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Made in us
Sister Vastly Superior





what would you design about your own army if you were given the chance. What would you buff, nerf, rework, change, add (new units/options?) remove, etc etc

I'll start with Sisters of Battle, pls forgive my scatterbrain order in which things presented and will probably be a mess


Characters need more options in general, not this flowchart of IF this then you can take that bs. for starters canoness's need the ability to take a jump pack. why? becuase a large portion of those who become a canoness or a palantine come from the seraphim superiors, if not the canoness than the palantine should be able to take the jump pack

Celestine: Celestine has always been a problem child of an absolute nightmare made manifest while being criminally undercosted. IMO she should fall somewhere between a daemon princess and greater daemon in both power and points, after all she hunts daemon princes for sport. also remove the twins, she was fine before they existed and she will be fine with them gone.

The Ecclesiarchy: GW has seen fit to remove pretty much every special character belonging to this part of the faction, honestly I would like to see the ecclesiarchy removed from the codex and codex SoB treated like codex stormtroopers and skitarri, with an ecclesiarchy codex of its own. I personally have been using crusaders with my inquisitor and death cult assassins since 3rd edition, but with GW arbitrarily fething their unit size cap and only pushing archo flagellants for some weird reason, its time for equality or complete removal as a whole. After all its Codex Sisters of Battle, not codex witch hunters, not codex ecclesiarchy.

Triumph of saint katherine: I dont even know where to begin to make this unit work as anything other than a distraction carnifex

Canoness Superior: just like chapter master being an upgrade canoness's should be able to be upgraded to a canoness superior for pts, for OoML players you have junith, or pre junith days generic superior



More units:
Mounted Dominions: With dominions losing scouting transports, I would like to see dominions on bikes! why? becuase there are some cool 3rd party sisters on bike models that deserve some play.

Sisters in Terminator / Artificer armor. we've seen that non space marines can wear terminator armor, see inquisitors. why? becuase again some pretty decent looking 3rd party sisters in terminator armor, and sisters deserve a dedicated melee unit who isnt repentia. Id give them standard Power mauls and Storm/combi bolters, would give us a unit who could actually use our special bolt strategem. I would also accept sister MP's with just combat/suppression shields (not storm shields, so just +1 to armor save throws but no invuln mod) and power/shock mauls. hell just make it +1 to armor saves in melee and id be happy

A dedicated Flyer: Back during the days of flying circus sister players basically had to sit the edition out, we had 0 anti air units and no flyers of our own. but then forge world gave us access to the avenger strike fighter..... for all of 1 edition before the keyword was removed... rip my $$. either Add back the keyword to this flyer or give us our own dedicated strike craft or air superiority fighter, or both... after all large portions of the imperial navy are on "nearly permanent" loan to the ecclesiarchy.

Drop pods: now when I say drop pods i dont mean space marine drop pods, I mean I want a fething holy cathedral to plop down right on the middle of the battlefield and unload my troops!. am I being serious? lol no, but it would be funny to see.

Tanks: Tanks are criminally underdeveloped on 40k with very little if any distinction between light/medium/heavy tanks in rules and anti-tank weaponry, while i woudl loke to see sisters with a light/medium tank besides just the fire support/artilery vehicle that is the Exorcist, i dont expect to see it in the future.


Reworked Units:
Repentia: Repentia are literally kicked out of their order when they fall into the repentia. they should lose their order bonus, and be added to the list of units who can be taked without breaking army buffs.

Repentia Superior: with reworekd repentia above the superior could get a targeted fire/forget buff for the repentia that doesnt require the superior to also make the change without re-rolls to keep the buff active in melee.. also to compensate the removal of bloody rose/other order buffs to repentia.

Zephyrim: While I and many others have wanted a melee seraphim unit for years. its weird they are armed with power swords and not power spears, only change i would really make here.... besides letting the superior take both a plasma pistol AND the pendant if you want to put points into the unit.

Seraphim: not much to change here, let the superior take a power weapon without losing her 2nd pistol, every other sister seems to be able to hold both a Gun, pistol and sword at the same time? but this supernaturally dexterous sister cant manage to work 2 pistols and holster/draw a sword quickly?

Crusaders: Crusaders should add the bodyguard rule (the one that prevents benig shot by snipers but not transfer wounds) for Priests, Inquisitors, and guard commanders, after all they take life long service oaths to serve/protect their charge.

Celestine: With GW seemingly passing around the no more than 3 wounsd per phase bucket to super characters in factions. Celestine is a decent character who could justify receiving this. Remove her revive ability, remove the twins. change her healing tears into restore 1 wound per turn, give her 6 wounds, and no more than 3 wounds per phase... is this stepping on c-tan shoes? probably, but shes a good fit for it.


Crazy Ideas: Space marine/chaos space marine get special fluff powers from their chaplain equivilents. but the ultra hyper devout sisters dont have miracle powers (not counting miracle dice as thats an army wide ability). include a "saint" unit that could function like a psyker/chaplain without being one, but NOT a smite bot, no one likes smite bots.

Living Saint HQ choice. There are plenty of other living saints who dont need to be as crazy strong as celestine but who could still be a decent power option.

SUPER crazy ideas: with every primarch seemingly slowly coming back to life.... sisters could miraculously see the 6 matriarchs come back... how? gw gak thats how, hell katherines dead body still has a heart beat, saint bones/body parts mysteriously teleport themselves and ward off the warp... there is always a way...



