majority of players will field 1, a minority will field 0, 2 or 3.

A part of the problem is also the reward for taking multiple Battalions being what it is, if you need 5 or 6 HQs you are going to need 3 Commanders because Fireblades don't stack and you rarely want to benefit from more than one Ethereal. Reducing the costs of Fireblades and removing his aura would be one way of promoting Fireblade spam over Commander spam, but a simple price reduction in Fireblades and an increase in Commanders would make the average Tau army more fluffy.

This message was edited 1 time. Last update was at 2019/08/11 13:10:25


 
   
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And in previous codex's Tau could be a commander without having to be a Shas'o.
Your assuming a Shas'o is what is represented by the datasheet We used ti have Shas,El aswell which is also represented by the commander datasheet. It's not the players fault GW decided to make them the same datasheet.
   
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 vict0988 wrote:

balmong7 wrote:
Then there are only two options here. make commanders stupid expensive so no one will take them.

Why do you think there are only two options? If it is worth taking 3 at 100 pts and 0 at 200, that does not mean that a situation where 1 is the most popular cannot be found somewhere in the middle. As I pointed out, the rules already support playing 1 over playing multiple, so even if I accept that 140 pts = 3 Commanders and 141 pts = 0, then I'll make it cost 140,732773 and the majority of players will field 1, a minority will field 0, 2 or 3.


Because people are taking commanders due to them BS2+ and almost 50% cheaper than a crisis suit squad with the same loadout. If you increase the commander cost, then they stop taking commanders (apart from maybe the named ones who get to use the once per game abilities twice) and will just bring crisis suits instead. Unless they introduce something to the commander or something to crisis suit that makes the units meaningfully different than one another them tourny players will just spam whichever unit is mathematically better.

It's not a points issue. The points are fine. The problem is that the units fill the same battlefield role and one will always be mathematically better than the other unless they add some special abilities to differentiate them.

Tau players are mad about the 3 commander restriction because we feel like its the designers recognizing a problem (That commanders are objectively better than crisis suits in every way) and then rather than fixing it, just saying "hey don't take the better unit." rather than actually fixing the problem.

This message was edited 1 time. Last update was at 2019/08/11 14:08:59


 
   
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Yup, the commander datasheet is broken at it's core.

Its a command unit that not only have the LEAST command abilities in the game because its a once-per-game aura, each sucsessive commander reduces it further as they share the once-per-game limit of the ability.
No other unit in the game has this, and it reduces the master of war ability to a mere "nifty addon" for the commander who is basically a gun carrier rather than a leader, and his points are set as such that he is an excelent gunship-because he does nothing else.
He's actually best when alone. that's the opposite of commanding.

The commander should have less gunship abilities, and more actual command abilities.
Heck, you can limit all crisis variants to just two guns, then make the commander's thing is that their support systems become auras-and BHAM, your commander fill a unique, flexible role of providing support system benefits you your army, and the go-to "triple same gun" go-to crisis loadout gets removed.
You'll need to rebalance points-but at least you got a reason to think of crisis and commanders as separate units. the crisis are the efficient gun carriers, the commanders are the buff centrals.


And saying it makes no sense for tau to have 3 shas'os is silly.
Marines bring 3 commanders and nobody bats an eye, Nids can bring 3 swarms lords without issues, necrons can feature 3 overlords, etc.
Nobody else has this spesific limit. its not a fluff limit, its an artificial limit because the commander is too good of a gunship and invalidate the crisis suits so they tried forcing the crisis suit.

can neither confirm nor deny I lost track of what I've got right now. 
   
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Gonna focus on more point changes and ability rewording than datasheet changes or adding new pieces of wargear like a serpent shield or mindshock pods.

