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Daemonhunters "Innocence proves nothing."

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Old April 2nd, 2007, 04:54   #21 (permalink)
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An unstoppable army would not be fun at all, but these are just ideas to wet our creative gaming minds. If anything all of those would make our armies quite unbalanced. I mean were lookin at models at the cost of atleast 50-60pts each. How atrociously expensive is that.


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Old April 2nd, 2007, 08:20   #22 (permalink)
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Dreads and Weapons

-Venerable Dreds. Period. Amen. I would also like to see an option to put Psycannons on GK Dreads in place of Missle launchers. It would be fluffy and would give us a Dread option that would be absolutely distinct from those Asartes pukes.

-Cheaper Psycannons. Maybe by five points. They already have the effective statline of Heavy Bolters and roughly the same use, bring their points in line with that.


TROOP MODIFICATIONS

-Or for current points make the psycannons Heavy 36", Assault 24" on GK Purgation Squads (reflecting the fact that these guys are heavy support specialist GK's and have mastered the Psycannon as their regular brethren have mastered the storm bolter/nemisis force weapon). Keeps stats as current for Troop GK squads.

-ALL GK, regardless of force org slot, have deepstrike ability. GK also halve their scatter distance roll. GK after all use only the best equipment and technians.

-Fast Attack GK get a psychic power similar to what Necrons Veil of Darkness is. This FA GK cost 30-35 points base and Justicar for squad costs around 75. These GK are trained to combine their awsome psychic powers to teleport the squad anwhere on the board. Unlike VoD, this would be a psychic power and would have chance to suffer "perils of the warp" that would effect the whole squad and require leadership test just like any other power. Like VoD and Deepstrike the GK would only be able to shoot on the turn they use this power. (I grant that this one is a bit overpowered and would need limiters in number of FAGK squads and equipment options as well as possibly costing even more than what i suggested.)

-Heavy Weapons IST. IST can be taken as a Heavy Slot for 15points per model and have similar weapons choices as an SM Dev Squad (e.g. Missle Launchers, Plasma Cannons, Lascannons). In my mind this is balanced and fluffy. GK don't want to train with anything but pure ordo malleus equipment so they leave that gap to be filled by specially trained IST that cost 15 points maybe. Weapons teams would be set up similar to IG way with two men being required to man one heavy weapon. The balance to this is these guys only have their IST save. (Like the FAGK I propose this is a bit overpowered and would require balancing like increased point costs, and perhaps a limiter of one heavy Weapon per 5 IST in a squad.

GENERAL INQUISTION CHANGES

In general I would also like to see a greater ability to integrate different branches of the Inquistions together. Perhaps a rule that states that if an HQ of a particular branch of the Inquistion is present, troops and armor options from that branch may be present. E.g. a GM and a Cannoness are present in an army which alows the use of both DH and WH units to be present on the field. The limiter here would be that BOTH branches would have to bring the required two troop choices but would still be under the limits of one Force Org. This forces more points to be used in Basic troops and would hopefully put a hinderance on somebody who wanted to field GK backed up by Exorcists ect.

-I'd like to see a lot of the WH elite units to be made more viable (Revamped Arcos and Repentia anyone?)

-In general I'd like to see a lot of the WH units which right now awsomely fluffy, but bascially nonviable in tourney competition, become more viable choices.

-Inquistiors. FOR THE LOVE OF GOD DO SOMETHING.....ANYTHING TO THESE GUYS. We are talking about guys with the power to requisition the military resources of entire star systems to do their bidding...and they are really pointless as anything but a standard fire support unit. Don't get me wrong, I dont want to see Inquistior CC gods or anything but give them retinue and equipment options that make them distinct and give them abilities to do things that NO OTHER COMANDER CAN DO. Make the what Inquisitors are supposed to be, the guiding force and intelligence that directs the muscle of the inquistion. Make them great SUPPORT hq's that can in some way buff or enhance the rest of your army.