"If you are forced to use your trump card, then the battle is already lost" 
   
Made in us
Monster-Slaying Daemonhunter





For Sisters of Battle:
Return Ordo Hereticus Inquisitors, Acolytes, Assassins, Land Raiders
Canoness Jetpack, + Canoness Eviserator
Palantine

That's basically about it.


For Grey Knights:
Return Ordo Malleus Inquisitors, Acolytes, and Assassins



Imperial Guard
CC returned to be CCS: CCS contains 1 Major and 4 Veterans
Company Commander issues orders [3 per CC]
1 un-upgraded Veteran may have a special weapon
1 un-upgraded Veteran may have a vox caster
1 un-upgraded Veteran may have a standard
1 un-upgraded Veteran may have a medipack

Infantry Platoon: 1 Troop Slot contains
1-1 Platoon Command Squad [1 Lieutenant, 4 Guardsmen]: When the platoon command squad is issued an order by the CCS, all squads in the platoon with their sergeant within command range get the benefit.
2-5 Rifle Squad
0-1 Special Weapons Squad
0-1 Heavy Weapons Squad

Conscripts down in points and move to Elites, also lose <REGIMENT>

I'm not entirely certain what I would do if I were writing an ideal IG codex with Veterans. I could just kick them back to troops and restore the Grenadiers, Forward Sentries, and Demolitions, but I actually think a more radical redesign with those units as 3 different platoons [Grenadiers Platoon, Assault Engineers Platoon, and Ranger Scout Platoon] would be really fun. Also, like I'm now that I think about it I'm in love with the idea of IG Assault Engineers with Las-PPSH SMG's that they can use in CQB or something.


Return Medusa, Griffon, and Colossus


Master of Ordnance gives Artillery Orders in conjunction with spotters to do things like lay smoke, provide suppression fire, etc. with the artillery.


Squadrons remain a squad, and all recieve the benefit when given a Order.


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in au
Dakka Veteran




Australia

All Ork heavy weapons gain +1 AP on turn 1
All Ork Assault and Pistol weapons gain +1 AP on turn 2
All Ork Melee weapons get +1 AP on every other turn

Oh, Orks also get +1 attack for charging or being charged
Also All Ork Boyz go to 2W each
   
Made in us
Fixture of Dakka




NE Ohio, USA

I would completely rebuild this game from the ground up
*ditching all of the rerolls,
*all of the strats,
*most of the random shots/random damage - there'd be some, but few & far between
*about 1/2 of every armies special rules - you know, all that stuff that precedes even the 1st stat block in the books.
** I'd improve upon the Crusade system.

I'd also include a unit building page or two in each Codex explaining the formulae used to come up with the PL/Pts of the army. That way, if you've got some "Legends" models lying around YOU can stat them up.
   
Made in au
Rookie Pilot




Brisbane

What I'd change about the IG Codex?

I'd delete it.

I will not rest until the Tabletop Imperial Guard has been reduced to complete mediocrity. This is completely reflected in the lore. 
   
Made in us
Gore-Soaked Lunatic Witchhunter







My signature has a link to what I'd do to my Codex, everyone else's Codex, and the game in general. Roll back the core rules to pre-8e, cut redundant options, add meaningful and relevant options, extend content, incorporate the FW stuff into the game proper...

This message was edited 1 time. Last update was at 2020/11/12 04:59:39


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in gb
Freaky Flayed One





Crownworld Astilia

 Slayer6 wrote:
What I'd change about the IG Codex?

I'd delete it.


This may be bait but I'm gonna bite anyway. Of all the Codices out now care to explain why you'd delete the Guard?


The Qarnakh Dynasty - Starting Again From scratch...Once again

 kirotheavenger wrote:
People like straws, and they're not willing to give any up even as the camel begins to buckle.
 
   
Made in it
Shas'la with Pulse Carbine





About the Tau codex? Almost everything.

Statlines, weapon profiles, faction rules, basic abilities, markerlight system, ...
Tau definitely need a complete rework.


 
   
Made in gb
Executing Exarch





London, UK

Craftworlds just need a whole rework from the ground up.

I wouldn't get rid of anything, just improve the internal balance of the codex and fix statlines that haven't changed since 4th or before.

And while the OP hasn't explicitly stated so or intended it to be the case, this thread is pure bait.

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Eonfuzz wrote:
All Ork heavy weapons gain +1 AP on turn 1
All Ork Assault and Pistol weapons gain +1 AP on turn 2
All Ork Melee weapons get +1 AP on every other turn

Oh, Orks also get +1 attack for charging or being charged
Also All Ork Boyz go to 2W each


You forgot heroic interventions

It's hilarious when you think about how powerful orks would become with such a change

This message was edited 1 time. Last update was at 2020/11/12 11:29:39


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in de
Boom! Leman Russ Commander






@ Inquisitor Lord Katherine:
Spoiler:
 Inquisitor Lord Katherine wrote:

Imperial Guard
CC returned to be CCS: CCS contains 1 Major and 4 Veterans
Company Commander issues orders [3 per CC]
1 un-upgraded Veteran may have a special weapon
1 un-upgraded Veteran may have a vox caster
1 un-upgraded Veteran may have a standard
1 un-upgraded Veteran may have a medipack

