I truly believe there is too much that we all want changing for GW
to act upon any of it. We're basically wanting a codex rewrite.
Obviously our psychic phase needs a change, we went from a very special army with special powers in 6th,to slightly less special in 7th, to just smite spam in 8th (which every army has some form of access too). This WILL NOT be fixed by giving us full smite, that would just make us just as boring and we'll become the equivalent of those primaris psyker armies.
As whats already been suggested, give us some 'communion of psykers' rule, so any buff affects the caster and a unit/units if they are within x inches, maybe they also have to cast the same ability to help balance instead of auto being affected?
Command points are also a very big thing, yet we are only ever able to get no more than 4/5 in a normal size game? Give use some unique detachments that make cp much easier to obtain maybe?
Obviously our special weapons also need a looking at, they are really all just garbage and overpriced.
Flamers In general need a range increase due to all the 9" away from enemies deployment rules.
Since incinerators are currently useless for a whole turn at least after deepstriking (which is the only way we work) they need a drastic points drop, I'm tempted to even say free on power armour as they give up a storm bolter AND a force weapon which they pay for.
Psycannons are largely useless, they are a heavy weapon, that don't do heavy damage, but have all the heavy negatives. I mean a plasma gun... It's actually cheaper than a psycannon, same strength, is assault, and much better ap AND can overcharge and only replaces a standard bolter.
On that basis alone the psycannon should be reduced to 7pts or made D2 with less ap or made into assault that still costs less.
Psilencers are weird as well... Priced well in my opinion, but meant to be anti horde, but does D3 damage, which is usually redundant on hordes, so is actually better at taking pot shots at tanks since pretty much everything is wounded on 5s now.
I'd actually like to see it increased by 3pts and have its ap reduced by 1 and strength increased by 1 (remember power armour gives up a force weapon that it already pays for, and is heavy so will be - 1 to hit).
I'd also like a change in the force weapons, at the moment, maths tells us that falchions are just the best most of the time, up unit toughest 7 or something. Maybe have force weapons cost something again? Or don't auto include the cost on the GK
stats (would actually help power armour with their current heavy weapons issues too).
Only have the force weapons price differ by 1 or 2 pts. 1 or 2 points doesn't sound a lot, but when you consider a whole army can have them, it can make a difference of 20/30pts. So will definitely allow more variation between weapons being chosen.
That's it for kit. Now on to units themselves!
The most glaring of annoyances, is the simple fact that no matter what units we pick, they all do the exact same thing, everything is just a clone with point differences.
Purifiers, they used to be cool with an extra attack and a cool cleansing flame ability that they could use in CC, then they received an arguably better, nova cleansing flame after that. Now they just have regular smite, with a downright pathetic range. To be honest, I don't even care of the range was 50 million inches, it's still just another boring smite to add to the list of smites in our army.
Gives them a cool cleansing flame power back. Make it 9", 2d6 shots that wound stuff on a 4+ or something.
They also need that extra attack back!
Librarians need to be cheaper, and (although I say it's boring) need to have full smite like any other librarian!
Techmarines are just a joke, we all know why.
Grandmasters need to have a rule that allows extra cp each turn and a price decrease, because at the moment, you're always better off just spending an extra 50pts and getting him a DK armour, but the DKGM is absolutely not undercosted, so leave him as is.
Paladin ancients need a small decrease in points, no more that 20.
Apothecaries are actually good. Leave them alone.
Dreadknights, I'd very much like more movement on them, as the degradation chart really does beat him up, or maybe a 'emperors light' rule that auto heals a wound each turn? Very much like daemon engines.
Other than that, a huuuge price drop in weapons. Literally by half for everything shooty. And obviously a change to make the psycannon/psilencer in line with the other proposed changes.
Brother captains need either a points decrease, or maybe they get the " communion on psykers" rule mentioned earlier, and everytime he casts a power it also affects units with 6" of him? Instead of his current boring smite enabler.
I'd like more access to heavy incinerators/heavy psycannons/heavy psilencers on vehicles. Makes us more unique, and will actually be worth it if the previous changes to those weapons are made.
Purgation squads are just strike squads with extra heavy options.. So again just a clone. Maybe give them an old relentless ability, or an in built Astral aim that ignore cover modifiers, or an ability that allows them to shoot twice if stationary, orrr literally anything to make them notably different from strike squads...
Edited by Captain Coolpants, 06 December 2017 - 03:00 PM.