I Wish a Wish Upon a Star!


Reccius here from Frontline Gaming with a fun exercise: if you had 3 40k wishes to change factions in the game, what would they be?

Here’s the rules: you get three wishes, each of which can be used to alter an existing faction in the game, or to wish a faction into existence from the fluff. Here are mine!


Wish #1

For my first wish, I would wish for Orks to get Invul saves!! Sheesh, even just a 5++ would be nice. I think a simple solution would be to make Cubork Bodies go back to a 5++ and/or to allow the KFF to work on Ork faction units in melee. That alone would make such a tremendous difference for them, allowing them some degree of durability in melee which they currently lack.


Wish #2

My second wish would be for Chaos Space Marines to get a morale boost. For hardened warriors that used to Know no Fear and now reside in a realm as close to hell as we can imagine, they sure are wimps! When not making suicidal challenges, they often run away to their deaths unless someone in the squad is holding a very expensive stick that keeps them from running away…until he dies! Give us Chaos Marines as they are in the fluff: the thing you run away from, not the the wimps that run away from you!


Wish #3

My final wish would be for Tyranids to get melee monsters that were actually good at melee! Haha, for an army meant to win close combat they are well and truly terrible at it. With the notable exception of the Dimachaeron (who is above average in melee) most Tyranid “melee” units are just terrible at it outside of highly favorable match-ups. When was the last time you even saw Genestealers on the table? Or a melee Carnifex or Hive Tyrant? Codex Flyrants needs some serious help in the punching department! Some easy fixes would be: give them an invul save in melee, or give them better than WS/I 2 or 3 on their big bugs, possible give them some means of a 12″ move on the assault bugs (including the big bugs) to allow them to actually make it into melee where speed makes up for their lack of durability or punch, perhaps more attacks, or give them access to book powers such as Biomancy again. Any or a combination of the above would dramatically increase the bug’s ability to actually win a fist fight which at present, they do not do very frequently.

That’s it for me! Sound of in the comments section and let us know what your three wishes would be!

And be sure to check out the official Warmachine and Hordes F.A.T. Mats!

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About Reecius

The fearless leader of the intrepid group of gamers gone retailers at Frontline Gaming!

55 Responses to “I Wish a Wish Upon a Star!”

  1. westrider June 8, 2016 12:25 am #

    CSM need several things. Morale help is probably at the top of the list, but Points adjustments and better Assault Delivery Systems are pretty high up there, too.

    Nids. Different parts of the Army need different things. Some stuff just needs to be cheaper (basically all the HQ and Elites), some needs to be faster (Hormagaunts, Trygons, Haruspexen), and some needs to be tougher (most of the T4 Multiwounders, Fexen).

    Eldar, on the other hand, I’d take down a notch or two, since I feel like they’re starting to push the limits of the Game being playable. ScatBikes to 1 for every 3 Models, take away Warp Spiders’ reaction jump, kick WraithKnights up by at least 100 Points, probably increase most other things by a Point or so per Model. Except Banshees. Give them Shred.

    Those are my biggest three, I think. Really, tho, I’m pretty sure there isn’t a Faction in the Game that I would leave completely untouched if I could go all out at it.

    • Sam June 8, 2016 8:24 am #

      1) Drop scatter lasers to Str 5. (And yes, I play Eldar, and have since ’94)
      2) Make grav: pistol 1, rapid fire, salvo 2/3 for pisotls, guns, cannons respectively.
      3) Ignores cover is a -2 to cover saves, rather than outright ignoring it. (Give orks / nids a chance, for crying out loud)

      Bonus Item:
      No more than 10% of any army list worth of free points. (At 1850, this means no more than 185 free point limit)

      Bonus Item 2:
      For crying out loud, allow a unit to disembark a non-assault transport that hasn’t moved and still assault. Maybe treat it like difficult terrain or something. It’s just silly.

      Bonus Item 3:
      Make my Avatar a gargantuan creature, and my wraithknight cost a lot more.

      • Sam June 8, 2016 8:38 am #

        And for Orks: I’d just make them all +1 wound and leave everything else the same.

