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Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 mokoshkana wrote:
 Kanluwen wrote:
What exactly did you ever expect?

You picked an army that has never been billed as anything but "elite". And even with that, it's been no real secret that Grey Knights aren't a friendly army for players since they got split into their own codex.
People choose armies that speak to them. It's the reason I play eldar and harlequins. If GW doesn't plan on making elite armies like GK or Harlequins viable, then that needs to be messaged to the consumers. Very easy to sit there and say "sucks to be you, should have known better," when it's not your investment that's being potentially rendered obsolete.



I ran Skitarii in 7th. My whole frigging army got invalidated overnight with my Doctrina Imperatives all got nerfed and moved to a Stratagem that to get a modicum of what they had, my ability to go without an HQ removed(Harlequins got a Troupe Master added instead of getting forced to start taking something like a Ynnari character or the like), my pregame Scout move is gone(it's now coming back though!..but only as a custom Forge World lesser Dogma and only on Skitarii Rangers), and since I built around formations(Sicarian Killclade, most notably ) rather than strictly an 'army'? I had to get Techpriest Dominii, Enginseers, and soon Manipulii for running my army the same way I ran it before.
Ooh, or we can talk about how my Guard overnight with the first Cruddace book was invalidated! 10 Infantry Squads worth of Sergeants that had to have lasguns removed from them because the option was gone, and 6 Kasrkin Squads worth that I had to attempt to track down the Veteran Sergeants individually for(since I had bought my Kasrkin via blisters rather than the boxed set as I didn't want flamethrowers or grenade launchers).


Karol does nothing but complain about Grey Knights or prices on this forum. I get that it's frustrating to have an army not be what you hoped it is, but there comes a point where either you need to make it work or realize that it's time to move off of it.
   
Made in us
Locked in the Tower of Amareo




 Daedalus81 wrote:
Ermahgerd. Martel and Karol complaining. Stahp pls.


I just said I'd squat them. And remove a lot of power armor from the game.

This message was edited 1 time. Last update was at 2020/06/03 22:10:11


 
   
Made in ca
Longtime Dakkanaut





Somewhere in Canada

Keep in mind that this is a single mission we've seen. Others may be more friendly to elite armies; as a matter of fact, the Psychic Interrogation action they showed would work best in a GK or Ksons army since every unit is psychic.



   
Made in us
Locked in the Tower of Amareo




If they're based off CA 2019 missions, they will favor hordes. That's the just the way it is.
   
Made in gb
Walking Dead Wraithlord






PenitentJake wrote:
Keep in mind that this is a single mission we've seen. Others may be more friendly to elite armies; as a matter of fact, the Psychic Interrogation action they showed would work best in a GK or Ksons army since every unit is psychic.





To be honest I thought psychic interrogation looked a bit like a new power thats going to replace smite when I looked at that...

Is there a stream for this at all like the Q&A? I seen a mention of it somewhere.

This message was edited 1 time. Last update was at 2020/06/03 22:17:31


https://www.dakkadakka.com/dakkaforum/posts/list/772746.page#10378083 - My progress/failblog painting blog thingy

Eldar- 4436 pts


AngryAngel80 wrote:
I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "


 Eonfuzz wrote:


I would much rather everyone have a half ass than no ass.


"A warrior does not seek fame and honour. They come to him as he humbly follows his path"  
   
Made in us
Archmagos Veneratus Extremis




On the Internet

Something people are ignoring with the syphon secondary is that it's an optional secondary you can take instead of other seconrdaries. Armies like Custodes and Knights obviously would skip it, but armies with cheap troops like Cultists or Termagaunts would get use out of that secondary as a sort of hold/hold more point scoring method.

 Argive wrote:
PenitentJake wrote:
Keep in mind that this is a single mission we've seen. Others may be more friendly to elite armies; as a matter of fact, the Psychic Interrogation action they showed would work best in a GK or Ksons army since every unit is psychic.


To be honest I thought psychic interrogation looked a bit like a new power thats going to replace smite when I looked at that...

Is there a stream for this at all like the Q&A? I seen a mention of it somewhere.

It's a secondary a psyker can cast instead of one of their other powers to gain VP as a secondary. It probably has the same limits regular psychic powers do meaning that it'll likely be limited to one psyker a turn.

That or it'll cap out at like 15 and then you can't score on it anymore.