Infantry Platoon: 1 Troop Slot contains
1-1 Platoon Command Squad [1 Lieutenant, 4 Guardsmen]: When the platoon command squad is issued an order by the CCS, all squads in the platoon with their sergeant within command range get the benefit.
2-5 Rifle Squad
0-1 Special Weapons Squad
0-1 Heavy Weapons Squad

Conscripts down in points and move to Elites, also lose <REGIMENT>

I'm not entirely certain what I would do if I were writing an ideal IG codex with Veterans. I could just kick them back to troops and restore the Grenadiers, Forward Sentries, and Demolitions, but I actually think a more radical redesign with those units as 3 different platoons [Grenadiers Platoon, Assault Engineers Platoon, and Ranger Scout Platoon] would be really fun. Also, like I'm now that I think about it I'm in love with the idea of IG Assault Engineers with Las-PPSH SMG's that they can use in CQB or something.


Return Medusa, Griffon, and Colossus


Master of Ordnance gives Artillery Orders in conjunction with spotters to do things like lay smoke, provide suppression fire, etc. with the artillery.


Squadrons remain a squad, and all recieve the benefit when given a Order.



I can't say much about the SoB and Grey Knights stuff, but the IG propositions sound pretty nice.
One thing I would like to try with IG (but I haven't a perfect solution worked out) would try and give the LR loadouts that are described with a specific niche use in the fluff the rules to back that, which is (in my opinion) poorly done at the Moment:
1. Vanquisher: it should be better at (heavy) vehicle killing than any other option (the changes to the FW Macharius Vanquisher might point in this direction)
2. Eradicator: It's discribed as being able to hit dudes behind walls etc. While denying cover is nice, it is pretty massivly overshadowed by the Demolisher that achieves the same by better AP (again: my opinion). I could see it being able to hit units out of LoS, as long as the LoS blocking thing is not thicker than 1-2''. So like shooting at a wall, with soldiers hiding behind and still hitting them or even (for a fair cost) being able to target embarked units. To not make it OP one could reduce the damage, so that it's really more of a tool to kill heavily hidden light infantry (that's what I read out of its description at least)
3. Exterminator: It's described as being lighter for more mobility and sometimes used as a stop-gap air defense. Let it ignore hard to hit OR drive a little bit faster OR make it Assault 8 instead of Heavy 8

Also: In between the Carnodon, Leman Russ, Malcador, Macharius and Baneblade I (personally) would take at least one of the five dudes out of the Firepower/staying power/price arms race, make it a bit weaker than its weight in other tanks and instead give it some form of tactical gimmick. So you take it for that gimmick, not for efficient wounds/firepower. We had an idea threat before and I remember for example Malcadors being able to act as Bodyguards tanking hits for nearby infantry or having some kind of inbuilt ramming ability.

Last but not least: I would find something like a specific 1 LoW and his buddies detachment funny. Something like a Macharius and his two Malcadors or a Baneblade and his three LR.


Edit: to not be misunderstood: all that should of course be fairly prized not only internaly but also externaly between codizes. I think grots should be cheaper than guardsmen and I think some other baseline infantry like Guardians or Firewarriors should not be that more expensive than guardsmen.


This message was edited 1 time. Last update was at 2020/11/12 11:54:40


~6550 build and painted
819 build and painted
830 
   
Made in it
Waaagh! Ork Warboss




Italy

For orks I'd like having an -1AP boost on some of our weapons. Choppas, big choppas, big shootas, dakkaguns, kill kannon more than others.

Characters being able to have options that changes their statelines like bikes, jump packs, megarmor.

Burnas with a proper flamer profile.

Meganobz with T5 4W. I'd accept a +5/10 points hike on them.

Killa kanz need to double their damage output.

Gretchins has grot shield in their datasheets that works for free for ANY infantry/biker unit behing them on a 5+.

Painboy that can resurrect models, like hospitaller or apothecary.

Mek gunz with an appropriate profile for a 50$ dollar model. Like T6/7 8W 3+/4+ and 2x/3x their firepower. Of course also their costs in points would be 2x/3x higer. Basically I'd like them to have a similar profile to ork buggies: after all they're about the same amount of plastic and their value in money is exactly the same.

I'd also like more clan locked named characters, in order to have a couple for each kultur basically.

 
   
Made in ch
The Dread Evil Lord Varlak





 Jidmah wrote:
 Eonfuzz wrote:
All Ork heavy weapons gain +1 AP on turn 1
All Ork Assault and Pistol weapons gain +1 AP on turn 2
All Ork Melee weapons get +1 AP on every other turn

Oh, Orks also get +1 attack for charging or being charged
Also All Ork Boyz go to 2W each


You forgot heroic interventions

It's hilarious when you think about how powerful orks would become with such a change


He forgot the double for rapid fire, in this case if Battleforged all assault guns trigger Dakka^3 on 5+ instead.

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






For orks, I would:

1: Give every ork character options. Some unique (snagga-grapple klaw for wartrikes, for example), but give them all generic options (choppas, big choppas, killsaws, powerklaws).

