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5th edition? @ 2007/12/27 18:54:35


Post by: mauleed


Is 5th edition really scheduled for 2008?



5th edition? @ 2007/12/27 19:03:01


Post by: Mannahnin


http://www.dakkadakka.com/dakkaforum/posts/list/205581.page

Still on the front page.

Mike at Showcase has been told it's not coming in 2008, but Brimstone's usually extremely reliable.


5th edition? @ 2007/12/27 19:03:53


Post by: Stelek


No, it isn't. I'll take fries with that order.


5th edition? @ 2007/12/27 19:22:19


Post by: Lorek


Therion also seemed to have a bit of knowledge about it; may want to PM him.


5th edition? @ 2007/12/28 04:08:49


Post by: Therion


Who knows since GW thinks it a good marketing strategy not to advertise their upcoming products. No wonder the company is doing bad. In any case, as far as rumours go, the most reliable sources who spread GW rumours online say it's coming summer 2008, so I'm pretty sure it is.


5th edition? @ 2007/12/28 04:22:02


Post by: Polonius


Given the consistent accuracy of the internet rumor engine, I'm willing to put a certain amount of faith in this one.

As an aside, can anybody name the last widely acknowledged rumor that turned out to be false?


5th edition? @ 2007/12/28 04:38:30


Post by: Therion


As an aside, can anybody name the last widely acknowledged rumor that turned out to be false?


GW designers may write sloppy rules, but they do read web forums. Gav Thorpe himself replies to more important threads at The Warhammer Forum from time to time (although he always refuses to give official rulings). The studio always seems to know what the cheesiest army of the year is since they're so effective in nerfing all of the good stuff people have in their armies and forcing everyone to replace the old units with something nobody with half a brain had before. Do you think it is an accident Harlequins have tons of free veteran skills and abilities? Do you think it is an accident that Falcons dominate the skies? Do you think it was an accident Obliterators were gods of the battlefield in their previous incarnation? Do you think it was an accident the Assault Cannon frenzy started 3 and a half years ago? Don't worry, all of that will be nerfed soon or has been already. Then we can all go nuts about something else and spend some money. Most of the time if something is really overpowered, it's supposed to be. If something is horrendously underpowered, it's supposed to be that too.

What I'm saying is that if GW didn't want guys like Brimstone releasing all of the information 6 months ahead of time, they'd do something about it. They'd either silence the very well known guys who spread the rumours year after year, or their contacts. Brimstone is probably Gav Thorpe himself or some studio geek who gets told to start another feeding frenzy over at the biggest GW related forum on the internet. There's nothing wrong with this and many companies that make computer games operate the same way.


5th edition? @ 2007/12/28 05:32:00


Post by: Alpharius


Therion wrote:
What I'm saying is that if GW didn't want guys like Brimstone releasing all of the information 6 months ahead of time, they'd do something about it. They'd either silence the very well known guys who spread the rumours year after year, or their contacts.


Hot damn!

GW Black Ops squads engaging in a little Wet Work!

Whoa!


5th edition? @ 2007/12/28 08:04:20


Post by: Toreador


The studio always seems to know what the cheesiest army of the year is since they're so effective in nerfing all of the good stuff people have in their armies and forcing everyone to replace the old units with something nobody with half a brain had before. Do you think it is an accident Harlequins have tons of free veteran skills and abilities? Do you think it is an accident that Falcons dominate the skies? Do you think it was an accident Obliterators were gods of the battlefield in their previous incarnation? Do you think it was an accident the Assault Cannon frenzy started 3 and a half years ago? Don't worry, all of that will be nerfed soon or has been already. Then we can all go nuts about something else and spend some money. Most of the time if something is really overpowered, it's supposed to be. If something is horrendously underpowered, it's supposed to be that too.


This consistently makes me laugh when it comes up. I would like to assume that when people say this, that they are being sarcastic, but often times they are not. If this was the true case, it would be quite apparent when they did it, and they wouldn't really have to hide behind anything to do it. Heck, why not make EVERYTHING the best, then you would have a really hard time not buying EVERYTHING, because it was all the best. I mean seriously, if you are going to come up with Grassy Knoll theories, they could be a lot better.

And yeah, all signs point to a summer/early fall 5th edition.

Dosadi made the last statement on Warseer about it

Leadership will be back in a big way in 5th edition. I think I've said this before already. There will be leadership modifiers for things like how many casualties you take from a given weapon; if you snipe down three guys then the pinning test would be made with a -3 modifier. Ordinance Barrage weapons give an additional -1 on top of any casualties incurred. Close Combat will have a resolution phase where you determine the winner by comparing the difference in kills with added bonus for outnumbering (go Orks and ‘Nids) and charging (I think). The result is the modifier to leadership checks by the looser. Fearless units just take the difference in wounds. So it’s not all that different than now, only faster and deadlier. This is a great improvement IMO.


With rumours coming up about a tactical movement (like a march move). Changes to vehicle rules(including something that might make falcons less survivable), a one table vehicle damage table, a change to rending, and changes to close combat. All little tweaks to the system, but supposedly no major changes.


5th edition? @ 2007/12/28 08:58:06


Post by: migsula


Lets hope so. The game could really use some fresh air and more radical changes than from 3 to 4. Come next summer and I may even be able to play the occasional game.


5th edition? @ 2007/12/28 11:14:00


Post by: bubber


Toreador wrote:With rumours coming up about a tactical movement (like a march move). Changes to vehicle rules(including something that might make falcons less survivable), a one table vehicle damage table, a change to rending, and changes to close combat. All little tweaks to the system, but supposedly no major changes.


a bit like the apocalypse super heavy damage table where modifiers are applied to the dice roll depending on type of hit?


5th edition? @ 2007/12/28 12:48:26


Post by: JohnHwangDD


To be honest, I don't thing 40k would be well-suited to big changes. For the most part, 40k seems to have settled down from a rules & mechanics standpoint. Cleanup tweaks would be well-appreciated.


5th edition? @ 2007/12/28 14:24:59


Post by: OverchargeThis!


The rumors all sound pretty good. I very much hope we get shooting modifiers to hit, a la fantasy.


5th edition? @ 2007/12/28 14:41:33


Post by: stonefox


Therion's right, guys. Come on, we all joke about how horrendously underpowered asscans were back in 3rd (and surprisingly not in 4th) but won't believe it applies to everything else? Everyone talks about how stupid GW is yet at the same time everyone agrees that they must have some smart businessmen up top or else GW would still be confined to small hobby stores.

This, in addition to my army theme, is why I'm buying more peasants and grail reliquae for my Brets and sold most of my pegasi already.

Heck, why not make EVERYTHING the best, then you would have a really hard time not buying EVERYTHING, because it was all the best

While the balance between uber- and sucky-units could be changed, construction of any game demands that not every unit can be the best. Even in Go, the first 5-6 stones are better than the rest. Nevermind that if everything was the best (therefore equal), you still wouldn't have to buy everything.


5th edition? @ 2007/12/28 15:06:48


Post by: Therion


This consistently makes me laugh when it comes up. I would like to assume that when people say this, that they are being sarcastic, but often times they are not. If this was the true case, it would be quite apparent when they did it

If it hasn't been obvious for you I'm sorry but you need some help. Lash of Submission just slipped through playtesting? The Assault Cannon was a way to make sure people want the new Terminators and that the new Space Marines were the topic of the discussion everywhere. The Shock Troops rule was a way to make sure the fantastic Carnifex kit is a massive hit.

Like I said, I don't have a problem with GW intentionally making overpowered units, weapons or abilities to sell more models. It's been proven time after time that if an army book or codex doesn't have anything even remotely overpowered in it, it won't sell. GW made some huge mistakes with Codex: Black Templars and Codex: Dark Angels when they forgot to put the broken stuff in them, and now the company has a new CEO and half of the designers who were working on those books have been re-assigned to other duties.

This, in addition to my army theme, is why I'm buying more peasants and grail reliquae for my Brets and sold most of my pegasi already.

It's a reasonable assumption that Pegasus Knights will be nerfed hard, because that's what GW does to make you buy new models. It's debatable whether GW is daring enough to ban you from using some of your models. Sometimes they do it, but usually instead of forcing a strict 0-1 limit on Pegasus Knights and Obliterators, or taking Carnifexes back to Heavy Support only, they would just nerf them hard. That way they can say you can still use all of your models, but forget to add: If you want to play with a much weaker army than before.


5th edition? @ 2007/12/28 15:17:43


Post by: stonefox


Yep I'm only keeping around 6 pegasi, enough for a BSB (as if I'll use it again), a squad, and a general.


5th edition? @ 2007/12/28 16:57:04


Post by: Mannahnin


The studio always seems to know what the cheesiest army of the year is since they're so effective in nerfing all of the good stuff people have in their armies and forcing everyone to replace the old units with something nobody with half a brain had before. Do you think it is an accident Harlequins have tons of free veteran skills and abilities? Do you think it is an accident that Falcons dominate the skies? Do you think it was an accident Obliterators were gods of the battlefield in their previous incarnation? Do you think it was an accident the Assault Cannon frenzy started 3 and a half years ago? Don't worry, all of that will be nerfed soon or has been already. Then we can all go nuts about something else and spend some money. Most of the time if something is really overpowered, it's supposed to be. If something is horrendously underpowered, it's supposed to be that too.


This consistently makes me laugh when it comes up. I would like to assume that when people say this, that they are being sarcastic, but often times they are not. If this was the true case, it would be quite apparent when they did it, and they wouldn't really have to hide behind anything to do it. Heck, why not make EVERYTHING the best, then you would have a really hard time not buying EVERYTHING, because it was all the best. I mean seriously, if you are going to come up with Grassy Knoll theories, they could be a lot better.


Its not a weird conspiracy theory. It’s just a matter of how you express it. I don’t agree with Therion that certainly things are supposed to be “really overpowered” or “horrendously underpowered”, but the main premise seems accurate to me. GW does pay some attention to tournaments, forums, and sales figures, and is aware that certain things are too good or underpowered. They do deliberately chop down the power of a lot of stuff that’s “too” good (Oblits), and up the power of stuff that no one takes (Assault Cannons).

When 3rd ed came out, terminators had no invulnerable save, and plasmaguns and lascannons (which were even more common then) butchered them wholesale. No one took them, and a couple of years later, GW added the invulnerable save. They still didn’t get taken much in competitive armies, but later terminators (Grey Knights, Salamanders) were cheaper, or better, or both. The Assault Cannon was laughed at from 1998 (which 3rd ed came out) until its stats were revised in the current Codex: SM in spring of 2005. It was pathetic. 3 shots, no special rules, except that it could jam and destroy itself. Then it became a god gun, simultaneously resurrecting itself and the regular use of terminators. Rhinos were the core of every SM or CSM assault army all through 3rd ed. How to fight the Rhino Rush was one of the first tactics every competitive player had to learn. Then they got massively reduced in power in 4th (summer 04), to the extent that competitive players frequently dismissed or ignored them entirely. Now (starting with the new DA codex in spring 07), all the more recent codices make them cheaper and come with free gear.

The power see-saw or pendulum definitely exists. Whether you see it as GW trying to fix something and clumsily overdoing it, or as them deliberately overdoing it, is up to you. Either way it’s reasonable to conclude that there is a conscious effort on their part to change the balance of the game and drive the sales of stuff they improve.

Personally I tend to think it’s more of a clumsy execution of good intentions, based both on my impression of the GW folks I’ve met (like Jervis), and the way they do it (e.g. chopping Rhinos down in power about a year and a half after the current kit came out, or the Baal being released a year after Assault Cannons were made to suck, and languishing unused for six years). I’m certain that the Lash was intended to be badass, but based on how poorly and vaguely worded it is, I severely doubt that they looked at or tested it long enough to realize HOW badass it could be. Undoubtedly there were some additional conventions or restrictions on its use (say, all models move the exact distance rolled in the exact direction indicated, with no angling or alterations of course allowed) the way they played it in the studio, that they simply left out of the actual codex.


5th edition? @ 2007/12/28 18:20:31


Post by: Polonius


I agree with Mannahnin, in that this isn't a bizarre, GW-hating conspiracy. They freely acknowledge that rules drive minis sales, and that they are in the business of selling lots of minis. There are many examples of poor units getting good, quite a few examples of great units becoming poor, and very few examples of poor units staying poor in a new codex.

Certainly not every new model has amazing new rules (techmarine, biovores, etc) but it is not a coincidence that many new models get improved rules. And you know what? I'm glad! I'd rather see new models and fresh army builds on the table then be fighting rhino rush armies non-stop.


5th edition? @ 2007/12/28 18:31:48


Post by: ender502


I can't remember who posted it but, assuming GW is intentionally making things cheesey/crappy, why not just make a balanced list? Why not have all portions of an army have a use and function? Why not keep rending AND make sniper weapons as rumored above? Would that be so horrible?

If GW is purposefully making these disparities then it just shows a pretty bad business model. All it has gotten them is a smaller market share and competitors that CAN compete.

ender502


5th edition? @ 2007/12/28 18:55:07


Post by: Mannahnin


Not necessarily. If everything is equally powerful, there is less incentive for people to buy new stuff. If part of their existing army gets downgraded, or a unit they didn't have before gets upgraded, they've got a good reason to change their army and pick up some new stuff.


5th edition? @ 2007/12/29 10:49:37


Post by: Mario


Mannahnin wrote:Not necessarily. If everything is equally powerful, there is less incentive for people to buy new stuff. If part of their existing army gets downgraded, or a unit they didn't have before gets upgraded, they've got a good reason to change their army and pick up some new stuff.

And if every selection in an army is equally useful/usable (in generic play) but a bit more useful in specific situation (with possibilities for a counter, not a god-mode-unit that destroys everything) then that is an incentive for games to buy more stuff so they can surprise the other player with a new combination without each time feeling like something got downgraded because it was good just so that something else can be upgraded to god-more so it will be bought.

An more complex rock-paper-scissor if you want. They just have to keep three things in mind (from a high level design perspective): First the army list/theme with its pros/cons and, second, its units with their pros/cons have be validated with each other recursively as well as with other armies (third). They just need a very big piece of paper and organise all the armies on it. Of course then you have all the low level design to do (which I didn't mention) when the fundamental architecture for the armies and units is done. But this should not be that much different from normal army list creation except that they now would have guidelines that could help then create a balanced game. Although it could be that something like this is happening for fifth edition with how the recent army lists have been evolving (all the "simplified" lists).

They could have a lot of gamers that buy big parts of their (user's specific army) miniatures range because they need/want to stay competitive with the others who have bought a wider selection of units (and can create more flexible armies) or who just don't want to get bored with the same army list all the time. Of course that would reduce the army-list induced need to buy something but in exchange for that they could have customers who are not frustrated by the ups and downs of new army lists and still buy stuff. So instead of forcing you to buy something specific (for your army to be competitive) they could encourage you to buy more of all the different things hat the army list provides.

In addition to that happy people, for some strange reason, tend to spend more money on stuff they like (secondary armies for example).

Mannahnin: That post is not meant to be "against you", I just used your post as a starting point to jump into my rant against the upgrade/downgrade army list syndrome and it doesn't matter if the "designer conspiracy" is true or these "happy accidents" just happen rather often.


5th edition? @ 2007/12/29 11:21:19


Post by: bbb


a 4 year gap between a new edition seems pretty soon. usually they go for 5 years, so i can completely understand a 09 release for 4th edition, but 08 just seems to be way to early.


5th edition? @ 2007/12/29 13:29:47


Post by: Lorek


Reasons for the sooner release of 5th Edition could include:

1. Boot to the rump for sales. A new edition would generate lots of excitement, would be pretty much a mandatory purchase for active players of the game, and increase sales.

2. Assist in the Codex Reboot Project. This will assist in the new gentler codexes project in that they now have an excuse to re-do all the codexes that they don't like. May have small tweaks that deal with only 1 heavy weapon per 10 squad members, things like that.

3. Well, that's it really, and I'm mostly banking on point 1.

I'm not entirely convinced that it's coming out in 2008, but it doesn't really matter to me either way. I'm not rushing to make my current rulebook obsolete.


5th edition? @ 2007/12/29 13:36:44


Post by: reds8n


Therion wrote:
. Brimstone is probably Gav Thorpe himself or some studio geek who gets told to start another feeding frenzy over at the biggest GW related forum on the internet.



I can assure you he isn't Mr. Thorpe or part of the design studio team at all. Honest.

whilst I broadly agree that certain items/units get a kick to make them harder etc etc, some of the time it's just dumb luck. Or just dumb. I'm reliably informed that Sammiel on jetbike had 2 special rules that were accidentally cut from his profile late : 1 let him shoot both his plasma cannon and stormbolters in the same turn and the other was just the simple IC status ( a theory supported by some of the strange behaviour seen otherwise in the WD battle report featuring him and the DA).

Although it is strange isn't it how newer units, with equally new shiny and expensive models get the best rules, like chaos possessed or Skyrays or... hnag on...


5th edition? @ 2007/12/29 14:58:28


Post by: H.B.M.C.


ender502 wrote:If GW is purposefully making these disparities then it just shows a pretty bad business model.


The opposite really.

If something is good, everyone buys 'it'. Once everyone has 'it', they stop buying 'it'. So, to keep selling things, GW has to make something else into 'it', so they make something else really good, and maybe make the previous 'it' not as good. Then, for the new 'it', they release a shiny new model, so people go out and buy 'it' all over again. Then when it comes time to re-do everything again, they go back to the previous 'it', but they put in a new vehicle accessory sprue and up the price by 10 bucks.

The only times that doesn't work is when there's a unit everyone loves and they can't get away with nerfing them. To do that, they just make 'it' into a better 'it', but do it in such a way that you have to buy the new shiny model. Case in point - plastic Stealth Suits. They couldn't nerf Stealths without angering Tau players. So they actually give them more options, but make those options only available on shiny new plastic models. So they become the new 'it', and the old Stealths become 'not it'.

If not for their falling profits, I'd say it was a pretty good idea, if insidious.

BYE


5th edition? @ 2007/12/29 18:33:04


Post by: General Hobbs


Therion wrote:

What I'm saying is that if GW didn't want guys like Brimstone releasing all of the information 6 months ahead of time, they'd do something about it. They'd either silence the very well known guys who spread the rumours year after year, or their contacts. Brimstone is probably Gav Thorpe himself or some studio geek who gets told to start another feeding frenzy over at the biggest GW related forum on the internet. There's nothing wrong with this and many companies that make computer games operate the same way.


Brimstone was fired from his GW job for letting out secrets. Unless he has contacts within the company who are passing him info, his store of knowledge will probably exhaust itself in a few months. I wouldn't take what he says as the gospel any longer.


5th edition? @ 2007/12/29 18:35:19


Post by: Turtle


Yup, good ol' planned obsolescence has been a staple of the business industry ever since companies started selling long-term use product. It's not even insidious, really, it's just necessary for companies to keep themselves profitable (which they have to if they're publicly shared, which GW is).

Take Apple for instance. They came out with an iPod at first with a monotone screen and people bought it. Later it had a colour screen, advertised as being able to display photos and people bought that. Now, at that point, the things could easily have played video as well with a little software, but they didn't. A year or so later, they came out with the iPod video and it sold like hotcakes.

The technology for a portable colour LCD screen had been around since the Sega Gamegear, but by releasing small upgrades in stages they were able to keep on going profit-wise even though you only really ever have a use for just one iPod.

Same thing with GW, they're legally obligated to remain profitable but if they never change the game balance then you'd only ever have a need to buy one army. So every 4-6 years they change the balance of units in each army to favour different sales, or they'll change the models/outfit of a certain unit. Makes sense to me, and without that process we'd all be playing with 2nd ed statue marines and Guardians with catapults counting as lasguns.

Their falling profits could take an essay to try to describe, but suffice it to say that around when 4th came out and they took the stance of 'we'd rather entice new players coming into the game rather than support veteran gamers who don't buy anything' while simultaneously pricing their model range out of reach of the average 13 year old's allowance. When they raised infantry boxes and blisters by 50% in Canada is when sales at my store really dropped off.


5th edition? @ 2007/12/30 02:14:13


Post by: AgeOfEgos


General Hobbs wrote:
Brimstone was fired from his GW job for letting out secrets. Unless he has contacts within the company who are passing him info, his store of knowledge will probably exhaust itself in a few months. I wouldn't take what he says as the gospel any longer.


*Blink*


5th edition? @ 2007/12/30 03:13:43


Post by: Doctor Thunder


Therion wrote:
As an aside, can anybody name the last widely acknowledged rumor that turned out to be false?


If we believed the rumors, then plastic drop pods would have been released about five times in the last five years


5th edition? @ 2007/12/30 03:27:33


Post by: Toreador


I am still wondering what model the Lash is suppose to help sell....

I think it is more accident than not. I do imagine that when they do make a new model they look at that time at it to see if it is operating or doing what they need it to. The one thing that drives sales more than good units is just good models. If I would have been satisfied with the look of my models, there really wouldn't be any reason at all to change out any of my early 90's eldar and marines. They didn't make me buy mounds of anything. I had almost every model I needed. What they did do is make much much better figs and models. They make new things, people will buy them.

The Chaos codex would be a horrible example of new models = greater sales. What new models are exactly so great in the list that I must by the new models? Same with Dark Angels. The only thing making me buy anything but Sammael is the coolness factor and new bits. Ravenwing didn't suddenly become all powerful because a new box set came out. I don't really think there are really that many examples of new models = powerful rules. I think it is more coincidence. They come out with a new model, give it some near rule, and sometimes it comes out powerful.


5th edition? @ 2007/12/30 03:45:53


Post by: Turtle


Oh, in no means do I actually consider the Dev team so devious or even... focused... as to actually start overpowering units that are getting new models specifically. In fact, were they to do so a lot of people would probably catch on and we wouldn't be having this conversation.

But also remember that rules and competitiveness only contribute to sales, people will buy models that look cool, lots of people don't follow optimum army builds, and cool looking models are some of the biggest draws for new players. There's more than one reason armies get revamped to consumers.


5th edition? @ 2007/12/30 05:17:04


Post by: LordOfTheSloths


Mannahnin wrote:Not necessarily. If everything is equally powerful, there is less incentive for people to buy new stuff. If part of their existing army gets downgraded, or a unit they didn't have before gets upgraded, they've got a good reason to change their army and pick up some new stuff.


Maybe for you, but what the new C:CSM did for me is convince me to NOT use it, stick with the previous version and NOT buy any new Chaos stuff. I'm damn sure not going to stop playing my pure World Eaters army (and non-tournament only) just because GW is looking for some "incentive for people to buy new stuff."


5th edition? @ 2007/12/30 06:24:23


Post by: Turtle


LordOfTheSloths wrote:
Mannahnin wrote:Not necessarily. If everything is equally powerful, there is less incentive for people to buy new stuff. If part of their existing army gets downgraded, or a unit they didn't have before gets upgraded, they've got a good reason to change their army and pick up some new stuff.


Maybe for you, but what the new C:CSM did for me is convince me to NOT use it, stick with the previous version and NOT buy any new Chaos stuff. I'm damn sure not going to stop playing my pure World Eaters army (and non-tournament only) just because GW is looking for some "incentive for people to buy new stuff."


The Chaos army isn't a great example in this case, as the list is just an example of the Dev team making a decent army into one that is simply bad, not unlike, say, the newer marine codexes. I fear what will happen to armies when 5th comes around.


5th edition? @ 2007/12/30 06:30:07


Post by: Asmodai


Turtle wrote:
LordOfTheSloths wrote:
Mannahnin wrote:Not necessarily. If everything is equally powerful, there is less incentive for people to buy new stuff. If part of their existing army gets downgraded, or a unit they didn't have before gets upgraded, they've got a good reason to change their army and pick up some new stuff.


Maybe for you, but what the new C:CSM did for me is convince me to NOT use it, stick with the previous version and NOT buy any new Chaos stuff. I'm damn sure not going to stop playing my pure World Eaters army (and non-tournament only) just because GW is looking for some "incentive for people to buy new stuff."


The Chaos army isn't a great example in this case, as the list is just an example of the Dev team making a decent army into one that is simply bad, not unlike, say, the newer marine codexes. I fear what will happen to armies when 5th comes around.


I dunno. I think Sloths' reaction is atypical.

How are Thousand Sons sales doing post-Codex as opposed to pre-Codex? What about the same thing for the Iron Warriors box?

That would provide some insight into how upgrades/downgrades effect sales.


5th edition? @ 2007/12/30 06:43:10


Post by: Toreador


Yep, and it kinda shows too how good kits can sell even with bad rules, just not as well. The spawn and possessed boxes are really nice, and I know some people that have bought them for that reason in spite of their rules.


5th edition? @ 2007/12/30 06:44:37


Post by: Toreador


But I bet it wouldn't take much to tweak the rules to make them useful, which would cause a LOT of boxes to fly off the shelves. It really wouldn't have taken much.


5th edition? @ 2007/12/30 08:13:56


Post by: JohnHwangDD


Turtle wrote:Oh, in no means do I actually consider the Dev team so devious or even... focused... as to actually start overpowering units that are getting new models specifically. In fact, were they to do so a lot of people would probably catch on and we wouldn't be having this conversation.

And yet, the new model army has an overwhelming victory ratio in the pages of White Dwarf...

If the monkeys doing the Batreps can be so devious / focused, how can one expect any less of the Dev team?


5th edition? @ 2007/12/30 08:17:09


Post by: JohnHwangDD


Turtle wrote:
LordOfTheSloths wrote:what the new C:CSM did for me is convince me to NOT use it

The Chaos army isn't a great example in this case, as the list is just an example of the Dev team making a decent army into one that is simply bad,

And yet others are getting into Chaos after years out. So just because you don't like it, that's not universal. I really like the CSM book far more than any of its predecessors.


5th edition? @ 2007/12/30 08:32:33


Post by: H.B.M.C.


Toreador wrote:The spawn and possessed boxes are really nice, and I know some people that have bought them for that reason in spite of their rules.


*holds hands up*

Yeah, that'd be me. Got 2 boxes of Possessed and a friend and I split a Tide of Spawn when it was released, so we both have 6 now.

'Course, in our rules Possessed are useable, and Spawn don't completely suck, but even without that I would've bought them anyway. They're just so pretty!!

BYE


5th edition? @ 2007/12/30 08:34:13


Post by: H.B.M.C.


JohnHwangDD wrote:And yet, the new model army has an overwhelming victory ratio in the pages of White Dwarf...


Really? [New Army of the Month/New Expensive Model Release of the Month] did well in a BatRep in White Dwarf? How surprising! You could almost say that it was done to make it appeal to people and therefore generate sales!!

Those White Dwarf boyz are a wiley bunch!

BYE


5th edition? @ 2007/12/30 10:00:56


Post by: LordOfTheSloths


JohnHwangDD wrote:
Turtle wrote:
LordOfTheSloths wrote:what the new C:CSM did for me is convince me to NOT use it

The Chaos army isn't a great example in this case, as the list is just an example of the Dev team making a decent army into one that is simply bad,

And yet others are getting into Chaos after years out. So just because you don't like it, that's not universal. I really like the CSM book far more than any of its predecessors.


I never claimed it was a "universal" opinion, merely my own. Others can speak for themselves, and have done so. HBMC's analysis certainly resonated with me. But this is not the time to rehash that issue.


5th edition? @ 2007/12/30 11:54:08


Post by: Logic


[As I’ve posted on another forum]. I have three big issues with 40k:

1) The rules are poorly written: It's not that they contradict each other, they're just not well defined. For example, does a powerfist work against a Monolith or not??? (Don't answer that here) It's just not clear what constitutes a "doubling score" if it's not well defined.

2) Many rules are obscure: For example, the "Torrent of Fire" rule is hidden in text and there is no way to quickly reference it.

3) There needs to be more Universal Special Rules (USR): There are too many unique rules in the codices. The point of a rules book is to have a uniform and consistent set of game mechanics. Having some codex rules are fine. But having pages of unique rules and damage charts in specific codices slows down the game. If one side is unfamiliar with the opponent's codex then there is room for errors (both intentional and unintentional).

------------------------------------------------------------------------

On a side note: GW has claimed many times that they are in the business of creating models. They seem to want to create figurines to paint, not to play with. I think GW realizes that they can't compete with electronic games in the business of competitive gameplay (just look at the market sales). But GW can corner the market on creating figurines to paint.

Obviously the company invests time and money into creating a game system. But I honestly don't think it's a big part of their business model and I don't think they take it seriously. I've heard the stories of all the play testing they do, etc. etc. (It sounds like rhetoric to me). You can read various sources (financial statements, interviews, White Dwarf, online statements) and you can see the lack of money and time the company puts into rules development. Actions speak louder than words and GW does a poor job on the rules. From a business standpoint they don’t need to worry about creating good rules. People will play with their rules and use their models because there is no viable alternative (GW dominates the tabletop wargame strategy market). They will continue to do a poor job on the rules until another company can compete with them on the same international scale. Just my 2 cents.

~Logic


5th edition? @ 2007/12/30 17:05:04


Post by: Lorek


JohnHwangDD wrote:
Turtle wrote:Oh, in no means do I actually consider the Dev team so devious or even... focused... as to actually start overpowering units that are getting new models specifically. In fact, were they to do so a lot of people would probably catch on and we wouldn't be having this conversation.

And yet, the new model army has an overwhelming victory ratio in the pages of White Dwarf...

If the monkeys doing the Batreps can be so devious / focused, how can one expect any less of the Dev team?


I've heard that the White Dwarf team will play several battles until they get the desired results, if necessary. Sounds like a slipshot, as opposed to focused, method to me.


5th edition? @ 2007/12/30 17:57:22


Post by: ender502


H.B.M.C. wrote:
ender502 wrote:If GW is purposefully making these disparities then it just shows a pretty bad business model.


The opposite really.