This message was edited 1 time. Last update was at 2020/06/03 22:49:56


 
   
Made in us
Deranged Necron Destroyer






I also think it wouldn't be impossible for them to rerelease the Custodes and Grey Knights codecies with new stormtrooper equivalents - Talons of the Emperor codex rather than Custodes codex, and back to Daemonhunters instead of Grey Knights. Seems easier than having everyone have to scramble to find the particular White Dwarf article.

My painting log is full of snakes
Have any retro, vintage, or out of print models? Show them off here!
Games I play: 40k (CSM, Necrons); AoS/Fantasy (Seraphon/Lizardmen); Warcry; Marvel Crisis Protocol; Wargods of Olympus/Aegyptus; Mythos 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

 Don Qui Hotep wrote:
I also think it wouldn't be impossible for them to rerelease the Custodes and Grey Knights codecies with new stormtrooper equivalents - Talons of the Emperor codex rather than Custodes codex, and back to Daemonhunters instead of Grey Knights. Seems easier than having everyone have to scramble to find the particular White Dwarf article.

We know the Custodes are getting Sisters of Silence back so they'll likely go back to being the Talons of the Emperor book which will add in psychic defense and cheaper bodies into an elite army that didn't have good answers for either before.
   
Made in us
Fixture of Dakka




NE Ohio, USA

Martel732 wrote:
 Daedalus81 wrote:
Ermahgerd. Martel and Karol complaining. Stahp pls.


I just said I'd squat them. And remove a lot of power armor from the game.


And then the shareholders would throw your dumb ass out for squatting $$$ & the next guy would promptly reinstate it all.

   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

 ClockworkZion wrote:
Something people are ignoring with the syphon secondary is that it's an optional secondary you can take instead of other seconrdaries. Armies like Custodes and Knights obviously would skip it, but armies with cheap troops like Cultists or Termagaunts would get use out of that secondary as a sort of hold/hold more point scoring method.

This is a good change. The ca Four Pillars mission required troops to score the objectives and was therefore extremely difficult for elite armies. I was sceptical about the use of secondaries but this is a good use of them. It gives armies alternative ways to score if their makeup leaves them at a disadvantage for the primary mission. I'm looking forward to seeing more missions, particularly for Onslaught, as I like to bring lots of toys.
   
Made in us
Loyal Necron Lychguard





The siphoning unit has to survive through your opponent's turn. A horde of chaff units, especially with the new blast rules, might just die before scoring the objective. The best siphoners are probably characters, not troops.

There is also the fact that this objective is a completely optional choice - if your army isn't well suited to the siphoning action, pick a different one.
   
Made in fi
Posts with Authority






Its hilatious how some players like to proclaim that 9th is broken, their army has become useless or that the sky is falling, based on incomplete intel. Maybe you want to forget your preconceptions and reserve judgement until you see the full picture, hmm?

I am cautiously optimistic about 9th because known tournament players/organizers have been playtesting the rules and points values this time around. Seems like GW has really listened to the community this time. Lets wait and see.

This message was edited 1 time. Last update was at 2020/06/04 06:39:19


"The larger point though, is that as players, we have more control over what the game looks and feels like than most of us are willing to use in order to solve our own problems" 
   
Made in ca
Commander of the Mysterious 2nd Legion





Martel732 wrote:
 Daedalus81 wrote:
Ermahgerd. Martel and Karol complaining. Stahp pls.


I just said I'd squat them. And remove a lot of power armor from the game.


yes Martel we know, we also know no longer like 40k and are just here to troll.

Opinions are not facts please don't confuse the two 
   
Made in gb
Longtime Dakkanaut




 Arachnofiend wrote:
The siphoning unit has to survive through your opponent's turn. A horde of chaff units, especially with the new blast rules, might just die before scoring the objective. The best siphoners are probably characters, not troops.

There is also the fact that this objective is a completely optional choice - if your army isn't well suited to the siphoning action, pick a different one.


Agreed. I like the fact you have to paint a big target on your units if you want to use the Siphon Power action, and I wouldn't be surprised if most Actions work the same way. That then gives your opponent some interesting decisions to make because they may have really wanted to kill something other than your relatively useless blob of Cultists but that unit is now worth killing. The fact you can ignore the special mission objective in favour of the regular secondaries also means armies are unlikely to be incapable of scoring well in a mission but I do hope those secondaries don't do what ITC effectively did and make some units useless.
   
