TheArtilleryman Posted November 30, 2023 Share Posted November 30, 2023 29 minutes ago, Inquisitor_Lensoven said: Yeah idk, about even that much. just make him an ever so slightly, but notably more effective warrior than a sgt. He has more attacks and an invulnerable save … I would like to see Commissar Cain. Special rules: Expert Swordsman: enemy models suffer -1 to hit in close combat Hero of the Imperium: friendly units within 12” add +1 to all hit rolls and Jurgen: Blank: psykers within 6” cannot use powers Reckless driving: if this character is embarked within a transport, add 6” to that transport’s move characteristic librisrouge 1 Back to top Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6006602 Share on other sites More sharing options...
Inquisitor_Lensoven Posted December 1, 2023 Author Share Posted December 1, 2023 29 minutes ago, TheArtilleryman said: He has more attacks and an invulnerable save … I would like to see Commissar Cain. Special rules: Expert Swordsman: enemy models suffer -1 to hit in close combat Hero of the Imperium: friendly units within 12” add +1 to all hit rolls and Jurgen: Blank: psykers within 6” cannot use powers Reckless driving: if this character is embarked within a transport, add 6” to that transport’s move characteristic Give both a chainsword and they both get 3 attacks. walter h 1 Back to top Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6006610 Share on other sites More sharing options...
TheArtilleryman Posted December 1, 2023 Share Posted December 1, 2023 (edited) 7 hours ago, Inquisitor_Lensoven said: Give both a chainsword and they both get 3 attacks. Commissar has better weapon skill and 4 chainsword/3 power sword attacks, an invulnerable save and 3 wounds … that’s much better than a Sergeant. I don’t get why they can’t be attached to a command squad anymore though. Edited December 1, 2023 by TheArtilleryman Santaclauswitz 1 Back to top Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6006633 Share on other sites More sharing options...
SteveAntilles Posted December 1, 2023 Share Posted December 1, 2023 7 hours ago, TheArtilleryman said: I don’t get why they can’t be attached to a command squad anymore though. Because command squads attach to other squads that commissars can also attach to? Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6006704 Share on other sites More sharing options...
Inquisitor_Lensoven Posted December 1, 2023 Author Share Posted December 1, 2023 Also I think there needs to be some sort of reckoning in regards to scions and Kasrkin. scions are technically a sub faction, but their options are so limited you can’t even call them a full subfaction, and now they and Kasrkin fill the same niche in nearly identical ways. personally I’d move the scions over to an ‘agents’ codex, and build out a few more options for them there. walter h, Emperor Ming and Timberley 1 2 Back to top Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6006723 Share on other sites More sharing options...
sairence Posted December 2, 2023 Share Posted December 2, 2023 (edited) Scions and Kasrkin don't fill the same niche at all, beyond both being a more elite unit with better equipment. Scions, in the context of the Guard, are rapid insertion special forces. They're our stand in for paratroopers of whatever flavour you like. Thanks to having deepstrike they have basically unlimited flexibility in where you go with them, and they're absolutely defined by that ability, more than anything else. Whether it's to deal damage, or score objectives, it's all about that deepstrike ability. Kasrkin, in the rules they've gotten since the new kit was released, behave more like elite line troops that still have to footslog (more likely drive) to where they want to go, but will do heinous damage when/if they get there, usually much better than Scions are capable off. They're just not as flexible in terms of getting there. That's your trade off between. Do you want flexibilty and mobilty, or do you really want to spike some damage? And that's just as true in our 10th ed index as it was in our 8th ed codex. Barring Kasrkin getting deepstrike, which I highly doubt will happen precisely because Scions already exist in that slot, they simply don't fill the same role in our army, regardless of surface similarities. Edited December 2, 2023 by sairence Various typos Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6006841 Share on other sites More sharing options...