If something is good, everyone buys 'it'. Once everyone has 'it', they stop buying 'it'. So, to keep selling things, GW has to make something else into 'it', so they make something else really good, and maybe make the previous 'it' not as good. Then, for the new 'it', they release a shiny new model, so people go out and buy 'it' all over again. Then when it comes time to re-do everything again, they go back to the previous 'it', but they put in a new vehicle accessory sprue and up the price by 10 bucks.

The only times that doesn't work is when there's a unit everyone loves and they can't get away with nerfing them. To do that, they just make 'it' into a better 'it', but do it in such a way that you have to buy the new shiny model. Case in point - plastic Stealth Suits. They couldn't nerf Stealths without angering Tau players. So they actually give them more options, but make those options only available on shiny new plastic models. So they become the new 'it', and the old Stealths become 'not it'.

If not for their falling profits, I'd say it was a pretty good idea, if insidious.

BYE


Yeah... IF not for the falling profits......

I think you miss the point. Instead of buying the IT model in a poor rules set you can get folks to buy ALL the models in a balanced rules set. People bought more falcons but no guardians. Harlequins but few swooping hawks. Seems that GW designed a way to sell half the models instead of all of them.

No, I think GW is taking the easy way out and doing exactly as you've described... planned obsolescense. But in this case they aren't an apple. Instead of dominating the market with something innovative and well made, they are producing a crap system that has left a door open for competitors.

If not for the falling profits... That line pretty much invalidates even the suggestion that GW knows what it's doing.

ender502


5th edition? @ 2007/12/30 17:58:33


Post by: bigchris1313


My support is bouncing between Therion's hardcore rational actor theory and Mannahin's Therion-light theory. They both give rational explanations for the phenomena we're seeing.

Regardless, my biggest problem is that I don't have--and I doubt anyone does--data that explains who is buying what percent of new models with each new release. I also don't know how much more likely tournament gamers are to be swayed by new rules than are so-called beer and pretzel gamers (marginally v. substantially). If most gamers buy according to a unit's power in the new rules, both theories check out. If tournament gamers, who are a substantial chunk of the buyers, buy according to the unit's power, then both theories check out.

But, even assuming that tournament gamers are hardcore powergamer types, if they don't make up a very large part of the market that's buying the new models, then I doubt their behavior would explain GW's business model. I mean, if the gamers that like playing with cool models using house rules with their friends were to make up the vast majority of GW sales, I don't see GW having a stake in tying rules to model sales by any means other than coincidence.

Of course, I believe that power gamers/tournament players make up a very substantial part of GW's market, and that the purchasing habits of even casual gamers are affected by a model's rules, so the Therion and Mannahin theories make sense.


5th edition? @ 2007/12/30 19:37:23


Post by: D6Veteran


The recent appointment of Mark Wells as CEO (he's been head of sales at GW and with the company for like 7 years), might be an indicator that change is coming. Of course I have no idea how much change he represents other than a new name heading the company.


5th edition? @ 2007/12/30 20:33:41


Post by: Shadow Scorpion


I think Occam's Razor or whatever it's called comes into effect, i.e. don't put down to devilishly cunning plots what can be explained by simply incompetence.

Things like Lash are not some elaborate method for GW to rule the world, it's just incompetent designing.


The model-rule see-saw is there, it's just a lot more blunt and basic than people think. Take Assault Cannons- who took Termies before, whoever took Tornados? Then came along Rending- and for quite a while Tornados where compulsory.
But then there were Techmarines, Land Raiders, etc, etc that have seen numerous new Codex's and been left on the shelves of crapdom. So it is more of a fluke on the Dev's team when things do improve.


I think the saddest thing about Games Workshop is that they've defined themselves as a miniatures company, where models drive the rules- the design process is started with artists and sculptors making models then the designers writing rules around them.
This has, to their credict, produced some of the finest miniatures and most available, but it says a lot about their games- the games, to GW, are a side-effect of models, something they have to pay lip service too but not much else.


5th edition? @ 2007/12/30 22:01:41


Post by: Mannahnin


FYI, that's actually Hanlon's Razor:

http://en.wikipedia.org/wiki/Hanlon's_razor


5th edition? @ 2007/12/31 01:47:52


Post by: Viperion


Indeed. Occam's Razor is (basically) "The simplest explanation is likely to be the correct one" (the full version is more complicated (), but that's the gist of it).

Viperion


5th edition? @ 2007/12/31 05:19:04


Post by: Voodoo Boyz


I sure as hell hope the new edition comes, and the people who did drop the rumors are pretty reliable.

Though to be honest I just want to see the new edition come out to nerf the living hell out of Skimmer lists, mainly because I think the current reason that Eldar are so good is a pile of bull****, but hey I've got biases.

Right now the game has got a whole bunch of problems with a few lists being way too good, and the rest struggling to compete, hopefully this will get rectified in the future with a new edition.

*****************************

As far as the whole "new uber unit to boost sales" I think that's a bunch of bull. If it were really true, then things like Spawn, Banshee's, Wraithlords, and Possessed would get far better rules when released with new models for their respective codex's, rather than being stuck in the land of "No one uses me" that they are in now.

I see the Design Team's doling out of nerfs and buffs to be 100% reactionary rather than something based on what the bean counters tell them to do.

High Elves are a great example. People used to take Mage + Calvary lists, all Calvary with Silver Helms to be exact. And people who saw this, bitched. New book comes out and you can't make an All Calvary list and Silver Helms are never going to be used again because Dragon Princes are better, cost only a fraction more, and take up the same "slot" as the Helms do now.

Wraithlords used to be bitched about incessantly, except 4th edition got rid of that problem with hidden power fists, and they were "mostly" fixed before the 4th ed Eldar book. But they got nerfed anyway, because that's what the design team saw and heard from tournaments. Iron Warriors and Demon Bombs are probably the exact same thing. They see abusive lists at the UK GT's and nerf accordingly when it's time to do that book.

Things that "slip through" like Holofields + Spirit Stones actually seem to me to be a case of them taking the old Holofields rules, mixing up Spirit Stones, and then not bothering too much on seeing just how ridiculous they were on the same Falcon with a 4th Edition Damage table.

You can think of these Design folks as some sort of evil plotters, but they're just guys putting time in at work like the rest of us. Read the WD article about the work a designer puts into a codex release. Tons of it are centered around artwork, layout, and working on the MODELS and overseeing parts of the kits, etc. How much time do you really think gets spent on the rules?

Honestly, looking at the rules and seeing how they play out in "real" 40k or Fantasy, I get the distinct impression that what they play tested with or intended the rules to do in the games they played are very different than what's going on with the actual rules for the game. Who knows they probably thought "Oh skimmers are too good, lets changing to SMF = Hull Down" about 6 months after 4th Edition got released, and tested the new Falcon with those rules and found it fine. Or the Lash had a bunch of caveats they play tested it with or didn't count on the tons of possibilities it opens up with the way the rules were worded.

Look at Gav Thorpe's responses to the Steam Tank questions in Fantasy. He said that it gives up half VP's when taken below half it's starting wounds, when it was pointed out by just about everyone that this directly conflicts with the rules as written in the Empire Book, he recanted it.

How much do you want to bet when they play tested the steam tank for the Empire Book, they had it give up Half VP's when taken below the starting number of wounds, saw that once really wounded it was useless, and decided that it was "fine", never really going over the technical wording of the rules in the book?

To put it bluntly, the rules reek of being half finished and not quite working how they probably were intended rather than some kind of evil scheme.

Hopefully 5th ed fixes some of these issues with the core rules, or at least alleviates the current problems.


5th edition? @ 2007/12/31 07:48:36


Post by: JohnHwangDD


bigchris1313 wrote: believe that power gamers/tournament players make up a very substantial part of GW's market, and that the purchasing habits of even casual gamers are affected by a model's rules, so the Therion and Mannahin theories make sense.

I believe that power gamers / tournament players make up a very substantial part of GW's commentary, but a largely insignificant portion of GW's actual sales. If you count the number of GW customers compared to the number who actually play RTTs, I would not be surprised if the numbers worked out like this:
- less than 5% of all GW customers have ever played in an GW-organized GT,
- less than 10% of all GW customers are tournament players
- less than 20% of all GW customers are powergamers

I also suspect that the casual market is considerably larger than the tournament market. And things like Apocalypse and simplified / streamlined Codices are GW starting to realign their products toward the casual gamer who buys most of the stuff and plays only a handful of games each month or year.

Consider the total volume of rules required to play 40k in an environment of high-detail Codices. If you're not playing several days weekly, you probably won't be able to keep up with things. OTOH, if you play only once a month, it's a lot easier to remember how the simplified Codices work, allowing you to play the game with less looking up obscure rules for interactions and exceptions. And if the Codices have little more total volume than the original 40k3 Rulebook lists, well, you can practically memorize the entire thing in a night.

So, while Jervis Jr. is the poster boy for the newbie / casual player, there's a lot to be said for bringing things back closer to the 40k3 Rulebook lists in terms of speeding up comprehension and play in general.


5th edition? @ 2007/12/31 08:32:34


Post by: Toreador


I also believe a lot of the rules slips are caused by the typical corporate communication issues along with just generally not realizing what something does.

I would imagine they catch a lot of things, but really when you get down to it, releasing something into the wild with thousands of users will tend to show up things you never even thought of in testing. It's a problem with both design and playtesting groups. They get hung up on certain things, or ways of thought, which ends up to be quite unlike how we play out here. A lot probably gets lost in the shuffle and rush to market. Great ideas get lost in the shuffle as it takes too much testing and discussion to get it working correctly, and even at times I wonder if they are even using some of the base rules we do. Do they fix and FAQ things around the office without realizing we don't play that way out here?

I have seen few games with perfect rules. Even Star Fleet Battles with it's great tomes of Lawyer like books had problems. The problem is that they aren't reactionary enough with FAQ's or fixes once issues and problems are found. If they could even do that a little, I think it would change a lot of how we feel. 2-4 years is way too long to wait for something to be fixed.


5th edition? @ 2007/12/31 09:10:38


Post by: Stelek


Turtle wrote:Same thing with GW, they're legally obligated to remain profitable but if they never change the game balance then you'd only ever have a need to buy one army. So every 4-6 years they change the balance of units in each army to favour different sales, or they'll change the models/outfit of a certain unit. Makes sense to me, and without that process we'd all be playing with 2nd ed statue marines and Guardians with catapults counting as lasguns.


Here's the problem with that line of thinking.

GW's profits keep going down.

I've been playing since Rogue Trader days.

The units that were good back then, still are good.

GW doesn't seem to realize it's NEW SCULPTS that sell their SCULPTS, not the rules.

Raising the prices on what people want to buy, while making stupid rules for them, does not drive sales any direction but DOOOOWWWWNNN.

However, great rules for CRAP MINIS that cost TOO MUCH for a upper middle class person like myself to afford will STILL drive sales DOOWWWNN.

Great/bad rules, crap/great minis, my college car price for a new army = NO SALE.

I have a wife, and if she realized I spent 5 grand the last year buying stuff she'd beat me senseless.

Then wake me, and beat me again.


5th edition? @ 2007/12/31 09:29:42


Post by: Fizzywig


Viperion wrote:Indeed. Occam's Razor is (basically) "The simplest explanation is likely to be the correct one" (the full version is more complicated (), but that's the gist of it).

Viperion


It is actually "Numquam ponenda est pluralitas sine necessitate" or in english " Plurality ought never be posited without necessity" another common restatement of it attributed to Occam himself if "It is vain to do with more what can be done with less"

as to the whole topic of conversation I have little to say other than a rules bump would likely showcase a one time bump in sales. However to truly increase sales, prices do need to be dropped a tad or at the very least value needs to be enhanced by increasing # of models per box. The problem is not that the unit box is 35$ but that the unit box is only 10 orks, 8 genestealers, etc.


5th edition? @ 2007/12/31 10:01:39


Post by: Stelek


And giving people lots and lots of extra bits does not, in my view, 'enhance' the hobby nor make a box set more valuable.

In the end, I still only get 10 guys and I really would rather have more for my dollar.

Some units, paying a dollar a point....or more, is just...wrong.


5th edition? @ 2007/12/31 13:24:04


Post by: grizgrin


I agree with stelek in that I would want more models in the kit for the money as opposed to more bits of stuff. I'm in it for the game, not for the modeling opportunities. If I want ot pay for a model of somethign for the sheer joy of putting it together, I'll prob. either build it from scratch, buy a WWII bomber model, or get something I can do with my son as a father/son project (we did this A-10 that he decided MUST be Ferrari red... b/c "red ones go fasta!")

GW does have nefarious schemes to bilk their customers out of money. It's called a business plan, and they will push it as long as they think they can support it. Businesses do not exist to perform a service or make a product. They exist to make money. Now, exactly how far those schemes reach, and what part of their actions we can put up to Occam's Razor, Hanlon's Razor, sheer stupidity, or rushing a product to market; probably "they" as a corporate entity do not even know. Anything that big HAS to have a certain element of the right hand not knowig what the left is doing.

One of the key benefits of playig GW games is that, for those of us who are very mobile, you can get a game in dang near any major city in the Industrialized World, and quite a few outside it. However, making any kind of changes or upgrades in such a large organization always has inherent difficulties directly proportional to the "economies of scale" they enjoy in the first place.

I understand such things, however, I am a customer. If I am going to participate in this hobby for whatever aspect of it I enjoy, I will do so without complaining about the prices. I WILL, however, demand the quality thse prices should command, IMNSHO. I could have hobbies that cost plenty more (like that boat I keep threatening my wife with), but I don't. You want to quail at the cost of a hobby? Look up some of the prices of golf. Boating. Cars, for the love of Craftsman! They become less a hobby and more a lifestyle.

I lean toward an opinion of excessive incompetence with GW, mixed with a businesses natural desire to stretch out their viability as long as possible by whatever means needed. How long has 40k been out? How many years? They've had HOW long to get their product RIGHT? And STILL don't? Show me an edition of 40 that was RIGHT, and generally held by the majority of the gaming world to be RIGHT. I think it has been stretched out, some by needs, and some by lack of competence.
</mindless rant>


5th edition? @ 2007/12/31 14:53:16


Post by: dietrich


Jervis admitted that GW makes mistakes in their rules. His specific example was the Ravenwing character (Sammuel?), who during playtesting was allowed to fire ALL his ranged weapons in the same phase. Codex comes out, and that special rule was omitted.

Jervis also talked about the various types of customers that GW has - people that are competitive tourney gamers, 'beer and pretzel' games, people who just paint models, and people that like to collect. In the US, the painter/collector market is, imho, relatively small. In Europe, the painter/collector market is apparently stronger (not saying it's 1/2 their sales, but apparently it's a sizable segment). So, GW is trying to appeal to more than just us gamers. And really, the painter/collector is their 'best' customer - no cries for better rules and it's very clear why a product is or is not selling to that segment.


5th edition? @ 2007/12/31 15:12:58


Post by: Redbeard


Making good rules and properly balanced units will never drive anyone away from the game. Beer & Pretzel players, painters, collectors, etc will probably not notice the difference.

Writing poor rules, and imbalanced units will drive away players who are looking for a good game.

Maybe they don't need the 10-20% of their market that cares about the gameplay though. That strikes me as foolish and shortsighted, but maybe they've done the market analysis and figured that it would cost them more to do the rules right than they'd make/lose as a result of not doing so.


5th edition? @ 2007/12/31 16:58:07


Post by: bigchris1313


JohnHwangDD wrote:I believe that power gamers / tournament players make up a very substantial part of GW's commentary, but a largely insignificant portion of GW's actual sales. If you count the number of GW customers compared to the number who actually play RTTs, I would not be surprised if the numbers worked out like this:
- less than 5% of all GW customers have ever played in an GW-organized GT,
- less than 10% of all GW customers are tournament players
- less than 20% of all GW customers are powergamers


As I said, that's the kind of info that would invalidate the "We make good and bad units on purpose" theory. (Not that we've necessarily proven the theory to begin with). But do you have any data to support your assertion?


5th edition? @ 2007/12/31 18:18:15


Post by: dietrich


I think GW makes good and bad units, but not deliberately. There is a saying,

"I'll give a guy the benefit of the doubt, and assume he's just dumb and not malicious."


5th edition? @ 2007/12/31 18:34:44


Post by: JohnHwangDD


bigchris1313 wrote:
JohnHwangDD wrote:I believe that power gamers / tournament players make up a very substantial part of GW's commentary, but a largely insignificant portion of GW's actual sales. If you count the number of GW customers compared to the number who actually play RTTs, I would not be surprised if the numbers worked out like this:
- less than 5% of all GW customers have ever played in an GW-organized GT,
- less than 10% of all GW customers are tournament players
- less than 20% of all GW customers are powergamers

As I said, that's the kind of info that would invalidate the "We make good and bad units on purpose" theory. (Not that we've necessarily proven the theory to begin with). But do you have any data to support your assertion?

Please note that the above was stated as belief, rather than hard fact. I have plenty of anectdotal evidence in terms of gaming groups that I've played in, but that's not a very comprehensive nor statistically valid sample.

However, in terms of GTs, for the US, I'm pretty certain that the 5% cap holds. At the height of the GWUS GTs, they did 5 or 6 in one year. Each US GT only had some 100 to 150 slots for 40k players. That means GW only could have 500 to 1000 of their customers participate in their GTs. Assume 700 total GWUS GT slots and no duplicates, so 700 total attendees.

In the LA area alone, we have 4 GW retail stores. That's at least 8 people full-time. Assume GW needs to gross $100k USD per person to support the retail. That's $800k annually. If the average GW customer spends $400 annually, that's a minimum 2000 LA area players. LA is roughly 1/20 of the US population, so GW might have 40,000 US players. And that's not counting independent retailers, Internet, etc.

So I think the 5% number isn't unreasonable as a cap on super-hardcore GW GT players in the US.


5th edition? @ 2007/12/31 19:01:58


Post by: Samwise158


Based on the latest 5th Ed rumors that have been posted on Warseer, I would say that it seems like the Games designers are really trying to iron out some of the major kinks that have developed in the game. That being said I'm sure that new kinks will arise as players put the new rules through the paces. I feel like we at Dakka play a big part in creating those kinks, as we find new ways to max out armies, win tournaments and generally strategize by going through the rulebooks with a fine tooth comb.

I felt like 4th Ed. was a huge improvement over 3rd, but GW then painted themselves into a corner with poor codex writing and balance issues. 5th ed. should address those issues, and be the first step in a coordinated plan for codex releases that encourages combined arms forces over spam armies. I like the looks of the rumors and hopefully by ultimately balancing infantry, vehicles, characters and monstrous creatures, they can make the game more fun to play and make things like army composition, min/maxing, and spam less prevalent.

That being said as soon as the rules hit the ground Dakka will immediately start running with it in directions GW never anticipated.


5th edition? @ 2007/12/31 19:06:01


Post by: tanker


I think the quote was from Napoleon who said, "Don't attribute to malice what can be explained by incompetence." but I'm not certain.

Of course even that is a bit harsh for GW. The truth is certainly somewhere in the middle. There is no doubt sales has an impact on some rules on occasion and that there is also some simple incompetence in rules writing/editing. But the larger issue is simply one of complexity. Over time as groups of folks, who are probably already over worked, try to accommodate issues ranging from the veteran tournament player to the green newbie things are going to go awry. Combine this with the fact that nothing ever gets done in one shot -- You always have a mix of new rules and old Codices or new Codices and old rules all thrown in with things like new armies and new 'special' projects like CoD. Then, just for fun, throw all of that into a large corporate environment.

We hear here all the time how stupid some rule is and it could be simply fixed by doing X. Maybe so but whenever I hear that I always wonder if that proposal would really pass muster if applied to all combinations of armies, codices, and variations in current play by both the hardcore and the casual gamer. I suspect the reality is that the problem is harder than it seems.

Then of course you have to add in the various goals of each project. If GW wants to streamline things you are simply going to get a different result than if they want to make a great set of veteran rules. I'm sure even these decisions are done in the environment of trying to please, or at least not completely alienate, a particular group of gamers and thus forcing less than perfect compromises. I'm sure GW watches the results of the various tournaments very closely, but how do you fix something that a bunch of hardcore folks, who are trying to squeeze every last point out, abuse without perhaps ruining what is working perfectly well for the casual player? I'd like to see two, or even three, sets of rules but would that then fragment the player pool, which of course is one of the biggest advantages to 40K over other rules?

While we grumble a lot about GW they do not have the easiest of tasks. Anyone who spends five minutes here can see that first hand. Someone will post something and in one thread you will get ten different opinions.

The one true point of consensus is that we all want 40K to be better. Now if only we could all agree on what 'better' actually is.


5th edition? @ 2008/01/01 08:01:24


Post by: Logic


Toreador wrote:I also believe a lot of the rules slips are caused by the typical corporate communication issues along with just generally not realizing what something does.

I would imagine they catch a lot of things, but really when you get down to it, releasing something into the wild with thousands of users will tend to show up things you never even thought of in testing. It's a problem with both design and playtesting groups. They get hung up on certain things, or ways of thought, which ends up to be quite unlike how we play out here. A lot probably gets lost in the shuffle and rush to market. Great ideas get lost in the shuffle as it takes too much testing and discussion to get it working correctly, and even at times I wonder if they are even using some of the base rules we do. Do they fix and FAQ things around the office without realizing we don't play that way out here?

I have seen few games with perfect rules. Even Star Fleet Battles with it's great tomes of Lawyer like books had problems. The problem is that they aren't reactionary enough with FAQ's or fixes once issues and problems are found. If they could even do that a little, I think it would change a lot of how we feel. 2-4 years is way too long to wait for something to be fixed.


I think you're being too kind to them. I do agree that there is always room for error especially with complex game systems. But this isn't just a one time thing. You have to step back and look at the bigger picture.

Games Workshop has LOTS of experience. They have been doing this for over 20 years. They have produced many game systems. They've produced many editions and remakes of many codices and rule books. I have been playing 40k for about 13 years and it's always the same story. "Maybe next edition will have fewer rule’s conflicts".... It doesn't happen. If GW was concerned with rule's quality you would see noticeable improvement when a codex or rule book was updated. It’s not as if they have to reinvent everything. They just have to iron out some mistake and do a good evaluation of the wording. (Again, it never happens). Then having the right people to go through your written material and make sure the grammar and meaning of everything is clearly constructed in a concise manner. This might require hiring new people and looking to outside sources, especially for a global company. The same terminology might mean something different in the U.K. than in the U.S. For instance GW likes to use the word “may”... but its meaning is often incorrect. For example: read the wording on Command Squads in the Space Marine codex, there is no reason you can’t take the Command Squad as it’s own unit without an independent character. Yet you can’t. It’s simply worded very poorly.

GW is a big company and they realize that creating figurines is their core competency. As someone mentioned, in the U.K. there is a large demographic that just collects and paints the models. They also realize that their main sales come from new customers. So they need models that look nice. I would speculate that rules aren’t a big factor in sales. And if you want to play, then you have to use their rules. GW dominates the market and you have no other options for tabletop strategy games in many areas.

I don’t think anything will change unless they have a fundamental shift in their business strategy. They need to view the game system as an important part of the business. I don’t think it’s likely to happen until another company can compete with them on the same international scale.


5th edition? @ 2008/01/01 08:53:03


Post by: Hellfury


While many people dont play the game and just paint models, the main core of sales has to come from people who do infact play the game.

The reason being is that you need a pretty good amount of models in order to play a typical game.

With that in mind, it behooves GW to write better rules to compete with other companies who are running circles around GW in the rule writing area. Companies who are pretty new to the scene, yet get it very close to right the first time they try.

I don't think they need to wait until another company can compete with them on an international scale to write better rules, because there are enough games that are eating away from their seeming monopoly, piece-meal. Its happening already.

But what you say about GW is historically true. People are tired of the excuses and are tired of waiting.

Indeed, you cannot attribute to malice what can be explained by stupidity, in GW's case.


5th edition? @ 2008/01/01 21:01:49


Post by: Toreador


You don't have to always put out perfect rules. Not many do. But one thing GW used to do, and most other companies do, is fix these things in a timely manner. GW has gotten into tis frame of mind that they only fix things with new books or editions. In doing this, all they do is hurt themselves and everyone that has to wait years for it to change. This causes people to get tired of waiting for fixes, and wander away. They sit and paint the models, but are loathe to actually field them and go through the pain of a game. It's like most of the Witch Hunter stuff. Some great minis, and awesome fluff, that just doesn't work at all in the game, but we have to wait for those units to make the grade (maybe) in some future codex. Kind of pointless really.


5th edition? @ 2008/01/01 21:21:16


Post by: adamsouza


Going back about 10 years now, DemonBlade games put out SHOCKFORCE. A good tabletop skirmish game with excellent rules for creating your own forces and troops.

In the local scene, we probably had 10--20 players playing with SHOCKFORCE rules but fielding armies made up entirely of 40K models.

Demonblade had a free fan mag and the most popular submissions to the fan mag were 40K Army rules conversions.


5th edition? @ 2008/01/01 22:32:19


Post by: Schepp himself


adamsouza wrote:Going back about 10 years now, DemonBlade games put out SHOCKFORCE. A good tabletop skirmish game with excellent rules for creating your own forces and troops.

In the local scene, we probably had 10--20 players playing with SHOCKFORCE rules but fielding armies made up entirely of 40K models.

Demonblade had a free fan mag and the most popular submissions to the fan mag were 40K Army rules conversions.


Any chance for a link?

Is there any proof that powerful armies tend to be played that much more? I mean sure, on the Dakka boards it can look like it does, but considering a global viewpoint? I guess Dark Angels and Black Templars won't sell as good as Tyranids or Eldar, not because the have a weaker army list but because they have a very limited backround and gameplay options.

Imo, the Tyranid Codex could be better balanced (medium critters and melee troops for example) but the Space Marine, Tau and the Eldar codex give the players a lot of different possibilities to play the armies and the Ork codex seems to be a similar matter.

They are far away from perfect, but the there are army list besides the no brainer ones that are quasi competitive which is a godsend for the casual gamer like me.

Just a thought.

Greets
Schepp himself


5th edition? @ 2008/01/02 00:32:18


Post by: Toreador


Just from experience of the shops around here, and what I see people playing, in a somewhat competitive environment people will gravitate to the armies they see as performers. You will have the few here and there that will play other lists because they love the fluff or models, but generally anything seen as less competitive shows up a lot less.

Take orks for example. We had maybe one or two die hard guys show up with ork armies, but that was it. Almost everything else was Eldar, Marines, or the different good Chaos lists. No one played Tyranids until the Godzilla lists started showing up as good.

It would be interesting to see if sales data reflected that, or if it is just what people showed up to game with. (don't bring a knife to a gunfight etc..)


5th edition? @ 2008/01/02 02:04:06


Post by: adamsouza


Any chance for a link?


DemonBlade Games went belly up after problems with distribution and a lengthy lawsuit with GW, over their Org line.

The Founder did start up another gaming company later on Dark Tortoise Productions
http://www.darktortoise.com/

They took the core rules of SHOCKFORCE and dubbed them WAR ENGINE and had plans to turn out fantasy and WWII settings for the game.

To be honest, if you owned the SHOCKFORCE rulebook it didn't really take any tweaks to use it other settings, so I don't think it really ever went anywhere.

They still sell some stuff on Ebay.

Great game if you can get your hands on it.

Core Rules for the current verision of War Engine are available here:
http://warengine.darktortoise.com/index.php?title=Core_Rules_v2.1


5th edition? @ 2008/01/02 03:39:56


Post by: Phryxis


I believe that power gamers / tournament players make up a very substantial part of GW's commentary, but a largely insignificant portion of GW's actual sales.


I think you're conflating percentage of customer base and percentage of sales.

I'd agree that a very small percentage of players actually go to GTs. Possibly 5% is an accurate figure, but I think it's probably higher. Regardless, those players almost certainly have more than one army, probably more like three, four, etc. So, while maybe only 5% of GW's customers play at GTs, much more, maybe 20-30% of their sales, are going to such players.

Also, while "going to a GT" is certainly a good measure of how serious somebody is, how carefully they powergame their lists, it's also not the only way to find that. I take game balance very seriously, I want to play games to win, and play against people trying to win. I enjoy competition, and the fun of stuff like Armageddon is largely lost on me. I want tight, consistent, balanced rules, not just "fun" rules. I also have a kid, and a job, and can't/won't spend a weekend driving somewhere far away to play in a tournament.

I'm not sure what to think about the whole "they overpower on purpose" conspiracy theory. I don't think they really do this, just as a gut feeling. That said, there is a huge benefit to predictability in business. The best business you could have would be to sell one product, to know exactly how many units were needed, etc. etc. etc. The more different products you have to manage, the harder it is. The more your demand fluctuates, the harder it is.

GW can only benefit from having easy metrics to predict what will sell well and what won't. It's one thing when it's just a matter of taste. Then they have to guess if people will think an Ork on a bike is cooler, or an Ork with a big gun on his shoulder is cooler. But when it comes to rules, when one is clearly stronger, they know that's where people will spend the most.


5th edition? @ 2008/01/02 04:20:49


Post by: sebster


There are certainly people out there that collect and paint GW models with no interest in the games, just as there are no doubt people out there that play GW games with little or no interest in painting or collecting… just buying the models that allow them to play. But miniature gaming is for most gamers a combination of the two things, painting up cool miniatures and sticking them on the board and letting them run riot. It requires good models and good rules.

The trick is that for the most part the rules work well enough. They’re not great by any means, there are plenty of confusing situations even when both players are being reasonable, there’s plenty of elements that are too one-dimensional and others full of unnecessary complication. But for the most part, for the casual gamer the rules work well enough in producing a fun game.

That falls down when the game is used in highly competitive tournament play. It appears that GW tests its rules mostly in the context of largely social, non-competitive games. This results in codices that generally* contain units that have reasonable points costs if players are content to build reasonably balanced armies. However, much of their customer base, especially the most vocal elements of the on-line community, is into much more competitive play, and find it reasonably simple to exploit the codices by focusing their armies on cerain units and unit combinations. For example, Carnifex are reasonably costed and taking one or two won’t increase your chance of winning considerably, but if you take five or six carnifex in addition to two hive tyrants you have a list that’s very, very hard to beat.