2:Looted Vehicles. I'd make a simple sub-section for looted vehicles, which would simply allow you to take any non-character vehicle from any faction and play it in an ork army, as an ork vehicle, with BS5+ and none of its own special rules (IE just the raw datasheet and guns, no machine spirits or that jazz. Weapon swaps are allowed). I would then have a list of generic options for the vehicles:
-open topped, -1T and embarked models can shoot out, for free
-Big gun, add a killkannon and remove any transport capacity. Yes, this might mean a looted hammerhead or imperial knight with an extra killkannon. Ask yourself - would orks do that?
Transport platform, remove half the guns (rounding down) and add 12 to transport capacity, to a maximum of 20. Gain open-topped.
Wrecking Balls & Grabbing klaws, naturally, become options.


I'd definitely re-introduce Skullhamma battlefortresses. They were so cool!

I'd give Ork vehicles an option to have big engines which allow them to advance 6" instead of rolling, but not allow them to shoot at all if they do so.

I would have Ork vehicles allow units to disembark (but not move further this turn, except charging) if their vehicle moves less than half speed this turn, and to do so at full speed but in the same manner as if the vehicle was destroyed, losing models on 1's.

I'd have the Ork Stompa overhauled completely, and costed properly. I'd also give it an upgrade called "Force Field Konductas" which allows it to benefit from any KFF it's in range of , not wholly within. if one or more KFF's is embarked on a stompa, it projects a KFF 3" per embarked model, to a maximum of 9". so 3KFF meks in a stompa gives a 9" KFF bubble all around the stompa. I'd also give it a stomp attack and allow it to shoot out of combat even if engaged, unless with titanic units.




12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Shadowy Grot Kommittee Memba






Eldar of both dark and craftworld flavors just DESPERATELY need some core statline improvements.

With marines having moved the bar for "elite infantry" from a 1W 3+ profile to a 2W 3+ profile I think that creates design space to have baseline Eldar units really bumped up from the 8-14 points per model range to the 12-18 points per model range.

Harlequins currently work pretty well, as a unit that's kind of "a cut above" the other two eldar armies. They're basically to CWE and Drukhari what Deathwatch are to normal marines. But the problem is the gulf between a "regular eldar" and a harlequin is HUGE both in terms of functional mobility, durability, and damage output.

So, the way to fix that in my eyes is:

1) 5++ dodge save on eldar infantry. Wyches still get their 4++ in combat, Succubi still get their 4++ always

2) 2A base on DE/Eldar basic infantry, 3A base on melee focused eldar infantry like Banshees/Scorps/wyches/etc

then price them accordingly. I'd also probably go for an across the board sweep of eldar and drukhari weaponry and make sure it gets a bump in accordance to some of the upgrades to imperial weaponry.

"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!"  
   
Made in us
Dakka Veteran






ccs wrote:
I would completely rebuild this game from the ground up
*ditching all of the rerolls,
*all of the strats,
*most of the random shots/random damage - there'd be some, but few & far between
*about 1/2 of every armies special rules - you know, all that stuff that precedes even the 1st stat block in the books.
** I'd improve upon the Crusade system.

I'd also include a unit building page or two in each Codex explaining the formulae used to come up with the PL/Pts of the army. That way, if you've got some "Legends" models lying around YOU can stat them up.


Sounds like a return to 4th or 5th edition!!

Want a better 40K?
Check out ProHammer: Classic - An Awesomely Unified Ruleset for 3rd - 7th Edition 40K... for retro 40k feels!
 
   
Made in gb
Frenzied Berserker Terminator




Southampton, UK

Yeah splinter weaponry in particular needs something. I might as well try tickling space marines to death, be more effective than those things.

Otherwise, DE generally need options. A minor generic hero type - Dracon / Syren / ?????. Maybe the return of Trueborn / Bloodbrides as elite options. More named characters.
   
Made in us
Shadowy Grot Kommittee Memba






Crispy78 wrote:
Yeah splinter weaponry in particular needs something. I might as well try tickling space marines to death, be more effective than those things.

Otherwise, DE generally need options. A minor generic hero type - Dracon / Syren / ?????. Maybe the return of Trueborn / Bloodbrides as elite options. More named characters.


it would be cool if, using the precedent of Bladeguard Veterans, we got some "veteran versions" of various troops with +1A +1LD +1W, which would really allow you to expand a couple of the more sparse army ranges with a bit more statline diversity.

Dark Eldar and Genestealer Cults in particular could really use that. Metamorphs being W2 would really help distinguish them from Purestrains and Acolytes and make them more of a legitimate distinct choice with their own capabilities.

The traditional +1A +1Ld that veteran units get really doesn't give them a meaningfully distinct battlefield role, and it just tends to result in them being "the unit that lets you spam wargear" (see how Command Squads were used by IG in 8th, how we're starting to see Company Vets used in SM, how Trueborn were used in DE in venomspam lists in 5th, etc)

GW just has never been really consistent with what being a "veteran version" of a basic guy gets you. Eldar Warlocks are still just standard eldar dudes but they get W2. some Veteran marine units get +1W some don't. Paladins get +1W vs standard Terminators in GK. Personally, I'm of the opinion that "veteran x" getting +1W compared to "x" makes for a more meaningfully interesting choice between the two, assuming obviously it's appropriately costed such that one is not just always the best option.

"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!"  
   
Made in is
Angered Reaver Arena Champion





I'd allow Death Guard and Nurgle Daemons to run together under the Death Guard keyword. Basically a Death Guard version of Blades of Khorne, but for 40k.
   
