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So, as an additional foray into the collective minds of the Heresy community.

I wish to ask you all this question "What Unit(s) do you find to be 'Broken'?"

For the Record I DO NOT mean to imply that the only things 'broken' are over powered units, but more in line of a "Man, this unit sounds/looks/feels really cool/neat/fun but for whatever reason, I don't play/have them." attitude. NOTE This is not a place to mention the Decurium & the like.

Also how would you go about "fixing" them?

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Unfortunately mine tend to revolve around game play issues

For example the CSM Mutilators: Initial thought, hey Close combat Oblitorators!? COOL!!!!!!... Those models though ...eww...and I can't reuse the same special weapon 2 turns in a row?...eww...

FIX: Either buy 3rd party models/pray that GW will redo these and the Oblits to be in plastic (They are still in finecast last I checked) and be a combo box - or at the rules change, at least allow them to utilize whatever weapon they wish (Assuming that assault remains handicapped).


Rough Riders (Imperial Guard - bescause I'm not spelling the other words) - Models? Check; uniqueness in army (CC threat) check. Rules...ehhhh...

Simple change: either grant the Riders a reusable hunting lance (it's currently a one use only weapon that they use when THEY charge) so that they can use it on multiple charges, or simply make it a power lance. I actually prefer the former vs the later here.


Leman Russ: minor issue.

For the Main Battle tank (or at least the variants that have a "ordinance" weapon) return to the lumbering behemoth rule of the 5th ed IG codex.

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So let's hear your 'broken' units.
 

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For the Main Battle tank (or at least the variants that have a "ordinance" weapon) return to the lumbering behemoth rule of the 5th ed IG codex.
Preach it!!

My vote goes to the Whirlwind. Give it an anti-air upgrade similar to the skyhammer missiles on a stormtalon, or maybe even just boost the stats of the current weapon to S6 AP3 and S5 AP4 Ignores Cover. Points boost to accompany those things, but SM chapters of all kinds seem to have a lack of ranged AP3 out of their books (not sure about FW stuff as I don't follow it much). It would make the tank a hell of a lot more appealing.
 

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edit: I see I interpreted this thread backwards, but I take nothing back

Wraithknight

Remove gargantuan creature status or increase points cost dramatically

Stompa
I'm not saying it's overpowered as it is, but I'd stop allowing multiple meks inside it to be fixing several hull points per turn. I don't think a big mek fixing on a 3+ is so bad, a 5++ invulnerable isn't bad, but being able to repair a bunch of HP per turn becomes a bit overwhelming. Without that kind of nastiness I'd be fine with allowing it in games. I'd rather face one stompa than two knights, and certainly two wraithknights

CSM/daemons
Stuff that can jink and be shrouded is a bit too powerful for my liking. I'm not keen on any kind of 2+ save that isn't negated by AP2, except perhaps in exceptional circumstances or if a unit has to pay such a heavy premium for it that it becomes uncompetitive, which is hardly a great solution. I think I'd just make jink and shrouded mutually exclusive

Wyvern
No rending for a start. Then make it a touch more expensive
 

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Gabriel Seth- Blood Angels Lord Of War
Model- I like it a lot (I think)
Rules- he's on foot, so can't role with any of my jump pack assault units, and all our transports hold 10 (shy of land raiders) so it'd be a 9man squad with him. His sword is AP4, but bearable
Fix- maybe make him a HQ? Defiantly give him a jump pack.

The biggest problem is just getting him a squad to pimp with :(
 

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Critique for da CriticGod
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So, as an additional foray into the collective minds of the Heresy community.

I wish to ask you all this question "What Unit(s) do you find to be 'Broken'?"

For example the CSM Mutilators: Initial thought, hey Close combat Oblitorators!? COOL!!!!!!... Those models though ...eww...and I can't reuse the same special weapon 2 turns in a row?...eww...

