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2020/04/23 11:19:19
Subject: Re:A highly specialized Genie appears - you may make the rules for 3 units actually good
1. Mutilators - They're an ugly kit and have been generally useless since their creation. On top of that, they are also too expensive in terms of points. I don't really like anything about them, but we've seen so many attempts to make them useful over the years (that have all failed), that I'm convinced only a magic genie could make them work.
I think the intention of GW to make chaos marines attractive is two fold.
.
All three units are now exactly the same, but have big bewbies. The genie disappears in a puff of smoke.
"Your wish is my commaaaaaaaaaand!"
"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!"
2020/04/23 12:25:46
Subject: A highly specialized Genie appears - you may make the rules for 3 units actually good
1) fix the tank guns. Only a few of them actually see use while there are so many great ideas that just need something to make them worth it.
2) Give heavy weapon squads some sort of ability to hide behind other squads. As of now, only mortar squads work because any other squad just gets removed without a second thought. The same goes for command squads and special weapon squads. They just get destroyed without ever really doing anything. At most, they can be used for tricks but not as line units. This however affects multiple units, and the only way I know to get around that is to bring them all back together into a traditional platoon. If it would be a platoon again, I would also give sergeants their lasguns back (mine are modelled with them and it's a pain to remember) and perhaps, for the whole CP thing, let each platoon give a few.
3) This is difficult as there are several other units that need some help. But I think I would be going for sentinels and give them the ability to move and shoot heavy weapons without penalty. That's an ability that all such light vehicles should have in general, but they're the Guard version!
Maybe I'm just gatekeeping here but it feels like some missed the point of this thread. It's not about making bad (or even outclassed) units good (though "good" is in the title) but at least based on Scotsman's examples, it's making boring units not boring (and also good). I think if points drops fix the unit, it's not really eligible here. So anyway, I will add:
1. Harlequin Shadowseers. Everybody knows DJs suck and Troupes have really boring weapons, but have you guys looked at the Harlequin powers?! Outside of Twilight Passageways, they're pretty bad/at odds with the strengths of the army/hard to cast! Going back to 7th you had cool, fluffy, powerful powers and WLTs. Honestly, that codex is the lamest miss of them all in 8th (outside of the very first ones). Just very one-note and boring. And I'd be hopeful that PA fixes it with strats but I just know GW's going to phone it in (I don't know how yet, but they will...)
2. Hive Crones. Huh? T6, 4+ save? HUH!? Another lazy C+P from 7th that JUST. DOESN'T. WORK. Plus, rather than think about how to translate the special vector strike ability, they just dropped it off. Fix the datasheet; you're charging $80 for the plastic, you owe us at least that much. And btw, honorable mention to Lictors, Forgefiends, and Carnifexes, but other folks already posted good points on those guys. Also, Dimachaerons are even worse than Hive Crones but picking FW for this exercise is cheating.
3. Stompa. Okay, I don't play Orks, so maybe I'm out of my element here. But imagine paying $100+/800 points or whatever and getting *that*. Sure, you can pump some of your limited Kustom Jobz into it! Sure, you can hamstring your army with a detachment and spend 4CP to DS it (LMAO GWWTF). If you do those things, it becomes bad, rather than utter crap! Yeah, you were gimping yourself to begin with and you had to divert resources from the rest of your army, but that giant piece of plastic you bought/converted/painted is now in the same daylight as passable! Imagine! There are no words.
Yeah, I'm sad about the Wraithknights and Heirodules that I own that suffer from the same ignominy, but a) they cost half the points and b) they were stupid OP for the rest of their lifespan (okay obviously not the Heirodules). I didn't play them in 7th but I'm okay with the cosmic justice there. I don't think the Stompa has ever really been anything more than okay (maybe some of the FW variants were OP, I don't really know). I just think it's funny that the concept of the Stompa is basically "imagine if Knights were really bad and part of an unsupported army". I wonder how many GW has sold this edition?
This message was edited 2 times. Last update was at 2020/04/23 13:55:51
2020/04/23 14:08:43
Subject: A highly specialized Genie appears - you may make the rules for 3 units actually good
Yeah, I can't help but feel the Stompa is kept purposefully bad because it's a little embarrassing that it costs exactly the same in $ as the much smaller/cheaper 'nauts...