-I'd just plain like to see a complete list of units for deathwatch. I've looked at and seen the Deathwatch kill team rules and abilities and I think they are fluffy and reasonable. Now I'd like to see and entire and viable army that can be built as a stand alone force. i'd also like the same integration options to apply to these guys as to the DH and WH.


PHEW...thats what I've got off the top of my head.

*END RANT*
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Old April 2nd, 2007, 13:29   #23 (permalink)
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Most people have listed thee same things that I would like to see done. I feel that we need another model that is between the BC and GM. I think are Shrouding should be a little better. Maybe more on the lines of the Tau stealth suits. Psycannons costs should come down by 5 or 10 points. The reworking of points on all of the GKs. The Jusaticar is 4 more points than a GKT. How did that happen? Are psychic powers need to be better cost effective. To be able to be immune to Instant kill would be nice. All Grey Knight units should be able to deep strike.
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Old April 2nd, 2007, 15:58   #24 (permalink)
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Originally Posted by Undead Bonzi View Post
Dreads and Weapons

-Venerable Dreds. Period. Amen. I would also like to see an option to put Psycannons on GK Dreads in place of Missle launchers. It would be fluffy and would give us a Dread option that would be absolutely distinct from those Asartes pukes.
Look at the Forgeworld GK Dread. Comes with a NFW-DCCW w/ built in incinerator i believe. The other arm is a giant psycannon. Sadly it has the same stats as a regular psycannon. Something like S8 3 Shots AP3 No Invun or something along that lines would have been nice. Make the whole model say....135-155 points.
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Old April 3rd, 2007, 02:01   #25 (permalink)
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this is more of a modelling wish, but i wish we had our own librarian and chaplain models, they would just be BC but with a bit more bite, but i like the modelling side of it and we need more HQ's and Special characters.
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Old April 3rd, 2007, 04:28   #26 (permalink)
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Ok this maybe a bit unpopular...but I'm going to say this suggestion for fluff reasons. In the new book I'd like to see perhaps a 0-1 put onto Dreads. A GK Dread is very very unfluffy as no GK ever wants to be put into a Dread. Now in exchange for this, I would like our guns to be tweaked a bit. My ideas:

Replace stormbolter w/ psybolter:
24" Assault 2 Str 4 AP 5 No Invun saves

Psycannon:
Stays as is

Heavy Psycannon:
36" Heavy 2 Str 8 AP 3 No Invun saves

Make the Heavy Psycannon only available on the 1 Dread we are allowed to take and let up to 4 be taken in a Purgation squad @ +35 points per model. Psycannons get reduced to +20 points per model, Incinerators +10 points per model.

And for those of us who liked a cheap mech option in the dread, how about a new GK tank. Have it similar to the Predator, but have it mounted w/ a twin-linked Heavy-Psycannon and have the option of side sponsoons of either psycannons or incinerators.

Just my $0.02, I'll have more for you later.
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Old April 3rd, 2007, 13:20   #27 (permalink)
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I'll sticky this, to prevent further threads from croping up. =)

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Old April 3rd, 2007, 14:01   #28 (permalink)
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More options for radicals. Running a half-assed guard army that has a few demonhosts and an inquisitor doesnt seem right to me.

Some more anti tank options. Most of the suggestions above would work.

Fix inquisitors.

Special character rules for Eisenhorn or Ravenor. Please?

Mostly, I would like more diversity, better ability to combine the 3 ordos, anything that wont limit the character of my army.
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Old April 3rd, 2007, 16:49   #29 (permalink)
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Quote:
Originally Posted by Spector View Post
Ok this maybe a bit unpopular...but I'm going to say this suggestion for fluff reasons. In the new book I'd like to see perhaps a 0-1 put onto Dreads. A GK Dread is very very unfluffy as no GK ever wants to be put into a Dread. Now in exchange for this, I would like our guns to be tweaked a bit. My ideas:

Replace stormbolter w/ psybolter:
24" Assault 2 Str 4 AP 5 No Invun saves

Psycannon:
Stays as is

Heavy Psycannon:
36" Heavy 2 Str 8 AP 3 No Invun saves

Make the Heavy Psycannon only available on the 1 Dread we are allowed to take and let up to 4 be taken in a Purgation squad @ +35 points per model. Psycannons get reduced to +20 points per model, Incinerators +10 points per model.

