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Thread: What would you change about your army book?

  1. #21

    Re: What would you change about your army book?

    Orcs & Goblins:
    Forest Goblins back in as foot troops
    Giant Spiders for Forest Goblin Shamans
    Gigantic Spiders and Giant Spiders for Forest Goblin Great Shamans
    Spider God spell only for Forest Goblin Shamans
    Spider Swarms as a Rare choice
    GrimBORE stricken from the records
    Morglum Necksnapper, Gorfang Rotgut and Olgok The Orrible brought back
    Brimstone Bauble and Staff Of Sneaky Stealin' back
    One mob of Common Goblins / Wolf Riders can take a Magic Banner
    Skull Wand Of Kaloth goes back down to its original points cost

    High Elves
    That stupid Lion Chariot goes the way of the Dodo
    Eltharion remains The Grim
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  2. #22

    Re: What would you change about your army book?

    Dwarfs:

    Realign and differentiate infantry (warriors - cheaper, ironbreakers - tougher, slayers - something (skirmishers?)). Hammerers to be used as effectiveness benchmark.
    Big price drop on Flame Cannon. Like half price. With maybe some other benefit.
    Remove partials from the gyro (*****!) and lower its cost a little.
    Anvil not being able to blow itself up anymore.
    3-4 new options, preferrably at least 1 more unit with swiftstrider.

    Warmachine options expressed thusly:
    Special choice: traditional warmachine: 0pts. Upgrade to Cannon for X, GT for Y, etc.
    Rare choice: experimental warmachine: 0pts. Upgrade to OG for X, Flame cannon for Y, etc.
    ^ no more haters whining about warmachine spam.

    ^thats pretty much everything.
    Last edited by Snake1311; 01-06-2012 at 11:59.
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  3. #23
    Chaplain Graxy's Avatar
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    Re: What would you change about your army book?

    Really for my O&G, I only have 2 problems:
    1: Giagantic spider monstrous cav units (been complaining about them not getting any monstrous cav since OK)
    2: Change animosity back to how it was before. Hell, even leave 6 as a no result, but 2 units should not be taken out of the game for a turn by 1 failing a 1/6 chance roll. It used to be 1/6 times, a bad thing happened, 1/6 times, a good thing happened and the rest of the time everything was fine. Now it's a 1/36 chance (situationally) something good happens and 5/36 something bad happens.
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  4. #24
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    Re: What would you change about your army book?

    Quote Originally Posted by Snake1311 View Post
    Warmachine options expressed thusly:
    Special choice: traditional warmachine: 0pts. Upgrade to Cannon for X, GT for Y, etc.
    Rare choice: experimental warmachine: 0pts. Upgrade to OG for X, Flame cannon for Y, etc.
    ^ no more haters whining about warmachine spam.
    'No more haters whining about warmachine spam.'
    Well I'm certainly not one of them, let me just state that clearly.. In fact I find myself buying WMs for my friend's armies because I don't Think they field enough of them!
    How do you mean spamming Warmachines would become more restricted though?
    Is it some kind of slot-system? It seems to me that you could make an army where 75% was either Cannons, GrudgeThrowers, or Organ Guns and Flamecannons.. (?)

    Just wondering.

    The rest of what you said I have no beef with.. Don't have a beef with this either.. Just curious how you meant it.

  5. #25
    Chapter Master Djekar's Avatar
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    Re: What would you change about your army book?

    Let's see -

    Orcs and Goblins:
    I want Black Orc Boar Boyz. I always have. Barring that, I think slightly cheaper orcs and slightly more useful goblins (free weapon swap as has been advocated already).
    - cheaper Arachnarok.
    - better magic items. I use 2 out of that list. And another 2 if I'm feeling generous to my opponents.
    - Quell Animosity to not kill our own troops. Black Orc Characters are expensive enough for this to have gone the way of the squats.
    - Snotlings to go down in points/move to core/something to make them useful.
    - Not a fan of Black Orc Mobs, but not sure how I'd change them. Maybe I'm just impossible to please?
    - Squig Hoppers not to be cavalry (really I like them except for that whole ws2 s3 supporting attack thing they got going on).