Inquisitor_Lensoven Posted December 2, 2023 Author Share Posted December 2, 2023 (edited) 39 minutes ago, sairence said: Scions and Kasrkin don't fill the same niche at all, beyond both being a more elite unit with better equipment. Scions, in the context of the Guard, are rapid insertion special forces. They're our stand in for paratroopers of whatever flavour you like. Thanks to having deepstrike they have basically unlimited flexibility in where you go with them, and they're absolutely defined by that ability, more than anything else. Whether it's to deal damage, or score objectives, it's all about that deepstrike ability. Kasrkin, in the rules they've gotten since the new kit was released, behave more like elite line troops that still have to footslog (more likely drive) to where they want to go, but will do heinous damage when/if they get there, usually much better than Scions are capable off. They're just not as flexible in terms of getting there. That's your trade off between. Do you want flexibilty and mobilty, or do you really want to spike some damage? And that's just as true in our 10th ed index as it was in our 8th ed codex. Barring Kasrkin getting deepstrike, which I highly doubt will happen precisely because Scions already exist in that slot, they simply don't fill the same role in our army, regardless of surface similarities. And put Kasrkin in a valk and there’s not really any difference. id have to go back into older codexes, but I’m pretty sure Kasrkin used to have deep strike. Them not having it now seems like it’s only to actually have a way to separate them from scions. also, snipers and EOD/demo experts aren’t front line troops, they’re typically special forces…scions might be closer to SEALs while Kasrkin are more like rangers. they fill the same niche, elite troopers that get extra special/heavy weapons, in improved armor…one deep strikes and one doesn’t, that doesn’t mean they fill different niches in game, especially since people have been regularly bringing them in from reserves meaning the differences between the two on tabletop are even less noticeable, when both are showing up in the enemy’s backfield. edit cant find the codex where they first used the Kasrkin title, but I have the one where the Kasrkin models were first used under the storm trooper title, and they had both deep strike and infiltrate. so yeah the only reason Kasrkin don’t have deep strike is to make some sort of difference. Edited December 2, 2023 by Inquisitor_Lensoven Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6006845 Share on other sites More sharing options...
Newbiticus Posted December 16, 2023 Share Posted December 16, 2023 When Kasrkin were originally introduced they used the Stormtrooper (now scion) Datasheet but did not have infiltrate or deep strike. They were classified as “grenadiers”. I would love to see 3.5 edition rules like drop troops or light infantry. I expect the detachments will have similar flavour. Maybe give command squads and heavy wep squads Lone Op or a “lone op light” when in proximity to infantry to make them a little more survivable. I personally don’t like Lord Solar and resent the fact that he is essentially required to make the army work. Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6009855 Share on other sites More sharing options...
Newbiticus Posted December 16, 2023 Share Posted December 16, 2023 Oh, and can I get my harden veterans back? Not happening I know but HVs are too lightly armoured to pass as Kasrkin in a serious setting. Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6009857 Share on other sites More sharing options...
Inquisitor_Lensoven Posted December 16, 2023 Author Share Posted December 16, 2023 1 hour ago, Newbiticus said: When Kasrkin were originally introduced they used the Stormtrooper (now scion) Datasheet but did not have infiltrate or deep strike. They were classified as “grenadiers”. I would love to see 3.5 edition rules like drop troops or light infantry. I expect the detachments will have similar flavour. Maybe give command squads and heavy wep squads Lone Op or a “lone op light” when in proximity to infantry to make them a little more survivable. I personally don’t like Lord Solar and resent the fact that he is essentially required to make the army work. I mean they did previously have infiltrate. If you’d like I can upload a picture of the datasheet from the codex. Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6009867 Share on other sites More sharing options...
Marshall Bretton Posted December 17, 2023 Share Posted December 17, 2023 I mean one key difference between the two in the game is that you can have 6 squads of scions if you use a prime as your warlord while you are capped at 3 for kasrkin. No idea if that is competitive but for a fluff based army like mine it's amazing. The kasrkin models are much nicer imo though so I use them for all 9 squads (because I also take the max kasrkin squads I can) Inquisitor_Lensoven 1 Back to top Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6009883 Share on other sites More sharing options...
brother_b Posted December 17, 2023 Share Posted December 17, 2023 To have it longer than 6 months before inevitable edition reset. Build your own style regiments so we can represent Tallarn, Mordía, etc. TheArtilleryman, librisrouge and Inquisitor_Lensoven 1 2 Back to top Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6009886 Share on other sites More sharing options...
Inquisitor_Lensoven Posted December 17, 2023 Author Share Posted December 17, 2023 3 hours ago, Gaius Maximus said: I mean one key difference between the two in the game is that you can have 6 squads of scions if you use a prime as your warlord while you are capped at 3 for kasrkin. No idea if that is competitive but for a fluff based army like mine it's amazing. The kasrkin models are much nicer imo though so I use them for all 9 squads (because I also take the max kasrkin squads I can) I’m hoping the new codex has a detachment option that replicates the old grenadiers option. Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6009894 Share on other sites More sharing options...
