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GLs GK Codex wishlist changes


Gentlemanloser

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I dub yours; Codex: Copy/paste bland marines

 

Well, if all the chapters have 2W Termies, wrist mounted SB, base S5 Power Wepaons across the board and all having psycic powers, then sure.

 

Call it a C&P army.

 

But actually, there's no other Marines chapter that comes close to play style, or set up, of the GK.

 

Nope, not all chapters have W2 termies and psychic powers and whatnot, but all chapters have their 'superpower', that doesn't change the fact that GK are the most boring army modelwise. You've got a box of power armour marines and a box terminator armour marines to cover all your infantry choices - to compare, BA have two dedicated boxes + the boxes they share with all the other marine dexes + dedicated vehicles. SW barely share anything with the other marines etc. The GK units are just bland in comparison and not deserving of an entire codex of their own - admit it, basically the main difference between GK units are their ability to take 1 or 2 psycannons, whoop-di-doo :P

 

Then you mention some unique equipment and argue that this uniqueness calls for GK having a separate codex, but in your wishlist you want all the other boys toys too. Hence my first sarcastic comment - why not just ask for Turbo-penetrators for all GKs. Heck if you want a super elite army, why not wish for a 'Movie Marines' equivalent, where you could put 5 man on the table and go head to head with a 1500 point army - that would be proper unique and elite B)

 

The changes you ask for, will not bring more uniqueness to the army. It'll just add to an already bloated powerlevel, which is just - in lack of a better word - "dumb" ;)

Exactly! ;) If they're slightly too high, lower them by 5 points or so. Until they're an option you might take. But aren't must haves or won't touches!

Okay, think I gotcha now. Let's just hope people taking this up have really agreeable friends, huh? B)

that doesn't change the fact that GK are the most boring army modelwise.

 

The two boxes can make GKT, Pallies, Strike/Purgation/Puri's and Inerceptors. 4 totally distinct looks.

 

And the details and sheer poses are amazing. Let alone the different distinctive weapons.

 

SW look *bland* compared to us.

 

I really cannot disagree more...

Good that you're satisfied.

 

Here is a challenge: try and put together a power armour marine, spray it black, and then ask someone to determine whether its a purifer, strike or purgation knight, then you just might catch my drift :)

You could say the same about a powered armoured codex marine. Is it a Ultramarine Tactical Marine, an Imperial Fist Devastator, a Raven Guard Sternguard Veteran or one of the others in thousands of chapters. At least Grey Knights have a distinctive look unique to their chapter.

As above.

 

Take a black reach marine, spray it black and ask it it's;

 

Tac Marine

Sternguard

Vanguard with no Jump Pack

Assault Marine with no Jump Pack

Dev

A Long Fang

BT Initiate (the non 'scout' one)

Any non robed DA PA Marine

 

etc.

 

Marines are Marines. PA and Bolters/BP/CCW.

 

Grey Knights are distinctive. Yeah, without marking to distinguish them, Strike/Puri/Purgs look similar, but that's becuase they are three Grey Knight Units in PA. All the other chapters have 'Marine in PA' spread across numerous units as well.

 

The most bland, surely not.

 

But this is getting a little OT now. :)

As above.

 

Take a black reach marine, spray it black and ask it it's;

 

Tac Marine

Sternguard

Vanguard with no Jump Pack

Assault Marine with no Jump Pack

Dev

A Long Fang

BT Initiate (the non 'scout' one)

Any non robed DA PA Marine

 

etc.

 

Marines are Marines. PA and Bolters/BP/CCW.

 

Grey Knights are distinctive. Yeah, without marking to distinguish them, Strike/Puri/Purgs look similar, but that's becuase they are three Grey Knight Units in PA. All the other chapters have 'Marine in PA' spread across numerous units as well.

 

Yeah, but all these chapters can use the 'standard' marines, and then have access to a wide range of dedicated models. So you just missed the point.