This message was edited 1 time. Last update was at 2020/04/23 14:08:54
"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!"
2020/04/23 14:26:25
Subject: A highly specialized Genie appears - you may make the rules for 3 units actually good
1.Terminators: relentless, and AP-1 and 2 is ignored. So either you're getting your 2+ save, or you are getting hit by something that needs to default to your 5+ invuln (unless in cover of course) Been said before, but I really don't understand GW's thought process with what gets to ignore the heavy weapon movement penalty. Vehicles....nope, flyers (looking at you Corvus Blackstar)...nope, dreadnoughts...nope. Now, infantry lugging heavy weapons I get.....yet, Havocs and Sisters get rules to ignore the penalty. What? Just dumb really. "Heavy" needs a complete revision.
2. (Speaking of...) Corvus Blackstar: Elite hi tech flyer, coolest Imperial flyer, sucks butt on the table. POTMS for starters, Blackstar rocket launcher Corvid warhead S6 -2AP D1, Dracos warhead, S4 Ap-1, D1 Ignores cover.
3. Hellions: -1 to hit, -1AP on hellglaive, Eviscerating Flyby becomes a rule, not a strat.
And one bonus not really related to topic, since Guilleman, razorback spam and storm raven spam is not a thing anymore.....drop cost of Assault cannon to 20pts or 40pts for twin. Cheers.
2020/04/23 15:46:16
Subject: Re:A highly specialized Genie appears - you may make the rules for 3 units actually good
1. Mutilators - They're an ugly kit and have been generally useless since their creation. On top of that, they are also too expensive in terms of points. I don't really like anything about them, but we've seen so many attempts to make them useful over the years (that have all failed), that I'm convinced only a magic genie could make them work.
All three units are now exactly the same, but have big bewbies. The genie disappears in a puff of smoke.
"Your wish is my commaaaaaaaaaand!"
BUT DID WE GET THE POINTS REDUCTION!?
Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug
Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..."
2020/04/23 17:46:10
Subject: Re:A highly specialized Genie appears - you may make the rules for 3 units actually good
All three units are now exactly the same, but have big bewbies. The genie disappears in a puff of smoke.
"Your wish is my commaaaaaaaaaand!"
BUT DID WE GET THE POINTS REDUCTION!?
No, be careful what you wish for.
"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!"
2020/04/23 19:42:51
Subject: A highly specialized Genie appears - you may make the rules for 3 units actually good
I know I'm double-dipping on the thread a bit but I'm genuinely baffled that GW didn't change Boots on the Ground to target AIRCRAFT instead of models with the FLYER battlefield role when they added that keyword. BotG was added to reign in Eldar Flyer spam, gunships that can go into hover mode and act like a tank ought to be able to cover objectives and not get you counted as tabled if they're the last thing you have, so long as they stay in hover mode so they don't pick the AIRCRAFT keyword back up. None of the Eldar FLYERs can do that.
...and edit, because FLYERS with Hover Jets explicitly don't lose AIRCRAFT when in hover mode. Not that it's any less stupid that a flyer designed to be able to hover and loiter over the battlefield supplying close fire support that is also functionally identical to any other hover-tank while doing so and loses all the advantages of being a FLYER doesn't lose all the disadvantages of being a flyer at the same time.
Also, the obligatory rant that SM transport segregation is dumb.
This message was edited 3 times. Last update was at 2020/04/23 19:54:37
grouchoben wrote: Transports of nearly all varieties desperately need a look. Chief among them Landraiders, Devilfish & Corvus Blackstars.
Is there atm one Transport that is actually worth it ?
This message was edited 1 time. Last update was at 2020/04/23 21:47:53
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.
2020/04/23 22:23:22
Subject: A highly specialized Genie appears - you may make the rules for 3 units actually good
So, for units that I'm particularly subjectively interested in seeing be better (not necessarily the most dire awful in the game)...
Chimera: Drop the price another 10/15pts, these are just not worth running at their current cost, especially given their paltry firepower. Either that or make the Multilaser fearsome and able to be shot freely on the move and allow Orders interaction from within the vehicles.