Made in gb
Longtime Dakkanaut




I think people are misreading this and need to stop and actually reread the misson as the new missions are way more complex than anything GW has put out before.
How your opponents secondary missions are going will have a big swing onnhow quickly or how hard you have to go after the primary mission's objectives.
The ability to both score but only one to maximise their score along with secondarues is going to make a lot more choices meaningful in determining the winner.
Also with such huge score potentials, 120 if you max everythingthe blowout games and such will be clear in the results.

I also like that they have already insured that you can't just deepstrike onto objectives.

Also start of turn scoring explains why Recce said you would want fewer more durable units than just swarms, however I could also see them being useful
   
Made in be
Mysterious Techpriest





Belgium

 ClockworkZion wrote:
Something people are ignoring with the syphon secondary is that it's an optional secondary you can take instead of other seconrdaries. Armies like Custodes and Knights obviously would skip it, but armies with cheap troops like Cultists or Termagaunts would get use out of that secondary as a sort of hold/hold more point scoring method.

Preach, people jump to conclusions. This mission's primary objectives is still the regular "capture and hold". The siphoning thing is ONE of the options for your secondaries. Players can totally dismiss this aspect entirely and focus on their own secondaries, like killing stuff, manoeuvring stuff or doing psychic powers.

It's a great change and so far looks promising for people who want to build their armies around a theme. If there's less "essential" units that we have to include in our lists and get more freedom in list building it's absolutely cool.


40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in fi
Locked in the Tower of Amareo





Tyel wrote:
Bring some characters or small units as buff bots, have them power the pillars. Mono Knights are not going to work, and Custodes may have trouble, but not sure about anyone else.

The corner deployment is interesting, as it will allow someone with fast aggressive units to go claim 3 towers, and get the 15 points straight off, plus potentially another 6 if they are happy to abstain on doing anything (advance move) while your opponent sits in a non-moving castle..


Mind you this is alternative secondary. Knight can go for generic secondaries like killing stuff etc.


Automatically Appended Next Post:
tauist wrote:
Its hilatious how some players like to proclaim that 9th is broken, their army has become useless or that the sky is falling, based on incomplete intel. Maybe you want to forget your preconceptions and reserve judgement until you see the full picture, hmm?

I am cautiously optimistic about 9th because known tournament players/organizers have been playtesting the rules and points values this time around. Seems like GW has really listened to the community this time. Lets wait and see.


Playtesters who have in 8th been making elite armies better in their tournaments than hordes. They have their own agenda to push to get game they want(elites over horde). Top of that GW isn't interested in balance.

Oh and GW had known tournament players/organizers playtest for 8th...how did that work out?

This message was edited 1 time. Last update was at 2020/06/04 09:37:58


2024 painted/bought: 109/109 
   
Made in gb
Longtime Dakkanaut




tneva82 wrote:
Tyel wrote:
Bring some characters or small units as buff bots, have them power the pillars. Mono Knights are not going to work, and Custodes may have trouble, but not sure about anyone else.

The corner deployment is interesting, as it will allow someone with fast aggressive units to go claim 3 towers, and get the 15 points straight off, plus potentially another 6 if they are happy to abstain on doing anything (advance move) while your opponent sits in a non-moving castle..


Mind you this is alternative secondary. Knight can go for generic secondaries like killing stuff etc.


Automatically Appended Next Post:
tauist wrote:
Its hilatious how some players like to proclaim that 9th is broken, their army has become useless or that the sky is falling, based on incomplete intel. Maybe you want to forget your preconceptions and reserve judgement until you see the full picture, hmm?

I am cautiously optimistic about 9th because known tournament players/organizers have been playtesting the rules and points values this time around. Seems like GW has really listened to the community this time. Lets wait and see.


Playtesters who have in 8th been making elite armies better in their tournaments than hordes. They have their own agenda to push to get game they want(elites over horde). Top of that GW isn't interested in balance.

Oh and GW had known tournament players/organizers playtest for 8th...how did that work out?

GW also didn't listen to the pakytesters in 8th either as they all called ironhands as broken from the day 1 codex drop.