 

But thats modelling, playwise your various GK units not just looks the same, they also play the same - shoot, shoot, countercharge and mop up. Sure some units do a better job of it than others - why Crowe/Draigo is a popular character - but thats not diversity, thats just poor internal balance.

 

But this is getting a little OT now. :)

 

Your choice, as you aren't addressing my other points.

True Grit / Wrist Mounted Storm Bolters: GKs are able to use Wrist Mounted Storm Bolters as addtional CCWs.

 

No, it makes Purifiers, Terminators and Paladins beyond broken (especially with Bro Banner stacked upon the two latter units). Strikes are also now OP (they outfight Grey Hunters and Chaos Marines), as are Interceptors (who are now the best jump infantry unit in the game, bar none). GW removed it because it was a dumb rule, and gave us actual unit choices (not just 'Knights in big armour, Knights in little armour'), and appropriate upgrades. Strikes suck in combat but shoot efficiently, Purifiers are halfway house, Terminators and Paladins are facesmash units who shoot ok for their points.

 

Grey Knight Brother Captains: Removed. Not sure. Will think more on these.

 

- Reduce to 100pts

- Give them 'Strategist', same wording as Grand Strategy but only 1 unit may be buffed, not D3

 

Bang, done. He's relevant in smaller games, GM is still worthwhile in larger matches

 

Grey Knights Terminators: Have the option to replace thier Storm Bolter with a Storm Shield for 'x' points.

Paladin: Have the option to take a Storm Shield in addition to current Weapons for 'x' points. Apothecaries are not allowed to purchase a Storm Shield.

 

You'd have to make it warding stave cost to be balanced, which means it would never be taken. Which means you might as well not add it.

 

Grey Knight Strike Squads: Cost Increase to 25/26 points. Remove Deep Strike. If they purchase a Dedicated Transport, they have the Scout USR. If they don't purchase a Dedicated Transport they must choose one of the following: Either take Personal Teleporters or Take the Infiltrate USR. (Edit: Justicar can purchase a Teleport Homer. To hlep the incoming army they're supposed ot have already set up for...)

 

Slight change. Keep them at 20pts, make the personal teleporter/Infiltrate option a 5pt per model upgrade. Agreed on adding teleport homer, it's completely insane it wasn't in the codex (but they gave it to Purgator Justicars, the hell?).

 

Purgation Squad: Cost updated to the Same as Strikes, in return they gain BS5 and Artificer Armour. Astral Aim now increases the Range of thier Weapons by 12" (does nothing for LoS, doesn't not grant cover), Incerators powered by Astral Aim now fire like Heavy Incinerators.

 

Artificer armour and BS5 is insanely OP. They don't need that kind of buff.

Your other suggestions are good though. I prefer to make 'Astral Aim' force the re-rolls of enemy saves (of all flavours), keeping them 24" or point-blank means they gel with the rest of the Knight units (ie 24" shooting and combat focus). Incinerators would be a bit OP if you give them Hellhound fire mode.

 

New Fast slot unit: Knight Interceptor. Nemesis Dreadknight with the Personal Teleport option. All other options remian unchanged.

 

Nemesis DreadKnight: Remove option to purchase a Personal Teleporter. Gains the ability to purchase the same Ranged Weapon twice.

 

Why? Just put it in one or the other, replicating units just means one won't be fielded anyway.

 

Dreadnought: Removed. All GK Dreadnoughts are Venerable Dreadnoughts.

 

For that price? Never going to be fielded, especially if your dakka DK idea is in effect.

 

Ghost Knights: Points cost reduced to 30 points.

 

Also;

- can be expanded up to 10-man

- can take psycannon or incinerator per 5 dudes

 

Castellan Garran Crowe: Crowe carries the Blade of Antwyr, which gives bonuses ot enemies as usual, but he now uses an Annointed Blade, like other Brotherhood Champions. Gains 3W and 3A (while retaining The Perfect Warrior). Can purchase a unit of 1-9 Purifiers (no Keeper of the Flame) as a retinue for Crowe.

