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What bugs you guys about your army lists?

Here's my first gripe

Eldar: The Falcon does not have BS 4?

Farseer: "I know lets put Jones the new recruit guardian in our heavy tank."

Warlock: "Hmm, has he ever fired a gun before?"

Farseer: "I don't think so but we haven't got any cv's from aspect warriors so he'll have to do."

Warlock: "Good'o, alls well and back to our brandy ey chaps"
 

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It perhaps worth asking folk not to repeat something they've already said in the, What is the worst unit in the game? thread.

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With that said, why are SM Gun Servitors the same price as a Devastator when Devastators are already a substantial increase in price over the tactical prices. And to make matters worse the multi-melta is 5 points more.

Secondly I agree on there being a different price for multi-wound models for the SM armoury, but wouldn't it make more sense to have 1, 2 & 3 wound prices? This would make the 2 wound type HQ a little more desirable.
 

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Chaos obliterators hsould be hard T5, not soft T5. LOL...... but seriously, I wish chaos would get some of the kewl SM goodies that shoudl be coming into the fold more and more often as guys get fed up with the Imperial propoganda lines..... heh
 

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GW needs to unf*&k the Nids codex.

1. Here's your new cool Broodlord model that can take a unit of genestealers and infiltrate. But wait, he cannot fleet of claw so neither can the genestealers. They are also his retinue and he cannot leave them.

2. Biovores have to get really lucky to even think about hurting a tanks armor.

3. Biovires need to be able to fire at different targets AND be able to launce one spore mine for every biovore in the army.
 

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Biovores can do both fire at a different target, and shoot different kinds of mines...... their seperate rule like the lictors lets them do different things, and why couldn't they shoot different mines... it's like having 2 guns, you can shoot your bolter, or your plasma pistol.
 

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i actually think the nid codex is as close to perfect as possible.

OK biovores don't nuke tanks like railguns but booo hooo they aint meant to. But you have a 1-3 chance of hitting the rear of a tank with 3 weapons that can do a max of 15 vs an av rear armour to 10. Infact thier av roll is 10 so its a glance - thats good dude.

Broodlords have to have a retinue - ohh no the horror! please don't make me take some stealers. So what if they can't fleet, just means you have to be a bit more creative than infiltrating within 12", then move, fleet, charge.
 

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Stella Cadente said:
I`m Imperial Guard we have no problems so ha, except there are few female models, which seems sexist
Amen to all of that. First of the Guard codex is nigh on perfect (and Doctrines work better than Traits for what it's worth).

Secondly in the grim darkness of the far off future there is only war. Humanity must kick ass on a daily basic just to survive, and yet half of the human race on hundreds of thousands of worlds isn't included?!? It's a little ridiculous, and as you say, sexist.
 

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I play Space Marines, so I can't say much about the army having many huge flaws, but if I had to say one then it would be that Drop Pods are so cheap and Rhinos are so expensive.
 

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yeah if Rhino's and drop pods were the other way round pts wise it would make alot more sense
 

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The only gripe I have about the Imperial Guard is this:

We're known (and feared) for our tanks right? So why don't we have some special rule allowing us to take an extra heavy support choice or something like that, ala Iron Warriors?

There, rant concluded.
 

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Rhinos are possibly the cheapest non-ork mobile transport in the game, so they do fine. Drop pods shouldn;t cost much more than they do because you;re already giving up half the points cost just for putting it on the board.

The Blood Angels codex is a mess.
Veteran Squads, Veteran Assault Squads and Honor Guard are all overpriced for us, considering none of them can have vetern skills.

Furiosos desperately need a venerable option.

The death company needs an overhaul. Either price them per model and let us buy them and arm them how we want or change the drafting rules to prevent abuse (no scouts, sarges must keep their wargear, so no naked vets, etc)

Let us have more regular scouts, for crap's sake. Taking heavy weapons away is no real loss for a CC-oriented army, but it'd be nice to get away from tactical squads

Make overcharged engines optional!
 

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THe entire Ork army.

Codex hasn't been updated since 1999.

Ork buyz are suppose to be big tough monsters. 6+ armor save and the same strength as a guards man.

Need more looting options available.

We have no physic abilities need to bring back weirdboyz.

Need to be totally over hauled about the only thing I want them to keep is the BS 2. Its fun not being able to shoot straight.
 

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Frankenskid said:
Biovores can do both fire at a different target, and shoot different kinds of mines...... their seperate rule like the lictors lets them do different things, and why couldn't they shoot different mines... it's like having 2 guns, you can shoot your bolter, or your plasma pistol.
Nope. They have to shoot the same target. It sux. In the beginning of the section about spore mines it states they ahve to be placed as a cluster.
 

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Chaos: Thousand Sons sorcerers are supposed to be unequalled in mastery of the Warp yet for the most part both Tzeentch and basic Chaos spells do not live up to measure. Matter of fact, the ENTIRE CULT blows chunks and is in dire need of a fix.

Tau: Utter lack of cc ability. I want my Hybrid and Static Tau lists to be just as effective as Mech Tau but this is not possible when a single HQ choice in any army can systematically rip through your entire army. Battlesuits (not Stealths tho) should have the ability to jump out of combat as well.
 
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