Leman Russ Vanquisher: Honestly, given how outclassed the current Vanquisher cannon is we could make the gun S16 AP-4 and it wouldn't make most people bat an eye in the current metagame, and it'd still only be marginally more effective than a generalist battlecannon against the typical T6/7 Sv3+ vehicles in the game. The fact that the dedicated tank hunter is worse at tank killing than literally every other option, including the dedicated anti-infantry version, is appalling.
Terminators: Make Relentless.
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights! The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.
2020/04/23 22:39:15
Subject: A highly specialized Genie appears - you may make the rules for 3 units actually good
grouchoben wrote: Transports of nearly all varieties desperately need a look. Chief among them Landraiders, Devilfish & Corvus Blackstars.
Is there atm one Transport that is actually worth it ?
Venoms, wave serpents, falcons and impulsors can be very useful/essential.
The ones you mentioned? Not so much.
Heck the humble and often shared rhino , the trukk partially etc. Are all pretty ehhh choices aswell.
It's the exception atm if a Transport works.
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.
2020/04/23 23:30:31
Subject: Re:A highly specialized Genie appears - you may make the rules for 3 units actually good
This thread is inherently selfish, so I will of course focus on Tyranids:
Carnifex - Make it tougher than a fething Rhino. Firstly, give it a natural 2+ save. The only one in the Codex. Next, WS3+. The idea that it hits as often as a Guardsmen is patently ridiculous. And as many wounds as a Rhino.
Hormagaunts - 4 points each. I'd also make ScyTals worth a damn (+1 A per pair, not just for having 4+ of them), but that's an army wide thing rather than being specific to H-Gaunts.
Tyranid Monsters in general - Bump anyone lower than T8 by +1 across the board (Barbed/Scythed Hierodule would be T9 minimum). And minimum 3+ hit in Close Combat for things like Carnifexes, Tervigons, Trygons, Mawlocs, etc. (ie. anything that doesn't already hit on a 3+). Again, the very notion of them being as "good" at hitting in close combat as Guardsmen is just mind-boggling (this applies to Daemon Engines as well BTW).
Vaktathi wrote: Either that or make the Multilaser fearsome and able to be shot freely on the move and allow Orders interaction from within the vehicles.
The Multi-Laser has been sadly left behind, keeping the rules it originally had in 3rd, and not being updated to reflect the edition it exists in. Heavy 3? It should be Heavy 6.
And then there are other structural issues for... well... all of 8th's rules. I don't mind there being a penalty for moving and firing with vehicles, but if there were actual vehicle rules (rather than just keywords), you could allow for things like "Turret weapons are stabilised and do not suffer penalties for move and fire" as you'd be able to define what a "turret", "sponson" and so on were.
This message was edited 2 times. Last update was at 2020/04/23 23:31:57
The current rules read like GW had a competition for who could design the most mind-numbingly boring HQ with the fewest relevant options and the least synergy with his own faction.
In terms of the improvements I'd like to make:
- Replace his useless aura with an ability that's actually worth a damn. Preferably something that affects the entire army.
Change the Shadowfield into something along the lines of 5++ with a -1 to hit.
- Bring back option for Clone Field in some form.
- Bring back options in general. e.g. Ghostplate Armour (4+/6++), Soul Trap (Each time the Archon kills a Character or Monster, he heals 1 wound and gains +1S and +1A for the remainder of the game), Combat Drugs, etc.
- Bring back option for a Blaster (without having to go into Legends)
- Add options for Wings, Skyboard and Jetbike.
- Make weapons - particularly melee weapons - actually worth a damn. e.g.:
- Blast Pistol: Increase range to 12"
- Venom Blade: S- AP-1 D2, Poison 2+
- Agoniser: S- AP-4 D1, Poison 3+
- Huskblade: S: User AP-2 Dd3, Wither: wound rolls of 5+ inflict d3 Mortal Wounds in place of normal damage.
The above are just possibilities but the overall idea is to both improve the DE melee weapons (they're supposed to be glass cannons, not wet socks), but also to differentiate them a bit. Above, I made the Agoniser more effective against multi-wound units, whilst the Huskblade is something of a wild-card, lacking the advantage of Poison but having the potential to deal a chunk of Mortal Wounds. Also, given that the Huskblade is unique to the Archon (implying that it's a good deal rarer), it seemed reasonable that it should have a more noteworthy effect.