      • Threllen June 8, 2016 9:39 am #

        Or at the very least it might be ok to make it so you can assault out of any transport but you only get 1D6 if it isn’t an assault transport. So you would have severely limited range coming out of something like a Rhino. That would at least make melee armies with no spammable assault transports viable. *Cough* CSM *cough*

        • Dakkath June 11, 2016 8:43 am #

          I’d like it to go back to a set 6″ charge, myself. Maybe +3″ for fleet, -3″ for non assault transport, etc

      • tag8833 June 8, 2016 11:50 am #

        That list is really good.

    • ryan June 9, 2016 7:30 am #

      why not just ban these models than, because you will NEVER see 1/3 bikes on the table, you will never see warp spiders that cant warp jump when targetted (just like 6th when they never saw the table), and the only people who have a problem with wraithknights are the factions with garbage codexes. have you ever heard of grav? cause i have, and with hunters eye a single unit of grav marines in a rhino can kill it with doctrines and re-rolls.

      • Reecius June 9, 2016 9:32 am #

        Warp Spiders were actually incredible in 6th ed, i used them all the time and couldn’t believe how good they were. Flicker Jumping is just ridiculous, lol. The issue with the last book was that Wave Serpents were so stupidly good everything else paled in comparison.

        And Eldar Jet Bikes are AMAZING, even without Scatter Lasers. You saw them on the table all the time before, too, they won missions. Scat Packs, much like new Warp Spiders, are ridiculous, haha. They are both, too good. I think we can all agree on that objectively.

        I also agree that Grav with the Hunters Eye is too good. Both Grav and Ignores Cover could use a minor power reduction.

  2. Dan K June 8, 2016 12:35 am #

    #1 wish
    that they engage the community more during play test. Using a more competitive and wider range of players “should” lead to more balanced and fun army books.

    #2 wish
    Gorkanaut / Morkanaut get superheavy

    #3 Complete and entire re haul of the CSM line of mines and rules.

    • Reecius June 8, 2016 9:50 am #

      #1 They’re actually getting a lot better about that! This next year will see some big changes.

      #2 Agreed 100%

      #3 Agreed 100%, again.

  3. Dakkath June 8, 2016 12:54 am #

    #1 Sisters of Battle: make them the ultimate queens of pyromania. Turn their acts of faith to 1/rnd on a successful ld roll like orders and give them multiple acts to choose from, some of them duplicating pyromancy powers or just enhancing their weaponry or survivability. Maybe give them all zealot until the start of their next turn upon successfully activating faith.

    #2 Tau: Revamp the crisis and stealth suits. Give the stealth suits access to pathfinder special rifles and make them less than 30 ppm base. Crisis suits I dunno whether they need to go to t5 or have cheaper weapon costs or be cheaper base, but a 52 point model that dies to single krak missile is disappointing. Oh, and higher leadership than 8 please!

    #3 Eldar. Rein in the most blatant options and don’t break everything else in the process, again. Wraightknights either need to go back to being MCs at the same price or get a price hike. Jetbikes need to stop having full unit access to special weapons or else move to elites/fast with the aspect hosts. Warp Spiders don’t need the defensive jump. Give banshees and scorpions an open-topped/assault transport. Make distort weapons not be strD, nobody needs that much access to Str D.

    In regards to Reece’s ‘Nid wish, the combat bugs all need a speed increase, ws4+ and/or access to rerolls, and more access to assault grenade equivalents. And for instinctive behavior to go back to not being a massive handicap.

    Core Rules wishing: make beast, swarms, cavalry, and move-through-cover ignore the init penalty for charging through terrain. This would also help the nids big time.
    Also make walkers and MCs able to shoot and run an automatic 6″ and assault all in the same turn.
    Walkers also need some sort of ablative armor save/option, like a 4++ that gets worse for every hp lost or something. And move through cover base.

  4. Johnny June 8, 2016 1:51 am #

    I wish the ad mech codex was one book!!!!!

  5. FrequentRespawn June 8, 2016 1:58 am #

    Not so much for specific factions but 2 of the following would benefit several

    #1 make “ignore cover” only a -2 on cover.
    #2 make Skitarii and Cult Mechanicus one single Faction
    #3 Nerf the D Table so that whole games are not based on who roles the 1st 6. (we don’t play ITC rules in our tournaments therefore ranged D is not nerfed).

    also make terminators T5 or give them FnP so that someone will play them again.

