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Valerian

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I kinda like the codex.

Considering how long we have waited for this new codex, the fact that it has only been out about a week and the trivial complaints that you have... damn guys... I guess you guys would have bitched about Ed McMahon waking you up early on Saturday to give you a couple million dollars too huh.

I kinda like the codex.

Considering how long we have waited for this new codex, the fact that it has only been out about a week and the trivial complaints that you have... damn guys... I guess you guys would have bitched about Ed McMahon waking you up early on Saturday to give you a couple million dollars too huh.

 

I'm far more interested in an Inquisition army than a GK one. There's plenty of people like me out there. So taking the bit =I= out of the DH is a letdown for us.

 

Using your example, it's like Ed McMahon coming and waking me up early on Saturday to give me a couple millon dollars worth of coupons for McDonalds. Some people might like it, but I don't eat at McDonalds if I can help it.

 

Even if that weren't true, I don't think it's too much to ask for a well done product. And there's enough glaring errors that this doesn't qualify, a typical problem with GW.

 

I will say that most of the "fixes" in this thread are the worst sort of imbalanced fanboy wishlisting. Come on, guys! If you're going to suggest something, make it something that makes the codex more playable.

- Any Imperial army may take a single Inquisitor (and their associated henchmen squad) as an HQ choice.

- Henchmen squads are unavailable by default. Coteaz lets you take them as Elites choices, all Inquisitors let you take one squad that doesn't take a FO slot. Lose the options for Power Armour and Storm Bolters.

- Inquisitorial Stormtroopers are Elites, but become Troops if you have one or more Inquisitors.

 

- Vindicare's Turbo-Penetrator round only gets 3d6 armour penetration, not 4d6.

 

- GKs lose PE: Daemons, but have WS 5 and Stubborn by default. Modify points cost as appropriate.

- Brotherhood Champions don't have to use "Perfect Warrior", can also make standard attacks.

 

- Either Psycannon or Psilencers get 36" range, even if you need to tone down Psycannons to compensate.

- GK Terminators can take Storm Shields, replacing their NFW.

- Psybolt/Psyflame upgrade does not affect a weapon's "Defensive weapon" status.

 

- New Fast Attack choice: "Herald" Drop Pod - a (balanced) Deathstorm Drop Pod with a Locator Beacon.

Fellow Grey Knights,

 

Let's pretend for the sake of this exercise that you are the lead designer for Codex: Grey Knights, and your lackeys just brought the recently released codex as an initial draft. They've done an admirable job of getting started on what you knew would be a significant challenge in modernizing an army that was two editions out of date. You have spent several days reviewing and analyzing their work, and overall you are impressed with what they have come up with. However, now it's time for you to take your red pen and give it the final editing and polishing touch that you know it needs.

 

Focusing on the unit rules, wargear, and the army list itself (leaving the background material for other threads), what would you change, and why?

 

Valerian

Your a horrible man, for the first thing Id do is send half the fluff back to the cleaners.

 

The rules however.... I would have them go over the point costs for several units- namely the Storm Raven (wich is much improved with fortitude, 5pts seems a crime) and terminator squads. Id ask why there were no storm shields available... anywhere. And Id make them reword the NFW rules and how they interact with brotherhood of psyckers. Id also drop the initiative bonus on Halberds to +1, unless significant playtesting showed this was not a problem. Id also specify how perils works with brotherhood of psychers- ie something other than the rather open 'random'. And Psycannons heavy mode having a 36" range.

for the first thing Id do is send half the fluff back to the cleaners.

 

QFT

 

There are a few farts in the new rules (Terminators in Chimera and bolted-up rifleman, I'm looking at you!), but it isn't much worse than other codex, imo. A bit of common sense can fix most.

 

The fluff, however.... *shudder*

i'm still shocked with the fact that inquisitors can take/use deamon weapons for 15 points who have some serious buffing and then can be fielded with grey knight's ...... ;) :blink:

 

who the hell came up with this kinda crap.... ow wait....matt ward :down:

all the rules clarification will be FaQed what i would address would be

 

In order of importance:

No PA Grand masters or brother captains or librarians?

no personal teleporters for any HQ?

Crowe needs to be IC ( extra points or some such) use anointed blade? just have the daemon weapon strapped on his back

 

2 levels of grand strategy 123 = 1 squad 456 = 2 squads put it on brother captains( i just think this would have been cool)

 

with the exception of mini grand strategy none of these overpower the book at all. and would open up a much larger variety of lists with minimal changes in the book.

Fluff. S3 Humans aren't strong enough to use them. Marines have to use 2 hands, and they're designed for use in TDA.

 

Battle Sisters say Hi

 

I'd personally drop the cost of armour on the inquisitorial minions. No one will pay 14 points for a guy with a lasgun in power armour.