And for those of us who liked a cheap mech option in the dread, how about a new GK tank. Have it similar to the Predator, but have it mounted w/ a twin-linked Heavy-Psycannon and have the option of side sponsoons of either psycannons or incinerators.

Just my $0.02, I'll have more for you later.
I like this idea, but don't change the storm bolters...that is too much, I think if you chagned the name of the psycannon to Psy Bolter, and added the psycannon (which would only be ap 4; AP3 would be too strong). Then the psybolter would be a heavy bolter with strength +1, and the Psycannon would be an auto cannon with strength +1. If you don't like the strength 8 ap4, maybe do a heavy 4 strength 7 ap4 rending psycannon.

The would could get a psycannon preditor, and have dreds though I am not sure I like the 0-1 idea. I know it fits the fluff, but I think it would further limit gameplay. However having dreads with psycannon/psybolter would be nice against skimmers, and if you gave it tank hunters (which we should be able to get) it could take down AV13 vehicles decently, and still struggle with the heavy vehicles. Oh and I want a CC dread, Give it a stormbolter/incinerator, and let it go fighting.
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Old April 3rd, 2007, 17:04   #30 (permalink)
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Originally Posted by Undead Bonzi View Post
-Heavy Weapons IST. IST can be taken as a Heavy Slot for 15points per model and have similar weapons choices as an SM Dev Squad (e.g. Missle Launchers, Plasma Cannons, Lascannons). In my mind this is balanced and fluffy. GK don't want to train with anything but pure ordo malleus equipment so they leave that gap to be filled by specially trained IST that cost 15 points maybe. Weapons teams would be set up similar to IG way with two men being required to man one heavy weapon. The balance to this is these guys only have their IST save. (Like the FAGK I propose this is a bit overpowered and would require balancing like increased point costs, and perhaps a limiter of one heavy Weapon per 5 IST in a squad.
I think this is my favorite idea I've heard thus far!


Some other ones I've enjoyed:

-All GK's can DS, FAGK's starting on turn 1.
-Everyone's favorite: HQ unit between GM and BC (prolly just a "Master").
-Give us a reason to give an inquisitor something besides a psycannon.
-Venerable Dreads: GK dreads should be the venerablist (it's a word now =D), no?


Some one's I didn't like so much:

-Drop Pods: They're clunky, and unfluffy for GK's. I'd rather see our DS abilities improved, personally.
-Tanks/Transports: GW planned the GK's to be a non-mech force from the get-go, so I don't see this one happening. Plus, again, it's not terribly fluffy =P. Besides, if it's tanks you want, you can already get them via the induction or allies rules.
-Bikes: Well, this one's personal, but I think bikes are hokey and foolish looking. Makes your army look like a bunch of biker thugs .


Some changes I'd love to see:

-Orbital Strikes:
They're so cool, yet so unreliable! I'd love to see either the accuracy improve, or looser targeting restrictions (maybe allow them to target non-skimmer, non-fast armour or something?)

-Daemonhunting gear:
I always feel somewhat ashamed to field a "Daemonhunter" army that has no Daemonhunting gear whatsoever. But what can I say? I make all-comer lists, and including 50+ points of wargear in an already tight list on the off-chance that I'll get to use it against a few models in a Chaos army seems a bit silly to me. I'd love to have some wargear that would be effective against daemons, but not useless against other things.

-Radical forces:
More options, period. Specifically, access to 'radical only' wargear for Inquisitors would be wicked-cool. Warp-tainted weaponry, nasty psychic powers, that kind of thing. Anything that would compensate for the loss of GK's.

Meh, there's my two cents, anyways =)

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