GW are interested in balancing their rules at the most competitive level, but don’t seem to have the procedures and methods in place to bring rules out that are reasonably balanced for that style of play. As a result GW seems to be forever playing catch up, noticing what's dominating tournaments and what's absent, and changing unit rules to correct those problems.

But this is a reactive method of fixing the rules, driving the car by looking through the rear view mirror, as it were. As a result there's problem with time lapse, over-reaction and unforeseen conseqeunces, resulting in a games system that isn’t ever going to work all that well as a competitive game. The only solutions seems to be to give up on competitive play, find a way to enjoy the current form of compeititive play or hold on, hoping the next rules release will make competitive play work with a range of armies and tactics (very, very unlikely).

I’ve personally opted for the first option, and only play against people who choose tactically interesting armies over all powerful ones, and enjoy most of the games I play. I know other people who’ve learned to enjoy the competitive scene despite its vagaries, so that strategy seems to work well enough. It’s the last option, hoping the next codex, next FAQ or rumoured 5th edition will make things balanced, that seems destined to disappoint.


*But there’s also units like the new Possessed, which are barely usable in the most social of games. There are certainly units and rules out there that are beyond ‘works alright in social game, doesn’t work at all in competitive games’, and are just plain bad rules.


5th edition? @ 2008/01/02 04:29:33


Post by: JohnHwangDD


Toreador wrote:You don't have to always put out perfect rules. Not many do. But one thing GW used to do, and most other companies do, is fix these things in a timely manner. GW has gotten into tis frame of mind that they only fix things with new books or editions.

I remember trying to keep up with monthly rules changes in White Dwarf - before I moved the rules updates to photocopies, I was bringing more rules than models. For the casual gamer, I imagine it was an utter nightmare, because none of the rules for Vehicles or Assault actually matched what was in the book.

Toreador wrote:It would be interesting to see if sales data reflected that, or if it is just what people showed up to game with.

It probably isn't. GW sales data will show that Space Marines are, far and away, their biggest-selling army.

Phryxis wrote:I think you're conflating percentage of customer base and percentage of sales.

And I think you're vastly overestimating the sales importance of tournament players.

I'd agree that a very small percentage of players actually go to GTs. Possibly 5% is an accurate figure, but I think it's probably higher.

Not even close.

Regardless, those players almost certainly have more than one army, probably more like three, four, etc. So, while maybe only 5% of GW's customers play at GTs, much more, maybe 20-30% of their sales, are going to such players.

Let's go back to my example. At the peak, GW had a total of 700 (say 800) GT slots for the entire US.

At that time, GW had 55 US stores, for a minimum staff level of 110 people. Going back to the minimum $100k revenue per employee, that's $11,000,000 annually. But really, those guys with multiple armies tend to be longer-term players, who've amassed their armies over multiple years. Pretending that each of those 800 people had 4 armies for an annual spend of $1000, that's only $800,000. That still leaves over $10M to be spent by casual gamers, at $400 each (note that I didn't reduce for the average). That brings the casual gamer pool to 25,000 people. Doubling for non-GW stores, takes the player base to at least 50,000 people spending an average of $400 per year on GW product.

So out of player base of at least 50,000 people less than 1000 went to a US GT. That means the upper bound on GT attendance is 2%, well short of 5%.

If you tweak the assumptions even more, to account for secondary markets and such, I think an accurate number is something more like 1%.

But when it comes to rules, when one is clearly stronger, they know that's where people will spend the most.

That is totally untrue. There are quite a number of casual players who care a lot more about how their armies look than how they play. You just don't ever see them at the tournaments, and they don't banter this kind of stuff on the boards.


5th edition? @ 2008/01/02 08:02:28


Post by: Phryxis


I remember trying to keep up with monthly rules changes in White Dwarf - before I moved the rules updates to photocopies, I was bringing more rules than models.


No question that FAQs require a delicate balance. However, I think the voice of caution against too much FAQing, while valid, is by far drowned out by clamor for timely FAQing. The pendulum needs to swing back towards responsiveness.

Also, there's a difference between FAQing and errata and addendums. In theory, a FAQ is clearing up ambiguity, not actually changing any of the rules, or fixing "problems" in the rules. If you clear up ambiguity, you're going from a lack of clarity to clarity. That's never a problem. If you're changing things, then you have "versioning" issues, and that can be a problem.

Going back to the minimum $100k revenue per employee, that's $11,000,000 annually.


The problem with your speculation here is that the figures are already out there.

http://investor.games-workshop.com/latest_results/Results2007/full_year/finnotes_1.aspx

The actual US revenue in USD is about $49 million. For what it's worth.

Let's go back to my example. At the peak, GW had a total of 700 (say 800) GT slots for the entire US.


Just so we're clear, the $49 million figure above is for all GW sales, which is 40K, Fantasy and LotR. That means we have to factor in all the players who are going to GTs for those games. Cursory check shows that in 2007, 292 people played Baltimore, 208 Chicago, and 298 in Las Vegas. The total there is 798. Is 2007 the peak? It looks like a ton more people played in 2003, but there's no count in the results, so I won't bother to see how many, exactly. Suffice it to say that 1000 per year seems very reasonable, especially when you factor in the judges and other people involved who are not in the results, but are all "GT players" when it comes to interest in clean rules.

So out of player base of at least 50,000 people less than 1000 went to a US GT. That means the upper bound on GT attendance is 2%, well short of 5%.


One obvious criticism of your logic here is that you don't have to play a GT every year to be a "GT player." You just have to have gone to a GT at some point. If you assume about 1000 players are going to a GT every year, and 500 of them are new, then over the last 10 years, we've had about 5000 people attend GTs. If they're spending $1000 a year each, that's $5,000,000, or 10% of the $49,000,000 GW reports earning in the US in 2007.

Upon reviewing the financial figures, I have to admit I was being foolish to suggest that actual GT attendees can account for such a large percentage of GW's sales (20-30%), but if the 10% figure is accurate, then I am off by 2-3 times, while your 1% is off by 10 times. Again, for what it's worth.

The reason this all matters, is because of the reason "GT players" were originally brought up. That's players we know have interest in serious competition, and thus would care for rules suited to that play style. Whether a player attended a GT in 2003 or 2007, one has to assume they still value tournament worthy rules, still play local tournaments at the very least. I'm not trying to screw with you here, and figure out how to cook the books to show that "GT players" are a bigger factor then they are, I simply have thought from the start that "GT players" refers to all people who have ever played in GT events (or judged them, which we're not even factoring in), because that's what best answers the questions we're asking.

That is totally untrue. There are quite a number of casual players who care a lot more about how their armies look than how they play.


It is true, but you're missing my point. I'm not saying that nobody will ever choose based on looks or fluff. What I'm saying is that many will choose based on the rules, and the rules are much easier to quantify than people's asthetic perceptions. It's easier to predict what people will buy based on in game power than it is to predict what people will buy based on their subjective likes.


5th edition? @ 2008/01/02 09:12:53


Post by: JohnHwangDD


Phryxis wrote:Also, there's a difference between FAQing and errata and addendums. In theory, a FAQ is clearing up ambiguity, not actually changing any of the rules, or fixing "problems" in the rules. If you clear up ambiguity, you're going from a lack of clarity to clarity. That's never a problem. If you're changing things, then you have "versioning" issues, and that can be a problem.

GW doesn't do a good job of FAQs, so I'm happier that they don't create rules "by accident".

The actual US revenue in USD is about $49 million. For what it's worth.

Note that my number was a direct sales calculation, whereas GW's revenue was indirect. But what this shows is that GW has even more spend than my (deliberately) conservative estimate.

Just so we're clear, the $49 million figure above is for all GW sales, which is 40K, Fantasy and LotR.

Yes.

One obvious criticism of your logic here is that you don't have to play a GT every year to be a "GT player." You just have to have gone to a GT at some point. If you assume about 1000 players are going to a GT every year, and 500 of them are new, then over the last 10 years, we've had about 5000 people attend GTs. If they're spending $1000 a year each, that's $5,000,000, or 10% of the $49,000,000 GW reports earning in the US in 2007.

Of course, you're assuming that people never leave the game, either, nor that they adjust spending habits over time. If we presume 4 armies over 10 years, then that's less than 1 army every couple years. This means the annual spend might be closer to $150 to $250 instead of $1000.

The reason this all matters, is because of the reason "GT players" were originally brought up. That's players we know have interest in serious competition, and thus would care for rules suited to that play style.

Regardless of how they count out, even using your wildly optimistic numbers, you only had 10% of the players being hardcore. That means that 90% of the players don't care so much. So it is better GW realigns to cater to the huge number of non-tournament players.

What I'm saying is that many will choose based on the rules,

Right. And what I'm saying many, many more won't.

____

edit: formatting cleanup


5th edition? @ 2008/01/02 11:40:02


Post by: Therion


So it is better GW realigns to cater to the huge number of non-tournament players.

I don't know if it is because you're not a tournament player or why, but you seem to have a huge misunderstanding about the needs of the so called GT players.

They want a balanced game system and balanced army books. What they want is a clear set of rules, and what they don't want is a situation where good players are measured by how many dirty tricks they know or how many poorly written rules they can abuse. They want to be able to choose from any of GW's armies and play a tournament with it, without getting the feeling that the dice are stacked against them from the get go and that they lost the tournament the moment they picked up a wrong boxed set of models from their local shop.

...and you say it's better that GW re-aligns to cater to the supposedly huge number of players who don't want any of the above. You're saying it wouldn't be beneficial for the hobby as a whole for the above to happen? Explain?

As an example of the opposite, I'd like you to explain to me then why unbelievably succesful computer game companies like Blizzard Entertainment go to incredible lengths to balance their games and make them as razor-edge competitive as possible? Afterall, their games are played by more than 50 million people around the world, and less than 0.5% of them ever take part in any kind of serious or half-serious online or LAN-based tournaments. The casuals aren't the ones complaining.


5th edition? @ 2008/01/02 13:10:07


Post by: grizgrin


I recently read in WD a Standard Bearer article with JJ proclaiming something to the effect of 40k etc... being a craft hobby, that it's all about the painting and copnverting of the models, that the game is merely second-order. I guess that kinda HAS to be true for them, simply b/c that's where the profits are.

My point is, really, a semi-rhetorical question for y'all; strictly b/c I am interested in the different opinions. And if one is looking for opinions on 40k, one need look no furhter than dakkadakka.

How DID GW get to be the "world-leader" in table top miniatures gaming? With so much bad blood out their amongst their "fan base" (caused by Poor Planning or Evil Scheming or whatever you happen to think), how DID they come to dominate market share? Was it really by selling models to people who want to convert them and paint them, with everyone else being a second-order share of market?


5th edition? @ 2008/01/02 13:22:44


Post by: Voodoo Boyz


There are some new 5th Ed Rumors courtesy of Warseer: http://warseer.com/forums/showthread.php?p=2223572#post2223572

Originally Posted by Brimstone on Warseer:

5th Edition Rumour roundup

‘5th’ edition 40K is due for release in 2008 although we have conflicting reports about the release date, it’s going to be either summer or more probably autumn (GDUK 08).

There will be a new rulebook and new starter set which will be Orks vs marines, it will include both troops and vehicles (a marine dreadnought is likely and possibly others). The 3up grot seen at UKGD ’07 is also for the starter box.

Rumoured rules amendments

1. the addition of a ‘run’ option (similar to fleet but with a trade off to keep fleet special).
2. Improvements to the cover save rules.
3. Rending toned down (auto wound if you roll a 6 to wound & reduction in effectiveness against vehicles).
4. Template(Blast) weapons rules streamlined.
5. Sniper weapons rules amended (rending probable)
6. Close combat rules amended with a combat resolution phase similar to fantasy
7. Single vehicle damage table.
8. Vehicles without a WS always get hit in the rear armour.
9. Vehicles able to ram
10. Other vehicle amendments
11. Mission rules changed in a similar manner to Apocalypse (no more Alpha, Gamma or Omega).
12. Only non vehicle non swarm troop choices are scoring units.
13. Vehicles types are adjusted (the rumoured skimmer nerf)

Overall the ruleset hasn’t changed dramatically but areas have been clarified, streamlined and in some cases brought closer to 2nd edition.

I’ll add to the list as we hear more. Don’t forget these are rumours and should not be treated as the truth.



Numbers 12 and 13 are almost the biggest ones, and looks like it's going to change the game significantly. Those are potentially huge nerfs to Eldar and Nidzilla right there.

Meanwhile the Orks are absolutely loving these ideas.


5th edition? @ 2008/01/02 14:01:50


Post by: skyth


Looks like vehicles will be seldom seen in competitive table-top play.

Having only Troops choices be scoring will be interesting, and only if they're not vehicles or swarms.

Looks like Swarm nids backed by Warriors will be the list to beat, as with the run ability, leaping warriors will actually be viable.

Ork swarms will be hard-as-nails also.

Troop-heavy drop pod marines will be the 3rd contender, and Dark Angels actually look like they'll be pretty competetive.

In other words, looks like the whiners who insist that playing troop-heavy armies are the only 'correct' way to play win out again. Blah.


5th edition? @ 2008/01/02 14:26:42


Post by: Deadshane1


I'm not sure how much better this makes Dark Angels.

They might have a touch more viability...might. Unfortunatly, most of the DA selections are so steeply priced if they are 'complete' that you still wont see that many scoring units.

A "Full" Ravenwing squad, assuming you bring the 200 pt Ravenwing commander, is around 400 pts if you add goodies like Melta's, Powerfist, or whatever. Even though you can combat squad it into 4 total units for the one selection, its still only 7 bikers and a Speeder (non-scoring if the rumour is correct despite being troops). Not that hard to kill off three scoring units if they only consist of 7 bikers...TOTAL.

Tacticals are likewise steep in price when complete. They wind up weighing in around 220-260 and up for a full squad of 10 with transport and full compement of goodies to make them effective.

Its not like we'll be seeing 12 scoring units in a trooper based DA army at 1750-1850 pts, or 12+ in a Ravenwing list. The points are too cost prohibitive.

When the list is built, nothing changes......

...it'll still be the Dark Angel Codex.

(not that I hate the DA's, I have been collecting them since the codex came out, its a tough codex to play. Full of character, yes, but very hard.)


5th edition? @ 2008/01/02 14:35:51


Post by: skyth


If only Troops choices can score, DA has it alot better.

The combat squad rule means they can have a squad moving up while they have the lascannon in the back blasting away.

Or they can have termies sit on an objective and dare someone to move them.

The standard 6 man las/plas squad that everyone loves in the C:SM can kill things at a distance, but cannot claim objectives if it wants to kill something.

Had another thought on Nids -

If Escalation goes away and MC's get the Run ability, you might see more CC fexes too.


5th edition? @ 2008/01/02 14:54:14


Post by: Deadshane1


skyth wrote:If only Troops choices can score, DA has it alot better.

The combat squad rule means they can have a squad moving up while they have the lascannon in the back blasting away.


All the combat squad rule means is that a single Tac Squad can split into two five man teams....THATS ALL. I've got several armies that have squads that can advance while other squads lend fire to support an advance. Combat squadding doenst do anything to enhance that.

skyth wrote:
Or they can have termies sit on an objective and dare someone to move them.
I like terminators well enough, but plop them down on an objective all alone and an opponent will be all too happy to kill them for you. Its not that hard to do. Terminators work best on the attack when return fire or counterattacking is minimised.

skyth wrote:
The standard 6 man las/plas squad that everyone loves in the C:SM can kill things at a distance, but cannot claim objectives if it wants to kill something.


The standard 6 man las/plas doesnt cost over 200 pts either, the DA tactical squad frequently does.

Trust me, DA may benefit from the new ruleset a bit, but its not like all of a sudden they're going to be serious contenders for 'Top Teir' lists.


5th edition? @ 2008/01/02 15:21:09


Post by: Logic


grizgrin wrote:I recently read in WD a Standard Bearer article with JJ proclaiming something to the effect of 40k etc... being a craft hobby, that it's all about the painting and copnverting of the models, that the game is merely second-order. I guess that kinda HAS to be true for them, simply b/c that's where the profits are.

My point is, really, a semi-rhetorical question for y'all; strictly b/c I am interested in the different opinions. And if one is looking for opinions on 40k, one need look no furhter than dakkadakka.

How DID GW get to be the "world-leader" in table top miniatures gaming? With so much bad blood out their amongst their "fan base" (caused by Poor Planning or Evil Scheming or whatever you happen to think), how DID they come to dominate market share? Was it really by selling models to people who want to convert them and paint them, with everyone else being a second-order share of market?


Part of the reason they are number one is because they slam so many upstarts with law suits. Games Workshop is HUGE on protecting its intellectual property. They have single-handedly shut down numerous companies that produce models or background even remotely similar to theirs. They even sued Blizzard Entertainment after they produced Starcraft (and GW won).

Games Workshop was one of the first in the market and they now have the financial and production resources efficiently mass-produce their product better than other companies (this is known as “economies-of-scale”). They also have good marketing in terms of White Dwarf, online presence, word-of-mouth, etc. They engage in business-to-business deals with independent retailers and offer them package deals. But they are very shrewd with the independent retailers and have been know to bully them around in their dealings (from the people I’ve spoken to).

In the end it’s a matter of them being in the right place at the right time. They are now a business that dominates their market and they react much like a public company does in that situation. It becomes a phenomenon where they perpetuate their dominance by pushing out other companies and bullying other rivals.

~Logic


5th edition? @ 2008/01/02 15:22:10


Post by: spaceman spiff


skyth wrote:Looks like vehicles will be seldom seen in competitive table-top play.


One of the rumors that has yet to play itself out is whether or not vehicles will be able to shoot at different targets in the same shooting phase. If this rumor is indeed true, there still might be a place for a shooting platform based vehicle.

Whatever the case may be, I think it still very early to clearly rule out or in various unit types.


5th edition? @ 2008/01/02 15:23:47


Post by: Wehrkind


At the risk of enciting madness, I think, JHDD, that you underestimate how much "serious" players put into armies. There are probably GT or other competitive players who buy models, spray paint them black and brush on 2 more colors just for the weekend. I suspect though, that even if they only get an "army" every few years, they probably have a mess of minis they bought for bitz and conversions, random side projects, units that didn't work out, etc. I say that based on my own experience, where I have a Witch Hunters army, but lots of minis and units for it that never really see use, but I got for odd games, bigger or smaller engagements, etc. I would imagine that to be a competitive player one would have to buy more than just what is on a list they downloaded. I could well be wrong though.
Really, I think the best example to compare this to though, is Magic: The Gathering. That game has a multitude of casual players and a strong tournament scene that drives rules etc. Wizards really focuses on the tournament players in terms of rules clarity and power balance, but casual players benefit tremendously from the super competitive players in terms of rules clarity and the like. (Both get the fun types of cards and fluff they want.) No one likes to play with rules that get in the way of playing. Balance is one thing, and can be a hard target to hit. I can understand if they really didn't foresee carnifexes being over the top when you have 6. Basic rules, on the other hand, should be tight, and there really isn't a lot of reason why they can't be.

New Rules: I like the look of all of them. Except 12. I just don't like the logic of 6 marines being able to hold an objective or not based on what slot theycome from. Particularly since this would seem to really hurt armies that have rather sub-par troop choices, such as Tau. If a game against Tau can be won by merely making =<6 units of fire warriors or kroot run off the board, one can probably expect them to be absent from competitive play, or really any play where "winning" is more than a tertiary concern for those involved.


5th edition? @ 2008/01/02 15:27:30


Post by: Frazzled


Except for Spiff's comment, I'm, not seeing anything that makes treaded vehicles more viable.


5th edition? @ 2008/01/02 15:33:59


Post by: Voodoo Boyz


If those rumors pan out, Tau are going to take it in the face, hard.

The nerfs to Eldar and Nidzilla though, they make me laugh just thinking about it.

Sucks for those players though, since GW just went and said "Thanks for buying and building the effective models for your army, now please don't whine when we make them suck in a new edition".

Hopefully things will change for the better, but as an SM player, there is no reason to take vehicles except landspeeders as it is now anyway, at least competitively. With the new rules, now everyone will be doing infantry hordes, which will make the game get a bit silly.

The new Orks with a "run" move and the like will just become the dumbest army ever, as horde Sluggas become insanely powerful and will run themselves and dominate at the same time.


5th edition? @ 2008/01/02 15:35:31


Post by: Toreador


I curious if it is more non-vehicle, non-swarm infantry choices, or something like that.

As anyone knows, it takes legs on the ground to hold it.


5th edition? @ 2008/01/02 15:39:51


Post by: Voodoo Boyz


Toreador wrote:I curious if it is more non-vehicle, non-swarm infantry choices, or something like that.

As anyone knows, it takes legs on the ground to hold it.


Making it so only "Infantry" can hold things just screws over Eldar and any other army that can take Bikes or Jump Infantry as Troops.

And it makes armies like Tau and Eldar even worse off in objective missions. Amazing how a such a rule could just completely turn things around 180 degrees from how they work now?


5th edition? @ 2008/01/02 15:50:54


Post by: JohnHwangDD


Therion wrote:you seem to have a huge misunderstanding about the needs of the so called GT players.

...and you say it's better that GW re-aligns to cater to the supposedly huge number of players who don't want any of the above.

Oh, I understand very clearly what the tournament players want. I'm just saying that this isn't a high priority to many casual players. If they don't play tournament style games, then they aren't locked into even points for VPs without objectives. They can play "narrative" games, in which the point is more about the story, than the resulting number of VPs.

There is no "supposedly", because it is abundantly clear that there are vastly more casual players than tournament players. They just don't bother with Dakka, so you don't see them - this stuff simply isn't important to them.

For the past few years, GW tried to make fancy armies and promote tournament gaming. This was a mistake, as they probably ended up alienating a number of casual players who are their real bread & butter. That is why their efforts are moving away from tournaments towards things like Apocalypse.

And even presuming that perfect army balance is attainable (which it likely isn't), I'm not sure that many tournament players would be happy with it, because it means that they would go from completely dominating opponents with a broken list down to losing half of their games with an average list.

Also, your Blizzard example is a little different from 40k. When I play Starcraft, I don't spend actual money on buying a fleet of Mutalisk models that I need to build and paint. I'm free to switch to whatever army or models give me the best results at the start of each game. It'd be as if, for 40k, you could wait until the start of the GT, but still have have whatever army, in whatever configuration you desired. And if you didn't like how it were going in Game 1, you could change the army while you are playing the game. Computer games are relatively easy to fix from a balance standpoint, as they can be changed with new balance with each patch. And having played a lot of Warcraft / Starcraft, I can tell you that the initial versions don't have perfect balance, either. Tabletop games are much harder to balance, as you're needing hardcopy rulesets, rather than letting the computer do all of the rules arbitration.

grizgrin wrote:How DID GW get to be the "world-leader" in table top miniatures gaming? With so much bad blood out their amongst their "fan base" (caused by Poor Planning or Evil Scheming or whatever you happen to think), how DID they come to dominate market share? Was it really by selling models to people who want to convert them and paint them, with everyone else being a second-order share of market?

Well, it sure wasn't by rules development, that's for sure. Historically, GW has had better background and clearly-superior minis sculpts (Jes), with truly mediocre rules (at best). The bad blood didn't build up until they started changing tactics to running the indies that grew things out of the business.

skyth wrote:Having only Troops choices be scoring will be interesting, and only if they're not vehicles or swarms.

It's the closest match to reality.

Wehrkind wrote:you underestimate how much "serious" players put into armies. I would imagine that to be a competitive player one would have to buy more than just what is on a list they downloaded. I could well be wrong though.

I would agree there's a spectrum. My note on the GT players is because GTs have a minimum army size (casuals play as little as 500 or 750 pts), along with minimum standards for construction & appearance (fully-built, 3 colors - casuals may be partially-built, unpainted), and NO proxies. In other words, if you're a casual gamer who never plays more than 1000 pts at a time, and has laxity in rules / proxies, how much do you really need to spend? Does 2500 pts per side begin to look like every model you and your buddies own? Probably.

Really, I think the best example to compare this to though, is Magic: The Gathering.

Oh no. Wizards is a professional organization whose mission is to produce rules first, then pretty pictures, then little blurbs of background. GW is a miniatures company that writes decent stories with marginal rules support. Note that even Wizards isn't perfect - recall Mirrodin?

I just don't like the logic of 6 marines being able to hold an objective or not based on what slot theycome from. Particularly since this would seem to really hurt armies that have rather sub-par troop choices, such as Tau. If a game against Tau can be won by merely making =<6 units of fire warriors or kroot run off the board, one can probably expect them to be absent from competitive play, or really any play where "winning" is more than a tertiary concern for those involved.

I'm actually OK with this, as it finally gives Troops a strategic purpose. Right now, Troops only exist to fill out the FOC minimum and add some meat shields. Otherwise, they're not needed. But when Troops are the only Scoring Units, that changes things dramatically, and the 10 men per Heavy with cheaper Transports makes a lot more sense.

I think Tau would be OK. Fire Warriors would be fine - they just wouldn't be sitting around in the open, on foot at the start of the game. And their agile Devilfish Transports would be great to get them to where they need to be as the game winds down.

Really, this makes the game much more dynamic. Now, if you even want a chance to compete in a table quarters game, you need 4+ Troops. If it's 3 objectives per side, that's 6 Troops. And finally, the rest of the army operates in support of the Troops. When you think about it, it's going to be a good change.


5th edition? @ 2008/01/02 16:55:19


Post by: mauleed


Only troops counting as scoring units certainly changes the entire dynamic of the game. I envision alot of ties if the missions don't stick to primarly VP based (even with objectives).

It gives a giant bonus to armies with fast troops. Eldar jetbikes are already good, but now they'll be a definite no brainer choice.


5th edition? @ 2008/01/02 17:31:01


Post by: skyth


JohnHwangDD wrote:
skyth wrote:Having only Troops choices be scoring will be interesting, and only if they're not vehicles or swarms.

It's the closest match to reality.


Not if it's restricted to Troops choices. Special forces can and indeed DO hold objectives. However, they would be an 'elite' unit rather than a 'Troops' unit.

Dark Angels will still lose to Troop-heavy C:Sm drop pod armies I think, but the new rules do give them quite a boost.


5th edition? @ 2008/01/02 17:55:21


Post by: Asmodai


Wow. That's crazy. Space Marine Scouts score, but Dark Angels Scouts don't.

Dark Angels Terminators don't score unless you take Belial. What happens if Belial dies midway through the game? Do the Terminators stop counting as scoring units?

Assault Marines only score for Blood Angels (who, presumably, have a long history of using them to hold ground)?

I have a hard time believing this as written. It doesn't fit with the recent trend in 4th edition Codexes.


5th edition? @ 2008/01/02 17:58:37


Post by: Voodoo Boyz


I think the idea is to force armies to use their Troops rather than seeing everyone and their mother taking the 2 units and then making an army out of the rest of the FOC.

It doesn't quite make sense, but this is GW and 40k, when does ANYTHING ever make sense?


5th edition? @ 2008/01/02 18:13:05


Post by: dietrich


Oh, c'mon, Voodoo, the game makes perfect sense. I mean, if I shoot a lascannon at you, and hit (and it's as difficult to hit you at 200 yards as it is to hit a barn 5 feet away), it's quite obvious that there's a 1 in 6 chance you only get a minor flesh wound. Even better odds if you're behind a shrubbery, since that deflects laser shots that can bore through an inch of steel plate.

Sorry, couldn't resist the sarcasm.

I question whether only troops are scoring, or if it's all infantry, or all infantry, bikes, and jump troops, etc. So, if I take Wazdakka (I know that spelled that wrong), I can take one bike unit as scoring, but the others aren't?

If they want people to take more troop choices, they need to change the FOC to require more in larger game sizes.


5th edition? @ 2008/01/02 18:15:08


Post by: stonefox


It's a good thing I still have some firewarrior+devilfish models, but I do hope when they mean "troops" they mean infantry since I still want my funky crisis suits to be around.


5th edition? @ 2008/01/02 18:20:11


Post by: Schepp himself


Does anyone knows how the rule will be written in 5th edition?

It's a rumor with a ambiguous wording, so what are you people expecting.

If only infantry can hold objectives, the better I say! Last turn objective grabbing is neither cool nor realistic.
But elite, HQ and Heavy infantry choices should also be able to do that. Fast attack would be arguable.

Like the changes posted by Vodoo (thanks!), especially the ram option!

Greets
Schepp himself


5th edition? @ 2008/01/02 18:25:20


Post by: Asmodai


"If only infantry can hold objectives, the better I say! Last turn objective grabbing is neither cool nor realistic.
But elite, HQ and Heavy infantry choices should also be able to do that. Fast attack would be arguable."

I can see Assault Marines and Grey Knight Power Armour Squads holding ground. I think FA would be included too.


Mind you, there's another example. By the rumour, Grey Knights can hold objectives, but they lose the ability to hold objectives if they teleport in.


5th edition? @ 2008/01/02 18:28:38


Post by: skyth


Right now, Chaos Land Raiders can hold objectives, but they lose the ability if they are assigned to a squad *shrugs*


5th edition? @ 2008/01/02 18:30:46


Post by: bigchris1313


Schepp himself wrote:If only infantry can hold objectives, the better I say! Last turn objective grabbing is neither cool nor realistic.
But elite, HQ and Heavy infantry choices should also be able to do that. Fast attack would be arguable.


Arguable? When you're letting HQ units take objectives? 6 assault marines v. 1 librarian? If you let HQ take objectives in an army like Marines, you have to let fast attack do it too. Or a single farseer vs. a squad of swooping hawsk? Now, sure, in armies like Nids, your Tyrant might better hold an objective than some Raveners, but too many absurd exceptions should prevent a rules change like that from occurring. I feel like it should be obvious that fast attack units should be able to swoop an objective on the bottom of turn 6. They're fast attack, for God's sake. Maybe the heavy support can hold an objective longer--maybe (see Leman Russ v. Assault Marines)--but battles don't continue ad infinitum. Perhaps once the particular objective is lost, as the battle winds to a close, it's too late to make a play for it.


