Jump to content

Ideas and Hopes for the next Codex


Recommended Posts

Stratagems are a great idea, but there is some very poor execution. There are far too many "extremely niche situation with an extremely niche buff" kind of Stratagem and it makes the whole lot of Stratagems bloated and unnecessary.

 

Some trimming back and focusing on making them all useful and interesting, and moving away from straight up power increases (eg, +1 to Wound Stratagems). Things like Guerilla Tactics: letting a unit of Phobos fade away and then redeploy using Strategic Reserves is an interesting way to give those units a different battlefield capability, and being a Stratagem limits how much it can be used by CP cost and the limit of once per phase. Hellfire Shells for d3 Mortal Wounds is kinda...meh - it's not bad, it's just...bleh, it's not interesting and doesn't really add much to the game.

 

More of the former, fewer of the latter and that would make Stratagems a much more worthwhile addition to the game.

Link to comment
Share on other sites

Stratagems are a great idea, but there is some very poor execution. There are far too many "extremely niche situation with an extremely niche buff" kind of Stratagem and it makes the whole lot of Stratagems bloated and unnecessary.

 

Some trimming back and focusing on making them all useful and interesting, and moving away from straight up power increases (eg, +1 to Wound Stratagems). Things like Guerilla Tactics: letting a unit of Phobos fade away and then redeploy using Strategic Reserves is an interesting way to give those units a different battlefield capability, and being a Stratagem limits how much it can be used by CP cost and the limit of once per phase. Hellfire Shells for d3 Mortal Wounds is kinda...meh - it's not bad, it's just...bleh, it's not interesting and doesn't really add much to the game.

 

More of the former, fewer of the latter and that would make Stratagems a much more worthwhile addition to the game.

ya the stratagems that only effect a single unit should probably be gone.
Link to comment
Share on other sites

 

Stratagems are a great idea, but there is some very poor execution. There are far too many "extremely niche situation with an extremely niche buff" kind of Stratagem and it makes the whole lot of Stratagems bloated and unnecessary.

 

Some trimming back and focusing on making them all useful and interesting, and moving away from straight up power increases (eg, +1 to Wound Stratagems). Things like Guerilla Tactics: letting a unit of Phobos fade away and then redeploy using Strategic Reserves is an interesting way to give those units a different battlefield capability, and being a Stratagem limits how much it can be used by CP cost and the limit of once per phase. Hellfire Shells for d3 Mortal Wounds is kinda...meh - it's not bad, it's just...bleh, it's not interesting and doesn't really add much to the game.

 

More of the former, fewer of the latter and that would make Stratagems a much more worthwhile addition to the game.

ya the stratagems that only effect a single unit should probably be gone.

Agreed for the most part. Tho some that effect one unit are mostly arbitrary and could just be expanded to everyone.

 

I like the idea of strategems, but also agree it's been pretty poor in execution. I absolutely loath and despise moving specialist wargear to strats. And they have been slowly massacering my boys, the Sternguard. Taking away their special ammo, then their Masterful Marksmanship. They are just boring combi-carriers now. It's boring.

Link to comment
Share on other sites

All autocannons go to D3, now there just heavy bolters with slightly higher strength.

Invictors some change that, that their grenade launcher on top can fire so.e kind of smoke for -1 to hit, or to disengage from combat and still shoot, it's a stealthy ninja robot suit so ;-).

Further I would really like to see sll major chapters getting equal in power. But I use supplement Imperial fists, and crimson fists above that, so I might be feeling hurt and left behind (aahhhh, just like perturabo. That ain't no reason to go traitor! You soldier on! For Dorn!!)

Link to comment
Share on other sites

Listing what Stratagems a unit is eligible to use on the Data Sheet would be a decent way of making sure that there were no unintended consequences of having some random or obscure unit using it and borking it up for the units it was meant to be used on.

Link to comment
Share on other sites

My feelings towards Stratagems are mixed. Some of them I love. I feel as a whole they are a bloated mess. I think Codex/Supplement Stratagems should be pre-game/before first turn. All during the course of the game Stratagems should be base rulebook and generic, expanded a bit more maybe to at max 10. The codex Stratagems would then allow more diversity at list creation.

 

Thinking through this there would really be few Codex Stratagems really, so much can be done with Universal Rules. There are way too many rules that are functionally the same thing but each has to have their own unique rules. I liked Universal Special Rules, one spot to look them up instead of looking up a the same rule in multiple different data sheet. Seriously why isn’t the rule “Deep Strike” instead of “Jump Pack Insertion”, “Orbital Insertion”, “Teleport”, “From Golden Light they Come”, etc. 11 different rules in Space Marines alone to give your warlord a second trait, a sergeant a Relic, a Founding Chapter Relic, it’s stupid. To top that one off it’s illogical how some of them are named.

 

Conclusion/Summary: Stratagems that are used throughout the game should be in the Core Rulebook. Stratagems in your Codex should be used to change how your list plays at list creation.

Link to comment
Share on other sites

Couple of things I would like to see....

 

- ATV's lose the Vehicle keyword in exchange for Biker and Core, and come equipped with Astartes Chainsword.