I get the Marines are oppressive to play against, but thats true in any mission set. It also does not help mono Custodes, etc the other more elite armies who are still getting melted by hordes.
8th in it's core mechanics favours cheap troops over most others, that needed addressed. The issue is we now have marines on the low end of elite stomping all over everyone while custodes astill need buffs vrs cheap troop lists.

It's be an issue GW has always had with marine's they are so ubiquitous then when the are OP they explode and ruin the game, when they suck it makes bringing new player to the print money faction harder and starves the system of new players.

GW hasn't been able to figure out the balance poit for marines in 8th core rules, all I hopefor is that the core rules do somethingthat makes it not so binary qhen it comes to balance.
   
Made in fi
Locked in the Tower of Amareo





And have they listened this time? And do they want...Balance is not what GW wants. Bad for profits.

2024 painted/bought: 109/109 
   
Made in us
Locked in the Tower of Amareo




ccs wrote:
Martel732 wrote:
 Daedalus81 wrote:
Ermahgerd. Martel and Karol complaining. Stahp pls.


I just said I'd squat them. And remove a lot of power armor from the game.


And then the shareholders would throw your dumb ass out for squatting $$$ & the next guy would promptly reinstate it all.



In my scenario, there would be no shareholders. Power armor needs reductions. The game is too marine centric.


Automatically Appended Next Post:
BrianDavion wrote:
Martel732 wrote:
 Daedalus81 wrote:
Ermahgerd. Martel and Karol complaining. Stahp pls.


I just said I'd squat them. And remove a lot of power armor from the game.


yes Martel we know, we also know no longer like 40k and are just here to troll.


I'd like 40K better if a lot of power armor got squatted.


Automatically Appended Next Post:
Slipspace wrote:
 Arachnofiend wrote:
The siphoning unit has to survive through your opponent's turn. A horde of chaff units, especially with the new blast rules, might just die before scoring the objective. The best siphoners are probably characters, not troops.

There is also the fact that this objective is a completely optional choice - if your army isn't well suited to the siphoning action, pick a different one.


Agreed. I like the fact you have to paint a big target on your units if you want to use the Siphon Power action, and I wouldn't be surprised if most Actions work the same way. That then gives your opponent some interesting decisions to make because they may have really wanted to kill something other than your relatively useless blob of Cultists but that unit is now worth killing. The fact you can ignore the special mission objective in favour of the regular secondaries also means armies are unlikely to be incapable of scoring well in a mission but I do hope those secondaries don't do what ITC effectively did and make some units useless.


Unless of course, they can kill everything they want all at once.

This message was edited 3 times. Last update was at 2020/06/04 13:21:37


 
   
Made in gb
Longtime Dakkanaut




Martel732 wrote:

Automatically Appended Next Post:
Slipspace wrote:
 Arachnofiend wrote:
The siphoning unit has to survive through your opponent's turn. A horde of chaff units, especially with the new blast rules, might just die before scoring the objective. The best siphoners are probably characters, not troops.

There is also the fact that this objective is a completely optional choice - if your army isn't well suited to the siphoning action, pick a different one.


Agreed. I like the fact you have to paint a big target on your units if you want to use the Siphon Power action, and I wouldn't be surprised if most Actions work the same way. That then gives your opponent some interesting decisions to make because they may have really wanted to kill something other than your relatively useless blob of Cultists but that unit is now worth killing. The fact you can ignore the special mission objective in favour of the regular secondaries also means armies are unlikely to be incapable of scoring well in a mission but I do hope those secondaries don't do what ITC effectively did and make some units useless.


Unless of course, they can kill everything they want all at once.


But I thought hordes were OP and unkillable, at least according to you. Or does that only hold true until you need to pointlessly complain about something else? GW have already mentioned a few times that they want to decrease lethality through better terrain rules and upping points costs to reduce the number of models on the board so there's a chance lethality, overall, will come down even with changes to how vehicles and monsters work. At any rate, what I said holds true: more options with different ways to affect the outcome of the game rather than just blindly gunning down everything in sight means the game may potentially be less shallow and better reward decision making over straight mathhammer.
   
Made in us
Locked in the Tower of Amareo




"more options with different ways to affect the outcome of the game rather than just blindly gunning down everything in sight "

Killing everything always works. You are saying that power lists are not going to be able to do this? You have more faith in GW than I do.

" GW have already mentioned a few times that they want to decrease lethality "

This means it will increase, but they won't understand why or how.