5th edition? @ 2008/01/02 18:37:01


Post by: Therion


Only troops counting as scoring units certainly changes the entire dynamic of the game

To me it sounds like a translation error, or that the actual rumour has changed a couple times when it's been passed on. To me it sounds like 'vehicles and swarms won't count as scoring units' but who knows. It would be slowed. Anyone who hasn't maxed his troops section is going to lose. His troops choices will be blown to bits and then he has lost all chance of victory.

I'm not excited about the rumours. Most of them are so ludicrous they don't make any sense whatsoever, like giving fleet for free to armies that don't need it and only compensating it by allowing actual fleet (fragile) units to ASSAULT when they make the extra move. This is a mistake on such a monumental scale that it even dwarfs the change to the "everyone moves 6 inches" kiddie system. Looking quickly and assuming all of the rumours are true (which all of them likely aren't) 5th edition will result in incredibly bland armies consisting mostly of infantry and maxed troop choices. The games will be less dynamic than ever.

Wasn't it a while ago when the Dakka community mostly agreed that they play 40K because of the vehicles, and that the vehicles need a serious buff? What does GW do? Remove vehicles from the game. I should've seen that coming. Voodoo Boyz, you can stop painting those Lootas, you won't need them. Get 180 Shoota Boyz. It will be fun to paint them, and then you can push them against another guy's 100 Marines or Necron Warriors.

My statement about GW seemingly making rules in order to completely invalidate existing armies and make people purchase entirely new ones seems completely vindicated.

If only infantry can hold objectives, the better I say!

So when your squad of tactical marines picks up bikes, they can't hold objectives anymore? Mobility has to be encouraged. The idea of fast and fragile (either low numbers or low protection) units or entire armies is that although they can't always destroy all of the enemy models they play the mission well. What could possibly be the point of changing that?


5th edition? @ 2008/01/02 19:07:45


Post by: drunkorc


New here and i guess i dont have not much say, but I for one cant wait to see the New Ork 'Dex. I used to enjoy reading the Battle reports back back in the 80's when the Orks were unpredictable & Fun to use. Weapons blowing up and such.

Kind'a wierd how all the other Armys had their codex's before us. and Chaos Space Marines had 2 before we got one. :S





5th edition? @ 2008/01/02 19:35:16


Post by: gorgon


mauleed wrote:Only troops counting as scoring units certainly changes the entire dynamic of the game. I envision alot of ties if the missions don't stick to primarly VP based (even with objectives).


Funny, I just said this to a buddy of mine. How hard is it to reduce six units to below scoring status? And we did hear rumors that the game was going more objective-based.

Like Therion, I'm hoping this was a translation/communication error. Having only Troops count as scoring has a ton of implications for the game, and I just don't have faith that GW's thought through them all.


5th edition? @ 2008/01/02 19:51:16


Post by: JohnHwangDD


Asmodai wrote:Wow. That's crazy. Space Marine Scouts score, but Dark Angels Scouts don't.

Dark Angels Terminators don't score unless you take Belial. What happens if Belial dies midway through the game? Do the Terminators stop counting as scoring units?

Assault Marines only score for Blood Angels (who, presumably, have a long history of using them to hold ground)?

I have a hard time believing this as written. It doesn't fit with the recent trend in 4th edition Codexes.

In the next SM Codex, we should expect to see SM Scouts will move to Elites, like DA & BA Scouts, so they won't be Scoring units.

I don't have a problem with Termies scoring for DA or Assault Marines scoring for BA - it's what makes their armies different and reflects their Chapter deviances from the Codex Astartes.

To me, this makes great sense and it fits perfectly with the new-style Codices. 40k4 introduced the concept of Scoring, and a Scoring vs VPs, along with Troops emphasis in Escalation. 40k5 refines this by refocusing on Troops, Scoring, and Objectives all at once.

In the current environment, Troops serve no strategic or tactical purpose, which makes no sense. If only Troops count as Scoring, and Objectives are the order of the day, that makes Troops extremely valuable. Combat Squads are really nice.


5th edition? @ 2008/01/02 19:57:21


Post by: Voodoo Boyz


Therion wrote:
Only troops counting as scoring units certainly changes the entire dynamic of the game

To me it sounds like a translation error, or that the actual rumour has changed a couple times when it's been passed on. To me it sounds like 'vehicles and swarms won't count as scoring units' but who knows. It would be slowed. Anyone who hasn't maxed his troops section is going to lose. His troops choices will be blown to bits and then he has lost all chance of victory.

I'm not excited about the rumours. Most of them are so ludicrous they don't make any sense whatsoever, like giving fleet for free to armies that don't need it and only compensating it by allowing actual fleet (fragile) units to ASSAULT when they make the extra move. This is a mistake on such a monumental scale that it even dwarfs the change to the "everyone moves 6 inches" kiddie system. Looking quickly and assuming all of the rumours are true (which all of them likely aren't) 5th edition will result in incredibly bland armies consisting mostly of infantry and maxed troop choices. The games will be less dynamic than ever.

Wasn't it a while ago when the Dakka community mostly agreed that they play 40K because of the vehicles, and that the vehicles need a serious buff? What does GW do? Remove vehicles from the game. I should've seen that coming. Voodoo Boyz, you can stop painting those Lootas, you won't need them. Get 180 Shoota Boyz. It will be fun to paint them, and then you can push them against another guy's 100 Marines or Necron Warriors.

My statement about GW seemingly making rules in order to completely invalidate existing armies and make people purchase entirely new ones seems completely vindicated.

If only infantry can hold objectives, the better I say!

So when your squad of tactical marines picks up bikes, they can't hold objectives anymore? Mobility has to be encouraged. The idea of fast and fragile (either low numbers or low protection) units or entire armies is that although they can't always destroy all of the enemy models they play the mission well. What could possibly be the point of changing that?


I'm pretty much with you on this.

The rule sounds somewhat nice at first, nerfing skimmer lists and Nidzilla to a point.

But then the game becomes nothing but more and more hordes of infantry based armies. Just horde Marines, Horde Necrons, Horde Orks, and then the rest of the armies.

Having played Marines a ton, with almost no Vehicles except Speeders, it's a boring game. It's going to get worse. This doesn't fix the problem of Tanks sucking in 40k. It just makes skimmers about as useless as regular tanks, it's still going to be better to take infantry, and nothing but infantry and some jump troops/bikes, etc.

I'm just going to wait and see how this goes, what's true and what's not. If this is coming out in early summer (6 months from now!) or even in the fall, we should get clearer rumors soon.

The only problem here is that there has already been quite a few "shockingly stupid" changes to Codex's released that already that sounded unbelievable as a rumor but turned out to be true. From Eldar, to Dark Angels, to Chaos, to Orks, there's been changes that made me think "No way in hell are they doing that" and then it happened.

Only troops counting as scoring units could be one of those things.


5th edition? @ 2008/01/02 20:04:17


Post by: JohnHwangDD


Therion wrote:So when your squad of tactical marines picks up bikes, they can't hold objectives anymore?

Mobility has to be encouraged.

Correct - they won't be Tacticals - they'll be Bikers.

Mobility is why GW is going to sell tons of low-point, high dollar plastic Rhinos, Razorbacks, Chimeras, and so forth.

But the concern about nuking 6 Troops to non-scoring seems a bit odd. If you're going for kills, then you won't have a lot of Troops yourself, so then you're playing for draw, rather than VP win. All good.

As for the game reducing to pure infantry mobs, I don't see it. I think 6 units of Jetbikes / Dire Avengers in Wave Serpent would be pretty tough. I think 6 Fish is pretty tough. I think that 12 *Scoring* Combat Squads with Rhinos & Razorbacks is pretty tough (seriously, max-Troops SM with Combat Squads is going to be brutal in Objectives missions).

Tho for pure infantry, I think it would be impossible to stop 6 full Platoons of IG - that's 6 Command Squads, 6 Remnant Squads, and 30 Infantry squads - a whopping 42 Scoring units. And 6 full mobs of Boyz would be awesome as well - killing 180 Boyz is no small job.

No, the best build will be 4 to 6 Troops picks with full Transport and well-balanced support of HS firepower, FA response, and Elite / HQ punch. Trying to play old-style min-Troops is auto-loss.


5th edition? @ 2008/01/02 20:23:32


Post by: gorgon


Voodoo Boyz wrote:Having played Marines a ton, with almost no Vehicles except Speeders, it's a boring game. It's going to get worse.


LOL. I also said that to my buddy. It's the vehicles, elite units, etc. that give 40K its color. Considering how many Elites units in the game are already overpriced, they'll really be on the endangered list if they can't hold objectives either.

And ultimately, you don't fix army comps with the victory conditions rules, you fix it with a better org chart. But old codices have tied their hands there. Yay backwards-compatibility.


5th edition? @ 2008/01/02 20:28:53


Post by: Voodoo Boyz


gorgon wrote:
Voodoo Boyz wrote:Having played Marines a ton, with almost no Vehicles except Speeders, it's a boring game. It's going to get worse.


LOL. I also said that to my buddy. It's the vehicles, elite units, etc. that give 40K its color. Considering how many Elites units in the game are already overpriced, they'll really be on the endangered list if they can't hold objectives either.

And ultimately, you don't fix army comps with the victory conditions rules, you fix it with a better org chart. But old codices have tied their hands there. Yay backwards-compatibility.


The rule could be so much better if it were changed just ever so slightly.

Only Infantry and Jump/Jetpack Infantry count as scoring units. Or just don't let things like Jetbikes or Vehicles that turbo boost claim objectives. Give IG Tanks a Special Rule that lets them capture objectives with their tanks, and maybe Land Raiders too, just not the other tanks.

It seems like the problem they're trying to fix is people skimping on Troops and maxing on the rest of the "good parts of the list". They also probably want to stop the last turn zoom onto the objectives with cheap vehicles that win games.

They can do backwards compatible rules and balance a ton of things, it just takes some smart design work.

Hopefully the rule isn't as dumb as it sounds, or "Scoring Units" work differently with Objectives/Table Quarters somehow.


5th edition? @ 2008/01/02 20:43:50


Post by: Wehrkind


JohnHwangDD wrote:
Therion wrote:So when your squad of tactical marines picks up bikes, they can't hold objectives anymore?

Mobility has to be encouraged.

Correct - they won't be Tacticals - they'll be Bikers.
....
No, the best build will be 4 to 6 Troops picks with full Transport and well-balanced support of HS firepower, FA response, and Elite / HQ punch. Trying to play old-style min-Troops is auto-loss.

More to the point though, if you give those tac. marines 3 heavy bolters and they become devastators (or whatever marines call them) they suddenly can't hold?
And just how much variety is one going to be able to shoehorn into a list that has 6 troops slots filled? Six units of marines runs from 450-900 points or so, before weapons and upgrades. Heck, 6 squads of min Sisters is 660 points+.
Even beyond the logic that having some extra heavy weapons makes you no longer able to hold a point, I just don't see this working. Unless it is "only infantry/jump infantry/bikers and maybe walkers" that can hold positions. I could see that working.

Oh no. Wizards is a professional organization whose mission is to produce rules first, then pretty pictures, then little blurbs of background. GW is a miniatures company that writes decent stories with marginal rules support. Note that even Wizards isn't perfect - recall Mirrodin?

That was pretty much exactly my point. GW can focus on miniatures all they want. I am glad they do. They need someone, either themselves or someone else, to focus on the rules though. M:TG demonstrates that tight rules are possible, and (with exception) balance is pretty possible too. Specifically though, the RULES need to work well, as everyone benefits from that, from casuals to serious players.

By the by, I usually play 2000 point games with my Sisters, but in Apoc. I can drop 4000+ in Sisters and about 1800 now in Marines (~2500 if they don't have to be painted). So there is at least one player who is serious about rules, plays casually, and drops more money than he likes to admit



5th edition? @ 2008/01/02 20:44:28


Post by: Glaive Company CO


I'm just shooting from the cuff here, but I don't see how changing the force org is going to solve any problem. If the problem is min\maxing then the problem will always be min\maxing. You have to take 2 units of warriors for extra Carnifex's? OK, then here's two more min units of warriors and I'll sacrifice somewhere else so that I can still fulfill my ridiculous quota of Carnifex's on the field.

I kind of like the fact that the victory conditions dictate the importance of units. That way GW can make vehicles stupidly powerful. Leave skimmers how they are. Bump other vehicles so they can engage multiple units. Introduce actual ballistic skill to ordnance. Whatever. The unit is now extremely powerful but maxing out on it will hurt if it means skimping on less powerful scoring units.

Meh, that's just my initial thought. Plus, I'm a guard player so only troops scoring doesn't panic me as much. Yeah, just ignore me.


5th edition? @ 2008/01/02 20:49:33


Post by: dietrich


Another option would be to make scoring units have a size of X (say 5). An ork mob that was 30 boyz, and loses 16 of them, is still fearless, and still outnumbers a full tac squad, but is non-scoring. Does that seem reasonable? Vehicles could count as scoring if they have a total armor value of more than Y (F+S+R) - say 34, which would mean that predators, battlewagons, land raiders and russes are in, but rhinos and trukks are out. I think Falcons would be in as well.

Sounds like they're making a change, which is a good thing, but hopefully it's not a ridiculous change.


5th edition? @ 2008/01/02 20:50:51


Post by: Wehrkind


Well, one possible problem with that will be the Tau living in a Fish. Their transport is invulnerable, then dumps the troopers out last turn.

I don't know, it might work out. I just don't see the limiting of scoring units to troops as terribly beneficial.


5th edition? @ 2008/01/02 21:04:44


Post by: Toreador


Meh, I play 40k because of the infantry. Most means I didn't pipe up in that thread.

Depending on how things are changed it still looks quite good. If vehicles can split fire, a lot of them will still be good, and your troop choices with fewer and more costly heavy weapons won't be able to do much as I rumble through your position tank shocking and blasting everyone in sight.

A fish isn't invulnerable, especially if they make some of the changes they proposed.


5th edition? @ 2008/01/02 21:06:03


Post by: Asmodai


Wehrkind wrote:Well, one possible problem with that will be the Tau living in a Fish. Their transport is invulnerable, then dumps the troopers out last turn.

I don't know, it might work out. I just don't see the limiting of scoring units to troops as terribly beneficial.


Yep. 5-6 man Dire Avenger Squads in Falcons will probably be equally ubiquitous. If this rumour holds true, I'll need to pick up a 3rd Falcon as Eldar don't have the same quality in their troops as Marines and Necrons.


5th edition? @ 2008/01/02 21:08:06


Post by: gorgon


Glaive Company CO wrote:I'm just shooting from the cuff here, but I don't see how changing the force org is going to solve any problem. If the problem is min\maxing then the problem will always be min\maxing. You have to take 2 units of warriors for extra Carnifex's? OK, then here's two more min units of warriors and I'll sacrifice somewhere else so that I can still fulfill my ridiculous quota of Carnifex's on the field.


But then you're just giving another example of an ineffective org structure if the Warriors don't constitute a significant requirement. They need to make the minimums significant where appropriate and make the maximums effective caps if army comp is an issue. If I want to run a cav-heavy Macedonian WAB army, I can't. I have a hard cap expressed as a percentage of my total points. That keeps a Macedonian army looking like a Macedonian army. Going back to a percentage system may not be right for 40K, but surely the system could be more effective, especially at varying points levels.

IMO, they should rethink their army comp/org chart system and then carry it through the codices. Obviously, that can't happen. Ironically, the existing org chart WORKED with the Tyranid codex. It was the Shock Troops rule that didn't.


5th edition? @ 2008/01/02 21:10:00


Post by: gorgon


oops...double post.


5th edition? @ 2008/01/02 21:51:25


Post by: Salvation122


A simple "For every Troops choice after the first you may take a non-troops unit" would probably work fine, especially given the way the Ork book works now where different HQs let you take different units as a Troops choice.


5th edition? @ 2008/01/02 22:01:43


Post by: JohnHwangDD


Voodoo Boyz wrote:The rule could be so much better if it were changed just ever so slightly.

Only Infantry and Jump/Jetpack Infantry count as scoring units. Or just don't let things like Jetbikes or Vehicles that turbo boost claim objectives. Give IG Tanks a Special Rule that lets them capture objectives with their tanks, and maybe Land Raiders too, just not the other tanks.

I'm fine with anything in the Troops category. I see no need to make Elite / Fast / Heavy Infantry / Jump Infantry Scoring. They have enough advantages already with their extra options / mobility / weapons.

I think it's good that Bikes / Jetbikes can Turbo-boost to claim or contest - it's why they're valuable. Same with Infantry in Transports.

IG don't need any Special Rule for Scoring Tanks. With their Platoons, IG can field more Scoring Units as Troops than any other army. That is already a huge advantage. At worst, IG would be playing for Draw.

Wehrkin wrote:More to the point though, if you give those tac. marines 3 heavy bolters and they become devastators (or whatever marines call them) they suddenly can't hold?

I hope so. Devastators are more specialized.

And just how much variety is one going to be able to shoehorn into a list that has 6 troops slots filled?

Plenty enough. A standard game of 40k is 1500 to 2000 pts, so fielding 6 Troops is only 1/3 of the points. More like 1/4 of the points, given that you had to take at least 2 picks before. And it's not like anybody forces you to take 6 Troops. You're still allowed to take minimum 2 Troops moving forward. Just like you had the option to take no Heavies before.

They need someone, either themselves or someone else, to focus on the rules though.

Only if they start seeing major drops in sales that are clearly rules-related. Otherwise, it'll stay on course.

So there is at least one player who is serious about rules, plays casually, and drops more money than he likes to admit

Oh, I understand rules, but I don't see the need for complex lists. I would prefer that we went back to the simplicity and clarity of the 40k3 Rulebook lists, and thankfully, that's pretty much what GW is doing.

Wehrkind wrote:Well, one possible problem with that will be the Tau living in a Fish. Their transport is invulnerable, then dumps the troopers out last turn.

That's fair - it's not like the Tau player didn't pay the points for the privilege, nor use the necessary tactics to protect and position the Fish to allow a last-turn grab.


5th edition? @ 2008/01/02 22:07:51


Post by: Alpharius Walks


JohnHwangDD wrote:IG don't need any Special Rule for Scoring Tanks. With their Platoons, IG can field more Scoring Units as Troops than any other army. That is already a huge advantage. At worst, IG would be playing for Draw.


The problem here is that the basic IG infantry is not terribly mobile. In objective based missions I find that it is usually my tanks that are doing the hard work of claiming objectives/getting into deployment zones in the late game. If IG were cheap enough to justify taking some with special weapons only or if Chimeras were changed to make Fist squads more viable, it might even out. But until that happens, Guard will still struggle to put a lot of mobile scoring infantry units on the table. This gets even worse when faster/infiltrating/deep striking (assuming you aren't playing a pure drop troops army) units like Rough Riders, Storm Troopers, and Veterans are no longer scoring as well.


5th edition? @ 2008/01/02 22:13:23


Post by: Toreador


But everyone being able to "March" or perform a tactical move could make basic infantry a lot more mobile.

It's not just one rule, it looks like a lot of little changes that could dramatically change the game.


5th edition? @ 2008/01/02 22:20:09


Post by: Samwise158


I like the Infantry/Jump Infantry to hold objectives idea. Troops only is stupid. Armies have too many elite, heavy infantry choices that should also be able to hold. Monstrous creature/ Walkers should be able to hold in my opinion also but I'd be happy if tanks were no longer able to hold objectives.


5th edition? @ 2008/01/02 22:34:14


Post by: Alpharius Walks


Toreador wrote:But everyone being able to "March" or perform a tactical move could make basic infantry a lot more mobile.

It's not just one rule, it looks like a lot of little changes that could dramatically change the game.


True, but with Guard that means my T3 5+ troopers are just moving all the more quickly towards their death. If you start moving them early in the game, you have a big chunk of points doing nothing and the enemy's assault/shooty elements will destroy them as they attempt to cross the board. If you start moving them after its safer out, you are still going to struggle to move too far across the table.

I won't disagree that the many little changes you referenced could dramatically change the game, but I don't really see how giving an improved move to Guard infantry is going to make them terribly useful objective takers. The Guard infantry line breaks the enemy with shooting while other things use their mobility to take objectives.

Fundamentally, Guard were written to have the infantry stand and shoot and then mob the enemy in CC if it came to that. However, the designers are rather clear in their notes (http://us.games-workshop.com/games/40k/imperialguard/articles/designers/default.htm) that they don't want "the Imperial Guard army might become a human wave of bayonet waving maniacs capable of trampling over the likes of the Tyranids and that would just be wrong".* However, it would take changes like that to make a Guard infantry army effective at crossing the table and taking the fight to the enemy with foot troopers.

Chimeras and Mech Guard are another option, and if V5 changes mandate that build to have a chance at victory, I'll run it, but spending 150-200 pts. on a squad of 10 guys and an AV12/10 non-fast land tank that shoots for a turn or two, hops in the Chimera for a turn or two, and then hopes to stay alive on the objective for a turn or two in the face of the enemy does not seem like a particularly good bargain. Again, the small changes might help, but I'm going to be a skeptic until we see the final product.

*Yes, Mr. Haines also writes that did not want to write a Guard codex with optimization towards standing-and-shooting, but I don't think the resulting Codex has changed that balance too much.


5th edition? @ 2008/01/02 22:56:00


Post by: DarthDiggler


Some armies have better troop choices than others. To make only troop choices hold objectives would give certain armies a distinct advantage over others. A needless advantage.

I do not envision this current administration lasting to long. The DA and BA rules were such a disaster they quickly tried to change things with the chaos dex. Notice how chaos can take any number, not groups of 5.

The DA sales must have tanked. I'm willing to bet an A&W root beer on that. Tanked to the point that they won't go that route again. Poor DA will be mired in shame and should be given a new dex right after 5th edition.

Marine players rejoice. If, and that's a big if, a new marine dex hits the shelves it will look more like chaos and less like DA. In either case you have the Black Templars to fall back on and their dex gives them 5-man lascannon squads and double assault cannon terminator squads. Imagine the power they will hold in a 5th edition with nerfed Godzilla, Eldar, Tau and marines (all except you Templars).

I beleive it will be, at the very least, any infantry unit can hold objectives. That means elites, troops, heavies and some fast attack are fine.

Of course the real embarassment would be when Adepticon makes all their scenarios nonobjective based if only troops hold objectives. That would be a slap in the face heard across the pond.


5th edition? @ 2008/01/02 23:19:54


Post by: JohnHwangDD


Alpharius Walks wrote:I don't really see how giving an improved move to Guard infantry is going to make them terribly useful objective takers.

Chimeras and Mech Guard are another option, and if V5 changes mandate that build to have a chance at victory, I'll run it,

The way IG were written and the way 40k5 will play are at odds with each other. It is likely that Mechanization will be easier and more prevalent, with a mix of shooting and embedded maneuver. Right now, the Chimera is easily the most overcosted Transport in the game, and I would expect a substantial points reduction (50 pts with hull & turret, like a Razorback). With the Ork recost, I would expect to see Guardsmen drop back to 5 pts each. So an AF Squad would cost 100-125 pts depending on squad weapons. That would be fair and reasonable.

Play-wise, IG advance forward 6" per turn, firing Dakka with a slow, steady, relentless advance until the end when they reach the Objective. If you presume Russes & Hellhounds as the point of the sword, that whole thing sounds very Guardlike.

DarthDiggler wrote:Some armies have better troop choices than others. To make only troop choices hold objectives would give certain armies a distinct advantage over others.

The DA and BA rules were such a disaster they quickly tried to change things with the chaos dex. Notice how chaos can take any number, not groups of 5.

The only reason some are better is because were in the middle of a Codex revamp. Once they're all redone, the Troops will be more even across the board.

The DA rules were such a success, they did the BA rules preview as WD. As for Chaos, they don't follow Combat Squads because some players still remember Sacred Number of 6, 7, 8, or 9. Combined with the Emperor's numbers of 5 & 10, and multiples, Chaos has more options on size, but not if they want to min-max heavy weapons. In that case, it's 10 CSM with 1 Heavy & 1 Special. Same as Marines, but without the Combat Squads option.

You may not like it, but Combat Squads are going to be the Marines biggest advantage in 5th Edition.


5th edition? @ 2008/01/02 23:28:50


Post by: Toreador


Yes, the changes were more for fluff, and secondary for balance. Chaos has never followed the combat squad doctrine. It was curious they didn't have cult troops based off of their sacred number, but maybe that is being saved for the legion codexes if they ever see the light of day.

Tactical movement will make it so that IG on outlying flanks can actually participate in the fight without needing vehicles. I don't have to move my central squads at the objective. They poor fire onto it while other squads move to take it. The 6" move makes this very hard to accomplish in a 6 round game with anything but nids and eldar.


5th edition? @ 2008/01/02 23:33:22


Post by: Tribune


Two quick things:-

When did 40k 1st edition come out, was it '97 or '98? If it was '98, I can't see how GW could resist the 'celebrating 20 years of 40k' tie in to launch 5th edition, quite frankly.

Secondly, can't the last turn objective grabbers be better addressed by having a rule that states 'started their turn holding the objective' or somesuch, so that players have to take the objective and then survive at least a turn there? FYI I'm in the 'troop heavy armies are the correct way to play' camp, but I also know that the screwy non-modified saves system has hopelessly skewed everyone's valuation of what is worth taking on the table, so we reap what we sow.


5th edition? @ 2008/01/02 23:52:11


Post by: Alpharius Walks


JohnHwangDD wrote:The way IG were written and the way 40k5 will play are at odds with each other. It is likely that Mechanization will be easier and more prevalent, with a mix of shooting and embedded maneuver. Right now, the Chimera is easily the most overcosted Transport in the game, and I would expect a substantial points reduction (50 pts with hull & turret, like a Razorback). With the Ork recost, I would expect to see Guardsmen drop back to 5 pts each. So an AF Squad would cost 100-125 pts depending on squad weapons. That would be fair and reasonable.

Play-wise, IG advance forward 6" per turn, firing Dakka with a slow, steady, relentless advance until the end when they reach the Objective. If you presume Russes & Hellhounds as the point of the sword, that whole thing sounds very Guardlike.


A 100 pts. would get you 10 guys with lasguns and a Chimera with a mult-laser. Once you start adding in basic goodies (special/heavy, hull Chimera weapon, near-mandatory extra armor if you want need to deliver the scoring unit, a Veteran Sgt. or vox-caster on account of Command ranges not being nearly good enough to use so no Iron Discipline), 140-150 pts. will probably be a more realistic average. If you roll forward 6" you are giving up all your heavy foot firepower and shooting with a fusilade of multi-lasers, heavy bolters, and maybe a couple of Russ/Basilisk/Hellhound templates. It sounds good in theory, but talk to someone who has tried to build a competitive grenadiers/stormie army or similar around this model-even with point reductions, its not happening. Might do something, but the limitations on the infantry tied up in vehicles will make the army's firepower a shadow of its former self. And if you move faster to deliver them to their destination quicker, your firepower is only weakened further.

I'm still unconvinced that tactical movement will help all that much. My infantry right now are participating in the fight by pounding the enemy from a distance. Walking them up and limiting their effective range to 0" (moving instead of firing) or 12" (moving and firing) only puts them closer to the enemy's vanguard-somewhere they would usually prefer not to be. Splitting your army into mobile and shooting doesn't seem to help all that much either. In the current deployment rules, the IG low number of troops selections means that even with maxed out heavy support the things you don't want your foot Guardsmen meeting (Elites/FA) are going to know exactly where you are-you're not going to be fast enough to consolidate your two flanks into the center quickly enough, and if you stay separated your opponent will concentrate on one wing and dispatch it quickly. The Guard heave-ho works when the enemy comes to you and you can decimate them on the approach-when you give that up to try and get the drop and them and rapid fire or charge, bad things will happen to you.

I don't mean to take this too OT, but with the discussed changes, I think Guard will have a big upward hurdle to climb in V5 even with some points-cheapening.

Tribune-I believe Rogue Trader had a publication date of 1987 (Wiki claims 10/87 for the release), so the opportunity for a 20th anniversary just went by.


5th edition? @ 2008/01/03 01:23:35


Post by: Alpharius


Tribune wrote:Two quick things:-

When did 40k 1st edition come out, was it '97 or '98? If it was '98, I can't see how GW could resist the 'celebrating 20 years of 40k' tie in to launch 5th edition, quite frankly.


1st edition being Rogue Trader?

Way earlier than that, I think.

2nd edition (Yay!) came out around 1993 or 1994, IIRC.


5th edition? @ 2008/01/03 01:50:27


Post by: tanker


Rogue Trader was 1987/88 I think. Back when you got two Terminators in a blister for $4 and still thought you were getting ripped off!...err...or so the old folks tell me.... ;-)


5th edition? @ 2008/01/03 01:58:55


Post by: Toreador


It was expensive compared to what else was out,.. but it was new exciting, hard to get AND from across the pond.

87 was when it came out.

Until we see the totality of it, not sure we can say how it will effect all the armies. First impressions are very interesting though.


5th edition? @ 2008/01/03 02:17:36


Post by: JohnHwangDD


Alpharius Walks wrote:A 100 pts. would get you 10 guys with lasguns and a Chimera with a mult-laser. Once you start adding in basic goodies (special/heavy, hull Chimera weapon, near-mandatory extra armor if you want need to deliver the scoring unit, a Veteran Sgt. or vox-caster on account of Command ranges not being nearly good enough to use so no Iron Discipline), 140-150 pts. will probably be a more realistic average.

Given that this will be a new Codex, let's assume the entire Codex is fixed:
100 pts = 10 IG (A2 Sergeant included) & Chimera (hull HB & turret MtL)
+10 Melta
+5 HB
+15 Extra Armour
= 130 pts total

Assume Vox (ugly, messy rules & model bitz) is eliminated in favor of Senior Officers giving Ld 9 to all IG on the board with unlimited range (same as SM Commander). This is easier to manage and makes the strong case for players taking a Senior Officer.