    Warriors of Chaos:
    - I'm not sure, but anything other than what amounts to the pokemon of armies. "marauder evolves into warrior. Warrior evolves into Chosen." It's like that for all the choices. Just bland-tastic, which is sad for the army I started for it's diversity (back when the 3 were 1).
    - Usable Daemon Princes. I mean, come on.
    - More balance in the Marks.
    - Please no more Favor of the Gods shenanigans.
    - Chosen Chaos Knights riding the steeds of their respective Gods. Tzeentch Knights riding Discs with lances, Nurgle Knights riding Nurgle Beasts/Bile Toads with enscorcelled weapons, Slaanesh Knights riding steeds of slaanesh with halberds(?) and Khorne knights riding Juggernauts with great weapons/extra hand weapons. Just super fluffy - according to me at least.

    Dark Elves:
    - Get rid of the pendant (my crutch, no!) and the Sacrificial Dagger (My other crutch!). I love to use these items, but I feel slimy afterwards.
    - slightly more expensive dark elf warriors (maybe shields included?)
    - Not ASL on my Executioner's great weapons. Maybe strike in I order? If not, slightly cheaper. Failing all of this, let me put the ASF banner on them without the death hag bsb.
    - More monsters for my beastmasters to tame.
    - Points decrease on the Reaper Bolt Thrower. 100 points. Hits on 4's most of the time, 2 wounds. Whee! [/sarcasm]
    -
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  6. #26
    Chapter Master Urgat's Avatar
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    Re: What would you change about your army book?

    Quote Originally Posted by Graxy View Post
    Really for my O&G, I only have 2 problems:
    1: Giagantic spider monstrous cav units (been complaining about them not getting any monstrous cav since OK)
    I don't know about you, but big bosses on gigantic spiders are so cheap that I already have a unit of them in my 2500pts list
    I'll refrain from commenting on going back to the 7th ed horrible animosity rules

    Quote Originally Posted by DaemonReign View Post
    'No more haters whining about warmachine spam.'
    Well I'm certainly not one of them, let me just state that clearly.. In fact I find myself buying WMs for my friend's armies because I don't Think they field enough of them!
    How do you mean spamming Warmachines would become more restricted though?
    Is it some kind of slot-system? It seems to me that you could make an army where 75% was either Cannons, GrudgeThrowers, or Organ Guns and Flamecannons.. (?)

    Just wondering.

    The rest of what you said I have no beef with.. Don't have a beef with this either.. Just curious how you meant it.
    Duplicates. All the special warmachines would be the same warmachine choice with different options. You couldn't have all the duplicates of one plus all the duplicates of another. A canon would be a duplicate from a grudge thrower for instance, counting at two times the same choice, not two different choices.
    Last edited by Urgat; 01-06-2012 at 16:01.

  7. #27
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    Re: What would you change about your army book?

    Quote Originally Posted by Urgat View Post
    Duplicates. All the special warmachines would be the same warmachine choice with different options. You couldn't have all the duplicates of one plus all the duplicates of another. A canon would be a duplicate from a grudge thrower for instance, counting at two times the same choice, not two different choices.
    That's what I suspected/feared.
    Without additional rules for games far beyond the size of 3k rules like this would seriously impede the variety of the kind of Dwarf-armies I want to see across the table.
    I absolutely see how it could work for 'normal' game sizes though.

  8. #28
    Chapter Master theunwantedbeing's Avatar
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    Re: What would you change about your army book?

    Dark Elves
    Mounts get hatred as well as their riders
    Pendant has to roll higher than the strength to save
    +1 to cast rather than unlimited dice at a given spell
    Executionairs allowed a 50pt magical banner
    Only mages disallowed from joining Khainite units(includes units with an assasin hidden or otherwise)

    Fairly sure that's everything
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  9. #29
    Chapter Master pointyteeth's Avatar
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    Re: What would you change about your army book?