Craftworlds:

The grand expectation here is that the flyers (and probably the Night Spinner) are about to get hit with a big nerf bat. I worry about this, as I don't think that there's anything left for the Asuryani to fall back on to stay competitively viable. The codex has long been made up of some fantastic units surrounded by a lot of trash, and those great units have been getting nerfed steadily.
To fix this, point adjustments to other units to support a different playstyle would be appreciated. I would start by reverting Shining Spears and Dark Reapers point values now that Ynnari aren't making them move/shoot/fight twice. I would give further point decreases to Vipers (35) and swooping hawks (11 per model) . I'd put Eldrad back up to his prior points value and revert the warlock points values as well.
Eldar Vehicles would get the Hover Tanks rule (Tau too). The fact that the Scorpius gets to ignore moving with heavy weapons because it's a hover tank is an absolute slap in the face for those Xenos players. Crystal Targeting Matrix gets +1 to hit against the closest target, along with a point increase to 10pts.
I would leave the Wraithknight with a native 5++, with a shield increasing to to a 4++. It needs so much more, but I would instead provide a new datasheet for that. General idea is that I would rather it be a viable equivalent to imperial and chaos knights, not a cheaper bargain-bin version that it would feel like if it just got a points decrease. I feel that that statement is also a good rule of thumb when looking at independent characters, especially the Phoenix Lords and the Avatar.

FW Craftworlds:

Point reduction for Shadow Spectres. 25 per model, 25 for an exarch (Same as a model).
Point reduction for Hornet Pulse laser, down to 20. I'd apply the hover tank rule to Hornets as well.
Major Point reduction for Lynx. I suggest changing the base points value to 275, maybe even remove the extra cost for the sonic lance. The vehicle is more expensive than a Gallant for far less capability.
I honestly think the Distortion fields rule needs to be reworked. It doesn't even come into play if the opponent gets to go first, and with 3+ armor on the units that use this rule, it's almost the same as saying that you don't get an armor save. Scorpion and Cobra feel good for the points, but I could make an argument that they could drop about 50 points because of the One Big Gun issue.
Revenant should probably be like 875 points max. 2000 is taking the piss.
Phantom, I feel, is actually pretty good for what it does.


Dark Eldar:

Incubi need a lot of things, my god. Such a cool unit with terrible rules. Their rule is effectively a -1 to bravery, just written in a dumb way. I don't think they can or should be fixed with just points, Drazhar included.
Hellions could stand to be cheaper.
Cronos could stand to be cheaper. I think it can be a fun unit.


FW Dark Eldar:

I think the Tantalus should be cheaper. Its very existence flies against how the Dark Eldar play, but it's so fun. I think there should be an incentive to run it for the fun factor. They'll probably fix the hellions/scourges thing with its transport rules eventually.
I haven't used the Reaper, but I hear it has less output than a Dissie Cannon Ravager.

Harlequins:

Troupe members could stand to be slightly cheaper - 10 points.
Neuro Disruptors need to be cheaper at 4.
Death Jesters could lose a few points, maybe 40 as a baseline.
Voidweavers should be cheaper, 60 base, which leaves haywire at 95 points and prismatic at flat 100. I've seen some interesting suggestions, such as the idea that they get some kind of shooting bonus for moving.

Ynnari:

All three are way too expensive for what they bring to the table, the Yncarne especially.
Yvraine: 120 points. Warlord Trait changed from Favored of Ynnead to Walker of Many Paths.
The Visarch: 100 points.He's an ok beatstick with a reroll ones aura. I would update his Champion of Ynnead rule to regenerate wounds on Aeldari model deaths, and gains extra attacks when any characters, not just Aeldari, die around him.
The Yncarne: If it had the opportunity to fight twice, its points would be more reasonable. I'd bring it down to about 250, but I'd prefer to give it an updated data sheet.
   
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Tau Battlesuit Weapons

Name (BS4+)
Name (BS2+)

BS2+ = Current points
BS4+ = significantly less.
   
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I'm onboard with pretty much everything Antikonos said.


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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No nerfs for Eldar? Do you feel like a nerf to Alaitoc/flyers is a bad idea.

No nerf for Commander weapons? Should support systems or non-TL weapons not be an option?
   
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 Grimskul wrote:
Orks just need the basic rework that was expected after the last CA, PK come down to 9 points like all the other power fists. Skorchas and Kombi-Skorchas come down to 14 ppm, and killsaws go down to 12 and 16 for a pair.