Made in ch
The Dread Evil Lord Varlak





 Eldarsif wrote:
I'd allow Death Guard and Nurgle Daemons to run together under the Death Guard keyword. Basically a Death Guard version of Blades of Khorne, but for 40k.


Khorne daemonkin style list?
It'd be a nice ground work for the 4 god specific legions.

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
Lesser Daemon of Chaos




The deck of the Widower

Tau: Add special rules to various squads for melee support due to technology. Tasers, stun batons, or something exotic. Give them rules to reduce their melee opponent's effectiveness instead of boosting their own killing power as that makes no sense. Reduce attacks, lower to hit, strike last, ect. I also think markerlights need a rework but I do not know what to suggest.

Orks: I like the suggestion of a turn based doctrine like system. Shows the Waaaaagh gaining strength as time and the battle goes on.

Marines: I like where they are. A couple of units may be a bit strong but I would rather see the other armies get rules of the same level instead of bringing marines down.

Craftworld Eldar: They need a rework from rules to the model range. Everything in plastic to start with and then their rules should be closer to Dark Eldar for speed and fragility. Eldar Guardians shouldn't be any tougher then they currently are but it should be harder to land a hit on them. A negative to hit if they move would be nice, perhaps they can break the negative to hit modifier rule as their overall faction theme. Eldar basic rifles should be improved, maybe just a range improvement and keep their AP boost on a certain wound roll. 24 inch Shuriken Catapults at assault 2 would be pretty good as a start. All Aspects need written to be on par with elite troops from other factions. Striking Scorpions would be stealthy infiltrating blenders for light troops. Banshees would be fast medium to heavy troop killers with good melee weapons for armor punching. Swooping Hawks deep strike disruption attacks to then hit and run back into the skies to drop again on another turn (similar to how they are now). Dark Reapers for aircraft and light vehicle hunting. Fire Dragons superior heavy vehicle destruction. Warp Spyders have always been a bit odd to me for use, maybe as fast objective takers.

Chaos Marines: I want them brought up to loyalist levels. I don't want just a copy of loyalist rules and chapter traits. Black Legion is not Ultramarines, Alpha Legion is not Raven Guard, and the Iron Warriors are not Imperial Fists.

I don't have time to write out all the rules in detail that I have thought about for all of my armies but I hope this gets my point across.


 
   
Made in is
Angered Reaver Arena Champion





Not Online!!! wrote:
 Eldarsif wrote:
I'd allow Death Guard and Nurgle Daemons to run together under the Death Guard keyword. Basically a Death Guard version of Blades of Khorne, but for 40k.


Khorne daemonkin style list?
It'd be a nice ground work for the 4 god specific legions.


I guess, never played Khorne Daemonkin.

Just know that mortals and daemons tend to share books in Age of Sigmar which makes it that much more fun to collect a force. Technically you are also allowed to add generic Slaves to Darkness(CSM-ish) to the Daemon specific books as well. Also means more money in GW's bank as a collector of a single force has more units to buy from.
   
Made in us
Damsel of the Lady




Custodes:

All melee weapons are flat 2 damage instead of 1D3. Trajann's weapon is changed to flat 3 damage.

Blades: +1S AP-3
Spears: +2S AP-2
Axe: +3S AP-1
(Mimics power weapon structure)

Emperor's Companion WT: Changed from 're-roll damage dice' to 're-roll charges within 6" aura'.

Warden unit reworked. Now has a 5+++ base, improved to 4+++ when armed with a spear instead of an axe. When armed with an axe instead of a spear, becomes a 3+++ but only to MW.

Sisters of Silence included in Codex for ease of reference.

Sisters aura reworked. In addition to providing scaling -1 to cast for every Sisters' unit in range, now Sisters also increase the range of their aura when together.
If a Sisters unit is alone: 18"
If two Sisters units are within 6" of each other: 24"
If a Sisters unit is within 6" of two other Sisters units: 30"
Increase all Sisters points by 2PPM.

Valerian and Aleya can now be taken separately.

Valerian's aura is changed from re-roll 1's to Hit to re-roll 1's to Wound for CORE.

Trajann is given the SUPREME COMMANDER keyword.

All re-roll auras changed to re-roll CORE. CORE is given to all Custodes infantry, Custodes Jetbikes and Sisters infantry (sorry Dreads).

Aquillon and Allarus Terminators are given an additional +1W. Trajann is given an additional +1W. Shield-Captain in Allarus Terminator armor is given an additional +1W. Increase all by 5PPM.

Shield-Host warlord traits become detachment traits (for those who don't know, Custodes don't have conventional chapter tactics but instead have warlord traits that grant an aura like a chapter tactic, this would just change those warlord trait auras into actual chapter tactics).

Vexilus changed:
Magnifica: -1 to be Hit for all Custodes CORE and Sisters CORE within 6".
Imperius: This Vexilus Praetor may DENY THE WITCH as if he were a psyker twice per battle round. These benefit from the +1 to Deny the Witch if this model is given the Impregnable Mind warlord trait and total amount of denials available to the model is 3.
Defensor: IMPERIUM INFANTRY CORE units receive a 5+++ to MW while within 9" of the Vexilus Praetor.
Points are standardized for all Vexilla.

