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If we're talking hope in realistic terms - though to be fair the DE model range is mostly good for me - I really want a solid system for power from pain and drugs. Have them be useful and not too bound by turn or something as I don't like being told how to play :tongue.: Some point adjustments always welcome of course :wink: I'm also hoping for some characterful and useful "Kabal traits" that aren't too much cut and paste :tongue.:

Succubus on Reaver and/or skyboard as an option

Transport capacity increased to 6 and 11 respectively for Venoms and Raiders (or an ability to let 1 Archon board those crafts in addition to their normal stuff)

More helpful aura abilities on the Archon and Succubus

I'm hoping we'll get the Thousand sons treatment and get some of the AoS models into our army. The Hydra/Kharbdyss would be awesome, and while COMPLETELY unrealistic I'd love the for the Dreadlord on Black Dragon to be an Archon on Black Dragon. Because I could see a snobbish Archon riding on a dragon fighting greater daemons for kicks or terrifiying Imperial populace. Plus throwing a Dragon at Guilliman would be hilarious. Do I expect this? Nope! But I would love that so freaking much xD

 

Image from Eye Of Error

 

http://2.bp.blogspot.com/-UnypmiTzEOE/UK5HynxNtXI/AAAAAAAAGLE/7j3KZIA5PBE/s1600/DE+Black+Dragon+Painted+07.JPG

Edited by Rhivan

Title says it all.  What do you hope will happen to the Dark Kin when we get our codex?

 

is it too much to hope that all the eldar die and are united with the Prince in everlasting torment?

 

In all seriousness though, I'd like to see Lelith Hesperax become better than she currently is. Maybe let her counter attack whenever she passes a saving roll?

 

On a side note, I'd like to see the Sslyth get some attention model wise and rules wise. I'd like to see their mercenary attitude taken more seriously in allowing them to join any army soup.

I hope they make our HQs actually useable. Right now both the Archon and the Haemy outclass the Succubus - our supposed melee specialist - in close combat. Both have more attacks, the Haemy can get a whip which does D2 and the Archon has a 2++ and more attacks than the Succubus.

 

For what I really hope is that they make a true Coven list viable. Give Wracks -1AP on their melee weapons, drop the price on their "flamer" and make the Haemy actually survivable (that 5++ and 6+ FNP doesn't help him against anything with a Powerfist etc. Any melee unit will tear him down). A 4++ and a 5+ FNP to everyone in 6" around him would be dandy.

 

Both the Talos and Cronos are absolutely terrible right now. The former needs to be T7 and his macro scalpels should do D3 damage. Change the Chain Flails to make 2 or 3 hit rolls per attack and he can be kitted out to either kill hordes or elite targets.

 

The Cronos needs a rework on its healing ability. Right now it can't kill a naked Grot in CC which means it can't reliably heal our stuff. 

 

Our Grotesques need more wounds and a slight price drop. Right now they are only really good at killing T4 stuff - but so is almost everything else in our army. Their cleavers should be S+2 AP-2 D2 and maybe -1 to hit. That way they can properly trash tanks. Remember that bit of fluff in our 7th edition codex where a Grot smashes open a tank and then breaks his bones to squeeze himself inside and kill the crew? Ah, good times.

 

General things I would like is to see our HQs actually getting to choose from some wargear options! The Archon lost like what 70%? of the wargear he could select from in former editions? Let him take a Skyboard or bike would be nice (the Dark Angels got an HQ on Land Speeder so why not?) and give the Archon an actually useable ability.

 

Change capacity for Venoms from 5 to 6 so that they are in line with their Harlequine pendant and we can finally stick a character in there with a squad. Same for the Raider but changed to 11 or 12. 

 

And the Splinter Cannon needs a price drop and/or AP-1. 

 

I have spoken!

I'd like the ability for the court of the archon and associated archon to all be placed as one placement. Currently you can take a bunch of court without taking elite slots, which can be nice, but you are getting three extra deployments out of individual models. The ability to deploy the entire court as one "unit" would be cool.

 

I feel kind of "eh" about the poison mechanic, and I kind of think it should work on a 3+ instead of a 4+ although I'm not sure how much that would impact the game. Comparing poison to bolters on space marines we wound the same against space marines, worse against GEQs and better against TEQs. We also wound worse on vehicles up to T7 (of which there are some in the game). It just seems wrong to me that our poison is strong enough to damage a Carnifex 50% of the time, but will still only wound a guardsmen 50% of the time. I don't know what the best answer is. Another idea is to just make splinter weapons strength 6 against non-vehicles. It would then wound GEQs on a 3+, marines on a 4+, and things like a Carnifex on a 5+, but still not do much to a rhino.

 

I'd like more special weapons for Wyches and Warriors, specifically access to higher number of weapons at a smaller squad size. This is especially important if they don't increase the transport capacity to allow characters to come with their squads.

 

I'd like clarification on how things work with the open topped rules; do auras work out of open topped vehicles? Can embarked units overwatch if a transport is charged?