Outside of those expected ones, I would want to see:

Spoiler:
Big shootas down to 2 ppm,
Rokkit launchas down to 9 ppm.
Smasha Gunz up to 25 points for the weapon
KMK down to 35 for the weapon
Bubblechukkas need to be redone altogether tbh to compete against both Smashas and KMK, I think it should be the effective replacement for lobbas now that its effectively dead in the water as an index choice and won't be revisited. Give it indirect fire and drop the points down to 20.
Burnas become Assault D6
Burna Boyz and Stormboyz become 8 ppm.
Warbikerz become 18 ppm
Nob Bikerz become 25 ppm
Painboyz are brought down to 35 points, due to their mandatory PK
Runtherd ideally would have rules that buff grot units in general for shooting or provide morale including Killa Kanz for their current price, but if they don't change their current rules, make them 20 points max
Nob with WAAAGH! Banner down to 60
Deffkoptas down to 20
All the new buggies should be around or under the 100 point range, as they cost too much currently for what they do. Rukkatrukk needs an entire overhaul instead since even with a price cut it doesn't really do anything well.
Stompa goes down to 500-600 points
Killa Kanz go down to 30 ppm. Lower grotzookas down to 5 points, or change their profile back to assault again.
Kustom Mega Blastas go down to 6
Lootas go down to 14, with the loss of mob up for them, they really don't need to cost that much.
Gunwagons should cost 120 or 110 tbh given how meh they are.
Ghazzy goes down to 215 like he used to be.
Flash Gitz down to 25 ppm


I think I covered everything that comes to mind.

This plus a few nerfs to our most efficient units -

Smasha Guns go up to 30.
Traktor cannons only auto hit keyword FLY units and drop in price or gain an extra shot but stay same cost.
SAG Mek goes up or Grot Oilers go up.
Weirdboys go up.
Mad dok goes up.
Badrukk goes up.

Other than the obvious buffs to under performing units of other factions and nerfs to their over performing units I’d also like to see clarification on index units - they either need to be brought in line with codex options or removed entirely (in which case I’d hope GW are replacing models with copyright name tm). There are some very strange interactions and/or exploits that almost any faction can do using index options currently that I’d like to see fixed. Finally I’d like an update to FW units in CA. There’s no reason this can’t be done as many of the rules for FW units are not in line with codex rules and their points are all over the place.
   
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 vict0988 wrote:
No nerfs for Eldar? Do you feel like a nerf to Alaitoc/flyers is a bad idea.

No nerf for Commander weapons? Should support systems or non-TL weapons not be an option?


Support systems aren't an option because more guns is always better. That's a rules problem. not a points problem. Most support systems are hugely situational. That's why you only ever see the shield gen and ATS considered at all.

Whoever wrote the Tau codex didn't actually think about how the units work when they ported the rules over from 7th. As a result, there are a lot of broken and redundant weapons, buffs, and wargear. None of that can be fixed with point rebalances.


Automatically Appended Next Post:
 An Actual Englishman wrote:

Other than the obvious buffs to under performing units of other factions and nerfs to their over performing units I’d also like to see clarification on index units - they either need to be brought in line with codex options or removed entirely (in which case I’d hope GW are replacing models with copyright name tm). There are some very strange interactions and/or exploits that almost any faction can do using index options currently that I’d like to see fixed. Finally I’d like an update to FW units in CA. There’s no reason this can’t be done as many of the rules for FW units are not in line with codex rules and their points are all over the place.


I would love to see an announcement that FW units are going to be part of the codices moving forward and that the main rules team will write their rules. I still don't understand how GW can look at FW and say "Yeah we should totally pretend those units don't exist when writing the rules for the game, and then let FW write their own rules without ever reading the codices themselves. That will result in a fun game balance and not alienate the player base at all."

If Necromunda can balance forgeworld weapon packs and regular gang boxes. I'm sure that 40k can manage to integrate the two lines as well.

This message was edited 1 time. Last update was at 2019/08/17 10:57:04


 
   
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I would love to see an announcement that FW units are going to be part of the codices moving forward and that the main rules team will write their rules. I still don't understand how GW can look at FW and say "Yeah we should totally pretend those units don't exist when writing the rules for the game, and then let FW write their own rules without ever reading the codices themselves. That will result in a fun game balance and not alienate the player base at all."


You are uninformed.
Ever since the unfortunate death of the Fw subdivision leader the gw Team has written fw rules.
That is basically 8th edition.