    • tag8833 June 8, 2016 11:49 am #

      I like these 3 changes. Even in an ITC many games can come down to who rolls a 6 first on S:D in CC or Stomp.

  6. pascalnz June 8, 2016 2:06 am #

    to be fair, the only reason that chaos marines knew no fear was their belief in the emperor. and the original legions never had it. they got run down just as easy.

    also, getting run down in combat isn’t the unit being butchered, it’s the unit not being a functional unit anymore….sure sometimes it’s the unit getting butchered, but one dreadnought didn’t just kill 40 guardsmen in part of a phase. it just broke there will to fight utterly.

    Chaos marines are bullies, if it’s not an easy fight they get the hell out. If you are actually immortal until destroyed in battle there has to be some pretty important reasons to go out fighting and if things go south…bye!

    of course, actual chaosiffied marines are fearless. I think the main issue is how much things cost.

    not saying CSM don’t need help but, having basic marines have cohesion issues. sounds legit.

    • punchymango June 8, 2016 9:58 am #

      CSM having morale issues would be way less of a problem if they could reliably win assaults.

      Like, old fantasy warriors of chaos made things like mandatory challenges and that sort of win-or-die mechanics work because they were towards the top of the melee food chain; it was much rarer to be forced into a challenge with a guy who was going to just straight up squash you.

      I agree, CSM are more self-serving and more like to peace out if things aren’t going their way. They’re just also supposed to be brutal veterans of millennia of unholy war, blessed by the dark gods, hard customers with guns, knives, and sharp sticks.

  7. MarkDawg June 8, 2016 3:12 am #

    I agree with all three Recce. Why don’t you guys at the ITC start writing ITC formations that give these bonuses out in a measured way voted on by the community to add more fluffy units to our table that are fun and balanced to use?

    You sure as hell no GW never will. They love Eldar SM and hate Bugs and Chaos SM for some reason.

  8. Adam June 8, 2016 3:19 am #

    Wish number 1, I wish that Space Marine Terminators were two wounds.

    Wish number 2, I wish Reanimation Protocols weren’t so damn annoying.

    Wish number 3, and it’s a doozy, I wish that any new rules, FAQs or Erratas presented and released by Games-Workshop and Forgeworld will be given a six month trial period where they are used in at least one large-scale Grand Tournament before any ruling is voted on, ammended or changed by the ITC process.

  9. Vankraken June 8, 2016 4:28 am #

    1. Mob Rule is changed. Something like a 1-3 result is if there’s a character then smacking the unit about dealing D6 hits, 4-5 is a pass, and a 6 is fearless until the next turn.
    -Orks suffer with morale issues and they die by the bucket load. No reason Orks especially when lead by a Nob or Boss should be cowardly and run away. As long as the Nob stays alive then there is no retreat. Kill the leader and Orks start to falter.

    2. 5++ invuln like Reese suggested except that it’s from an upgrade called a “lucky gubbins” (only can be taken by Nobz, Warboss, Big Mek, Flash Gitz) and that being in a KFF makes it a 4++ instead. Cybork became +1 to FNP instead of a flat 6+.
    -Orks are notoriously fragile and can’t hang with the heavy hitters in melee despite being a melee focused army. Let’s make Nobz great again and give some reason to take standard Nobz over Meganobz.

    3. Nobz, Flash Gitz, Painboyz, Warbosses, and Big Meks have 4+ armor by default. That includes Nobz upgraded in units like Boyz, Tankbuastas, Kommandos, etc.
    -Solves some of the “Nob got challenged by a lowly sergeant and died before the PK could swing. Also makes Flash Gitz respectively durable which is their main weakness currently.

  10. Threllen June 8, 2016 5:25 am #

    #1, 2 and 3 wishes – make CSM better. Figured I had to use all three on them considering how much work they need.