New Stratagem: 2CP 'Unfurl the Standard' - Select a VEXILUS PRAETOR on the battlefield. Until the end of this phase, change the Vexilus he is carrying to a different one. This may not be used on a Vexilus Praetor wielding a relic Vexilus.

Eagle's Eye Relic: Grants the bearer a 3++ and, additionally, the bearer fights first in every combat unless your opponent also has a fight first ability in which case follow the Rare Rules for this scenario.

Admonimortus Relic: Strength changed to x2.

The Veiled Blade: Melee statline changed to the new Sentinel Blade.

Gatekeeper: Melee statline changed to the new Guardian Spear.

Relic Vexilus:
Wrath Angelis: The 'once per battle' ability is changed to 'once per battle round'.
Fulminaris Aggressor: Range of shooting increased to 12" and Assault 2D6. Melee changed to the new Guardian Spear.
Faith Absolute: Reworked. Bearer now provides an aura for Custodes and Sisters CORE units making enemy MELEE attacks have -1 to Wound them within 6".

Alright, that's just off the top of my head for this thread.

This message was edited 2 times. Last update was at 2020/11/12 14:54:34


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I guess I went a bit overboard.
Click below to find my full codex update:

Spoiler:
Weapons in general
- PK to 3 damage
- Killsaw to d3 damage, 3 vs vehicles
- Powerstabba +1S
- Choppas and Big choppas gain "An unmodified save roll of 1, 2 and 3 always fails"
- Big Shoota to AP-1
- Shoota to Assault 3, kustom shoota to Assault 6

Klans
- Bad Moons: Replace re-rolling ones with "shootas, big shootas, kustom shoota, supa shootas, mek speshul, etc get -1 AP" . Replace shoot twice stratagem with "re-roll any hits for when shooting".
- Goff: Warlord trait to "+1 attack, extra attack on 5+ instead of 6+", Da Lukky Stikk is the same as a Waaagh! banner
- Freebootas: The unit unveiling the Badskull Banner counts as having killed a unit for competitive streak for the rest of the turn, Krooza Broadside works like the new orbital bombardment
- Snakebites: Infantry gains +1 toughness, pile in 6" and advance 2d6, discard lowest
- Bloodaxes: Gain light cover if targeted from more than 12", -1 to hit if already in cover. Stratagem can infiltrate within 9" of a boards edge more than 6" away from enemies.
- Evil Suns: Replace relic with snazztrike from vigilus

Gunwagon/Battlewagon/Bonebreaker
- Big Shoota and grabbin' klaw upgrades priced into base cost
- Grabbin' klaw is an additional attack

Trukk
- Wreckin' ball is priced into base cost

Planes
- Make supa-shootas 2 damage like heavy bolters

Big Mek
- Tellyporta blasta goes to d6 damage, loses special rule
- KFF from "units wholly within 9" to "models within 6"

SAG
- back to 80 points or add SSAG back in

Deffkilla Wartrike
- S6 like other bosses
- Snagga klaw (melee) to 2 damage flat instead of d3
- Snagga klaw (shooting) should deal d3 mortal wounds on hit, remove stratagem.
- Killa jet to 12" by default

Nobz
- WS 2+
- Cybork gives 5++
- Keepin’ Order: Ignore modifiers for attrition tests

Boyz
- Split into 3 datasheets: Boyz, shoota boyz, trukk boyz
- Shoota boyz get "Moar Dakka" when above 20
- Trukk boyz get +1 attack if they disembarked from a transport this turn
- 'ardboyz to 4+ armor

Painbiyz
- Doc tools are 5++ FNP

Gretchin
- Grot shield as bespoke rule, triggering on 4+ for infantry only

Boomdakka Snazzwagon
- Mek speshul to snazzgun statline
- Grot bumper as bespoke rule
- Kustom job does not reduce strength

Ruckatrukk Squigbuggy
- Combine both squig launchers into one to speed up rolling
- Bitey squig Assault 3d3 blast S5 AP-1 2 damage
- Boom squig Assault 3 S8 AP-3 d3 damage
- If squig mine gets exploded it can lay another one
- Squig mines to d3/d6 mortal wounds

Warbikes, nob bikers
- Exhaust cloud back on the datasheet
- Add Kult of Speed stratagems from vigilus to codex

Killa Kanz
- Kan rokkits to Assault 3
- Grotzooka to Heavy 2d6 and AP-2

Lootas
- Loot it! stratagem costs 0 cp when used on them
- reduce points

Burnas
- Burnas to d6 shots and 12" range
- Melee profile to 2 damage
- Pyromaniacs provides +1 attack in addition to ignoring morale

Mini Mek
- Super-charge: During your command phase, pick a unit with an ork energy weapon within 6". Until your next command phase, that weapon gains +1S and +1D, but damages the shooter on unmodified rolls of 1 and 2

Blitza Bommer
- Boom bomb: Maximum dice reduced from twelve to six, deal d3 mortal wounds for every successful roll.

Mekboyz Workshop
- Remove requirement to hold still, you get the kustom job if you are in range during the command phase
- More rivets adds d3 to the wounds repaired with the mek or big mekaniak rule if a mek is overseeing the repairs instead of downgrading it to 3.
- For every model with the Mekaniak or Big Mekaniak rule, add 1 to the roll for getting an extra speshul



For mek guns, I really like Blackie's idea of essentially turning them into ork basilisks much more than my own idea

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in gb
Slaanesh Chosen Marine Riding a Fiend





Port Carmine

Drukhari:

1) Get whoever wrote the Harlequins update to do a Drukhari one.