 

While I'm asking for things I probably wont get, can we make the invulnerable save better on our vehicles? A 4++ isn't that overpowered when most weapons can easily wound your vehicle. If a 4++ is too much than maybe a 4++ until its wounded once and then the save goes to a 5++, or maybe a 4++ if the vehicle moved more than 12" a turn, or something like that.

I agree that the HQ slots (and the associated Court) could do with some love. Warlord Traits and Relics will help of course, but I really like my leaders to be more than a beat stick. Give them something to add to the army as a whole and I will be happier :smile.:

I agree with what everyone has said so far. But I'll be honest I don't see half of it happening. I hate to be a pessimist but I can see barely anything changing from the index and getting a lot of copy and pasted stratagems and cult tactics from eldar and other armies. I do have hope for the cult tactics. There could be a lot of cool rules for them

Most of the codices we've seen so far have pretty much been straight up buffs and points cost decreases for the most part unless any particular thing was too powerful and seen everywhere which wasnt really the case with DEldar.

 

So, at the very least, we should see stuff doing more damage for less points. Everything else is basically a shot in the dark :\

But I'll be honest I don't see half of it happening.

That's because the topic is called "what do you hope for" and not "what do you expect" :wink: The codex will certainly be mostly the Index intact with some point shuffles as mentioned, but there are enough glaring issues with the mentioned such that there can be some reasonable hope for something. After all, even the most mediocre unit can become useful if it's cheap enough :lol:

I don't see why they wouldn't be improved, a lot  of index units that have sucked for other armies got a major boost when moved over to the codex. Pts changes for overpriced units and minor rules adjustments I'm not too worried about, GW maynot fix all of them as much as we'd like but things will get better. I'm more curious about how kabals/cults/covens interact as it seems it won't be like the standard faction tactics most other armies have. Overall though I'm really pumped for the codex, two weeks can't pass quickly enough!

Lelith, this is an intervention, but we're all here for you...

 

I'm just hoping that the way the Kabal/Cult/Coven traits are done is ok, or that they don't cheap out and only give us 3 of each, for 9 in total. Hopefully we'll be able to take mixed faction Detachments (Covens/Kabals in the same detachment, etc) without meaning you don't get Kabal/Coven traits.

I'm just assuming that we won't get any new models or units. (I mean, it's only been four years since we got new models, and eight years since we got a new unit, so it's much too early to expect anything like that, right?)

 

At this moment, I mostly want a number of the weapons sorted out. I'm really hoping for liquifiers, haywire blasters, heat lances, and especially hex rifles to be made viable again.

 

Significantly less likely, but I'd also like to see different rules for the different sorts of Haemonculi.

New models/units is pretty much out of the question, there's been no rumors to indicate new models and since our release is exactly like a number of other codex only releases where we just get the book and a new start collecting box, that's all we're getting. Best we can hope for is a new character option like a dracon being upgraded to an "archaon lieutenant" level character. 

 

Completely agree on weapons, with the exception of maybe the dark lances all of our special weapons are overpriced, some so much so like the heat lance and haywire blaster that they are just completely unusable. Splinter cannons and blasters stat wise are probably fine, but they need to go down pts wise, while the liquefier gun, heat lance and haywire blaster I'd say all need a boost to their stats and a pts reduction. Fortunately for us I'm actually reasonably confident that will happen because if you just look at the recent Necron release several weapons like the gauss cannon got a solid boost (the gauss cannon going from heavy 2 to 3 and s5 to s6 all without a pts increase I think), so there is hope for our weapons. 

 

 

Lelith, this is an intervention, but we're all here for you...

 

I'm just hoping that the way the Kabal/Cult/Coven traits are done is ok, or that they don't cheap out and only give us 3 of each, for 9 in total. Hopefully we'll be able to take mixed faction Detachments (Covens/Kabals in the same detachment, etc) without meaning you don't get Kabal/Coven traits.

 

 Unfortunately I think we might actually be lucky to even get a total of 9 traits. Consider how many traits other codexes have gotten-necrons got only 5, Tau got 6, even space marines which have had a tradition of different army traits for much longer than anyone else only have 7. Us getting 9 is the absolute maximum. Honestly I'll be happy as long as we at least have 2-3 choices of traits per kabal/cult/coven, and that we don't just get a generic "kabal" trait that covers all kabals. 

Yeah I'm overall excited for the new raiding force system. Our characters need to be improved to make the system worthwhile, but I'm reasonably confident that will happen. I'll need to get some coven unis to make the 3 warlord traits stratagem worth it but I'm looking forward to having a nicely balanced force between all three factions. I'll need to see the kabal/cult/coven traits before I decide how to break up my army though. 

After all the hype for our codex since LVO, the codex can't some soon enough for me. 2 weeks is going to be an agonizing wait, plus while I originally planned on making my army heavily kabalite focused this new raiding force mechanic is making me consider adding more cult/coven stuff. Just can't wait to see what all the subfactions all get so I can get a better idea of what my post-codex lists will start looking like. 

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