    Hmm, good question. For my Warriors:

    - Drop the eye of the god and replace with the old 5th(?) edition chaos gift cards that get randomly drawn.
    - Add the rules for the Chaos Host from Tamurkhan (without the combined armies though).
    - Add another core infantry choice and another special infantry choice. We need some variety!
    - Bring back Count Mordrek the Damned.
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  10. #30
    Chapter Master Vipoid's Avatar
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    Re: What would you change about your army book?

    Vampire Counts:

    Replace Skabscrath with Blood Drinker (same as on Vlad) for ~40pts

    Non-vampiric units can march even if they're not within 12" of the general, so long as they're led by a Vampire.

    Vargwulf gains 'The Hunger'

    Master Strike either costs more and makes all attacks Heroic Killing Blow, or allows you to designate one attack to gain Heroic Killing Blow.

    It would also be nice if vampiric models had *some* defence against combat resolution wounds (however meagre) - maybe take one less wound, or something like that.


    I'd like Vampires Lords, Vampires and Grave Guard to have the option of halberds (since the former 2 would gain a strength bonus, whilst being able to make use of their initiative, and the latter would gain a bonus whilst being able to properly benefit from Vigour Mortis). Not sure if this would be too strong though.


    Out of interest, does anyone prefer the old Beguile - where you got to reroll failed to-wound rolls, rather than the opponent rerolling successful to-hit rolls?
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  11. #31
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    Re: What would you change about your army book?

    Quote Originally Posted by Enigmatik1 View Post
    To expand:

    1. Royals can ride Skeletal Steeds and Necroserpents
    2. Liche Priests can ride Chariots
    3. Tomb Guard can upgrade to Flails instead of Halberds
    4. Skeleton Horsemen have the option to equip Flails instead of Spears
    5. Return of the Scorpion Armor
    6. Apophas actually being decent at his implied role (I'd love if this guy could take magic items)
    7. EBTS units do not have to be buried
    8. Sepulchral Stalkers only suffer one auto-wound on misfire
    9. Skeleton Horse Archers can actually use all the abilities listed under the Fast Cavalry rule
    1- I would put maybe the Princes on horse, but I would say that Kings should stay chariot-only.
    2- Liche in Chariots? Ludicrous! But I have nothing against it, more option if you so want to do that :P
    5- Yeah that item was nice, and we have a few items that could easily be removed to make place for it if need be!
    6- What Apophas would need is a better ini than 1. Having I4 or I5 would greatly help in his role.
    7- Nothing against that, but we could have either auto-EBtS with a softer misfire chart, or choose during deployement with the current misfire chart.
    8- That's what I'd like too, would make much more sense.
    9- The only ablility they can't use is feigned flight, and that goes with their unead nature. I'm personally fine with that.

    Some I would add:

    - Necrotects and Heralds should have 3 wounds. Mummies need to be tough, and currently with T4 2W and no save to speak off, they aren't that good at surviving a stiff breeze. Having an extra wounds on them would be a bit more characterfull, and the flammable rule still make them at 2 wounds like most other heroes around versu fire attacks.
    - Ushabti need some reworking, and there's a lot of ways to make them a good value without going overboard, but I won't go too deep on that here. They are just too overpriced currently.
    - I would also remove the poison option on the Necrosphinx (that's just a stupid option for him imo), but I would like to see him get an option for EBtS.


    Quote Originally Posted by Kayosiv View Post
    Vampire Counts:
    Ethereal changed to a 2+ ward save against mundane weapons instead of complete immunity. Appropriate 1/6ish or so price drop on ethereal stuff.
    Just a little nitpicking, but Ethereal is a core rule, not a Vampire Counts rule
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  12. #32

    Re: What would you change about your army book?

    Chaos Dwarfs:

    -Make Warhammer armies: Chaos Dwarfs. Duh.