  11. Arrias117 June 8, 2016 5:34 am #

    3 Wishes that would make me want to play my Tyranids again.

    1. Everything is a beast! Seriously, everything. 12″ move carnifexes would make them scary again. Hormogaunts should have been beasts forever ago. Hell, 12″ move might even make the pyrovore somewhat scary.

    2. SO MANY ATTACKS! Let each pair of arms be considered a pair of weapons. Space marine has 2 weapons, he get’s a bonus attack. I have FOUR scything talons. I get… a bonus attack. GW CAN NOT INTO MATH. 1+1=2. 1+1+1+1=2? I don’t actually like the idea of giving them high weapon skill as they’re essentially animals, not trained fighters. So let them act like animals in close combat. Let them bite and claw and tear and rawr. Let them make orcs shudder at their number of dice on a charge.

    3. Assault from deepstrike! Generally assaulting from deepstrike is dumb because there’s little counter play. However, not allowing assaulting from deepstrike keeps squishy gribblies from being useful as they get horrifically perforated before they can charge. The answer? Delayed deployment. Let units assault out of Trygon tunnels the turn after the Trygon deepstruck. (You totally forgot that was something Trygons did didn’t you. Like how I also just made Trygons 100% more amazing with this change?) Also let units hide in their spore pods. Deepstrike in. Pod acts as a protective covering for a turn. Hormogaunts pour out and om nom nom. Squishy gribblies stay protected, and the opponent has a chance to prepare for the coming onslaught. It’s also fluffy as hell! TRIPLE KILL!

    • Threllen June 8, 2016 5:52 am #

      I agree with most of those points, but letting units hide inside their pods isn’t “fluffy as hell.” The pod splits open upon smashing into the ground and basically throws the units out. They won’t be doing any hiding.

  12. Nathan Fluger June 8, 2016 6:26 am #

    Let me open by saying I don’t think a 5++ would make any difference for Ork characters. Its so low that it would come into play so rarely as to not be relevant IMO. The real issue with Orks right now is scatter bikes and the general increase in deadliness of shooting vs infantry in 6th and 7th. I mean, a 5++ save is only going to matter once in a blue moon. The Ork codex is more or less fine in terms of internal balance and overall utility, it just can’t compete against top-flight codexes that have answers for how it plays. It can still bully plenty of dexes (notably, Orks mess up Battle Company Space Marines relying on grav), and I just don’t see saving 1/3 wounds on HQs mattering at all.

    What I’d rather fix are these things:

    1. Make CSM scary. A lot of people have hit on this already, but I think that if you are going to be representing a marine who fought in the Horus Heresy, they should have more heroic statlines. At a minimum, WS/BS 5, though I’d like to see 2W as well. As to their morale issues. I think that basic CSM should have a rule that they get a +3 (or so) to their roll to not get swept if they are broken in melee and Veterans of the Long War should be able to choose to pass or fail any Morale/Pinning/Fear test. Basically, get all the advantages of fearless, but the tactical flexibility to fall back from being shot at if you want (like the Ravenguard CT) and also be able to Go to Ground. Figure out the points later, but just make them better.

    2. Nids. My thoughts on Nids are make them unique in that they don’t have an armor save, just FnP and toughness and lots of wounds. All Nid MCs should be T6 with (at least) double their current wounds and then FnP standard. So, a Trygon would have 12 wounds, at T6, with FnP. Why do this? Well, I think its more flavorful to have a shtick like that (no armor) and they become more resilient to heavy weapons, but weaker to small arms. Oh, and give them a GC-lite rule that anything that causes instant death only does D3 wounds instead. Extend this whole concept to all the Nids so that they have no armor saves, but access to FnP. Now, TMCs have FnP standard, and then I’d have Synapse give out a +1 to FnP so that TMCs in Synapse would have 4+ FnP and then gribblies would have 6+. As well, use the Feed/Hunt chart give different bonuses while in Synapse like Feed gets Hatred for instance and Hunt gets preferred enemy.