2) Reunify the sub sub factions...maybe just require an appropriate HQ be in a detachment to use their stuff.

3) Give Blades For Hire a pick-list of traits, or allow them to benefit from Kabal/Cult/Coven ones.

4) Completely rework Splinter/Poison....it just doesn't work.

5) Rework open-topped to allow charging after the transport has moved, and firing into close combat.

VAIROSEAN LIVES! 
   
Made in gb
Longtime Dakkanaut






Put the Mega-Armoured Warboss back in there and I'm good.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Nazrak wrote:
Put the Mega-Armoured Warboss back in there and I'm good.


It was change, not add

I'm still hoping for a MA Warboss/Nazdreg dual kit.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in us
Regular Dakkanaut




Savannah

 Jidmah wrote:
I guess I went a bit overboard.
Click below to find my full codex update:

Spoiler:
Weapons in general
- PK to 3 damage
- Killsaw to d3 damage, 3 vs vehicles
- Powerstabba +1S
- Choppas and Big choppas gain "An unmodified save roll of 1, 2 and 3 always fails"
- Big Shoota to AP-1
- Shoota to Assault 3, kustom shoota to Assault 6

Klans
- Bad Moons: Replace re-rolling ones with "shootas, big shootas, kustom shoota, supa shootas, mek speshul, etc get -1 AP" . Replace shoot twice stratagem with "re-roll any hits for when shooting".
- Goff: Warlord trait to "+1 attack, extra attack on 5+ instead of 6+", Da Lukky Stikk is the same as a Waaagh! banner
- Freebootas: The unit unveiling the Badskull Banner counts as having killed a unit for competitive streak for the rest of the turn, Krooza Broadside works like the new orbital bombardment
- Snakebites: Infantry gains +1 toughness, pile in 6" and advance 2d6, discard lowest
- Bloodaxes: Gain light cover if targeted from more than 12", -1 to hit if already in cover. Stratagem can infiltrate within 9" of a boards edge more than 6" away from enemies.
- Evil Suns: Replace relic with snazztrike from vigilus

Gunwagon/Battlewagon/Bonebreaker
- Big Shoota and grabbin' klaw upgrades priced into base cost
- Grabbin' klaw is an additional attack

Trukk
- Wreckin' ball is priced into base cost

Planes
- Make supa-shootas 2 damage like heavy bolters

Big Mek
- Tellyporta blasta goes to d6 damage, loses special rule
- KFF from "units wholly within 9" to "models within 6"

SAG
- back to 80 points or add SSAG back in

Deffkilla Wartrike
- S6 like other bosses
- Snagga klaw (melee) to 2 damage flat instead of d3
- Snagga klaw (shooting) should deal d3 mortal wounds on hit, remove stratagem.
- Killa jet to 12" by default

Nobz
- WS 2+
- Cybork gives 5++
- Keepin’ Order: Ignore modifiers for attrition tests

Boyz
- Split into 3 datasheets: Boyz, shoota boyz, trukk boyz
- Shoota boyz get "Moar Dakka" when above 20
- Trukk boyz get +1 attack if they disembarked from a transport this turn
- 'ardboyz to 4+ armor

Painbiyz
- Doc tools are 5++ FNP

Gretchin
- Grot shield as bespoke rule, triggering on 4+ for infantry only

Boomdakka Snazzwagon
- Mek speshul to snazzgun statline
- Grot bumper as bespoke rule
- Kustom job does not reduce strength

Ruckatrukk Squigbuggy
- Combine both squig launchers into one to speed up rolling
- Bitey squig Assault 3d3 blast S5 AP-1 2 damage
- Boom squig Assault 3 S8 AP-3 d3 damage
- If squig mine gets exploded it can lay another one
- Squig mines to d3/d6 mortal wounds

Warbikes, nob bikers
- Exhaust cloud back on the datasheet
- Add Kult of Speed stratagems from vigilus to codex

Killa Kanz
- Kan rokkits to Assault 3
- Grotzooka to Heavy 2d6 and AP-2

Lootas
- Loot it! stratagem costs 0 cp when used on them
- reduce points

Burnas
- Burnas to d6 shots and 12" range
- Melee profile to 2 damage
- Pyromaniacs provides +1 attack in addition to ignoring morale

Mini Mek
- Super-charge: During your command phase, pick a unit with an ork energy weapon within 6". Until your next command phase, that weapon gains +1S and +1D, but damages the shooter on unmodified rolls of 1 and 2

Blitza Bommer
- Boom bomb: Maximum dice reduced from twelve to six, deal d3 mortal wounds for every successful roll.

Mekboyz Workshop
- Remove requirement to hold still, you get the kustom job if you are in range during the command phase
- More rivets adds d3 to the wounds repaired with the mek or big mekaniak rule if a mek is overseeing the repairs instead of downgrading it to 3.
- For every model with the Mekaniak or Big Mekaniak rule, add 1 to the roll for getting an extra speshul



For mek guns, I really like Blackie's idea of essentially turning them into ork basilisks much more than my own idea


I'd rather they just repackage the Mek Gunz to three for $65, as I don't mind them being cheaper but worse than Imperial options. Obviously that's not going to happen, but GW's done that sort of thing a couple of times in the past so it's not technically impossible. Changing them to be twice as good for twice the points would be a bit of a nerf (saturation is one of their main strengths), but would at least open up more options for converting looted tanks.