  13. #33

    Re: What would you change about your army book?

    NOOOOO!
    What do you mean Veshnakar you fool!
    They are currently Forge World which means they are
    a) Lovely detailed miniatures and
    b) Comparitively cheap (for me at least)

    A GW army book would cause these to go away

    As they currently are, CD's are next on the drawing board when I feel my vamps are as complete as I want them to be!

    As for the aforementioned pointy teethed
    -Vampiric characters enable their units to march (as said earlier)
    -BSB allows unit to march

    and really thats about it. There are a few powers that are poor value, but they are few and far between and on the whole the book is very nice.
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  14. #34
    Chapter Master TheDungen's Avatar
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    Re: What would you change about your army book?

    High elves-

    Princes and nobles can ride the lion chariot.

    Ward save protects mounts as well as the rider.

    ditch the background about them being a dying race.

    and get rid of SoA and replace it with something more fitting.

  15. #35
    Chapter Master Vipoid's Avatar
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    Re: What would you change about your army book?

    Quote Originally Posted by TheDungen View Post
    Ward save protects mounts as well as the rider.
    I think that would affect more than just High Elves.
    Quote Originally Posted by Maoriboy007 View Post
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  16. #36
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    Re: What would you change about your army book?

    Lizardmen:

    Remove that weird outdated line that says razordon 'still can't march and shoot' eventhough they're skirmishers and those can march and shoot now. Which makes the razordon soooo much worse than salamanders.
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  17. #37
    Marine Dnd_dad's Avatar
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  18. #38
    Chapter Master Vipoid's Avatar
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    Re: What would you change about your army book?

    Vampire Counts (again)

    - Curse of the Revenant also gives immunity to Killing Blow.
    Quote Originally Posted by Maoriboy007 View Post
    Using Tomb Kings to defend anything in Warhammer is like using the Phantom Menace to defend Attack of the Clones.
    Quote Originally Posted by wyvirn View Post
    If you find that disturbing, you should see how much a comma changes a sentence.

    Let's eat, Grandpa!

  19. #39
    Chapter Master Havock's Avatar
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    Re: What would you change about your army book?

    WoC:
    - No 3+ wardsave on units, 5+ parry is fine, 3+ wardsave meatblenders are not. Likewise, 3+ wardsaves on a few characters is surmountable.
    - probably by virtue of ditching/reworking Eye of he Gods/warshrine for something passive ala hurricanum. Chosen possibly do act like one for themselves/small area around them.
    - Cheaper fighty characters, or more effective ones (ignore challenges issued/accepted by unit champions?)
    - Return of Tzeentch warrior-mages, mages with MoT gain access to all rulebook lores, Lore of Tzeentch is strictly for the warrior-mages and very self-buffing. Rerolls, stat buffs, a few offensive ones (mostly something like flickering fire and a more beefy version, more geared towards hard target removal than unit removal)
    -Some other stuff

    Bretonnia:
    -Dismounted Knights: poleaxes, the works Because A- it would look cool and B- one unit does not completely change the army, it just gives you options.
    -WS3 'sergeants'. ie. the difference between peasant levy and veteran/professional soldiers.

  20. #40

    Re: What would you change about your army book?

    Quote Originally Posted by DaemonReign View Post
    That's what I suspected/feared.
    Without additional rules for games far beyond the size of 3k rules like this would seriously impede the variety of the kind of Dwarf-armies I want to see across the table.
    I absolutely see how it could work for 'normal' game sizes though.
    I think 6 special + 4 rare warmachines work fine up to 5k - the rule of thumb is one 'proper' WM per 500 pts, and this doesn't include the Anvil (which is pretty must-takey in big games I think!).

    You're right that it would be bleh for games bigger than that, but such big games have much more pressing problems than my warmachine restrictions
    Quote Originally Posted by DaemonReign View Post
    Yepp I agree with EVERYTHING you say.
    Quote Originally Posted by Sh4d0w View Post
    Gotta agree with all you just said
    Snake

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