At 130 pts, the IG unit compares fairly well with:
140 pts = 5 SM (VS included) & Razorback (twin HB)
+10 pts Melta
+5 HB
+15 pts Extra Armour
= 170 pts total.

The IG would pay 40 pts less due to their reduced stats.

If you roll forward 6" you are giving up all your heavy foot firepower and shooting with a fusilade of multi-lasers, heavy bolters, and maybe a couple of Russ/Basilisk/Hellhound templates.

Oh I don't think the IG give up that much firepower at all. The cost of 10 IG with a Lascannon is only 75 pts, and with their Platoon structure, they can take lots of them.

Splitting your army into mobile and shooting doesn't seem to help all that much either.

If you don't take the rest of the points as mobile shooters (i.e. max Russes & Hellhounds & Sentinels), that would be a mistake, I think. Certainly, if 5th Ed emphasizes Objectives, static Guard will be an automatic loss, whereas mobile Guard would have some chance to draw.

I don't mean to take this too OT, but with the discussed changes, I think Guard will have a big upward hurdle to climb in V5 even with some points-cheapening.

This is why I think Guard will need rules changes in addition to points changes.


5th edition? @ 2008/01/03 02:47:57


Post by: DarthDiggler


[quote=JohnHwangDDThe only reason some are better is because were in the middle of a Codex revamp. Once they're all redone, the Troops will be more even across the board.

The DA rules were such a success, they did the BA rules preview as WD. As for Chaos, they don't follow Combat Squads because some players still remember Sacred Number of 6, 7, 8, or 9. Combined with the Emperor's numbers of 5 & 10, and multiples, Chaos has more options on size, but not if they want to min-max heavy weapons. In that case, it's 10 CSM with 1 Heavy & 1 Special. Same as Marines, but without the Combat Squads option.

You may not like it, but Combat Squads are going to be the Marines biggest advantage in 5th Edition.



I don't see all the codex's being 'redone' before a change in design development which means a job half done and bigger differences in army strengths

The DA rules were a huge mistake. DA and BA were written at the same time. The DA rules were so bad they couldn't justify a full BA codex. GW spun this around and dumped what they had for BA into the White Dwarf.

If combat squads are Marines biggest advantage, then that's like saying my biggest advantage in becoming an NBA star is my height at 5'11". It's no advantage at all.


5th edition? @ 2008/01/03 04:28:16


Post by: JohnHwangDD


Then I guess we're just going to have to wait and see how 5th turns out.


5th edition? @ 2008/01/03 05:02:27


Post by: Toreador


Wow Darth, that is the biggest amount of supposition with no firm backing that I have seen in awhile. To actually go with your second shooter on the grassy knoll theory, we would have to believe that DA was released long before the BA mini dex was done, which as we all know is false as it was planned and in almost final pdf form long before the DA was released. The explanation even before either codex was released is they wanted to follow through on the old DA/BA dex by releasing both rules at the same time, but couldn't justify a full BA codex release yet as they didn't have any new models or sprues ready yet.

Even then, to actually claim the DA codex was a failure, when the only way to measure this is by sales (as GW is a mini company first), which from all the information I heard from the local stores was that it was quite a success for a sub sect marine list. They would have to gather quite a bit of tournament data even before the BA codex was released to call it a rules failure, when they didn't have the time to do that between the two releases. Even then do you believe data within the first few months of release? Or do you watch it in the long haul (like the Tyranid codex which after quite some time suddenly started to dominate a lot of tournies, but in the beginning was seen as weak?)

I love the net. Simple stories become so blown out of proportion. Just like a lot of the 5th edition rumours are becoming. It is fun to watch though.

Where is my tinfoil hat?


5th edition? @ 2008/01/03 17:38:58


Post by: Therion


which from all the information I heard from the local stores was that it was quite a success for a sub sect marine list.

I'm quite certain that Codex: DA wasn't a success rules wise nor sales wise, so I'd like to see your data. As far as combat squads are concerned, I can't see them as an advantage of any kind even if troops choices become the mainstay of each army, mostly because the 5man bolter squads get owned by superior troops choices of other armies (6x Thousand Sons will beat 12x Bolter Marines). Besides, we don't know all the rules changes yet. For example, troops choices might not be capped at 6 anymore (like they aren't in FB), and then armies like Eldar could flood the table with 3man Jetbike squads and noone will ever beat them in objective games.


5th edition? @ 2008/01/03 18:28:58


Post by: puree


Therion wrote:
which from all the information I heard from the local stores was that it was quite a success for a sub sect marine list.

I'm quite certain that Codex: DA wasn't a success rules wise nor sales wise,


How about your data that makes you so certain it wasn't?

He made it fairly clear that his view is based on what he heard from the local stores, and that he was talking in terms of what a marine chapter dex might be expected to do.

What basis is your view based on?



5th edition? @ 2008/01/03 18:55:14


Post by: skullspliter888


Glaive said "Leave skimmers how they are. Bump other vehicles so they can engage multiple units."
@Glaive one of smartest thing said so far i salute you


5th edition? @ 2008/01/03 19:25:01


Post by: Tribune


Ouch, to those questioning my sense of history, I meant Rogue Trader in '87 or '88! Dunno where those 9's came from. I guess this is what comes of being old enough to remember queuing for the thing. Senility has laid waste to my limited faculites...

Oh, and Terminators weren't even invented then. Happy days, rolling on a D100 table for your squad weaponry: 'Ooh look, I got a D-cannon!'


5th edition? @ 2008/01/03 19:27:04


Post by: Alpharius Walks


Tribune wrote:Happy days, rolling on a D100 table for your squad weaponry: 'Ooh look, I got a D-cannon!'


Yep, except sometimes you got a musket, favored weapon of Birmingham the soot planet. Which no one wanted to go to because it was so black/soot filled and humorless. And bolters were the favored weapons of violent primitives (Orks). And crossbows were better than bolters.


5th edition? @ 2008/01/03 19:38:14


Post by: temprus


The quote from Brimstone:

12. Only non vehicle non swarm troop choices are scoring units.
13. Vehicles types are adjusted (the rumoured skimmer nerf)


Currently, what Vehicle Troop choices exist? I wonder if Bikes/Jetbikes will finally become vehicles under the new edition.


5th edition? @ 2008/01/03 20:22:15


Post by: Tribune


I take it not everyone will have seen the clarification to the Infantry vs. Troops question from Brimstone - from Warseer at http://warseer.com/forums/showpost.php?p=2224146&postcount=926

I've amended a couple of things to clarify that vehicles without a WS are hit in the rear armour during CC NOT shooting.

And clarified that I'm talking about TROOPS choices not infantry as scoring units.




5th edition? @ 2008/01/03 20:29:00


Post by: Toreador


That will definitely cause some havoc.

That would really make the focus of lists a lot different. It would further reinforce all Necron warrior armies.


5th edition? @ 2008/01/03 20:43:35


Post by: Voodoo Boyz


Toreador wrote:That will definitely cause some havoc.

That would really make the focus of lists a lot different. It would further reinforce all Necron warrior armies.


Warriors + Liths to keep them alive. And if they get rid of more anti-tank weapons from other armies they're even better!

I'm just hoping they get the balance right for Vehicles. If they buff regular vehicles survivability or ability to continue to do damage (ie. a glance or pen no longer gaurantee's a tank can't shoot next turn), then nerfing skimmers so SMF = Hull Down isn't too bad.

As long as they make it so nothing's virtually unkillable like Eldar Heavy Skimmers, then we could get something nice here.


5th edition? @ 2008/01/03 20:51:29


Post by: Toreador


Very much in agreement. Though I would almost like a vehicle system like with Superheavies where vehicles could have some type of structure points (or at least things like Land Raiders). The whole one hit BOOM! sucks.


5th edition? @ 2008/01/03 21:42:17


Post by: JohnHwangDD


With the unified damage table, one can expect only 2/6 Destroyed on Penetrate, so it'll be fine.


5th edition? @ 2008/01/03 21:56:51


Post by: puree


Toreador wrote:Very much in agreement. Though I would almost like a vehicle system like with Superheavies where vehicles could have some type of structure points (or at least things like Land Raiders). The whole one hit BOOM! sucks.


Thing is though that is what tanks do. They tend to be largely unaffected or BOOM!. Thats why I wouldn't like any form of wound system, unless it sill allowed plenty of 1 hit BOOM!. Balancing vehicles is easiest done by keeping a tight reign on how easy it is to get hold of the weapons to take them out with. Something that seems to have been happening with last few Codices. When lists are packing 1 heavy and 1 light anti-tank weapon per 6-10 men it is hardly surprising that tanks are swept of the field in short order.

A change to AP system could be made to further set apart weapons that take out tanks. If base AV ranged from 5 to 12, and any hit being calculated as providing a total AV = base AV plus the AP of the weapon you'd get quite a change in how armor works. So an AV 12 tank hit by a lascannon would roll for AP as Str 9 against AV 14 (just like now). Rail guns would roll Str 10 vs AV 13, so they get a bit better. Missiles launchers though go Str 8 vs Av 15 (not possible). So you end up with AV 12 representing semi-super heavy tanks that need serious AT weapons to take out. At the lower end a bolter against very light vehicle with AV 5 works out as Str 4 vs AV 10. Just like existing lightest tanks. So bolters vs weakest armor and lascannon vs heaviest armor defines the upper lower and upper bounds, but a lot changes within that system.

First off you get 3 extra AV values (5-12, compared to 10-14) so you can provide a better spread of armor. e.g. I would make land raiders and Liths AV 12, but Russes AV 11. I just don't see Russes in the same category as LRs or Liths. AV 11 would be what missile launchers are currently like against AV14. At the lower end you could better split up the things that are to be affected by most basic troop guns, and those that whilst light can shrug them off.

Rending AssCannons take a bit of bit of a hit against heavy stuff, due to their AP4. They woud need to hit 16 to get a LR or 15 for an AV11 russ. Autocannons are the same AP 4 makes them ineffective against anything AV10+, clearly defining them as light/medium tank killers.

You wouldn't need a wound like system for tanks, making AT weapons require high str and low ap cuts down on what tanks have to fear quite a bit, especially at the heavy end. Whilst at the same time still leaving them as 1 hit BOOM! when you do hit them with an appropiate weapon.


5th edition? @ 2008/01/03 21:56:55


Post by: carmachu


skyth wrote:Looks like vehicles will be seldom seen in competitive table-top play.

Having only Troops choices be scoring will be interesting, and only if they're not vehicles or swarms.

Looks like Swarm nids backed by Warriors will be the list to beat, as with the run ability, leaping warriors will actually be viable.

Ork swarms will be hard-as-nails also.

Troop-heavy drop pod marines will be the 3rd contender, and Dark Angels actually look like they'll be pretty competetive.

In other words, looks like the whiners who insist that playing troop-heavy armies are the only 'correct' way to play win out again. Blah.


Sisters of battle armies tend to be troop heavy....and with up to 20 sisters per unit....should be able to get a boost from the new rules.


5th edition? @ 2008/01/03 22:08:00


Post by: Toreador


I do agree they tend to go boom a lot, but even in RL a lot tend to take a lot of damage and keep on running, it just takes them out of the battle.

One of the big issues is how much AT is/was available on th board. A Land Raider will have an easier time against the new Chaos and Ork lists!


5th edition? @ 2008/01/03 22:31:00


Post by: Voodoo Boyz


Toreador wrote:I do agree they tend to go boom a lot, but even in RL a lot tend to take a lot of damage and keep on running, it just takes them out of the battle.

One of the big issues is how much AT is/was available on th board. A Land Raider will have an easier time against the new Chaos and Ork lists!


How so vs. Chaos lists? Where they can still pack in plenty of Lascannon fire in the form of Oblits, where there can be up to 9 of them in an army?

They did a good job of eliminating tons of anti-tank/heavy weapon spam from armies except there.


5th edition? @ 2008/01/03 22:53:09


Post by: JohnHwangDD


Everybody can take lots of Lascannons - but they have to come from Heavy Support to have any density, and pay full price for them. You can't take 6-man Las/Plas and gain the same kinds of points efficiency.

So rather than facing 4-6 mini-Devastator squads that don't compete with Predators or Whirlwinds, you'll face honest to goodness Devastator squads that are priced and slotted properly.


5th edition? @ 2008/01/03 23:04:03


Post by: puree


Voodoo Boyz wrote:
Toreador wrote:I do agree they tend to go boom a lot, but even in RL a lot tend to take a lot of damage and keep on running, it just takes them out of the battle.

One of the big issues is how much AT is/was available on th board. A Land Raider will have an easier time against the new Chaos and Ork lists!


How so vs. Chaos lists? Where they can still pack in plenty of Lascannon fire in the form of Oblits, where there can be up to 9 of them in an army?

They did a good job of eliminating tons of anti-tank/heavy weapon spam from armies except there.


They did a good job with chaos as well, yes you can take 9 - for what 700ish point? and that doesn't get you much in the line of assault or anti-infantry capability. As John said above, the later codices are reducing the amount of heavy AT by making it more expensive all round, and harder to take in any number in non-heavy slots.

edit - in fact I've been playing around with chaos today, whilst painting some more chaos models. I always feel as though any attempt to get any amount of lascannon is leaving me weak elsehwere. Possibly just cos I'm thinking in terms of how things used to be, where you would tack on a lascannon to your troops cos it was so cheap and easy and have at least 6 before you even got round to looking at heavy support. But the new chaos dex is how I think it should be for fitting in lascannon type weapons.


5th edition? @ 2008/01/03 23:04:51


Post by: Asmodai


Voodoo Boyz wrote:
Toreador wrote:I do agree they tend to go boom a lot, but even in RL a lot tend to take a lot of damage and keep on running, it just takes them out of the battle.

One of the big issues is how much AT is/was available on th board. A Land Raider will have an easier time against the new Chaos and Ork lists!


How so vs. Chaos lists? Where they can still pack in plenty of Lascannon fire in the form of Oblits, where there can be up to 9 of them in an army?

They did a good job of eliminating tons of anti-tank/heavy weapon spam from armies except there.
'


I don't have my Chaos Codex handy. Are they Elites or HS? If they're HS, than they're really no worse than three tri-Las Predator Annihilator. If Elites, then they have the same problem as Elite Dev Squads - they're in the wrong slot.


5th edition? @ 2008/01/03 23:19:01


Post by: Alpharius Walks


Oblits are HS. If someone really sinks the points into bringing all nine then they it is true they will have no problem brining down a Land Raider or two, but the points costs will leave them very weakened in other areas. Even at 2,000 pts. 1/3rd or so of their army is invested in 9 shots/turn at 3 targets.


5th edition? @ 2008/01/03 23:27:51


Post by: vogelfrei


And above of those Oblits...where are there any viable hvy weapons for Chaos? Bolt of Change?

SoB is mechanised...always...they forgot to add 'must buy a transport' to the Troop entry.


5th edition? @ 2008/01/03 23:32:28


Post by: JohnHwangDD


Just FYI, I've been busily re-working my Chaos army ever since the Codex came out, but in every build, I was going with really minimal Troops. It aways felt "wrong", but the other stuff was just too sexy not to take in quantity. With the change to only Troops as Scoring, I'll feel a lot better about taking more Troops and less non-Troops.

Really, I'm very excited about this, and I just ordered more Troops models in anticipation of the change.


5th edition? @ 2008/01/03 23:34:59


Post by: Alpharius Walks


vogelfrei wrote:And above of those Oblits...where are there any viable hvy weapons for Chaos? Bolt of Change?


Depending upon game pts. value 4-6 Oblits might do the trick while leaving points for other things-investing in the full 9 is rolling the dice.


5th edition? @ 2008/01/03 23:43:32


Post by: Toreador


They are in HS, and compete with vindicators and predators.
They are much more expensive in those three shots than a 3 las pread...

Give or take,.. give or take.


5th edition? @ 2008/01/03 23:47:50


Post by: Tribune


And you can still have your beloved 6-man las/plas squads, they're just called Chosen now, cost a bit more and take up Elite slots. Looks like the bargain tankbuster store closed, huh?


5th edition? @ 2008/01/04 02:25:40


Post by: Savnock


Mech Eldar may be getting nerfed in a big way, but it looks like Altaioc will be back in style if most of these rumors are true.

1. Improved cover rules would help- whether "improved" means more cover or more selective cover (meaning less for everyone else), those with cammo cloaks are likely to do well.

2. The leadership penalties from multiple shooting casualties will make a pinning strategy better. Although I do wonder about Dosadi's wording "There will be leadership modifiers for things like how many casualties you take from a given weapon...". I wonder whether that means single guns, a single type of weapon from one squad, or just all the shooting from one squad. Seems like the second of those choices would make more sense (or at least be less complex), but Emperor knows what the logic could be behind any of them.

3. They will also have a slightly higher chance to go through armor. Two chances really, if their rifles are rending, getting armor piercing on a 6 (or 5 and 6) to hit, plus a shot at rending on the to-wound roll. Pretty nice, really. Pity it won't stop that horde of Orks everyone will be fielding.


Not to get back to the rumor-release-to-bump-sales topic, but these rumors really do seem to favor Orks at a very convenient moment to do so. Hmmm.

Increased emphasis on leadership when taking shooting casualties will make Fearless units significantly undercosted. This plus reduced rending is going to make Plague marines much nastier.


5th edition? @ 2008/01/04 02:37:45


Post by: Savnock


Pardon the double post, but this was in the Warseer 5th ed. thread (52 pages of mostly useless opinion...).
A little sumthin' about Perils of the Warp:

(stolen from Warseer)
Dosadi said:

Did you hear that it now inflicts an automatic single wound not a S6 hit? No saves of any kind allowed. (except Ghosthelms )

'cause that's what I've heard.
That will make people stop complaining that their farseers are T3 now.


That's a nice change, unless you're a T4+ psyker.


5th edition? @ 2008/01/04 03:02:53


Post by: JohnHwangDD


I think they were making the change to favor Sanctioned Psykers.

(What? You've never seen a Sanctioned Psyker?)


5th edition? @ 2008/01/04 03:21:35


Post by: Toreador


And I don't think Eldar have much to fear about in your normal ork army. It's going to be a real hard battle, but eldar shuriken weapons can really lay down a huge volume of fire, while things like scorpions can help clean up smaller units. It ain't going to be easy, but it shouldn't be. Those smaller ork formations are going to really fear eldar snipers if the rumour is true.


5th edition? @ 2008/01/04 04:04:26


Post by: Savnock


Yes, the smaller units will be goners for sure. It's the 3-4 hugemungous mobs that I'm worried about.

Also, rumor has it that rending will be less effective against vehicles, but I wonder what sniper weapons with rending would look like for penetration rolls against vehicles. 2D6 plus an extra D6 for rending would be nice, but unlikely. If rending just gives a bonus on the damage table (which seems likely), then they won't get any better. But if it's a bonus D3 instead of the D6 or something wacky like that, that might actually be useful. More shots at Trukks, Raiders and Landspeeders are always useful when there's not many infantry to pick on.


5th edition? @ 2008/01/04 04:26:02


Post by: vogelfrei


btw, where does any rumor say only troops will be scoring units in 5th ed?


5th edition? @ 2008/01/04 07:04:56


Post by: D6Veteran


#12 Only troop choices as 'scoring?'

What a brilliantly simply change to fix comp (or reward good comp, however you want to spin it). I hope that one is true.


5th edition? @ 2008/01/04 09:00:48


Post by: Therion


As long as they make it so nothing's virtually unkillable like Eldar Heavy Skimmers, then we could get something nice here.

Well, to me the SMF change is completely inconsequential now. Even if the rule wasn't changed at all, I can't see myself using 200 point transports carrying 170 point squads, neither of which can hold objectives. It's all abouts troop choices now, for every army. You max your troop choices (within reason) and then you see how many points you got left. Basically, my Eldar are going to the shelf and only come out of there for painting competitions. My new, incredibly interesting speedpaint 5th edition tournament army in 1.5K is Necron Lord with Orb and Veil, 46 Necron Warriors and 2x Monolith. In 1.85K you just get 20 Warriors more. Against armies that have long range guns the Warriors just run/march the first one or two turns to get into position. Necrons in that form aren't affected by the scoring unit change, since if those Warriors die the army phases out anyway.


5th edition? @ 2008/01/04 12:08:51


Post by: puree


Therion wrote: I can't see myself using 200 point transports carrying 170 point squads, neither of which can hold objectives.


Something needs to clear out the other guy from objectives, and those 170 pt squads do a damn good job of that. If there are 4 objectives then 4 66 point jetbike units hiding till the last turn to turbo boost in will win you the game whilst the 200 pt transports with 170 pt squads ensure that the other guy doesn't have any troops left to compete.

I doubt it is quite that easy - but all the non-scoring stuff will still have an important role in ensuring you get your troops to hold the objectives.

Gaunts without number will go from worst to best upgrade



5th edition? @ 2008/01/04 12:20:46


Post by: skullspliter888


the idea of "troops" only for holding objectives makes sense, you win wars with boots on the ground. but there has to be a rule .hold the objective for 1 turn because if not you could drive a transport on and dump troops last turn and we would still have the same problem we do now.

God loves the Infantry had to say it


5th edition? @ 2008/01/04 12:25:52


Post by: Therion


puree wrote:
Therion wrote: I can't see myself using 200 point transports carrying 170 point squads, neither of which can hold objectives.


Something needs to clear out the other guy from objectives, and those 170 pt squads do a damn good job of that. If there are 4 objectives then 4 66 point jetbike units hiding till the last turn to turbo boost in will win you the game whilst the 200 pt transports with 170 pt squads ensure that the other guy doesn't have any troops left to compete.

I doubt it is quite that easy - but all the non-scoring stuff will still have an important role in ensuring you get your troops to hold the objectives.

Gaunts without number will go from worst to best upgrade


That strategy is all fine and dandy untill you run into an army that can either kill 8 Jetbikes that try to hide, or just swamp the objectives with so many scoring models that there's nothing to grab. What I'm saying is that some armies have the distinct advantage of troops choices that can kill anything in the game, like Ork Shoota Boyz with klaws and rokkits and Necron Warriors, and the new edition doesn't really give any incentive to pick anything else than those units. The less scoring units you take the more at a disadvantage you will be. Once your scoring units go below half strength you effectively phase out of the game. Does this mean Zilla Nids, DP/Oblits Chaos, tri-Falcon Eldar and Mech Tau are dead? Of course.

Someone already said that armies like Eldar haven't been designed with all purpose units in mind. They have specialised units mostly in Elite/FA/HS sections that are supposed to win you the game, and so they will be at a huge disadvantage no matter what units they take. Are you completely missing my point? Since being anything else than troops will be a huge disadvantage, a non-scoring unit has to be much more points efficient than any available troops choice for you to even consider taking it. For you to take 200 point transports that are easily shaken and which are non-scoring, they better be damn indestructible. They aren't, since they aren't only being reduced to non-scoring, they are also being made easily destructible. Same goes for the Harlequins, since their rending attacks are going down the toilet. The most scrutinising players might not field them anymore even if they were scoring, so the non-scoring factor simply makes the choice of not fielding them easy. For a Chaos player to spend 45% of his points in Obliterators they better have T6, since all they're good for is trying to whittle the opponent's troops choices down to non-scoring while the Chaos player will have only a precious few 5man scoring units for himself.

So, the power level of every codex is determined by how cheesy troops choices they have. If they have points efficient footslogger troop choices that can kill both tanks and infantry, they are going to be kicking ass left and right. Not only will they outnumber the opponent's scoring units and will have a tactical advantage, they will be incredibly resilient and because of the run rule fast enough to get wherever they want. A footslogger with the new run rule will always be more points efficient than a jetbiker or a jump packer because the latter two have to pay for their mobility.


5th edition? @ 2008/01/04 15:09:27


Post by: Tribune


Why don't people try playtesting some of these and see how it works? I'd be interested to see the feedback and may try it myself.

It's all theoryhammer until then.


5th edition? @ 2008/01/04 15:10:47


Post by: lifeafter


Should we expect to see a leak of the 5th edition book a few months before its release like we saw with the ork codex, or does GW keep rule books under tighter wraps?

My 2 cents about troops being the only units that can claim objectives are that this might be indicative of changes in rules concerning transports and objective caliming.

Vehicle damage charts giving tanks a little more survivability means that rhinos and chimeras might be more appealing choices than they currently are. That coupled with the fact that troops are needed to claim objectives, might create an environment where tread transports are used more than they used to be.

Troops being the only unit types that can claim objectives is a nice way to balance out the advantage current specialized armies have. I like the fact that it's rumored that people who stack up on elites and fa are going to have re-tailor their lists. It's a built in comp system that if true, and I would be interested to see how it plays out.


5th edition? @ 2008/01/04 15:30:19


Post by: Reaver83


I think if only troops can claim objectives then the new BA/DA armies are probabl in the best situation of all!

If it is only troops then having combat squads which means a single troop choice can claim two objectives is an amazing bonus!

Plus the fact that for the DA especially you can use Terminators and bikes as troops depending on your HQ I think they could be onto a winner there.


5th edition? @ 2008/01/04 15:35:05


Post by: Grignard


D6Veteran wrote:#12 Only troop choices as 'scoring?'

What a brilliantly simply change to fix comp (or reward good comp, however you want to spin it). I hope that one is true.


If this was a tabletop strategy game ala Avalon Hill I would wholeheartedly agree with you. Even in 40k, I still see your point. 40k is a miniatures game, however, and the fact is troops choices are boring. They are boring to paint and can be boring to play, depending on how you use them. For instance, there is no way I'm doing shading on my 20 guardians, they're getting a green helmet, sprayed white body, and a black gun, with some inking, maybe. My fire dragons, on the other hand, I don't mind spending hours lovingly painting them. At least until they get chipped.

Also makes the fun model kits less usefull, i.e. vehicles


5th edition? @ 2008/01/04 15:59:21


Post by: Alpharius


Of course a lot remains to be seen, but, I'm really not liking a lot of what we're hearing about 5th edition...

And not that long ago, I was excited to see 4th getting "fixed"!

Wait and see is the order of the day, I know, but still!


5th edition? @ 2008/01/04 16:08:40


Post by: DarthDiggler


Chaos can still take plenty of fun/powerful non troop units, then flood the table with lesser daemon troop units. 5 Lesser Daemons are 65pts. You only need a reliable way to get them summoned, possibly a couple bike sorcerer's with icons and lash to move around the table, summon daemons and lash enemy troops away from objectives/quarters.



5th edition? @ 2008/01/04 16:36:30


Post by: grizgrin


guess its time to lead that archeological dig into my garage and dig out my hormies.


5th edition? @ 2008/01/04 18:00:21


Post by: Toreador


And it's not like tanks aren't still going to be able to tank shock troop units away from an objective, or Dire Avengers bladestorm a unit under half. There are still a lot of options, and with Eldar being a swiss knife army, with options to cover most things, I don't think they will have a problem with it. They are very very adaptable.

Harlequins loose what, 1/3 of their statistical kills on an average round with the change to rending? They still can kill almost any unit, have Hit &Run, Ignore Cover, and are hard to shoot. Suddenly this makes them from all powerful to horrible?


5th edition? @ 2008/01/04 19:11:13


Post by: spaceman spiff


Toreador wrote:Harlequins loose what, 1/3 of their statistical kills on an average round with the change to rending? They still can kill almost any unit, have Hit &Run, Ignore Cover, and are hard to shoot. Suddenly this makes them from all powerful to horrible?


I agree, Harlies were already undercosted. Hmm.. I wonder if they factored 5th edition into the points cost. However the other big "rending" CC unit - Genestealers don't look like the automatic Tyranids troops choice any longer with Rending taking a hit and the potential need for large groups of troops choices to dominate an army selection.


5th edition? @ 2008/01/04 19:16:48


Post by: puree


Therion wrote: [...]Are you completely missing my point? Since being anything else than troops will be a huge disadvantage, [...]


No i didn't miss your point. Yes more emphasis on troops looks like how it is going to be if the rumour is true, but troops aren't gong to win against lists that include other stuff as well. Troops on the whole don't have the Anti-tank/anti-assault/mobility to beat out choices that are often available in fast/elite/heavy. Yes there are a lot of other rumours as well about how other things are changing, but I doubt that will alter the fact that harlies delivered into assault are still going to put a serious crimp on a troops only list. And what troops are going to kill hidden jetbikes? The sort of thing that can readily take out hidden fast jetbikes or the like are normally going to be non-troop choices that have been choosen for the sort of reason I noted - to take out enemy troops/protect yours so that it is your troops and not his that get to the objectives.

Yes troops could be more important than ever before, but it is hyperbole to suggest that we are going to throw away all the other stuff from our lists - unless you really know something about next edition that we haven't heard so far.


5th edition? @ 2008/01/04 19:28:07


Post by: Viperion


Given that there is another rumour that there is no such thing as an "Alpha/Gamma/Omega" mission, perhaps it's not out of the realm of possibility that the missions themselves are changing as well, and the fact that only troops can claim "objectives" is now meaningless until we find out what type and how many objectives are in any given scenario?

(Man that was a long sentence! A thousand apologies )

Viperion


5th edition? @ 2008/01/04 19:46:10


Post by: Alpharius


Viperion wrote:Given that there is another rumour that there is no such thing as an "Alpha/Gamma/Omega" mission, perhaps it's not out of the realm of possibility that the missions themselves are changing as well, and the fact that only troops can claim "objectives" is now meaningless until we find out what type and how many objectives are in any given scenario?

(Man that was a long sentence! A thousand apologies )

Viperion


Well, I hope so!


5th edition? @ 2008/01/04 19:52:03


Post by: Sarigar


Maybe I missed it, but IIRC, Cities of Death has the rule that vehicles can't hold objectives.

Hmmm, could some of the CoD and Apocalypse rules be playtests for the 5th edition?