This message was edited 1 time. Last update was at 2020/06/04 14:05:51


 
   
Made in ca
Longtime Dakkanaut





Somewhere in Canada

 Argive wrote:
PenitentJake wrote:
Keep in mind that this is a single mission we've seen. Others may be more friendly to elite armies; as a matter of fact, the Psychic Interrogation action they showed would work best in a GK or Ksons army since every unit is psychic.





To be honest I thought psychic interrogation looked a bit like a new power thats going to replace smite when I looked at that...

Is there a stream for this at all like the Q&A? I seen a mention of it somewhere.


It did look like that, because it has a warp charge value, but as it is listed with other actions in a section called actions, it isn't. When you perform any action, the only other thing you get to do that turn is move; in this case, you do have to roll to manifest the action as you would for a power. Its only effect is to confer victory points; it has no impact on the table.


Automatically Appended Next Post:
 Don Qui Hotep wrote:
I also think it wouldn't be impossible for them to rerelease the Custodes and Grey Knights codecies with new stormtrooper equivalents - Talons of the Emperor codex rather than Custodes codex, and back to Daemonhunters instead of Grey Knights. Seems easier than having everyone have to scramble to find the particular White Dwarf article.


Giving us an Imperial Agents dex would be the most elegant solution. It solves all the Inquisition + Chamber Militant issues, not just GK. If you roll back GK to Daemon Hunters, you have to roll Deathwatch back to Alien Hunters and SoB to Witch Hunters. If you give us a good Agents dex, it allows us to use all of the Inquisition stuff with GK and DW to expand options for those armies until GW gets around to adding a few new units to those armies- another thing that should be done sooner rather than later.

An Agents dex that took it's cues from Apocalypse would also allow SoS to be more than the cheap half of Talons, without preventing them from being the cheap half of Talons for those who chose to use them that way. I find SoS fit far better with Inquisition than Custodes. Their mandate is anti-psyker. Inquisitors battle Psykers as a rule. Custodes fight everything, and sometimes that means psykers show up, but fighting psykers is not their explicitly stated purpose the way it is with some branches of the Inquisition.

Don't get me wrong- I like them as Talons, and I want them to be able to be Talons; I just like them BETTER when they work with the Inquisition, so I want them to be able to do that too.

Finally, an Agents Dex, again, following the Apocalypse model, would also ensure that Rogue Traders continue to play a part in the game. They are a vital storytelling tool, because their mandate to explore the fringes of Imperial Space makes them kinda the ultimate first contact hook if GW ever decides to add new Xenos factions. Rogue Traders in their capacity with Blackstone Fortress have already brought Ambulls and Zoats back to the game. We need them to keep the galaxy interesting.

I am a guy who believes the first choice for improvement is addition, not subtraction. For example, we have posters who dislike power armour and think the game is too marine centric. I agree, but I'd rather fix the problem by expanding all Xenos ranges, fleshing out Tau alien auxiliaries until they can figt like other small factions such as Harlequins or Custodes- you'd still see them in Tau armies far more often than you'd see them as stand alones, but it would be POSSIBLE to play them as stand alones. Then expand Ynnari, but do it by bringing in Corsair and Exodite units which could also be used as non-Ynnari if they instead join any other Aeldari faction- this way folks who like CWE and DE don't have to worry about losing their units to the Ynnari, and Corsair and Exodite fans get love too.

Oh yeah, and bring back squats; Kharadon overlords look awesome, and the Grombrindal Techmarine was awesome. Necromunda squats are excellent proof of concept for the return of the squats.

More is always better than less, because you can always choose to avoid something that exists if you don't like it; conversely, you can't choose to play something that doesn't exist, not matter how much you like it.

This message was edited 1 time. Last update was at 2020/06/04 15:20:06


 
   
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Italy

Martel732 wrote:


I'd like 40K better if a lot of power armor got squatted.


I also dream of an edition with no SM of any kind

 
   
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Make them rare like they should be.
   
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Not as Good as a Minion





Astonished of Heck

 Blackie wrote:
Martel732 wrote:

I'd like 40K better if a lot of power armor got squatted.

I also dream of an edition with no SM of any kind

Too bad they are so popular that there is literally a game that is almost nothing but Space Marines.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in us
Locked in the Tower of Amareo




Yeah, I really don't get it at all. Marines aren't interesting at all when everyone has them.
   