    3. Figure out a way to make Dark Eldar better. Do it the way they made Eldar better: Drown them in special rules. A couple thoughts: Wyches, have them have a lesser version of shadowfields that basically works by having you ignore the first 2 hits from every unit that shoots at them with shooting. Its not a perfect rule, but it would generally increase their survivability to shooting without altering their statline and is relatively characterful. Then I’d have them a version of Lilith’s old rule: they get a bonus attack for every point over their opponent’s Initiative. Finally, Wych weapons would have shred stock and they’d keep their 4++ save in melee. Lastly, give them ignore terrain and terrain effects like harlequins.

    So, they are still T3/S3, but if they are charging MEq, they’d have 5 attacks each, going first, assuming they are hitting on 4s they’d do 1.38 wounds a piece before saves. So 10 Wyches would do 4-5 casualties on MEq. That’s not terrible. They’d also be real bullies against low initiative forces like Necrons, Orks, or Tau.

    Also, re-work Power from Pain a smidge more and make combat drugs less random.

    • Dakkath June 8, 2016 8:44 am #

      Theorcrafted rule for DE vehicles:

      Insane Pilot(ing skills): Dark Eldar are used to guiding their craft within a razor’s edge of death through the labyrinth of Commoragh. All shooting attacks against this vehicle are resolved as snap shots unless they have the skyfire rule.

      • fluger June 8, 2016 3:11 pm #

        Maybe for turn 1 or any turn in which it comes in from reserve?

        I also think allowing DE to disembark even if the vehicle moves 12″.

  13. Sanchezsam2 June 8, 2016 6:31 am #

    It would be interesting if “atsknf” was removed from space marines and given to chaos space marines instead. How would that single change alone affect balance in the game (ignoring the entire eldar codex). It kinda makes more sense if it was that way than the way it is now.

  14. Kwodd June 8, 2016 8:04 am #

    Make Tyranids Great Again!

    • Petey Pab June 8, 2016 8:39 am #

      Hivemind 2016!

  15. Leonix June 8, 2016 8:39 am #

    Tau allies;
    #1: Kroot Mercs: Give me plastic Great Knarlocs, and make them just good enough to take up a LoW slot. (FNP would do it alone)

    #2: Kroot Shapers: These guys should enhance the Kroot they join giving them enhanced shooting, stealth, or assault based on loadout.

    #3: Vespid: These guys need to be remade kinda like Assault Marines, they have wings and claws as hard as diamonds that they use to burrow into solid rock for crying out loud… Make the Nutron Blaser an option, and make Claw & Pulse Pistol the standard loadout.

  16. tag8833 June 8, 2016 8:44 am #

    My wishes aren’t faction specific. I’m not the most upset with the state of factions. Orks, IG, Tyranids, CSM aren’t working right now, but they mainly don’t work for game mechanic reasons, and I think we could bring them much more into line with other armies if we took on core game mechanics via my wishes.

    Wish #1: Put Super-Heavies, Strength D, and Formations back into Apocalypse where they belong. Playing at a non-Apoc points level with these Apoc rules isn’t working, and hasn’t worked for some time. We need 2 tracks: 1500 points, non-apoc, and 2500 point apoc gaming. Playing at 1850 with apoc rules isn’t working. Look at the Ork or IG warhost detachments, clearly they weren’t written to be played at this low of a points level. GW is writing formation for Apoc games, we just aren’t taking the hint.

    Wish #2: New Eldar Codex. The Eldar codex was written without an understanding of the power level of other codexes. Warp Spiders, Scat Bikes, and Crimson Hunters are too points efficient.

    Wish #3: End Battle Brothers. I don’t really have a problem with allies in 40K. I do have a problem with deathstars. The best solution to deathstars is to remove Battle Brothers from the game and replace it with Allies of Convenience. It doesn’t fix every dethstar, but it handles the worst offenders, and couple with a game without Formations we would have a much more enjoyable experience for everyone.

    If I had a 4th wish, it would be to fix psychic powers. The current psychic phase is clunky and takes too long. It is easy to game, and the powers aren’t correctly allocated or costed. It didn’t make my list because removing BB and Formations drastically improve the psychic phase, but it would be the 4th thing I’d touch.

    • Leonix June 8, 2016 8:49 am #

      I think a cap on Super units like in 30K is what 40K really needs, which limits what you can take based on game size.

