Shadrach03 Posted November 2, 2014 Author Share Posted November 2, 2014 I think Mordrak has a lot going for him with Ghost Knights, a MC hammer and 4 wounds. What about extending Sterns Strand of Fate to allow for reserve rolls? Do you think that land raiders would be more useful as purifiter or purgator DT's? I was thinking that each land raider might need to fill a different roll. Is there something they could do while sticking with available model options? I think FW offers a psycannon upgrade for the coaxial gun up front but sponsons would need to remain the same. The land raider is a challege to make competative Grey Knight pay quite a bit for every slot. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3851507 Share on other sites More sharing options...
Brom MKIV Posted November 2, 2014 Share Posted November 2, 2014 That's a great idea on stern. I also really like the coaxial guns. Maybe another idea could be a variant rule that would apply to the sponsons.. something like "if both fire on the same target they count as firing a single weapon". Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3851512 Share on other sites More sharing options...
Shadrach03 Posted November 3, 2014 Author Share Posted November 3, 2014 So if I fire both lascannons at the same target I would get double the shots? That could be interesting. I think it might be a bit powerful for the redeemer but maybe it can have something else. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3851558 Share on other sites More sharing options...
Brom MKIV Posted November 3, 2014 Share Posted November 3, 2014 Not double shots just counts as one weapon.. for move and fire purposes. Idk maybe the coaxial hull/pintle weapons is just a better idea. It's definitely simpler. What I'm getting at is making the raider closer to its full potential fire power without remaining stationary. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3851563 Share on other sites More sharing options...
jeffersonian000 Posted November 3, 2014 Share Posted November 3, 2014 I think the Librarian Dreadnought should be Venerable with PML2, Psychic Hood, Nemesis Greatsword, Heavy Psilencer, and two roles for GK allowed Psychic Powers. Option should include weapon swaps, vehicle upgrades, etc. The reason I feel Techmarines should have Sanctuary is the it fulfills the reinforced defenses role of other Techmarines, only Psychically. GMs should be able to manipulate reserve rolls, BCs should not. Also, GMs should be choosing one Relic as standard, because GMs are equal to Librarian Chapter Masters, and should be unique when in play. I'm still thinking Purgators should be Slow and Purposeful, and Astral Aim should ignore cover. Also, I think all GK infantry should have access to Deep Strike as an army wide ability, with a vehicle upgrade available to the GK ground vehicles. Instead of a Land Speeder, I'd rather see a Stormtalon. Also, Orbital Bombardment should be a BC/GM/TM option. SJ Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3851696 Share on other sites More sharing options...
Shadrach03 Posted November 3, 2014 Author Share Posted November 3, 2014 I was actually thinking last night that I would be ok removing the land speeder if a suitable fast attack replacement could be come up with. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3851783 Share on other sites More sharing options...
Gentlemanloser Posted November 3, 2014 Share Posted November 3, 2014 Jet Bikes? We nick Xenos Technology anyway. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3852028 Share on other sites More sharing options...
Brom MKIV Posted November 3, 2014 Share Posted November 3, 2014 I like the land speeder idea because it makes strikes quite good without being a no brainer inclusion. The speeder provides mobility but it is not inherent like teleport homers so interceptors keep their appeal. The problem I have with giving all GKs deep strike is that then there really isn't a reason to take anything but purifiers. My impression of this exercise is to open up existing options and balance out some of the 'never take' units. DS across the board doesn't accomplish this IMO. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3852046 Share on other sites More sharing options...
Shadrach03 Posted November 3, 2014 Author Share Posted November 3, 2014 I completely agree, deep strike across the board almost negates the need for any vehicle. I might do another update this afternoon after work and getting my son to take a nap. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3852243 Share on other sites More sharing options...
raverrn Posted November 4, 2014 Share Posted November 4, 2014 Why are Psycannons listed as S6? Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3852699 Share on other sites More sharing options...
Shadrach03 Posted November 4, 2014 Author Share Posted November 4, 2014 Good catch, psycannons should have been s7. Fixed. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3852800 Share on other sites More sharing options...
Shadrach03 Posted November 5, 2014 Author Share Posted November 5, 2014 Updated Stern's strands of fate. Added psycannon upgrade to land raiders. Removed armored ceremite from land raiders. Added an entry for servo skulls. Added orbital strike relay to tech marines and brother captains. It has the same profiles as before but functions a bit differently than before, feedback appreciated. Changed Mordrak so that if he starts the game with ghost knights they may not join another unit. Added brotherhood of psykers to ghost knight entry with banishment and hammerhand. If a unit of ghost knights numbers more than 3 models they also have psychich shriek. Raised cost of the purchased knights by 2 points to account for psychic shriek. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3853904 Share on other sites More sharing options...
Gentlemanloser Posted November 5, 2014 Share Posted November 5, 2014 Removed armored ceremite from land raiders. /cry If it's good enough for FW varients, it's good enough for us! Changed Mordrak so that if he starts the game with ghost knights they may not join another unit. That goes back to him being a can of worms. Just treat the Ghosts like Fensrisian Wolves. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3854002 Share on other sites More sharing options...