Made in gb
Longtime Dakkanaut




PenitentJake wrote:
Spoiler:
 Argive wrote:
PenitentJake wrote:
Keep in mind that this is a single mission we've seen. Others may be more friendly to elite armies; as a matter of fact, the Psychic Interrogation action they showed would work best in a GK or Ksons army since every unit is psychic.





To be honest I thought psychic interrogation looked a bit like a new power thats going to replace smite when I looked at that...

Is there a stream for this at all like the Q&A? I seen a mention of it somewhere.


It did look like that, because it has a warp charge value, but as it is listed with other actions in a section called actions, it isn't. When you perform any action, the only other thing you get to do that turn is move; in this case, you do have to roll to manifest the action as you would for a power. Its only effect is to confer victory points; it has no impact on the table.


Automatically Appended Next Post:
 Don Qui Hotep wrote:
I also think it wouldn't be impossible for them to rerelease the Custodes and Grey Knights codecies with new stormtrooper equivalents - Talons of the Emperor codex rather than Custodes codex, and back to Daemonhunters instead of Grey Knights. Seems easier than having everyone have to scramble to find the particular White Dwarf article.


Giving us an Imperial Agents dex would be the most elegant solution. It solves all the Inquisition + Chamber Militant issues, not just GK. If you roll back GK to Daemon Hunters, you have to roll Deathwatch back to Alien Hunters and SoB to Witch Hunters. If you give us a good Agents dex, it allows us to use all of the Inquisition stuff with GK and DW to expand options for those armies until GW gets around to adding a few new units to those armies- another thing that should be done sooner rather than later.

An Agents dex that took it's cues from Apocalypse would also allow SoS to be more than the cheap half of Talons, without preventing them from being the cheap half of Talons for those who chose to use them that way.
I find SoS fit far better with Inquisition than Custodes. Their mandate is anti-psyker. Inquisitors battle Psykers as a rule. Custodes fight everything, and sometimes that means psykers show up, but fighting psykers is not their explicitly stated purpose the way it is with some branches of the Inquisition.

Don't get me wrong- I like them as Talons, and I want them to be able to be Talons; I just like them BETTER when they work with the Inquisition, so I want them to be able to do that too.
Spoiler:

Finally, an Agents Dex, again, following the Apocalypse model, would also ensure that Rogue Traders continue to play a part in the game. They are a vital storytelling tool, because their mandate to explore the fringes of Imperial Space makes them kinda the ultimate first contact hook if GW ever decides to add new Xenos factions. Rogue Traders in their capacity with Blackstone Fortress have already brought Ambulls and Zoats back to the game. We need them to keep the galaxy interesting.

I am a guy who believes the first choice for improvement is addition, not subtraction. For example, we have posters who dislike power armour and think the game is too marine centric. I agree, but I'd rather fix the problem by expanding all Xenos ranges, fleshing out Tau alien auxiliaries until they can figt like other small factions such as Harlequins or Custodes- you'd still see them in Tau armies far more often than you'd see them as stand alones, but it would be POSSIBLE to play them as stand alones. Then expand Ynnari, but do it by bringing in Corsair and Exodite units which could also be used as non-Ynnari if they instead join any other Aeldari faction- this way folks who like CWE and DE don't have to worry about losing their units to the Ynnari, and Corsair and Exodite fans get love too.

Oh yeah, and bring back squats; Kharadon overlords look awesome, and the Grombrindal Techmarine was awesome. Necromunda squats are excellent proof of concept for the return of the squats.

More is always better than less, because you can always choose to avoid something that exists if you don't like it; conversely, you can't choose to play something that doesn't exist, not matter how much you like it.


Yeah the fluff is not very supportive of SoS having anything to do with the Inquisition as far as I can tell they like the Custodes stand outside the preview and remit of the HLoT which is predominantly from their down the Inquisitions is supposed to inquisitor.

They report to the Emperor and in some aspect to the Astra Telepathica as part of the blackship program but who the blackships report too seems deliberately not defined

This message was edited 3 times. Last update was at 2020/06/04 20:33:53


 
   
Made in us
Deranged Necron Destroyer






PenitentJake wrote:
Automatically Appended Next Post:
 Don Qui Hotep wrote:
I also think it wouldn't be impossible for them to rerelease the Custodes and Grey Knights codecies with new stormtrooper equivalents - Talons of the Emperor codex rather than Custodes codex, and back to Daemonhunters instead of Grey Knights. Seems easier than having everyone have to scramble to find the particular White Dwarf article.