5th edition? @ 2008/01/04 19:56:48


Post by: Tribune


Therion wrote:So, the power level of every codex is determined by how cheesy troops choices they have.


And this is somehow more unreasonable than the power level of a codex being determined by how cheesy Elite & HS choices they have? But perhaps it will once again just come down to people figuring out what are the optimal builds, but hopefully that process will not be so glaringly obvious as it currently seems to be.

Oh, and I completely subscribe to the view that CoD and Apoc are previews/playtests of designer thinking for 5th edition, combined with the last few codices having been written with the overarching aim of balancing out some of the codex abuses present.


5th edition? @ 2008/01/04 20:14:48


Post by: Toreador


Would be a very good reason that scouts were removed from troops in DA and BA.


5th edition? @ 2008/01/04 20:34:15


Post by: Tribune


Not to mention the need to put them & terminators in the same part of the org chart


5th edition? @ 2008/01/04 20:38:30


Post by: ubermosher


If CoD and Apoc are possible insights into designer thinking for 5th, I wonder if there will be the introduction of strategems/strategic assets to the regular 40k game? Perhaps as part of the revised mission system.


5th edition? @ 2008/01/04 20:57:16


Post by: JohnHwangDD


uber, now that's just crazy talk!

But yeah, stratgegems woudl be great.


5th edition? @ 2008/01/04 21:11:30


Post by: Savnock


Strategems would indeed be nice, but also a new uncontrolled factor that's likely to unbalance the game in a whole new direction.

Please dear baby Jeebus, don't let anything even vaguely resembling Flank March make it into 5th ed. as a common mission option. Favoring infantry for scoring is one thing, but making them warp across the battlefield to get rear hits on every single tank would doom vehicles for all time.

On a tangential note, I just re-read that bit about hits against vehicles in CC always being against rear armor. That's totally uncalled for. In fact, it's going to screw everyone _but_ the skimmers that everyone complains about. I mean, CC hits on tanks are done with meltabombs or powerfists most of the time anyways. Eeesh.





5th edition? @ 2008/01/04 21:24:37


Post by: skullspliter888


@Savnock
Just think your Guardsmen with a fist can take down a Russ from the front
now if you were getting tank shocked the person with the tank has to think twice now
and people may start to buy krak grenades

and it would be from vehicle with out a WS


5th edition? @ 2008/01/04 21:57:46


Post by: Savnock


Right, but you'd think tanks would be... you know, armored against mines and stuff.

"In the grim darkness of the far, far future, there is only IKEA pressboard between your tank crew and that guy with an axe."


5th edition? @ 2008/01/04 22:19:16


Post by: Wehrkind


*L* well said, but somewhat innacurate. Most tanks just are not that well armored all over. You have tracks and the wheel carrige that can get mangled, vision slots, that nice little space between the turret and the hull that contains a blast, exhaust ports, and all manner of things.
Another thing to keep in mind is that a big part of the defensive capability of tank armor is the slope that it is set at. Much like a good set of gothic plate, it is designed to deflect shots instead of stopping them cold. That doesn't work as well when someone sticks a bomb on top.

Really, there are a lot of factors, but the take home message is that in real life, tanks are very vulnerable to being swarmed by infantry. That's one reason tanks don't do well in cities and forrests. At the ranges 40k takes place in, tanks really should be fairly vulnerable, but then the range scale of 40k is a bit off in general. Basilisks can fire what, 120"? That's only 240 yards assuming 1" = 6' to scale. That's nothing. The trouble is the game is scaled to play with infantry on a 96 scale yard table. Most soldiers can sprint 100 yards in ~20 seconds or less, and can shoot accurately at that range with a decent rifle. So realistically marines should be able to move 48" and shoot bolters with a 48" range, at least.

I want to start playing Epic...


5th edition? @ 2008/01/04 22:31:23


Post by: JohnHwangDD


Savnock wrote:On a tangential note, I just re-read that bit about hits against vehicles in CC always being against rear armor. That's totally uncalled

Actually, it's much more realistic. Tanks top armour is usually very thin, just like the rear. Plus there are hatches / vision ports / vents / whatever that infantry can get at. It is more baffling why infantry wasn't able to use their flexibility and nimbleness to attack the weak spots.


5th edition? @ 2008/01/04 22:38:38


Post by: JohnHwangDD


Wehrkind wrote:At the ranges 40k takes place in, tanks really should be fairly vulnerable, but then the range scale of 40k is a bit off in general. Basilisks can fire what, 120"? That's only 240 yards assuming 1" = 6' to scale. That's nothing. The trouble is the game is scaled to play with infantry on a 96 scale yard table.

I want to start playing Epic...

You are confusing model scale with ground scale.

Model scale is easily 5 to 10 times ground scale on average. What I think is that model scale only holds when models are in BtB / HtH. Ground scale increases exponentially or logarithmically with distance. So 1" might be 6 feet. But 12" isn 72 feet - it's 500 feet, and 48" isn't 288 feet - it's a mile or more!

If one wanted 40k to be have consistent model scale and ground scale, then one should be playing 40k with Epic models - at least it would seem somewhat realistic.


5th edition? @ 2008/01/04 22:44:54


Post by: dietrich


We also don't know what the new vehicle damage chart looks like. Disabled is not the same as destroyed. Again, 40k is more like WWI/WW2 for vintage than modern warfare (the Russ even looks like an early tank, esp. without the sponsons). Disabling the tank (but not getting a nuclear explosion) by immobilizing it, jamming the turret, or killing the crew is pretty reasonable.

And the grim darkness of the future may have bulletproof glass in the vision slits, but my marines have laser cutters and bolters (isn't the bolter supposed to be like a 25mm round? that's twice the size of a HMG round!)


5th edition? @ 2008/01/04 22:55:40


Post by: skullspliter888


all very good points now tanks should have some defense like firing your other weapons at the swarming grunt storm bolter etc.
they should let you fire all weapons and with that at two different targets whats the use for heavy bolter's on the sides if you see a guy with a AT mine but you can't shoot him?


5th edition? @ 2008/01/05 00:45:12


Post by: winterman


Or say defensive weapons being -- defensive? Like say defensive weapons having an overwatch type mode if infantry are about to assault a vehicle? That would make choosing your assault route important again and also make assaulting a vehicle a somewhat dangerous proposition (as it should be).

Too bad that won't happen.


5th edition? @ 2008/01/05 01:28:50


Post by: Savnock


So what do y'all think is going to be "streamlined" in template/blast weapon rules? I mean, they're pretty streamlined as-is. It would be nice if a bit of hittiness was returned to them without making placement more complicated.


Also- Winterman, I'll be basing a house rule on your suggestion if the assault against vehicle rumors are true. Thanks!


5th edition? @ 2008/01/05 01:38:39


Post by: JohnHwangDD


Right now, there's this whole place / resolve / place / resolve thing with multiple templates. That's annoying, and could stand speeding up.


5th edition? @ 2008/01/05 01:51:11


Post by: H.B.M.C.


Savnock wrote:Please dear baby Jeebus, don't let anything even vaguely resembling Flank March make it into 5th ed. as a common mission option. Favoring infantry for scoring is one thing, but making them warp across the battlefield to get rear hits on every single tank would doom vehicles for all time.


Oh I dunno... it'd make the new Chaos Possessed slightly less useless.

BYE


5th edition? @ 2008/01/05 02:00:32


Post by: The Power Cosmic


JohnHwangDD wrote:Right now, there's this whole place / resolve / place / resolve thing with multiple templates. That's annoying, and could stand speeding up.


Jeez man, that takes too long for you? I've got a new game type you might be interested. before we set up, or get armies out or place terrain, both of us roll a die . Whoever gets higher wins. Game over. Shake hands and go to next game.


5th edition? @ 2008/01/05 02:14:51


Post by: puree


The Power Cosmic wrote:
JohnHwangDD wrote:Right now, there's this whole place / resolve / place / resolve thing with multiple templates. That's annoying, and could stand speeding up.


Jeez man, that takes too long for you? I've got a new game type you might be interested. before we set up, or get armies out or place terrain, both of us roll a die . Whoever gets higher wins. Game over. Shake hands and go to next game.


I dislike the current rule for it as well, apart from the agro of trying to find the best place and standing so you are looking straight down, it is also a point of debate in close games about who is or isn't a partial. Hope they go back to last edition where you figure out one blast then just multiply by number of blasts. Id even be happy to see the city fight thing where you don't have use blast markers, but just roll a dice to see how many hits you get, D3 for a small, D6 for a large or something like that, though that does take away from the tactics of spread out/clump up.


5th edition? @ 2008/01/05 02:20:25


Post by: Da Boss


Those changes look ridiculous.

They make orks insanely powerful and kill several other builds.
they also seem to completely nerf tanks of all descriptions.
I really hope a lot of those changes aren't true.


5th edition? @ 2008/01/05 02:25:27


Post by: Savnock


Just realized that, with Planetstrike coming out, the nerfing of ground vehicles against CC might be one more reason to snap up (er, convert) some flyer models.


5th edition? @ 2008/01/05 02:51:02


Post by: JohnHwangDD


The Power Cosmic wrote:
JohnHwangDD wrote:Right now, there's this whole place / resolve / place / resolve thing with multiple templates. That's annoying, and could stand speeding up.

Jeez man, that takes too long for you?

I've got a new game type you might be interested. before we set up, or get armies out or place terrain, both of us roll a die . Whoever gets higher wins. Game over. Shake hands and go to next game.

No, I don't want to play LotR.

The old way of doing Blasts was better.


5th edition? @ 2008/01/05 02:53:31


Post by: syr8766


The Power Cosmic wrote:
JohnHwangDD wrote:Right now, there's this whole place / resolve / place / resolve thing with multiple templates. That's annoying, and could stand speeding up.


Jeez man, that takes too long for you? I've got a new game type you might be interested. before we set up, or get armies out or place terrain, both of us roll a die . Whoever gets higher wins. Game over. Shake hands and go to next game.


I was sure that rule was going to be in the new Chaos Codex. Perhaps they'll put it in when they revile the Pan-Fo.

5th edition? Sure, maybe. Next you'll perpetuate that lie about plastic cadians. Or a new Ork Codex.


5th edition? @ 2008/01/05 03:12:03


Post by: Wehrkind


JohnHwangDD wrote:
Wehrkind wrote:At the ranges 40k takes place in, tanks really should be fairly vulnerable, but then the range scale of 40k is a bit off in general. Basilisks can fire what, 120"? That's only 240 yards assuming 1" = 6' to scale. That's nothing. The trouble is the game is scaled to play with infantry on a 96 scale yard table.

I want to start playing Epic...

You are confusing model scale with ground scale.

Model scale is easily 5 to 10 times ground scale on average. What I think is that model scale only holds when models are in BtB / HtH. Ground scale increases exponentially or logarithmically with distance. So 1" might be 6 feet. But 12" isn 72 feet - it's 500 feet, and 48" isn't 288 feet - it's a mile or more!

If one wanted 40k to be have consistent model scale and ground scale, then one should be playing 40k with Epic models - at least it would seem somewhat realistic.


That is the silliest thing I have read all day. Do you ever read over what you type to see if it makes sense?

This isn't a fish eye lense model, it's a scale model of "reality". The trouble is they change the distance to make the weapons not have ranges of "yes" like they did in previous editions.

Seriously, do you spend time coming up with this stuff, or do you just shoot from the hip?


5th edition? @ 2008/01/05 03:30:57


Post by: Therion


puree wrote:but troops aren't gong to win against lists that include other stuff as well. Troops on the whole don't have the Anti-tank/anti-assault/mobility to beat out choices that are often available in fast/elite/heavy

So that means you can show me an all-rounder Eldar build that assuming all the rumours are true can beat footslogger Orks? For example, in 1.85K, the Orks could run a klaw Warboss on Bike, a KFF Mek, 6x30 Shoota Boyz with 3 rokkits and a klaw Nob each, and a couple Deffkoptas or a squad of Lootas if you shave off a couple points elsewhere. What should the Eldar field against that? Any number of Dire Avengers get badly outshot by the Boyz, so I guess your only shot is going with six squads of Jetbikes with Destructor Warlocks, which was my entire point to begin with. Unless you max your troops you won't have a chance in hell, and you still might not have a chance in hell. Orks in that setup are one of the strongest armies in the game already in the 4th edition (although they need a couple more Lootas). A free run move (yeah try coming within 12" of the Ork army to march block them -- the Orks only get faster then since they can all get a free massacre move off you), improved cover saves, weakened vehicle armour in close combat, enemy skimmers suffering penetrating hits, and near everything in the Ork army being scoring and a lot of the opposing armies not being scoring just seals the deal.

You're right that most Troops don't have enough of everything you need, but Ork Boyz and Necron Warriors sure do. Marines of some flavors might have it too. What should you field in 1.85K if you play Necrons? Well like I've already said, a Necron Lord, 66 Warriors and 2 Monoliths should be a nice army. If you're really trying to say that making excellent armies in the 5th edition requires more thought than it does in the 4th edition I think you're sorely mistaken.

JohnHwangDD wrote:It is more baffling why infantry wasn't able to use their flexibility and nimbleness to attack the weak spots.

You don't find it baffling that infantry can attack mobile vehicles in close combat in the first place? A Leopard 2 MBT can go 72 km/h. Try to intercept a vehicle moving 60km/h by running to it and punching it real hard. Even if we imagine that it's somehow possible, you certainly won't be able to take advantage of any weak spots. Attempting something like that would be nothing short of suicidal, so I'd say I find it a little baffling that infantry can attack mobile vehicles in close combat without the huge risk of being run down and killed.

If you need to get a clue what mobile tanks look like, have a look here:

http://www.youtube.com/watch?v=5tbOCJdZ4sQ


5th edition? @ 2008/01/05 03:50:21


Post by: Salvation122


Wehrkind wrote:*L* well said, but somewhat innacurate. Most tanks just are not that well armored all over. You have tracks and the wheel carrige that can get mangled, vision slots, that nice little space between the turret and the hull that contains a blast, exhaust ports, and all manner of things.
Another thing to keep in mind is that a big part of the defensive capability of tank armor is the slope that it is set at. Much like a good set of gothic plate, it is designed to deflect shots instead of stopping them cold. That doesn't work as well when someone sticks a bomb on top.

Really, there are a lot of factors, but the take home message is that in real life, tanks are very vulnerable to being swarmed by infantry. That's one reason tanks don't do well in cities and forrests. At the ranges 40k takes place in, tanks really should be fairly vulnerable, but then the range scale of 40k is a bit off in general. Basilisks can fire what, 120"? That's only 240 yards assuming 1" = 6' to scale. That's nothing. The trouble is the game is scaled to play with infantry on a 96 scale yard table. Most soldiers can sprint 100 yards in ~20 seconds or less, and can shoot accurately at that range with a decent rifle. So realistically marines should be able to move 48" and shoot bolters with a 48" range, at least.

I want to start playing Epic...

Scale in 40k is horribly mangled to start with. Leman Russ and Demolisher cannons are damn near the size of deck guns on old-school battleships. They'd be making craters out of the entire table with like two rounds.


5th edition? @ 2008/01/05 03:53:12


Post by: Da Boss


Therion, good points. Orks will certainly be broken if this rumour about troops being the only scoring units is true. It will kill list diversity, and change "broken" from one build to another, rectifying nothing. Stupid!

If the ramming rules are anything decent, then troops assaulting a moving vehicle should be in serious trouble, but I'm not hopeful.
40k didn't need a "run" rule anyway, not unless most close combat units were toned down.


5th edition? @ 2008/01/05 04:07:23


Post by: Therion


Salvation122 wrote:Scale in 40k is horribly mangled to start with.

Remember the Index Astartes article about the Leman Russ MBT? It said the main gun is a 120mm smoothbore tank cannon (same one for example the M1A1 uses in real life). Now, since we know the inside diameter of the gun's barrel, we can figure out the size of the Leman Russ tank. The tank should then be a little more than 1m tall and the only crew who might ever be able to fit inside are Snotlings


5th edition? @ 2008/01/05 04:13:34


Post by: Salvation122


dietrich wrote:We also don't know what the new vehicle damage chart looks like. Disabled is not the same as destroyed. Again, 40k is more like WWI/WW2 for vintage than modern warfare (the Russ even looks like an early tank, esp. without the sponsons). Disabling the tank (but not getting a nuclear explosion) by immobilizing it, jamming the turret, or killing the crew is pretty reasonable.

And the grim darkness of the future may have bulletproof glass in the vision slits, but my marines have laser cutters and bolters (isn't the bolter supposed to be like a 25mm round? that's twice the size of a HMG round!)

It's .75 calibre, so roughly 20mm, which makes it a light anti-vehicle round. For example, the Vulcan, the cannon used on every American fighter since the F-4, is 20mm. A bolt-shell is also some kind of weird APDS/HE combination, so it really shouldn't have any trouble at all popping rear armor on most tanks (and should straight-up kill any living thing it hits through sheer blunt force trauma, but that's neither here nor there.)


5th edition? @ 2008/01/05 04:28:13


Post by: Savnock


[length and tangent alert...]

Wehrkind wrote:
JohnHwangDD wrote:
Wehrkind wrote:At the ranges 40k takes place in, tanks really should be fairly vulnerable, but then the range scale of 40k is a bit off in general. Basilisks can fire what, 120"? That's only 240 yards assuming 1" = 6' to scale. That's nothing. The trouble is the game is scaled to play with infantry on a 96 scale yard table.

I want to start playing Epic...

You are confusing model scale with ground scale.

Model scale is easily 5 to 10 times ground scale on average. What I think is that model scale only holds when models are in BtB / HtH. Ground scale increases exponentially or logarithmically with distance. So 1" might be 6 feet. But 12" isn 72 feet - it's 500 feet, and 48" isn't 288 feet - it's a mile or more!

If one wanted 40k to be have consistent model scale and ground scale, then one should be playing 40k with Epic models - at least it would seem somewhat realistic.


That is the silliest thing I have read all day. Do you ever read over what you type to see if it makes sense?

This isn't a fish eye lense model, it's a scale model of "reality". The trouble is they change the distance to make the weapons not have ranges of "yes" like they did in previous editions.

Seriously, do you spend time coming up with this stuff, or do you just shoot from the hip?


Wehrkind, the numbers that JohnHwangDD is using might be off, but what he's saying makes sense. JohnHwangDD may not have expressed it in a manner you care for, so I'd like to reword it. This isn't a challenge, but an attempt to explain something that I've heard lots of other 40K players float around when discussing the strange scale of the game. As you get the fish-eye model John suggests, I see you've got that part. The bit that's sort of perplexing is why anyone would change distance scales, and more importantly whether there's a change between literal interpretation of models with that change in scale as well. This last bit is the weird part, but I hope this sounds right:

40K is a compromise between a visually interesting scale (30mm) and a realistic modern warfare scale (5mm). It's an inconsistent mix of the two that has been balanced for ease of play rather than realism. The 30mm element is stronger, but the 5mm element is also pretty clearly part of it. It's as if distance is contracted when considering the ranges of guns and movement across the battlefield (allowing lots of units on a small surface) and then brought to a more literal representation (for 30mm) when the models close with each other.

Acknowledging that real ballistic ranges would make eye-appealing models difficult to render (when scaled for a playing surface convenient for play inside anything smaller than an aircraft hangar), 40K strikes a compromise. The distances are accurate for modern weapons at something like 5mm scale, but the bigger models are used as markers. You might call this the "figurative" scale. When considering the game at this scale, each model can also be considered to represent more than one actual trooper of it's type. This is the weird part that I don't quite get myself, but I've heard the same logic applied to WHFB. Each spearman model is actually 5-10 of his type, as spear blocks of 10 are pretty useless. 50 to 100 is a more likely number. Similarly, those 10 marines crossing the 24" before they close with the enemy are actually several squads of the same type.

At this point, the 5mm system fails, though. 40K players want to see exactly what options are on which model, as it's more dramatic to play with and more interesting to model for that. It is assumed that when they get close to the enemy the action "zooms in" and the literal model-by-model view kicks in. The other squads represented are assumed to be fighting elsewhere. It's like an RTS that zooms in on one squad that you can then take over.

With unique models like characters and the addition of things like LOS around obstacles included to make the modeling aspect of the game more important, the figurative 5mm scale is ditched for the 30mm scale (a "literal" scale). Reversion to 30mm scale occurs whenever it comes in handy- like determining LOS, etc. In situations where tighter confines make a completely 30mm scale system possible (like hand-to-hand or COD), the system becomes almost completely 30mm (kill zones, movement through buildings, etc.) But when it comes to guns, the 30mm scale is unrealistic to the point of ridiculousness. While the abstraction required to think of the models as oversized markers on a 5mm battlefield fails to allow detail like heavy weapon models, it's not bad for reasoning around why a Marine can only run 30' per 5 seconds, or why rifle bullets fall out of the air at 50 yards.

Thus the chimerical fusion of the two scales. At range, things can be thought of as mostly 5mm and representative, except for LOS. As soon as you get closer in, it's one model equals one man, and yes that building really is 10 termagants high. In fact, it _is_ a fish-eye lens model, as you mentioned. It's one that includes changes in not only scale, but literal interpretation of models as well.

That's just my reasoning, but it's informed by several (admittedly very beery) discussions on just that topic over the last couple decades. It might be an overly complicated abstraction, but it's also something to think about everytime I'm like "HMGs that shoot 250 feet? WTF?!".

Sorry to go so far OT, but it's an interesting topic. If more discussion is in store, maybe we should start a different thread.


5th edition? @ 2008/01/05 05:47:24


Post by: JohnHwangDD


Wehrkind wrote:
JohnHwangDD wrote:
Wehrkind wrote:At the ranges 40k takes place in, tanks really should be fairly vulnerable, but then the range scale of 40k is a bit off in general. Basilisks can fire what, 120"? That's only 240 yards assuming 1" = 6' to scale. That's nothing. The trouble is the game is scaled to play with infantry on a 96 scale yard table.

You are confusing model scale with ground scale.

Model scale is easily 5 to 10 times ground scale on average. What I think is that model scale only holds when models are in BtB / HtH. Ground scale increases exponentially or logarithmically with distance. So 1" might be 6 feet. But 12" isn 72 feet - it's 500 feet, and 48" isn't 288 feet - it's a mile or more!

That is the silliest thing I have read all day. Do you ever read over what you type to see if it makes sense?

This isn't a fish eye lense model, it's a scale model of "reality". The trouble is they change the distance to make the weapons not have ranges of "yes" like they did in previous editions.

Seriously, do you spend time coming up with this stuff, or do you just shoot from the hip?

Are you stupid, slowed, or what?

40k isn't even close to being a scale game, much less some kind of accurately scaled time-motion simulation. The idea that a 40k battle occurs in a space as small as a football field is completely ludicrious. It's highly abstracted with mutable distances and floating time scales.

FYI, you don't have to agree with my posts. But if you're going to respond like you're doing, I'm going to respond in kind.


5th edition? @ 2008/01/05 06:06:19


Post by: JohnHwangDD


Savnock wrote:40K is a compromise between a visually interesting scale (30mm) and a realistic modern warfare scale (5mm).

"HMGs that shoot 250 feet? WTF?!"

Exactly. 40k wants to have nice, big models. But it wants to be playable on a 4' x 6' board. The two cannot be reconciled sensibly without something giving way, which is model vs ground scale consistency.

For me, what kills me is how the biggest, baddest Imperial Tank in the 40k universe would have a range of only about 150 yards, when a WW2 tank / anti-tank engagements, might engage at ranges of 500 meters to 2 km. And then you have Cold War era stuff like the Soviet 2S7 Pion - indirect fire range is 37-47 km, not 500m.

Anyhow, if one were to play a true scale 30mm (1/80 scale) game, you'd need an actual football field to play it on, because that's how far scale cannons fire and how far skimmers would actually move. If you shrank the battle to the tiny 4'x6' boards we play on, there would never be any vehicles - it'd be pure squad combat.

On the other hand, if one were to play a properly-scaled 5mm (1/300) scale game, the models are so tiny you'd never be able to tell one model from another. And even that would be overscale...

So 40k splits the difference. When models are close (i.e. HtH), you pretend model scale is correct. When the are far apart, you revert more towards ground scale. And then you presume some intermediate result for models between the extremes.

FWIW, 40k isn't the only game like this. Pirates of the Spanish Main was similarly funny. You have guys arguing about how the ships need to tack into the wind, but ignoring how they scale relative to 3" long islands. Those 2" long ships are not docking at the worlds smallest islands. If PotSM were played at model scale, the whole set of islands could be explored by rowboat!


5th edition? @ 2008/01/05 09:21:21


Post by: Logic


Wehrkind wrote:
JohnHwangDD wrote:
Wehrkind wrote:At the ranges 40k takes place in, tanks really should be fairly vulnerable, but then the range scale of 40k is a bit off in general. Basilisks can fire what, 120"? That's only 240 yards assuming 1" = 6' to scale. That's nothing. The trouble is the game is scaled to play with infantry on a 96 scale yard table.

I want to start playing Epic...

You are confusing model scale with ground scale.

Model scale is easily 5 to 10 times ground scale on average. What I think is that model scale only holds when models are in BtB / HtH. Ground scale increases exponentially or logarithmically with distance. So 1" might be 6 feet. But 12" isn 72 feet - it's 500 feet, and 48" isn't 288 feet - it's a mile or more!

If one wanted 40k to be have consistent model scale and ground scale, then one should be playing 40k with Epic models - at least it would seem somewhat realistic.


That is the silliest thing I have read all day. Do you ever read over what you type to see if it makes sense?

This isn't a fish eye lense model, it's a scale model of "reality". The trouble is they change the distance to make the weapons not have ranges of "yes" like they did in previous editions.

Seriously, do you spend time coming up with this stuff, or do you just shoot from the hip?


I agree with the exponential scale of gun ranges. A giant laser cannon can only shoot twice as far as a standard bolt rifle, which can only shoot twice as far as a pistol, which can only shoot twice as far as you can throw a demolition charge??... It’s definitely exponential.

But back to the point of the post. I think Troops being the only scoring units would be a huge mistake. Most “Fast Attack” choices are designed to be units that would speed ahead of the main force and secure an area. It also creates weird situations like “this 10 man Marine unit can hold an objective because it has one heavy weapon. But this 10 man Marine unit can’t hold an objective because it has 4 heavy weapons”... Game balance is one thing. But you don’t have to screw up the game with irrational game mechanics in order to accomplish it.

~Logic


5th edition? @ 2008/01/05 11:37:39


Post by: puree


Therion wrote:So that means you can show me an all-rounder Eldar build that assuming all the rumours are true can beat footslogger Orks?

[...] If you're really trying to say that making excellent armies in the 5th edition requires more thought than it does in the 4th edition I think you're sorely mistaken.


What? where did I say there was more to army creation than now - you must have been reading someone elses post. I said that your argument that you max out on troops and only get other stuff with spare points was hyperbole. i.e. That whilst troops look like having more emphasis on them doesn't mean that everything else will be ignored until you run out of troops to take.

What woud your propsed 1500 ork list look like. Warboss and ~160 boyz? You can't max out troops so there are no spare points. I seriously doubt every one is going to forgo some lootas, or stormboyz or whatever just because they are 'non-scoring'. We will quite probably see less maxing out on them, but that is not the same thing.

As for creating a list based on all the current rumours, As I've indicated in other threads, what an utter waste of time. Half the rumours are so vague that even if they were true we wouldn't actually know what rule we are looking at. Some areas have multiple rumours that can't all be correct. And we don't know which areas might have changed but haven't been noted yet. I'll wait till the new rules come out (leak or release) before getting carried away creating lists.


5th edition? @ 2008/01/05 12:06:03


Post by: Sarigar


Having only Troops act as scoring units just does not make any sense at all. I would imagine this is simply a misunderstanding of what was said or heard or read.

I can believe GW not allowing vehicles to hold objectives, which would mainly halt all the skimmers moving 24'+ in the last turn and win the game. (Land Speeders, Vypers, Falcons). CoD works somewhat in this fashion (from my limited experience with CoD)

What would also be silly is not allowing Jump Infantry/Bikes to hold objectives despite their improved movement modes. (Jetbikes, Assault Marines, Raptors, Destroyers etc...)



5th edition? @ 2008/01/05 12:28:12


Post by: Therion


puree wrote:What woud your propsed 1500 ork list look like. Warboss and ~160 boyz?

I find this disturbing. In my question to you, I posted a proposed 1.85K Ork list, and yet you didn't see it or chose to ignore it. Selective reading? Same goes for JohnHwangDD, who simply ignores posters who point out holes in his arguments. Does it matter what my proposed 1.5K list would be like? I'll entertain you: Warboss, KFF mek, 120-150 Shoota Boyz, 1 unit of Lootas or Snikrot's Kommandos. Basically like I said, 75%-85% of the emphasis on troops, and one support unit. Flexible, resilient, powerful, but not interesting.


5th edition? @ 2008/01/05 13:04:40


Post by: beef


i just hope my SW dont get nerfed and lose all thioer snazzy rules and hopefully they bring back rhino rush for marines. I meen come on if they cant jump out of a moving vehicle what kind of lame superhumans are they??


5th edition? @ 2008/01/05 13:50:14


Post by: skullspliter888


with the template rules there is no problem with them.
i may have missed it in the rumors are they going to fix ,mend IC rule ?



5th edition? @ 2008/01/05 14:01:38


Post by: puree


Therion wrote:
puree wrote:What woud your propsed 1500 ork list look like. Warboss and ~160 boyz?

I find this disturbing. In my question to you, I posted a proposed 1.85K Ork list, and yet you didn't see it or chose to ignore it. Selective reading? Same goes for JohnHwangDD, who simply ignores posters who point out holes in his arguments. Does it matter what my proposed 1.5K list would be like? I'll entertain you: Warboss, KFF mek, 120-150 Shoota Boyz, 1 unit of Lootas or Snikrot's Kommandos. Basically like I said, 75%-85% of the emphasis on troops, and one support unit. Flexible, resilient, powerful, but not interesting.