Shadrach03 Posted November 5, 2014 Author Share Posted November 5, 2014 He can still join units by himself and spawn ghosts into that unit by tanking wounds. I think it makes a decent balance of get a unit of shrouded termies that can access a descent witchfire or drop a unit of conventional infantry in turn 1 to let their psycannons and incinerators do some dirty work. If anyone could offer some feedback on Crowes abilities and point costs as well as the bro champ I would appreciate it. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3854074 Share on other sites More sharing options...
Adeptus Posted November 28, 2014 Share Posted November 28, 2014 Keep Paladins at 55 points per model, but give them ML 2 and access to Sanctuary. At 55 points per model as they stand, they're too expensive. With Sanctuary they're pretty good, and ML 2 gives them a good chance to make Sanctuary happen. I'd be flexible on the ML2, but they need access to sanctuary. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3873405 Share on other sites More sharing options...
Reclusiarch Darius Posted November 28, 2014 Share Posted November 28, 2014 Yeah 'Sanctuary' is a pretty good idea. ML2 is probably hard to justify though. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3873421 Share on other sites More sharing options...
Everon Posted November 28, 2014 Share Posted November 28, 2014 Ml 2 fearless models with cf for 25 pts a model. I think 55 pts for sanc and ml 2 is more believable Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3873432 Share on other sites More sharing options...
Adeptus Posted November 28, 2014 Share Posted November 28, 2014 Yeah 'Sanctuary' is a pretty good idea. ML2 is probably hard to justify though. I would agree, but even with Sanctuary, I think Purifiers are a better option. If Paladins were ML2, I think it would be a stiffer choice. I mean really, all it does is add an extra warp charge point. But since you really need Sanctuary up to get the points out of them, then the extra warp charge point is pretty important, IMO. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3873463 Share on other sites More sharing options...
Reclusiarch Darius Posted November 28, 2014 Share Posted November 28, 2014 Well it's not like you'll have a lot of Paladins, so yeah I can see an argument for Mastery 2. They're supposed to the martial elite, the First Company analogue in an inferior Chapter. 'Sanctuary' represents their skill, as they can deflect enemy blows and shots with their swords, by harnessing their psychic might. 'Cleansing Flame' is still on a PA platform, which is what prevents it being broken as hell. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3873489 Share on other sites More sharing options...
Brom MKIV Posted November 29, 2014 Share Posted November 29, 2014 I've had identical thoughts for paladins. The only issue is handing out 2++ to ICs. Why not just give them ML 2 and iron halos instead? Its not that much of a stretch and prevents draigo getting 2++ guaranteed. Obviously stern hands it out too but thats more of a tax than these pallies would be and draigo already owns.. everything. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3874067 Share on other sites More sharing options...
Reclusiarch Darius Posted November 29, 2014 Share Posted November 29, 2014 I've had identical thoughts for paladins. The only issue is handing out 2++ to ICs. Why not just give them ML 2 and iron halos instead? Its not that much of a stretch and prevents draigo getting 2++ guaranteed. Obviously stern hands it out too but thats more of a tax than these pallies would be and draigo already owns.. everything. 2++ re-rollable invulnerable saves are already in the game, its nothing new. Considering Paladins are still expensive as hell and can't get above a 4+ invul normally (unless you stack 'Forewarning' or a PFG onto them). Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3874149 Share on other sites More sharing options...
Brom MKIV Posted November 29, 2014 Share Posted November 29, 2014 I agree I just feel iron halos solve both issues better without contributing to something that's already annoying enough in current quantities. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3874194 Share on other sites More sharing options...
Reclusiarch Darius Posted November 29, 2014 Share Posted November 29, 2014 I agree I just feel iron halos solve both issues better without contributing to something that's already annoying enough in current quantities. Iron Halos are only for officers though man. That's why Librarians don't have them (Bro Champs are technically officers as they train the brothers of their respective company in the use of nemesis weapons). Paladins don't issue orders or strategy to their brothers, they just show up and rek the enemy (as well as being guardians to an Apothecary if they take the field). Making their storm shield a psychic power is fine. They only get to a 3+ invul with 'Forewarning' rolled by a friendly Divination psyker anyway, normally they only get a 4+ invul. Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3874270 Share on other sites More sharing options...
calvin the wraithlord Posted November 29, 2014 Share Posted November 29, 2014 maybe give Purgators an ability abit like Ghostlight on shadow Specters ? Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3874460 Share on other sites More sharing options...
jeffersonian000 Posted November 29, 2014 Share Posted November 29, 2014 They should just bring back "The Shrouding", and make us untargetable outside of 24". May as well go for broke! SJ Link to comment https://bolterandchainsword.com/topic/298760-something-a-bit-more-interesting/page/2/#findComment-3874528 Share on other sites More sharing options...
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