2) Haemonculus
Whilst not quite as bad as the Archon the Haemonculus is still a very boring unit with abysmal weapon options.
- I'd like to see his aura adjusted somewhat. I'm not even sure he should have a conventional aura. Maybe instead something like "At the start of the game, if your army contains one or more Haemonculi, choose d3+1 non-Vehicle units and then 2 additional (non-Vehicle) unit for each Haemonculus after the first. The chosen units receive +1 to their Inured to Suffering rolls for the duration of the game.
Again, the details can be tweaked but the idea is that the units have been modified prior to the battle, so they don't need the Haemonculus to sit next to them the entire time.
- I'd give Haemonculi a heal ability similar to that of Apothecary-type units.
- As with Archons, I'd make various changes to their weapons:
- Hexrifle: Assault 1 S- AP-3 D2 Sniper, always wounds on a 2+
- Liquifier Gun: +1S
- Venom Blade: S- AP-1 D2, Poison 2+
- Agoniser: S- AP-4 D1, Poison 3+
(same as above)
- Electrocorrosive Whip: S+1 AP-1 D2, Haywire
- Mindphase Gauntlet: S8 AP-3 Dd3, Mental Onslaught: This weapon wounds against Ld instead of Toughness.
- Scissorhand: S+1, AP-3, D1 The user can make 2 additional attacks with this weapon. Reroll failed wound rolls with this weapon.
Again, just rough ideas but overall trying to make the weapons more useful and have them serve some different rolls, rather than all of them doing near enough the same thing but with different levels of aptitude.
Will think about unit #3.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2020/04/23 23:50:01
Subject: Re:A highly specialized Genie appears - you may make the rules for 3 units actually good
Again, the very notion of them being as "good" at hitting in close combat as Guardsmen is just mind-boggling (this applies to Daemon Engines as well BTW).
I'd love to hear from Cruddace (or better yet, Phil Kelly since he actually plays Nids) what the reason was to make Nid monsters evolved to excel at CQC WS 3. I'm pretty sure in the Chambers days, the Carnifex (the only monster back then besides the HT, really) was not a bumbling oaf and actually had good WS. Obviously, this issue with monsters is a legacy holdover because I'm pretty sure even the biggest Tyranid hater, when faced with a blank slate, would sit down and say "yeah, this big guy? It makes sense that he's got middling attacks, accuracy and strength." And then of course the kicker is giving a Fex crushing claws and all of a sudden he's hitting on 5s outside of the charge -- 2 pips worse than a dread, it's laughable.
I get I'm supposed to be happy with where Nids are right now and I am in a macro sense. And everybody has micro-issues with codexes. But Nids have SO. FETHING. MANY. of those stupid little needling issues and I get frustrated just thinking about them.
The current rules read like GW had a competition for who could design the most mind-numbingly boring HQ with the fewest relevant options and the least synergy with his own faction.
In terms of the improvements I'd like to make:
- Replace his useless aura with an ability that's actually worth a damn. Preferably something that affects the entire army.
Change the Shadowfield into something along the lines of 5++ with a -1 to hit.
- Bring back option for Clone Field in some form.
- Bring back options in general. e.g. Ghostplate Armour (4+/6++), Soul Trap (Each time the Archon kills a Character or Monster, he heals 1 wound and gains +1S and +1A for the remainder of the game), Combat Drugs, etc.
- Bring back option for a Blaster (without having to go into Legends)
- Add options for Wings, Skyboard and Jetbike.
- Make weapons - particularly melee weapons - actually worth a damn. e.g.:
- Blast Pistol: Increase range to 12"
- Venom Blade: S- AP-1 D2, Poison 2+
- Agoniser: S- AP-4 D1, Poison 3+
- Huskblade: S: User AP-2 Dd3, Wither: wound rolls of 5+ inflict d3 Mortal Wounds in place of normal damage.
The above are just possibilities but the overall idea is to both improve the DE melee weapons (they're supposed to be glass cannons, not wet socks), but also to differentiate them a bit. Above, I made the Agoniser more effective against multi-wound units, whilst the Huskblade is something of a wild-card, lacking the advantage of Poison but having the potential to deal a chunk of Mortal Wounds. Also, given that the Huskblade is unique to the Archon (implying that it's a good deal rarer), it seemed reasonable that it should have a more noteworthy effect.