 

Retinue is silly, he just needs to be given IC status and your other buffs.

 

Lord Kaldor Draigo: The Titansword is now a Nemesis Force Sword. Yup, Draigo just gained a 2++ save in CC.

 

The internet would explode if you did this

 

Nemesis Greatswords and Nemesis Daemon Hammers: Are now 2 handed Weapons.

 

They always were?

 

Nemesis Greatswords used in conjunction with a Storm Shield give a 2+ Invulnerable Save in CC, just like the Nemesis Force Staff.

 

NOPE

 

Nemesis Force Staff has is points reduced. A Lot.

 

It only really has to be powerfist cost or about that. More people would take it on squad leaders if it were like 10pts less.

 

Nemesis Falchions: Gain the 'Parry' ability. This confers a 5++ save in CC only.

 

Yuck, you got Warhammer Fantasy in my 40k. Instead of that garbage, just make falchions grant +2A (1 for falchions, 1 for having two close-combat weapons)

 

Psilencer (and Gattling Psilencer) has it's AP increased to AP3.

 

Why? Still doesn't mean we're taking them over psycannons, ever. Maybe on the Dreadknight.

 

Better change to psilencers would be;

 

Psilencer: S6 AP4 Assault 6, wounds Daemons and Psykers on a 2+, enemy must re-roll all successful invulnerable saves, free or 5pts on most units

Gatling: S6 AP3 Assault 8, wounds Daemons and Psykers on a 2+, enemy must re-roll successful invulnerable saves, 20pts on Dreadknight or Dreadnought

 

 

The rest seems pretty good, I like a lot of it.

Yeah, but all these chapters can use the 'standard' marines, and then have access to a wide range of dedicated models. So you just missed the point.

 

Yeah, there's a BT upgrade Spure, and a DA upgrade sprue. Not all DA will be wearing robes and can be built using the same standard tac box set as the rest.

 

You have no point.

 

But thats modelling, playwise your various GK units not just looks the same, they also play the same - shoot, shoot, countercharge and mop up. Sure some units do a better job of it than others - why Crowe/Draigo is a popular character - but thats not diversity, thats just poor internal balance.

 

You bought up painting black and seeing what they were...

 

Yes, which is why I'm trying to mmake the units more diverse...

 

I *really* don't get what you're talking about. Really...

 

No, it makes Purifiers, Terminators and Paladins beyond broken

 

It's a rumoured rule for 6th. Even if it's only on the first round of combat. Why are our SB wrist mounted? What purpose does it serve?

 

Bang, done. He's relevant in smaller games, GM is still worthwhile in larger matches

 

Like! The 1 TGS instead of d3. Nice!

 

You'd have to make it warding stave cost to be balanced, which means it would never be taken. Which means you might as well not add it.

 

Nah, NWS is too high. There's a nice balance to be found with points cost. :D

 

Slight change. Keep them at 20pts, make the personal teleporter/Infiltrate option a 5pt per model upgrade. Agreed on adding teleport homer, it's completely insane it wasn't in the codex (but they gave it to Purgator Justicars, the hell?).

 

At 20 points they'e still too good when compared to GKT. Plus they need either Infiltrate or Scout and not Deep Strike to fulfil the role they're designed for. They could lose DS for Infiltrate/Scout and stay the same cost though. In which case GKT would need more. I suppose access to cheaper SS could be the GKT thing. Maybe.

 

Artificer armour and BS5 is insanely OP. They don't need that kind of buff.

Your other suggestions are good though. I prefer to make 'Astral Aim' force the re-rolls of enemy saves (of all flavours), keeping them 24" or point-blank means they gel with the rest of the Knight units (ie 24" shooting and combat focus). Incinerators would be a bit OP if you give them Hellhound fire mode.

