Jump to content

Something a bit more interesting


Shadrach03

Recommended Posts

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.

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.

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

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

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.

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.

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.

  • 4 weeks later...

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.

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.

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. 

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.  

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). 

 
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. 

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.