      • westrider June 8, 2016 10:54 pm #

        Only if you fix the WraithKnight as well. A cap like that actually ends up making underpriced LoW even more powerful

  17. Tactical Terrain Eric June 8, 2016 9:13 am #

    Wish #1 – use whatever tool they used to make the Eldar codex to make every codex. Not for the OP, but the fact you can randomly choose units from the codex and still have a good list is goal of every codex, not to avoid the landmine horrible units and spam the good ones

    Wish #2 – Charge range is d6+unit Initiative. If charging from reserve or non assault vehicle then charge range is only d6. If a unit can already charge from reserve than it charge range d6+I.

    Wish #3 – replace D weapons with ST 11, 12, or 13 weapons. Can add USR each unsaved wound inflicts d3 wounds. obviously expand the To Wound table to match

    bonus one – make a jink save in invulnerable save (but I would agree with Ignore Cover being a -2)

    Bonus two – use the pancake leaked rules version for shooting where each unit type has a target number vs BS. Example a BS4 vs infantry in the open (Target # of 3) hits on 3’s, but if they move into cover, +1 to target number so BS4 no hits on 4’s. Cover saves would be eliminated. Snap fire would be replaced with “Shooting a charging unit +2 to Target Number” or “a Zooming Flyer adds 3 to their Target Number”

    Bonus Three – Change sequence of play, You complete your movement phase, I complete my movement phase, You complete your psychic phase, I complete my psychic phase etc. Flaw in this that there is only one fight phase per game turn, so to fix this units locked in combat at the start of the movement phase perform an additional Fight Phase.

    • Brutaishcard June 8, 2016 10:36 am #

      Ooo I like your charge idea.

    • tag8833 June 8, 2016 11:45 am #

      People keep saying that any unit in the Eldar codex is viable, and yet if you look at competitive 40K, Eldar lists tend to be the least diverse. Scatbikes, WraithKnights, Warp Spiders.

      Sure other units like Striking Scorpions would be superstars if they were in the Ork Codex, but the Eldar codex has notably bad internal balance that results in very little list diversity.

      • Reecius June 8, 2016 12:42 pm #

        Any unit in that codex IS viable, haha, just not always seen due to the bonkers efficiency of other units, as you noted.

        • MarkDawg June 8, 2016 1:34 pm #

          I agree with all three Recce. Why don’t you guys at the ITC start writing ITC formations that give these bonuses out in a measured way voted on by the community to add more fluffy units to our table that are fun and balanced to use?

          You sure as hell no GW never will. They love Eldar SM and hate Bugs and Chaos SM for some reason.


          • Reecius June 8, 2016 2:13 pm

            It’s a possibility if the community is open to it. It would be pretty easy to make some formations that would really boost the weaker armies. I think so long as you were giving to the weaker armies and not taking anything away, most folks would be cool with it so long as they got to cast a vote.

          • Nathan Fluger June 8, 2016 8:27 pm

            Mark, that’s actually brilliant. Good formations to boost weak armies. Gold.

        • MarkDawg June 8, 2016 3:09 pm #

          If you guys did this you could make some really fun and fluffy armies hit the table that bring enjoyment for the people playing the army and playing against it.

          It could be done simply and cleanly with a Formation that was written well and had some thought behind it.

          In Bolt Action we have had a few people that have written lists for theater selectors and just lists that have done such a great job Warlord made them official.

          I know GW would never go for that but you could make a lot of people happy if you went down this path.

          I will put a link down to show the quality of the PDF’s that the Bolt Action community has put out as a guideline. If the ITC put out a quality product like this people would love it!!



          • Reecius June 8, 2016 3:52 pm

            Cool suggestion, markDqawg, thanks! We will look into that.

    • Threllen June 8, 2016 6:12 pm #

      Not a fan of the charge idea. There are many melee-only units (lots of Orks and some ‘Nids) that don’t have great initiative. Sure, the change might help D-eldar but it will hurt plenty of melee-based armies that aren’t performing well to begin with.

      • Tactical Terrain Eric June 8, 2016 7:47 pm #

        The average charge role is a 7″ So units with I3 or I4 only need to roll a 4+ or 3+ to get the same charge distances. Point is it eliminates missed charges that ridiculously short and adds an element to charge from rhinos and reserves

        Obviously there are some opportunities for codex or unit specific upgrades.