 

AA was just to answer why they're in PA. There's no reason they use PA over TDA. BS5 was to reflect thier fluff. I'm up for any change to AA. The increased range was to make them a viable long range Heavy Slot choice, especially as I'd like to get rid of the Heavy Dreads.

 

The Heavy Dreads are a tad too good, and the (all be it old) fluff for the GK was were didn't have many Dreads. It seems fluffy to retain all our dreads as Venerable.

 

The NDK needs to be able to purchase two of the same ranged weapon. Neither work with each other, and not having two means you lose one of the largest MC buffs.

 

I split them for two reasons. To give another FA slot choice after merging Interceptors with Strikes, and to differentiate between the 'dakka' DK and the 'fast' DK. I even toyed with limiting the fast DK choice to a signle ranged weapon option.

 

Retinue is silly, he just needs to be given IC status and your other buffs.

 

Retinue is a way to keep the fluff, but get around his crippling lack of IC status. The fluff would be that only the Purifiers are strong willed enough to fight in his company without being overwhelemed by the blade of antwyr.

 

NGS and NDH aren't currently 2H weapons. The only 2 handed NF Weapon is the Halberd. Silly as the Swords are obviously 2 handed weapons. ;)

 

The NFF 'Parry' was nabbed from the 6th leak. ;) If you're wielding your blades that fast, it helps you deflect incoming blows. ;)

I *really* don't get what you're talking about. Really...

 

I think I can explain it. At least, I think I understand it, and it's something that stops me playing Grey Knights, too.

 

1. Let's say I want to play, f'rex, the Blood Angels.

 

I have a basic Tactical Squad.

 

Then I can add specific Blood Angel parts, from their box, with the Chapter's iconography and unique bitz.

 

And I can add Mark II, Mark III, Mark IV, Mark V and Mark VI parts from the Forge World kits.

 

I can go onto bitz websites and order specific helms, legs, chestplates and shoulder guards of various styles and various marks from other lines that are still pretty generic, but varied.

 

I can convert other Chapter's bitz into something more neutral.

 

I can use Chaos bitz that aren't overly Chaosy, and just look like antiquated armour.

 

And this is something I could do as a player of pretty much any Marine Chapter. And it's all just my basic troop choice. Look at the insane modelling variety there.

 

2. Now say I wanted to play Grey Knights.

 

I could customise them that much, but it's not usually seen, since Aegis armour is Aegis armour, and that's usually the end of it. All my Marines look pretty much the same. Very little individuality. Worse, my Elites and Troops look pretty much the same, distinguished only by helmet colours and weapon loadouts. Compare that to the distinctiveness offered in a Marine army (whether people do it or not, the option is there - along with a much greater selection of units).

But you can convert your GKs.

 

Not only that, but within the Squads there's a lot more varience. Justicars for example have thier own Pads, Torsos (with a higher Aegis PH) and tabard legs.

 

But you don't need ot use these.

 

I'm trying to put cloaks on all my GK, and you could use beaky helms if you so wanted.

 

There's nothing to stop you 'blinging' up your GK, if you so wish, especially with things liek the brass ]I[ details from Frogeworld.

 

But as base, straight out of the box, they're hardly 'blander' than Tacs, striaght out the box...

But you can convert your GKs.

 

There's nothing to stop you 'blinging' up your GK, if you so wish, especially with things liek the brass ]I[ details from Frogeworld.

 

Indeed. As I said:

 

I could customise them that much, but it's not usually seen, since Aegis armour is Aegis armour, and that's usually the end of it.

 

 

But as base, straight out of the box, they're hardly 'blander' than Tacs, striaght out the box...

 

I'd never suggest they were.

Well it's this notion I just don get;

 

that doesn't change the fact that GK are the most boring army modelwise

 

Algonside the claim of C&P Bland Marines.

 

Rules wise, we're anything but Bland, and less 'Marine' than any other divergent chapter. Mini wise, we're so much more detailed than 'standard' marines (and even the specific upgrade sprues) I can't agree with this either.