Inquisitor_Lensoven Posted March 11 Author Share Posted March 11 (edited) I kinda hope we get a bit more of a distinction between heavy medium and light infantry and a better distinction between scions and Kasrkin. not sure how to make the differences. for kasrkin and scions, I think making one more durable. like 2W and more attacks in melee on scions, and all kasrkin guns get assault and all but flamers get rapid fire 2 Edited March 11 by Inquisitor_Lensoven Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6027251 Share on other sites More sharing options...
TheArtilleryman Posted March 11 Share Posted March 11 13 minutes ago, Inquisitor_Lensoven said: I kinda hope we get a bit more of a distinction between heavy medium and light infantry and a better distinction between scions and Kasrkin. not sure how to make the differences. for kasrkin and scions, I think making one more durable. like 2W and more attacks in melee on scions, and all kasrkin guns get assault and all but flamers get rapid fire 2 This would work apart from the 2 wounds. Maybe just one wound but a 6+ FNP? DemonGSides and Emperor Ming 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6027263 Share on other sites More sharing options...
Emperor Ming Posted March 11 Share Posted March 11 I think at this point, I would go with a simpler wishlist Like a codex before 11th casb1965, mertbl, OldWherewolf and 2 others 2 3 Back to top Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6027316 Share on other sites More sharing options...
Inquisitor_Lensoven Posted March 11 Author Share Posted March 11 4 minutes ago, Emperor Ming said: I think at this point, I would go with a simpler wishlist Like a codex before 11th Don’t worry we’ll be getting it exactly 6 days before 11th is announced Emperor Ming 1 Back to top Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6027319 Share on other sites More sharing options...
TheArtilleryman Posted March 11 Share Posted March 11 10 minutes ago, Inquisitor_Lensoven said: Don’t worry we’ll be getting it exactly 6 days before 11th is announced And half your army will become invalid Emperor Ming 1 Back to top Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6027325 Share on other sites More sharing options...
casb1965 Posted March 12 Share Posted March 12 12 hours ago, TheArtilleryman said: And half your army will become invalid No it'll make it a top tier army, for those 6 days, then when 11th drops it sinks straight back down and you wait another 2 years for a decent Codex. TheArtilleryman and Emperor Ming 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6027510 Share on other sites More sharing options...
Galron Posted March 12 Share Posted March 12 Both of you are wrong. It will be a top tier army for 6 days until it gets nerfed by a balance slate and then 11th will nerf it into the ground the next week. I would like to see Heavy weapons teams be 1 per 20 man infantry(whichever) squad and have them tied to that or simply make them battleline. It is rough for all infantry armies to field enough AT and still stay pure to the all infantry thing. I second the return of 3.5 doctrine style detachments. I would love to see an Elysian or Warhawk style airborne army return along with the new Dune buggy models they took from us but somehow gave to gangs on Necromunda. Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6027573 Share on other sites More sharing options...
TheArtilleryman Posted March 12 Share Posted March 12 30 minutes ago, Galron said: Both of you are wrong. It will be a top tier army for 6 days until it gets nerfed by a balance slate and then 11th will nerf it into the ground the next week. I would like to see Heavy weapons teams be 1 per 20 man infantry(whichever) squad and have them tied to that or simply make them battleline. It is rough for all infantry armies to field enough AT and still stay pure to the all infantry thing. I second the return of 3.5 doctrine style detachments. I would love to see an Elysian or Warhawk style airborne army return along with the new Dune buggy models they took from us but somehow gave to gangs on Necromunda. Please don’t make them 1 per 20; I’ve got mine at 1 per 10 Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6027582 Share on other sites More sharing options...
Guest Triszin Posted March 16 Share Posted March 16 Scions Exo suit for scions (edge of tomorrow) Scion drop ship Scion hq Most of what I want probably will never happen Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6028527 Share on other sites More sharing options...
Inquisitor_Lensoven Posted October 30 Author Share Posted October 30 So, inspired by the ork rokkit launcha I’d like to see the grenade launcher get a similar singular profile BS4+ Ad3 S9 AP-1 D2 <assault><blast> while the missile launcher gets a slight buff of BS4+ frag A d6+1 S4 AP0 D1 <blast> <heavy> krak A1 S11 AP-2 D3 <heavy> Feels fairly balanced krak becomes a true AT weapon rather than only useful against light vehicles. grenade launcher becomes a decent all round weapon, I’m not married to the blast keyword being included, but seems nice to have. Link to comment https://bolterandchainsword.com/topic/381716-codex-wishlist/page/3/#findComment-6073652 Share on other sites More sharing options...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now