Also the most broken gak that was ever in 40k was solely gw main ruleteams failure.
(fish of fury)

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
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Ice_can wrote:
balmong7 wrote:
 vict0988 wrote:
balmong7 wrote:
The problem with commanders is that they don't command. The unit needs a total rework. Get rid of the "can take 4 of any weapon" ability. Give them a bunch of special aura boosting wargear that they have to pay points for. Then boom. They are now a buffing unit that makes crisis suits better and worth taking alongside them. Damage output would be low, but they would be making crisis suits better and buffing the damage output of those.

I don't think it's reasonable to ask that options like that are removed. The Master of War ability is pretty fluffy, I wouldn't change it. I'm not sure why Crisis need direct oversight from a Commander, they have already gone through combat several times, they are designed to be dropped from a drop ship and then handle stuff, making them reliant on a Commander like Astra Militarum Infantry Squads are does not make sense to me.


Then there are only two options here. make commanders stupid expensive so no one will take them. Make crisis suits super cheap so everyone takes them. Because right now there are two units competing for the same role in the army and one is objectively better than the other. They need to be reworked to complement each other, or to fill different roles within the army. Because currently, a commander is just a BS2 crisis suit with 1 extra weapon and a one-use aura ability. No reason to take a crisis suit over a commander.

But as as I stated earlier, this is a codex problem. Not a chapter approved problem. Tau are in a great spot for points right now, and I don't really see any obvious changes coming in the next chapter approved.

The base problem is BS 4+ for crisis suits by the time they hit -1 to hit they are really suffering against -2 they are terrible.

They arn't worth their points, commanders arn't broken and also Tau having multiple commanders isn't unfluffy, they do tend to have multiple senior officers.

I think a decent point cut and BS3+ would go a long way to fixing them.

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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 vict0988 wrote:
No nerfs for Eldar? Do you feel like a nerf to Alaitoc/flyers is a bad idea.


Nerfing the Alaitoc trait to be like the new Raven Guard trait is probably a good idea, and eldar flyers probably do need to be nerfed. BUT eldar flyers are considered by many to be the last top tier build for craftworlders these days due in part to the series of nerfs they took in an effort to balance out their now-defunct ynnari counterparts.

So it's not that eldar flyers should go unnerfed; it's just that we'd really rather like it if other things got buffed/unnerfed at the same time.

Craftworlders still have a lot going for them, but they've also sort of developed some holes in their lineup over time. Our anti-tank guns are all either on expensive platforms or stuck with 12" range. Our only really threatening melee units are either still priced as though they're soul bursting ynnari (shining spears) or else are just super expensive in general (warlock conclaves, wraith blades). And at the moment, our craftworld traits are mostly just meh aside from the always take Alaitoc trait that should probably get the Raven Guard treatment.

Which isn't to say that craftworlders are bad. Again, they have a lot going for them. But without the airplane and Alaitoc crutches, they might not really have any top tier builds left.


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

Not Online!!! wrote:

I would love to see an announcement that FW units are going to be part of the codices moving forward and that the main rules team will write their rules. I still don't understand how GW can look at FW and say "Yeah we should totally pretend those units don't exist when writing the rules for the game, and then let FW write their own rules without ever reading the codices themselves. That will result in a fun game balance and not alienate the player base at all."


You are uninformed.
Ever since the unfortunate death of the Fw subdivision leader the gw Team has written fw rules.
That is basically 8th edition.

Also the most broken gak that was ever in 40k was solely gw main ruleteams failure.
(fish of fury)


Then I revise my wish to just "Include forgeworld units in the codices as parts of the army and update their rules and points with the same level of care and detail as the main codex units."
   
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balmong7 wrote:
Not Online!!! wrote:

I would love to see an announcement that FW units are going to be part of the codices moving forward and that the main rules team will write their rules. I still don't understand how GW can look at FW and say "Yeah we should totally pretend those units don't exist when writing the rules for the game, and then let FW write their own rules without ever reading the codices themselves. That will result in a fun game balance and not alienate the player base at all."


You are uninformed.
Ever since the unfortunate death of the Fw subdivision leader the gw Team has written fw rules.
That is basically 8th edition.

Also the most broken gak that was ever in 40k was solely gw main ruleteams failure.
(fish of fury)


Then I revise my wish to just "Include forgeworld units in the codices as parts of the army and update their rules and points with the same level of care and detail as the main codex units."


So basically 0 for most units. Except the few broken ones.
Good one.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
 
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