 

If it's specific stuff, then you only have to look at the NDK. No other Marine chapter has *anything* that comes close to the towering MC we have. And that's bland C&P?

 

I don't get it.

 

I really don't.

 

Rules and modelling, GKs are far removed from the rest of the Marines.

It's a rumoured rule for 6th. Even if it's only on the first round of combat. Why are our SB wrist mounted? What purpose does it serve?

 

The PDF isn't real.

The reasons our storm bolters are wrist mounted is as follows;

1. It looks badass (overrules all other considerations)

2. It leaves both hands free for swinging a sword/halberd/hammer into whatever doesn't die to being shot

3. When Knights fire, their arm and wrist armour locks to provide a stable firing platform, see point 2

 

Nah, NWS is too high. There's a nice balance to be found with points cost.

 

I still don't think we need storm shields. But, were you to do it, make them and staves powerfist price. Workable?

 

At 20 points they'e still too good when compared to GKT. Plus they need either Infiltrate or Scout and not Deep Strike to fulfil the role they're designed for. They could lose DS for Infiltrate/Scout and stay the same cost though. In which case GKT would need more. I suppose access to cheaper SS could be the GKT thing. Maybe.

 

Que? Strikes are terrible at anything except shooting. Playtest if you don't believe me. Terminators can at least weather enemy fire and they are unassailable at 10-man (the only squad size I ever field, 5 man isn't worth it). Mind you, Termie blob is only for say 2k or higher, but it works like a beast. I've stopped using Paladins, don't have the points for a transport and the extra meatshields/attacks of the blob matter when people are stacking lascannon/melta into you. Plus it's Troops.

 

I like you ideas of giving deployment/reserve abilities to Strikes, they are a bit boring as of now (mech or derpstrike onto an objective to split enemy forces at a crucial moment). But yeah, if you're handing out Infiltrate or jump packs to a shooty unit with power weapons, you need that 5pt price hike.

 

AA was just to answer why they're in PA. There's no reason they use PA over TDA. BS5 was to reflect thier fluff. I'm up for any change to AA. The increased range was to make them a viable long range Heavy Slot choice, especially as I'd like to get rid of the Heavy Dreads.

 

Hmmm...well I can go halfway with that

Artificer armour is no, never going to fly. We wear PA and TDA, artificer is for Bro Champs (and possibly Captains, if you were thinking of giving a personal teleporter to him).

How about make 'Astral Aim' grant twin-linked to all shooting made by the unit (including attached characters) ?

Dread autocannons is the way Matt wrote us. Be thankful we have useful Dreads, they're horribly inefficient as melta caddies and they suck in combat versus most things a(and everyone and their dog metas for Dreads anyway). Thats why Venerables rarely get a look in, they get outclassed by the other options in Elite and they cost too much.

 

The Heavy Dreads are a tad too good, and the (all be it old) fluff for the GK was were didn't have many Dreads. It seems fluffy to retain all our dreads as Venerable.

 

I would concede Ven Dreads, but only if they are a Heavy option, and they are not their current base price. Bring em down to 130-140 base price, I'd say they're workable. They still are in keeping with background (only 3 of them ever in the army, as they're now gone from Elite), but they're not horribly overcosted and they can still plug our 'thou shalt not fire greater than 24' gap.

 

The NDK needs to be able to purchase two of the same ranged weapon. Neither work with each other, and not having two means you lose one of the largest MC buffs.

 

Hmmm...if we redesign the heavy psycannon (psilencers can all rot in hell) to be Heavy 8, I'm on board. Heavy incinerator needs a price reduction though, otherwise no one will go double burny. I would also still let the Dreadknight carry a single combat upgrade (as we all know it'll be greatsword everyday).

 

I split them for two reasons. To give another FA slot choice after merging Interceptors with Strikes, and to differentiate between the 'dakka' DK and the 'fast' DK. I even toyed with limiting the fast DK choice to a signle ranged weapon option.