FIX: Either buy 3rd party models/pray that GW will redo these and the Oblits to be in plastic (They are still in finecast last I checked) and be a combo box - or at the rules change, at least allow them to utilize whatever weapon they wish (Assuming that assault remains handicapped).
I think obliterators need more than that.
- I would also remove 'slow and purposeful'.
- And add 'move through cover'

Then they are still infantry, and relatively slow, but not totally gimped. They can sweeping advance and wouldn't be totally wrecked by charging units in cover. They still need to get there though.

Possessed are also pretty broken. Random traits are a dumb rule especially at this cost. (Random quantity like spawn attacks are ok and can be managed, but random abilities just annoys me.)

Or allow some purchasible abilities in addition to the random ones.

Or OR, have a constant stat line with abilities, plus purchased abilities, and every turn roll for random abilities. Roll D6,
1 - (demonic struggle: the possessing daemons lash out at the vessels attempting to break out) unit takes D3 str 4 hits, armor saves as normal
2-5 - (the entities are quiescent) nothing happens
6 - (the daemons hunger: the possessing daemons expend power enhancing their vessels) roll on the ability chart. Any added abilities persist for the remainder of the battle. (No statistic can be increased more than twice.)

D6:
1- cosmetic change no statistical benefit
2- +1 attack
3- +1 strength
4- +1 initiative
5- +1 weapon skill
6- +1 weapon skill and attack

Or perhaps only roll on the first table if the possessed are attacking or have been attached this round.

Give warp talons assault grenades.
 

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Assault Marines. A couple of Str4 attacks on Marine statlines just doesn't cut it - quite literally. There's also a lot of competition from Honour Guard and to a lesser extent Assault Terminators, who are really good assault units. They really need something extra, but I'm not sure what that extra would be. Give them Shred, let them one dude per 5 bring a special weapon of any type or a power weapon. That's be good. Vanguard are kind of in the same boat - giving them Shred, and perhaps a point reduction, and they'd probably be okay too.

Land Raider Phobos. Either do the whole 'it's fucking nails' route and give it Melta immunity or a 4+ Invuln, or make it a *lot* cheaper. 190pts would be fine. To a lesser extent, the Redeemer - it's pretty okay as is, but having to use PotMS to fire your Flamestorm Cannons because you can basically never hit the same unit with both due to them being a full 4"+ apart is a pain and you need to be facing someone who's made some serious mistakes ever to fire both. Not necessarily keeping their power; I'd be happy with them being Torrent Str5 AP4.
 

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Entropy Fetishist
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CSM/daemons
Stuff that can jink and be shrouded is a bit too powerful for my liking. I'm not keen on any kind of 2+ save that isn't negated by AP2, except perhaps in exceptional circumstances or if a unit has to pay such a heavy premium for it that it becomes uncompetitive, which is hardly a great solution. I think I'd just make jink and shrouded mutually exclusive
Perhaps "FMCs must be Swooping in order to Jink" as a general rule. Ouch, that'd cripple my cherry-pie-in-the-sky Bel'lakypoo all right.
 

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Perhaps "FMCs must be Swooping in order to Jink" as a general rule. Ouch, that'd cripple my cherry-pie-in-the-sky Bel'lakypoo all right.
I wouldn't be keen on that, it would make it too hard for a gliding daemon prince to reach combat. Nurgle could still jump from cover to cover with shrouding but the others would be screwed!

I don't mind jink on its own- fast stuff should be harder to kill. I'd just like to see fewer 2+ saves that aren't armour saves, and jink/shrouded is too easy to use for my liking. Shrouding and 4+ cover at least requires you to do something
 

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A few minor issues, mainly with the placement of units.

Swarmlord in the Tyranid codex should be LoW, They have none and since in other codexes e.g. Dante & Seth in BA, have been placed there I feel Swarmlord should be included there.

Comissars in Militarum Tempestus codex - they are a HQ choice, but because they cannot issue orders- I would want to use a HQ slot on them. Since they don't have elites - you could place them there or give them a rule if you attach them to a scion squad they will not take a HQ slot, but they would lose ind ch rule. I think that would be fair and useful.
 
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