- Repulsors get a 2+/5++ and have transport capacity increased to 16 for the standard and 10 for the Executioner.

- Primaris models for a Captain and Librarian on Bike, and a multi-option kit for Lieutenant/Champion/Ancient/Apothecary on Bike. PLEASE!

 

Possibly a weird one, but something I would love:

- Give Centurions the Core and Primaris keywords, with the Assault version getting a 4++ and the Devastator version a 5++

(Not sure how the Centurion models size-up to the Primaris range, but there are your ready-made Terminator replacements....If First Born are to become obsolete)

Link to comment
Share on other sites

I want to see the next Codex explore more Veteran Primaris stuff. Like a shooting Vet unit for Primaris. Love what they did visually for Bladeguard veterans and the Sword Brethren, and I'd love to see that carried over to a Sternguard style Primaris unit.

 

Plus, it would open up the inevitable Deathwatch Primaris Veteran with SIA option.

Link to comment
Share on other sites

I would like to see Primaris vehicles not be over costed by virture of having a minimum of 15+ weapons you cant even opt out of. Then another dozen or so options that nickel and dime you at 5pts or 10pts each.

 

And what happened to the good ol heavy bolter? All the stubbers and various launchers are super lame #BringbackHBs

Link to comment
Share on other sites

I would like to see Primaris vehicles not be over costed by virture of having a minimum of 15+ weapons you cant even opt out of. Then another dozen or so options that nickel and dime you at 5pts or 10pts each.

 

And what happened to the good ol heavy bolter? All the stubbers and various launchers are super lame #BringbackHBs

Cat's out of the bag on that one. Too many sculpts already include the launchers/stubbers and the rules team gave new rules for each. Blessing and a curse, really.

 

The good news is that there's hope yet as they could just unify the profiles so we can fast roll in bunches if we want.

 

And you know what? I don't mind some of these vehicles bringing every type of weapon to the party. The hull is still overpriced anyway, and it isn't like the old first born tanks aren't having issues with offensive punch themselves. I just want choices because I think there's some fun combos I'm locked out of, but that certainly wouldn't do anything but exacerbate the multiple weapon profile issue.

 

Outside of that, assault ramps likely need to be more prevalent. And since expensive Marine units gain so much from rerolls, I'd think we need a way to gain them on vehicles. Like, what if there was a unit upgrade to make one a squadron leader that bestows rerolls to itself and one other vehicle. Would have a cost to go deep on vehicles, but also wouldn't result in so many feels bad moments where your expensive elite unit underperforms because it lacks the consistency other units bring.

Edited by Lemondish
Link to comment
Share on other sites

I want to have an advance+charge stratagem.

I want new superdoctrines for all Marines which they can change with their own legion specific if they want

I want a much more fair pricepolicy ( Outrider are so stupid overpriced for example )

I want all units with flat unit size of 3 into 3-6 like BGV, Aggressors.

I want new chapter tactics -> an therefore some balanced ( white scars for example have a far too superior one if you compare them with other chapters which is stupid )

I want some negatives for all chapters. I dont want to see BT played as shooty-only Marines

- In case thats a big problem by GW. They just care how some rules work on lists which they think are typically for each faction. They dont think about how its can be used in a whole another direction. I wnat to see White Scars being played with Bikes intead of 3x10 Vanguard Veterans. I want to see davastors in imperial fists, I want to see Phobos in Raven Guard.

If necessary give all Marine chapters 3 traits as chapter tactic but one additional negative one.

 

For example White Scars could get:

a* able to charge even they have fall back in the movementphase

b* able to shot all weapons as they had assault

c* can take outriders as a troop choice and Impulsors are -10 points

** negative: jump packs are +2 points and dreadknoughts dont get the benefit of chapter tactic b

Link to comment
Share on other sites

The Impulsor dome shield needs to be restored back to a 4+ and all of the vehicles need a significant point reduction.

 

I agree that the Grav vehicles need a deer-strike ability, they do it in the novels on multiple occasions.

Edited by Orange Knight
Link to comment
Share on other sites

Their biggest problem is not the lost of 4++ but the lost of FLY. Opponents can moveblock too easy and you have to fly around buildings all to often.

I agree with GW's view that Repulsors and what not shouldn't park on top of tiny houses and ruins, but stripping away the ability to move over terrain and units from vehicles that literally hover is even more wrong.

 

They need some sort of rule that allows them to hover over terrain and models, but not end the move atop a building.

Link to comment
Share on other sites

my idea would be:

 

Assault Vehicle:  can disembark even after impulsor has moved OR can disembark 9" instead of 3" when not moved.

Anti-Grav vehicle: in the movment phase can decide to gain FLY but get minus 4 or 6"  for example.

Link to comment
Share on other sites

Allow Firstborn and Primaris to be in each other's transports. For Sanguinius' sake, it's so dumb. Nothing should stop a FB from getting into an impulsor or repulsor.

 

Obviously, Gravis won't be going in pods or Rhinos. Maybe even have a upgrade for pods, rhinos, and razors called Primaris Retrofit. Maybe they can carry half as much Phobos or Tacticus dudes.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 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.