 

We don't need FA choices. Stormraven is enough, we barely take it as is or Interceptors TBH.

 

Retinue is a way to keep the fluff, but get around his crippling lack of IC status. The fluff would be that only the Purifiers are strong willed enough to fight in his company without being overwhelemed by the blade of antwyr.

 

I have a better solution. Make it so he can only join Purifier squads. Seeing as you're taking him for Purifier Troops, your entire army is still valid to be joined. Don't make him like Mordrak.

 

NGS and NDH aren't currently 2H weapons. The only 2 handed NF Weapon is the Halberd. Silly as the Swords are obviously 2 handed weapons.

 

Irrelevant. Nemesis daemon hammer is defined as a thunder hammer (which is defined as a two handed weapon elsewhere), with some extra special rules. Greatsword is a special close-combat weapon, so it can't be combo'd with the nemesis doomfist anyway.

 

The NFF 'Parry' was nabbed from the 6th leak. If you're wielding your blades that fast, it helps you deflect incoming blows.

 

Nope. Thats why the sword gives the +1 to invul in close-combat. Lemme break it down;

- Halberds are the Slannesh choice

- Swords are the Tzeentch choice

- Hammers and falchions are the Khorne choice

- Staves are the Nurgle choice

 

Roughly :) . Basically, the falchion dude gives up the defensive ability of the sword to parry (as I said, already covered just fine by Matt) for sheer offensive power (oh wait, delicious FAQ, nerf to only give +1A, nevermind). As I said, make it grant +2A, falchions instantly become relevant.

Basically, the falchion dude gives up the defensive ability of the sword to parry (as I said, already covered just fine by Matt) for sheer offensive power (oh wait, delicious FAQ, nerf to only give +1A, nevermind). As I said, make it grant +2A, falchions instantly become relevant.

 

There's a reason why they don't grant +2A. Even at +1A you increase the melee ability of a standard GK vs MEQ by 100%. Increasing it to +2A makes it a 200% increase. That is why falchions cost so much for 1A models (and less for 2A models) and that is why GK's do not have True Grit.

LoL Rule of Cool. ;)

 

The NFF parry was becuase +1A for second CCW would be redundant if SB granted that. So could leave NFF as +2A total (which they should be now...).

 

I still don't think we need storm shields. But, were you to do it, make them and staves powerfist price. Workable?

 

NFS would have to cost less than any SS option, as they only work in CC and give no benefit during the shooting phase.

 

Que?

 

No intention to derail my thread with this point again! ^_^ I'll just say that personally, GKT don't bring enough attacks or durability to warrant being taken over an equal cost of Strikes, and this needs to change somehow. ;) Strikes more expensive, or GKT get more (but how much more can we really justify giving GKT?).

 

An AA option for a Brother-Captain with PT is a nice idea. Would go well with giving him his own place. But he'd have to cost more than the BC with a PT.

 

How about make 'Astral Aim' grant twin-linked to all shooting made by the unit (including attached characters) ?

 

If I keep Dreads as Heavy, Purg's won't need to pick up the long range dakka and can remain in the GK 24" range niche. Twin Linking is nice. Anything over the current Astral Aim really, without stepping on the sister relentless.

 

The reason for CC dreads is to give us something to stick in our Stormravens, should we so wish. Sure, we don't get AV13, but we do get the ability to ignore shaken/stunned. I'd probably also give Dreads Hammerhand, so if they're kicking (or using a Greatsword) they have the option to buff up to S7.

 

I agree that Ven Dreads need a slight price drop.

 

The only reasons I'd want additional FA choices is to actually give us some options. Only having one choice for a slot is /meh. Interceptors was a cop out though. Unless you really redesign them so they aren't just a C&P of Strikes.

 

If we're given the ability to take 3 Storm Ravens, then give us the abilty to stick 3 jump troops into it, and 3 dreads we'd actually like to carry...