I explained why I wasn't going to get into 'write a list' based on rumours - That was the point of your 1850 point army - asking me to write a similar eldar list, so I didn't ignore it. You just choose to ignore why I wasn't bothered about putting up 1850pt lists based on vague rumour.

I know you play in 1500 pt tourneys (or you did, I'm assuming you still do) so yes 1500 pts is relevant. So would you do what you say and only take non-troops after you have maxed out the troops. Cleary you didn't above in the rought list outlined. I doubt it the vast majority of people would. Your original post (that this argument was about) was hyperbole - that is you were exagerating the affect of a troop only scoring rumour by claiming people would now max out troops for all armies before using the left over points for other stuff. I can't see your post about 75-85% on troops (another thread maybe?), only the one about not spending anything on non-troops until you've maxed troops out.

PS as to interesting. What is interesting about any other list you post? Don't take that the wrong way, the point is you post tourney lists, where the point is to win. There is nothing any more interesting in those lists than the one above. They are just a collection of units that you think will max your chance of winning. That is exactly the same as the 2 rough ork lists you have outlined above. There wil be just as much discussion on optimising every last point spent under 5th as there was under 4th, troop only scores doesn't change that, it just changes the parameters of what is good or bad in an optimised list.



5th edition? @ 2008/01/05 14:33:33


Post by: Therion


puree wrote:that is you were exagerating the affect of a troop only scoring rumour by claiming people would now max out troops for all armies before using the left over points for other stuff.

Okay, I get it. You ignore my questions to you and the lists that I posted as concrete examples of my opinion, and focus on the single false idea that I have supposedly advocated everyone to unconditionally take six full squads of troops with all possible upgrades before spending points on anything else. You want to draw attention away from the fact that I was right. Voodoo Boyz who replied in the beginning didn't have any trouble understanding what I stated. You're either intentionally or unintentionally misunderstanding what I said, or playing dense and sticking literally to my very first post regarding these rumours. I also said:

Therion wrote:It's all abouts troop choices now, for every army. You max your troop choices (within reason) and then you see how many points you got left. My new, incredibly interesting speedpaint 5th edition tournament army in 1.5K is Necron Lord with Orb and Veil, 46 Necron Warriors and 2x Monolith.


Does that look to you like six full squads of Warriors? You max out your troops choices within reason, depending on the points limit and the army in question. Did you notice me saying that Orks, Necrons and maybe some Marines are flexible enough to pull this off and because of that will be at a massive advantage? When you play 1000 point games you don't try to take six full squads of troops. Get a grip man.


5th edition? @ 2008/01/05 15:07:48


Post by: puree


Therion wrote:
Okay, I get it. You ignore my questions to you


More hyperbole?

I don't believe I've ignored a single question from you. I may not have answered in the way you'd like - e.g. producing a list based on pure speculation as to what the rumours might mean. As far as I can see you asked 2 actual questions of me. I answered both.

question 1 - Are you completely missing my point? I answered that.

No i didn't miss your point. Yes more emphasis on troops looks like how it is going to be if the rumour is true, but...


question 2 - What should the Eldar field against that? I answered that.

As for creating a list based on all the current rumours, As...






5th edition? @ 2008/01/05 17:44:55


Post by: Asmodai


Da Boss wrote:Those changes look ridiculous.

They make orks insanely powerful and kill several other builds.
they also seem to completely nerf tanks of all descriptions.
I really hope a lot of those changes aren't true.


Ditto.

I'm thinking I'll leave off my Guard and paint Empire a bit. If all these changes are true, I'd probably sit out and play 4th until 6th gets released in 2012.


5th edition? @ 2008/01/05 19:10:00


Post by: Kilkrazy


These rumours may not be true, or they could be incomplete and there could be other changes that will moderate the effects.

Otherwise it is a massive kick in the nuts for Tau who have the least effective troops in the game and will get their vehicles nerfed as well, and have a recent codex which does not fit the new format but won't get updated for several years.

GW's record on well-thought out rules changes that affect game balance is not reassuring.


5th edition? @ 2008/01/05 19:20:57


Post by: Tribune


I'll probably regret asking, but what's your definition of 'effective troops', KK? I only ask as people seem very quick to dismiss 80% of the troops in the game as somehow 'not worthy'. I call Theoryhammer on yous guys


5th edition? @ 2008/01/05 19:25:19


Post by: Toreador


A nice eldar list to beat ork hordes is based around bikes, falcons and vypers all with a lot of shuriken cannons, along with Dire Avengers to clean up the units that are still scoring. It's quite a chore to play against.


5th edition? @ 2008/01/05 19:39:32


Post by: skullspliter888


@Troeador its off topic someone seen blade runner lol sorry just read your sig


5th edition? @ 2008/01/05 19:46:31


Post by: Toreador


The new directors cut is out,.. and it is nice

I think once people play against orks, they won't be near what people say they are. They WILL be competitive though...


5th edition? @ 2008/01/05 21:03:49


Post by: Kilkrazy


Tribune wrote:I'll probably regret asking, but what's your definition of 'effective troops', KK? I only ask as people seem very quick to dismiss 80% of the troops in the game as somehow 'not worthy'. I call Theoryhammer on yous guys


Effective troops should have a range of options for combat using H2H and/or ranged weapons, plus mobility and survivability in terms of numbers, armour and morale. Not many armies have all of that in one package but most armies have more of it than Tau.

There is a reason why Tau tournament lists often feature the minimum possible troops.


5th edition? @ 2008/01/05 21:56:22


Post by: Tribune


Kilkrazy wrote:Effective troops should have a range of options for combat using H2H and/or ranged weapons, plus mobility and survivability in terms of numbers, armour and morale.


Ahh, interesting. I'd call that more idealistic than anything else. As you say yourself, you're not going to see that combination often, so I think comparing Tau to that standard is a little unfair.

Kilkrazy wrote:Not many armies have all of that in one package but most armies have more of it than Tau.


Are we talking about other troops units 'having more of it' or other armies in general? I think you mean the former, but am asking the question honestly. If so, comparing one army's troop choices directly to another's in isolation is still a flawed concept IMHO.

Kilkrazy wrote:There is a reason why Tau tournament lists often feature the minimum possible troops.


I think that is the same reason as many other lists do the same. Because the perception is there are better spend options available elsewhere, rather than Tau troops not being 'effective'. Of course, this could all be a case of semantics. But steering back onto topic, the reason I asked is because if troops are actually to be more effective by virtue of being able to hold objectives, perhaps it's worth humouring the idea that Tau troops are not so bad? It may just become the case that rather than sinking points into stealth suits, crisis suits etc., people see their troops (Tau or otherwise) as worthwhile.

Which sounds a lot like what the designers have in mind. QED and all that


5th edition? @ 2008/01/05 23:00:25


Post by: Kilkrazy


What I mean is that most other armies have troops options (I am talking about Troops that will according to rumour be able to capture objectives in 5th edition) that are more effective than Tau Fire Warriors because they have H2H weapons, heavy ranged weapons, bigger numbers, better morale and so on.

For example Orks have decent H2H and numbers to compensate for their low armour and poor shooting. IG have numbers, heavy weapons, some access to H2H weapons and upgrades for morale and armour save. SMs arguably have everything but cost a lot.

In my view it is perfectly reasonable to compare troops from different armies in relation to their ability to take and hold an objective, if this is going to be the focus of the game.

There is also an issue of contribution to overall army effectiveness and points balance. Because FWs are very vulnerable to H2H and cannot carry heavy weapons, increasing the proportion of them in the army makes it more vulnerable to assault and less able to deal with MEqs and vehicles because it absorbs points needed for Crisis suits. My worry is that the effect of this is less exaggerated in other armies because other troops do not have these disadvantages to such an extent.

Kroot should be a help of course.


5th edition? @ 2008/01/05 23:22:18


Post by: Tribune


That's a fair response. I do think your view excludes the idea already posited that troops don't necessarily have to take the objective, they have to be able to hold it. And if some other part of the Tau codex will allow you to take an objective, then comparing the FW unit in isolation with other armies' troops is unfair.

But that's just how I see it. I do agree that I feel for the Tau's need to field heavier weapons via other more specialised units, but I think it's a challenge inherent in their style, not a defining factor of their army list & it's validity.

I think Fire Warriors are great for their points, but I see your issue that they can't bulk out to nearer 20 per squad like a number of other troops choices.


5th edition? @ 2008/01/06 00:05:30


Post by: Kilkrazy


Well, an army with troops that can take an objective as well as hold it would be at an advantage compared to an army whose troops rely on other units to take the objective. I don't think anyone's arguing that the non-Tau armies have useless non-Troop units.

There will always be tactics.

FW's could easily be helped by making Rapid Fire range half of maximum rather than the current 12 inches (nothing about that in the rumours but I can dream.)


5th edition? @ 2008/01/06 00:09:38


Post by: Toreador


Is this about right for troops?

Chaos
Chaos Space Marines
Khorne Berzerkers
Noise Marines
Plague Marines
Summoned Lesser Daemons
Thousand Sons

Daemonhunters

Grey Knights
Inquisitorial Stormtroopers

Dark Eldar

Raider Squad
Warrior Squad

Eldar
Dire Avengers
Guardian Jetbike Squadron
Guardian Squad
Rangers

Imperial Guard

Armoured Fist
Conscripts
Infantry Platoons
(is there a doctrine to allow other units as troops?)

Necrons
Warriors

Tau
Fire Warrior
Kroot squad

Tyranid

Gaunt Brood
Genestealers
Hormagaunts

Witch Hunters

Arbites
Battle Sisters
Inquisitorial Stormtroopers
Zealots

Orks
Boyz Squads
Can be Nobz
Can be Bikerz

Dark Angels

Tactical Squads
Can be Terminators
Can be Ravenwing bikers

Space Marines

Probably change with new dex
Tactical Squads
Scouts

Blood Angels
Assault Squad
Tactical Squad


5th edition? @ 2008/01/06 00:41:47


Post by: skyth


Guard can have Stormtroopers as troops, Orks can have Dreads. Zealots aren't in the WH codex.


5th edition? @ 2008/01/06 01:26:54


Post by: JohnHwangDD


Therion wrote:JohnHwangDD, who simply ignores posters who point out holes in his arguments.

Pretending that you actually had something sensible within your argument, it wouldn't have been ignored.

You need to keep in mind that:
1. This is almost entirely opinion and perspective.
2. I'm not obliged to respond, particularly if I think the post is badgering or foolish.


5th edition? @ 2008/01/06 01:43:04


Post by: JohnHwangDD


IMO, the notion of comparing Troops in isolation seems mistaken. Troops will always be fielded with minimum of 1 HQ, and likely with other supporting units.

Second, the notion of including older Codices magnifies the problem, because they were designed under a totally different play concept (stand & shoot for VPs vs maneuver Scoring Troops to Objective).

So it would be appropriate to compare Tau Warriors & Kroot with CSM / Cult Marines, along with Eldar Jetbikes / Guardians / Rangers / Avengers. Within an overall Codex context, I don't think any army suffers too much.

One thing is certain is that the reshuffle will force players to rethink how much the spend on Scoring Troops vs supporting non-Troops, and how they should play. Tactically, there are a lot of interesting challenges associated with the change, far more than just firing away with Heavy Support, then bounding Fast Attack choices on Turn 6, while having 2 minimum Troops to contest one's own table quarters.

And for all those complaining how they lose their Assault Marines scoring, meh, it washes out against Chaos Bikers and Obliterators.

I think 5th Edition is going to be very exciting.


5th edition? @ 2008/01/06 02:09:23


Post by: malfred


Maybe in fifth edition they should just make a "Counts
as Troops" upgrade that raises the points costs of certain
units if you want to use them to claim objectives.


5th edition? @ 2008/01/06 03:04:03


Post by: Tribune


Actually, Malfred, I'm already dreading the launch of 5th Ed followed by the new loyalist SM codex with the convenient rule that all Marine infantry & jump infantry count as scoring units for holding objectives, thanks to their intense training and versatility blah blah blah...

OK, I thought I'd be cynical for a moment and see how it sat. I'm over it now, honest.



5th edition? @ 2008/01/06 07:26:09


Post by: Asmodai


I was thinking...

With this change, non-troops units have a massive disadvantage. There's no need to restrict non-troops units as any player that takes them more than is needed is shooting themselves in the forehead. (Sigh... bye-bye themed armies...)

GW could simplify the game a lot here. No need to worry about Force Organization - they could just copy the Apocalypse army selection rules (e.g. no FoC, only a certain points limit). There's really no need to worry about someone fielding 20 Obliterators or 10 Predators since doing so really wouldn't be a competitive move anyway. Their opponent would just focus on killing their troops units and automatically win the game.

Think of all the times you've been at the FLGS and seen 8 year olds play by just dumping random models on the table. Many players can't understand the force selection and slots system. This change would allow GW to simplify the game further to appeal to those players.

"Second, the notion of including older Codices magnifies the problem, because they were designed under a totally different play concept (stand & shoot for VPs vs maneuver Scoring Troops to Objective)."

Orks is finally coming out next week after 10 years. It's likely we'll be waiting at least that long for Witchhunters, Imperial Guard, Dark Eldar, Black Templars, etc. to be released. Since some of those older Codexes may be with us well into late-5th or early-mid 6th edition, I think it's fair to include them in the analysis.

Of course I think this rumour is bogus anyway, so we'll see.


5th edition? @ 2008/01/06 07:42:42


Post by: Phryxis


Their opponent would just focus on killing their troops units and automatically win the game.


Well, sorta... If you can build a sufficiently ridiculous list (say, nothing but Dakkafexes), then hide a couple troops in the back, and bring them out after you've wiped the table by turn 4... There's still a reason for an FOC.


5th edition? @ 2008/01/06 08:29:59


Post by: JohnHwangDD


Asmodai wrote:With this change, non-troops units have a massive disadvantage. There's no need to restrict non-troops units as any player that takes them more than is needed is shooting themselves in the forehead.

GW could simplify the game a lot here. No need to worry about Force Organization

I can almost agree here, aside from the fact that balance will never be perfect. There will always be a "best" non-Troops option. So FOC is still useful to limit imbalances and to keep armies well-themed around an imaginary OOB.

For example, it would be silly to see an army consisting of nothing but Dire Avengers in Holo-Falcons led by Phoenix Lords. It would be better to see an army built around Dire Avengers in Wave Serpents led by a Phoenix Lord and supported by a couple Falcons.

And besides, if regular 40k became Apocalypse, then Apocalypse wouldn't be special.


5th edition? @ 2008/01/06 10:15:56


Post by: Kilkrazy


It's certainly not true to say that non-troops will become useless. No-one says now that ICs and Transports are useless because they can't hold objectives in 4th edition.


5th edition? @ 2008/01/06 13:58:03


Post by: stonefox


It's probably a different story when ICs, transports, fast attack, heavy support, and elite troops can't hold objectives.


5th edition? @ 2008/01/06 14:00:08


Post by: mikeguth


Greetings from a Lurker,

I am a novice at 40k, but have been playing wargames for a very long time, having played miniatures with Gary Gygax when he wrote historial rules, (WWII- Tractics), before he invented/popularized D+D.

The recent trend in wargame rules has been to make turn sequences more interactive. Examples of this would be use of card systems as in Memoire 44/Battle Cry by Days of Wonder, or the Picquet system by Bob Jones.

40k is extremely primitive in this regard with its simple I Go, You Go system. This creates the classic problem for equal point value armies of whichever force moves into range first either shoots first and kills half the enemy, or lacks move and fire weapons and hence is shot at first.

Now I doubt that any of the 40k authors will ever read this post, or would risk a major change in the rule system. But, I would suggest that the game would be much more interesting from a tactical viewpoint if they adopted an order chit system.

Order chits 1. Charge (allows move and subsequent assault). 2. Move greater than half, 3. move less than half, 4. Fire 5. move greater than half and fire 6. move less than half and fire 7. Rally.

Units receive order chits at the beginning of the turn. Players alternately reveal one units orders at a time. Units which are rallying must reveal their rally order as the first action. Units which take casualties or damage must reveal their order at the next opportunity.

This sort of order system adds a significant planning element and engages both players attention throughout the turn. I think it makes smaller games particularly more interesting.

Just an opinion.


-


5th edition? @ 2008/01/06 14:45:50


Post by: skullspliter888


after playing some games where you move ,shoot, assault ,etc . One unit at a time it makes each round long but there is no first turn i go and blow up half your army up and your guys can't FIGHT back.
think I'm going to test this with 40k I'll post how it goes .

the problem with this idea they never do it


5th edition? @ 2008/01/06 14:55:20


Post by: Tribune


Our group implemented some extremely straightforward alternate turn sequence mechanics for late in the 2nd edition and it overcame the first turn (and overwatch) dynamic prevalent then. I think now though, the use of concealment as a scenario rule essentially helps to even this out a great deal in the current ruleset.


5th edition? @ 2008/01/06 15:33:18


Post by: Therion


If I understand correctly Brimstone has already admitted he might've got this rumour wrong. It might as well be that everything except ICs, vehicles and swarms can hold objectives. We'll see.


5th edition? @ 2008/01/06 16:48:40


Post by: Tribune


Unnecessary & deleted.


5th edition? @ 2008/01/06 17:01:27


Post by: Tribune


I think Therion refers to this: http://warseer.com/forums/showpost.php?p=2233156&postcount=4

I take it as more his usual disclaimer that nothing is guaranteed to be right. But I can see your interpretation also. On that basis, all the min-troopers can go away and be happy again. Perhaps ;P

You may also like to consider this later post from the same thread: http://warseer.com/forums/showpost.php?p=2234187&postcount=75

Brimstone wrote:Anything taken as a troops choice under the FOC is a scoring unit


5th edition? @ 2008/01/06 17:06:48


Post by: Schepp himself


Therion wrote:If I understand correctly Brimstone has already admitted he might've got this rumour wrong. It might as well be that everything except ICs, vehicles and swarms can hold objectives. We'll see.


Is this new news or referring to the snipped posted here, because he assured that it's just troop choices and not infantry models.

And even if it's true: All I hear here is crying. What the hell? Who says you can't win with less scoring units that your opponent?
Elite, fast or Heavy units often have the advantage of superior firepower, armor or speed. Under the new rules they can't hold objectives. Ever thought of balancing your units selection out? If you field nothing but necron warriors or space marines, dedicated anti-MeQ troops will reap a load of them...happy scoring then, maybe you should have bought a unit to counter that!

The rule surely keeps players away from fielding only the minimum of troops and powering up on elites. Since when is that bad? All the Falcon armies now are unscoring and have unscoring load. So my Ork mob for a fraction of the cost is sitting on an objective and there isn't much you can do about it. Sure kill me, but you won't get any bonus points for scoring. I feel that this rule could prevent lists like the immortal necron spam or similar lists which is a good thing, imo. And besides, tell me which of the newer codecies have sub-par troops selection?
Eldar, Tyranids, Space Marines or Chaos? Maybe Tau? Come on! A unit with 30" rapid fire S5 AP5 weapons for 10 points is bad? Not in my book...

Greets
Schepp himself



5th edition? @ 2008/01/06 17:10:52


Post by: Tribune


What Schepp said...


5th edition? @ 2008/01/06 20:02:38


Post by: Asmodai


Schepp himself wrote:
Therion wrote:If I understand correctly Brimstone has already admitted he might've got this rumour wrong. It might as well be that everything except ICs, vehicles and swarms can hold objectives. We'll see.


And even if it's true: All I hear here is crying. What the hell? Who says you can't win with less scoring units that your opponent?


Of course you can, but you're at a serious disadvantage.

Elite, fast or Heavy units often have the advantage of superior firepower, armor or speed. Under the new rules they can't hold objectives. Ever thought of balancing your units selection out? If you field nothing but necron warriors or space marines, dedicated anti-MeQ troops will reap a load of them...happy scoring then, maybe you should have bought a unit to counter that!


That's not the issue. The issue is that troops get such a massive advantage relative to their points cost that it effectively breaks the game.

For example, it's currently a reasonably tough choice between Lascannon Heavy Weapons Squads and Infantry Platoons in an Imperial Guard army. Both have advantages (numbers, more firepower) and disadvantages (wasted shots, low numbers). With this rule the Infantry Platoon, already more popular, becomes far and away the best choice and the other options are just wasted space.

A Land Raider is 250 points, which is roughly the same as a 10-man Las/Plas Squad with a Veteran Sergeant, Powerfist and Rhino. It's currently a toss-up with the edge going to the troops choice. When you factor in that the Land Raider can't score then there's no longer any question. The Tactical Squad is far and away the better selection. The Land Raider goes to sit on the shelf till 6th edition.

Part of the reason people play 40K is for all the cool background. If you start closing all that off in competitive games so people just play with rifle platoons, they might as well play Flames of War.


The rule surely keeps players away from fielding only the minimum of troops and powering up on elites. Since when is that bad?


I like themed armies. The Iyaden Ghost Warrior army, a covert Tau Strike Team with Pathfinders and Stealth Suits, the Tanith 1st with lots of Veteran Squads, a cyborg Necron army full of Pariahs and Flayed Ones, etc.

There's lots of times when it's a lot more fun to play against an interesting variant than just another 60 Necron Warriors.


5th edition? @ 2008/01/06 22:17:23


Post by: Tribune


With all respect, this is same old, same old. Rumoured changes are discussed and people decide that their favourite style of play, whether it be winning tournaments or playing their 'themed army', is lost forever.

Actually, you can still line up whatever army you like from your codex, but as is the case at present, there will some combinations that seem better or worse to you.

Hey, here's a shocker: your mileage may vary. Play the army you like to play. If you want to win, play the army you think will win.

If a person likes an army for it's theme over it's perceived chances of winning, then they still have the same themed army available to them to use. If they only like that themed army while they think it can win, then may I suggest that the theme is perhaps not as much their priority? I don't think as many people fall into the latter category, the themers are stubborn enough to enjoy themselves regardless

As for unit choices within and without the Troops FOC, I see it as accepted wisdom on here all the time that some units are no brainers and others are not. What's the difference under your comparisons? I'd like all choices to be equally useful, but since that depends on my perception, you're never to going to please everyone, are you?


5th edition? @ 2008/01/06 22:24:37


Post by: Schepp himself


For example, it's currently a reasonably tough choice between Lascannon Heavy Weapons Squads and Infantry Platoons in an Imperial Guard army. Both have advantages (numbers, more firepower) and disadvantages (wasted shots, low numbers). With this rule the Infantry Platoon, already more popular, becomes far and away the best choice and the other options are just wasted space.


Ok, point taken.

A Land Raider is 250 points, which is roughly the same as a 10-man Las/Plas Squad with a Veteran Sergeant, Powerfist and Rhino. It's currently a toss-up with the edge going to the troops choice. When you factor in that the Land Raider can't score then there's no longer any question. The Tactical Squad is far and away the better selection. The Land Raider goes to sit on the shelf till 6th edition.


Untrue. You don't know if the revisited damage chart and possible firesplitting will greatly enhance the land raider. Also it seems that AT firepower gets more expensive in the newer codecies (Chaos, DA,BT, Orks...)

I like themed armies. The Iyaden Ghost Warrior army, a covert Tau Strike Team with Pathfinders and Stealth Suits, the Tanith 1st with lots of Veteran Squads, a cyborg Necron army full of Pariahs and Flayed Ones, etc.


Well, discussing about competitive play and then giving these armies as examples seems strange. Sure, I hate it when themed armies loose all of their hope to compete, but there are and still will be ways to play with these armies even with the possible rule change, especially when necron and guards are getting redone in the future.

Greets
Schepp himself



5th edition? @ 2008/01/06 22:35:51


Post by: Asmodai


Schepp himself wrote:
Well, discussing about competitive play and then giving these armies as examples seems strange. Sure, I hate it when themed armies loose all of their hope to compete, but there are and still will be ways to play with these armies even with the possible rule change, especially when necron and guards are getting redone in the future.


Fair enough. I think 'semi-competitive' would be more accurate. I don't expect anyone to win a GT with the above mentioned Tau covert strike force, but they shouldn't be crippled either. The game can never be perfectly balanced, but I think it's a good thing when unusual builds can still give a spirited game.

A lot still depends on the uncertainties. If there's three objectives and each objective gives a bonus of VPs equal to the 10% of the points value (e.g. 150 each in a 1500 game) then Troops get a boost, but it's not decisive by itself. If there's two objectives and holding both = win and each having one or none = tie, then this rule's impact really starts to break the force organization system.


5th edition? @ 2008/01/06 22:52:41


Post by: Tribune


I think we'll stay with VP's in the core rules. Are there any/many tournaments out there that don't use VPs? Honest question.


5th edition? @ 2008/01/07 01:10:54


Post by: Abadabadoobaddon


JohnHwangDD wrote:And besides, if regular 40k became Apocalypse, then Apocalypse wouldn't be special.

No, then they'd both be special. And by "special" I mean "slowed".


5th edition? @ 2008/01/07 01:35:53


Post by: Kilkrazy


To give this argument a different perspective, imagine that the rumour said that only vehicles with the Tank attribute would be allowed to hold objectives, or only Elite troops, or only Fast Attack, or even only HQ units. Then think how that might affect your favourite army or hated foe and see if it is fair and reasonable.

GW's thinking seems to be, "Players aren't using enough Troops. Force them to use more." This does not remove any imbalances that may exist between lists. It only penalises lists in which the troop choices are sub-par. Now I know that many players consider all troop choices to be sub-par, but in reality some troops are more sub-par than others.


5th edition? @ 2008/01/07 06:03:10


Post by: Therion


No, then they'd both be special. And by "special" I mean "slowed".

Well put All this talk about a state of total imbalance and poorly thought out rules being okay because it's all 'special and fun' can't be described as anything else than slowed.


5th edition? @ 2008/01/07 07:14:54


Post by: sebster


Therion wrote:Well put All this talk about a state of total imbalance and poorly thought out rules being okay because it's all 'special and fun' can't be described as anything else than slowed.


So how would you describe criticism of proposed rules based on rumours, taken without consideration of other rumours, let alone based on any kind of playtesting?

For the record, I think the core of an army should be in its troops, and at present this isn't happening because most troops choices are poor value compared to other codex elements. This can be improved by making troops choices better options, like the new Ork codex, or by aking troops more valuable by encouraging them to function as actual troops function in battle is a good thing.

I'm agree that allowing only troops to hold objectives is a sloppy way of trying to make that happen. But given the rumour is nowhere near confirmed, and I haven't seen it work in an actual game, I'll hold off on my criticism.


5th edition? @ 2008/01/07 07:29:02


Post by: JohnHwangDD


Kilkrazy wrote:GW's thinking seems to be, "Players aren't using enough Troops. Force them to use more."

They're correct, you know...

It is common knowledge that Troops were the worst part of the list (ordinary non-Elite, slow non-Fast, mediocre non-Heavy), and players tended to play more specialists than generalists. Worse, they converted Troops into mini-Heavies. This distorts the game from the designer's intent.

GW tried to "encourage" Troops by making them 2-6 vs 0-3, and they've stuck with this for 2 full editions. For whatever reason, it's not really working. So, as the ultimate arbiters of the game, don't they have the right to determine whether games should revolve primarily around Troops, as opposed to everything else?

This does not remove any imbalances that may exist between lists.

Totally agreed.

It only penalises lists in which the troop choices are sub-par.

Not really. It only refocuses the weighting of where those imbalances might lie. It's not like lists were (or will be) perfectly balanced anyways.

And it's not like lists were relatively penalized based on having different amounts of broken HQ / Elite / Fast / Heavy stuff before.

But now there is proportionally greater focus upon Troops, and this is actually good from a balancing perspective. The designers only need to really focus on balancing Troop choices against each other within and between Codices, as opposed to trying to balance everything against everything in every combination.


5th edition? @ 2008/01/07 07:49:12


Post by: JohnHwangDD


Asmodai wrote:The issue is that troops get such a massive advantage relative to their points cost that it effectively breaks the game.

A Land Raider is 250 points, which is roughly the same as a 10-man Las/Plas Squad with a Veteran Sergeant, Powerfist and Rhino. It's currently a toss-up with the edge going to the troops choice.

I'm not sure I like your examples, as all of them seem to revolve around older Codices (IG, SM, Necrons). It would be better if you used CSM / Orks, as they're the latest Codices, and can be presumed to have whatever 5th Edition influences might be necessary already baked into them.

The conventional wisdom is that Land Raider suck, especially at 250 pts. For the same points, you can take 2x 6-man Las/Plas teams which are far more efficient. There is no discussion necessary.

OTOH, if you convert your example to CSM, the balance is different. 10 CSM have B&BP&CCW, and make good use of their Rhino. OTOH, their Land Raider is only 220 pts. And they don't have the option of taking Razorbacks. At 200 pts, the Chaos Land Raider is almost playable today. If the Top Armor = Rear Armor rule goes into effect as rumored, that Chaos Land Raider might well be worth 220 pts after all. So assuming that all the rumors hold, then the Land Raider is probably OK if you've already got 4 or 5 Mechanized Troops picks and need a heavy Assault Transport to spearhead the 5th or 6th Troops pick. But as we're back to an overall list / army list view, the atomic comparision is mooted.


5th edition? @ 2008/01/07 07:52:36


Post by: JohnHwangDD


Tribune wrote:I think we'll stay with VP's in the core rules. Are there any/many tournaments out there that don't use VPs?

Isn't this a chicken & egg thing? If the basic game in 40k is based on VPs, and that's what most players are comfortable / familiar playing, won't that be the default scoring mechanism?

OTOH, if the default game becomes Scoring Units and Objectives, with a removal of the whole VP table, then can't one expect the Tournaments to follow suit?

I can see 5th Edition doing away with VPs entirely in favor of simply counting Scoring Units. The whole full points / half points for up to half / less than half business is much more complicated than counting and tracking a handful of units for each player. Plus there's question of whether the "half points" should be rounded, and the inevitable question from new players how the half strength thing counts for VPs. OTOH, everybody can count their Troops. With GW refocusing on casual gamers, why wouldn't they make it easier to determine winners and losers?