        For example necron wraiths at I2 would need a boost

        • westrider June 10, 2016 10:34 am #

          Orks and Nids have a bunch of I1-2 Assault Units.

        • Threllen June 10, 2016 11:15 am #

          It’s not necessarily just whether it will make the average charge distance longer/shorter for a unit (anything I3 or less would be worse while I4 is better). But you’re further making low initiative units worse than high initiative – even if that low initiative is supposed to be a melee unit. Anything Eldar would get longer charges than Orks. Regardless of whether they are supposed to be melee or not. And low initiative is already penalized – you’re more likely to go last. Why punish them a second time?

  18. punchymango June 8, 2016 10:32 am #

    Lots of people have hit on factions that need buffs, which I agree with: I’d love scary, unholy powered CSM, DEldar that are glass hammers instead of just… glass, Tyranids to not be Codex:Flyrant spam, and Eldar to not hard-counter entire factions just by existing.

    My suggestions are core rules changes, though. Here:

    1. I’d get rid of battle brother allies, and make everyone allies of convenience with each other. You can justify basically any combination through fluff or counts-as: a Necron/AdMech could be a splinter cult of mehcanicus that worship the ‘crons as mechanical perfection, a Tyranid/Imperial force could be a proof of concept inquisitorial doowhacky to create a counterfeit synapse signal, or whatever. Getting rid of all the deathstar shenanigans would be worth the occasional fluffy/cool interactions, imo.

    2. Rework the vehicle damage table so that all tanks work like superheavies. Glances and pens deal HP, 7 on a pen deals additional d3. Keeps the ability for melta/lance weapons to kill a tank in one shot, but makes them less prone to being crippled or disabled, and a little bit less likely for heavier, expensive things like LRs to just explode on a pen. It seems pretty straightforward to me; superheavies and MCs see table time, gunboat tanks don’t, and it’s because vehicles are significantly more fragile.

    3 and 3.5. Tone down D weapons and stomps, and tone down psyker powers, specifically stuff that makes units stupidly resilient. D weapons and stomps annoy me because “lol 6 ur dead” is bad design, but they’re popular because aside from their anti-everything nature, they’re one of the only ways to deal with invisible save-rerolling FNP deathstars. You’d have to change both.

  19. Brutaishcard June 8, 2016 10:47 am #

    Fun article!

    1) give the blood Angels the same battle company benefits as dark Angels and space marines but with their own tactical flair. I.e, they get the free transports and doctrines, but their chapter tactics are the red thirst and fast vehicles. Make it fluffy by mandating death company or something. Basically give them the same treatment as Sm, DA and space wolves.

    2) interceptor should be waaaaay more expensive than it is. I’m looking at you riptides. (Who are in general supremely under costed)

    3) the standard, csm. For sure!

  20. Variance Hammer June 8, 2016 1:39 pm #

    Wish 1: The Sisters of Battle get a proper codex and model support.

    Wish 2: Chaos Space Marines returned to the realm of viability – my armies need worthy foes!

    Wish 3: That the same design philosophy that was in the Eldar codex be applied to other codexes. I’m not talking about power (though it’s there) as much as an army that’s viable, *feels right* by how the army should play, has several different viable styles, and very little dead weight. That’s what a proper codex should be.

  21. Hacksaw Buchanan June 8, 2016 2:19 pm #

    Only 1 Wish.

    That Shrike can infiltrate a unit of jump infantry as Emperor intended.

  22. B. Raven June 8, 2016 3:58 pm #

    My wish list:

    1. Give the Dark Eldar an item, character, or special rule that can cancel psychic effects. For instance, change the Crucible of Malediction so it just cancels psychic effects in 3d6″ and suddenly deathstars would have something to think about.

    2. Give the Carnifex a 12″ move, a 2+ save and a 4+ feel no pain. We might seem some ground Tyranid armies again.

    3. Give the scatter laser rending…(just kidding). How about rewriting the Chaos Space Marine Codex with Chapter tactics and detachments for all the major chapters.

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