- Remove Storm Shields and Power Armor from Henchmen, put Combat Shields and Carapace Armor in their place.

They already have the option for Carapace Armour. Though why do you think Power Armour should be removed?

 

Power armor is supose to be something rare in the Imperium, still heavily manufactured, but not mass produced on the scale of many other things. Power armor was/is supose to be one of the special things about marines and sisters. It made them a cut above the rest of the military across the Imperium with the exception to Inquisitors and maybe some famous guardsman. I know fluff doesn't always equal rules, but I feel having a bunch of regular conscripted humans running around in Power armor with Storm shields is silly and cheapens what is special about marines being marines. I understand that Inquisitors can requisition just about anything for their employees, but like I said I feel that Power Armor and Storm Shields should be a Marine and Sisters only thing.

 

It's also kind of wierd that Crusades for their points have Flak Armor....... And then a Power Weapon and Stormshield. Then Warrior Acolytes are nearly triple the points when equipping them with a power weapon and stormshield. I also don't think of Inquisitors being the kind of guys to go out of their way to make sure that a lot of their retinue bothers to survive their missions. Something like "If you are discovered, the Inquisition will deny all association with you." type deal. And so wouldn't bother to try to get 'amazing' gear for their men, but again that would depend on the Inquisitor.

SoB shouldn't have power armour anyway! :) Or if they do, it sohuld be slow and bulky on them. Besides, how many Sisters have Access to Storm Bolters?

 

They are, they are init 3, much slower than marines. :P

 

And number-wise, up to 3 in every squad, counting the Sister Superior.

Pfft! Normal Humans without the encoumbering PA are I3!

 

How about making SoB Slow and Purposeful? :)

 

Seriosuly though, maybe Storm bolters should be Heavy 2 Weapons, and not Assault. That would make much more sense (Although normal PAGK would need some rule to make them Assault...)

Pfft! Normal Humans without the encoumbering PA are I3!

 

How about making SoB Slow and Purposeful? ;)

 

Seriosuly though, maybe Storm bolters should be Heavy 2 Weapons, and not Assault. That would make much more sense (Although normal PAGK would need some rule to make them Assault...)

 

Yep because they would be EVER so much use then.

Pfft! Normal Humans without the encoumbering PA are I3!

 

How about making SoB Slow and Purposeful? ^_^

 

Seriosuly though, maybe Storm bolters should be Heavy 2 Weapons, and not Assault. That would make much more sense (Although normal PAGK would need some rule to make them Assault...)

Thats a horrible idea. Theyre balanced as an assault 2 weapon- no one would use them is they were heavy 2 outside of squads that come with them automatically- ie, some terminators.

 

And making sisters slow and purposeful.... thats crazy talk. Its POWER ARMOR. Not plate maile. Powered. Armor. It moves itself, thats the whole point lol. The I3 is to represent that their reactions are slower in it due to a lack of the black carapace, not because their PA is somehow inherently inferior. Power Armor isnt an encumbrance once youve trained in it- just like full plate, or military body armor in real life.

Main change to codex?

 

Either get rid of warp quake entirely or only allow it for Librarians.

 

40K is already way too mech focused; this power is an incredibly strong disincentive against creating drop armies and thus thereby makes 40K even more homogeneous.

 

I recently tried two test games against daemons with me having first turn using three GKSS in rhinos and a GKIS combat squaded with scout. Pretty much the entire table was a mishap zone as each unit creates a 24" (or more) diameter zone of auto-mishap. Those areas that weren't mishap areas were so close to the edges that he either scattered off the board or scattered into a warp quake mishap territory. So his first turn drop: fateweaver mishap - destroyed, crushers mishap - destroyed, bolt prince mishap - try again later, horrors landed okay - oh no what a threat, plaguebearers mishap - place in my corner ready to be opened up on and assaulted, thirster mishap - destroyed. We tried playing a second game with more or less similar results. It is like some crazy ultra-potent alpha strike in which all the destruction happens during the opponent's first turn and you don't even have to roll any dice. You just have to hope you get the first turn or seize the initiative, and boom, you win the game. At least other drop armies have the option to deploy normally without deep striking.

 

Other changes?

 

A heavy pyscannon that's actually useful (either long range or more shots or better ap).

 

Perhaps also the ability to purchase henchman squads as regular elites without the Inq requirement.

There is no such thing as a two handed weapon rules wise in the latest edition. It's a special weapon and it make no mention of its interaction with other weapons, unlike say... A Relic Blade, which states it can't be used with other weapons or a Power Fist which mentions you must pair it with another Power Fist to get +1A.

 

Fluff wise, it looks pretty two-handed to me but them Termis don't look like they have the flexibility to get the second hand on it! xD

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