5th edition? @ 2008/01/07 07:55:35


Post by: Turtle


sebster wrote:
So how would you describe criticism of proposed rules based on rumours, taken without consideration of other rumours, let alone based on any kind of playtesting?


Please not the "now now, there's no need for discussion on a forum set up exactly for that" argument. This is News and Rumours on Dakka Dakka. This is where grown men use overly harsh language about silly rumours about silly miniatures, causing sensitive people and people who hate thinking and discussion to take them too seriously. Adding to the discourse, positive or negative, is what this place is all about, telling people otherwise defeats the purpose. It's alright though, as you posted some of your opinion anyway. To do likewise, I think just trying to inflate the worth of Troops units like this is incredibly silly.

JohnHwangDD wrote:
It is common knowledge that Troops were the worst part of the list (ordinary non-Elite, slow non-Fast, mediocre non-Heavy), and players tended to play more specialists than generalists. Worse, they converted Troops into mini-Heavies. This distorts the game from the designer's intent.


Oh dear, designer's intent again. While it may seem perfectly rational to assume this is what they've always wanted, I'd much prefer them to take the game back to basics instead of every update just bandaging silly rules and restrictions upon what is essentially the existing 3rd ed. template and codex system. Simply put, I'm tired of buying a perfectly legal army one year and then finding that some designer didn't want that to happen at all, or underestimated the usage or popularity of a certain unit/weapon. Writing a rules system shouldn't be about denying strategy or telling people what you didn't want them to do, it should be about making a system wherein people will play the way you intended because the mechanics assist in that vision. Gamers aren't being catered to any more, they're being denied, and that's why people are getting miffed here.


5th edition? @ 2008/01/07 09:07:07


Post by: JohnHwangDD


Turtle wrote:
JohnHwangDD wrote:
It is common knowledge that Troops were the worst part of the list (ordinary non-Elite, slow non-Fast, mediocre non-Heavy), and players tended to play more specialists than generalists. Worse, they converted Troops into mini-Heavies. This distorts the game from the designer's intent.
Oh dear, designer's intent again. While it may seem perfectly rational to assume this is what they've always wanted,

The way the FOC is constructed (2-6 for Troops, 0-3 for non-Troops), I think it would be *irrational* to assume that the designers intended for players to fill their Heavies & Elites but leave their Troops mostly empty.


5th edition? @ 2008/01/07 12:33:32


Post by: skyth


If the rumors are true, it is actually possible to design a themed army that is actually impossible to win with (Your only troops being swarms or vehicles).


5th edition? @ 2008/01/07 13:57:58


Post by: Kilkrazy


>>>>Kilkrazy wrote:
>>>>GW's thinking seems to be, "Players aren't using >>>>enough Troops. Force them to use more."

>>They're correct, you know...

>>It is common knowledge that Troops were the worst >>part of the list (ordinary non-Elite, slow non-Fast, >>mediocre non-Heavy), and players tended to play >>more specialists than generalists. Worse, they >>converted Troops into mini-Heavies. This distorts the >>game from the designer's intent.

This bit is right: "GW's thinking seems to be, "Players aren't using enough Troops."

This bit is wrong "Force them to use more."

The way to get players to use more Troops is to make Troops interesting and worthwhile to use.

40K is supposed to be a game of huge explosions and stuff. If everyone wanted to slog around in the mud with a rifle company they could play Flames of War or Command Decision.

>>Worse, they converted Troops into mini-Heavies. This >>distorts the game from the designer's intent.

The reason being that SMs in particular are too hard to kill with ordinary infantry weapons so players load up on plasma, this secondarily reduces the value of vehicles when the environment is full of anti-tank weapons.


5th edition? @ 2008/01/07 14:16:55


Post by: puree


Kilkrazy wrote:

The way to get players to use more Troops is to make Troops interesting and worthwhile to use.


well making them the only objective grabbers would certainly fulfill the worthwhile part.

40K is supposed to be a game of huge explosions and stuff. If everyone wanted to slog around in the mud with a rifle company they could play Flames of War or Command Decision


Is it? - When I see imagery of 40k I see massed ranks of guardsmen, huge hordes of orks and nids, marines adavancing with bolters. I always see the a sort of dirty futuristic WW1, with infantry(or 'troops') bearing the brunt . That is what I expect the game to be trying to respresent. Yes I see the Titans and armor companies, but that is at a higher scale and probably best done via epic. Apoc sort of tries to meld the 2 together.


5th edition? @ 2008/01/07 14:29:01


Post by: gorgon


JohnHwangDD wrote:The way the FOC is constructed (2-6 for Troops, 0-3 for non-Troops), I think it would be *irrational* to assume that the designers intended for players to fill their Heavies & Elites but leave their Troops mostly empty.


The org chart doesn't suggest anything other than what it is.

Two Troops choices isn't much at 1500+ pts, the level at which the designers claim the game is best balanced. If that's not enough and army compositions don't reflect designer intent, then that's the fault of the designers for not putting in appropriate minimums and maximums. Although this hasn't stopped the designers from complaining about "unscrupulous" players. I've defended the designers plenty of times on this forum, but that's the one thing they do that really p*sses me off.

Back on point, I just can't get past them trying to solve org chart issues by changing victory conditions rules. It's like the old joke about hitting someone in the head with a hammer to "relieve" the pain in their aching knees. I realize the designers are backed into a corner with the backwards-compatibility forced down their throat. But this just reeks of compounding one's errors.

I'm all for change in the game, but the change has to make some sense.


5th edition? @ 2008/01/07 15:17:02


Post by: sebster


Turtle wrote:Please not the "now now, there's no need for discussion on a forum set up exactly for that" argument. This is News and Rumours on Dakka Dakka. This is where grown men use overly harsh language about silly rumours about silly miniatures, causing sensitive people and people who hate thinking and discussion to take them too seriously. Adding to the discourse, positive or negative, is what this place is all about, telling people otherwise defeats the purpose. It's alright though, as you posted some of your opinion anyway. To do likewise, I think just trying to inflate the worth of Troops units like this is incredibly silly.


I'm not really sure where you got any of that from. It would be quite silly to criticise discussion on a discussion board, so I guess we're all lucky I never did that. But that doesn't mean all discussion is worthwhile, you're ignoring the sensible middle ground.

Discussing the possible designer intent of a rule, the likelihood of it coming into play and whether or not you like the sound of the rule seem pretty sensible topics for discussion. But speculating about armies taking nothing but troops and dominating the tournament scene without any consideration for other rumoured changes, changes to the metagame or countless other unknowns is disappearing down the rabbit hole.

I have no idea why you'd think trying to inflate the worth of troops is a bad thing. At present if there was no minimum troop requirement its likely a lot of people wouldn't take any troops at all, and they'd pretty successful because of it. In many of the current codices troops are crappier versions of dedicated shooting and assault units, taken because they have to be. Giving troops a specific niche would largely solve that problem, so trying to make troops worth taking by having them operate as objective holding troops is a good idea... But I still can't agree with the current rumour, that is a poor execution of a good idea.


5th edition? @ 2008/01/07 16:08:09


Post by: Kilkrazy


Personally I consider this thread to be growing into a Dakka classic. We are up to 10 pages of arguments about an unconfirmed rumour about the contents of a book whose release is also an unconcerned rumour!

The sub-argument about whether it should be happening at all is an essential element of its Dakkaness.


5th edition? @ 2008/01/07 16:22:52


Post by: Polonius


This is a wispy rumor, but there have been some fairly shocking rumors that materialized (the loss of legions/daemons, escalation, etc.) so combined with the decent reliability of the source make it pretty big news.

This rumor, combined with the forced march rule, would radically change the nature of the game. This won't just affect tourny gamers, even though the entire hierarchy of power armies will change. Every game of 40k under those rules would be vastly different from the current ones.

Is this bad? I'm not convinced that it is.

It's becoming increasingly clear that GW wants to keep it's veterans either building new armies or radically changing their current ones to keep up. This may upset many gamers, but part of me likes the ides of a dynamic metagame.


5th edition? @ 2008/01/07 16:35:09


Post by: Turtle


sebster wrote:
I'm not really sure where you got any of that from. It would be quite silly to criticise discussion on a discussion board, so I guess we're all lucky I never did that. But that doesn't mean all discussion is worthwhile, you're ignoring the sensible middle ground.

Discussing the possible designer intent of a rule, the likelihood of it coming into play and whether or not you like the sound of the rule seem pretty sensible topics for discussion. But speculating about armies taking nothing but troops and dominating the tournament scene without any consideration for other rumoured changes, changes to the metagame or countless other unknowns is disappearing down the rabbit hole.

I have no idea why you'd think trying to inflate the worth of troops is a bad thing. At present if there was no minimum troop requirement its likely a lot of people wouldn't take any troops at all, and they'd pretty successful because of it. In many of the current codices troops are crappier versions of dedicated shooting and assault units, taken because they have to be. Giving troops a specific niche would largely solve that problem, so trying to make troops worth taking by having them operate as objective holding troops is a good idea... But I still can't agree with the current rumour, that is a poor execution of a good idea.


Obviously you missed me trying to make light of the situation with my language, the internet is a harsh mistress so I'm sorry you missed that. However, I'd like to disagree with you there as that speculation on armies and list composition is exactly what pertains to us as consumers in this game. We know the game will change, we know the codices probably won't, or at least not soon, so how is it not prudent to talk about how this will affect our unit selection or game experience? Whether or not you believe it's worthwhile isn't exactly anything people need to worry about, it's perfectly valid on-topic discussion.

Honestly I've never understood the fixation of 'troops are good and must be taken even though they are bad'. Did some guy with a hardon for weaksauce army lists send out a memo that I missed? Simply put, when people want to spend their time and dollars on a perfectly legal army list, it seems trite to expect them to hamper their lists to personal expectations. What exactly would be the problem with no troops choices at all? Would it not still be possible to have a full, fun game? Playing devil's advocate here, but you need to understand that asserting that all armies should have a surfeit of troop choices is just as arbitrary an assertion, if not moreso, than saying that it doesn't matter.

And I should clarify that I have no problem boosting troops, but this is the most hamfisted, silly way to do things I can imagine. Hurrah broad sweeping rules changes. Why is this a bad thing? Because it negatively affects a lot of armies that are otherwise perfectly viable, and screws with people's abilities to make the armies they'd like to with their money and time. I object simply to having the rules changed to negatively impact certain armies/units as opposed to the game allowing viability for a wide range of armies.


5th edition? @ 2008/01/07 18:16:18


Post by: Toreador


Without knowing the full rules changes, and or missions, how can you say it is hamfisted?

Why wouldn't you base any army list around troops with everything else as support? Armies generally tend to be a mass of "regulars" with support. Without that every one would only bring the very best and elite of the list. Doesn't sound very realistic, or fun.

Really without any playtesting how can we say how it affects any army? I really suspect it isn't as bad as most seem to think it is. Troops should be the backbone of amy army.


5th edition? @ 2008/01/07 18:19:38


Post by: snooggums


I'm crossing my fingers that they will wrote logical and clear LOS rules in the next edition.


5th edition? @ 2008/01/07 18:24:35


Post by: bigchris1313


Toreador wrote:Doesn't sound very realistic, or fun.


Sir, I hate to beat the proverbial dead horse--well, not really--but realistic? We're talking about a game with Kroot, sir. Kroot.



5th edition? @ 2008/01/07 18:26:55


Post by: Asmodai


Toreador wrote:Without knowing the full rules changes, and or missions, how can you say it is hamfisted?

Why wouldn't you base any army list around troops with everything else as support? Armies generally tend to be a mass of "regulars" with support. Without that every one would only bring the very best and elite of the list. Doesn't sound very realistic, or fun.

Really without any playtesting how can we say how it affects any army? I really suspect it isn't as bad as most seem to think it is. Troops should be the backbone of amy army.



Why shouldn't they bring elites?

Covert ops, specialist forces, cults, etc. all vary from the default layout. It's awfully presumptuous for you to say that all the players that like those sorts of forces are having wrong-fun.

It's perfectly realistic too. When the Navy SEALs go on a sensitive mission, there's no requirement that they also have to bring 100 National Guardsmen with them. The CIA didn't bring the entire NYPD with them when they tried to assassinate Castro.

Missions in 40K often rely more on specialists than they do on 'regulars'. For example, Eisenhorn rarely relies on pouring in buckets of Inquisitorial Stormtroopers to get the job done. He relies on his specialists.

I like cool missions, fluff and theme. Arbitrary rules like this kill that.

As expressed its hamfisted. It's hamfisted judging by its interaction with existing rules (e.g. the Codexes that will be carrying over). I'm hoping it's not what its rumored to be. If it is, it'll be pretty bad.


5th edition? @ 2008/01/07 18:32:07


Post by: puree


Asmodai wrote:
I like cool missions, fluff and theme. Arbitrary rules like this kill that.

As expressed its hamfisted. It's hamfisted judging by its interaction with existing rules (e.g. the Codexes that will be carrying over). I'm hoping it's not what its rumored to be. If it is, it'll be pretty bad.


I don't really consider it a game rule per se. More a scenario/mission rule. You are never required to go with the sceanrios as listed, in fact you are normally encouraged to come up with your own scenarios/campaigns/tourneys. If you don't like troops only for scoring then just don't run scenarios that use that. As long as people know before hand there shouldn't be any real compaints. Look at the current tourneys, a lot of them change or expand on how victory is calculated rather than stick with the basic standard missions.


5th edition? @ 2008/01/07 19:13:09


Post by: gorgon


Toreador wrote:Why wouldn't you base any army list around troops with everything else as support? Armies generally tend to be a mass of "regulars" with support.


If that's what they want, then the org chart should reflect it. If the org chart isn't working as intended, then you fix the chart. The org chart establishes army compositions before the game is played. Victory conditions rules relate to how one used their army during the game. The two shouldn't be tied so closely together.

What's next, a +1 to hit for Troops when shooting or in CC?

Really without any playtesting how can we say how it affects any army?


I can only hope GW has the answer to that question. I'm not convinced they do or will before the new edition is released. And I'm even more convinced lately that (as a playtester once told me) they just don't understand the mentality of players.


5th edition? @ 2008/01/07 19:27:15


Post by: JohnHwangDD


Kilkrazy wrote:The way to get players to use more Troops is to make Troops interesting and worthwhile to use.

And limiting Scoring to Troops makes them interesting and worthwhile to use.

Seriously, every other type has something more special, being better-equipped / faster-moving / harder-hitting. Troops are never going to compete on that basis. And when Troops did (6-man Las/Plas), the game stagnated.

The last "fix" attempt (making Rapid-Fire semi-mobile), didn't go far enough. So now they're addressing the problem head-on by limiting Heavy weapon access in Troops, and changing things so only Troops are Scoring.

gorgon wrote:I just can't get past them trying to solve org chart issues by changing victory conditions rules.

If they change the FOC, probably people would complain more. At least this preserves Codices and armies. All that changes is effectiveness.

Turtle wrote:this is the most hamfisted, silly way to do things I can imagine.

No, it isn't. If GW wanted to go about things in an even more directly ham-fisted way, they could easily change the FOC to actually force players to field more Troops:
1 HQ
0-1 Elite
5-8 Troops
0-2 Fast
0-2 Heavy
Would that have been better, or would there be even more crying?

As it is, armies are still playable as-is. Nobody needs to buy more models or change anything. You can still field your minimum 2 Troops with max 2 HQ, 3 Elites, 3 Fast, 3 Heavy. It's just that GW is no longer going to reward you for doing so.


5th edition? @ 2008/01/07 19:41:16


Post by: Toreador


You also don't have S.E.A.L. armies showing up to battle. You have small teams that have more of a place in a small skirmish level game, than army level. You will always have need of specialists in any force, but the main focus of 40k is armies, and an army is based on troops. By making troops scoring you can do two things. You entice people to take more troops, but not require it. Missions can still be objective based, that don't require scoring troops. Things that specialists can perform (killing HQ, blowing up bunkers, etc.. etc..)

And just because it has fantastic elements to it, doesn't mean that 40k can't have some basis in reality, or even the fluff of the game. Tacticals are most common, Fire Warriors the backbone, Imperial Guard troopers are the mass of their respective armies.


5th edition? @ 2008/01/07 19:42:13


Post by: JohnHwangDD


Asmodai wrote:Covert ops, specialist forces, cults, etc. all vary from the default layout.

It's perfectly realistic too. When the Navy SEALs go on a sensitive mission, there's no requirement that they also have to bring 100 National Guardsmen with them. The CIA didn't bring the entire NYPD with them when they tried to assassinate Castro.

Ahh... but when these units go on a mission, do they do so en masse, as an entire Company with full mechanized support against another Company-sized force for a large combat engagement?

What you are describing is a single super-squad of Elites against a massed mooks of Troops.

And what's really nice is that GW actually has a game for precisely that kind of thing. It's called Space Hulk. Or Kill Team. But it isn't 40k.

(Aside, I'd agree it would take a Company of Navy SEALs to have a 50-50 chance to complete such a simple mission - it's not like they're SAS, much less Army Rangers. Hell, I'd put my money on a company of Marines out-performing those SEALs).

Anyhow, when the US goes to war with Special Forces, they're used in a support role. They gather intel, call in airstrikes, etc. They don't do a lot of front-line fighting.


5th edition? @ 2008/01/07 20:00:10


Post by: Schepp himself


On another note: Is anyone buying that "Hth, always rear armor" thing? Sound very fishy to me and could screw over more people who used to park their vehicles in front of the enemy army. Heck, basic Space Marines can punch a Leman Russ to rubble! (What they should can! HURRRR!)

But seriously, what the hell?

Greets
Schepp himself


5th edition? @ 2008/01/07 20:03:14


Post by: Wehrkind


The main problem I see with troops in 40k is that they are not good enough at any one thing to be terribly useful in most cases. While I can respect a unit that is pretty good at everything, it does not a good backbone unit make, not enough that it justifies being so common.
Generally armies have backbone units that either 1) do something useful that many are needed for (NOT just holding ground, but actual useful things) or 2) are what is left over after spending all your money on specialized troops. Otherwise, specialized troops are the order of the day.

In otherwords, if the Imperium has basic IG troopers as it's backbone, it is either because they are very useful in and of themselves (eh... lasgun? no) or because it can not afford to give every 2 men a lascannon or even a heavy bolter, let alone a tank.
Now, if the rules want to approximate fluff, and if the Imperium, can't afford to give every trooper a lascannon etc., raise the price of heavy weapons, but let everyone take them.

Another decent fix would be to make anti-tank weapons less effective against troops. But a decision that only certain IG troopers with less than 2 heavy weapons and less than 3 special weapons are allowed to hold a point? That really hurts the versimlitude of the game, for really no good reason.

When it comes to a question of elites, 40k is about skirmishes, not battles. When you have a space marine list at 1000 points that has ~30 models in it, with gear and such, that's a pretty elite group. Maybe more on par with Marine Recon numbers as opposed to SEALs, but still, that's a very small number. Requiring that fights have to be largely between grunts at that level is a little questionable.

I just really think they can do better than that.


5th edition? @ 2008/01/07 20:10:21


Post by: Toreador


But even then, with like say Marine recon, you have standardized troops as opposed to specialists, which just like in a marine list is represented. Tacticals are the most common, and can do a number of tasks, while everything else is specialized.

There are not that many army building systems that this isn't represented.

Just as well allow all HQ.


5th edition? @ 2008/01/07 20:10:47


Post by: skullspliter888


@JohnHwangDD amen "normal" troops are the one's bearing most of the combat over in the sand like us National Guardsmen

back to the topic, the same would on the battle Field's of 40k I'm not saying just troops should count as scoring units but you need them to hold ground. you could say double VP for troops on the objective. etc. but if you what to field all elite's go ahead you just don't get as many points.

example if you had a hammer (normal troop) vs a sledge hammer (elite) which one would you use to drive a nail?


5th edition? @ 2008/01/07 20:10:48


Post by: Tribune


Schepp himself wrote:On another note: Is anyone buying that "Hth, always rear armor" thing? Sound very fishy to me and could screw over more people who used to park their vehicles in front of the enemy army. Heck, basic Space Marines can punch a Leman Russ to rubble! (What they should can! HURRRR!)

But seriously, what the hell?


To me it says that you need to protect your tanks with infantry when working in close quarters. Which is often cited as being fairly close to reality. Or a fantastical distant future version of reality, with Kroot in it.

If I understand the mechanics correctly, troops in the right position near a tank will mean that assaulting troops can't have a free run at the tank. Perhaps another use for these terrible troops choices everyone finds so unimpressive?

PS. KK is right when he cites many problems arising from the ridiculous save system. Since armour saves became unmodified, finding the weapons to take out 3+ saves has overshadowed too many other considerations when picking your lists. It needs to end.


5th edition? @ 2008/01/07 20:12:15


Post by: JohnHwangDD


Schepp himself wrote:On another note: Is anyone buying that "Hth, always rear armor" thing?

Yep, I'm on board with that. It says that Top Armor = Rear Armor, and HtH Troopers are smart enough to go after the weaker armor than the heavier armor when they swarm the vehicle.


5th edition? @ 2008/01/07 20:15:35


Post by: skullspliter888


@Schepp himself not sure with this one but it makes you think a little more before you tank shock someone now.


5th edition? @ 2008/01/07 20:19:31


Post by: skyth


JohnHwangDD wrote:
As it is, armies are still playable as-is. Nobody needs to buy more models or change anything.


Under these rumors, it is entirely possible to have an army that is completely incapable of winning regardless of dice rolls or opponent actions.

That is the hallmark of bad game design.


5th edition? @ 2008/01/07 20:21:26


Post by: Toreador


The classic nemesis of armour has been infantry on the hoof. Too many ways to take out an unsupported vehicle.

And jumping to conclusions without the full rules can lead to misinformed statements. Until you know what the rest of the rules or the missions are how can you know if it is bad design or not?
How do we even know what it takes to win a mission or not?


5th edition? @ 2008/01/07 20:26:01


Post by: JohnHwangDD


Wehrkind wrote:The main problem I see with troops in 40k is that they are not good enough at any one thing

That's the point, you know. But if you look at regular armies, the average platoon of rifleman isn't particularly good at any one thing, either.

if the Imperium has basic IG troopers as it's backbone, it is either because they are very useful in and of themselves (eh... lasgun? no) or because it can not afford to give every 2 men a lascannon or even a heavy bolter, let alone a tank.

The US has the most expensive military in the world. We don't give every 2 guys a .50, BAR, Mortar, TOW. Hell, we only recently got around to the idea of mechanizing our infantry in Rhinos (Strykers), because we couldn't afford M2 Bradleys, and HMMVs weren't tough enough.

In fact, no standing military in the world has that kind of weapons ratio. That is because most militaries fight with and against ordinary men, and against ordinary men, a rifle is more than adequate. So the real problem with 40k is that there are too many SM. With more Orks and a new Guard, we'll see more light stuff, making Lasguns useful again.

When it comes to a question of elites, 40k is about skirmishes, not battles. When you have a space marine list at 1000 points that has ~30 models in it,

The "standard" game of 40k was 1500 pts back when 3rd Edition came out and is now 1850 pts in the US. With the push towards mechnization, I'd expect 2000 pts to be the new standard. So if your (low) infantry ratio holds, we're talking 60 SM. Tho in a Scoring Troops / Objectives environment with Combat Squads and reduced points for Transprots, 2000 pts of SM would likely have around 80 SM.

But really, you should be using Guard as the example. That would be 100 models at 2000 pts, and Orks would be 100-150 models.


5th edition? @ 2008/01/07 20:27:52


Post by: JohnHwangDD


skyth wrote:
JohnHwangDD wrote:
As it is, armies are still playable as-is. Nobody needs to buy more models or change anything.

Under these rumors, it is entirely possible to have an army that is completely incapable of winning regardless of dice rolls or opponent actions.

Prove it. Show me a current-style army that cannot win under these rumors.

You can just point a link to an army list on Dakka if it saves you time.


5th edition? @ 2008/01/07 20:29:17


Post by: Wehrkind


Toreador wrote:But even then, with like say Marine recon, you have standardized troops as opposed to specialists, which just like in a marine list is represented. Tacticals are the most common, and can do a number of tasks, while everything else is specialized.

There are not that many army building systems that this isn't represented.

Just as well allow all HQ.


The trouble is that every Marine is a rifleman, as they say. Giving each on a squad automatic weapon does not improve their function for the cost since the M16 is quite good at putting down enemies, and the SAW is only marginally better, and in general just is a better way to run out of ammo faster. The difference between a bolter and a heavy bolter is quite significant though. Much more a lasgun and just about anything else.

Now, I really do get that this is a sticky situation. While the best fix might be to re-evaluate troops across the board, making troops a little more focused while jacking the price of heavy weapons up across the board except for heavy support, that would require resetting all the Codex's within a very short time frame.
I am just saying the seemly current decision of making only troops scoring neither makes sense from a fluff standpoint, nor does it really fix the problem elegantly. I wish they would do better.

And yea, if a tank isn't moving faster than people can grab onto it, it is relatively simple for those people to do very bad things to it. They do a decent job modeling the issue of hitting a moving vehicle in HTH already by way of requiring high numbers to hit regardless of skill, but currently don't have a very good method of resolving melee attacks against them.



5th edition? @ 2008/01/07 20:37:31


Post by: Toreador


Actually, a SAW and a Heavy Bolter are very similar in power upgrade from the basic M16 and bolter. The problem is that there is no game mechanic in place for what the SAW does best, and that is suppression. In a way the Heavy bolter does this by being more powerful in stats, buy making people avoid it.

Makes perfect sense from a fluff standpoint, just not in your opinion. In my opinion it supports fluff and helps fix a problem. It may not be the most elegant way, but you have to do it without breaking the Codexes that are out already. And again, we don't know all the rules, or even the mission rules, so how do we know what exact effect this has overall? We are assuming a lot at this point (both sides).


5th edition? @ 2008/01/07 20:45:20


Post by: Samwise158


I agree that it would be a VERY lame way to make people take troops over other choices. Infantry only, makes sense in some ways. After all if the goal is to take and hold ground its like a Blitzkreig worked where the Tanks and Mechanized troops cleared the path and pushed into enemy lines while the infantry captured hard points and held the captured territory. Elite infantry can do that better than regular Troops, and moving Heavy Support infantry and artillery onto the high ground after taking it from the other guy is a huge tactical advantage. So I can see why they might be tempted to do this. Still, it doesn't take into account the motivations of many of the races of the 41st Millenium. Tau, Eldar, Necrons, and Dark Eldar don't fight to hold ground. If the objectives are not all the same (assassination, destruction of an objective, rescue) then it won't be a big deal, but if its all about taking objectives like it is in Apocalypse then it will be a bad rule.

I'm not worried yet



5th edition? @ 2008/01/07 20:47:09


Post by: Wehrkind


JohnHwangDD wrote:
That's the point, you know. But if you look at regular armies, the average platoon of rifleman isn't particularly good at any one thing, either.

No, riflemen are quite good at engaging an enemy at a respectable range with a weapon that is highly capable of disabling all of their non-mechanized opponents. Compare that to a guardsmen with a lasgun. Not only is his weapon ineffective against most of the armor he will ever shoot at since 4+ or better has a 50% or better chance to be stopped, even if it goes through the armor, it has only a 50/50 chance at best of wounding anything tougher than a grot, much less the multitudes of orks, necrons, marines, etc. that have a T4 or better. That's just about as useful as giving all riflemen .22 long plinking rifles today.


The US has the most expensive military in the world. We don't give every 2 guys a .50, BAR, Mortar, TOW. Hell, we only recently got around to the idea of mechanizing our infantry in Rhinos (Strykers), because we couldn't afford M2 Bradleys, and HMMVs weren't tough enough.
...
That is because most militaries fight with and against ordinary men, and against ordinary men, a rifle is more than adequate. So the real problem with 40k is that there are too many SM. With more Orks and a new Guard, we'll see more light stuff, making Lasguns useful again.

Uhm... yes? That was my point, that armies have less than the best on everyone because the best is too expensive for the added benefit. However, a squad automatic weapon does not convey the same advantage over an M16 that a heavy bolter does over a bolter, much less over a lasgun. If the US started habitually fighting armies with armor that stopped M16 fire over 75% of the time, you would see a new weapon being issued right quick.


The "standard" game of 40k was 1500 pts back when 3rd Edition came out and is now 1850 pts in the US. With the push towards mechnization, I'd expect 2000 pts to be the new standard. So if your (low) infantry ratio holds, we're talking 60 SM. Tho in a Scoring Troops / Objectives environment with Combat Squads and reduced points for Transprots, 2000 pts of SM would likely have around 80 SM.

But really, you should be using Guard as the example. That would be 100 models at 2000 pts, and Orks would be 100-150 models.

Which is also my point, that 40k is a skirmish game with larger armies and vehicles shoehorned in over the years. (Creepy how you do that "restate your point as my own but opposing" thing.) It should be obvious that 40k was not meant to be played at huge levels, otherwise we wouldn't have to spend time wondering why a scale tank can only lob a shell as far as highschool kids can kick field goals.

My point is that if they want to make it a large scale (in terms of numbers on the field) game played at 25-30mm scale (in terms of model and terrain size) they are going to have to put more thought into it than "Oh... only troops can hold objectives, so stop taking units that are good at what they do."


5th edition? @ 2008/01/07 20:49:37


Post by: skyth


JohnHwangDD wrote:
skyth wrote:
JohnHwangDD wrote:
As it is, armies are still playable as-is. Nobody needs to buy more models or change anything.

Under these rumors, it is entirely possible to have an army that is completely incapable of winning regardless of dice rolls or opponent actions.

Prove it. Show me a current-style army that cannot win under these rumors.

You can just point a link to an army list on Dakka if it saves you time.


Dread mob, using only 2 dreads as troops.

Nid list where the only troops are rippers.