Giving us an Imperial Agents dex would be the most elegant solution. It solves all the Inquisition + Chamber Militant issues, not just GK. If you roll back GK to Daemon Hunters, you have to roll Deathwatch back to Alien Hunters and SoB to Witch Hunters. If you give us a good Agents dex, it allows us to use all of the Inquisition stuff with GK and DW to expand options for those armies until GW gets around to adding a few new units to those armies- another thing that should be done sooner rather than later.

An Agents dex that took it's cues from Apocalypse would also allow SoS to be more than the cheap half of Talons, without preventing them from being the cheap half of Talons for those who chose to use them that way. I find SoS fit far better with Inquisition than Custodes. Their mandate is anti-psyker. Inquisitors battle Psykers as a rule. Custodes fight everything, and sometimes that means psykers show up, but fighting psykers is not their explicitly stated purpose the way it is with some branches of the Inquisition.

Don't get me wrong- I like them as Talons, and I want them to be able to be Talons; I just like them BETTER when they work with the Inquisition, so I want them to be able to do that too.

Finally, an Agents Dex, again, following the Apocalypse model, would also ensure that Rogue Traders continue to play a part in the game. They are a vital storytelling tool, because their mandate to explore the fringes of Imperial Space makes them kinda the ultimate first contact hook if GW ever decides to add new Xenos factions. Rogue Traders in their capacity with Blackstone Fortress have already brought Ambulls and Zoats back to the game. We need them to keep the galaxy interesting.

I am a guy who believes the first choice for improvement is addition, not subtraction. For example, we have posters who dislike power armour and think the game is too marine centric. I agree, but I'd rather fix the problem by expanding all Xenos ranges, fleshing out Tau alien auxiliaries until they can figt like other small factions such as Harlequins or Custodes- you'd still see them in Tau armies far more often than you'd see them as stand alones, but it would be POSSIBLE to play them as stand alones. Then expand Ynnari, but do it by bringing in Corsair and Exodite units which could also be used as non-Ynnari if they instead join any other Aeldari faction- this way folks who like CWE and DE don't have to worry about losing their units to the Ynnari, and Corsair and Exodite fans get love too.

Oh yeah, and bring back squats; Kharadon overlords look awesome, and the Grombrindal Techmarine was awesome. Necromunda squats are excellent proof of concept for the return of the squats.

More is always better than less, because you can always choose to avoid something that exists if you don't like it; conversely, you can't choose to play something that doesn't exist, not matter how much you like it.


Those are really good points. I wouldn't want Sisters of Battle to lose what they got. Building an Inquisition-style codex that was built for allying with Grey Knights and Deathwatch is a good idea. I'd love to see more new Inquisitor models - they're some of the best models GW produces.

That said, I would worry that the word from up top is that the new edition disincentivizes allying in armies, and I understand when people complain about having to buy two or more codexes for one army. Could we get a Chambers Militant codex? Let SoB keep their own codex but have Deathwatch and Grey Knights lumped in with Inquisitorial stormtroopers and similar? Seems like it might be a happy compromise.


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Of course everything I say in these kinds of threads is just a form of wishlisting.

This message was edited 1 time. Last update was at 2020/06/04 20:32:15


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 Don Qui Hotep wrote:
...That said, I would worry that the word from up top is that the new edition disincentivizes allying in armies, and I understand when people complain about having to buy two or more codexes for one army. Could we get a Chambers Militant codex? Let SoB keep their own codex but have Deathwatch and Grey Knights lumped in with Inquisitorial stormtroopers and similar? Seems like it might be a happy compromise...


You could alternately keep all the Codexes separate, but then have a section in the Inquisition book letting you mix Inquisition, MT, and either Deathwatch/Sisters/GK to make an Ordo Xenos/Hereticus/Malleus detachment, and then defining a specific set of benefits you get if you do that. Let the armies have weaker versions of their special abilities (Doctrines/Acts of Faith/Tides) in a mixed detachment and then add in some stratagems for letting the elements of the detachment interact, that kind of thing.

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