 

I have a better solution. Make it so he can only join Purifier squads. Seeing as you're taking him for Purifier Troops, your entire army is still valid to be joined. Don't make him like Mordrak.

 

What's the real difference between IC but can only join pUrifiers, or a Puri Retinue? The Retinue is the simpler fix, and the IC with restrictions only helps if you want to move him to a new Squad if the old one dies.

 

Ah Missed that NDH is obviously a 2 Handed Weapon, and I ment to say NFS above not greatsword. ;) The Nemesis Force Sword should be a 2 Handed weapon, but it's currently 1H.

 

Basically, the falchion dude gives up the defensive ability of the sword to parry (as I said, already covered just fine by Matt)

 

I'd be fine with that if NFS gave 6++ save in CC only, if you don't have an Invulnerable. ;)

 

There's a reason why they don't grant +2A. Even at +1A you increase the melee ability of a standard GK vs MEQ by 100%. Increasing it to +2A makes it a 200% increase. That is why falchions cost so much for 1A models (and less for 2A models) and that is why GK's do not have True Grit.

 

They cost too much for just a +1A on a 1A base mini, and cost too much on our 2A base minis considering what you give up to take one.

 

At +2A, they might actually be used. ;)

I had an idea which I felt made perfect sense!

 

Brother-Captains keep the same rules, but have power armour (with the option for Articifer Armour) and no option for Terminator Armour.

 

Hear me out guys! One of the problems of Grey Knights is they cannot take a solid character inside a Rhino (Champions and Techmarines being less solid than Captains), therefore units of Purifiers and Strikes end up unsupported unless you invest heavily in expensive transports.

 

Another problem is why take a Captain over Master when he get's an awesome ability over the Captain? Well if the Terminator Master is taken for the abilities he can have, the player needs to find a place for him since he has awkward armour. If the power armour Captain is taken, sure you don't get the abilities, but you then don't HAVE to spend points on expensive transports and aren't automatically limited to strategically to taking Terminators who must deepstrike.

 

That change alone would completely change how people build lists.

There's a reason why they don't grant +2A. Even at +1A you increase the melee ability of a standard GK vs MEQ by 100%. Increasing it to +2A makes it a 200% increase. That is why falchions cost so much for 1A models (and less for 2A models) and that is why GK's do not have True Grit.

 

They cost too much for just a +1A on a 1A base mini, and cost too much on our 2A base minis considering what you give up to take one.

 

At +2A, they might actually be used. ^_^

 

The reason they're not used is not to do with cost it's simply the fact that Halberds are absurdly good and are undercosted. +1A is a very good boost to a model armed with a power/force weapon but striking first against 95% of your opponents is far more effective and to be brutally honest should be doubled or tripled in cost.

The reasons our storm bolters are wrist mounted is as follows;

1. It looks badass (overrules all other considerations)

2. It leaves both hands free for swinging a sword/halberd/hammer into whatever doesn't die to being shot

3. When Knights fire, their arm and wrist armour locks to provide a stable firing platform, see point 2

 

4. It allows the Terminator armoured GK to use grenades.

The reason they're not used is not to do with cost it's simply the fact that Halberds are absurdly good and are undercosted. +1A is a very good boost to a model armed with a power/force weapon but striking first against 95% of your opponents is far more effective and to be brutally honest should be doubled or tripled in cost.

 

Totally agree. ;)

 

Halberds should have been +1, not +2. And that's part of the issue. With Free Halberds (on Termies/Pallies) and 2 points Halberds on Purifiers, no one would pay the cost to 'upgrade' to a +1A Falchion.

 

They simply cost too much.

 

If they were the same cost as Halberds, then people would start using them. Especially if you routinely face armies with I lower than 4 (Necrons, Orks, IG, Sisters) or plan on using Quicksilver or the like.

 

At +2A, people would use them, with thier current cost.

 

4. It allows the Terminator armoured GK to use grenades.

 

^_^ Lol!

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