-1 AP to choppas (-2 for BC) seems like it's be more in line with how the game is laid out currently, though. The 4+ Sv cap is a nice callback, but it never really made sense and gives you some strange break points for effectiveness.

If DDD isn't changed to be a bonus hit on a 6, rather than an extra shot, I'd suggest changing the Bad Moons trait to that. It's almost a +1 BS, which works with them being the shooty faction (and has built in synergy with things like More Dakka).

Grots need their shield rule back, I agree, but also to drop a few points again, as even with that they're still pretty lackluster at IG prices. I'd also just scrap the whole "no traits for reasons" thing and let them benefit. Snakebites have always breed the toughest grots, no self respecting ES mek is going to build a killa kan that's slower than he can possibly make it, and a BM nob is obviously going to want to trick out his pet gretchin with a shinier blasta, just to show off the fact that he can.
   
Made in gb
Furious Fire Dragon




UK

Honestly, with Craftworlds they need a rebuild from the ground up.

It's not just the models that haven't been updated in years, but many of the statlines too haven't changed since 3rd. When every other basic troops choice is getting big overhauls and additional rules, Guardians are pretty much exactly the same as they were 20 years ago and they have a contradictory weapon/statline that basically encourages you to play them as a suicide unit. In fact some units are strictly worse in a vacuum now too, even without comparing them to other current units. I'm fairly certain Banshees are worse in 8/9th than their 3rd Edition incarnations.

But before re-working stats something has to be done to address how Eldar have just straight up lost a lot of core concepts and mechanics representing speed in defence and there needs to be something introduced to replace these. It's all well and good making Banshees incredibly lethal in combat, but if you're gonna be charging double digit points for a t3 W1 model, it needs ways to defend itself. Because it does need ways to defend itself. Eldar are meant to be an elite army on the same level as Marines, yet the current rules do not provide good opportunities to a T3 W1 army to be "Elite". Even stuff like giving every an Invun save wouldn't really work since it doesn't exactly help Harlequins survive; they still die real easy, they can just hit back real hard too. And maybe that's one way to address the problem, sure. But just ask CWE players running Dire Avengers how survivable a 4++ on a T3 W1 model actually is, especially in the current edition and especially versus an army like Space Marines. (spoiler: it's wasted points in most situations)

Nazi punks feth off 
   
Made in us
Decrepit Dakkanaut





I have some opinions about how the Tyranids should be redone:

Army Rules:
Endess Swarm: A <Hive Fleet>; unit returns to the board on a 4+ on 1D6 as if placed in strategic reserves, -1 if a monster, -1 if a character.
Caustic Blood: Whenever a <Hive Fleet>; unit takes wounds in close combat, saved or unsaved, roll 1D6 and on a 6 the attacking unit takes 1 mortal wound.
Instinctive Behaviour is right out, that's covered by terrible Tyranid morale.
The Shadow In the Warp: Non-<Hive Fleet>; models suffer Perils of the Warp on all doubles rather than 2s and 12s within Synapse range.
Synapse: Confers LD to units within range and to the highest LD in the chain. Likewise, psychic powers should chain along Synapse to Synapse and terminate in non-Synapse.

Psychic Powers:
1. Dominion should re-activate immunity to morale across the caster's local Synapse web.
2. Catalyst should allow models in Synapse web to ignore wounds on 5+, without affecting Caustic Blood.
3. The Horror should be -1 to hit for enemy under the SitW.
4. Onslaught as attack first and re-roll 1D6 charge under Synapse.
5. Paroxysm should break invulnerable saves under the SitW.
6. Psychic Scream should do 1 mortal wound to enemy units under SitW.
7. Psychic Overload should be SitW ranged.

Biomorphs:
Adrenal Glands allow 1D6 of charge rolls to be re-rolled.
Toxin Sacs add +1D to all attacks in shooting and combat.

Hive Fleet Rules:
Behemoth gets +1W per model,
Kronos gets +6" Synapse,
Leviathan gets a 6+ ignore wound roll or +1 to Catalyst rolls within Synapse,
Kraken gets +2M,
Gorgon gets -1AP,
Jormungandr gets +1Sv,
Hydra gets a +1 to Endless Swarm.

Changes to Unit Special Rules:
Brood Telepathy works on <Hive Fleet>; keyword.
The Will of the Hive Mind gives <Hive Fleet>; +1 to hit in the shooting phase for Tyrant and Swarmlord.
Alpha Warrior is re-roll 1s to <Hive Fleet>; in Synapse,
Brood Progenitor is 6+ ignore wounds stacking with Catalyst & Leviathan as +1.
Warp Siphon is 6++ or +1 invulnerable save in Synapse.
Alpha Leader is +1A within Synapse (but no Synapse on Old One Eye).

Strategems
Dump the whole lot. Institute some strategems that do things like cause the enemy to re-roll successful hits due to low ammo, have difficulty advancing or charging because of exhaustion, have weapons with various keywords gain the plasma overheat thingy, and so on. No bonus attack rounds, shooting twice, or moving 2x-3x.

This message was edited 1 time. Last update was at 2020/11/12 17:54:36


 
   
 
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