2) Haemonculus
Whilst not quite as bad as the Archon the Haemonculus is still a very boring unit with abysmal weapon options.
- I'd like to see his aura adjusted somewhat. I'm not even sure he should have a conventional aura. Maybe instead something like "At the start of the game, if your army contains one or more Haemonculi, choose d3+1 non-Vehicle units and then 2 additional (non-Vehicle) unit for each Haemonculus after the first. The chosen units receive +1 to their Inured to Suffering rolls for the duration of the game.
Again, the details can be tweaked but the idea is that the units have been modified prior to the battle, so they don't need the Haemonculus to sit next to them the entire time.
- I'd give Haemonculi a heal ability similar to that of Apothecary-type units.
- As with Archons, I'd make various changes to their weapons:
- Hexrifle: Assault 1 S- AP-3 D2 Sniper, always wounds on a 2+
- Liquifier Gun: +1S
- Venom Blade: S- AP-1 D2, Poison 2+
- Agoniser: S- AP-4 D1, Poison 3+
(same as above)
- Electrocorrosive Whip: S+1 AP-1 D2, Haywire
- Mindphase Gauntlet: S8 AP-3 Dd3, Mental Onslaught: This weapon wounds against Ld instead of Toughness.
- Scissorhand: S+1, AP-3, D1 The user can make 2 additional attacks with this weapon. Reroll failed wound rolls with this weapon.
Again, just rough ideas but overall trying to make the weapons more useful and have them serve some different rolls, rather than all of them doing near enough the same thing but with different levels of aptitude.
Will think about unit #3.
These are really fun and make me think of some of the more interesting implementations of rules in 7th (i.e. like wounding against leadership). It really gives me a "what could have been" feeling about if DE had had a later-7th book rather than an earlier-7th and GW had put a bit more thought into it. Oh, and I guess you'd have to pretend that GW would give DE options rather than take them away...
This message was edited 1 time. Last update was at 2020/04/23 23:54:06
2020/04/24 00:03:46
Subject: Re:A highly specialized Genie appears - you may make the rules for 3 units actually good
3 Units I'd make rules for and make them useful?
I'll start with the low hanging fruit:
1: Rough Riders would actually continue to HAVE rules and therefore be a cool fast attack option for IG. I'm not sure I'd even change their current rules but lose the strange cavalry keyword that basically excludes them from all traits, orders, etc. One of the best units for conversions and variety in the game.
2: I second the whole list of terminator suggestions. Mine mirror: +1 wound, +1 to the save roll, etc.
3: Snipers (of any type): The sniper rifle needs to be ap-3.
Keeping the hobby side alive!
I never forget the Dakka unit scale is binary: Units are either OP or Garbage.
2020/04/24 02:29:34
Subject: Re:A highly specialized Genie appears - you may make the rules for 3 units actually good
Dark Eldar you'd think would have some sort of specialized sniper unit or characters, that sounds like something they'd be into, with character assassinating poison or something to terrorize squads of troops from unseen vantage points or paralyzer rounds for capturing prisoners or the like. I'm suprised they don't have anything in that vein now that I think about it.
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights! The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.
2020/04/24 05:11:58
Subject: A highly specialized Genie appears - you may make the rules for 3 units actually good
From playing against it - mediocre shooting with low, degrading BS, heavy weapons with your choice low range and number of shots or low AP and it dies to a stiff breeze. Basically a worse helbrute for more points.
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.
2020/04/24 07:52:04
Subject: A highly specialized Genie appears - you may make the rules for 3 units actually good
Jidmah wrote: From playing against it - mediocre shooting with low, degrading BS, heavy weapons with your choice low range and number of shots or low AP and it dies to a stiff breeze. Basically a worse helbrute for more points.
It's especially sad when you consider a double butcher cannon contemptor is only 10 points more.
2020/04/24 08:08:29
Subject: Re:A highly specialized Genie appears - you may make the rules for 3 units actually good
Just be sure to remember that that 'genie' is undoubtedly a lord of change that will whisper into the ears of GW writers to make other rules that will render the ones you asked for useless a week later.